I want to create some scenery models which include some animation
(comms tower with strobe light in this instance) in an XML file. Is
there some documentation somewhere on just what to put in the XML
file? I can cut and paste from other models, but knowing more about
what can be done in
Tim Moore wrote:
On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman e...@ehofman.com wrote:
Stuart Buchanan wrote:
It's been a long time since I (re-)wrote the random object code for OSG,
but my
recollection is that we use the same random number seed when generating
random model placements, to
Stuart Buchanan wrote:
I managed to do a couple of test-flights to validate Erik's bug report
without crashing my GPU.
The problem appears to be limited to the case where there are multiple object
path elements
defined under the object node. In this case, the actual object placed at a
On Mon, Feb 1, 2010 at 9:04 AM, Stuart Buchanan
stuart_d_bucha...@yahoo.co.uk wrote:
Tim Moore wrote:
On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman e...@ehofman.com wrote:
Stuart Buchanan wrote:
It's been a long time since I (re-)wrote the random object code for
OSG, but my
recollection
leee wrote:
On Sunday 31 Jan 2010, Erik Hofman wrote:
Stuart Buchanan wrote:
It's been a long time since I (re-)wrote the random object code
for OSG, but my recollection is that we use the same random
number seed when generating random model placements, to ensure
that a building is
Tim Moore wrote:
Since the bug is in model choice (not position), affects less than a
third of the object definitions in materials.xml, and is being reported
very late in our release process, I'm inclined to fix this in a 2.0.1
maintenance release.
Another way to fix it is to use a
Stuart Buchanan wrote:
As I recall, the plib code didn't even attempt to make random object placement
consistent across runs and I spent quite some time with help from a number
of people in putting together something that provided that consistency.
Actually FlightGear did this already for a
Tim Moore wrote:
Since the bug is in model choice (not position), affects less
than a third of the object definitions in materials.xml, and is
being reported very late in our release process, I'm inclined
to fix this in a 2.0.1 maintenance release.
As I'm out of the loop concerning the
Erik Hofman wrote:
Stuart Buchanan wrote:
As I recall, the plib code didn't even attempt to make random object
placement
consistent across runs and I spent quite some time with help from a number
of people in putting together something that provided that consistency.
Actually FlightGear
Erik Hofman wrote:
Tim Moore wrote:
Since the bug is in model choice (not position), affects less than a
third of the object definitions in materials.xml, and is being reported
very late in our release process, I'm inclined to fix this in a 2.0.1
maintenance release.
Another way to fix
Erik Hofman wrote:
Another way to fix it is to use a round-robin method instead of using
random for model selection. This would probably be an easy fix.
This method is also used for multiple scenery textures.
Alright, this is committed to CVS for now. It is tested and works
reliably.
Erik Hofman wrote:
Erik Hofman wrote:
Another way to fix it is to use a round-robin method instead of using
random for model selection. This would probably be an easy fix.
This method is also used for multiple scenery textures.
Alright, this is committed to CVS for now. It is tested
On 01/31/2010 11:16 PM, Tim Moore wrote:
On Thu, Jan 21, 2010 at 5:45 PM, dave perry skida...@mindspring.com
mailto:skida...@mindspring.com wrote:
Hi,
I just added a pick object to a material animation so it would be
illuminated when cockpit lighting is turned on. This pick
Gene Buckle wrote:
Here's a wild idea - once an object has been placed, why not record it's
position in a configuration file?
This _might_ work for 'normal' random objects since there are not too
many objects, but will end up in a _very_ long list if you're trying to
achieve the same results
Hi Tim,
I never got any response, so I guess my email got lost.
I am see a new error message with yesterday's cvs, so here is a new
report with OSG_NOTIFY_LEVEL stepped up to DEBUG
http://seahorseCorral.org/bugreport/fgfs-results.C172.KSFO.gz
search for error yields 40 results:
(25) : error
On Mon, Feb 1, 2010 at 4:53 PM, S Andreason sandrea...@gmail.com wrote:
Hi Tim,
I never got any response, so I guess my email got lost.
I am see a new error message with yesterday's cvs, so here is a new
report with OSG_NOTIFY_LEVEL stepped up to DEBUG
First email disappeared, so I'm sending again -
Hey guys,
I'm finding an issue using --prop:/sim/paths/use-custom-scenery-data=true
Thresholds on a number of test airports are off by a large degree, and the
tower viewpoint is an issue at some. When use-custom-scenery-data=false
spawn
Tim Moore wrote:
glLinkProgram FAILED
Program infolog:
Fragment info
-
(25) : error C5108: unknown semantics FACE specified for
gl_FrontFacing
Has anybody else seen this?
Stewart
Hi,
First email disappeared, so I'm sending
again -
Hey guys,
I'm finding an issue
using --prop:/sim/paths/use-custom-scenery-data=true
Thresholds on a number of test airports are off
by a large degree, and the tower viewpoint is an issue at
some. When use-custom-scenery-data=false
On Feb 1, 2010, at 12:25 PM, Heiko Schulz wrote:
Hi,
First email disappeared, so I'm sending
again -
Hey guys,
I'm finding an issue
using --prop:/sim/paths/use-custom-scenery-data=true
Thresholds on a number of test airports are off
by a large degree, and the tower viewpoint is an
Hi All,
Here's just a quick update regarding the 2.0.0 release. The final release is
really close now. We had planned to have a third release candidate by now,
which we would promote to the final release within a few days from now,
provided that no further showstopping bugs show up. We're
Hi Peter,
Peter Brown wrote:
It appears that Alex created a patch as stated here:
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg24826.html
Let's pass archive links around ;-)
As stated in:
On Monday 01 Feb 2010, Stuart Buchanan wrote:
leee wrote:
On Sunday 31 Jan 2010, Erik Hofman wrote:
Stuart Buchanan wrote:
It's been a long time since I (re-)wrote the random object
code for OSG, but my recollection is that we use the same
random number seed when generating
Hi!
I've heard that there is need for ability to toggle certain runway
lights on or off, depending on which runways are in use.
I've done some tests with obj.cxx and GroundLightManager to group lights
together and turn them on or off, and I think I have figured it out so
that I could make the
Hi All
Lauri Peltonen (aka Zan) has produced a stencil shader which can be used to
simulate the light cone of Taxi or Landing lights, or Floodlights for
airport aprons. The possibilities are endless. I have put together a demo
using the Buccaneer - some screenshots are here:
Vivian,
Thank you very much for all information. Very interesting!
Best regards,
Prestes
2010/2/1 Vivian Meazza vivian.mea...@lineone.net
Hi All
Lauri Peltonen (aka Zan) has produced a stencil shader which can be used to
simulate the light cone of Taxi or Landing lights, or Floodlights
Hey guys,
I'm finding an issue using --prop:/sim/paths/use-custom-scenery-data=true
Thresholds on a number of test airports are off by a large degree, and the
tower viewpoint is an issue at some. When use-custom-scenery-data=false spawn
locations and tower viewpoints are correct.
Test
If your using custom scenery , then it appears that tower info is read from
Scenery/Airports/ ././. *.twr.xml
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