[Flightgear-devel] how to write XML files for scenery models

2010-02-01 Thread Andrew Gillanders
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Tim Moore
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
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.

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
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

Re: [Flightgear-devel] material animation still breaks pick highlights

2010-02-01 Thread dave perry
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

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Martin Spott
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

[Flightgear-devel] error C5108 unknown semantics and C7011 implicit cast

2010-02-01 Thread S Andreason
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

Re: [Flightgear-devel] error C5108 unknown semantics and C7011 implicit cast

2010-02-01 Thread Tim Moore
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

[Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread Peter Brown
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

Re: [Flightgear-devel] error C5108 unknown semantics and C7011implicit cast

2010-02-01 Thread Alan Teeder
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

Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread Heiko Schulz
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

Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread Peter Brown
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

[Flightgear-devel] FlightGear 2.0.0 release process: Update

2010-02-01 Thread Durk Talsma
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

Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery

2010-02-01 Thread Martin Spott
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:

Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread leee
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

[Flightgear-devel] Request for comments: Airport lighting

2010-02-01 Thread Lauri Peltonen
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

[Flightgear-devel] Stencil Lighting

2010-02-01 Thread Vivian Meazza
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:

Re: [Flightgear-devel] Stencil Lighting

2010-02-01 Thread Isaias Prestes
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

[Flightgear-devel] Threshold bug when using custom scenery enable

2010-02-01 Thread Peter Brown
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

Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread syd adams
If your using custom scenery , then it appears that tower info is read from Scenery/Airports/ ././. *.twr.xml -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers