On 3 Jun 2011, at 22:58, HB-GRAL wrote:
I see that FlightGear-next-mac fails since some days because of some
missing plib headers. Is next-mac not followed anymore on hudson, is
FlightGear-mac-cmake reference now ?
The problem is I switched to the MacPorts PLIB, because it was easier, but
Am 04.06.11 08:46, schrieb James Turner:
On 3 Jun 2011, at 22:58, HB-GRAL wrote:
I see that FlightGear-next-mac fails since some days because of some
missing plib headers. Is next-mac not followed anymore on hudson, is
FlightGear-mac-cmake reference now ?
The problem is I switched to the
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.r...@jyu.fi wrote:
I'll see what I can come up with this weekend.
Thanks, much appreciated!
I've pushed a code change to be able to control the amount of light
scattering (or absorption) of the fog by adjusting
the /rendering/scene/scattering
I've pushed a code change to be able to control the amount of light
scattering (or absorption) of the fog by adjusting
the /rendering/scene/scattering property. A value of 1.0 is full
scattering and a value of 0.0 is full absorption (unrealistic). The
default is set to 0.8 now.
Erik,
Hi,
there are issues with some of our models due to texture references with
_absolute_ Windows file paths (using a drive letter). Usually that's not
a problem: OSG tries to load the texture from the given absolute path
first (e.g. F:\foo\texture.png), and if that's not available, it cuts
the
- ThorstenB a écrit :
It's generally a bad idea to use absolute paths in model files (even
if it's unix paths - and there's loads of /home/username/... in our
model), since you can never be sure if it's working for anyone except
the original author (see above). But only the Windows paths
On Sat, 2011-06-04 at 15:28 +0200, Frederic Bouvier wrote:
The problem is that the Blender AC exporter generates these absolute path.
In the PLIB days, the loader simply ignored the path to just take the
simple name.
-Fred
And AC3D does the same, and often one needs to add absolute
On Sat, 2011-06-04 at 15:03 +0200, Torsten Dreyer wrote:
prop-tie(/environment/relative-humidity,SGRawValuePointerfloat(_humidity));
is probably not a good idea since the FGEnvironment ties to this property,
too (and it's
the system that owns aka calculates this property.
You should use
On 04.06.2011 15:28, Frederic Bouvier wrote:
The problem is that the Blender AC exporter generates these absolute path.
In the PLIB days, the loader simply ignored the path to just take the
simple name.
Right, unfortunately it requires another manual step.
The advantage of not ignoring the
ThorstenB wrote:
In two cases the referenced textures aren't even in fgdata.
Hah, sounds familiar - that's a recurring cause of trouble with
submissions to the Scenemodels repository. _I_ am running a
consistency checker on every model, but .
Finally, I found 3 affected global models in
I am successfully generating now pdf with maps of the surrounding of an
airport, but something worries me about:
If I generate a map of KSFO, I see a hole just south west of HALF MOON BAY,
just upon the ocean.
my question is: Am I badly rendering the pdf or the triangles are
intentionally
Ciao Franceso,
Francesco Angelo Brisa wrote:
I am successfully generating now pdf with maps of the surrounding of an
airport, but something worries me about:
If I generate a map of KSFO, I see a hole just south west of HALF MOON BAY,
just upon the ocean.
my question is: Am I badly
thanks Martin,
further research: zooming out the map makes more holes just only on the
oceans... fixed using default background color as ocean.
cheers
Francesco
2011/6/4 Martin Spott martin.sp...@mgras.net
Ciao Franceso,
Francesco Angelo Brisa wrote:
I am successfully generating now
Hi all,
reaching our first milestone for 2.4.0, the code freeze of the main
development stream on June, 17th, I just increased the version number for
fgdata to match the version of simgear/flightgear which is currently 2.3.0.
If you get a version mismatch upon start of fg, please git-pull
At least one of us is confused about how things are structured.
Heh. I mean if You add some model with great sphere in it, without
addition things, all who have that model installed will see part of
giant sphere in the sky or whole sphere.
I have no idea what you mean by the distinction of
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