@Erik:
They are read from the ambient, diffuse and specular files in
fgdata/Lighting. For the default lighting scheme these do get altered,
but I think you already override that scheme completely.
Um... as they depend on the sun angle, these appear to be the light intensity
curves. I indeed
If you just want a quick and dirty way to read one property, we have
getprop / setprop - for any other use, you should be doing what the API
already supported; getting a props.Node object for the leaf, and then
manipulating it with no further string/path handling.
Using getprop on the
Am Sun, 14 Apr 2013 22:13:13 -0300
schrieb Diogo Kastrup diogo.kast...@gmail.com:
If you guys could test it and/or give any tips on how not to break any
interface design it would be appreciated.
Hi Diogo,
a quick trial with the bo105 (on FG 2.10) made me very happy. So
far I was not able to
Hi Diogo,
Hi all others,
Great to hear- I already thought your work stalled.
With some intelligent distributing of ballast you could at least reduce
the movements with stopped engines to a minimum. But as soon the rotors started
there was no hold
Unfortunately I can't test your patch -
As far as keyboard brake input, i believe this calls for some sort of ramping
up input, starting with a small value that increases exponentially as the
button is kept pressed, decreasing linearly when it is released, so that brakes
can be pulsed to a reasonably constant value. I believe that
I've just pushed a few major modifications to the highest quality shaders of
Atmospheric Light Scattering - the lower quality levels are at present
unaltered. Please give some feedback so that I can decide what to do with the
lower levels.
* I've converted fog and snow overlay from
On 04/14/2013 06:13 PM, Diogo Kastrup wrote:
A long time ago I started working on a different implementation for
YASim static friction. With help from Csaba and Mathias Fröhlich the
patch worked but I never finished polishing it to submit a final
version.
Vivian poked me about this one, so I
Am 2013-04-15 08:12, schrieb Renk Thorsten:
Using getprop on the one hand does not allow getting a property
converted to a given type and on the other hand is tedious to use
for more than one property, as one has to assemble the according
property paths (which is definitely less efficient
On a related note, the thread highlights that our tree textures are
rather small, so our trees look quite blocky.
Stuart,
I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in the near future. Thorsten suggested [1]
separating
Sorry for that HTML-crap. Here's the plain text again.
On a related note, the thread highlights that our tree textures are
rather small, so our trees look quite blocky.
Stuart,
I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in
http://devopsreactions.tumblr.com/post/37629811483/when-jenkins-fails-to-build-the-package-for-the-5th
:)
g.
--
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.
http://www.diy-cockpits.org/coll - Go Collimated or Go Home.
Some people collect things for a hobby.
Hi,
Thanks for the testing and support guys. The sliding helicopters where
really frustrating for me too.
I liked Alex's screenshot, that requires some skill...
I will go through some comments below:
Brandano wrote:
As far as keyboard brake input, i believe this calls for some sort of
On 15 Apr 2013, at 21:39, Thomas Albrecht wrote:
Sorry for that HTML-crap. Here's the plain text again.
No problem. I'm writing this from an iPhone and have no idea whether it's in
plain text or not!
Thorsten suggested [1] separating foilage and trunk; is this what you have
in mind?
At
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