like (like notepad on Windows).
Hope this helps,
Mark
J.J. Brennan wrote:
I have a SAITEK X52 joystick which works with other sims, but not with
Flightgear (on the YAW axis, the others are all ok).
Any ideas as to how I can fix this will be appreciated!
JJ
If that's not an Freudian slip ;-)
Olaf Flebbe wrote:
Hi,
using any paintext editor you like (like notepad on Windows).
Very indeed, notepad is a pain :-)
Olaf
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with this.
However there seems to be a problem with transparency / alpha channel in
your build. Normally the halo blends in smoothly and the edges aren't
visible.
Maybe this helps to point you in the right direction.
I'd also check the PLIB version used, as Martin already said.
Mark
Tatsuhiro
be up to date (which they
probably are - didn't check that :-)
Are there any errors on the console when running?
Mark
Tatsuhiro Nishioka wrote:
On Nov 18, 2006, at 9:34 AM, Martin Spott wrote:
PLIB 1.8.4 is very old and was released with known bugs, some of the
features in FlightGear
of how sophisticated and professional FG has become.
Take it as a compliment to all the developers who put so much effort in
this great simulator.
And maybe we can learn a bit on marketing from these people, too?
Just my 2 cents,
Mark
Curtis Olson wrote:
Someone just directed me
are a bit more negative in their
comments. It also appears many simply don't understand the way open
source projects evolve.
Hope this puts it in a nutshell,
Mark
Jon S. Berndt wrote:
Today, I was wondering what's someone else's take on FlightGear
is, so I did some googling and came across
can I checkout a copy of sg/fg before the commit of my code?
This way I could see it it's indeed a bug I caused.
Mark
Melchior FRANZ wrote:
* Melchior FRANZ -- Saturday 26 August 2006 10:05:
or the whole ocean is very pale (also see new harrier splash screen,
though it can be worse
, but for water there should be a
rather sharp highlight.
Maybe this was changed and now is causing the trouble?
Mark
Melchior FRANZ wrote:
* Mark -- Saturday 26 August 2006 14:19:
I was able to reproduce this. It seems to have to do with specular
highlights, since it's only visible
Hi Melchior,
that's OK. The code has to fit to the existing codebase and so I'll tidy
it up a bit.
I just didn't look at those details. No problem.
CU Mark
Melchior FRANZ wrote:
* Mark -- Thursday 20 July 2006 20:31:
After it is in cvs I'd be happy for some feedback and suggestions
Hi Vassilii,
it is indeed an debugging artifact. At least the using namespace std is.
The rest was existing code. I'll see what I can change.
As for the vector math, I didn't change any of that and this is all from
the original implementation.
And I don't really want to fuzz with that.
Mark
didn't touch the vector calculations as Vassilii suggested though.
OK, still awaiting comments and suggestions,
Mark
BTW: Is it better to have one big file with all diffs concatenated or to
provide a file for every file changed?
Melchior FRANZ wrote:
* Mark -- Thursday 20 July 2006 20:31
).
TIA,
Mark
P.S.: Who can I send patches for simgear without penetrating the list?
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opinions
hard-looking edges on overlapping objects.
Mark
Lee Elliott wrote:
I once tried to do some aurorae using very large 3d objects and
while I could see them ok I couldn't get any colour in to them -
they just looked white and the transparency I used in the
texture was ineffective, so I could see
with the property tree.
Since everything is working fine, I can address the other points in the
coming days.
Mark
Melchior FRANZ wrote:
* Melchior FRANZ -- Monday 10 July 2006 20:24:
If you let fgfs tell sg which node to get the density from, and
make this a node with tied getter function
of the SGSky class, maybe as atmosphere-object.
But I want to get the sun ready before touching anything else.
So if anyone else would like to try out implementing the cylinder, that
would be great.-)
Bye, Mark
Curtis L. Olson wrote:
Mark wrote:
Hi Steve,
which line do you mean
Great! I wasn't aware that the property tree could also trigger
functions after they are bound.
So now I'll have to see how I can integrate my code with fg's environment.
I hope i'll have some time for this on the weekend.
Thanks alot,
Mark
Melchior FRANZ wrote:
* Melchior FRANZ -- Monday 10
already and there's an ongoing discussion about using OSG anyway,
i suppose this won't be an option in the near future.
Mark
Steve Knoblock wrote:
Thank you for doing this.
I love accurate meteorology, sky conditions and astronomically correct
sky. It looks very photographic with the exception
.
But I still think the problem is mainly that the colors of the skydome
and fogcolor don't fit the halo's color.
CU Mark
Durk Talsma wrote:
On Sunday 09 July 2006 19:03, Mark wrote:
Hello everybody,
I've been experimenting with a redone implementation of the sun in simgear.
My goal
the same type of functions around different parts of fg/sg?
I don't know. Any Ideas?
Mark
Melchior FRANZ wrote:
* Mark -- Sunday 09 July 2006 19:03:
Looks beautiful, indeed. (Only the outer halo border is a bit too
obvious. :-)
Right now i'm doing alot of calculations in the repaint
you'll need:
- Textures for the halos in $FGROOT/Textures/Sky:
http://www.akermann.org/fgfs/halos.tgz
- Patches for files in FG: http://www.akermann.org/fgfs/fgfs-diff
- Patches for files in SG: http://www.akermann.org/fgfs/simgear-diff
Mark
called computer...).
I hope this'll bring a solution, however i'm not quite sure if i can get
everything out of the repaint method.
We'll see and I'll keep you informed.
@Vassilii: *g* What a compliment ;-)
Mark
Melchior FRANZ wrote:
* Mark -- Sunday 09 July 2006 19:03:
Looks beautiful
Actually that square is the sun's halo.
Things look this way if fg can't load the texture-files.
I'd check out the permissions and ownership of the files and directories
in FGROOT.
Also, could you provide FlightGear's output? If it's a problem with
loading the textures there should be a message.
PR for the project
already.
So we might just support his efforts and take some work of his
shoulders.
As for me, I could dedicate some time to this.
However, I am not that familiar with everything and I would have to ask
around for infos.
But I'd be happy to participate in some way.
Mark
Martin Spott wr
.
Mark
Georg Vollnhals wrote:
Rob Oates schrieb:
Hi,
I spent the last few days working on regional textures for Europe.
This is just a preliminary release so I can get feedback on these
textures.
Hi Rob,
I just experimented a little with your textures, changed some content
and made
evening and I can recommend flying over the
alps.
The current texture set looks good there and the tundra/herb tundra
textures look kindof alpine, too.
If there was texture-blending on the seems, it would really look great.
Well, I'm sure that'll come sometime.
Mark
.
I have provided a file for my files and you could just add your lines to
it (I actually already added your name in the header).
Mark
Georg Vollnhals wrote:
Rob Oates schrieb:
New scenery update!
Hopefully this gets everyones blessing :)
Hi Rob, hi all!
I am very glad you
Run time scenery bumb-mapping was already implemented some time ago by
some russian developer.
However it never made it to cvs. But I don't know why:
http://mail.flightgear.org/pipermail/flightgear-devel/2005-April/035721.html
Erik Hofman wrote:
Buchanan, Stuart wrote:
Hi Erik,
Are you
isn't used by
terragear for scenery-generation yet and the regions aren't defined yet.
Or am I mistaken?
Mark
Martin Spott wrote:
Jon Stockill wrote:
We have a more european city texture already - just no way of using it
on anything but a global scale
Obviously there are different
see why we shouldn't use more of the landcover types anyway
if we would have suitable textures.
This would add to more diversity.
Mark
Josh Babcock wrote:
Paul Surgeon wrote:
On Wednesday 25 January 2006 21:44, flightgear wrote:
I noticed this, too , since the landcover data actually
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