Yeah, you're right, I didn't update the data directory. I don't do that often,
because it takes ages for CVS to start update. Anyway, I'm going to update and
then report the results.
On 11/17/2009 01:53 AM, Victhor Foster wrote:
I am experiencing this bug: Some 3D objects/models are
On 11/16/2009 09:50 PM, Martin Spott wrote:
Hi Tim,
Tim Moore wrote:
[...] I want to shake out what the changes may have broken first. Animations,
particularly material animations, may very likely be messed up; please report
any breakage.
The prop disc of the Seneca, when lit almost
You were right, I just updated the data package and now everything works fine -
I think ;)
Thanks!
BTW, so far I haven't had any problems with material animations.
--
Let Crystal Reports handle the reporting - Free
Tim Moore wrote:
On 11/16/2009 09:50 PM, Martin Spott wrote:
The prop disc of the Seneca, when lit almost from the same direction as
viewed at (sitting in the cockpit, the sun in your back) now looks
pretty much like a hard disc.
I believe that updates to simgear and data fix this, but I
yeah glass and chrome effects are back to normal ... that was fast :)
On 11/17/09, Martin Spott martin.sp...@mgras.net wrote:
Tim Moore wrote:
On 11/16/2009 09:50 PM, Martin Spott wrote:
The prop disc of the Seneca, when lit almost from the same direction as
viewed at (sitting in the
Hi Tim,
Tim Moore wrote:
[...] I want to shake out what the changes may have broken first. Animations,
particularly material animations, may very likely be messed up; please report
any breakage.
The prop disc of the Seneca, when lit almost from the same direction as
viewed at (sitting in the
Hello Tim,
Hi Tim,
Tim Moore wrote:
[...] I want to shake out what the changes may have
broken first. Animations,
particularly material animations, may very likely be
messed up; please report
any breakage.
There are some more, maybe older:
-particles emmissive is broken ( no
I am experiencing this bug: Some 3D objects/models are untextured, while some
others are. There are two screenshots showing this bug on the links below.
http://img163.imageshack.us/i/fgfsscreen021.png/
On 11/17/2009 01:53 AM, Victhor Foster wrote:
I am experiencing this bug: Some 3D objects/models are untextured, while
some others are. There are two screenshots showing this bug on the links
below.
http://img163.imageshack.us/i/fgfsscreen021.png/
Tim Moore wrote
I've just checked in code that applies effects to all models in FG.
There's no
documentation yet for how to use new features -- and not really any
examples
either; I want to shake out what the changes may have broken first.
Animations,
particularly material animations,
Vivian Meazza wrote:
Tim Moore wrote
This requires updating flightgear, simgear, and data. Also, version 1.37 of
Boost
is now required.
Sounds good to me. I'll start to do battle with MSVC9 today. But why Boost
1.37 when 1.40 is available?
Indeed. To put it the sarcastic way (it's sunday
On 2009-11-15 09.38, Vivian Meazza wrote:
Tim Moore wrote
I've just checked in code that applies effects to all models in FG.
There's no
documentation yet for how to use new features -- and not really any
examples
either; I want to shake out what the changes may have broken first.
Tim Moore wrote
I've just checked in code that applies effects to all models in FG.
There's no
documentation yet for how to use new features -- and not really any
examples
either; I want to shake out what the changes may have broken first.
Animations,
particularly material animations,
Tim Moore wrote:
I've just checked in code that applies effects to all models in FG. There's no
documentation yet for how to use new features -- and not really any examples
either; I want to shake out what the changes may have broken first.
Animations,
particularly material animations, may
Tim Moore wrote:
[...] The critical feature from 1.37 is unordered_map; does
Debian stable have std::tr1::unordered_map (i.e.,
/usr/include/c++//unordered_map)?
jive: 11:56:47 ~ find /usr/include/ -name unordered_map\*|xargs ls -l
-rw-r--r-- 1 root root 8140 2. Jan 2009
Tim Moore
On 11/15/2009 10:04 AM, Martin Spott wrote:
Vivian Meazza wrote:
Tim Moore wrote
This requires updating flightgear, simgear, and data. Also, version
1.37 of Boost
is now required.
Sounds good to me. I'll start to do battle with MSVC9 today. But why
Boost
1.37 when
I wrote
Tim Moore
On 11/15/2009 10:04 AM, Martin Spott wrote:
Vivian Meazza wrote:
Tim Moore wrote
This requires updating flightgear, simgear, and data. Also, version
1.37 of Boost
is now required.
Sounds good to me. I'll start to do battle with MSVC9 today. But why
On 11/15/2009 03:46 AM, Tim Moore wrote:
The critical feature from 1.37 is unordered_map; does
Debian stable have std::tr1::unordered_map (i.e.,
/usr/include/c++//unordered_map)?
1) Talking about Debian stable is problematic, especially
in a discussion that will be archived. The
On Sun, 15 Nov 2009, John Denker wrote:
2) The following observations may be useful, even though they
don't directly respond to the question that was asked.
Squeeze (at the moment at least) is providing boost 1.35
Hi John,
Can you check if
aptitude install libboost-all-dev
doesn't upgrade
On Sun, 2009-11-15 at 05:11 -0700, John Denker wrote:
2) The following observations may be useful, even though they
don't directly respond to the question that was asked.
Squeeze (at the moment at least) is providing boost 1.35
which in turn provides
On Sunday 15 Nov 2009, Alasdair Campbell wrote:
On Sun, 2009-11-15 at 05:11 -0700, John Denker wrote:
2) The following observations may be useful, even though they
don't directly respond to the question that was asked.
Squeeze (at the moment at least) is providing boost 1.35
which in
On 11/15/2009 06:05 AM, Anders Gidenstam wrote:
Hi John,
Can you check if
aptitude install libboost-all-dev
doesn't upgrade your system to boost 1.40?
Wow. Thanks for the clue.
Simgear and FGFS compile OK here now.
It did here. I had at some previous time explicitly installed
On Sun, Nov 15, 2009 at 11:18 AM, Hans Janssen handigehan...@gmail.com wrote:
I just did a build from cvs and did a quik run on KSFO with the c172
witch seems to be ok, but running at an airport that is not in the base
pkg, like EHLE or EDDI, it starts but stays at the splash screen and
it's
Csaba Halász wrote:
On Sun, Nov 15, 2009 at 11:18 AM, Hans Janssen handigehan...@gmail.com
wrote:
I just did a build from cvs and did a quik run on KSFO with the c172
witch seems to be ok, but running at an airport that is not in the base
pkg, like EHLE or EDDI, it starts but stays at
On 11/15/2009 08:21 PM, Vivian Meazza wrote:
Csaba Halász wrote:
On Sun, Nov 15, 2009 at 11:18 AM, Hans Janssen handigehan...@gmail.com
wrote:
I just did a build from cvs and did a quik run on KSFO with the c172
witch seems to be ok, but running at an airport that is not in the base
pkg,
Material animation lighting works here , but ac objects with an
emmisive setting no longer 'emit' , (as already reported on IRC)...
On 11/15/09, Tim Moore timo...@redhat.com wrote:
On 11/15/2009 08:21 PM, Vivian Meazza wrote:
Csaba Halász wrote:
On Sun, Nov 15, 2009 at 11:18 AM, Hans Janssen
FG works again here, but there are bugs with your code. Some models are
untextured, some are textured, and the shading is weird. Like when you have the
ambient value lower than rgb on a material setting on a model. The side away
from the light is dark.
On 11/16/2009 02:30 AM, Victhor Foster wrote:
FG works again here, but there are bugs with your code. Some models are
untextured, some are textured, and the shading is weird. Like when you have
the ambient value lower than rgb on a material setting on a model. The side
away from the light
After the last commit , emissive materials work again ,
but all chrome animations are still emissive ... I used to have this
problem long ago if I didnt remove any texture from the object before
exporting from Blender.
Are default textures being applied to these objects somehow ?
Cheers
On
I've just checked in code that applies effects to all models in FG. There's no
documentation yet for how to use new features -- and not really any examples
either; I want to shake out what the changes may have broken first. Animations,
particularly material animations, may very likely be messed
The current simgear cvs version doesn't compile for me either. I'm on
fedora 11, with gcc 4.4.0. I've tried with both osg 2.8.0 (system
version) and osg trunk. See the builderror here:
http://briemens.com/fs/simgear-build-error
Thanks,
Stefan
2009/7/16, Frederic Bouvier fredfgf...@free.fr:
Hi
stefan riemens wrote:
The current simgear cvs version doesn't compile for me either. I'm on
fedora 11, with gcc 4.4.0. I've tried with both osg 2.8.0 (system
version) and osg trunk. See the builderror here:
http://briemens.com/fs/simgear-build-error
Thanks,
Stefan
That problem should be
Thanks, it is indeed
Stefan
2009/7/17, Tim Moore timo...@redhat.com:
stefan riemens wrote:
The current simgear cvs version doesn't compile for me either. I'm on
fedora 11, with gcc 4.4.0. I've tried with both osg 2.8.0 (system
version) and osg trunk. See the builderror here:
Tim Moore wrote:
I've checked in the initial work on my effects framework. This allows one
specify OpenGL attributes,
including shaders, in .eff files. For the moment these are only associated
with
terrain materials.
Thanks Tim. That looks like it was a lot of hard work.
I look forward
Hi Tim,
Tim Moore wrote:
I've checked in the initial work on my effects framework.
Quite interesting operations gaining ground here. Just a little side
note as I just tried to compile the current state on FreeBSD. Should
OSG-2.8.1 be sufficient to build, Does anyone get the same Error
message
Martin Spott wrote:
Hi Tim,
Tim Moore wrote:
I've checked in the initial work on my effects framework.
Quite interesting operations gaining ground here. Just a little side
note as I just tried to compile the current state on FreeBSD. Should
OSG-2.8.1 be sufficient to build, Does anyone
Tim Moore wrote:
Martin Spott wrote:
quickstep: 12:06:20 /usr/local/src/SimGear/simgear/scene/material make
g++ -O3 -march=pentiumpro -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..
-I/opt/gnu/include -I/usr/local/include -I/usr/local/include/X11
-I/usr/local/include
I get the same error on Linux
On Thu, Jul 16, 2009 at 3:12 AM, Martin Spott martin.sp...@mgras.netwrote:
Hi Tim,
Tim Moore wrote:
I've checked in the initial work on my effects framework.
Quite interesting operations gaining ground here. Just a little side
note as I just tried to
syd adams wrote:
I get the same error on Linux
The OSG 2.9.5 dev release will solve the problem if you want to try out
the changes immediately.
Jon
--
Enter the BlackBerry Developer Challenge
This is your chance to
Thanks.I think I will , I'm curious about these upcoming changes .
On Thu, Jul 16, 2009 at 7:56 AM, Jon Stockill li...@stockill.net wrote:
syd adams wrote:
I get the same error on Linux
The OSG 2.9.5 dev release will solve the problem if you want to try out
the changes immediately.
Jon
I've checked in the initial work on my effects framework. This allows one
specify OpenGL attributes,
including shaders, in .eff files. For the moment these are only associated with
terrain materials.
The default effect for terrain has a shader that does per-pixel lighting, with
a fallback to
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