Hello FlightGear developers,
In the FlightGear forum I stumbled upon a request from users, to enable head
tracking in FlightGear (head tracking that is i.e. provided by Freetrack or
TrackIR). Until now, I found no evidence that someone has embraced this
request, so I would like to jump in...
wjp.vri...@quicknet.nl wrote:
Hello FlightGear developers,
In the FlightGear forum I stumbled upon a request from users, to enable head
tracking in FlightGear (head tracking that is i.e. provided by Freetrack or
TrackIR). Until now, I found no evidence that someone has embraced this
On Thu, Apr 22, 2010 at 10:34 AM, wjp.vri...@quicknet.nl wrote:
Hello FlightGear developers,
In the FlightGear forum I stumbled upon a request from users, to enable
head tracking in FlightGear (head tracking that is i.e. provided by
Freetrack or TrackIR). Until now, I found no evidence that
You're probably right, they phrase is differently: the non-commercial API may
only be used in 'open source' projects...
I don't know why, but it does not matter to me: I like 'open source' !
- Original Message -
From: Tim Moore timoor...@gmail.com
Date: Thursday, April 22, 2010 10:59
Hello Erik,
Thank you. I will try it..
- Original Message -
From: Erik Hofman e...@ehofman.com
Date: Thursday, April 22, 2010 10:48 am
Subject: Re: [Flightgear-devel] Enable headtracking in FlightGear?
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
On Thu, Apr 22, 2010 at 8:41 PM, wjp.vri...@quicknet.nl wrote:
You're probably right, they phrase is differently: the non-commercial API may
only be used in 'open source' projects...
I don't know why, but it does not matter to me: I like 'open source' !
It's bigger than just open versus
George Patterson wrote:
On Thu, Apr 22, 2010 at 8:41 PM, wjp.vri...@quicknet.nl wrote:
You're probably right, they phrase is differently: the non-commercial API
may only be used in 'open source' projects...
I don't know why, but it does not matter to me: I like 'open source' !
It's
Hi,
I hacked on the landmass geometry shader a bit. On my machine I got the
frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This
technique may be promising, although it could certainly stand some new
textures. Anyone playing with geometry shaders in the terrain (and also
models)
Frederic Bouvier schrieb:
This is an OSG warning. Unfortunately, polygons were forgotten by the
people who wrote the tangent space generator. I posted something about
it on the OSG list but got no response. If we want to make it disappear,
I presume we'll have to do it ourself
-Fred
HB-GRAL schrieb:
Frederic Bouvier schrieb:
This is an OSG warning. Unfortunately, polygons were forgotten by the
people who wrote the tangent space generator. I posted something about
it on the OSG list but got no response. If we want to make it disappear,
I presume we'll have to do it
Ooops. Sorry, looks like this comes from todays landmass files from Tim.
There seems to be a bug (crash on exit):
http://www.pastebin.org/168361
Roland
signature.asc
Description: This is a digitally signed message part
Hi All,
Today at work I ran into somebody who writes a column on flight simulation for
the Dutch aviation magazine Piloot Vliegtuig (Pilot and Aircraft), a
magazine for real life pilots. Although he knew about FlightGear, he wasn't
very aware of the details of the program. He seemed to be
We actually try to emulate the aircraft's systems (vacuum, pitot,
static, electrical, etc.), so failure modes are much more realistic.
Instruments update more realistically, with suitable lags and other errors.
MSFS X has improved its flight models, but in general, I still find
that both JSBSim
On Thu, Apr 22, 2010 at 8:47 PM, HB-GRAL flightg...@sablonier.ch wrote:
HB-GRAL schrieb:
Frederic Bouvier schrieb:
This is an OSG warning. Unfortunately, polygons were forgotten by the
people who wrote the tangent space generator. I posted something about
it on the OSG list but got no
On Wed, Apr 21, 2010 at 11:06 PM, Frederic Bouvier fredfgf...@free.frwrote:
- Martin Spott a écrit :
HB-GRAL wrote:
BTW: Warning: TangentSpaceGenerator: unknown primitive mode 9
does not go away (from all this bumpspec.eff) but I guess this is
not related to my card. Is it?
On 23/04/10 08:44, David Megginson wrote:
Easy to set up for the command line, so you can launch straight into a
practice approach without clicking through a bunch of screens (and can
randomize things like wind).
Unfortunately, lets be honest, many (most) of our fellow pilots wouldn't
know
Don't forget fgrun :-)
And you can check
http://wiki.flightgear.org/index.php/Category:FlightGear_Newsletter
for new features
and http://www.flightgear.org/Gallery-v2.0/
At least the cloud is the best in all of flight simulator :-D
--Buganini
Here are a couple things off the top of my head ...
- FlightGear is currently powering several FAA certified pilot training
devices (www.atcflightsim.com)
- Flightgear uses a wgs-84 round earth model so you can fly from your real
aviation charts and hit all the intersections and radials and
I think FSX uses a round earth model and non-flat runways as well.
David
On Apr 22, 2010 9:29 PM, Curtis Olson curtol...@gmail.com wrote:
Here are a couple things off the top of my head ...
- FlightGear is currently powering several FAA certified pilot training
devices (www.atcflightsim.com)
Just to be pendantic.. ;-)
wgs-84 is an oblate spheroid and an equipotential gravity model which is
what I think we all meant by round. I would image FSX also uses it, if
not then this a definite plus
for you math types, it can be modeled using 2nd order Bessel functions for
orbital
20 matches
Mail list logo