Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
If you want to know the altitude, you need to have the matrix that transforms from the current view position/orientation to the earths center. And you need to transform from cartesian space into the earth ellipsoid. The best you can do is to do this per vertex. And even that is way too much

Re: [Flightgear-devel] G115; Was Aircraft issues: dg101g, Lightning

2012-01-11 Thread thorsten . i . renk
Which motor aircraft do you use for towing ? Given the above figures I suspect you're using the Piper Cub, right ? Did you ever try the Grob G115 ? I've never flown that one, neither in RL nor in FG, but I *guess* it's probably the closest in performance and FDM credibiliy to commonly used

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread Stuart Buchanan
On Wed, Jan 11, 2012 at 8:09 AM, Thorsten Renk wrote: I have now a scheme that does seem to do the trick - high stuff and stuff towards the sun glows properly before lower stuff and stuff away from the sun. http://www.flightgear.org/forums/viewtopic.php?f=47t=14755start=15#p147240 Very

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
Rather than passing in the eye position as a uniform, why not pass in the cloud altitude instead? Is this simply to avoid needing to modify the C++ code? I thought uniforms are things which are per frame constant in the scene and apply to all objects the same way - i.e. I pass light

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread Stuart Buchanan
On Wed, Jan 11, 2012 at 9:16 AM, Thorsten Renk wrote: Rather than passing in the eye position as a uniform, why not pass in the cloud altitude instead? Is this simply to avoid needing to modify the C++ code? I thought uniforms are things which are per frame constant in the scene and apply to

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 69, Issue 7

2012-01-11 Thread BARANGER Emmanuel
On 11/01/2012 10:08, flightgear-devel-requ...@lists.sourceforge.net wrote: I tried it today and as far as I can tell from a simple setup with mouse-control only I'd say the G115 behaves sufficiently reasonable. BUT I'm_very_ surprised: Don't these birds have neither a speed indicator nor

Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Viktor Radnai
Hi all, I had the same issue. It's quite odd. Git status was showing my tree as unmodified but I had to do the same thing (clone a new copy) with simgear otherwise it was not finding OSG in /usr/include. I think it was only looking in /usr/local/include for some reason. Cheers, Vik On

Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Stefan Seifert
On Wednesday 11 January 2012 13:27:04 Viktor Radnai wrote: I had the same issue. It's quite odd. Git status was showing my tree as unmodified but I had to do the same thing (clone a new copy) with simgear otherwise it was not finding OSG in /usr/include. I think it was only looking in

Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Viktor Radnai
Thanks for that. One of these days I'll actually learn git I promise :) Unfortunately I already nuked the old tree so I can't figure out what was left over that was causing the error. Cheers, Vik On 01/11/2012 01:50 PM, Stefan Seifert wrote: On Wednesday 11 January 2012 13:27:04 Viktor Radnai

Re: [Flightgear-devel] Release 2.6.0 git/fgdata aircraft maintenance

2012-01-11 Thread Eric van den Berg
Just created a merge request #130 for fgdata. Eric On 01/10/2012 06:23 PM, Stuart Buchanan wrote: On Tue, Jan 10, 2012 at 5:14 PM, Eric van den Berg wrote: Is indeed JSBSIM and that did the trick. Engine running! Great. Will you be committing a fix to fgdata, or do you need

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-11 Thread Mathias Fröhlich
Hi, On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote: I think then, computing mipmaps for any texture file on the CPU in the loader thread should globally improove the situation. Also avoiding the compression already in the files should help every use case. Except that the on disk

Re: [Flightgear-devel] Reminder for the release process for version 2.6.0

2012-01-11 Thread Torsten Dreyer
Hi everybody, in less than one week we will pass the outer marker for our release of FlightGear 2.6.0: the creation of the release branches in our git repositories. A good time to read the final checklist: * All features work as desired? * All major bugs fixed?

[Flightgear-devel] ads Models with current OSG

2012-01-11 Thread Olaf Flebbe
Hi, does anybody have the same problem? Several Messages: Unknown Chunk: ***UNKNOWN*** (0xA08A) in fgfs output. Seems to be a diagnostic from the 3DS loader within OSG. I get this (and messy views) with current OSG, fgfs, fgdata choosing for instance aircraft MD11 or airport EHAM .

Re: [Flightgear-devel] ads Models with current OSG

2012-01-11 Thread ThorstenB
On 11.01.2012 23:15, Olaf Flebbe wrote: Hi, does anybody have the same problem? Several Messages: Unknown Chunk: ***UNKNOWN*** (0xA08A) in fgfs output. Seems to be a diagnostic from the 3DS loader within OSG. I get this (and messy views) with current OSG, fgfs, fgdata choosing for