Tim Moore wrote
I've committed a version of Till Busch's terrain effects, as seen at
LinuxTag.
I know that he hasn't finished tuning them, and I've changed his landmass
effect
to use the base terrain texture, which he's not entirely in agreement with
:)
Nevertheless, they are great
I wrote:
I've committed a version of Till Busch's terrain effects, as seen at
LinuxTag.
I know that he hasn't finished tuning them, and I've changed his
landmass
effect
to use the base terrain texture, which he's not entirely in agreement
with
:)
Nevertheless, they are great
Detlef wrote
On Saturday 01 August 2009 11:20:14 Detlef Faber wrote:
And what about Scenery Models with slopes or ramps on it? Currently
these cannot have ground properties and planes/cars can easily drive
through walls because only horizontal surfaces are considered for
collision
Heiko Schulz wrote
-Original Message-
From: [mailto:aeitsch...@yahoo.de]
Sent: 01 August 2009 13:58
To: FGFS Developers Mail List; FlightGear user discussions
Subject: [Flightgear-devel] Heliflyer :-(
Hello community,
Today I got sad news: Georg Vollnhals, also known as
Rob,
Both pilot list and chat rely on Nasal, while the mp aircraft itself does
not. Any sign of a nasal error in the terminal? Could be very early in the
start-up.
Vivian
-Original Message-
From: Rob Shearman, Jr. [mailto:rmsj...@yahoo.com]
Sent: 25 July 2009 17:51
To:
Gene Buckle
On Thu, 23 Jul 2009, Martin Spott wrote:
Jon Stockill wrote:
AFAIK we're currently limited to 1 camera, which would mean you'd need
2
instances of FlightGear in order to get the 2 different views.
The file FlightGear/docs-mini/README.multiscreen explains how to add
Gustavo Andreoni Vieira d'Almeida wrote
I new in this list, and developing a A-4KU Skyhawk II from Brazilian Navy
and
he operate in the Carrier A-12 São Paulo (ex-Foch) adquired from French
Navy
on 2000. I sugest change the nomenclature of Foch in FlightGear, and i can
create the Textures
simgear/math/SGMathFwd.hxx to
#include simgear/math/SGMath.hxx in props.cxx
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 19 July 2009 23:47
To: 'FlightGear developers discussions'
Subject: Re:
[Flightgear-devel][Simgear-cvslogs]CVS:source/simgear
Alan Teeder
RE: [Simgear-cvslogs] CVS: source/simgear/props props.cxx, 1.44,1.45
props.hxx, 1.32, 1.33
Sadly, props.hxx is still getting me errors with MSVC 2008 - see attached
error log.
-Original Message-
From: Tim Moore [mailto:timo...@baron.flightgear.org
Alan,
Tim's fixes are now in CVS although not quite finished: you might have to
add NOMINMAX to your pre-processor definitions.
I'd be interested to hear how you get on.
Vivian
-Original Message-
From: Alan Teeder [mailto:ajtee...@v-twin.org.uk]
Sent: 19 July 2009 17:52
And I forgot - you need to change #include simgear/math/SGMathFwd.hxx to
#include simgear/math/SGMath.hxx in props.cxx
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 19 July 2009 23:47
To: 'FlightGear developers discussions'
Subject: Re:
[Flightgear
Martin Spott
Vivian Meazza wrote:
Update of /var/cvs/FlightGear-0.9/data/Models/Airport
In directory baron.flightgear.org:/tmp/cvs-serv26998
Added Files:
BAK-12-0.ac BAK12.xml
Log Message:
Add runway arrester gear type BAK-12. Based on Dave Culp's original work
Just
Aeitsch wrote
Unfortunately the weather bit is
broken, and is likely to remain so until we can figure out a way to
detect cloud
locations.
Which should imho maybe possible, as the the position of each cloud can be
find in the property browser. Maybe Stuart can help here- our clouds
Steven_Lingsq
http://www.flightgear.org/forums/memberlist.php?mode=viewprofileu=7200
Wxradar.cxx generates a texture on the fly -
Aircraft/Instruments/Textures/od_wxradar.rgb is the default location, but
another can be specified in the radar configuration - which can be used in 3d
or 2d
Jon S. Berndt wrote:
Is cygwin still supported as a build environment for FlightGear? Or, would
it be possible/easier to get a version that works with MS VC++ 2008
Express
Edition?
I haven't built using Cygwin for a while now. I migrated to MSVC9 because,
while FG built OK, OSG wouldn't
The radar implementation in AIBase.cxx makes the assumption that the radar
is fixed on the longitudinal axis of the model. (It also assumes rotations
and elevations are in the local horizontal and that the radar is at the
origin of the model.) The radar data are used to drive the target markers on
Jim,
Long time no see!
I agree with all you say, except the default crease angle is 45 degs in the
latest version of AC3D. But even that is often too shallow. I find 61 degs a
good default, and then adjust as required.
Vivian
-Original Message-
From: Jim Wilson
Anders Gidenstam wrote
On Thu, 11 Jun 2009, Mathias Fröhlich wrote:
Ok, I have reverted a change from that date. It works for the hangar
doors for
me. So could you please double check if this is sufficient for all
issues?
Thanks and sorry!
Hi,
No problem. Yes, it works again
Anders Gidenstam wrote
On Fri, 22 May 2009, Mathias Fröhlich wrote:
Hi,
On Friday 22 May 2009 17:21:39 Vivian Meazza wrote:
Seems to work now - thanks.
Thanks!
Hi again,
It seems embedded Nasal has broken again. The doors of Hangar 1 at KNUQ
stay shut (and mp-carrier
I don't see much of a problem with a suitable jumper. Making it a ballistic
object with drag and mass would be easy. But a more realistic FDM . Hmmm
Vivian
-Original Message-
From: Curtis Olson [mailto:curtol...@gmail.com]
Sent: 30 May 2009 16:25
To: FlightGear developers
-Original Message-
From: Torsten Dreyer [mailto:tors...@t3r.de]
Sent: 29 May 2009 11:30
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Extending weather scenarios -
Was:Visibility and ceiling options broken?
So - I am just about to commit what I have done
Torsten wrote
So - I am just about to commit what I have done so far.
And now i did.
If anything is broken or does not work as expected, please shout.
So far - manual input doesn't appear to work, and instant apply for
fair-weather appears to drop back to the previous selection, but
attachment was scrubbed...
--
Message: 14
Date: Thu, 28 May 2009 17:12:44 +0100
From: Vivian Meazza vivian.mea...@lineone.net
Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 37, Issue
12
To: 'FlightGear developers discussions'
flightgear
Done - but you will need to check that it has been done correctly
Vivian
-Original Message-
From: Charlie Andrews [mailto:charlie.andr...@tiscali.co.uk]
Sent: 28 May 2009 16:35
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol
Heiko wrote
Hi,
flying again with the wingmen_demo's I noticed that the wingmen aircrafts
jumping.
There is a short period of a even flightlevel, then suddenly they jumps
very fast up and down, then they rest again in a even flightlevel, and so
on...
It occurs on land like ocean and
I wrote
Heiko wrote
Hi,
flying again with the wingmen_demo's I noticed that the wingmen
aircrafts
jumping.
There is a short period of a even flightlevel, then suddenly they
jumps
very fast up and down, then they rest again in a even flightlevel, and
so
on...
It occurs on
Mathias wrote
Hi,
On Thursday 21 May 2009 23:05:20 Vivian Meazza wrote:
Looks very much like Mathias' updates to SG on 17 May broke embedded
Nasal.
Haven't found out exactly which update is to blame though.
If you know which one, tell me.
We had that 'on load callback' code spread
Mathias wrote
On Thursday 21 May 2009 11:22:15 Anders Gidenstam wrote:
Have anyone else noticed that Nasal code embedded in 3d model XML files
(e.g. in nasalload/load/nasal blocks) do not execute on model
loading anymore?
Or is this a local problem with my installation (I have tried
Anders Gidenstam wrote
Hi,
Have anyone else noticed that Nasal code embedded in 3d model XML files
(e.g. in nasalload/load/nasal blocks) do not execute on model
loading anymore?
Or is this a local problem with my installation (I have tried updating to
the latest OSG development release
I wrote
Anders Gidenstam wrote
Hi,
Have anyone else noticed that Nasal code embedded in 3d model XML files
(e.g. in nasalload/load/nasal blocks) do not execute on model
loading anymore?
Or is this a local problem with my installation (I have tried updating
to
the latest OSG
Victhor wrote:
I think I have already reported this a long time ago, but no one
replied. :(
All of these errors have been found with log level set to debug.
AI scenario:
loading scenario 'nimitz_demo'
Segmentation fault
Traffic manager:
Warning: Successfully found a parking for a
Victhor wrote
I use CVS data and source. It could be a simple conflict in the
nimitz_demo.xml file.
Victhor wrote
The nimitz_demo one just said(even with --log-level=debug) that
nimitz_demo failed to load. The traffic manager one happened after it
displayed a message that it
Victhor wrote
The nimitz_demo one just said(even with --log-level=debug) that
nimitz_demo failed to load. The traffic manager one happened after it
displayed a message that it had found a parking position for an AI
plane, but it wasn't an error.
Hi Vithor,
On Sunday 26 April 2009
Mathias wrote
Hi,
On Tuesday 21 April 2009 02:34:06 gerard robin wrote:
On mardi 21 avril 2009, syd adams wrote:
Im getting the same messages at startup , at any airport I try ,
but usually it stops after an exit and restart.
I thought it was something local since no one on IRC
Mathias Fröhlich
Hi Curt,
On Thursday 16 April 2009 20:24:02 Curtis Olson wrote:
I was hoping for a reasonably simple solution without needing new
external
software development, but the idea of leveraging the multiplayer
protocol
is interesting. I notice that with our existing
Erik
After a request in the forum for a nice pink sunset I decided to update
the sky coloring a bit.
The fog color now transitions into the sky dome which gives a way better
result (imho).
(changes are both in SimGear and FlightGear).
Let me know what you all think.
I haven't been
Erik
Vivian Meazza wrote:
Erik
After a request in the forum for a nice pink sunset I decided to update
the sky coloring a bit.
The fog color now transitions into the sky dome which gives a way
better
result (imho).
(changes are both in SimGear and FlightGear).
Let me know
Hi,
Alexis Bory has added some wonderful detail to our model of the Nimitz
class. I think he's mad :-) but see for yourself:
ftp://ftp.abbeytheatre2.org.uk/fgfs/Nimitz/Vinson-1.jpg
ftp://ftp.abbeytheatre2.org.uk/fgfs/Nimitz/Vinson-2.jpg
The new model increases the vertex count by an order of
Erik wrote
Mathias Fröhlich wrote:
Catching up with an already heated up discussion.
IMO:
Tim should go on and include arrays into the property system.
I even believe that aggregates and more sophisticated types will be
something
good to have.
There is still something that
S Andreason wrote
Erik Hofman wrote:
Why wait for a NASA Shuttle? There already exist several models to see
the /interesting/ effects at altitude, some which have changed with the
new ambient values.
For good or for bad?
(and if for bad what exactly, or as precise as possible).
S Andreason wrote
Vivian Meazza wrote:
I think it's as right as we are going to get it, given all the unknowns
about the objects and the scattering particles in the environment at any
time or place.
One more thing, the trees are still very dark, especially noticeable
Ron Jensen wrote
On Sat, 2009-04-04 at 20:54 -0500, Curtis Olson wrote:
Since the beginning of time, computers have included the concept of
arrays.
Since the birth of the property system in FlightGear, it has supported
booleans, integer, floating point, and double floating point
Erik wrote
Vivian Meazza wrote:
I'm doing a small adjustment in light.cxx - seems to work:
float ambient = _ambient_tbl-interpolate( deg ) + (0.25 + 0.75 *
visibility_inv/10);
Not sure that I fancy tinkering around in Data/Lighting/ambient -
someone
has obviously taken
Erik
Melchior FRANZ wrote:
* Vivian Meazza -- Saturday 04 April 2009:
This is how I think it should look,
Does indeed look much better here (on my *still* quite bad monitor ;-).
Alright I've updated the ambient table (multiplied all values by 2.5)
Let me know what you all think
Erik wrote
Vivian Meazza wrote:
I've now amended the table to reflect the static offset, and I'm happy
with
the result.
Even at midnight?
I was worried the ambient might be too light with a static offset.
Do you want proceed with this, or just drop it?
Lets get it right
Tim Moore
Hello,
A couple of weeks ago I was asked for a sample of an effects file that
uses my
proposed changes to the property system; here it is. The syntax differs
from
current property system syntax in two ways: it uses vector types for some
properties, and some properties can have a
Erik
There seemed to be a problem with my mail since I noticed in the
archives there were some replies to my previous post about this item.
I've tweaked the values some more and think I've got it just about right
(or good enough) this time.
Erik
The ambient light is still too low
Erik
Melchior FRANZ wrote:
* Vivian Meazza -- Saturday 04 April 2009:
I can fix it here, to my entire satisfaction, so if everyone else is
happy, don't worry.
I can't really say much about this, as I'm using a rather old and not
so great monitor that I don't seem to be able
Melchior
* Heiko Schulz -- Saturday 04 April 2009:
How would it be better, and would all what Tim wants to do,
be still possible?
The features that Tim is talking about (effects and stuff), and
the XML and property tree representation do IMHO not have much
to do with each other.
Erik
Erik Hofman wrote:
After reading the comments I agree with it.
I'll take some time to adjust the ambient accordingly.
This has been committed to CVS now.
Let me know what you think.
(keep in mind that the darkest ambient color is defined in
data/Lighting/ambient which has not
Lee Qid wrtote
Hi there,
let me join this discussion:
Very good summary indeed. Pretty much what I was just writing.
If you want to get a feel of specular highlights, look at car-paint,
and observe what is reflected on the metal that actually causes the
highlights. You will find that
LeeE
On Wednesday 01 April 2009, Erik Hofman wrote:
Heiko Schulz wrote:
I'm against this code- I can't really understand what's the
intention of this code is- destroying glossiness?
Only when it's foggy. On bright clear days it will shine like
before. The real intent is to make it
Melchior
This change doesn't look right to me:
+float av = thesky-get_visibility();
+if (av 45000.0) av = 45000.0;
+float visibility_norm = av/45000.0;
-float specular = _specular_tbl-interpolate( deg );
+float specular = _specular_tbl-interpolate( deg ) *
Curt
Leave them in CVS for now. Perhaps someone will be interested enough to
adopt one or more of the orphans and give them a bit of TLC. If not well
they will wither and die over time. No harm done either way.
Pity that such a talented member of the development team should choose to
Mathias wrote
Hi,
On Monday 23 March 2009 13:14:49 gerard robin wrote:
When we start FG with a JSBSim aircraft on a moving carrier the
groundcache
is right, the Aircraft behaviour is right as long as we don't leave the
deck.
That nice groundcache feature definitively vanish when
Detlef Faber wrote
-Original Message-
From: [mailto:i...@faber-it.de]
Sent: 22 February 2009 09:12
To: FlightGear developers discussions
Subject: [Flightgear-devel] Submodels on AI Objects
Hello exerybody,
I've been trying for quite a while now to attach submodels to AI- or
-Original Message-
From: Detlef Faber [mailto:fa...@sol2500.net]
Sent: 22 February 2009 12:25
To: vivian.mea...@lineone.net; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Submodels on AI Objects
Am Sonntag, den 22.02.2009, 11:16 + schrieb Vivian Meazza
This patch works here, and should be applied to simgear-cvs without delay.
Vivian
-Original Message-
From: john grant [mailto:johnkonradgr...@yahoo.com]
Sent: 19 February 2009 19:22
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] simgear: win32 fix, iolib.c
Heiko Schulz wrote
Trying to make a pickupable load for the S-64E Skycrane I digged in into
AI- Ballistic models. It seems to be buggy, then the AI-Model dissapear
when force-stabilized enabled, which is pretty bad for me.
Regarding the Hunter and the Seahawk I noticed that it uses the AI-
It compiles here under MSVC8, but I’m aware of at least one other report of
this problem. The current analysis is that if you compile in release mode, it
works OK, but the error appears in debug mode. If you try that, I would be
interested in the result.
Vivian
-Original
] Compile Error:cannot convert parameter 1
from 'FGPositioned *const ' to 'const FGPositioned::Type'
On 13 Feb 2009, at 09:23, Vivian Meazza wrote:
It compiles here under MSVC8, but I'm aware of at least one other report of
this problem. The current analysis is that if you compile in release
Melchior
MS Windows users who are interested in Git might want to check
this out:
http://code.google.com/p/gitextensions/
Nice screenshots there as well. :-)
m.
I will try it - pity about the intergation though
Vivian
Ian
Jeez, what's the problem? If you really want to share models what's stopping
you? Not some half-hard ill-informed comments on this list I hope. If your
models aren't GPL that just means _we_ can't bundle them with FG. That's not
a problem - there are several places around that offer nice
Ian,
Those boxes import nicely into AC3D here. How about a real challenge?
Vivian
-Original Message-
From: FGD ML [mailto:fg...@pomf.net]
Sent: 06 February 2009 10:18
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] The use of models from other formats
Reagan wrote
Vivian Meazza wrote:
Fred
Vivian,
apparently, the challenge is to start AC3D under Vista 64
-Fred
- Vivian Meazza a écrit :
Ian,
Those boxes import nicely into AC3D here. How about a real challenge?
PS there seems to be a workaround
Fred
Vivian,
apparently, the challenge is to start AC3D under Vista 64
-Fred
- Vivian Meazza a écrit :
Ian,
Those boxes import nicely into AC3D here. How about a real challenge?
... snip ...
Well, that might be a bridge too far, and it's a good reason
Fred
Vivian,
apparently, the challenge is to start AC3D under Vista 64
-Fred
- Vivian Meazza a écrit :
Ian,
Those boxes import nicely into AC3D here. How about a real challenge?
PS there seems to be a workaround - here:
http://www.inivis.com/forum/showthread.php?p
Ian,
Whoa there, it's not all doom and gloom. As Csaba posted earlier there is a
bug in the .lwo handling in osg, not in fg. As he also pointed out, it's
believed to have been fixed. I'm checking that now.
What has not been pointed out is that there is a conversion utility in osg
which
Ian,
I think we are nearly there. Osg 2.8 has fixed the bug:
ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/hunter-lwo-tanks.jpg
Here we have a .ac aircraft with 2 .lwo droptanks slaved to it. They drop
too! I still cannot confirm how textures are handled, or not as the case
might
Csaba Halász
On Tue, Jan 27, 2009 at 3:44 AM, Ron Jensen w...@jentronics.com wrote:
A simple onespeed supercharger example is shown below:
numboostspeeds 1 /numboostspeeds
ratedboost18.15/ratedboost1 !-- 46.5 inHg --
ratedpower1 1900 /ratedpower1 !-- Horsepower --
James Sleeman wrote
Hi Maik,
Maik Justus wrote:
the effect you are discussing is not the Doppler effect, but just the
Yes, I know it's not a function of the Doppler itself, but I was
thinking more along the lines of the volume drop off, if it were better,
might help the
Melchior FRANZ
Subject: Re: [Flightgear-devel] doppler volume
* Maik Justus -- Thursday 22 January 2009:
Vivian Meazza schrieb am 22.01.2009 11:17:
I would think that the attenuation of sound in air is
amenable to mathematical calculation.
Yes it is.
But it depends
as to come closer than expected.
On 01/22/2009 03:17 AM, Vivian Meazza wrote:
I would think that the attenuation of sound in air is amenable to
mathematical calculation.
It is. In the near field it goes like 1/r^2. In the far field it
is exponential; see FAR A36.7 if you want the lurid
Alexis wrote
9.1
Vivian Meazza wrote:
I'm seeing segfaults from time to time with Windows and CVS/Head
trying to start when mp is running. Csaba Halász reports the same.
It's most frustrating to try to track this one down, because it is
not reliably repeatable. Assuming that we
Why not use MSVC2008 – its available free from MS. And then as Fred says
convert from the 7.1 project files.
I think we could remove the VC8 stuff now. It’s redundant, and misleading.
Vivian
-Original Message-
From: »ÆÖ¾Ó [mailto:hzy5...@163.com]
Sent: 10 January 2009 06:56
Csaba Halász wrote
0x007e1c50 in GPS::updateTTWNode (this=0xce164c0,
c...@0x7fff664fdee0, distance_m=12822604.584446406,
no...@0x7fff664fddd0) at src/Instrumentation/gps.cxx:483
483 unsigned int TTW_seconds = (int) (TTW + 0.5);
(gdb) p TTW
$10 = 62278235905.950584
Not
Csaba Halász wrote
--
revision 1.3
date: 2008/12/04 18:47:49; author: mfranz; state: Exp; lines: +1 -1
Allow negative thrust. This allows a single recoil or vibration
thruster to accelerate in both directions. THROTTLE input still
clamps to 0/1 by default. (OK'ed by
Tim Moore wrote
Tim Moore wrote:
Whoops! I've recreated your problem and I'll try to get a fix out soon.
Tim
Durk Talsma wrote:
Hi All,
After today's CVS update (~8:00AM, CET), I'm only seeing approximately
10
meters of scenery around me, using my customized camera setup
Fred wrote
An early 1.9.1 ?
-
-- message original --
Sujet:Re: [Flightgear-devel] Big black box
De: Stuart Buchanan stuart_d_bucha...@yahoo.co.uk
Date: 31.12.2008 09:51
Tim Moore wrote:
Yeah, the lack of frame buffer object support turned out to be the
common
Fred wrote
Hi Durk,
my intention is to post a win32 binary update as soon as the issues
reported by Vivian and you are addressed. I don't think the new commited
code requires a data update.
-Fred
-- message original --
Sujet:Re: [Flightgear-devel] Big black box
De: Durk
James Turner wrote
On 31 Dec 2008, at 11:28, Yon Uriarte wrote:
I havent cvs updated in a few days, but merging both
the use OpenThreads atomic and use display lists for
shader trees would benefit win32 users and general fps.
I'll see if I can merge soon and repost a patch.
Installing that, thanks.
-Original Message-
From: James Turner [mailto:zakal...@mac.com]
Sent: 31 December 2008 14:09
To: FlightGear developers discussions
Subject: [Flightgear-devel] Yon's SGReferenced patch.
Here's the patch again:
(seems improbable).
I think it worthwhile to include this patch in cvs.
Vivian
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 31 December 2008 14:50
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Yon's SGReferenced
James Turner wrote
-Original Message-
From: [mailto:j...@baron.flightgear.org]
Sent: 29 December 2008 22:23
To: flightgear-cvsl...@lists.sourceforge.net
Subject: [Flightgear-cvslogs] CVS: source/src/Airports runwaybase.cxx,
NONE,1.1 runwaybase.hxx, NONE, 1.1 Makefile.am, 1.14,1.15
James Turner asked
From: [mailto:zakal...@mac.com]
I'm planning to create some slightly advanced cockpit instruments in
the near future, and to do this I need to support some more complex
text displays. (This is for the character-based displays on the
KLN89/94/etc GPSs, and FMS/MCDU units
Tim Moore wrote
James Turner wrote:
On 27 Dec 2008, at 08:16, Tim Moore wrote:
Modified Files:
SGGeodesy.cxx
Log Message:
Fix include path
snip
*** SGGeodesy.cxx 26 Dec 2008 12:08:28 - 1.8
--- SGGeodesy.cxx 27 Dec 2008 08:16:03 - 1.9
,
add
#undef max
#undef min
at the top of that SGMisc.hxx, just before class ...
I thought it was a local problem at my end cause I'm always changing things,
heh.
It's been that way for a few days.
hth,
yon
On Sat, Dec 27, 2008 at 12:21 PM, Vivian Meazza vivian.mea
James Turner wrote
On 27 Dec 2008, at 11:21, Vivian Meazza wrote:
Hmmm, neither version compiles here with MSVC9. Gives the following
error:
source\simgear\math\SGMisc.hxx(27) : error C2059: syntax error :
'L_TYPE_raw'
followed by hundreds of errors like this:
1d:\cygwin
Melchior FRANZ wrote
* Durk Talsma -- Sunday 21 December 2008:
current 1.9.0 version of FlightGear is build upon the critically
acclaimed
snip
- AI code can generate wingmen
That's not strictly an AI thing AFAIK, but submodels with some
Nasal controlling code, and it's only
I wrote
Melchior FRANZ wrote
* Durk Talsma -- Sunday 21 December 2008:
current 1.9.0 version of FlightGear is build upon the critically
acclaimed
snip
- AI code can generate wingmen
That's not strictly an AI thing AFAIK, but submodels with some
Nasal controlling code,
Stuart Buchanan wrote
Attached is yet another 3D clouds patch, to fix the following:
1) The 3D clouds were not modified by the cloud coverage, due to some
problems with osg::Switch
2) METAR changes to cloud coverage were not obeyed.
3) Making changes via the Cloud dialog had no effect
SCTO36 BKN047 OVC060
-Original Message-
From: Stuart Buchanan [mailto:stuart_d_bucha...@yahoo.co.uk]
Sent: 19 December 2008 10:44
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Further 3D clouds patch
Vivian wrote:
I hope I'm doing something wrong with
Stuart Buchanan wrote
Of course, by the time I looked the METAR had changed. No matter - this
gives a very similar effect:
SCTO36 BKN047 OVC060
Don't suppose that helps much
Yes, it helps. I can put together the appropriate cloud layers from that
information.
Meanwhile, I'm
Heiko Schulz wrote:
Hi,
Hi All,
Attached is what I'm hoping will be the final 3D clouds
patch.
It does the following:
- Replaces simple shader attributes with vectors (this was
missed out of the last patch by mistake)
- Includes Yon's Fog update code (Thanks!)
- Fixes a
Frederic Bouvier wrote
-Original Message-
From: Frederic Bouvier [mailto:[EMAIL PROTECTED]
Sent: 04 December 2008 23:11
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Another simple question
- Gordon Hart (UK) a écrit :
Hello again,
Thanks for
-Original Message-
From: AJ MacLeod [mailto:[EMAIL PROTECTED]
Sent: 01 December 2008 09:06
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate
On Monday 01 December 2008 08:59:19 James Sleeman wrote:
I admit I am not a
James Turner
On 1 Dec 2008, at 11:03, Alexis Bory - xiii wrote:
For the remaining .rgb files, yes it's also possible to switch them to
png though it's going to be a huge commiting work as the f-14 use
tenth of different textures. I'll try beginning with the biggest
textures.
An
Jon Stockill
Curtis Olson wrote:
I received this email today and am forwarding it to our devel list so
all our UK based developers can see.
-- Forwarded message --
From: *John Marshall* [EMAIL PROTECTED]
If interested in attending, I do have presentation pack's
Frederic Bouvier wrote
Attached is a small patch for 3D clouds.
It provide the following:
1) Proper spherical distribution of sprites (previously they were
distributed cylindrically - whoops)
2) Better shading, so the bottom of the cloud is darker than the top.
3) Fixed a couple of
gerard robin wrote
On mercredi 19 novembre 2008, Melchior FRANZ wrote:
The model manager allows to add models at runtime. Most often
they are static (- geo.put_model()), but one can also
register them with adjustable position/orientation properties.
If the object was moving
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