Would it work to have one node in the property tree that would contain
the text on the CDU display ?
The 3D cockpit could listen for changes to this node and when one
happens, update the CDU display in the 3D cockpit...
I like this idea, the text could be use for the FG cockpit or for some
We are talking of an FMC but of course
I wanted to redo at least the ehsi display (for the eye candy).
Erik mentioned some time ago that it isn't yet really possible to
do simple animations using Nasal in FlightGear, at least that's
what Andy indicated when he was asked about that, I
Last mail was cut...
What about the performance ?
Imagine a simple gauge with a background and a needle. This could be
drawn with
3 lines of Nasal code:
DrawTexture(background, x,y),
Rotate(angle),
Drawtexture(nnedle, x,y)
So it can't be slower than xml gauges.
And
The launcher only lists airports that are present in your installed
scenaries.
I think your problem is in your scenary path on the first tab of the
launcher (FG_SCENERY field).
You shoulf have something like /FlightGear/data/SceneryTerrain.
Then press refresh on the airport page.
Harald.
[EMAIL PROTECTED] wrote:
Does this mean that we would have the ability to save and load flight
data so as to reproduce, say, a taxi, take off, pattern and landing at
KSFO or another airport automatically (i.e., as a demo or as a
training exercise). Perhaps a short flight around the SF area
martin pardee wrote:
folks:
i''d like to offer my (bleated) thanks to curtis olson, john wojnaroski and
manuel bessler for taking the time to respond to yet another newbie.
i've received some good pointers from you all.
it looks as if there are several approaches i could take to interfacing a
Yu QingRou wrote:
I have another question regarding the view manager:
Is it possible in FlightGear, we can have two viewpoints at the same
time? I found in some other flight simulator, for the
panels/instruments, user sees with cockpit view, while at the same
time, for the scenery outside
Ok there is a lot of table of speed vs weight vs flaps position
everywhere.
I want to compute them and not use any table. And it obvious that
tables are the result of some computation.
Do you think I can use something like that ?
Vr = sqr( W / (0.5 *
rho(0) * CL0 * S) )
CL0 is CL-0, rho is
Frederic Bouvier wrote:
Erik Hofman a écrit :
Frederic Bouvier wrote:
Perhaps a patch to simgear/flightgear only without touching plib
would be better. The threading problem is a flightgear problem.
Generally I would agree with you but this differed DList method is
way easier than integrating
Frederic Bouvier wrote:
Vivian Meazza wrote:
Martin Spott wrote:
Sent: 13 October 2004 09:42
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:
Vivian Meazza wrote:
I've just downloaded and installed fgfs-0.9.6-20041010 from
Melchior FRANZ wrote:
* Curtis L. Olson -- Wednesday 13 October 2004 23:47:
I haven't looked closely at the display list stuff. Are we being
careful to free the display lists when we free the associated objects
and remove them from the scene graph? Is this something that plib
should
I had no connection for some time. I did not work on the fmc this last
weeks, I wanted to change my mind so I played with some piece of code to
try some possible enhancement to the graphical environment (sky, cloud,
weather). I got nothing that really convice me, we will see that later.
I have
Jeroen Hoppenbrouwers wrote:
On Thu, Sep 30, 2004 at 02:54:21PM +0200, Boris Koenig wrote:
Harald has even created some preview screenshots of his FMC project:
http://www.chez.com/tipunch/flightgear
Hmmm, do I recognize my own photo there? With the small damage to the MCDU
casing near the
Hi,
I did some research on 3D clouds for some time and finaly got something
not too bad. I've started to add that to SimGear this week end, here are
the first alpha screen shots :
http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-011.jpg
Curtis L. Olson wrote:
Hi Harald,
Your screen shots look really nice. Are you using some sort of
imposter technique? If you have something workable, please feel free
to send early versions to Erik or I for inclusion in CVS. I'm sure
there are plenty of others who'd love to play with these.
Erik Hofman wrote:
Hi,
I have added the new 3d clouds code from Harald Johnson to CVS. The
code is not yet perfect (the movements to the viewer needs some
tweaking) but the effects are really nice. I hope we can figure out
the problems and eliminate them because the results are even better
Roy Vegard Ovesen wrote:
On Sunday 24 April 2005 15:21, Paul Surgeon wrote:
On my system the new 3D clouds only appear when I look directly at them.
I have to move the pan cursor over them to see them.
Same thing here, and there are red/white squares around the clouds that have
not yet
Vivian Meazza wrote:
Drew wrote
Ah...that's alright, I'll just stick with what I have. I was told it
was a few mouse clicks, and it's already taken more of my time that
it's worth. All I'm really trying to do is draw a black rectangle.
Thanks for your help.
No problem, pity you can't
Jon Stockill wrote:
Yes, it's slightly odd seeing the clouds appear/disappear (even when
stationary - just rotating the view seems to cause the problem).
However, the overall effect is fantastic - is there any way to see the
precipitation model yet?
Great work Harald!
Shame on me.
I was not
Vivian Meazza wrote:
Harald JOHNSEN wrote:
I have another probleme with wincvs.
In the list of files in the explorer nearly all files have an 'unknown'
state. So i don't have the diff choice when I right click on them.
I've tried an update with the command line but that does not chance
anything
Frederic Bouvier wrote:
Selon Melchior FRANZ:
* Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
Clouds are not culled correctly. That explains the poping, but it had
also an enormous impact on fps.
In attachment is a quick hack.
Ahh. That makes a big difference. Almost usable now
Frederic Bouvier wrote:
So the 3d code shouldn't exclude 2d clouds but fade into them.
But if we want to model front one day, it is a thing to ponder now.
Overcast layers are flat at the base but often show towers from the top, at
altitude a 737 or an Airbus are supposed to fly.
I wish we could
Ben Morrison wrote:
I have downloaded the following source code files: FlightGear 9.8,
SimGear 3.8, plib 1.8.4, and zlib 1.1.4. I was able to get this to
compile in Visual Studio 2003 but when I try to run flight gear with
the following command: fgfs fg-root=c:\\GS_PTT\\Flightgear\\data
Ben Morrison wrote:
Thanks, guys. This is my first time posting to the board and I am impressed
with the response times. I am compiling in debug mode because I am going to
be modifying flightgear later. Ok, Harald's solution fixed the runtime
error but now flightgear just sits there and doesn't
Lee Elliott wrote:
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
On May 6, 2005 10:06 am, Karsten Krispin wrote:
If you bank your plane the clouds will move in the opposite
direction as you turn
to - They move to the right or to the left depending
whether you turn left or right.
Lee Elliott wrote:
On Saturday 07 May 2005 10:04, Harald JOHNSEN wrote:
Lee Elliott wrote:
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
On May 6, 2005 10:06 am, Karsten Krispin wrote:
If you bank your plane the clouds will move in the opposite
direction as you
Manuel Massing wrote:
Hi,
I think that you have that effect if you fly to the border of a cloud.
The quads are rotated to face the camera and when the quads are very
near on the left or the right the rotation is too big and the quad go
out of sight. This will be corrected.
so are you using
Erik Hofman wrote:
Gerard ROBIN wrote:
Hello,
working with CVS MAY-08 --2 o clock--
FIRST
When using -enable-real-weather-fetch, i get a non permanent presence
of the clouds.
once every disappear , once only one disappear, once every coming
back. This, randomly during a very short period of
Curtis L. Olson wrote:
Ben Morrison wrote:
Sorry, I am not being very clear. When I asked for a good example to
start
with, I meant which aircraft is the most complete. For example,
which has
sounds, panels, landing gear and flap animations, etc. For the 3d
model I
think I will try to
Curtis L. Olson wrote:
Ben Morrison wrote:
This doesn't relate to this topic in anyway but the site looks like
it is
partially down (www.flightgear.org). The menu on the left is
missing. Has
anyone else noticed this? I am getting javascript errors and after
viewing
the source it looks like
Dave Culp wrote:
I made a large (1000 meter) sign to place over the coordinates for Sembach and
Enkenbach, Germany, because the scenery data for that area is not good enough
for finding towns visually.
http://home.comcast.net/~davidculp2/city_sign.jpg
It would be possible to put these over
The last commit on props.cxx and prios_io.cxx has a side effect on dialogs.
They appear correctly the first time you invoke them, but on the second
time they are drawn in the bottom left corner
of the screen with a transparent background.
A roll back on these 3 files corrected the problem.
Lee Elliott wrote:
On Sunday 15 May 2005 15:50, Curtis L. Olson wrote:
Erik Hofman wrote:
Curtis L. Olson wrote:
Is there something special that needs to be done to
activate the new 3d clouds? Before this commit I got them
automatically, now I am just getting the original textured
Erik Hofman wrote:
Curtis L. Olson wrote:
Lee Elliott wrote:
I can't get the new 3d clouds to appear here either. They used to
work ok (except for the problem I posted about) but enabling them in
the rendering options dialogue didn't have any effect.
It appears that the newest incantation of
Chris Metzler wrote:
On Sun, 15 May 2005 16:21:52 +0200
Melchior FRANZ wrote:
This is extremely impressive. Very well done, not only the clouds
(fading in in the distance!; brighter?), but also lightning and rain.
(BTW: we could extract some more lightning info from metar IIRC, such as
Dave Culp wrote:
During sim startup, about 2 or 3 seconds before the world appears, the
splash image is distorted, most often stretched vertically, sometimes split
in two vertically. It's been doing this for a long time, maybe a year or
more, but I've been ignoring it until now.
Anyone
Drew wrote:
Interesting...I have no use for navaid data. Is there an option to
turn these off? And as far as airports go, I only care about the
imagery. Any other info, I can do without. Hmmm, that would probably
free up a lot of memory too, huh?
I'll look into limiting the region of
Drew wrote:
FlightGear takes nearly a minute to start up from my Windows build,
and I'm just wondering if there's an easy way to shorten this if I'm
not using all of flightgear's features. Is there one particular task
that takes particularly long?
Steven Beeckman wrote:
Hi Mike,
there's an example in the scripts folder (or utils folder) of the
sourcecode (I think) on how to interface in Java. I haven't used it yet
due to lack of time :(.
Greets,
Steven
Citeren Mike Kopack [EMAIL PROTECTED]:
Hey gang,
I'm trying to write some
Erik Hofman wrote:
Harald JOHNSEN wrote:
Another problem not related to pure performance is that the first
retrieval of metar data can block FG for a long time (perhaps one
minute) when the metar server is not accessible (or when there is any
network problem). The code does a lot
Alberico, James F wrote:
Hi,
I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes. Granted, this may be extremely
ambitious from a performance standpoint, and may prove to
wrote:
Dear list members,
I would like to show functions of flightgear and terragear to my boss.
I have succeeded to compile flightgear, but not terragear. There is no
problem with plib, metakit and openal, but I have add some constants
(M_LN2, M_PI, M_E) for simgear and still got 16 errors
Lee Elliott wrote:
On Tuesday 24 May 2005 22:14, Martin Spott wrote:
Wesley Alden Pegden wrote:
glxgears gives me 700fps (as good as it's ever given me),
[...]
With a working OpenGL/DRI setup you typically get far more
than 1000 fps with 'glxgears'. Please run 'glxinfo' or
Giles Robertson wrote:
I've tried compiling fgfs from cvs on mingw again. There are various little
changes which I'll roll up at some point (as in, when it's working ;).
However, there's an odd problem I'm getting at final link:
g++ -DPKGLIBDIR=\/point/share/FlightGear\ -g -O2 -D_REENTRANT
can kalkan wrote:
while compiling fg i get these errors. i ignored libcmtd.lib,
libcmt.lib and errors reduced to these ..additional libs are; sg.lib
sl.lib ssg.lib pui.lib ssgaux.lib psl.lib puaux.lib pw.lib
fnt.lib ul.lib net.lib sl.lib js.lib zlib.lib simgear.lib
alut.lib
Josh Babcock wrote:
Josh Babcock wrote:
Jon Berndt wrote:
It's alpha and beta.
in radians:
aero/alpha-rad
aero/beta-rad
in degrees:
aero/alpha-deg
aero/beta-deg
Jon
OK, I'm trying to find what the air velocity relative to the fuselage of
a jsbsim plane is. I'm pretty
I am trying to project a texture on the scenario background. A priori
everything is setup correctly and the code should
work but at the end I only get a projection on the screen space.
picture here :
http://sites.estvideo.net/tipunch/flightgear/shadow/fgfs-screen-044.jpg
It's the leftmost
Manuel Massing wrote:
Hello Harald,
I am trying to project a texture on the scenario background. A priori
everything is setup correctly and the code should
work but at the end I only get a projection on the screen space.
picture here :
hmm, don't have the time to delve deeper into
Gerard ROBIN wrote:
Le mercredi 08 juin 2005 03:08 +0200, Gerard ROBIN a crit :
Le mercredi 08 juin 2005 01:45 +0200, Gerard ROBIN a crit :
Le mardi 07 juin 2005 17:07 -0400, [EMAIL PROTECTED] a crit :
I also have an nvidia card, though an older one, and when I go from
Dave Culp wrote:
This is a poll. Does anyone really want the FDM to allow flying under the
terrain, or was that a misunderstanding by me?
If nobody wants it then I think it should be disallowed.
Dave
___
Flightgear-devel mailing list
Vivian Meazza wrote:
Mathias Frhlich wrote
On Mittwoch 15 Juni 2005 11:00, Vivian Meazza wrote:
When browsing Mark Harris' web page I got the impression that he
simulates the
airflow.
This one?
http://www.markmark.net/clouds/
I can't find any reference in the site or the
I was thinking of using some pixel shader for one or two effects.
This would be with the arbvp1 arbfp1 type shader. Of course I won't
write them in assembler by would
use Cg to produce the assembler source.
The use or arb type program should limit the dependencies on standard
opengl driver.
BONNEVILLE David wrote:
From the Quadro FX 3000 :
* 60 Hz refresh
* vertical synchro forced
* no AntiAlias
* no Anisotropic filtering
* 1280*1024
* 32 bpp
* visibility 5 meters
--- Message d'origine ---
De : Ampere K. Hardraade [EMAIL PROTECTED]
: FlightGear developers discussions
---
De : Harald JOHNSEN [EMAIL PROTECTED]
: FlightGear developers discussions flightgear-devel@flightgear.org
Sujet : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
Date : ven 17 jun 2005 10:45:48 CEST
BONNEVILLE David wrote:
From the Quadro FX 3000 :
* 60 Hz refresh
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me know
if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I thought that it would be overkill for the processor or
Ampere K. Hardraade wrote:
Finally, there is shadow in FlightGear. =)
Couple of questions:
Do the authors of the aircrafts have to specify the objects that can cast
shadow, or is it all done automatically?
It's automatic. All sub models of the aircraft (the ssg Vtx nodes) are
Ampere K. Hardraade wrote:
Forgive my annoyance, but here are a few more questions. =)
First of all, I am seeing a potential problem when the sun is below the
horizon (during dawn and dusk) and doesn't cast any shadow onto the ground.
Does your code handle this special case at the moment?
eagle monart wrote:
thanks for info Fred , I used FG-ProjectFiles-msvc71.zip now i ve some
link errors. I uploaded to :
http://s22.yousendit.com/d.aspx?id=0FSJCS4G5NWHA0GOYE6BEZKZRM
( I wanted to see 3d clouds before next release :) )
You need to update your project files and add the new
eagle monart wrote:
I have some visual problems in FG. I comPiled the latest source in
msvc71 and i dont know these problems caused by msvc compiling
first I wanted to talk about 3d clouds ... They are beatiful and also
faster then I expected ...Its like flying in heaven)) but there
Andy Ross wrote:
* Stated exactly: the silhouette is a subset of triangle pairs sharing
an edge where one triangle is front-facing with respect to the light
source, and the other is back-facing may be on the silhouette.
There is a pre process step where I look for the 2 triangles that
Jon Berndt wrote:
I think you are making a disingenuous assumption, here, on what I am saying. It
IS correct
and clear for*European*users, yes. All that I did to the PDF document was to
add a _note_
in the appropriate section in brackets that says: [U.S. keyboards use .
instead of
,]
Now
Ampere K. Hardraade wrote:
Finally, is there a potential for this technique of generating shadow to be
used on generating the effects of spot lights (eg. landing light, taxi light,
logo light, etc.)?
You are a genius, forget my previous reply.
We can't lighten pixels from the framebuffer
Gerard Robin wrote:
Le mercredi 22 juin 2005 à 09:49 -0500, Alberico, James F a écrit :
The hardware is able to do it, with the old driver 6229 it can.
But the average performance is less, because that driver
does not suit to these new GPU with GPL 2. May be a bug in
the last NVIDIA
Roman Grigoriev wrote:
I would like to add support for them, just in the proper way. That's why
it is still in my TODO box. It's just the time ...
Here are a few things to consider:
1. Move the Shader class over to a new file (probably shader.cxx and
shader.hxx) in
Paul Kahler wrote:
Oh does that sound like a bad hack. What happens to objects that have
specular highlights? Would the illumination be as if the sun were
shining rather than the spotlight? Lighting is important, but this
doesn't seem like it's physically correct at all. OTOH, fake lighting is
Lee Elliott wrote:
On Sunday 26 Jun 2005 23:03, Vivian Meazza wrote:
Frederic Bouvier
2 stranges things that I know are inherent to the shadow
volume technique
1. even when surfaces are smoothed, the shadows are hard and
apply to a whole quad when a fuselage shadows itself ( try
the
Martin Spott wrote:
Frederic Bouvier wrote:
Quoting Martin Spott :
Look by yourself :
http://terraserver.microsoft.com/image.aspx?T=4S=12Z=10X=706Y=5191W=3
Oh, nice I think we urgently need a way to inject user-submitted
landcover details into the process of scenery
Ampere K. Hardraade wrote:
On June 29, 2005 09:24 am, Simon Hollier wrote:
No 3D clouds on an r200(9200) with the latest ATI(8.14.13) driver : No
suitable pixel format. Shadows work nicely though :
Simon
I don't see any evidence of a shadow with my graphic card (ATI 9200SE). May
be
Ampere K. Hardraade wrote:
On June 30, 2005 12:46 pm, Harald JOHNSEN wrote:
The options to enable shadows are in the rendering dialog.
Harald.
Strangely, the option is not there. Do I have to run ldconfig after I
compiled and installed SimGear?
Ampere
You need to sync
Jon Stockill wrote:
Melchior FRANZ wrote:
BTW: I just noticed that volumetric shadows work for me with
Linux 2.6.11.7 + nVidia 6629, but not with Linux 2.6.12.2 and
driver 7664. With the latter, the whole screen goes darker, and
no other shadows are visible. But since the newer drivers lock
Andy Ross wrote:
Frederic Bouvier wrote:
The stencil test is always succeeding. Is there a possible
interaction with the multi pass clouds. Or maybe there is no stencil
buffer.
Dumb question: are we sure we are asking for a stencil buffer? In
both the glut and SDL implementations?
Andy Ross wrote:
Frederic Bouvier wrote:
The stencil test is always succeeding. Is there a possible
interaction with the multi pass clouds. Or maybe there is no stencil
buffer.
Dumb question: are we sure we are asking for a stencil buffer? In
both the glut and SDL implementations?
Melchior FRANZ wrote:
It would be nice if we could make the dialog colors user settable. I've
abstracted the process of reading colors from the property tree out into
a function in dialog.cxx:
void getColor(const SGPropertyNode * prop, sgVec4 color);
This reads a colorred.../redblue.../color
Richard Bytheway wrote:
I am getting a compilation failure in GPSsmooth:
(System is Cygwin on W2K, Athlon. FlightGear and SimGear source are CVS from
this morning)
Error is below:
-8
[EMAIL PROTECTED] ~/FGFS/FlightGear/build/utils/GPSsmooth
$ make
if g++
Gerard Robin wrote:
I just wonder about the fact that every alpha objects make the shadow,
which is behind, disappeared (Vivian did notice it).
Every AC3D users can notice that problem = the object hierarchy must be
built in order to make the alpha objects (canopy, propeller disk ...)
at the
Gerard Robin wrote:
Le dimanche 10 juillet 2005 à 19:42 +0200, Frederic Bouvier a écrit :
I noticed another artefact :
http://frbouvi.free.fr/flightsim/moving-shadow.gif ( animated gif )
When moving toward the blue building, the shadow on the nearest building
face is moving and it seems
Gerard Robin wrote:
Le mardi 12 juillet 2005 à 07:45 +0200, Mathias Fröhlich a écrit :
/animation
Yes.
As I last looked into the shadow code, there was some heuristic based on
object names which made some surfaces 'noshadow' ones.
That heuristic gives me false positives with the
While looking at the scene graph I saw that the .btg files are
generating a lot of leafs.
This is not new, but perhaps it is becoming worse each time the source
data resolution used to build the
tile becomes finer.
I have added a few traces in simgear's sgBinObjLoad functions, an example :
Erik Hofman wrote:
Harald JOHNSEN wrote:
Is there a reason why we are using fans and not strips for tile
objects ?
http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html
Erik
lol ok, I didn't saw that ;)
Harald
Gerard Robin wrote:
Yes i have seen it. (my question was rather to get some answer about the
next noshadow updates depending on Harald to do list).
That property should be like select and any others property.
I never thought of it as a dynamic selector, maybe I am wrong.
Is it any
Ampere K. Hardraade wrote:
[...]As to /surface-positions, the properties inside this node can
allow one to see
the animations of others correctly.
Displaying an animated aircraft won't be easy. Animation code in xml
file is refering properties from
the FG property tree (ie the user
Vivian Meazza wrote:
Multiplayer models are already animated - gear goes up/down
correctly. The
problem is that all models are controlled by the receiving player, not the
transmitting one. Shouldn't be too hard to fix.
Is this the right approach? Could we include e.g. the gear up
command in a
Ampere K. Hardraade wrote:
I just noticed that when one is inside an object, or the shadow volume of an
object, then the shadow casted by that object is not visible.
Here is an example:
http://www.students.yorku.ca/~ampere/fgfs-screen-010.jpg
Ampere
It is because the viewer is inside a
Gerard Robin wrote:
== some moving Aircraft components could cast shadow according to their
positions on the Aircraft. That is an exemple on a Naval aircraft the
hook will cast shadow only when it is not fully retracted.
I am not sure I understand this example, or perhaps I presume that
Oliver Schroeder wrote:
1) out of reach
[...]
So the question is: How can I easily calculate the distance and how many
nautical miles are out of reach (thinking of e.g. radar systems) ?
I think the range should be user configurable.
For VFR we have a nearly hard coded limit of 10 NM from
Dave Perry wrote:
This bug showed up about 10 days ago with an update from cvs. Any
ideas what is broken?
Regards,
Dave Perry
I have started to investigate that problem but not found anything atm.
I can reproduce the bug in the same situation as you.
FG is *not* freezed. All (?) is working
Vivian Meazza wrote:
Dave Culp
... snip ...
The present system makes smoke/contrails by releasing AI objects rapidly.
There are three problems with it now:
1) Orienting the objects properly. Only applies for long (i.e.
cylindrical,
rectangular) models.
2) Matching the release rate to
Craig Martin wrote:
Jim,
when I open a dos window, and type fgfs, then hit enter, this is what
I get;
Base package check failed...Found version [none] at :\FlightGear
Please updrage to version: 0.9.8
Hit a key to continue.
I think the flightgear directory has to be at the root
Andy Ross wrote:
Gerard Robin wrote:
Being Nvidia and X installed , i continu to search a good answer :
After many experimentations, I did not notice any change between
24bpp and 32 bpp.
There is no difference between 24 and 32 bpp on NVidia hardware. Both
of them give you a 32 bit
Gerard Robin wrote:
Everybody agree with 3DClouds, it is beautiful. I think so.
But, is any way to make the result realistic regarding the weather
(fictif or metar it is the same problem).
You will find here an exemple which makes unusable 3DClouds if we want
the good reality.
Erik Hofman wrote:
Buchanan, Stuart wrote:
SimGear installed OK (I think), so I don't know
whether I'm missing from timezone libraries or what.
Any idea?
/home/Stuart/SimGear/simgear/timing/timestamp.cxx:74:
undefined reference to [EMAIL PROTECTED]'
collect2: ld returned 1 exit status
Mathias Fröhlich wrote:
On Donnerstag 11 August 2005 10:20, Erik Hofman wrote:
Andy Ross wrote:
There is a similar spot in FlightGear where something wants to use a
pointer as an integer ID. I haven't checked these in as this is not
really a good solution -- the ID needs to be
Jon Stockill wrote:
Due to the death of the machine I was doing all my flightgear work on
I'm currently trying to set up another machine so I can still build
packages, but I've run into a bit of a problem. While my old packages
work ok on this machine (it's not gonna win any awards for
Richard Bytheway wrote:
...
The correction should be in cvs soon, or you can change in
SG/timestamp.cxx line 119:
#if defined( WIN32 )
with
#if defined( WIN32 ) !defined(__CYGWIN__)
Harald.
___
Flightgear-devel mailing list
Richard Harke wrote:
I don't have the original post in front of me but if I remember rightly,
just a couple of values from the object are needed for the throw.
Why not copy them to local vars, do the XML_ParserFree
and then the throw using the local vars?
Richard
Now that you talk about
AJ MacLeod wrote:
On Thursday 15 September 2005 18:12, Lee Elliott wrote:
since updating from cvs yesterday I now seem to get segfaults
whenever I try to use real-weather-fetch.
This has been happening with yasim A/C since some of Harald's changes a few
weeks ago. Using a JSBSim
Dave Culp wrote:
... how do I get the distance from
my current Lat/Long to another Lat/Long?
There's a function in SimGear that does this. See
SimGear/simgear/math/sg_geodesy.cxx for a function called int
geo_inverse_wgs_84()
This may be overkill for your application.
Dave
Oliver Schroeder wrote:
Am Tuesday 04 October 2005 09:26 schrieb George Patterson:
I was not aware that it is possible to switch to another clients cockpit.
However, if this really depends on properties which get not transmitted over
the network yet, we should disable this in the upcoming
Martin Spott wrote:
...
It is no problem at all to convert a PDF into any other vector format
but I've found it very difficult to define charcteristics that
automagically can tell between runways, taxiways and other objects that
happen to be part of the chart. You always have to spend
Martin Spott wrote:
Erik Hofman wrote:
To my opinion the X-Plane format isn't qualified for accurate runway and
taxiway layout.
This is Harald's opinion as well as mine ! _But_: Our opinion on this
format actually does not change it. Right ?
And as long as FG sticks to rely on this
1 - 100 of 134 matches
Mail list logo