Tim Moore wrote:
> Martin Spott wrote:
> > Tim Moore wrote:
> >> See docs-mini/README.multiscreen in the FlightGear source tree.
> >
> > Is the "Here's a complete example that uses a seperate window on each
> > display."-example meant to reproduce the same behaviour as we had
> > before ?
> >
>
Martin Spott wrote:
> Tim, my earlier request might have gone lost:
>
> Tim Moore wrote:
>
>> See docs-mini/README.multiscreen in the FlightGear source tree.
>
> Is the "Here's a complete example that uses a seperate window on each
> display."-example meant to reproduce the same behaviour as we
Hi Erik,
Erik Hofman schrieb am 23.10.2008 18:47:
> Vladimir Karmishin wrote:
>
>
>> I need any thoughts,
>> imaginations about which way can it be modified to let it work with
>> multiple 3d sound emitters.
>>
>
> Reading this again there might be some confusion; aircraft can have
> mu
Tim, my earlier request might have gone lost:
Tim Moore wrote:
> See docs-mini/README.multiscreen in the FlightGear source tree.
Is the "Here's a complete example that uses a seperate window on each
display."-example meant to reproduce the same behaviour as we had
before ?
Best regards,
On Thu, 23 Oct 2008 18:05:30 +0200, Vladimir wrote in message
<[EMAIL PROTECTED]>:
> >>
> >
> > ..keep in mind sound moves thru the airframe structure too, and much
> > faster than it does thru the air flowing around the aircraft,
> > imagine e.g. propeller noise heard in a F-16 from a Tu-95, or
On Thu, Oct 23, 2008 at 11:47 AM, Erik Hofman wrote:
> Vladimir Karmishin wrote:
>
> > I need any thoughts,
> > imaginations about which way can it be modified to let it work with
> > multiple 3d sound emitters.
>
> Reading this again there might be some confusion; aircraft can have
> multiple 3d
On 23 Oct 2008, at 18:43, Erik Hofman wrote:
> Update of /var/cvs/FlightGear-0.9/source/src/Instrumentation
> In directory baron.flightgear.org:/tmp/cvs-serv12356
>
> Modified Files:
> mk_viii.cxx mk_viii.hxx
> Log Message:
> Alasdair Campbell: fix the MK_VIII problems
Thanks Erik. (And Al
Vladimir Karmishin wrote:
> I need any thoughts,
> imaginations about which way can it be modified to let it work with
> multiple 3d sound emitters.
Reading this again there might be some confusion; aircraft can have
multiple 3d sound emitters already, they are just tied to the main
aircraft
Martin Spott wrote:
> While you're at it, we're offering a complementary service by
> delivering the respective objects as GML via our MapServer. This one
> for example lists all items which belong to the "IMGE" navaid (ILS on
> EDLN 13) - in a somewhat lengthy but OGC WFS compilant way:
>
>
>
>>
>
> ..keep in mind sound moves thru the airframe structure too, and much
> faster than it does thru the air flowing around the aircraft, imagine
> e.g. propeller noise heard in a F-16 from a Tu-95, or heard in a Spit
> from a FW-190 playing chicken, or in a B-17 combat box formation.
> Lovely ca
On Thu, 23 Oct 2008 10:10:42 +0200, Vladimir wrote in message
<[EMAIL PROTECTED]>:
> Hi James !
>
> Thank you for your help !
> In fact, i'm thought about extending FGFX functionality with some
> members, like
> adding some members to it, like FGFX::ConvertGLCoordinates,
> FGFX::BindToModelN
On Thu, Oct 23, 2008 at 5:25 AM, Torsten Dreyer <[EMAIL PROTECTED]> wrote:
> Hi all
>
> I just had the oppertunity to be as copilot in a C425 Conquest I on a trip
> from Hamburg, EDDH to Graz, LOWG. This was my first trip in an aircraft of
> that size and being propelled by a turboprop. Following
On 23 Oct 2008, at 16:14, Alasdair Campbell wrote:
> Thanks to Csaba for helping out with the C++. This works a treat. I
> attach the complete patch for fixing the MK_VIII problems. Could some
> check and commit please?
Looks good to me, someone please apply.
James
---
On Thu, 2008-10-23 at 09:44 +0200, James Turner wrote:
> On 23 Oct 2008, at 02:19, Csaba Halász wrote:
>
> >
> > Of course it isn't valid, inside the function it is only setting a
> > local variable (pass by value), and it does not return anything.
> > As the _runway argument is output only, there
Vladimir Karmishin wrote:
> Can you rememer back, is SGSoundMgr::set_source_pos_all( ALfloat
> *pos ); is sort of hack, assuming
> everything is happening inside cabin, or it's just sources enumerator,
> which pass through a
> of loaded sounds updating their positions ? Of course I can play
Can you rememer back, is SGSoundMgr::set_source_pos_all( ALfloat
*pos ); is sort of hack, assuming
everything is happening inside cabin, or it's just sources enumerator,
which pass through a
of loaded sounds updating their positions ? Of course I can play
around with code using debugger,
bu
Vladimir Karmishin wrote:
> Erik, thank you for the answer.
> In fact - i'm started work on re-implementation of OAL in SimGear.
> My vision on it - it should be more OOP-is (however, I'm not a big OOP
> addict),
> and transparent. In ideal - we should be able just to write some (in
> pseudo
Hi all
I just had the oppertunity to be as copilot in a C425 Conquest I on a trip
from Hamburg, EDDH to Graz, LOWG. This was my first trip in an aircraft of
that size and being propelled by a turboprop. Following the tradition of "my
first..." real life experience reports, here is my story.
Th
On Oct 23, 2008, at 11:12 AM, Erik Hofman wrote:
>
> This encouraged me to look at the FGFX change I made before but which
> turned out to be less than ideal. I think I'm slowly getting at what
> is
> happening. If I get this sorted out adding sound effects to models
> should be easy. I'll let y
Vladimir Karmishin wrote:
> Hello !
>
> I'm still digging into FlightGear sound subsystem. :-)
> Today, I make a small modification in AI Aircrafts, to let them
> produce some noise.
This encouraged me to look at the FGFX change I made before but which
turned out to be less than ideal. I thi
Hi Oliver,
Oliver Schroeder wrote:
> At the current stage it's only a proove of concept, but usable.
> So, please have a look and tell me your thoughts:
>
> http://test.postrobot.de/cgi-bin/query_nav.py
While you're at it, we're offering a complementary service by
delivering the respective obje
Hi James !
Thank you for your help !
In fact, i'm thought about extending FGFX functionality with some
members, like
adding some members to it, like FGFX::ConvertGLCoordinates,
FGFX::BindToModelNode, etc...
That little hack I published before - is based at approach like you
told, but at my
On 23 Oct 2008, at 02:19, Csaba Halász wrote:
>
> Of course it isn't valid, inside the function it is only setting a
> local variable (pass by value), and it does not return anything.
> As the _runway argument is output only, there is no reason to pass it
> as argument. Rather, the function shoul
On 22 Oct 2008, at 22:00, Vladimir Karmishin wrote:
> Right now, I'm not completely understand how does FGFX class work, it
> seems it standing for some kind
> of "global" sound proxy between FG and SimGear.
> If somebody has worked with or on this class - then I'd like to ask
> him for a little
Hello list.
>From time to time there are some voices calling for a public nav-db server,
which can be queried by any client.
I have written a small script which can be queried using http. The result is
an xml-file, which could be easy to be parsed by any application. As a
consequence, if you ar
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