Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
On Saturday, 30 July 2005 23:57, Paul Surgeon wrote:
 There is still a problem.

 If I roll back extensions.hxx and RenderTexture.cpp then I can compile
 SimGear.
 I'll try figure out what's causing it but I'm not very strong at C or C++

 Paul


GLXPbufferSGIX and GLXPbuffer are not defined anywhere in my nVidia GL headers 
although they are used throughout the GL headers!
I've checked Mesa - same thing.

The following lines in extensions.hxx cause a problem because GLXPbufferSGIX 
is not defined.

#ifndef GLXPbuffer
#define GLXPbuffer GLXPbufferSGIX
#endif

That is why I get a :
../../simgear/screen/extensions.hxx:441: error: ISO C++ forbids declaration of 
`GLXPbufferSGIX' with no type

This is confusing.
Are GLXPbuffer and GLXPbufferSGIX both supposed to be programmer defined?

Paul

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Re: [Flightgear-devel] xml panels (2d)

2005-07-31 Thread Erik Hofman

Torsten Dreyer wrote:

directory. How common is the KRA10?


Well - you usually don't find it in the small trainers like 150's or 172's, 
but in the upperclass like the mooney or beech or lite twins, it can be 
seen. So I declare this one as common and I put the files under 
Aircraft/Instruments and Aircraft/Instruments/Textures.


I solved the problem with the lowpass filter by using the interpolation/ tag 
which is very easy to use.


I put a downloadable version of my radar altimeter here:
http://www.t3r.de/fg/ 
and whould be happy if anybody likes to integrate it to their panels.


Ok, you've convinced me. I've added the current version of the KRA-10 to 
CVS. If you got any useful update, please report it to the list or to 
Curtis or me.


Erik

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Re: [Flightgear-devel] Terrain LOD clumping

2005-07-31 Thread Erik Hofman


I had this message still in my TODO box and looking a bit closer it 
looks to me like MIPMAPPING should take care of this, doesn't it?


Does anybody think this might be useful to include?

Erik

Phil Cazzola wrote:
I've been playing around with having different terrain textures at 
different distances.

I know some people have been looking at exploring this so I thought I
   should post what I have.  It probably isn't ready to check in, but 
some brave

   people might like to experiment with it.
 
I have some shapshots to illustrate.  BTW, this terrain is generated from

   Mars MOLA data using a single land use (material) type.  They are
   high visibity w/ the fog and fog diming turned off.
 
Click on the pics for larger versions:

http://members.interfold.com/pcazzola/terrain/
 
The top left shows the problem with having a single texture.  At a distance,
   the texture looks very tiled.  The top right picture uses a much 
simpler texture.

   Now the problem isn't tiling, but that it is so boring up close.
The middle left picture, is the current behavior if you set more than 1 
texture

   in the same material.  You get some of the area w/ one and the rest w/
   the other.
The one on the middle right has 2 textures based on distance.
The final picture shows that there are still some issues.  The range 
selector

 didn't change the texture directly ahead.  There is also some definite
 poping that occurs.
 
 
What I've implemented is reverse compatible.  The scene graph will

come out exactly like before if you leave the materials.xml file as is.
I've added the ability to set ranges in the material file.  If you 
do that, the
new code will add a range selector branch between the local terrain 
and the
vtxTable leaf.  It will make N copies of the leaf, but it is using 
references.
This should make it so the vertex (etc.) data will not have to be 
copied and
the memory growth should just be due to the extra range selectors 
and extra leafs,
but not the leaf's data.  Each of the leaves is tied to the correct 
ssgSimpleState

for the texture.
 
 
To specify the new ranges add  1 to N range properties to the

  material.  You will need to specify 1 more texture than
  range values.
 
material

 nameDefault/name
 range5000/range
 range1/range
 textureTerrain/texture1_close.rgb/texture
 textureTerrain/texture1_med.rgb/texture
 textureTerrain/texture1_far.rgb/texture
 xsize1000/xsize
 ysize1000/ysize
/material
 
In the code I assumed that the user would always want the first texture 
to start at
   zero and the last texture should go to the horizon.  If you don't 
like this,

   you can easily alter the code to have no texture up close or out far.
 
I chose not to add a call sgApplyTextureRanges() in apt_signs.cxx, but 
it is only

   couple of  new lines if you want the same functionality for the signs.
 
Diff file and source code attached.
 
Let me know if there are any blatant errors.

Phil Cazzola



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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Erik Hofman

Paul Surgeon wrote:

GLXPbufferSGIX and GLXPbuffer are not defined anywhere in my nVidia GL headers 
although they are used throughout the GL headers!

I've checked Mesa - same thing.

The following lines in extensions.hxx cause a problem because GLXPbufferSGIX 
is not defined.


#ifndef GLXPbuffer
#define GLXPbuffer GLXPbufferSGIX
#endif


Ok, this is be fixed in CVS now.


This is confusing.
Are GLXPbuffer and GLXPbufferSGIX both supposed to be programmer defined?


PBuffers once was *the*way to get accelerated support for texture 
rendering. It has been superseded by a number of other extensions of 
which the official RenderTexture extension is the preferred way now. 
Unfortunately our implementation doesn't have support for that one (yet).


Erik


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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Richard Harke
On Sun July 31 2005 01:13, Paul Surgeon wrote:
 On Saturday, 30 July 2005 23:57, Paul Surgeon wrote:
  There is still a problem.
 
  If I roll back extensions.hxx and RenderTexture.cpp then I can compile
  SimGear.
  I'll try figure out what's causing it but I'm not very strong at C or C++
 
  Paul

 GLXPbufferSGIX and GLXPbuffer are not defined anywhere in my nVidia GL
 headers although they are used throughout the GL headers!
 I've checked Mesa - same thing.

 The following lines in extensions.hxx cause a problem because
 GLXPbufferSGIX is not defined.

 #ifndef GLXPbuffer
 #define GLXPbuffer GLXPbufferSGIX
 #endif

 That is why I get a :
 ../../simgear/screen/extensions.hxx:441: error: ISO C++ forbids declaration
 of `GLXPbufferSGIX' with no type

 This is confusing.
 Are GLXPbuffer and GLXPbufferSGIX both supposed to be programmer defined?

On my system, I find that both are defined in GL/glxproto.h
I have a Debian testing system and I run Nvidia. I don't think
this file is from Nvidia, however, but I don't know the exact package.
Apparently belongs to some part of glx

Richard Harke

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[Fwd: Re: [Flightgear-devel] Airport LFPO Paris Orly Update]

2005-07-31 Thread Gerard Robin
 Message transféré 
De: Gerard Robin [EMAIL PROTECTED]
Objet: Re: [Flightgear-devel] Airport LFPO Paris Orly Update
Date: Sun, 31 Jul 2005 11:35:28 +0200
Le samedi 30 juillet 2005 à 17:58 +, Martin Spott a écrit : 
 Gerard Robin wrote:
 
  That Airport in the existing Scenery is wrong regarding the apt.dat
 
 What exactly is incorrect !?
 Orly is a well-known airfield which means the location is vermy much
 expected to be correct in the airport database. If the airport layout
 is incorrect, then the best bet is to correct this with TaxiDraw and
 send the result to David Luff.
 
 Just changing parts of the binary scenery doesn't help that much
 because it will be overridden with the next scenery update.
 
 Cheers,
   Martin.

Thanks for the answer.

The scenery and the apt.dat content are not  the same.
If you try to take off on LFPO your aircraft is in the field outside of
the runway.
You cannot solve it with taxidraw, which do not operate on the runways.
I did solve it, by rebuilding the tile including LFPO with Terragear.
If you are interested on it that new version is available here
You only have to replace the old files by these new ones.
http://ghours.club.fr/LFPO-update.tar.gz

-- 
Gerard


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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
On Sunday, 31 July 2005 10:50, Erik Hofman wrote:
 Ok, this is be fixed in CVS now.

Well almost fixed  :-)
Using a clean SG checkout (extensions.hxx version 1.24) :

In file included from ../../simgear/scene/sky/bbcache.hxx:29,
 from ../../simgear/scene/sky/newcloud.hxx:31,
 from visual_enviro.cxx:35:
../../simgear/screen/extensions.hxx:449: error: `GLXPbufferSGIX' has not been 
declared
../../simgear/screen/extensions.hxx:449: error: ISO C++ forbids declaration of 
`parameter' with no type

Paul

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Re: [Fwd: Re: [Flightgear-devel] Airport LFPO Paris Orly Update]

2005-07-31 Thread Gerard Robin
Le dimanche 31 juillet 2005 à 11:36 +0200, Gerard Robin a écrit :

  
  Just changing parts of the binary scenery doesn't help that much
  because it will be overridden with the next scenery update.
  
  Cheers,
  Martin.
 
 Thanks for the answer.
 
 The scenery and the apt.dat content are not  the same.
 If you try to take off on LFPO your aircraft is in the field outside of
 the runway.
 You cannot solve it with taxidraw, which do not operate on the runways.
 I did solve it, by rebuilding the tile including LFPO with Terragear.
 If you are interested on it that new version is available here
 You only have to replace the old files by these new ones.
 http://ghours.club.fr/LFPO-update.tar.gz
 


In addition to:
Yes... rebuilding the scenery solve it, because it has been done
with the last apt.dat.

-- 
Gerard


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Re: [Flightgear-devel] Terrain LOD clumping

2005-07-31 Thread Gerard Robin
Le dimanche 31 juillet 2005 à 10:39 +0200, Erik Hofman a écrit :
 I had this message still in my TODO box and looking a bit closer it 
 looks to me like MIPMAPPING should take care of this, doesn't it?
 
 Does anybody think this might be useful to include?
 
 Erik
 

   
  I have some shapshots to illustrate.  BTW, this terrain is generated from
 Mars MOLA data using a single land use (material) type.  They are
 high visibity w/ the fog and fog diming turned off.
   
  Click on the pics for larger versions:
  http://members.interfold.com/pcazzola/terrain/
   
  The top left shows the problem with having a single texture.  At a distance,
 the texture looks very tiled.  The top right picture uses a much 
  simpler texture.
 Now the problem isn't tiling, but that it is so boring up close.
  The middle left picture, is the current behavior if you set more than 1 
  texture
 in the same material.  You get some of the area w/ one and the rest w/
 the other.
  The one on the middle right has 2 textures based on distance.
  The final picture shows that there are still some issues.  The range 
  selector
   didn't change the texture directly ahead.  There is also some definite
   poping that occurs.
   
   
  
  To specify the new ranges add  1 to N range properties to the
material.  You will need to specify 1 more texture than
range values.
   
  material
   nameDefault/name
   range5000/range
   range1/range
   textureTerrain/texture1_close.rgb/texture
   textureTerrain/texture1_med.rgb/texture
   textureTerrain/texture1_far.rgb/texture
   xsize1000/xsize
   ysize1000/ysize
  /material
   
  In the code I assumed that the user would always want the first texture 
  to start at
 zero and the last texture should go to the horizon.  If you don't 
  like this,
 you can easily alter the code to have no texture up close or out far.
   
  I chose not to add a call sgApplyTextureRanges() in apt_signs.cxx, but 
  it is only
 couple of  new lines if you want the same functionality for the signs.
   
  Diff file and source code attached.
   
  Let me know if there are any blatant errors.
  Phil Cazzola

That would be useful, if with it, we could reduce the cpu usage.

 
-- 
Gerard


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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
On Sunday, 31 July 2005 11:19, Richard Harke wrote:
 On my system, I find that both are defined in GL/glxproto.h
 I have a Debian testing system and I run Nvidia. I don't think
 this file is from Nvidia, however, but I don't know the exact package.
 Apparently belongs to some part of glx

 Richard Harke

If you scroll down to about line 1700 you'll find :
#undef GLXPbuffer
#undef GLXPbufferSGIX

They are just temporarily defined as something and then undefined again.

Paul

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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
Problem fixed!

SimGear WILL NOT compile with nVidia 6629 headers (like it used to).
I updated to 7667 OpenGL headers and it compiles now.

What I should do is do a diff between the 6629 and 7667 headers to find the 
problem but I'm too tired and lazy and am happy that things now work.  ;)

Paul

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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Gerard Robin
Le dimanche 31 juillet 2005 à 12:12 +0200, Paul Surgeon a écrit :
 Problem fixed!
 
 SimGear WILL NOT compile with nVidia 6629 headers (like it used to).
 I updated to 7667 OpenGL headers and it compiles now.
 
 What I should do is do a diff between the 6629 and 7667 headers to find the 
 problem but I'm too tired and lazy and am happy that things now work.  ;)
 
 Paul
 
Don't mind 7669 is better than 6629.
It can be installed on the Linux kernel. 2.6.12.2
We only get difficulties  with Ac3D 5.021 which randomly don't work. 
 
-- 
Gerard


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Re: [Fwd: Re: [Flightgear-devel] Airport LFPO Paris Orly Update]

2005-07-31 Thread Martin Spott
Gerard Robin wrote:

 The scenery and the apt.dat content are not  the same.
 If you try to take off on LFPO your aircraft is in the field outside of
 the runway.
 You cannot solve it with taxidraw, which do not operate on the runways.
 I did solve it, by rebuilding the tile including LFPO with Terragear.

Well, TaxiDraw actually _does_ operate on runways, you just have to
unlock the runway by using Edit - Unlock Runways. But if I
understand correctly 

 In addition to:
 Yes... rebuilding the scenery solve it, because it has been done
 with the last apt.dat.

  it is not the airport database entry that you want to change. If
the airport database entry actually differs from the Scenery you use
then I suspect that someone checked an update to LFPO into the database
in CVS _after_ Curt distributed the current Scenery set. You probably
use the base package from CVS with the 0.9.8 Scenery.

 If you are interested on it that new version is available here

Oh, my current trouble with FlightGear on my worklplace at home is much
larger than just a small offset of one airport in the Scenery   ;-)

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Erik Hofman

Paul Surgeon wrote:

Problem fixed!

SimGear WILL NOT compile with nVidia 6629 headers (like it used to).
I updated to 7667 OpenGL headers and it compiles now.

What I should do is do a diff between the 6629 and 7667 headers to find the 
problem but I'm too tired and lazy and am happy that things now work.  ;)


That's great, thanks for the warning.

Erik

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Re: [Flightgear-devel] feature request: MultiPlayer's

2005-07-31 Thread Martin Spott
Andy Ross wrote:
 Paul Surgeon wrote:
 TeamSpeak doesn't have to be part of the FG package.
 It's a separate program that has an API you can interface to.
 
 Writing code that runs in the fgfs binary to interface to an API
 is generally considered to be making a derivative work, for
 fairly obvious reasons.

I see additional trouble showing up at the horizon. When using an
external program that the FG community has no control over we soon will
get into the state where we face to interoperate with station A you
have to use version B of TeamSpeak. If you still use FG version x.y.z
then use version M of TeamSpeak. To interface station A _and_ B with FG
version [...] then you need version C of TeamSpeak and .

I once watched someone setting up MSFS for a multiuser environment and
it took him, although he wasn't a newbie, about half an hour to connect
the appropriate versions together.

I strongly suggest that multiplayer components should be part of FG
itself.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns

2005-07-31 Thread Martin Spott
Jon Stockill wrote:

 http://www.voip-info.org covers practically everything out there.

Just an idea: In order to stick to 'standard' interfaces it might make
sense to integrate a simple SIP or IAX (Inter Asterisk Exchange) client
into FG with just enough features to connect to an Asterisk VoIP
server,

Martin.
-- 
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Re: [Flightgear-devel] Patch for fgjs.cxx and jsinput.[h,cxx]

2005-07-31 Thread Erik Hofman

Hi Ralf,

This has been committed to CVS now.
Thanks.

Erik

Ralf Gerlich wrote:

Hello,

find attached a patch for fgjs.cxx and jsinput.[h,cxx] (current CVS). 
The changes are:


- automatic detection of axis directionality, so that axis inputs are 
appropriately inverted only when necessary

- fixed trim axis names for better understandability
- fixed signs for flaps up/down property increments
- button 0 was previously used for skipping axes and buttons in both 
loops. Now button 0 can be assigned a binding (e.g., brakes). Instead, 
moving any axis during the button-assignment-loop indicates skipping.

- The user is now told how to skip a control.

I have tested it with a Logitech WingMan Force 3D, but I don't see any 
reason why it should not work for other sticks ;-)



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Re: [Flightgear-devel] Feature request: will sound options be saved?

2005-07-31 Thread Erik Hofman

Roberto Inzerillo wrote:

Hi,
 current situation is: FGFS v.0.9.8 win32; shutting down FGFS the sound 
configuration (volume and mute) is not saved as other configurable options.


At this time no option is saved from FlightGear itself. If you are using 
fgrun then the options specified in fgrun will be saved indeed.



Will this be possible in future releases?


This is not an easy change (for FlightGear) but you could specify it 
yourself by adding the following:


  --prop:/sim/sound/volume=0.8

Erik

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Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns

2005-07-31 Thread Dave Martin
On Sunday 31 July 2005 14:34, Martin Spott wrote:
 Jon Stockill wrote:
  http://www.voip-info.org covers practically everything out there.

 Just an idea: In order to stick to 'standard' interfaces it might make
 sense to integrate a simple SIP or IAX (Inter Asterisk Exchange) client
 into FG with just enough features to connect to an Asterisk VoIP
 server,

 Martin.

I noticed a while back that openh323.org had a tool called openmcu.

openmcu is basically a conference server for h323/sip etc clients and it also 
supports 'rooms' which could be viewed as 'frequencies'. Most h323 clients 
support 'rooms' and switching with the notable exception of Netmeeting on 
Windows.

IIRC openmcu can handle packets produced by speex etc.

Dave Martin.

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Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns

2005-07-31 Thread Martin Spott
Martin Spott wrote:

 Just an idea: In order to stick to 'standard' interfaces it might make
 sense to integrate a simple SIP or IAX (Inter Asterisk Exchange) client
 into FG [...]

I someone is willing to investigate the feasibility of incorporating
the IAXClient (http://iaxclient.sourceforge.net/) library into FG then
I'd see how to set up an Asterisk server that fills the missing gap.
From my past experience with Asterisk I'm confident that Asterisk does
the job.

From the IAXClient README:

The library is designed to build for multiple platforms, and currently
supports Linux, MacOSX, Solaris, and Win32 platforms.  It is designed to handle
the backend of IAX telephony operations, including call handling,
network protocols, audio encoding/decoding, and audio capture/playback.
[...]
The iaxclient library itself, is provided under the terms of the LGPL


Cheers,
Martin.
-- 
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Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns

2005-07-31 Thread Martin Spott
Dave Martin wrote:

 openmcu is basically a conference server for h323/sip etc clients and it also 
 supports 'rooms' which could be viewed as 'frequencies'.

This is almost how I'd implement the desired functionality with
Asterisk (as we already have frequencies recorded as simple 6-digit
numbers in the airport database) - with the slight difference that
Asterisk enables me to use a modern and easily NAT-able protocol as
well as a well-maintained implementation of it  :-)

Besides that we gain the opportunity to plug almost every audio feature
into Asterisk that might evolve over the time.

Cheers,
Martin.
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Re: [Flightgear-devel] Preferences.xml question

2005-07-31 Thread Craig Martin


Hello group,
I have modified the preferences file to start FGFS with the options I want, and everything is working great. One quick question though. I need to start the sim with the parking brake on, how would that line of code look in the preferences file?
Also,
I want to replace the splash screens, what are the formats? I see that the files are .rgb fileswhat are those? Neither photoshop or paint will open them?
Thanks for all of the helpthis group is great.
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Re: [Flightgear-devel] Preferences.xml question

2005-07-31 Thread Erik Hofman

Craig Martin wrote:

I want to replace the splash screens, what are the formats? 


Why would you want to do that?

Erik


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Re: [Flightgear-devel] Preferences.xml question

2005-07-31 Thread Craig Martin
To put in pictures that I likeyou know, the whole customization thing.

Is replacing the splash screens a problem in some way?Erik Hofman [EMAIL PROTECTED] wrote:
Craig Martin wrote: I want to replace the splash screens, what are the formats? Why would you want to do that?Erik___Flightgear-devel mailing listFlightgear-devel@flightgear.orghttp://mail.flightgear.org/mailman/listinfo/flightgear-devel2f585eeea02e2c79d7b1d8c4963bae2d___
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Re: [Flightgear-devel] Preferences.xml question

2005-07-31 Thread Gerard Robin
Le dimanche 31 juillet 2005 à 11:30 -0700, Craig Martin a écrit :
 Hello group,
 
 I have modified the preferences file to start FGFS with the
 options I want, and everything is working great. One quick
 question though. I need to start the sim with the parking
 brake on, how would that line of code look in the preferences
 file?
 
 Also,
 
 I want to replace the splash screens, what are the formats? I
 see that the files are .rgb fileswhat are those? Neither
 photoshop or paint will open them?
 
 Thanks for all of the helpthis group is great.
 
 Craig
 
I know how to customise a splash screen for a specific Aircraft
You have to add in the file youraircraft-set.xml the following:

startup
 splash-textureAircraft/harrier/harrier-splash.rgb/splash-texture   
/startup

My exemple is harrier-set.xml and the splash name is harrier-splash.rgb
Format is rgb 256x256

-- 
Gerard


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-07-31 Thread Arnt Karlsen
On Sat, 30 Jul 2005 16:40:58 +0200, Oliver wrote in message 
[EMAIL PROTECTED]:

 On Saturday 30 July 2005 16:25, Dave Martin wrote:
  I don't know if anyone has brought this up yet but the 1.0-7667
  driver from NVIDIA for linux breaks the drawn shadows as in they
  don't appear at all.
 
  This tested and confirmed on a FX5800U and 6600GT PCIE
 
  Dave Martin
 
 No, it works here.
 You just need to start flightgear in 24 bit mode. 
 fgfs --bpp=24

..does  --bpp=32  work any better than 24bpp for you?
(Assuming X run at 32 on Nvidia cards)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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[Flightgear-devel] FlightGear mentioned at Clarin, the most printed newspaper in Spanish language

2005-07-31 Thread Pablo J.
Hi everybody,

I'm very pleased to let you know that FlightGear was mentioned
(although consider as a game) in the Computers section of Clarin, the
most important newspaper in Argentina, and the newspaper in Spanish
language with the most printed copies every day.

This is the link (although in Spanish...) http://www.clarin.com/suplementos/informatica/2005/07/27/f-00611.htm

The printed version has also a screen capture of FlightGear.

May be some of you is dissapointed that FG was mentioned along some
other free games, but for me is really very important that the link to
FG had appeared in such a publication in my country.

May be in the future the author can be contacted to by us to write a dedicated article specially about FG

Congratulations to all the ones who work in the project

Pablo J. Rogina
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