Re: [Flightgear-devel] To Pause FlightGear Instance using sockets
Aryabrata Basu wrote: Hello All, I am a FlightGear user and I have written a program that communicates with the FlightGear using UDP sockets. Now, I was wondering if one can pause the FlightGear instance without using the pause button 'P' via sockets while communicating with the FlightGear instance. Looking at keyboard.xml you should set the following properties to enable/disable pause: /sim/freeze/master /sim/freeze/clock /sim/freeze/replay-state This should be possible using the generic protocol. I'm not sure about other protocols. Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
I've checked in a fix for the sign-back problem. The airport sign code is not fast graphics code and needs another look, but for the moment it works. As for the other complaints... On Thu, Mar 11, 2010 at 11:13 PM, Heiko Schulz aeitsch...@yahoo.de wrote: Hi, FWIW, when I'm flying, I see the shading on the scenery change drastically during the flight as the plane turns and pitches. I think what's happened is instead of just changing the shading on the panel, we're changing the shading on the scenery too. FGFS didn't used to do that, so it's a relatively recent introduction. I'm not sure what instead of changing the shading on the panel, we change the shading on the scenery too means. The scenery and 3d panels are shaded the same way using the global lighting direction. The shading on the panel can change quickly as you turn; obviously the shading on the scenery changes slowly. If you're seeing weird shading changes on the scenery, that could be due to a couple of factors: * Just before the release we found a bug in the shaders that could cause wacky shading changes on ATI hardware. If you're running on ATI make sure you have the latest Effects and Shaders in data. * The shading on transparent windshields might be wrong, or it might be different enough that it causes the scenery's shading to change. * Otherwise, I don't know; it's possible that there is a new bug. I need to see screenshots, a detailed description of FG version, hardware, driver version, etc. All the best, David Now I understand- the whole scenery! (But THIS John never mentioned) And he had should wrote, that shaders are disabled. I don't get that from David's posting. That's the cause of the bug I guess- when shaders disabled the shading is changed. That's something really noticeable above the sea or a lake. And yes, as we offer FGFS for using without shaders as well, it is a bug. If it didn't look any different with shaders, there wouldn't be much point in supporting them, would there? ;) Heiko Tim -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] jsclient.cxx - windows compilation
From current CVS jsclient.cxx compilation with windows fails at line 108 int32_t *msg = (int32_t *)buf; Solution seems easy - just add typedef int int32_t; Alan -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] jsclient.cxx - windows compilation
Am 12.03.10 15:06, schrieb Alan Teeder: From current CVS jsclient.cxx compilation with windows fails at line 108 int32_t *msg = (int32_t *)buf; Solution seems easy - just add typedef int int32_t; Probably not on 64bit. Maybe something like (untested) #ifdef MSVC typedef __int32 int32_t; #endif if it doesn't exist in some #include. I have no Windows to test, sorry Torsten -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tiltangle
From: Tim Moore Sent: 12 March 2010 13:55 snip I'm not sure what instead of changing the shading on the panel, we change the shading on the scenery too means. The scenery and 3d panels are shaded the same way using the global lighting direction. The shading on the panel can change quickly as you turn; obviously the shading on the scenery changes slowly. If you're seeing weird shading changes on the scenery, that could be due to a couple of factors: snip This reminds me of a time I was doing trig and getting weird results, which turned out to be because I was putting angles in in degrees when the functions expected radians. I don't know if this could be the case here, but it might be worth a look. Richard This e-mail has been scanned for all viruses by Star. The service is powered by MessageLabs. For more information on a proactive anti-virus service working around the clock, around the globe, visit: http://www.star.net.uk -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] jsclient.cxx - windows compilation
-- From: Torsten Dreyer tors...@t3r.de Sent: Friday, March 12, 2010 2:15 PM To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] jsclient.cxx - windows compilation Am 12.03.10 15:06, schrieb Alan Teeder: From current CVS jsclient.cxx compilation with windows fails at line 108 int32_t *msg = (int32_t *)buf; Solution seems easy - just add typedef int int32_t; Probably not on 64bit. Maybe something like (untested) #ifdef MSVC typedef __int32 int32_t; #endif if it doesn't exist in some #include. I have no Windows to test, sorry Same excuse here - this time no 64bit machine. That is why I wrote seems and you wrote probably ;-) Alan -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] jsclient.cxx - windows compilation
Torsten Dreyer wrote: Am 12.03.10 15:06, schrieb Alan Teeder: From current CVS jsclient.cxx compilation with windows fails at line 108 int32_t *msg = (int32_t *)buf; Solution seems easy - just add typedef int int32_t; Probably not on 64bit. Maybe something like (untested) #ifdef MSVC typedef __int32 int32_t; #endif if it doesn't exist in some #include. I have no Windows to test, sorry You probably want to include simgear/misc/stdint.hxx instead Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] jsclient.cxx - windows compilation
Torsten Dreyer wrote: Am 12.03.10 15:06, schrieb Alan Teeder: From current CVS jsclient.cxx compilation with windows fails at line 108 int32_t *msg = (int32_t *)buf; Solution seems easy - just add typedef int int32_t; Probably not on 64bit. Maybe something like (untested) #ifdef MSVC typedef __int32 int32_t; #endif if it doesn't exist in some #include. I have no Windows to test, sorry You probably want to include simgear/misc/stdint.hxx instead Alan, could you check if this patch solves your issue? Index: jsclient.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/Network/jsclient.cxx,v retrieving revision 1.6 diff -u -p -r1.6 jsclient.cxx --- jsclient.cxx10 Mar 2010 08:33:10 - 1.6 +++ jsclient.cxx12 Mar 2010 15:35:09 - @@ -27,6 +27,7 @@ #include simgear/debug/logstream.hxx #include simgear/io/iochannel.hxx +#include simgear/misc/stdint.hxx #include Aircraft/aircraft.hxx #include Main/fg_props.hxx -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New GUI Font
Melchior FRANZ schrieb: While not perfect for that (there are MIL standards for this), it would have to be checked if an optimized GUI font is a reasonable replacement. Just to point to some documents if someone wants to study this standards: - MIL-STD-1787B, http://www.hf.faa.gov/docs/milstd1787b.zip - FAA Final Report on Human Factors Design Guidelines for Multifunction Displays, http://www.faa.gov/library/reports/medical/oamtechreports/2000s/media/0117.pdf -Yves -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] jsclient.cxx - windows compilation
Torsten Yes, this compiles fine. I haven't checked the operation as I do not have a UDP joystick setup. Thanks Alan -- From: Torsten Dreyer tors...@t3r.de Sent: Friday, March 12, 2010 3:35 PM Alan, could you check if this patch solves your issue? Index: jsclient.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/Network/jsclient.cxx,v retrieving revision 1.6 diff -u -p -r1.6 jsclient.cxx --- jsclient.cxx10 Mar 2010 08:33:10 - 1.6 +++ jsclient.cxx12 Mar 2010 15:35:09 - @@ -27,6 +27,7 @@ #include simgear/debug/logstream.hxx #include simgear/io/iochannel.hxx +#include simgear/misc/stdint.hxx #include Aircraft/aircraft.hxx #include Main/fg_props.hxx -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] jsclient.cxx - windows compilation
Torsten Yes, this compiles fine. I haven't checked the operation as I do not have a UDP joystick setup. Let's assume, it's working ;-) That's commited. Thanks for reporting. Torsten -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On 03/12/2010 06:54 AM, Tim Moore wrote: I've checked in a fix for the sign-back problem. The airport sign code is not fast graphics code and needs another look, but for the moment it works. 1) Thanks, the signs are much improved. 2) The problem is not entirely gone. The window for observing the bug is much smaller, but not zero. The symptom is the same: depending on camera tilt angle, the backside of certain signs switches from black to white. http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-black.png http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-white.png A cursory survey suggests that *all* the signs alongside taxiway charlie are affected one way or another. Some backsides are almost always black; others are almost always non-black. === Theoretical question: As I understand it, what's going on is: The mesh representing the back of a sign is not complete; graphics state from other parts of the scenery are leaking into it. Is there some way to check for this at runtime? Is there some calculation that could be done that would detect leakage, or detect meshes that might lead to leakage? Such a check might make debugging easier. Obviously debugging these signs is nontrivial ... and I suspect the signs are not the only items that are vulnerable to bugs of this ilk. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On Fri, Mar 12, 2010 at 7:43 PM, John Denker j...@av8n.com wrote: On 03/12/2010 06:54 AM, Tim Moore wrote: I've checked in a fix for the sign-back problem. The airport sign code is not fast graphics code and needs another look, but for the moment it works. 1) Thanks, the signs are much improved. 2) The problem is not entirely gone. The window for observing the bug is much smaller, but not zero. The symptom is the same: depending on camera tilt angle, the backside of certain signs switches from black to white. Hmm, the backs of the signs should be gray now. http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-black.png http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-white.png A cursory survey suggests that *all* the signs alongside taxiway charlie are affected one way or another. Some backsides are almost always black; others are almost always non-black. I flew over there in the ufo and saw gray sign backs there... === Theoretical question: As I understand it, what's going on is: The mesh representing the back of a sign is not complete; graphics state from other parts of the scenery are leaking into it. Is there some way to check for this at runtime? Is there some calculation that could be done that would detect leakage, or detect meshes that might lead to leakage? Such a check might make debugging easier. Yeah, one could write a visitor that would traverse the scene graph (perhaps fired by a debugging menu command) and report on meshes that don't have a color value or texture coordinates set. Obviously debugging these signs is nontrivial ... and I suspect the signs are not the only items that are vulnerable to bugs of this ilk. The things that are vulnerable are mostly geometry that we create by hand within flightgear; objects that are loaded from .ac files are usually well behaved (in this respect, anyway). Tim -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On Fri, Mar 12, 2010 at 7:43 PM, John Denker wrote: 2) The problem is not entirely gone. The window for observing the bug is much smaller, but not zero. The symptom is the same: depending on camera tilt angle, the backside of certain signs switches from black to white. I'm speaking off the top of my head here ... does the specular component of scene lighting depend on the view direction? At first thought, I don't think it should, but I think (at least within flightgear) it may. Is this a side effect of opengl's simplified lighting model and the fact that changing view direction implies changing the projection plane? (i.e. fog and aspect ratio of objects can change depending on what part of the project plane they get projected.) Just brain storming here about what might be worth looking into first ... Regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Exporting .ac files from Blender
The FlightGear wiki has a reference to a discussion of this by Roberto Inzerillo (http://www.geocities.com/robitabu/ blender_ac3d_material_translation/blender.html) but it is a dead link. Have his tutorials moved somewhere else? Sorry Andrew, Geocities has been closed some time ago, and all it's content with it. That was no terrific tutorial btw, just a few hints collected on a webpage. You will find plenty of stuff about 3d file formats and texturing with the usual search engines. I suggest you learn the basics first and then move on to an application specific scenario. All will be clear and functional once you got the basic knowledge. Anyway, please send me the .ac file you modified, I'll give a look inside and tell you something more. Roberto Inzerillo -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] SimGear does not compile with latest OSG (RenderBinProxy unknown)
Hi, with latest SVN of openscenegraph, SimGear stops at scene/model/SGClipGroup.cxx because RenderBinProxy does not seem to exist any longer in osg. SGClipGroup is not used anywhere, neither in SimGear nor in FlightGear. Should we remove it from Makefile.am? FlightGear is running happily without it on my machine. Torsten -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On 03/12/2010 12:05 PM, Tim Moore wrote: I flew over there in the ufo and saw gray sign backs there... FWIW, if I limit the flight to the default screensize and default field of view, I find it difficult to reproduce this bug. On the other hand, if I expand the screen to HDTV size and/or zoom in quite a bit, the bug is easily reproducible. Tangentially related question: Should the screen's x-size and y-size be exposed in the property tree somewhere? I looked in the obvious places and grepped for the obvious names without success. I reckon it would only be a couple of lines of code to add the appropriate listeners. Perhaps somebody who is more familiar than I am with the graphics system could stick this in... -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On Fri, Mar 12, 2010 at 11:50 PM, John Denker j...@av8n.com wrote: On 03/12/2010 12:05 PM, Tim Moore wrote: I flew over there in the ufo and saw gray sign backs there... FWIW, if I limit the flight to the default screensize and default field of view, I find it difficult to reproduce this bug. On the other hand, if I expand the screen to HDTV size and/or zoom in quite a bit, the bug is easily reproducible. Are you seeing gray sign backs at all? There shouldn't be any black or white sign backs in the most recent code. Tim -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On 03/12/2010 04:10 PM, Tim Moore wrote: There shouldn't be any black or white sign backs in the most recent code. Please say what commits constitute the appropriately recent code, so I don't need to grovel through the logs ... or at least so that I know what I'm looking for when I grovel through the logs. Is the most recent code available on gitorious? Which branch? Or do I need to grovel through the cvs repo too? -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On Sat, Mar 13, 2010 at 1:04 AM, John Denker j...@av8n.com wrote: On 03/12/2010 04:10 PM, Tim Moore wrote: There shouldn't be any black or white sign backs in the most recent code. Please say what commits constitute the appropriately recent code, so I don't need to grovel through the logs ... or at least so that I know what I'm looking for when I grovel through the logs. Is the most recent code available on gitorious? Which branch? Or do I need to grovel through the cvs repo too? Whoops, sorry, it was only in cvs. 262383395d78565 should be in my gitorious simgear repo now, on the next branch. Tim -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery appearance depends on camera tilt angle
On 03/12/2010 05:13 PM, Tim Moore wrote: 262383395d78565 OK! Sign backs are all nice and gray now. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] airseed fix
Hi guys , This is another patch for the overspeed It keeps the overspeed properties out of property tree when airspeed indicator is not 'overspeed ' enabled No sense putting unused properties in an already heavily populated property tree . Could someone apply please ? Thanks . ? airspeed.patch Index: airspeed_indicator.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/Instrumentation/airspeed_indicator.cxx,v retrieving revision 1.13 diff -U 3 -r1.13 airspeed_indicator.cxx --- airspeed_indicator.cxx 11 Mar 2010 09:45:48 - 1.13 +++ airspeed_indicator.cxx 13 Mar 2010 02:47:45 - @@ -41,29 +41,32 @@ _static_pressure_node = fgGetNode(_static_pressure.c_str(), true); _density_node = fgGetNode(/environment/density-slugft3, true); _speed_node = node-getChild(indicated-speed-kt, 0, true); - + // overspeed-indicator properties +if(_has_overspeed){ _ias_limit_node = node-getNode(ias-limit,0, true); _mach_limit_node = node-getNode(mach-limit,0, true); _alt_threshold_node = node-getNode(alt-threshold,0, true); _airspeed_limit = node-getChild(airspeed-limit-kt, 0, true); - + if (!_ias_limit_node-hasValue()) { - _ias_limit_node-setDoubleValue(250.0); + _ias_limit_node-setDoubleValue(248.0); } - + if (!_mach_limit_node-hasValue()) { _mach_limit_node-setDoubleValue(0.48); } - + if (!_alt_threshold_node-hasValue()) { _alt_threshold_node-setDoubleValue(13200); } - + string paSource = node-getStringValue(pressure-alt-source, /instrumentation/altimeter/pressure-alt-ft); _pressure_alt = fgGetNode(paSource.c_str(), true); _mach = fgGetNode(/velocities/mach, true); +} + } #ifndef FPSTOKTS -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders experiments
Le 01/03/2010 00:22, Vivian Meazza a écrit : I think both effects should be in cvs so that we can do a bit of testing. We can then make some informed comment. The urban shader is in CVS. I find that the houses are too small, compared to 3D models, and I would like to crop the texture a bit. What do you thing ? -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel