Re: [Flightgear-devel] High altitute/speed flights terrain engine problems
It would be nice to get fgfred64's project finally into, as the current terrain seems outdated to me http://www.youtube.com/watch?v=fkzsD95K_Jk --- On Wed, 6/1/11, Slavutinsky Victor vitos...@mail.ru wrote: From: Slavutinsky Victor vitos...@mail.ru Subject: Re: [Flightgear-devel] High altitute/speed flights terrain engine problems To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Date: Wednesday, June 1, 2011, 2:29 PM As I indicated in the Forum http://www.flightgear.org/forums/viewtopic.php?f=6t=12005 a solution to the problem would be to represent Earth from high altitude by pieces of a hires textured sphere (textures to be obtained from Celestia), with (at least as demo) a simple Nasal script controlling which pieces of the sphere are currently to be loaded. As I said previously, it's gotta be implemented not on model level but on whole FG level, or not implemented at all. Think You have more productive computer while I have midproductive. We must orientate on users with midproductive or even less powerful computers. Current FG terrain engine can not be used on high altitude/speeds on current midlevel computers and gotta be switched off anyway. I did some experiments with a textured sphere and found that I can't simply place an Earth-sized sphere at the coordinate origin - the model is apparently deemed to be too far away and isn't shown. Maybe there is a simple way to switch this off - but if not, a viable solution would be to use a nearer (co-moving) sphere bit which is kept in the precise proportion to the real thing as given by simple ray optics. Using this trick, I have managed to get a plausible ufo-above-Earth view within 35 minutes work with a simple lowres (4096x4096) textured Earth. Well, I suppose there is possible solution, as rising LOD of whole model and LOD of Earth in model xml file. animation typerange/type min-m0/min-m max-m100/max-m /animation But what will You do in multiplayer? I believe all this is doable without significant modifications to the core. It may not be an elegant solution, but it can be picked up by anyone who is able to code a bit Nasal and can texture a model. Admittedly there are much more elegant solutions, and solutions which generalize to flights in the whole solar system, but I don't really see us getting started on that. Again, in multiplayer You'll cover sky of other users with giant sphere or will look as craft with big sphere aside for others. It's not only not elegant, it's not solved problem really. Of course it possible to make mutiplayer model without that sphere and so on, but normal things gotta be common. Otherwise it makes problems what can not be solved. Cheers, * Thorsten Cheers, * Victor -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] terragear - file src/Lib/Optimize/genfans.cxx
On Thu, 2011-06-02 at 03:12 +0200, Geoff McLane wrote: Hi Jason, When you say a 'long time', do you mean more than this, like DAYS? ;=(( Just trying to get an idea of how 'patient' one MUST be... before deciding something is really going 'wrong'... I have found that the standard set (from the old makeYSSY.sh script) takes about and hour to process. Once this has added data from 1:125000 topo's (landmass,river,stream,lake), OSM (freeway,truck,primary,secondary,service roads) then it extends to many hours just for a 2x2 degree chunk. I do not know, or remember, what OS you are using, but after you mentioned it, I decided to take a quick look at server and client in WIN32, and there is absolutely NO WAY they would EVER run in windows ;=(( I am on Gentoo 64 This also happens to be one of my favorite scenery build areas, although I always extend that out to YGIL ;=)) That is the e150s40 and e140s40 chunks... and the s30 group if I want to include YBBN... I plan on doing more once I build an interpreter for contours out of shape files. Anyone know the true meaning of the fit files? are these used instead of the DEM chopped files? Any chance we may see the harbor bridge in the scenery database ;=)) Sydney always looks a bit strange without it, and the Opera House, to name a few iconic indicators... maybe they are already there since I have not done a full check in a while... love too do it but I am not a modeler. :( (note to self, how about a dual camera rig with GPS that can build the wire frames Splinscan without a laser...) Jason Cox -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OT: android/ipad development
Android here as well. Let me know if i can help...I was planning to look into such myself very soon. --- On Sat, 5/21/11, Arnt Karlsen a...@c2i.net wrote: From: Arnt Karlsen a...@c2i.net Subject: Re: [Flightgear-devel] OT: android/ipad development To: flightgear-devel@lists.sourceforge.net Date: Saturday, May 21, 2011, 12:37 AM On Fri, 20 May 2011 16:46:33 -0500, Curtis wrote in message banlktin6zx2k0yg-xktft9mp3mn-8pd...@mail.gmail.com: Hi Victhor, Thanks for the offer to help test. We'll have to see how (and if?) this project shapes up and whether we end up going down the ios path or the android path or as someone else suggested, attempt to find a way to support both. I have an android phone myself, but everyone else involved in this UAS project is mac so I'll probably get out voted. :-) Curt. ..add me to the Android vote. ;o) On Wed, May 18, 2011 at 5:06 PM, Victhor victhor.fos...@gmail.com wrote: I currently am in possession of a ARM Cortex-A8 development board, complete with graphics processor(PowerVR SGX) and Android support. If you need any hardware to test software on, I'll be willing to help. It has a screen, though pretty low res(480x272), and the LCD interface got a small issue, but I'll fix this very soon. It also has only 256 MB of RAM. On Wednesday, May 18, 2011 03:12:24 PM Curtis Olson wrote: On Wed, May 18, 2011 at 1:58 PM, Claus Christmann h...@gatech.edu wrote: Have you looked at the ground control station for the Parrot AR Drone? http://youtu.be/wtlp7jwvkd4 The Parrot AR drone is a cool product, but that's a proprietary system, right? In our case we would have significantly different design and usage goals compared to the parrot drone, but certainly we would need to accomplish many of the same technical hurdles. Our drone flies well beyond wifi range. We are primarily focused on outdoor use. The parrot AR drone (as best as I can tell from the videos I've seen) is primarily a remote piloted vehicle -- with computer stabilization. It probably wouldn't take much to make it fully autonomous, but that's not the primary usage that I've seen. (Interactive real/VR blended dog fights.) Curt. Hi Curt, you are right in all of your points. I was just wondering if you simply looked at their software SDK (for a GCS). AFAIK their GCS is iPhone only, but some people have compiled it for Android. So maybe those guys could give you a hand for your GCS system. http://www.shellware.com/BlogEngine.Web/page/ARPro-for-Android.aspx is one example of an Android GCS for the Parrot.AR Good Luck, Claus -- What Every C/C++ and Fortran developer Should Know! Read this article and learn how Intel has extended the reach of its next-generation tools to help Windows* and Linux* C/C++ and Fortran developers boost performance applications - including clusters. http://p.sf.net/sfu/intel-dev2devmay ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- ..med vennlig hilsen = with Kind Regards from Arnt Karlsen ...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. -- What Every C/C++ and Fortran developer Should Know! Read this article and learn how Intel has extended the reach of its next-generation tools to help Windows* and Linux* C/C++ and Fortran developers boost performance applications - including clusters. http://p.sf.net/sfu/intel-dev2devmay ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] High altitute/speed flights terrain engine problems
It would be nice to get fgfred64's project finally into, as the current terrain seems outdated to me http://www.youtube.com/watch?v=fkzsD95K_Jk He do not answer on my message on YouTube, his email what mike4lin had gave me on forum is outdated, his folder on fotolia.com is closed. If someone have more modern contact information then please let me know. Everything gotta be made in time. There is things what can not be delayed because we are alive people. -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] terragear - file src/Lib/Optimize/genfans.cxx
Geoff McLane wrote: Thanks. It is good to know that the - Default=x, where x = 0-2 is 'normal', but Chris reported that it was still running after 6 hours, or more... and still unable to exactly find where this is output, in the code... You won't be able to find Default in the sources as the output is Landclass = x, Default being Landmass. So there might be something wrong in this direction. And Chris, you can see some of the comments associated with the 2009 patch to the rlimits code you pointed to are NOT correct! Even at that time any attempt to limit memory use was abandoned, and the CPU timeout was doubled... Like it seems you have done, this 'limit' is really NOT applicable to a specific area generation, as apposed to a whole world generation, using server/client, so like you, I 'chop' this 'rlimit' code completely... I put the patch back in, too. Some, like Gijs, and myself, are working on a GUI to assist in this scenery generation, but the important issue IS making sure the TG tools work well, otherwise such a GUI is rather pointless... Exactly, and as long as we don't have a new terrain engine in FG, more efforts have to be put into TG, if we don't want to end up in a mess, scenery-wise. Chris -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] High altitute/speed flights terrain engine problems
As I said previously, it's gotta be implemented not on model level but on whole FG level, or not implemented at all. Nobody is talking about implementing anything on *aircraft* model level - the idea is to represent *Earth* by a model the same way we can represent, say, clouds by a model. Scenery models usually exist on the whole FG level... Well, Stuart got it right: The perfect is the enemy of the good. - Voltaire If the choice is between an existing imperfect implementation and a theoretical perfect implementation, I'd go with the first any time. :-) Cheers, * Thorsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
Part of the problem is that FlightGear almost always renders ideal situations for the skydome. If you look at this picture you see there are situations where white fog is natural: http://upload.wikimedia.org/wikipedia/commons/2/2a/St.Gilgen_Panorama_2007-02-22.jpg But you obviously won't get that with the sun hidden behind a cloudy sky. Yes, that was my analysis as well. My point is - the skydome or terrain shader code can't know a priori. But all our weather systems have the relevant information readily available - all we need to do is expose a property which tells the distance fading code how much sunlight is available at a given altitude (below a layer, mountains should fade to dark, above to white for instance). * Thorsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FlightGear Newsletter - May 2011
May is over, June is well on its way: time for another newsletter! Looks like summer already started accross the globe, given the slightly dissapointing number of contributions. I guess being outside is in favour of sitting behind a desk for must of us. :) Still, a small group of people is preparing something rather big for the upcoming months: a new FlightGear release! Read more details in the `Release plane´ in the newsletter and see where your help is needed. FlightGear Newsletter - May 2011 Contributions for next month's newsletter are welcome as of now at FlightGear Newsletter - June 2011. If you've never contributed before, it might be wise to read the short introduction, to learn in what ways you can contribute. -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] High altitute/speed flights terrain engine problems
Nobody is talking about implementing anything on *aircraft* model level - the idea is to represent *Earth* by a model the same way we can represent, say, clouds by a model. If two users in parallel flying spacecrafts will see the same good then there is no problem. But everything on Nasal is on local level, not global core level. Scenery models usually exist on the whole FG level... Earth is not scenery. Well, Stuart got it right: The perfect is the enemy of the good. - Voltaire If the choice is between an existing imperfect implementation and a theoretical perfect implementation, I'd go with the first any time. :-) At first, until current engine can not be stopped there is no choice at all. Secondly, that Frederic's engine is existed already while textured globe engine what You are mean not yet. But it's unknown can it be included or not, same as already existed osgEarth textured globe engine BTW. I understand what You have some vision of way to solve problem. It's good solution, at least for You, because it will lead You to some personal improvement by Your own, which means not so expensive for You, way. But what's I really do not like in current Open Source what's people constantly solving same problems again and again without real results while other unfinished solutions is existed and solving problems by half solutions what become to need of complete rewriting faster then it could become really nice to end user. So if choice is between redoing things what's already done and including that things I would prefer including. There is four or five Open Source space simulators and most of them is not so addable for modder or even usable for end user. If them authors could put their efforts together then we could have best space sim already. Honestly, I appreciate Your solution, but only in case if it's impossible to include already existed other one. Cheers, * Thorsten Cheers, * Victor -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Newsletter - May 2011
May is over, June is well on its way: time for another newsletter! Looks like summer already started accross the globe, given the slightly dissapointing number of contributions. I guess being outside is in favour of sitting behind a desk for must of us. :) Still, a small group of people is preparing something rather big for the upcoming months: a new FlightGear release! Read more details in the `Release plane´ in the newsletter and see where your help is needed. And there is an excellent article about LinuxTag! Torsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
On Thu, 2011-06-02 at 12:53 +0300, thorsten.i.r...@jyu.fi wrote: Yes, that was my analysis as well. My point is - the skydome or terrain shader code can't know a priori. But all our weather systems have the relevant information readily available - all we need to do is expose a property which tells the distance fading code how much sunlight is available at a given altitude (below a layer, mountains should fade to dark, above to white for instance). I'll see what I can come up with this weekend. On another note: I seem to remember you had another request for the weather system but I was too busy to remember it. Do you remember what that was? Erik -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master,
Flightgear-commitlogs wrote: [...] commit 776866b4f79ca34f202a476c5af22531bdf53a87 Author: Ryan Miller Date: Thu May 26 18:10:32 2011 -0700 New animated jetway system; add support for EGKK, EHAM, KDEN, KLAS, KSFO, PANC, 717, AI 737, AI 744, AI MD-80 BTW, from my perspective, in the current state the submission wasn't ready for inclusion as a whole. Please, whoever did the commit, please consider reading: http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blob_plain;f=Models/00README.CONTRIBUTE Yes, there _is_ a copy of this file in your local clone of the Base Package ;-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Crash in latest GIT/master
Hi all, I got a crash in latest GIT/master of fgfs. For further stuff, see this pastebin: http://pastebin.com/1hxrhE5n Games like WarZone2100 and GL-117 are working (so no faulty OpenGL), glxinfo shows the usual output. Any help is warmly welcomed. :) Regards, Roland signature.asc Description: This is a digitally signed message part -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 3d model orientation
Hi, I have a question. I have a 3d model of an aircraft that I want to rotate in roll, pitch, and yaw just like any other aircraft. I also have stream lines from a CFD program that I would like to display at the same time over the top of the model. (Hi Matthias) :-) My aircraft is a skydiver and the way the 3d model and FDM are setup, it basically falls straight nose down (pitch -90) so that alpha is close to zero. (The 3d model is adjusted so that it is in the correct pose when falling. When pitch and roll are zero it is standing straight up and down ... so nose over to a -90 degree pitch angle and he is falling face down like he should be.) The streamlines basically need to stay vertical no matter what the orientation the 3d model is at since we are always falling pretty much straight down or close enough. I had been copying off some of our fake shadow hacks to rotate the streamline model in -roll and -pitch to keep it aligned straight up and down. That almost works -- except most of the time we are flying very near a pitch angle of -90. This puts us at a euler angle singularity. What happens is that the streamlines stay properly positioned straight up and down as I intend, but as we get closer and closer to that magic pitch angle of exactly straight down, the heading angle starts to blow up. The result is that the streamline heading orientation doesn't track the model orientation correctly and the errors get worse and worse the closer we are to a pitch angle of -90. Is there any other way to attach a sub model to the aircraft model, but control the submodel orientation in NED space rather than having to hack a transform opposite of the model roll/pitch angles? Thanks, Curt. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FlightGear Mac OS X releases - 2.0.0-r284 and git-20110602
Hi there, I've released two binary packages for Mac OS X, one for 2.0.0 and another for git (developer version) as of Jun-02-2011. You can download these from: http://macflightgear.sourceforge.net/home/downloads For more detail, see a release note that comes with each package and the link below: http://macflightgear.sourceforge.net/flightgear-mac-os-x-has-two-updates-for-official-and-developer-releases Have a wonderful flight! Tat --- Tatsuhiro Nishioka http://macflightgear.sourceforge.net/ -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Fwd: Crash in latest GIT/master]
Hi again, I have found more: http://pastebin.com/UrE81hNW 2.8.4 is latest stable release. Roland Forwarded Message I got a crash in latest GIT/master of fgfs. For further stuff, see this pastebin: http://pastebin.com/1hxrhE5n Games like WarZone2100 and GL-117 are working (so no faulty OpenGL), glxinfo shows the usual output. Any help is warmly welcomed. :) signature.asc Description: This is a digitally signed message part -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] gnome 3 ?
Is anyone here running gnome 3 (and you would probably know if you were.) :-) I just loaded up Fedora 15 on a test machine and my first comment was hmmm... I haven't tried to get FlightGear running. I guess I can't imagine why it wouldn't run just fine although the desktop requires accelerated opengl hardware so I hope there won't be too much competition for resources when running FlightGear. Does anyone have any feed back on issues or problems specific to the new gnome 3 desktop scheme? Building/running FlightGear? Looks like the linux desktop folks have stopped chasing windows and are now chasing mac? Quote from an online review: gnome 3 gives you any color theme you like ... if you like black. Is gnome 3 viable for real work? I've heard gnome 3 and intuitive mentioned in the same sentence. I guess I'm going to have to go lookup the definition of intuitive again -- oh here it is -- something that makes obvious sense after you've figured it out. :-) Curt. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Fwd: Crash in latest GIT/master]
--enable-fullscreen causes this. :( Forwarded Message Hi all, I got a crash in latest GIT/master of fgfs. For further stuff, see this pastebin: http://pastebin.com/1hxrhE5n Games like WarZone2100 and GL-117 are working (so no faulty OpenGL), glxinfo shows the usual output. Any help is warmly welcomed. :) Regards, Roland signature.asc Description: This is a digitally signed message part -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel