From: "Curtis L. Olson" <[EMAIL PROTECTED]>
>
> Frederic Bouvier writes:
> > I also find all runway/taxyway light very dim when seen from close.
> > At a distance, it is the fact that they are all close together that
> > makes the whole correctly bright. As points have no dimension, or at
> > least
Manuel Bessler writes:
>
> PS: anyone using OpenGC under unix ?
> After fixing some capitalization Issues, I got the 0.3 CVS version
> compiled (using cmake) 2 weeks ago. However it does not work
> w/ flightgear. Looking at the source I could see why: the fgfs stuff
> is just left out at some place
On Wednesday 23 October 2002 12:44 am, Andy Ross wrote:
> John Check wrote:
> > What it is is that when electrical system modeling was added it
> > affected planes for which no electrical system was added. I went
> > through and added the markup to include the electrical.xml from the
> > defaul
John Check wrote:
> What it is is that when electrical system modeling was added it
> affected planes for which no electrical system was added. I went
> through and added the markup to include the electrical.xml from the
> default 172 to all the variants, but never did the non Cessna planes.
Shoul
On Tue, 2002-10-22 at 08:50, Curtis L. Olson wrote:
> [EMAIL PROTECTED] writes:
> > It's hard to say. Some day we'll probably want to be able to simulate
> > damage in the flight model, and we may want to give some visual
> > indication of that as well (such as a separated aileron or a blown
> > t
On Tuesday 22 October 2002 10:11 pm, Dave Perry wrote:
> The c172-yasim pannel is lit at night, so this seems to be a change to
> the dc3 only.
> - Dave
What it is is that when electrical system modeling was added
it affected planes for which no electrical system
was added. I went through and adde
The c172-yasim pannel is lit at night, so this seems to be a change to
the dc3 only.
- Dave
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I updated plib, simgear, and FlightGear sources, and well as fgfsbase
from cvs Sunday and
recompiled all source. I noticed that the dc3 pannel is black at night
except for the radio
lcds. I just updated via cvs both fgfsbase and FlightGear source and
recompiled
and the dc3 pannel is still unli
William L. Riley writes:
> I have updated my base Scenery package to include lights at KOAK. Putting the
> KOAK airport info from default.apt into a separate file and generating it by
> itself seems to work, as Curt said. I will be regenerating more of the US
> airports soon and hope to catch an
I have updated my base Scenery package to include lights at KOAK. Putting the
KOAK airport info from default.apt into a separate file and generating it by
itself seems to work, as Curt said. I will be regenerating more of the US
airports soon and hope to catch an error or something that will hel
From: "William L. Riley" <[EMAIL PROTECTED]>
> On Tuesday 22 October 2002 03:32 pm, Curtis L. Olson wrote:
> > One thing you could play with is this:
> >
> > Find line #493 in src/Objects/matlib.cxx
> >
> > tex_name = gen_taxiway_dir_light_map( 20, 20, 235, 155 );
> >
> > Change the last numbe
On Tue, 22 Oct 2002, William L. Riley wrote:
> I changed the alpha up to 255 in matlib.cxx as suggested and can now see them
> fairly well. Are these single pixel lights? Maybe it is my Acer monitor that
> is the problem. ;)
If they're single pixel lights, then will FSAA cause then to be blurred
On Tuesday 22 October 2002 03:32 pm, Curtis L. Olson wrote:
> One thing you could play with is this:
>
> Find line #493 in src/Objects/matlib.cxx
>
> tex_name = gen_taxiway_dir_light_map( 20, 20, 235, 155 );
>
> Change the last number (155) which is the overall alpha for the light
> to a higher
On Tuesday 22 October 2002 12:18 pm, Curtis L. Olson wrote:
> That would help, but it's a big frame rate hit, probably unacceptably
> big. You might consider turning off all the lights in your room.
> There may be some monitor gamma issues. Also note that taxiway lights
> are most visible when yo
William L. Riley writes:
> Base package updated.
>
> http://www.randdtechnologies.com/fgfs/newScenery/
> ftp://ftp.randdtechnologies.com/fgfs/baseScenery/current.tar.gz
>
> P.S. The taxiway lights are extremely dim on my setup, barely visible right at
> dusk/dawn and pretty much invisible after
Andy Ross writes:
> Spotlights, and OpenGL lights in general, only work at vertices.
Is there an opengl extension that would allow the spot light to work
per pixel rather than per vertex?
It seems like I've heard of something, but I haven't investigated
myself.
> I think Roman's suggestion is th
Andy Ross writes:
> How about doing the light generation at tile load time, instead of
> generation time? This would have big payoffs for maintenance --
> someone could fix lighting configurations without regenerating the
> whole tile.
>
> My assumption would be that this process is pretty quick
David Megginson wrote:
> Roman Grigoriev writes:
> > so there is some minor thing todo: landing lights
> > but here is huge problem - multitexturing
>
> Another alternative might be actually to include an OpenGL light
> source in spot mode.
Spotlights, and OpenGL lights in general, only work at ve
Curtis L. Olson wrote:
> I just added support for generating taxiway lights into terragear
> (with some corresponding changes in FlightGear) so I guess someone is
> going to have to regenerate the airports again. :-)
How about doing the light generation at tile load time, instead of
generation tim
On Monday 21 October 2002 11:14 pm, Curtis L. Olson wrote:
> I just added support for generating taxiway lights into terragear
> (with some corresponding changes in FlightGear) so I guess someone is
> going to have to regenerate the airports again. :-)
>
> Curt.
Base package updated.
http://www.r
Curtis L. Olson writes:
> That may ultimately be what we need to do, but remind me why we need
> to parse the command line options twice?
It's an init-order work-around to make the --aircraft option work as
expected.
All the best,
David
--
David Megginson, [EMAIL PROTECTED], http://www.me
Hi All,
I'm having a few problems compiling the latest SimGear from the CVS tree
(0.3).
Its barfing on multiple definitions and parse errors (from undefined
typedef's) in extgl.h (conflicting with definitions in gl.h). Ive been
searching and nothing seems to fit the problems I'm seeing.
The erro
[EMAIL PROTECTED] writes:
> John Wojnaroski writes:
>
> > Appears the command line is being reparsed. This results is the program
> > failing when a TCP socket is requested for the native-ctrls channel as the
> > server is created on the first pass and on the next pass trying to create
> > and
[EMAIL PROTECTED] writes:
> It's hard to say. Some day we'll probably want to be able to simulate
> damage in the flight model, and we may want to give some visual
> indication of that as well (such as a separated aileron or a blown
> tire). I don't now if it will ever be a priority to be able to
John Wojnaroski writes:
> Appears the command line is being reparsed. This results is the program
> failing when a TCP socket is requested for the native-ctrls channel as the
> server is created on the first pass and on the next pass trying to create
> and bind a "second" server at the same p
Roman Grigoriev writes:
> so there is some minor thing todo: landing lights
> but here is huge problem - multitexturing
Another alternative might be actually to include an OpenGL light
source in spot mode. An yes, we do need landing lights to work with
fields, etc. as well. Some day, we might
Doug Pomerenke writes:
> Do you have any plans on introducing a damage model?
It's hard to say. Some day we'll probably want to be able to simulate
damage in the flight model, and we may want to give some visual
indication of that as well (such as a separated aileron or a blown
tire). I don't
Roman Grigoriev writes:
> Hi guys!
> runway lights are really impressive!
> so there is some minor thing todo: landing lights
> but here is huge problem - multitexturing
> Steve don't want to include in plib some patches to make multitexturing and
> he wait for OpenGL2.0 with shaders
> so we have t
- Original Message -
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, October 22, 2002 1:34 PM
Subject: Re: [Flightgear-devel] Landing lights lobes (some thoughts)
> Roman Grigoriev wrote:
> > Hi guys!
> > runway lights are really impressive!
> > so there is
On Mon, 21 Oct 2002 21:03:18 -0400,
<[EMAIL PROTECTED]> wrote in message
<[EMAIL PROTECTED]>:
> Andy Ross writes:
>
> > > An excellent point -- I wonder how they do it, then? On the
> > > ground, they can obviously line up with something well known, and
> > > in VFR, they can line up two la
Roman Grigoriev wrote:
Hi guys!
runway lights are really impressive!
so there is some minor thing todo: landing lights
but here is huge problem - multitexturing
Steve don't want to include in plib some patches to make multitexturing and
he wait for OpenGL2.0 with shaders
so we have to implement it
Hi guys!
runway lights are really impressive!
so there is some minor thing todo: landing lights
but here is huge problem - multitexturing
Steve don't want to include in plib some patches to make multitexturing and
he wait for OpenGL2.0 with shaders
so we have to implement it our own way.
Do someone
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