Tyson, Diarmuid wrote:
Is UDP good enough for network gaming? Absolutely. IMO, UDP is the
only thing good enough for online, real time gaming.
In Falcon, we used only UDP (Ultimately Dead Pigeon:))) for both LAN and
internet gaming. I think most of the multiplayer games use this protocol
Curtis L. Olson wrote:
On my monitor, the first screen shot looks much worse with the new
colors. The 2nd is really no comparison becuase it is all dark. The
new way simply eliminates any tiny amount of ambient light which
probably is not any more realistic than before. The 3rd shot looks
Curtis L. Olson wrote:
Erik Hofman writes:
I've added a property /sim/scene_lighting to the code to switch between
old and new behavior at runtime (not that you have to speed up time
temporarily to get to the new state by pressing 't').
How about we call the property
Curtis L. Olson writes:
I think we should be drawing the 3d model of the aircraft last, after
the sky, terrain, and clouds.
It's not a big deal, but that will mean that the plane will be visible
through hills, towers, clouds, etc. from external view.
All the best,
David
--
David
Erik Hofman writes:
Curtis L. Olson wrote:
Erik Hofman writes:
I've added a property /sim/scene_lighting to the code to switch between
old and new behavior at runtime (not that you have to speed up time
temporarily to get to the new state by pressing 't').
How about we call the
Someone else reported that the current AC3D export scripts no longer
work with Blender 2.28.
The semi-good news, however, is that Blender 2.28 has cleaned up its
VRML 1.0 export function so that it no longer uses implicit texture
mapping -- that means that plib can import VRML 1.0 models exported
* David Megginson -- Monday 04 August 2003 16:21:
Someone else reported that the Blender Python AC3D export scripts no
longer work with Blender 2.28.
They don't. But Willian told me that he'd have a look at them this week:
* Willian Padovani Germano -- Sunday 03 August 2003 17:09:
| Yes,
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
Ambient defines the color at the unlit side of the object.
Thus lighting ambience affects the darkness of the shadows. The ambience
lighting tables represent a tradeoff between too much contrast on the 3D
models and insufficient contrast in
David Megginson writes:
Curtis L. Olson writes:
I think we should be drawing the 3d model of the aircraft last, after
the sky, terrain, and clouds.
It's not a big deal, but that will mean that the plane will be visible
through hills, towers, clouds, etc. from external view.
I would
Curtis L. Olson [EMAIL PROTECTED] said:
Lee Elliott writes:
I've noticed this effect too, on the 2d clouds. I think it's an ordering
issue. When I use transparent objects/textures in a model I have to be
careful of it's position in the object list - basically, every object that
further experimenting with particle size
http://www.vso.cape.com/~nhv/files/fgfs/clouds/clouds3d_gg.jpg
Norman
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Norman Vine wrote:
Curtis L. Olson writes:
Norman Vine writes:
Looks as if a recent change is always resetting the visibility
to startup value. Haven't had time to see what is doing this
David recently revamped the weather subsystem to allow for specifying
conditions for
On Monday 04 August 2003 17:53, Erik Hofman wrote:
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
Ambient defines the color at the unlit side of the object.
Thus lighting ambience affects the darkness of the shadows. The ambience
lighting tables represent a tradeoff between
On Monday 04 August 2003 14:42, Erik Hofman wrote:
Norman Vine wrote:
IMO the 'new' series is far to blue
I am working my way through to see how all fits together.
As I see it now the original behavior is excellent for sunny, non cloudy
and high visibility days (California?).
The
Making all in clouds3d
make[1]: Entering directory `/home/alex/fs/SimGear/simgear/scene/sky/clouds3d'
source='SkyContext.cpp' object='SkyContext.o' libtool=no \
depfile='.deps/SkyContext.Po' tmpdepfile='.deps/SkyContext.TPo' \
depmode=gcc /bin/sh ../../../../depcomp \
g++ -DHAVE_CONFIG_H -I. -I.
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