Re: [Flightgear-devel] Networking

2003-08-04 Thread Matevz Jekovec
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

Re: [Flightgear-devel] Scene lighting expiriment

2003-08-04 Thread Erik Hofman
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

Re: [Flightgear-devel] Scene lighting expiriment

2003-08-04 Thread Erik Hofman
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

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-04 Thread David Megginson
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

RE: [Flightgear-devel] Scene lighting expiriment

2003-08-04 Thread Norman Vine
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

[Flightgear-devel] Blender 2.28 and plib progress

2003-08-04 Thread David Megginson
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

[Flightgear-devel] Re: Blender 2.28 and plib progress

2003-08-04 Thread Melchior FRANZ
* 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,

Re: [Flightgear-devel] Scene ligting expiriment

2003-08-04 Thread Erik Hofman
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

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-04 Thread Curtis L. Olson
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

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-04 Thread Jim Wilson
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

RE: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-04 Thread Norman Vine
further experimenting with particle size http://www.vso.cape.com/~nhv/files/fgfs/clouds/clouds3d_gg.jpg Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

RE: [Flightgear-devel] visibility being reset

2003-08-04 Thread Norman Vine
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

Re: [Flightgear-devel] Scene ligting expiriment

2003-08-04 Thread Lee Elliott
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

Re: [Flightgear-devel] Scene lighting expiriment

2003-08-04 Thread Lee Elliott
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

[Flightgear-devel] SimGear/simgear/scene/sky/clouds3d type error

2003-08-04 Thread Alex Perry
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.