Re: [Flightgear-devel] cesna autopilot seems messed up

2004-05-06 Thread Roy Vegard Ovesen
On Thursday 06 May 2004 04:11, Seamus Thomas Carroll wrote: Are there plans to add a route manager to the KAP140? I guess that a reasonable setup for a light aircraft like the C172 would be to have a GPS as the route manager. Currently, the FlightGear GPS module only handles two waypoints to

[Flightgear-devel] Ideas for a gear model

2004-05-06 Thread Richard Bytheway
A thought occurred to me last night on the modelling of gear reactions, and a possible way to solve some or all of the related problems that have been discussed on the list over the past few months. I wasn't even trying to think about the problem so if anyone else had the same ideas at about

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Erik Hofman
Lee Elliott wrote: Hello Ampere, I think the only practical way you could have several different liveries/colour schemes would be to include individual models, each one textured differently. I think there is a way ... 1. Create separate Model directories for each livery. 2. Copy the animation

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Erik Hofman
Ampere, Looking a the pictures it looks to me like you are still using two sided polygons (that's why the ailerons and such are a lot brighter than the rest, you've got the normals inverted). To render a model really fast in FlightGear it would be best to use only one sided polygons (although

[Flightgear-devel] Re: MD-11

2004-05-06 Thread Melchior FRANZ
* Erik Hofman -- Thursday 06 May 2004 10:35: 1. Create separate Model directories for each livery. 2. Copy the animation configuration file to each directory. 3. Use the full path to the aircraft geometry file i.e. Aircraft/MD-11/Models/md11.ac 4. Put different textures in the different

Re: [Flightgear-devel] Re: MD-11

2004-05-06 Thread Erik Hofman
Melchior FRANZ wrote: * Erik Hofman -- Thursday 06 May 2004 10:35: 1. Create separate Model directories for each livery. 2. Copy the animation configuration file to each directory. 3. Use the full path to the aircraft geometry file i.e. Aircraft/MD-11/Models/md11.ac 4. Put different textures

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Jim Wilson
Erik Hofman said: Lee Elliott wrote: Hello Ampere, I think the only practical way you could have several different liveries/colour schemes would be to include individual models, each one textured differently. I think there is a way ... 1. Create separate Model directories for

[Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Erik Hofman
Hi, I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page.

Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Curtis L. Olson
Erik Hofman wrote: I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the

Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Erik Hofman
Curtis L. Olson wrote: Erik Hofman wrote: I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to

RE: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Giles Robertson
Just because cards have OpenGL drivers doesn't mean that they have *good* OpenGL drivers, and several laptop cards (Trident etc), don't. Not but what, interpreting to an API wouldn't be too great either. Giles Robertson -Original Message- From: Erik Hofman [mailto:[EMAIL PROTECTED]

RE: [Flightgear-devel] Re: MD-11

2004-05-06 Thread Vivian Meazza
Melchior FRANZ wrote Sent: 06 May 2004 09:50 To: [EMAIL PROTECTED] Subject: [Flightgear-devel] Re: MD-11 * Erik Hofman -- Thursday 06 May 2004 10:35: 1. Create separate Model directories for each livery. 2. Copy the animation configuration file to each directory. 3. Use the full

Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Arnt Karlsen
On Thu, 06 May 2004 14:57:57 +0200, Erik wrote in message [EMAIL PROTECTED]: Hi, I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware:

RE: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Giles Robertson
The other problem is that it doesn't work. I got a friend with a trident card sans GL drivers to download and install FGFS. It didn't work, but unfortunately I didn't have the time before he deleted it to check what call wasn't in the library. It didn't work with other GL games either (Vietnam,

Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Ethan Price
I think for the most part no, since even both ATi and Nvidia's cheapest cards support OpenGL (to my knowledge), and even they can muster only just enough powerto run it smoothly. -Ethan From: "Curtis L. Olson" [EMAIL PROTECTED] Reply-To: FlightGear developers discussions [EMAIL PROTECTED] To:

[Flightgear-devel] Cygwin and OpenAL

2004-05-06 Thread Jon Berndt
Was the OpenAL/Cygwin issue ever cleared up? I can't update my FlightGear codebase. Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
I've uploaded the 3ds file to the server. Here it is: http://www.cs.yorku.ca/~cs233144/MD-11.3ds I am crossing my fingers now. I hope it can be imported into the game without any problem. Regards, Ampere On May 6, 2004 01:56 am, Durk Talsma wrote: On Thursday 06 May 2004 06:58, Ampere K.

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
Ampere, Looking a the pictures it looks to me like you are still using two sided polygons (that's why the ailerons and such are a lot brighter than the rest, you've got the normals inverted). To render a model really fast in FlightGear it would be best to use only one sided polygons