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
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
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
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
* 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
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
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
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.
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
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
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]
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
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:
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,
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:
Was the OpenAL/Cygwin issue ever cleared up? I can't update my FlightGear
codebase.
Jon
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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.
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
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