Ampere K. Hardraade wrote:
How about not rendering ground textures at night? Has this been done yet?
I don't think turning off texturing makes any difference on common
hardware (including my O2, it will give me 1fps more). The code to draw
untextured terrain has been removed some time ago.
Dave Martin wrote:
Its a shame that (the) Sun is slowly burning away. I just hope that not too
many more *nix based business are going to go the same way. (I'm still trying
to buy a good SGI 02 but I'm having no luck)
You could check this site every once in a while:
Erik Hofman wrote:
The code to draw
untextured terrain has been removed some time ago.
Saddly :-(
Norman
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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman
Sent: Friday, January 28, 2005 3:58 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Runway lighting
Ampere K. Hardraade wrote:
How about not rendering ground
Roman Grigoriev wrote:
Hi guys!
I have too framerate drops when lights are switch on. on my FX5950 ultra and
PIV3500
We don't need to have plib support of shaders.
I use shaders for runway lights. I don't use triangles I use
points(pointsprites). and in shader I use normals to calculate visibility
Erik Hofman wrote:
http://fgsd.sourceforge.net/images/LFPX-photo-scenery.png
For more complex airports more polygons are being created to map the
threshold, runway numbers (two quads at every side), runway markings, etc.
I think some confusion arises from the fact, that Dale probably talks
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Friday, January 28, 2005 1:34 AM
Subject: Re: [Flightgear-devel] Runway lighting
Roman Grigoriev wrote:
Hi guys!
I have too framerate drops when
Hi all,
I've put a release candidate of Atlas-0.3 up at:
http://www.nottingham.ac.uk/~eazdluf/Atlas-0.3.0-rc1.tar.gz
If a few folk could take the time to download this and try it out that
would be great.
Changes in the last year or so:
* Now reads FG-0.9.8 airport and navaid formats
* Atlas
Hi all,
I've put a release candidate of Atlas-0.3 up at:
http://www.nottingham.ac.uk/~eazdluf/Atlas-0.3.0-rc1.tar.gz
Do you think there will be some Win32 binary too? It would be very nice :-)
I don't know if it's even possible (I didn't look into the code in order to
determine if libraries
Jim Wilson said:
This patch adds support to the model animation system for modifying emissive
states on the fly so that it is possible to make lights appear to dimm.
This is an example of a configuration entry which should explain how it is
used:
Please hold off on applying this patch.
Jim Wilson wrote:
Jim Wilson said:
This patch adds support to the model animation system for modifying emissive
states on the fly so that it is possible to make lights appear to dimm.
This is an example of a configuration entry which should explain how it is used:
Please hold off on applying
On Fri, 28 Jan 2005 07:12:33 + (UTC), Martin wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen wrote:
On Thu, 27 Jan 2005 21:49:36 + (UTC), Martin wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen wrote:
..precisely, _just_ like Vidkun Lauritz Abraham Jonssremovedn
Arnt Karlsen wrote:
..true, the problem remains how Sun's new licensing and patenting
regime plays out, not how their good old benevolent ways did.
Please have a look at the facts before spreading FUD,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
With help from Thomas Markowitz, I have posted a side by side comparison
of the FlightGear Alcatraz model versus a real photo here:
http://www.flightgear.org/Gallery/
Good work Frederic!
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program
On Friday 28 Jan 2005 16:01, Curtis L. Olson wrote:
With help from Thomas Markowitz, I have posted a side by side comparison
of the FlightGear Alcatraz model versus a real photo here:
http://www.flightgear.org/Gallery/
Good work Frederic!
Regards,
Curt.
It really cuts the mustard.
Was
Quoting Dave Martin:
On Friday 28 Jan 2005 16:01, Curtis L. Olson wrote:
With help from Thomas Markowitz, I have posted a side by side comparison
of the FlightGear Alcatraz model versus a real photo here:
http://www.flightgear.org/Gallery/
Good work Frederic!
Regards,
Curt.
I'm not sure what SDL means, but it will run on the primary display
without the secondary one going black, so I don't think what you said
is true...at least in my case.
I'm using the latest stable version of flightgear, which I compiled
myself from the source using VisualC++. So I can make
On Friday 28 January 2005 05:14, Curtis L. Olson wrote:
I'm told there is a way to do this with shaders, but plib/ssg doesn't
support shaders. :-(
Curt.
What happended about Manual Massing's new alternative terrain engine?
On 28/01/2005 at 15:34 Roberto Inzerillo wrote:
Do you think there will be some Win32 binary too? It would be very nice
:-)
I don't know if it's even possible (I didn't look into the code in order
to
determine if libraries and the source itself is portable) but I really
hope
so.
A windows
Drew wrote:
I'm not sure what SDL means, but it will run on the primary display
without the secondary one going black, so I don't think what you said
is true...at least in my case.
I'm using the latest stable version of flightgear, which I compiled
myself from the source using VisualC++. So I can
I have never tried to build Atlas before, but just tried with this release.
I am working on a Mac and ./configure gives me the following errors:
checking for pthread_exit in -lpthread... yes
checking for glNewList in -lGLcore... no
checking for glNewList in -lGL... yes
checking for gluLookAt in
Quoting Curtis L. Olson :
Drew wrote:
I'm not sure what SDL means, but it will run on the primary display
without the secondary one going black, so I don't think what you said
is true...at least in my case.
I'm using the latest stable version of flightgear, which I compiled
myself from
Oliver C. wrote:
On Friday 28 January 2005 05:14, Curtis L. Olson wrote:
I'm told there is a way to do this with shaders, but plib/ssg doesn't
support shaders. :-(
Curt.
What happended about Manual Massing's new alternative terrain engine?
Well, FYI, it can be done with Windoes.
The difference is I want the instructor station on the PRIMARY
display, but right now I get the unsightly window border on the
secondary display.
On Fri, 28 Jan 2005 11:11:37 -0600, Curtis L. Olson
[EMAIL PROTECTED] wrote:
Drew wrote:
I'm not sure
Like I said, I don't know what SDL is, so I'm using GLUT, and I do
have Fredric's project files.
On Fri, 28 Jan 2005 18:21:57 +0100, Frederic Bouvier [EMAIL PROTECTED] wrote:
Quoting Curtis L. Olson :
Drew wrote:
I'm not sure what SDL means, but it will run on the primary display
In an effort to provide a central repository for placing models within
the flightgear scenery Martin Spott and I have been working on a
database system to handle the collection and storage of this data. The
first stage of this project is now complete, and an initial data set
containing navaids
David Luff wrote:
Hi all,
I've put a release candidate of Atlas-0.3 up at:
http://www.nottingham.ac.uk/~eazdluf/Atlas-0.3.0-rc1.tar.gz
If a few folk could take the time to download this and try it out that
would be great.
It builds ok on Slackware Linux 10.0, --headless seems to work ok with
Map
not part of cvs logtext
Note the diff file has been renamed from the earlier submission. This version
works better with more complex models.
/not part of cvs logtext
This patch adds support to the model animation system for modifying emissive
states on the fly so that it is possible to make
On Friday 28 Jan 2005 17:25, Drew wrote:
Well, FYI, it can be done with Windoes.
The difference is I want the instructor station on the PRIMARY
display, but right now I get the unsightly window border on the
secondary display.
Does Windows allow you to switch the 'border' attribute on a
The 1/26 updates should be fine, but there are quite a few changes going in
(and one already in CVS) for the p51d that will make it incompatible with the
last flightgear release. Not sure how this should be handled.
Best,
Jim
___
Flightgear-devel
On Friday 28 January 2005 18:20, Curtis L. Olson wrote:
Oliver C. wrote:
On Friday 28 January 2005 05:14, Curtis L. Olson wrote:
I'm told there is a way to do this with shaders, but plib/ssg doesn't
support shaders. :-(
Curt.
What happended about Manual Massing's new alternative terrain
On 28/01/2005 at 09:15 Adam Dershowitz wrote:
I have never tried to build Atlas before, but just tried with this
release.
I am working on a Mac and ./configure gives me the following errors:
checking for pthread_exit in -lpthread... yes
checking for glNewList in -lGLcore... no
checking for
On 28/01/2005 at 17:55 Jon Stockill wrote:
It builds ok on Slackware Linux 10.0, --headless seems to work ok with
Map - I'm running it remotely at the moment. I'll test the Atlas app
when I get home and it finishes building the maps.
One thing it is showing up is quite a few missing scenery
Frederic Bouvier said:
Quoting Dave Martin:
On Friday 28 Jan 2005 16:01, Curtis L. Olson wrote:
With help from Thomas Markowitz, I have posted a side by side comparison
of the FlightGear Alcatraz model versus a real photo here:
http://www.flightgear.org/Gallery/
Good work
Oliver C. wrote:
Are there plans or better a planned release date
when the missing features will get added into plib?
You'll have to ask the plib people. Steve is very persnickety about
this section of the code and I suspect he may not allow significant
changes unless he does them himself,
Jim Wilson wrote:
Great landmark, and excellent model. Thanks Frederic for all the great
scenery models. They really impress the ladies [...]
Indeed :-) In order to magnify this effect it would really be nice to
get at least a minimal heliport back into the scene. Currently when you
start
That might be the best solution...I'll look into that.
On Fri, 28 Jan 2005 18:09:54 +, Dave Martin
[EMAIL PROTECTED] wrote:
On Friday 28 Jan 2005 17:25, Drew wrote:
Well, FYI, it can be done with Windoes.
The difference is I want the instructor station on the PRIMARY
display, but
On Fri, 28 Jan 2005 15:53:58 + (UTC), Martin wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen wrote:
..true, the problem remains how Sun's new licensing and patenting
regime plays out, not how their good old benevolent ways did.
Please have a look at the facts before spreading FUD,
Curtis L. Olson wrote:
If he has all these things, then that's wonderful, he has done an
impressive piece of work. I'm not trying to be critical here, I'm
just pointing out that this is *very* difficult stuff. It's one
thing to do a nice little demo, it's something else entirely to
tackle
Arnt Karlsen wrote:
..amen, fact update:
http://www.groklaw.net/article.php?story=20050121014650517
Great, we finally now have the chance to come to the point of the whole
issue. The article contains nothing new and, most important, it doesn't
contain a single hint why I could be at risk after
Hello,
As with everything, really, the key here is integration. Make it work
with FlightGear so we can test. Saying here is code, can we use it?
just isn't enough. It needs to be here is a patch, try it and tell
me what breaks. Until we get that far, there really isn't much to
argue
On Friday, 28 January 2005 22:14, Manuel Massing wrote:
I completely agree with you on the integration part. I think the engine
is technically adequate for its intended purposes (i.e. satellite-textured
landscapes). If you have any questions concerning the technical side, feel
free to ask.
I
On Friday 28 Jan 2005 21:21, Paul Surgeon wrote:
Yes, I'm sure there are plenty of users who are happy with the current
scenery engine and one of the advantages it has is that there is no paging
of huge textures while flying. This allows for high speed flights without
any pausing and can also
Hello,
I do have a few questions though :
Does the current code that you have handle texture paging?
Yes, textures and geometry are paged and decompressed asynchronously in the
background (seperate thread). The engine supports image compression to save IO
(and possibly bus) bandwith, e.g. JPEG
Jon Stockill wrote:
One thing it is showing up is quite a few missing scenery tiles in the
0.9.8 scenery.
I noticed the missing tiles last week, but found they were introduced a
while back, as they are also in scenery-0.9.5, (at least the 3 I managed
to download last year)
I've almost got all
The real problem is that it's hard to get detailed textures for the whole
world (and storage hungry!!). What I'd like to experiment with later on is
to let a classifier run over the globally available 28.5m landsat textures,
and use the resulting classifications to generate missing detail at
On Friday 28 January 2005 19:44, Curtis L. Olson wrote:
Oliver C. wrote:
Are there plans or better a planned release date
when the missing features will get added into plib?
You'll have to ask the plib people. Steve is very persnickety about
this section of the code and I suspect he may not
On Fri, 28 Jan 2005 20:15:41 + (UTC), Martin wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen wrote:
..amen, fact update:
http://www.groklaw.net/article.php?story=20050121014650517
..I forgot http://www.gnu.org/philosophy/java-trap.html , another part
of Sun's recent history.
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