Hi,
I don't see a config.sub. Where does that come from?
Have you tried automake -a? For never autoconf versions,
you can also use autoreconf -i to bootstrap the autoconf system.
Manuel
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Hello David,
I saw few months ago some posts about asymetric frustum for a screen wall.
I got
a similar installation so I will have three displays, each of them with
asymetric frustum (the point of view is not centered on the screens). I
will have these parameters :
LeftScreen_Left_FOV
Hello Harald,
I am trying to project a texture on the scenario background. A priori
everything is setup correctly and the code should
work but at the end I only get a projection on the screen space.
picture here :
hmm, don't have the time to delve deeper into your example, but you seem to
be
Hi,
I think that you have that effect if you fly to the border of a cloud.
The quads are rotated to face the camera and when the quads are very
near on the left or the right the rotation is too big and the quad go
out of sight. This will be corrected.
so are you using billboards rather than
Hello Erik,
sorry for the late reply.
I'm trying to get this included in CVS but it is a bit out of sync.
yep, I'm really getting a bad conscience about posting an unsync'ed patch :-)
I'm a bit busy at the moment, but I'll try to find some time to get the
flightgear modifications sorted out
Hi Mathias,
this reminds me that I had implemented the attached cleanup-patch for
SGLocation (as part of the abstract terrain API). I currently don't have the
time to finish the API, so the patch is a bit out of context (requires some
small changes in flightgear), but if you are currently
Hi,
If you want to project an image from a single projector onto a curved
wrap-around screen, could you just use a normal projector, and add a
fish-eye lens of some sort? Something like a glass cylinder cut in half
vertically, with the flat part facing the projector, and the curved part
- description
---
begin: Thu Apr 18 2002
written by : Manuel Massing
email: [EMAIL PROTECTED
Hello again,
sorry, I didn't read your whole mail, so my response
was probablly not relevant to your problem.
Going back to my original query. My little experiment to pan the view
frustum side to side using this technique worked great in all the
external views, but totally screwed up the
Hi,
just a quick question: are there any guidelines regarding the scope at which
property system values should be accessed?
E.g., when should classes communicate values via the property system (if
at all)? At which level in the program structure / by which
entities should the property system be
Hi,
I'm not sure whether emmisive, specular and diffuse lighting might give
a different result here.
Hmm, I don't think things are that dramatic... Admittetly, the following
thoughts apply only to local (per-texel) image differences, but
the big picture shoudln't be worse of.
The specular
Hello,
Norman just pointed JPEG 2000 out to me which is open source (and royalty
free for GPL projects) and far better than the standard JPEG most of us
use. It uses state-of-the-art wavelet compression and some of the
comparisons I've seen are incredible. It supports both lossless and lossy
Hi,
For normal photographs that's great - for textures that get scaled,
projected, sheared (sp?), lit, ... the uses assumptions dodn't hold
anymore.
Why should projection, shearing, scaling be a problem? Wouldn't every JPEG
image displayed on your computer screen would look lousy when looking
Hello Oliver,
There is a trick to create textures with a 15 m resolution based on landsat
data:
http://www.terrainmap.com/rm29.html
yes, fusing the panchromatic channel is a nice option.
Ideally, one should devise an algorithm which can do the fusing at runtime
(e.g. in the pixel shaders), so
., 675 Mass Ave, Cambridge, MA 02139, USA.
* \short Abstract class to define the API for the terrain rendering subsystem.
*
* written by Manuel Massing, (c) 2004 by Manuel Massing
*/
#ifndef TERRAIN_H
#define TERRAIN_H
#include FDM/flight.hxx
#include string
using namespace std;
class GeocCoord
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
Hi,
in real life. Currently the lighting at EGLL or KSFO drops my frame rate
from around 30 to about 10. Based on a rough estimate of light numbers, I
reckon that ditching the green taxiway centerlights might get back 3 - 4
fps, not brilliant but a start. Note that the EGLL poly count is
Hello Robicd,
I've made a .ase 3d object (a Villa of my town) for a scenery. I have
a satellite picture of the place where the Villa resides, which has
datum wgs84 coordinates of the two corners of the bitmap. I really
don't know how to convert such coordinates (1st corner is
Hi,
I've been holding off my code changes already since Christmas. ;-)
why not tag the planned releases as branches. This way development can
continue in HEAD while the releases can be tested and bugfixed in-
dependently. This is fairly standard procedure for open source projects (e.g.
KDE,
Hello Christian,
If I understand your problem right, you could
use class pointers (but you won't achieve strong
typing at compile time), or templates.
TEMPLATE EXAMPLE:
template class T class A {
virtual void foo(T param);
};
CLASS POINTER EXAMPLE:
class A {
public:
virtual void foo(A*
template class T class A {
virtual void foo(T param);
};
Maybe I should add how to derive the class B from the template:
class B : public AB {
...
};
bye,
Manuel
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Hello,
Would that be possible? What is the policy for gainining
CVS write access to the fgfs repository?
Hmm, apparently the thread died an abrupt dead, so I humbly
ask again:
What can I do to gain CVS access? If you have any reservations
or further questions about the project, please let
Hi,
I want to start to integrate an alternative terrain engine
with flightgear
(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)
For this, I need to adapt flightgear to use an abstract terrain API, which
will encapsulate the current and new terrain engine
Hello Erik,
That's great, I already wondered what happened to that project. This
would really be a great addition for FlightGear.
Unfortunately I am studying and currently try to compensate for the tremendous
lazyness of my past semesters :-) So that project had to wait for the
christmas
Hi,
If my memory serves, previous big changes to the codebase have been
handled by having a conditional compilation option which switches on the
new code (and switches off some old code if needed) and putting all changes
in CVS HEAD. This allows people to try it if they want to, and avoids
Hi Norman,
In the paper this appears to be based on a 'flat Earth' model
i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y
Perhaps I am missing something or you have extended the engine
since this was written ?
I don't remember if this was mentioned in the paper, but we use
Hello Christian,
Probalby the easiest way would be to create an independant program
first, that communicates with FGFS via the network api.
The benefit is a very fast start on the rendering side - w/o much needed
internal FGFS knowledge and w/o the need to synchonize development at
the
Hi,
O.k., now I know that VBO stands for the vertex_buffer_object OpenGL
extention, which is, for example, _not_ present in XFree86-4.3 !
I assume VBO is therefore not a valid choice,
The availability of the VBO extension will only depend on your drivers, not
the xserver (and I am pretty sure
Hello Georg,
thanks for your input!
These screenshots are rather old and made for other purposes. But you may
see the limits of these low-res satellite data. They are good as a very
realistic background but you loose important landmarks (smaller streets,
railway-tracks, smaller rivers ..).
Hello Oliver,
This sounds very interesting.
But i also have some questions about this engine.
Is it a irregular grid or regular grid engine?
If the latter is the case how many lod levels does the engine allow
and is there a barrier if your viewpoint is to far away from the grid?
The engine
Hi,
It sounds VERY interesting, the sample images and video look extremely
impressive. If it does get released under the GPL, and can be integrated
then I think it'd be a crime not to try.
What sort of tools are available for producing the scenery?
Well, I have written a few perl scripts
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