On Wednesday 26 February 2003 6:08 pm, Cameron Moore wrote:
> A story[1] on Slashdot today, linked to this presentation titled "Open
> Source Software in Simulation and Training":
>
> http://linuxworld.idealcorp.com/presentation/
> http://linuxworld.idealcorp.com/ossist.pdf
>
> Go through it to
A story[1] on Slashdot today, linked to this presentation titled "Open
Source Software in Simulation and Training":
http://linuxworld.idealcorp.com/presentation/
http://linuxworld.idealcorp.com/ossist.pdf
Go through it to get the context, but the slides that mention FG-related
items are:
h
Andy Ross wrote:
Erik Hofman wrote:
> That's not possible at the moment. The min and max settings do clamp
> the values, but that makes the modulator useless (the value is never
> reached).
I fuzzy on what the modulator does. To my mind, there shouldn't be
any need for C++ code at all; just use
John Check wrote:
There is/was a special function that draws the mag compass ribbon
that does what you need. I experimented with making analog
odometer style numbers at one time. AFAIK the code was never
modularized. I forget the exact location but if you grep for
compass-ribbon.rgb you'l find it
Erik Hofman wrote:
> That's not possible at the moment. The min and max settings do clamp
> the values, but that makes the modulator useless (the value is never
> reached).
I fuzzy on what the modulator does. To my mind, there shouldn't be
any need for C++ code at all; just use a different transla
On Wednesday 26 February 2003 2:15 pm, Andy Ross wrote:
> Erik Hofman wrote:
> > Is there a way to truncate textures to the instrument size?
>
> Here's an idea for a clever hack: split the "number scroller" up into
> two textures, one for the top half and another for the bottom. Clamp
> each so t
On Wednesday 26 February 2003 1:20 pm, Erik Hofman wrote:
> Hi,
>
> For the F-16 I am modelling an altitude indicator that uses a scrolling
> number bar (0 ... 9) to display the altitude. I've modified the code
> slightly to support a modulator, but when shifting the numbers they are
> visible abov
John Check writes:
> On Wednesday 26 February 2003 4:22 am, Erik Hofman wrote:
> > Michael Selig wrote:
> > > Really good to see (and nice to have in the base package).
> > >
> > > Any chance of getting the HUD to also display the g-load? I find this
> > > info extremely useful while developing fl
Andy Ross wrote:
Erik Hofman wrote:
> Is there a way to truncate textures to the instrument size?
Here's an idea for a clever hack: split the "number scroller" up into
two textures, one for the top half and another for the bottom. Clamp
each so that it can't scroll any farther than "just past" th
On Wednesday 26 February 2003 4:22 am, Erik Hofman wrote:
> Michael Selig wrote:
> > Really good to see (and nice to have in the base package).
> >
> > Any chance of getting the HUD to also display the g-load? I find this
> > info extremely useful while developing flight models. For now, I get
>
Erik Hofman writes:
> How is an instrument build up at this time, is everything drawn in a
> texture and is this texture placed on the panel, or is everything drawn
> directly on the panel itself?
The 2D panel code creates an instrument out of a collection of
stacked, textured rectangles. I
Erik Hofman wrote:
> Is there a way to truncate textures to the instrument size?
Here's an idea for a clever hack: split the "number scroller" up into
two textures, one for the top half and another for the bottom. Clamp
each so that it can't scroll any farther than "just past" the edge.
In the ran
David Megginson wrote:
Erik Hofman writes:
> For the F-16 I am modelling an altitude indicator that uses a scrolling
> number bar (0 ... 9) to display the altitude. I've modified the code
> slightly to support a modulator, but when shifting the numbers they are
> visible above the inmstrume
Erik Hofman writes:
> For the F-16 I am modelling an altitude indicator that uses a scrolling
> number bar (0 ... 9) to display the altitude. I've modified the code
> slightly to support a modulator, but when shifting the numbers they are
> visible above the inmstrument in some cases:
>
Hi,
For the F-16 I am modelling an altitude indicator that uses a scrolling
number bar (0 ... 9) to display the altitude. I've modified the code
slightly to support a modulator, but when shifting the numbers they are
visible above the inmstrument in some cases:
http://www.a1.nl/~ehofman/fgfs
Curtis L. Olson wrote:
Roman Grigoriev writes:
Curtis,
Could you please test clouds3d on CVS flightgear
I've searched all strings in flightgear and they are defined by
FG_USE_CLOUDS3D so I define this macro and all compiled fine
so clouds3d loaded and rendered but here is a problem:
I've got whi
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> For people getting started, often just getting something (anything!)
> to show up on the screen is the hardest part. [...]
Oh, I can tell you I know very well why I call myself an admin rather
than a programmer,
Martin.
--
Unix _IS_ user fri
Curtis L. Olson wrote:
> For people getting started, often just getting something (anything!)
> to show up on the screen is the hardest part.
Tell me about it. I wasted three hours on Monday trying to figure out
why the my second texture unit was working, but failing to pick up the
texture from th
Brandon Walters wrote:
> Hi, i've been trying to get some help on this list but no luck so will
> try one more time. i am new to flight sims and OpenGL and can any one
> just please tell me how to just draw a HUD, and dials (eg
> horizon). please please please. hopefully someone will give a good
>
Roman Grigoriev writes:
> Curtis,
> Could you please test clouds3d on CVS flightgear
> I've searched all strings in flightgear and they are defined by
> FG_USE_CLOUDS3D so I define this macro and all compiled fine
> so clouds3d loaded and rendered but here is a problem:
> I've got white flickering
This is a great example. The 747 flaps use both as well. The gear uses
translation on the gear compression value from yasim to stay above the
pavement, as well as multiple gear retraction rotations (for the way the 747
gear retracts).
Don't forget to be careful about the order (which you do firs
Curtis,
Could you please test clouds3d on CVS flightgear
I've searched all strings in flightgear and they are defined by
FG_USE_CLOUDS3D so I define this macro and all compiled fine
so clouds3d loaded and rendered but here is a problem:
I've got white flickering when 3dcloud in view frustrum
I read
Try grepping through the code, there may be another place or two where
you need to define this.
Roman Grigoriev writes:
> Guys!
> Whats happened with clouds3d in CVS?
> I add line in config.h
> #define FG_USE_CLOUDS3D
> and start fgfs --disable-clouds3d --enable-clouds3d
> clouds loaded but I can
Erez Boym writes:
> Well, what I mean is that Im on the Terragear-devel
> list, the first message I received in the 3 weeks Im
> on that list was today announcing TerraGear 0.0.5.
> Maybe there is a problem with my subscription
..
It's usually not nearlly as active as the flightgear lists.
>
Brandon Walters writes:
>
> Hi, i've been trying to get some help on this list but no luck so
> will try one more time. i am new to flight sims and OpenGL and can
> any one just please tell me how to just draw a HUD, and dials (eg
> horizon). please please please. hopefully someone will give a goo
Michael Selig writes:
> In this case I need to translate the lower linkage and also rotate it. Are
> there any existing examples of how to combine these motions in the
> -model.xml file?
Yes, take a look at the animation code for the Fowler flaps on the
172P in $FG_ROOT/Aircraft/c172p/Model
Tony Peden writes:
> Does it matter?
> FGInterface::update() is not being called, so no data is being exchanged
> (unless your looking at the FDM specific properties)
Right. The problem is just that the elevation changes after the
instruments are initialized.
All the best,
David
--
Da
Guys!
Whats happened with clouds3d in CVS?
I add line in config.h
#define FG_USE_CLOUDS3D
and start fgfs --disable-clouds3d --enable-clouds3d
clouds loaded but I can't seen them and only got screen flickering
Maybe new nvidia drivers 41-09?
Someone got working configuration with clouds3d
Thanx in
Michael Selig wrote:
Really good to see (and nice to have in the base package).
Any chance of getting the HUD to also display the g-load? I find this
info extremely useful while developing flight models. For now, I get
this info by using the unix 'watch' command to look at the tail end of
ui
Erez Boym wrote:
Can you please list the versions I need to compile
TerraGear ?
I have just upgraded AutoMake to V1.5 as demanded by
the TerraGear autogen.sh but maybe I need to upgrade /
downgrade other tools too.
automake vs. 1.6 or later and autoconf 2.52 or later should work without
a problem
Brandon Walters wrote:
Hi, i've been trying to get some help on this list but no luck so will
try one more time. i am new to flight sims and OpenGL and can any one
just please tell me how to just draw a HUD, and dials (eg horizon).
please please please. hopefully someone will give a good link, c
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