ies I would not be using,or contributing,to Flightgear
today .
Frederic Bouvier writes
There is a new set with headless support for Windows as well as for Unix :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/atlas-win32-20050129.zip
It works for me with --size= up to 4096
-Fred
Thank you once again.
C
David Luff writes:
> Lee Elliott writes:
>
> >
> > I'm using an ATI 9200 vid card with ATI's drivers and I'm
> > getting:
> >
> > Seaching for extensions...
> > GLX_SGIX_fbconfig: NO
> > GLX_SGIX_pbuffer: NO
> >
> > One or more required extension(s) could not be found:
> > GLX_SGIX_fbconfig
>
Lee Elliott writes:
>
> I'm using an ATI 9200 vid card with ATI's drivers and I'm
> getting:
>
> Seaching for extensions...
> GLX_SGIX_fbconfig: NO
> GLX_SGIX_pbuffer: NO
>
> One or more required extension(s) could not be found:
> GLX_SGIX_fbconfig
> GLX_SGIX_pbuffer
> Unable to continue in he
Andy Ross wrote:
All lossy compressors rely on special optical tricks, that's the
point. If all the data was equally important, you
couldn't "lose" any of it without damaging the image. This is
where Steve is overgeneralizing. Simply using an image as a
texture (which is just a picture intended
Jim Wilson wrote:
Hah. That's funny, I didn't even notice that code and it does almost the same
thing. I'll fix the alpha-blend and send a patch...unless you've already
gotten it. The exact same code with the GL_DIFFUSE instead of GL_EMISSION,
with a couple other minor changes should work. Note
On Sat, 29 Jan 2005 11:06:04 +0100
Erik Hofman wrote:
>
> I finally got time (or actually made some time) too look at this.
> I was wondering, wouldn't it be saner to make only textured,
> single-sided polygons (two triangles) containing the numbers (blank,
> 1-16) and put two of these objects (b
Christian Mayer wrote:
> For our case that compressor must not rely on special optical
> tricks (because these get destroyed when they are used as an
> texture).
All lossy compressors rely on special optical tricks, that's the
point. If all the data was equally important, you
couldn't "lose" any
Frederic Bouvier said:
> Jim Wilson wrote :
>
> >Erik Hofman said:
> >
> >
> >
> >>Jim Wilson wrote:
> >>
> >>
> >>>
> >>>Note the diff file has been renamed from the earlier submission. This
version
> >>>works better with more complex models.
> >>>
> >>>
> >>>This patch adds support to th
Jim Wilson wrote :
Erik Hofman said:
Jim Wilson wrote:
Note the diff file has been renamed from the earlier submission. This version
works better with more complex models.
This patch adds support to the model animation system for modifying emissive
states on the fly so that it is possibl
Erik Hofman said:
> Jim Wilson wrote:
> >
> > Note the diff file has been renamed from the earlier submission. This
> > version
> > works better with more complex models.
> >
> >
> > This patch adds support to the model animation system for modifying emissive
> > states on the fly so that it
On Saturday, 29 January 2005 19:39, Frederic Bouvier wrote:
> It is still true that JPEG have no alpha channel, so not all textures
> could be converted.
There is no reason why the alpha channel cannot be shipped in a separate 8 bit
bitmap of some sort with the JPEG just providing the color map.
Jon Stockill wrote:
Lee Elliott wrote:
I was hoping to generate some 2048x2048 maps, to improve the roads &
railways and then intended to scale them down to a more usable size
for use with Atlas.
I'm just waiting for a bunch of 4096x4096 maps to generate before I feed
them to mogrify. 2048x2048
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Dave Martin schrieb:
> On Saturday 29 Jan 2005 17:39, Frederic Bouvier wrote:
>
>
>>>Has anyone actually looked at how much of the base package is
>>>taken up by SGI+ format image files? (Which have absolutely
>>>abysmal compression ratios, but that
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Andy Ross schrieb:
> Christian Mayer wrote:
>
>>Manual Massing wrote:
>>
>>>Yes, textures and geometry are paged and decompressed
>>>asynchronously in the background (seperate thread). The engine
>>>supports image compression to save IO (and possibly
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),
On Saturday 29 Jan 2005 17:39, Frederic Bouvier wrote:
> >Has anyone actually looked at how much of the base package is
> >taken up by SGI+ format image files? (Which have absolutely
> >abysmal compression ratios, but that's a different argument.) I
> >wrote a quick script at one point to recursi
Frederic Bourvier wrote:
> It is still true that JPEG have no alpha channel, so not all
> textures could be converted.
Yes. Although the loader could play tricks like storing the
alpha channel in a separate grayscale image. And I believe the
already-mentioned jpeg2000 format does support 4-chann
Andy Ross a écrit :
Christian Mayer wrote:
Manual Massing wrote:
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 and S3TC compression. The first
Christian Mayer wrote:
> Manual Massing wrote:
> > 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 and S3TC compression. The first maybe quit
Lee Elliott wrote:
I was hoping to generate some 2048x2048 maps, to improve the
roads & railways and then intended to scale them down to a more
usable size for use with Atlas.
I'm just waiting for a bunch of 4096x4096 maps to generate before I feed
them to mogrify. 2048x2048 still had a lot of b
There is a new set with headless support for Windows as well as for Unix :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/atlas-win32-20050129.zip
It works for me with --size= up to 4096
-Fred
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Flightgear-devel@flightgea
Paul Surgeon wrote:
I don't see why we have to limit ourselves to *having* to have world coverage
for the engine to be useful.
Yes, could the 10x10 degree sections be a mixture of: most made with the
terragear engine, and some made with other engines?
Perhaps depending on complexity, population de
Fred wrote:
> Vivian Meazza a écrit :
>
> >Fred wrote
> >
> >
> >
> >>Erik Hofman wrote :
> >>
> >>
> >>
> >>>Jim Wilson wrote:
> >>>
> >>>
> >>>
>
> Note the diff file has been renamed from the earlier submission.
> This version
> works better with more complex models.
>
Fred wrote
> Vivian Meazza a écrit :
> >>Erik Hofman wrote :
> >>>Jim Wilson wrote:
>
> Note the diff file has been renamed from the earlier submission.
> This version
> works better with more complex models.
>
>
> This patch adds support to the model animation syste
On Sat, 29 Jan 2005 12:34:55 +0100, Erik Hofman <[EMAIL PROTECTED]> wrote:
> Andrew Midson wrote:
> > Erik
> >
> > Did you get the patch I sent for the airport list last week? As I said
> > in my e-mail, I'll understand if it doesn't get committed, but it
> > would be nice to know if it reached you
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Lee Elliott schrieb:
> Hello Dave,
>
> I'm using an ATI 9200 vid card with ATI's drivers and I'm
> getting:
>
> Seaching for extensions...
> GLX_SGIX_fbconfig: NO
> GLX_SGIX_pbuffer: NO
>
> One or more required extension(s) could not be found:
> G
On Saturday, 29 January 2005 15:10, Christian Mayer wrote:
> For normal photographs that's great - for textures that get scaled,
> projected, sheared (sp?), lit, ... the uses assumptions dodn't hold
> anymore.
>
> An extreme example: when you use a very high compression rate you'll see
> the blocki
Geoff Air writes:
>
> Those who 'regularly' use system.fgfsrc, like I do,
> to control each run of FG, and use 'panel-less'
> aircraft, like ufo, have probably been 'adding' this
> patch to fg_init for 'years' ;=))
Oooh it is not just me then who doesn't just 'use'
all the eye candy :-)
Cheer
On Friday 28 January 2005 13:16, 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.
>
> Changes in the last year
Hi,
RE: --aircraft=ufo in system.fgfsrc is ignored
*AND*
Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:
FlightGear/src/Main fg_init.cxx, 1.115, 1.116
Well, it is 'not' ignored, exactly ... it is picked
up in the full scan of the 'command' options, later ... but
that is 'too late' ...
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 looki
Frederic Bouvier wrote:
Frederic Bouvier a écrit :
Erik Hofman wrote :
Frederic Bouvier wrote:
I can revert the patch or someone running windows should provide me a
patch instead.
Or do both, because the current patch seems useless.
Is it windows specific ?
This one seems better ( move the added
Manuel Massing writes:
> >
> > It could be worthwhile looking into if we need to store large images.
> > The SDK with source code is available at http://www.ermapper.com
>
> The terrain engine also supports the jasper JPEG2000 library. Unfortunately,
> the last time I tested, JPEG2000 decoding per
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Paul Surgeon schrieb:
> On Saturday, 29 January 2005 12:54, Christian Mayer wrote:
>
>>Manuel Massing schrieb:
>>
>>>Hello,
>>>
>>>
I do have a few questions though :
Does the current code that you have handle texture paging?
>>>
>>>Yes, textu
Vivian Meazza a écrit :
Fred wrote
Erik Hofman wrote :
Jim Wilson wrote:
Note the diff file has been renamed from the earlier submission.
This version
works better with more complex models.
This patch adds support to the model animation system for modifying
emissive
states on the f
Erik Hofman wrote
> Frederic Bouvier wrote:
>
> > AFAICS, it is still there with the ufo. Could you check by putting fgfs
> > in chase view and do some actions on the throttle.
>
> Yes, but that one is not textured. So maybe we've tracked it down to
> textured objects only.
>
The Reflector on
Frederic Bouvier a écrit :
Erik Hofman wrote :
Frederic Bouvier wrote:
I can revert the patch or someone running windows should provide me a
patch instead.
Or do both, because the current patch seems useless.
Is it windows specific ?
This one seems better ( move the added block 3 lines upward )
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 los
Erik Hofman wrote :
Frederic Bouvier wrote:
I can revert the patch or someone running windows should provide me a
patch instead.
Or do both, because the current patch seems useless.
Is it windows specific ?
-Fred
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Flightgear-devel mailing list
Fligh
On Saturday, 29 January 2005 13:49, Paul Surgeon wrote:
> On Saturday, 29 January 2005 12:54, Christian Mayer wrote:
> > Manuel Massing schrieb:
> > > Hello,
> > >
> > >>I do have a few questions though :
> > >>Does the current code that you have handle texture paging?
> > >
> > > Yes, textures and
On Saturday, 29 January 2005 12:54, Christian Mayer wrote:
> Manuel Massing schrieb:
> > 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 backgroun
Frederic Bouvier wrote:
AFAICS, it is still there with the ufo. Could you check by putting fgfs
in chase view and do some actions on the throttle.
Yes, but that one is not textured. So maybe we've tracked it down to
textured objects only.
Erik
___
Flig
Andrew Midson wrote:
Erik
Did you get the patch I sent for the airport list last week? As I said
in my e-mail, I'll understand if it doesn't get committed, but it
would be nice to know if it reached you.
Yes, but I'm very busy working through all patches and hints to patches.
But people keep stuff
Vivian Meazza wrote :
Fred wrote
Erik Hofman wrote :
Jim Wilson wrote:
Note the diff file has been renamed from the earlier submission.
This version
works better with more complex models.
This patch adds support to the model animation system for modifying
emissive
states on the fly
Frederic Bouvier wrote:
Erik Hofman wrote :
It's committed. Thanks.
I have to figure out how you did this, the alpha-blend patch seemed to
be broken at the moment, probably because of a change in plib :-/
Or because of display lists. We did a trick a the time. Something to
disallow the use of d
A windows binary of the code a few weeks ago is here:
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/atlas-win32-20050112.zip
courtesy of Fred Bouvier. Hopefully he will produce a release binary as
well.
Oh! That's nice :-)
Thank you Frederic, you are sooo great !
Downloaded right now ... I neede
Frederic Bouvier wrote:
I can revert the patch or someone running windows should provide me a
patch instead.
Erik
Well, reading this piece of code, I don't see how it could work. see
below :
Index: fg_init.cxx
===
RCS file: /var/cv
Fred wrote
>
> Erik Hofman wrote :
>
> > Jim Wilson wrote:
> >
> >>
> >> Note the diff file has been renamed from the earlier submission.
> >> This version
> >> works better with more complex models.
> >>
> >>
> >> This patch adds support to the model animation system for modifying
> >> emissi
Erik
Did you get the patch I sent for the airport list last week? As I said
in my e-mail, I'll understand if it doesn't get committed, but it
would be nice to know if it reached you.
Regards
Andrew
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Erik Hofman wrote :
Jim Wilson wrote:
Note the diff file has been renamed from the earlier submission.
This version
works better with more complex models.
This patch adds support to the model animation system for modifying
emissive
states on the fly so that it is possible to make "lights" app
Erik Hofman wrote :
Update of /var/cvs/FlightGear-0.9/FlightGear/src/Main
In directory baron:/tmp/cvs-serv24714
Modified Files:
fg_init.cxx
Log Message:
Geoff Air:
RE: --aircraft=ufo in system.fgfsrc is ignored
To change a 'feature', one that has been mentioned here many
times, and again recentl
Erik Hofman wrote:
> Jim Wilson wrote:
> >
> > Note the diff file has been renamed from the earlier submission. This
> version
> > works better with more complex models.
> >
> >
> > This patch adds support to the model animation system for modifying
> emissive
> > states on the fly so that it i
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Manuel Massing schrieb:
> 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).
Robicd wrote:
I'll post some test-objects I made. Is it good to post 'beta-released'
objects too? :-)
Yes, you can always send updates later.
I still have some problems determining the correct position of them on
the terrain. Maybe I can put some object (mainly buildings) without even
providing
Jim Wilson wrote:
Note the diff file has been renamed from the earlier submission. This version
works better with more complex models.
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.
It's comm
Martin Spott wrote:
"Dale E. Edmons" wrote:
This might also help others who are having problems with frame rate.
Airports are currently very dense in terms of polygon count, and
somewhat flat. Reducing the polygon and texture count would bound to
improve FGFS's framerate too.
To my exp
Martin Spott wrote:
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
Chris Metzler wrote:
OK, there's a 32 kB gzipped tarball at
http://www.speakeasy.net/~cmetzler/RwyDistRemSigns.tar.gz
Here's the details:
First, the signs. There are 152 signs -- 16 single-sided signs
showing from 1 to 16, and 136 double-sided signs with 1 to 16 on
each side (136, not 16*16, becau
CONTRIBUTING MORE OBJECTS
If you wish to help populate the world with interesting objects (yes, we
really are aiming for total world domination here :-) then we'll need
the following details:
> ...
That is good!
I'll post some test-objects I made. Is it good to post 'beta-released'
objects too?
On Saturday, 29 January 2005 01:44, Manuel Massing wrote:
> 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
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