On July 15, 2005 05:41 am, Erik Hofman wrote:
> Looking at the Multiplayer code I can see this code can use a good
> overhaul anyway. It needs to adapt the SGSubsystem style and use the
> AIModel code to display the models, which will also allow it to show up
> on the radar.
>
> It's probably not
On July 15, 2005 01:25 pm, Frederic Bouvier wrote:
> As always, it may need an up-to-date ( I mean CVS ) base package.
> Just try it and report success or failure.
>
> -Fred
There were some problems related to multiplayer reported by CVS users
yesterday. Specially, regardless of other planes actu
On July 12, 2005 05:18 pm, Jim Wilson wrote:
> Excellent work Melchior! A long overdue update.
>
> Does anyone care about the translucency? I'm not sure yet if I do. Maybe
> just a slight dab of transparency with this dark background scheme might
> show enough of the scene to help pilots stay on
On July 11, 2005 04:26 am, Melchior FRANZ wrote:
> Screenshot du jour (and my current style; more that just a test):
>
> http://members.aon.at/mfranz/fgfs_gui8.jpg [50 kB]
>
> m.
That's so nice. I would have no objection if that is made default.
Ampere
___
On July 9, 2005 06:50 am, Carlos Zaragoza Koblischek wrote:
> Has anyone used Google Earth?
>
> It seems to be very usefull for getting information to place objects
> with FGSD. How do they get the elevation of the buildings?
They probably make use of parallax... at least, that is how we measure
b
On June 30, 2005 02:04 pm, Ampere K. Hardraade wrote:
> Oh, that explains it. I kept updating the source of SimGear and FlightGear
> thinking the problem is originated there, and didn't touch the base
> package. =))
>
> I will update those files now.
>
> Thank you ve
On June 30, 2005 01:40 pm, Harald JOHNSEN wrote:
> You need to sync the data or at least data/preferences.xml and
> data/gui/dialogs/rendering.xml
>
> Harald.
Oh, that explains it. I kept updating the source of SimGear and FlightGear
thinking the problem is originated there, and didn't touch the
On June 30, 2005 02:36 am, Frederic Bouvier wrote:
> Look a second time :
>
> http://fgfsdb.stockill.org/modeledit.php?id=150
>
> ;-)
>
> -Fred
No, no. By surroundings, I mean parks, parking lots, plazas, ponds, trees,
etc. =)
http://www.wuphonsreach.org/Games/SimCity4/item_images/GrahamApartm
On June 30, 2005 12:46 pm, Harald JOHNSEN wrote:
> The options to enable shadows are in the rendering dialog.
>
> Harald.
Strangely, the option is not there. Do I have to run ldconfig after I
compiled and installed SimGear?
Ampere
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On June 29, 2005 09:24 am, Simon Hollier wrote:
> No 3D clouds on an r200(9200) with the latest ATI(8.14.13) driver : "No
> suitable pixel format". Shadows work nicely though :>
>
> Simon
I don't see any evidence of a shadow with my graphic card (ATI 9200SE). May
be my graphic card doesn't suppor
On June 28, 2005 04:47 am, Frederic Bouvier wrote:
> > On June 27, 2005 05:00 pm, Frederic Bouvier wrote:
> > > In the first, an oracle building cast its shadow on another one
> > > http://frbouvi.free.fr/flightsim/fgfs-shadow-1.jpg
> > >
> > > If I go forward a bit, the shadow disappear :
> > > ht
On June 28, 2005 12:06 am, Ampere K. Hardraade wrote:
> On June 27, 2005 04:26 am, Erik Hofman wrote:
> > Harald at one point added a check to make sure the RenderTexture context
> > was actually available. It almost looks like this was a bit too drastic.
> >
> > Erik
&g
On June 28, 2005 01:04 am, bass pumped wrote:
> I've seen what you talk about in all aircraft... except the point is
> that there is NO WIND!!! In my case, the wind direction is zero, the
> wind speed is zero, turbulence is zero, and I am not fetching real
> time data. Unless there is some code w
On June 27, 2005 04:19 am, bass pumped wrote:
> 1. When an aircraft has ZERO velocity, given some rudder input, and
> also when there is no wind, should the rudder actually have any effect
> at all? I see the c-172 actually turn, and over a period of time, if
> left alone, flip over, do some gymn
On June 27, 2005 05:40 pm, Curtis L. Olson wrote:
> Yes, that's a tough one ... think about what happens when the sun is low
> in the sky ... an object that casts a shadow on the current view could
> be *way* outside the view frustum. I don't really understand how
> shadows work, but you'd almost
On June 27, 2005 05:00 pm, Frederic Bouvier wrote:
> In the first, an oracle building cast its shadow on another one
> http://frbouvi.free.fr/flightsim/fgfs-shadow-1.jpg
>
> If I go forward a bit, the shadow disappear :
> http://frbouvi.free.fr/flightsim/fgfs-shadow-2.jpg
Would it make sense to giv
On June 27, 2005 01:15 am, Arnt Karlsen wrote:
> ..a tad drastic, for FG development, you could simply set up two
> runlevels, say runlevel 2 to run xorg and runlevel 3 to run XFree,
> these 2 runlevels could othervise be identical.
>
> ..to push this further, you could also use runlevel 4 to run
On June 25, 2005 01:49 pm, Harald JOHNSEN wrote:
> Paul Kahler wrote:
> >Oh does that sound like a bad hack. What happens to objects that have
> >specular highlights? Would the illumination be as if the sun were
> >shining rather than the spotlight? Lighting is important, but this
> >doesn't seem l
On June 27, 2005 04:26 am, Erik Hofman wrote:
> Harald at one point added a check to make sure the RenderTexture context
> was actually available. It almost looks like this was a bit too drastic.
>
> Erik
Interesting. I happen to keep getting an error regarding RenderTextuer
context -- in both 1
After removing Xorg and upgrading XFree to the latest CVS version, I am
finally able to use FlightGear in 24-bits color. However, I am still not
seeing any 3D clouds.
I have an ATI Radeon 9200SE graphic card. I remember 3D Clouds was working
fine when it (the code for the new 3D Clouds) was f
Hello,
I uninstalled Xorg and went back to XFree today so I could do some testing
with XFree and the latest FlightGear CVS. I got the following outputs from
FlightGear:
RenderTexture Error: Couldn't find a suitable pixel format.
WARNING: ssgLoadAC: Failed to open
'/usr/local/FlightGear/share/
On June 25, 2005 08:20 pm, Gerard Robin wrote:
> Beware instrument failure !
> C172r and others aircraft have a turn coordinator out of order :=(
> seems to be property:
> /instrumentation/turn-indicator/indicated-turn-rate
I notice it as well, but I thought my CVS version is outdated, so I didn'
On June 24, 2005 11:39 am, Arnt Karlsen wrote:
> > Got an idea for a new aircraft (not airplane) you'd like to try ?
> > http://www.dodsbir.net/Topics/Default.asp
> > Topic: A05-208
>
> ..concerns "semiballistic 40-105 mm munitions with enhanced lethality
> capable of striking targets of oppo
On June 21, 2005 03:34 am, Roman Grigoriev wrote:
> to Harald JOHNSEN:
> spot lights in fgfs I had 3 years ago. they worked on vertex program and
> registercombiners but everyone afraid of vertex programs and multitexturing
> You can see some screens here http://fgfs.narod.ru
In my opinion, if the
On June 20, 2005 10:11 pm, Dave Culp wrote:
> Here's some guy flying the River Visual to Runway 19 at DCA. This is a
> 19MB avi file. I'll leave this up for a couple days, then remove
> it to put the hangar back up.
>
> http://home.comcast.net/~davidculp2/dca_visual_19.AVI
>
>
> Da
On June 21, 2005 01:39 am, Melchior FRANZ wrote:
> I like these title bars -- they combine two necessary elements (title,
> exit button) -- and thus safe some vertical space.
Hey, will the dialog shade if I double click on the title bar? =P
Ampere
___
On June 20, 2005 05:01 pm, Melchior FRANZ wrote:
> http://members.aon.at/mfranz/fgfs_gui.jpg [80 kB]
>
> m.
Oh boy! A bo105 with a cloaking device! =P
How much chance do you think I have if I want to sneak up on some Romulans?
hehe...
Ampere
___
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On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
> You are a genius, forget my previous reply.
> We can't lighten pixels from the framebuffer because of the low
> precision (8 bits) but we can of course darken them.
> Algo (works better at full night) :
> 1) render the scene and all non emissive ge
On June 20, 2005 09:58 am, Curtis L. Olson wrote:
> Melchior FRANZ wrote:
> >fgfs developers aren't only pedantic, but also lazy. :-)
> >
>
> Errr ... busy. :-)
>
> Curt.
Or chaotic. =)
Ampere
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On June 19, 2005 06:22 pm, Frederic Bouvier wrote:
> I had the chance to get a pass for Le Bourget 2005. Unfortunately, the
> only day I could go was a rainy day.
>
> Nevertheless, I took pictures that you can see here
> http://frbouvi.free.fr/photos/yappa-ng/index.php?album=Aviation%2FLeBourget
>2
Hello,
This thread in the FlightGear section on Avsim is getting pretty informative.
The thread started out as a form of feature request, but it eventually focus
on the funding issue of FlightGear. Please check it out:
http://forums.avsim.net/dcboard.php?az=show_topic&forum=198&topic_id=855&mo
On June 19, 2005 04:10 pm, Gerard Robin wrote:
> I have the same request LFPO is wrong: --> take off point beside the
> runway
>
> Thanks
> --
> Gerard
For me, it is the LFBO. 14L/32R is a dirt runway, and there is no taxiway
connected to the ends of 14R/32L. =/
I notice another airport aro
If I found a lot of inaccuracies in an airport and want to get them fixed, who
should I talk to?
Thanks in advance,
Ampere
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Forgive my annoyance, but here are a few more questions. =)
First of all, I am seeing a potential problem when the sun is below the
horizon (during dawn and dusk) and doesn't cast any shadow onto the ground.
Does your code handle this special case at the moment? If so, how?
Secondly, do objec
On June 17, 2005 03:02 pm, Harald JOHNSEN wrote:
> I have started to add some volumetric shadows in Flightgear.
> It uses the standard stencil method to count shadow volume (let me know
> if you want an implementation
> without stencil, it can also be done with the alpha buffer).
> A few days ago I
On June 17, 2005 10:53 am, yue xianf wrote:
> hi Gerard:
>
> Thanks lot, I found the hope to finish my project.
>
> Clifford
What aircraft is it that you intent to port over?
Ampere
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On June 17, 2005 03:17 am, BONNEVILLE David wrote:
> Hi again people,
>
> problem solved ! :D
>
> I've just recompiled the latest cvs of plib, simgear and FlightGear, turned
> on the threads flags, and now I have a FG running up to 60 fps (i have
> forced the synchro with the vertical refresh).
>
>
On June 17, 2005 01:17 am, Mathias Fröhlich wrote:
> On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote:
> > > I have short circuted that with an unconditional false return in line
> > > 461 in RenderTexture.cpp.
> > > The crash happens in the first call to
On June 16, 2005 01:24 am, Mathias Fröhlich wrote:
> I tried with 24.
> On a recent Mesa CVS r200 driver I get the same error message.
> With the r200 driver from my distro it just crashes.
>
> I have short circuted that with an unconditional false return in line 461
> in RenderTexture.cpp.
> The c
On June 16, 2005 01:18 am, Mathias Fröhlich wrote:
> Look into that. I believed that this was integrated somehow. That looks
> phantastic and does things like that.
> Watch the video on the bottom of that page.
>
>Greetings
>
> Mathias
I have just finished watching the video. Yes, th
On June 15, 2005 04:05 am, Erik Hofman wrote:
> There where a few reports that one would need at least 24/32 bit colors
> to get it working (although it used to work with 16 bits in previous
> versions).
It used to work with 16 bits. After I upgraded from the latest CVS version,
the 3D clouds don
On June 6, 2005 06:44 pm, Josh Babcock wrote:
> Well, take a look at what I put in, no wires, though I could do that
> with about zero trouble if people think it would add to the model.
> Personally I don't think it would add much though. Also I think the bar
> I put in there is pretty sensible.
>
On June 13, 2005 02:40 pm, Innis Cunningham wrote:
> Hi Martin
>
> Martin Spott writes
>
> >Hello, just an informal note
> >To my impression the A380 needs an offset vector for the FDM reference
> >point in order to make it rotate around its CG. Could the author
> >confirm ?
>
> This is corr
Water isn't the only other material that should be modelled. There are also
other materials such as grass and soil. Right now, I can take a short cut
across the grass in any airport without concern, and these sort of behaviours
should bring some consequences. =)
Ampere
On June 13, 2005 12:42 am, Manuel Bessler wrote:
> The stuff is still here:
> 1. http://cockpit.varxec.de/fgfs/fgfs_717-200.tar.bz2
> 2. http://cockpit.varxec.de/fgfs/fgfs_717-200_71.blend.gz
They are not there.
Ampere
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On June 11, 2005 03:06 pm, [EMAIL PROTECTED] wrote:
> Hi All!
>
> I would like to contribute to flightgear project... I'm interested in
> converting italian scenery from MSFS (I already know that it is not
> possible to distribute stuff that it isn't GPL compatible) and creating an
> MD-82 model fo
On June 11, 2005 06:07 pm, Oliver C. wrote:
> I agree with the terrain.
> But i think that airplanes need to be able to sink after they crash. :)
> So the best way would be to make the terrain and watersurfaces independent
> from each other.
> This would also have some positive side effects because
hmm... flying undersea. Isn't that what submarines do?
Ampere
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On June 9, 2005 05:28 pm, Martin Spott wrote:
> I'm curious if it is possible to 'simply' define the whole model as a
> "contact point" and let the OpenGL subsystem detect terrain collision.
> This would require some return channel from the OpenGL system back
> to the application and I have no idea
A propsal regarding the generalization of aircraft systems
Abstract:
Currently, the electrical system seems to be the only system that can be
configured by the user. Other systems are either fully hardcoded into
Flightgear, or have yet to be modelled. Since dedication to code that
simulates
Perhaps seperating land and water would be the next thing on the agenda?
Ampere
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On June 3, 2005 12:33 pm, Jon Berndt wrote:
> I'm interested in tallying up the existing JSBSim aircraft flight models.
> I'd be interested to know (either by posting here or sending me a personal
> email) which aircraft you have modeled. It seems there are a lot of models
> floating around that ar
On June 1, 2005 07:02 pm, Andy Ross wrote:
> This isn't fixable without relatively major surgery, so for now I
> think you're stuck. Maybe Melchior's suggestion of storing your data
> in Nasal space is the best one for the moment.
Okay. I think I came up with something using Nasal. =)
Objects i
On June 1, 2005 04:23 pm, Andy Ross wrote:
> My guess is that the property tree doesn't care either, and it's
> simply the output routine that is truncating the string due to the
> embedded null. Is there some sample code to exhibit the problem?
>
> Andy
Do you mean something like this?
# **
> I don';t think the property tree cares much, I expect this is a string
> handling "problem" in Nasal because it is written in C(++).
Actually, it is the otherway around: Nasal doesn't care, while the property
tree does. I hope Nasal stays that way.
> Oh wait, Ampere is actually trying to put "
I have been experimenting with Nasal lately. The focus of my experiment is to
have one Nasal script communicate with another using the property tree. In
an attempt of communication, a Nasal script of mine placed the following
stream of characters to the property tree:
1, 80, 194, 0, 0, 0, 0, 0
On May 29, 2005 12:16 pm, Gerard ROBIN wrote:
> If your whishes are: using GMAX
> In windows environment (is valuable with linux + wine too)
> It is possible to convert from .gmax to .ac
If GMax native file can work in Flightgear directly, then there wouldn't be
need for convers
On May 26, 2005 01:43 pm, Ampere K. Hardraade wrote:
> How so? Python does it by compiling a new *.pyc everytime there is a
> change to the associated *.py file.
>
>
>
> Ampere
Beside, you don't compile Flightgear everytime you run it. You compile
Flightgear when t
On May 26, 2005 04:32 pm, Andy Ross wrote:
> > Would it be possible to have a compiled form stroed on disk, which
> > is automatically regenerated on startup of FGFS based on rules
> > similar to make. If the ASCII version is newer than the compiled
> > version, rebuild the compiled version.
>
> So
On May 24, 2005 07:45 am, Melchior FRANZ wrote:
> for (3): use as few textures as possible; You can:
> - edit material.xml and let it share textures (only one wood
> texture) or start fgfs in the desert :-)
> - use aircraft with few and small textures (hint: avoid the MD-11
> :-)
On May 18, 2005 06:25 am, Steve Hosgood wrote:
> The original glider had no instruments of course. For this model, I've
> pinched the instruments panel from the Schweizer 2-33 that was already
> in Flightgear. I did this to give me some idea of airspeed, to
> compensate for not having the wind in m
On May 17, 2005 01:54 pm, Paul Surgeon wrote:
> Only 20% of strikes consist of one stroke (pulse along the same path) while
> the other 80% are two or more strokes.
> The mean stroke occurrence is five to six and the maximum has been measured
> at twenty-five.
>
> Strikes can last up to 1 second in
> For those who are currious:
>
> http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-screen-016.jpg
>
> Erik
It looks good, although usually there's only one bolt.
Ampere
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On May 15, 2005 10:21 am, Melchior FRANZ wrote:
> PS: TODO for 1.0:
> - perfect weather (almost) done
> - per-wheel gound reactions YASim: done; JSBSim: :-( UIUC: bah!
> - help system (a bit unsophisticated, but) done
> - a/c switchable at runt
> Just an information: Linux + Mozilla no problem
Konqueror has no problem either.
Ampere
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What kind of graphic cards do you have?!
Ampere
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On May 11, 2005 01:35 pm, Ben Morrison wrote:
> When you refer to data, are you referring to the dimensions of the
> aircraft?
Sort of, but "dimensions of parts on the aircraft" would be a better
description. =)
Ampere
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On May 11, 2005 09:47 am, Ben Morrison wrote:
> How long would you say it would take you to create this model,
> just so I have an idea.
It depends. How much data have you gathered? The more data you have, the
less guess work you have to do, and the quicker you can get the model to look
right
On May 10, 2005 01:48 pm, Harald JOHNSEN wrote:
> I'd like to work on a plane too in my spare time (model, animation or
> panel).
> Do we know of some aircraft from cvs that need some work or is it better
> to start a new one ?
>
> Harald.
There are quite a few aircrafts in the cvs that need to be
On May 10, 2005 03:59 am, Erik Hofman wrote:
> To be clear, are you talking about a 3d model or about a flight dynamics
> model (which describes how the aircraft should handle)?
>
> In case of the latter, there is already a (beta) C130 configuration file
> for JSBSim available:
>
> http://cvs.sourc
On May 6, 2005 10:06 am, Karsten Krispin wrote:
> If you bank your plane the clouds will move in the opposite direction as
> you turn
> to - They move to the right or to the left depending whether you turn
> left or right. (And I'am not talking about the movements through the
> wind ;)). It is str
On May 5, 2005 06:32 pm, Curtis L. Olson wrote:
> They look a lot nicer in 24bit depth, there are some issues, but I
> assume this is still a work in progress so I'll wait a bit longer before
> I start complaining. :-)
hehe. I see why you would think I am complaining. I missed the word "why" in
The new 3D clouds are great! However, on the ground, I noticed the clouds
seem a bit grainy. They are also darker than they should be. On closer
observation, I see this:
http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg
Does anybody know I am seeing these artifacts? Would my use of 16
On May 4, 2005 05:40 pm, Melchior FRANZ wrote:
> I thought about a progress bar, or better: an info line that says:
> "initializing navigation data", "initializing airport data", etc.
> That entertains people a lot and makes the startup time appear shorter.
>
> m.
Just an idea: would it be possibl
On May 5, 2005 08:30 am, Giles Robertson wrote:
> The major problem is modelling the city anyway; if you are prepared to
> model NY accurately, then feel free - but be aware of the size of the
> task, and if you already have the data, tell us where it is :)
>
> Giles Robertson
Too bad the Manhatta
Thanks for all the help guys. It seems the depth-rate setting was preventing
FlightGear to run. After I have changed the depth from 24-bits to 16-bits,
FlightGear runs fine. Unfortunately, enemy-territory slows down even more
under 16-bits (not that it is playable anyway).
As far as hardware
> ..according to your log, it _is_ loaded between (II) LoadModule: "glx"
> and (II) Loading extension GLX , despite the first loading failure.
Yes, I see that too. It is being loaded as a submodule.
[EMAIL PROTECTED]:~$ dpkg
-S /usr/X11R6/lib/modules-dri-trunk/extensions/libGLcore.so
/usr/X11R6
On May 3, 2005 09:59 am, Arnt Karlsen wrote:
> On Mon, 2 May 2005 23:17:39 -0400, Ampere wrote in message
>
> <[EMAIL PROTECTED]>:
> > I have gone through the entire log.
>
> ..put it on a web server and post the url to it here.
http://www.students.yorku.ca/~ampere/Xorg.0.log
http://www.students.y
On May 3, 2005 01:52 pm, Paul Furber wrote:
> Thanks - I did have it the right way around when running it - just typed
> it in wrong in the previous e-mail. I've just downloaded the e080n20
> tileset and there now seems to be a large peak of ~29 000ft on the
> China/Nepal border :]
Some screenshot
On May 3, 2005 02:39 am, Melchior FRANZ wrote:
> > WARNING: ssgSGIHeader::: Failed to open
> > '/usr/local/FlightGear/share/FlightGear/Textures/Sky/cl_cumulus.rgb' for
> > reading.
>
> So? What's with theses files? Are you sure you have these, at this weird
> path? But anyway ...
Those files aren't
On May 2, 2005 10:26 pm, Arnt Karlsen wrote:
> cat /var/log/Xorg.0.log | grep -B 20 EE
--
[9] -1 0 0xf000 - 0xefff (0x0) MX[B]O
[10] -1 0 0xff8c - 0xff8d (0x2) MX[B](B)
[11] -1 0 0xff8f - 0xff8f (0x1) MX[B](B)
[12]
On May 2, 2005 07:12 pm, Arnt Karlsen wrote:
> ..play with grep -B 20, 25 etc, I find it hard to believe this:
> > undefined symbol: __glXLastContext
>
> ..is causing DRI to fall over.
That command doesn't work, nor does grep -B=20. So I have just attached the
entire log. Sorry.
Ampere
First, let me say thank you for all the help, guys. I have reinstalled all
the graphics related packages again. For some reasons, it worked this time.
I managed to compile FlightGear without problems. But now I am having another
issue: FlightGear doesn't run and gives me the following messag
On May 2, 2005 04:31 pm, Melchior FRANZ wrote:
> My favorite "strace" could give you some hint in either case:
>
> A) $ strace -fF -eopen glxinfo 2>&1|tee /tmp/strace.log
>
> B) $ strace -fF -eopen ./configure 2>&1|tee /tmp/strace.log
>
> If you search through that log file, you'll see *where*
On May 2, 2005 04:55 pm, Arnt Karlsen wrote:
> ..their Check.sh is meant for what??? Their own proprietary drivers, or
> also for open source X.org
It meant to check what version of xserver you are running: XFree4.1.0,
XFree4.2.0, XFree4.3.0 and Xorg6.8.0, so people can download the appropiate
On May 2, 2005 04:41 pm, Melchior FRANZ wrote:
> This does indeed look ugly. I assume that no 3d apps are running HW
> accelerated?
I don't really know. glxinfo says direct rendering: yes. Xorg.0.log also
reports direct rendering is enabled. Enemy Territory also runs, although it
is virtually
On May 2, 2005 03:39 am, Melchior FRANZ wrote:
> Oh. freeglut and something that looks like opengl is already there, but the
> commend in brackets looks suspicious:
>
> xlibmesa-gl4.3.0.dfsg.1-1 Mesa 3D graphics library [XFree86]
>
> For XFree86? But you are running Xorg's X11R6.8.* now? Mayb
On May 2, 2005 07:42 am, Arnt Karlsen wrote:
> ..I don't see X.org installed in your list, you compiled from source and
> put it in the /usr/local tree?
No. I put a source in my /etc/apt/sources.list and got the binary from
http://www.nixnuts.net/files/. I didn't perform any compilation.
Xorg
I have tried everything I can think off. I have reinstalled the plib1.8.4 and
plib1.8.4-dev packages. I have recompiled simgear. I have even reinstalled
all the graphics-related package, but I still get the same error messages
when I was trying to compile FlightGear.
In the attachment is a l
I've just upgraded SimGear, but I was getting the following errors when I was
trying to compile FlightGear today:
localhost:/usr/local/src/FlightGear-0.9.8# make
Making all in tests
make[1]: Entering directory `/usr/local/src/FlightGear-0.9.8/tests'
if gcc -DHAVE_CONFIG_H -I. -I. -I../src/Include
Another congratulation is in order -- successful landing.
Ampere
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2f585eeea02e2c79d7b1d8c4963bae2d
http://www.airbus.com/A380/Seeing/indexminisite.aspx
Click on Discover, then Videos for the video of the take off.
Ampere
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2f5
I was up all morning watching it. =)
http://www.airliners.net/open.file/825950/L/
http://www.airliners.net/open.file/825949/L/
Ampere
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I have been meaning to ask this for a while:
Does anybody know what happened to the project? Whoever was working on it
seems to have just diappeared.
Ampere
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On April 19, 2005 09:24 pm, Curtis L. Olson wrote:
> I can't afford a lot of scsi ...
Have you tried getting these off E-Bay?
Ampere
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On April 7, 2005 03:09 am, Melchior FRANZ wrote:
> Your standard Nasal
> key binding skeleton with one commented out line would do (literally)
> nothing to solve this problem. But maybe I just didn't understand your
> performance enhancement!? Are you suggesting that we replace all nasal
> key bind
On April 6, 2005 05:18 am, Melchior FRANZ wrote:
> Here is an improved version. It initializes "gear" with settimer,
> because otherwise using "/controls/gear" could lead to collisions with
> other parts that messed with it at startup. You can instead use a
> different property path. And then, we k
I get the following outputs from FlightGear 0.9.8 on Debian Linux:
[EMAIL PROTECTED]:~$ /usr/local/FlightGear/bin/fgfs
--fg-scenery=/usr/local/FlightGear/share/FlightGear/Scenery-0.9.8
--airport=LFBO --enable-real-weather-fetch --aircraft=b29 --lat=43.62176
--lon=1.377905
WARNING: ssgSGIHeader:
On March 15, 2005 07:27 am, Josh Babcock wrote:
> I abandoned the idea of using JSBSim mostly though because I can't find any
> polar data on the superfort wing.
I think DATCOM+can give you the data that you want.
Ampere
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On February 22, 2005 06:09 am, Steve Hosgood wrote:
> I might suggest that those of us who've seen this sort of problem seem
> to have slow 3D rendering.
Yes, I have slow rendering. When the ground is within view, the framerate
never goes beyond 15.
Ampere
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