Arnt Karlsen wrote:
On Fri, 15 Oct 2004 09:07:26 -0500, Curtis wrote in message
[EMAIL PROTECTED]:
For what it's worth I am very interested in OSG. One of the lead OSG
developers and I have some interesting connections. He is a strong
interest in flight simulation, and I
And I thought joining this mailing list would get me
into something different. ;-)
Ray tracing is not ready for real-time flight simulation.
I'm speaking from experience here. I used to be on the
same mailing list as those OpenRT guys. I also wrote the
renderer behind rtChess:
I'm not big on XML (done HTML before) but this:
maturityalpha/maturity
doesn't seem right. I would expect something more like:
modeltag maturity=alpha /modeltag
Where modeltag would encompase the whole model definition. Again,
I'm not really familiar with just how bloated XML is supposed to
Actually, my grass is green all summer, and so are most of my
neighbors and most businesses. I'm in Michigan and we have no
shortage of water so people like to keep things green. I
sometimes tell my wife not to water so much and that it's OK
to let it brown a little, but it's still green. Look at
Has anyone looked into better cloud rendering in FGFS?
There was some great work done by Mark Harris for his
Ph.D. over at: http://www.markmark.net/ I couldn't
remember his name, so I googled for 'cloud rendering'
and his site was at the top of the list. It looks
really impressive, and similar
Melchior FRANZ wrote:
* Paul Kahler -- Sunday 14 November 2004 15:57:
It's just an integration problem right? ;-)
No. A problem of fixing his code that is in SimGear already. Your are
hereby invited to submit patches. :-}
I just knew my message would result in my nomination to do the job :-)
I
It sounds to me like you should just drop the virtual function
declaration in the abstract A class (or make it non-virtual). It
serves no purpose other than trying to enforce your design on the
subclasses. Since you require the foo() function to take a parameter of
the subclass type, only a B can
When you write your case-insensitive compare function
'0-9' are ascii 48-57
'a-z' are ascii 97-172
'A-Z' are ascii 65-90
by masking off the 32 bit, you make all letters upper case while moving
the numbers to the range 16-25. Now you want the numbers to come after
the letters, so you could
I thought you were simply looking for code portability. You must never
send a binary stucture across a network. Even if you get the sizes
correct, you'll have endian problems when running different
architectures (PC vs Mac). You must manually ship the data bytes in a
defined order and reconstruct
, Norman Vine wrote:
Paul Kahler writes:
Never block transfer a structure by providing a pointer and size, there
is simply no way for that to work cross-platform.
Please
That this isn't true is amply demonstrated by all the
images that get passed around the net :-)
All one
On Mon, 2005-04-18 at 23:17 +0200, Arnt Karlsen wrote:
..not yet, I'm scheeming a renderfarm stunt; some new 2'nd hand HW shop
here says they got 200 Celeron 850's handy, so that got me thinking
about picking this: http://tldp.org/HOWTO/BogoMips/x29.html#AEN54
sweet spot for a wee while. ;o)
On Wed, 2005-04-20 at 08:16 -0700, Andy Ross wrote:
Oliver C. wrote:
How does X-Plane 8.1 solve that?
It's not that terribly hard: store the texture mesh (2D, from the land
use data) and polygon mesh (3D, from the elevation data) separately
and do an intersection test when generating them
Arnt Karlsen wrote:
On Sat, 23 Apr 2005 11:27:01 -0400, Paul wrote in message
[EMAIL PROTECTED]:
I guess it's time to do that ray-traced FGFS after all.
..tell me more.
But you don't have enough bandwidth for that.
.. how much do I need?
One 1024x768x24 image is what? 2.25MB Even at a slow
I think the old implementation has some features that the new one is
missing. Of course the new one is better integrated with FG, so that's a
big plus. I'd leave them both for now.
On a related note, I seem to recall MS having some patents on cloud
rendering. They had an article in game developer
On Thu, 2005-04-28 at 08:03 -0700, Andy Ross wrote:
So the local cockpit coordinates get double-transformed to the
centroid and back, losing precision in the process. That comes
out to roughly 1 part in a million at single precision, which
over a ~1km tile can be as much as a few
On Mon, 2005-06-20 at 18:53 +0200, Harald JOHNSEN wrote:
Ampere K. Hardraade wrote:
Finally, is there a potential for this technique of generating shadow to be
used on generating the effects of spot lights (eg. landing light, taxi
light,
logo light, etc.)?
You are a genius, forget
Based on several months of following this list I would guess that most
of the CPU time in FGFS is spent in rendering the scenery. Just look at
the recent reports of frame rate dropping with the addition of 3d
clouds. Or perhaps people are limited by the graphics hardware? It
sounds like the FDM
YASim is perfectly happy with asymmetric aircraft, FWIW.
Andy
Has anyone tried to model the Boomerang? Thats the most asymmetric thing
I've seen. Or any other Rutan aircraft for that mater? I once downloaded
a Velocity and a Starship for MSFS and they were really fun to fly - not
sure if the
On Sat, 2005-07-09 at 09:51 -0700, Andy Ross wrote:
Paul Kahler wrote:
I once downloaded a Velocity and a Starship for MSFS and they were
really fun to fly - not sure if the dynamics were correct at all
because they really wanted to fly in a way thats hard to
describe. OTOH I have read
Hi,
I'm looking to build FGFS on FC4-x86_64. I looked at the instructions
at: http://www.flightgear.org/cvsResources/anoncvs.html It sounds
reasonable, but I can't just yum install plib. Is there a repository
with a suitable package? A link to instructions on using non-standard
repositories
On Sat, 2005-07-16 at 22:44 +0300, Vassilii Khachaturov wrote:
On a side note, while testing the multiplay mode, robitabu on
#flightgear irc and I have discovered the Instant Replay is also sent
to all other players. Kind of a nice feature when you want to show
people stuff, but also
All this multiplayer chat stuff has me thinking game. It would
probably be more in line with simulation if chatting took place on a
simulated radio. You'd not only have to be close enough to someone, but
you'd have to be on the same frequency in order to talk to them. The
idea of having little
On Tue, 2005-09-13 at 16:40 -0700, Andy Ross wrote:
This is benign. The plib loader strips off the leading directories on
the texture file name for you and uses its own path for texture
lookup. I would presume that most of these things are added not by
the model authors, but by the software
On Wed, 2005-09-14 at 17:09 -0500, Curtis L. Olson wrote:
The problem is with all the [EMAIL PROTECTED] and
[EMAIL PROTECTED] mail. These addresses can't be avoided and are a
huge spam attracter for the two flightgear co-list admins. But just to
be clear, I'm not trying to solve a spam
On Fri, 2005-09-16 at 04:41 +0100, Lee Elliott wrote:
Hello List,
I think there's a small bug in the moving-average filter in
...
xmlauto.cxx
else if (filterType == movingAverage)
{
output.push_front(output[0] +
(input[0] -
On Wed, 2005-09-14 at 20:35 -0400, Steve Knoblock wrote:
The Digitrak is described as employing gyroscopic rate sensors are
installed so as to sense motion about each of the major axes (roll,
yaw and pitch).
I assume they mean there is a spinning gryo around which three sensors
are
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