On Tuesday 20 December 2005 18:17, Dave Culp wrote:
I'm still itching to get the approach light structures working at KSFO, and
I think Curt's improvements will allow accurate modeling of unusual
airports, like KLGA, where both runways are extended out over the water on
decks.
We're still
On Saturday 17 December 2005 16:10, Curtis L. Olson wrote:
Maybe we should drop the arbitrary version numbering scheme (and I do
see the version numbers as 99.9.9% arbitrary) and go with code names for
our releases. Would that make people happier?
Curt.
No what would make us more happy is
On Thursday 01 December 2005 11:12, Erik Hofman wrote:
Joacim Persson wrote:
On Thu, 1 Dec 2005, David Luff wrote:
I have no experience of plugin architectures, and don't feel competent
to attempt it at the moment.
First of all: there's obviously no panic. (If there were fifty-seven
On Wednesday 30 November 2005 16:50, Melchior FRANZ wrote:
* Curtis L. Olson -- Wednesday 30 November 2005 15:19:
You may want to attack this in small steps ... for instance start out
with just getting save/load of aircraft position working.
As demonstrated before [1], this is quite easy to
On Thursday 24 November 2005 20:18, Josh Babcock wrote:
Stefan Seifert wrote:
Mathias Fröhlich wrote:
On Donnerstag 24 November 2005 04:44, Ampere K. Hardraade wrote:
X Error of failed request: GLXUnsupportedPrivateRequest
Major opcode of failed request: 145 (GLX)
Minor opcode of
On Friday 11 November 2005 17:14, Curtis L. Olson wrote:
The new world will be based on
SRTM v2 data supplimented with USGS DEM data to fill in the voids where
possible, i.e. in the usa. The grand canyon and rhode island will be
much better. These places glitched out in SRTM and portions
On Friday 11 November 2005 22:27, Oliver C. wrote:
Isn't SRTM data version 2 allready corrected manually?
That's what i thought, when i heard sth. about SRTM v2.
Best Regards,
Oliver C.
Well yes SRTM version 2 has had some corrections made to it including
flattening the areas covered by
On Saturday 05 November 2005 07:57, Shelton D'Cruz wrote:
Hi Guys
Just to let you all know I am populating San Jose airport with buildings,
tower etc, I am trying to make it as real as possible (from airport charts)
- using existing objects. I have just added the tower.
When I am complete,
On Saturday 05 November 2005 10:09, Shelton D'Cruz wrote:
However, FGFS says:
WARNING: ssgLoadAC: Failed to open
'/usr/share/games/FlightGear/data/Models/Airport/hanger2.ac' for reading
Looks like you haven't added your hangar2.ac model to
the /usr/share/games/FlightGear/data/Models/Airport/
On Friday 04 November 2005 23:23, Durk Talsma wrote:
I've been playing a bit with loading different aircraft and different paint
schemes. To get AI traffic going in the forseeable future, we could use
quite a few low-polygon count aircraft models in various paint schemes. So,
I'd be interested
On Tuesday 18 October 2005 12:26, Dai Qiang wrote:
Hi folks,
I have chosen FGFS as the tool to finish my master
thesis. I hope to realize a carrier taking off and
landing simulation program.
Here is my question:
Is it possible to make my own plane and carrier in
FGFS? If so, what are the
On Monday 17 October 2005 19:50, Martin Spott wrote:
Well, points and lines and taxiway width is what we have now and people
claim that the result looks terribly :-)
Finally with points and lines you won't be able to describe the _shape_
of a junction - as I understood exactly this is what
On Saturday 15 October 2005 23:44, Ralf Gerlich wrote:
Hi,
I hope I don't say too much if I say that there is work planned on
defining taxiways by means of polylines in TaxiDraw.
That's still very restrictive. It's a step in the right direction but is still
far from what is needed. We need
On Saturday 15 October 2005 20:54, [EMAIL PROTECTED] wrote:
You know, I'd be happy to help do some of the taxiway work if a new format
becomes available. I've been trying to work with Taxidraw, but it's kind
of difficult to work in because of the underlying format (I have no
problems with
On Saturday 17 September 2005 23:48, Mike Kopack wrote:
Hey gang,
As part of my simulated UAV control system project, I needed to augment the
built in Autopilot system in FG with a module in my own system (which is
written in java) that takes the aircraft's current position, and a desired
On Sunday 11 September 2005 23:15, Erik Hofman wrote:
Yes, correct. The texture positioning is done in the 3d model. So
there's nothing we can do other than duplicating the model.
Erik
But if a model is UV mapped shouldn't it still work?
With UV mapping the texture co-ords are normalized to 1
On Saturday 10 September 2005 13:19, Dave Martin wrote:
I have a feeling as we get more road data, we're going to be seeing slight
placement errors at the airports. Currently EGBB is placed over the A45 on
the 0.9.8 scenery. If I can get that road mapped by GPS and a few others
around it, we
On Saturday 10 September 2005 15:28, Curtis L. Olson wrote:
My understanding is that for the USA, the X-Plane data for runways comes
primarily from DAFIF. Taxiways are all hand drawn and placed. Outside
the USA the runway data is manually generated by anyone who wants to
submit new airports,
On Saturday 10 September 2005 18:42, Andy Ross wrote:
It's hard to fix. When you mirror a mesh, the winding order of
all the polygons gets reversed, which means their normals change
direction. If the mesh is stored in an optimized format (strips,
fans, etc...) then it needs to be broken down
On Saturday 10 September 2005 19:03, Ralf Gerlich wrote:
However, I'm still searching for free detailed aerial photos for other
areas of the world such as Germany. Here the government wants you to pay
twice for the photos: Once via tax and once when you want to use the
photos. The license
On Tuesday, 2 August 2005 21:25, AJ MacLeod wrote:
I'm using nvidia's headers all right...
From /usr/include/GL/gl.h
A while back I found that when the nVidia installer did its nut I had two
versions of GL files.
One set in /usr/include/GL and one in /usr/X11R6/include.
One was nVidia and
On Saturday, 30 July 2005 23:57, Paul Surgeon wrote:
There is still a problem.
If I roll back extensions.hxx and RenderTexture.cpp then I can compile
SimGear.
I'll try figure out what's causing it but I'm not very strong at C or C++
Paul
GLXPbufferSGIX and GLXPbuffer are not defined
On Sunday, 31 July 2005 10:50, Erik Hofman wrote:
Ok, this is be fixed in CVS now.
Well almost fixed :-)
Using a clean SG checkout (extensions.hxx version 1.24) :
In file included from ../../simgear/scene/sky/bbcache.hxx:29,
from ../../simgear/scene/sky/newcloud.hxx:31,
On Sunday, 31 July 2005 11:19, Richard Harke wrote:
On my system, I find that both are defined in GL/glxproto.h
I have a Debian testing system and I run Nvidia. I don't think
this file is from Nvidia, however, but I don't know the exact package.
Apparently belongs to some part of glx
Richard
Problem fixed!
SimGear WILL NOT compile with nVidia 6629 headers (like it used to).
I updated to 7667 OpenGL headers and it compiles now.
What I should do is do a diff between the 6629 and 7667 headers to find the
problem but I'm too tired and lazy and am happy that things now work. ;)
Paul
The updates (RenderTexture.cpp RenderTexture.h extensions.cxx extensions.hxx)
committed to SimGear on the 13th July don't compile on my system.
Error messages :
../../simgear/screen/extensions.hxx:438: error: ISO C++ forbids declaration of
`GLXPbufferSGIX' with no type
On Saturday, 30 July 2005 18:27, Paul Surgeon wrote:
The updates (RenderTexture.cpp RenderTexture.h extensions.cxx
extensions.hxx) committed to SimGear on the 13th July don't compile on my
system.
Error messages :
../../simgear/screen/extensions.hxx:438: error: ISO C++ forbids declaration
There is still a problem.
If I roll back extensions.hxx and RenderTexture.cpp then I can compile
SimGear.
I'll try figure out what's causing it but I'm not very strong at C or C++
Paul
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On Saturday, 23 July 2005 14:04, Paul Kahler wrote:
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
On Saturday, 23 July 2005 16:08, Vivian Meazza wrote:
This has already been discussed. Teamspeak in not GPL'd. I think the
licensing arrangements would give us problems. That would be a pity,
because on the face of it, it's pretty much what we want. Certainly it's
the right way to go though.
On Saturday, 23 July 2005 17:34, Andy Ross wrote:
Writing code that runs in the fgfs binary to interface to an API
is generally considered to be making a derivative work, for
fairly obvious reasons.
...whereas the simple act of running a program is not the
creation of a derivative work.
I
On Saturday, 23 July 2005 20:55, Jon Stockill wrote:
Paul Surgeon wrote:
That's the beauty of an app like TeamSpeak.
You just download it, install it and it works.
No mess, no fuss, no sleepless nights trying to code or debug something.
:)
What about the server? Looking at the site
On Monday, 4 July 2005 15:04, Jon Stockill wrote:
I converted a chunk of SRTM data to 10m interval contours, and overlaid
this on an ordnance survey map (using mapserver) - the results are
actually incredibly close - the 0 point of the two datasets is obviously
slightly different, but the two
On Sunday, 12 June 2005 09:22, Erik Hofman wrote:
Ampere K. Hardraade wrote:
I like that idea. It would be nice to fly along the coast of a tropical
island, look down and be able to see the white sand under the water... or
flying above a coral reef and see the corals on the sea floor. =)
On Monday, 6 June 2005 20:46, Andy Ross wrote:
Torsten Dreyer wrote:
Well - it's not really a serial driver, the interface connects thru
the handshake lines rts/cts and dtr with rxd and txd left
unconnected since the LTC1090 speaks a synchronous protocol.
Oh, heh. Well, if the hardware
That's a really nice setup.
I'd be interested in seeing how the device driver code works.
I've been thinking about building a decent rudder setup and using a USB HID
interface but the software side of USB protocols is really daunting to a
below average programmer like me.
Paul
On Thursday, 2
Just some general info that may or may not be useful.
General aviation batteries : Typically lead acid
Commercial and military : Typically Ni-Cad (nickel cadmium)
Alternators are far more efficient at *low* RPM than generators but are still
terrible energy converters (unless you really need
On Tuesday, 17 May 2005 06:01, Ampere K. Hardraade wrote:
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
Usually there is one main main strike called the leader and multiple
On Tuesday, 17 May 2005 22:46, Paul Furber wrote:
On Tue, 2005-05-17 at 19:54 +0200, Paul Surgeon wrote:
It's amazing stuff - it even vaporized a 10 meter section of my fencing.
(10 meters of 2.5mm high tensile fencing wire vanished)
Do you also live on the Highveld? :)
Hehe, yes
On Saturday, 14 May 2005 12:50, Jon Stockill wrote:
It's easy enough to do using the date from GNS
(http://earth-info.nga.mil/gns/html/) the biggest quiestion is how to
generate the signs - imagemagick could be used to generate a texture to
add to a standard model (and an appropriate xml file
On my system the new 3D clouds only appear when I look directly at them.
I have to move the pan cursor over them to see them.
Paul
On Sunday, 24 April 2005 13:35, Erik Hofman wrote:
Hi,
I have added the new 3d clouds code from Harald Johnson to CVS. The code
is not yet perfect (the
On Wednesday, 20 April 2005 15:51, Corrubia, Stacie K wrote:
Hi ---
I am having a problem generating airports within TerraGear. I have been
following the recipe from the TerraGear.README file and downloaded Robin
Peel's database of airports and managed to create the basic.dat and the
On Tuesday, 19 April 2005 08:21, eagle monart wrote:
i tried to used fgsd but terrains are made in triangles not in squares an
it looks impossible to tile what you want . a
It's impossible to tile textures properly in FG.
FG uses an irregular triangle mesh and not square tiles like MSFS.
Even
On Sunday, 3 April 2005 23:22, Matthew Law wrote:
I might be ordering the first part of the kit later this year even
though my fiance tells me she will kill me if I do - and if I survive
that, I'd better learn to fly tailwheel pretty quick too!
Why not just get the tricycle version of the kit?
On Friday, 1 April 2005 12:12, Matthew Law wrote:
I've been learning Blender and trying my hand at modelling an RV-7.
Progress has been slow due to work, family and the learning curve but
here are the results so far:
http://www.matthewlaw.plus.com/RV-7.jpg
Looks quite nice.
An RV would be a
On Saturday, 26 February 2005 10:51, Erik Hofman wrote:
The annoying click is because the audio file is not edited correctly.
This one has me a bit stumped.
It loops without clicks in Audacity and I've check the individual samples and
the start/end joint is perfect.
Do samples have to start and
On Saturday, 26 February 2005 13:07, Paul Surgeon wrote:
On Saturday, 26 February 2005 10:51, Erik Hofman wrote:
The annoying click is because the audio file is not edited correctly.
This one has me a bit stumped.
It loops without clicks in Audacity and I've check the individual samples
On Saturday, 26 February 2005 14:22, Erik Hofman wrote:
There is one special condition, min is set to 0.0 as it's lowest
value, so the only reason pitch can be clamped at the lower end is
because it is really 0.0.
Aha! That cured it - thanks Eric.
Everything works perfectly now except the
I'm busy hooking up the sounds for a vario but can't get the sink tone to
work. I'm using the vertical speed property to test against.
Here is the my xml sound config for the sinking tone :
audiocue
namesinkcue/name
modelooped/mode
On Thursday, 24 February 2005 18:49, Alex Perry wrote:
The easy non-software thing to do is to hook up a second VSI simulation
to the pitot simulation instead of the static simulation. Then, take
the VSI instrument and change the artwork to look like a vario and add
a second rotation layer.
On Wednesday, 23 February 2005 02:08, Roy Vegard Ovesen wrote:
I would like to suggest a different approach.
1. Create a new Variometer instrument module i C++. Actually you might want
to create a more generic Total Energy Tube module to add to the systems
modules (static, pitot, vacuum,
On Wednesday, 23 February 2005 00:07, Berndt, Jon S wrote:
This is exactly the reason for one of the features being added for
JSBSim in the next release: the ability to calculate arbitrary values
based on parameters know within the FDM - especially things like you
have described here: total
On Wednesday, 23 February 2005 20:07, Alex Perry wrote:
1. Create a new Variometer instrument module i C++.
If I was able to create a Total Energy Tube module it still leaves me
without a way to perform calculations and logic that are vario specific.
I'm an ASEL pilot (without glider
Hi guys
I'm busy creating a variometer for FlightGear.
My instrument needs to be able to :
1. Display total energy (using some maths I haven't figured out yet)
2. Play sounds (audio cue)
3. Accept user input to its 2 knobs and 3 toggle switches.
From what I've seen in FG I would have to
Thanks - I was wading through that mess yesterday trying to figure out how it
was all hanging together with its spaghetti of aliases and includes.
Paul
On Tuesday, 22 February 2005 21:00, Erik Hofman wrote:
Erik Hofman wrote:
The question is whether we want to keep all versions of the C172
On Wednesday, 16 February 2005 20:05, Geoffrey Frost wrote:
Can I just replace the radio-medium.xml file with a .3ds model and get the
same results?
Geoffrey Frost
No, the xml files are used to change attributes of models (animations, visual
range, scale, etc)
Here is a quick rundown on how
I have a few questions regarding scenery building.
First question :
What datasets and parameters are used when building the global scenery?
I want to be able to duplicate the scenery building process so that I get
*exactly* what is released.
For example what sort of max error is used when using
Hermann Schiffer wrote:
--opengl-headers
Normally, installation does not install NVIDIA's OpenGL header
files. This option enables installation of the NVIDIA OpenGL
header files.
The nVidia installer puts the header files
under /usr/share/doc/NVIDIA_GLX-1.0/include/GL by default or
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 the
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 background (seperate
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 geometry are paged
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 blocking
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.
On Friday, 28 January 2005 22:14, Manuel Massing wrote:
I completely agree with you on the integration part. I think the engine
is technically adequate for its intended purposes (i.e. satellite-textured
landscapes). If you have any questions concerning the technical side, feel
free to ask.
I
On Thursday, 27 January 2005 20:47, David Luff wrote:
Note that the EGLL poly count is already
hitting my frame rate to begin with - at daytime it's about 60 with view
away from airport, 30 with view including airport. Then 10 with the
lighting added. The frame rate with lighting enabled at
On Wednesday, 26 January 2005 17:44, Curtis L. Olson wrote:
Fred is pondering/working on a more optimal solution for the next
release. There are a number of good ideas he can try so I'm sure he'll
come up with something that works quite well. :-)
Does fgrun scan the scenery directories
I played around with some runway lighting today to see if textured polygons
are feasible.
Here is what textured, billboard runway lights look like :
http://surgdom.hollosite.com/flightgear/screenshots/index.html
With 6 * 1 ft runways all in view at one time my frame rate dropped from
50
On Wednesday, 26 January 2005 20:28, Frederic Bouvier wrote:
Quoting Paul Surgeon:
On Wednesday, 26 January 2005 17:44, Curtis L. Olson wrote:
Fred is pondering/working on a more optimal solution for the next
release. There are a number of good ideas he can try so I'm sure he'll
come
On Tuesday, 25 January 2005 10:33, Vivian Meazza wrote:
Paul Surgeon wrote:
On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote:
After reading the glPointSize doc, I think the problem is in using
point sizes bigger than 1 and point antialiasing at the same time
I can't test it now
But that breaks the message threading capabilites of mail readers which some
people dislike.
One ends up with 2 or 3 threads on the same topic and you have to jump between
them.
Paul
On Tuesday, 25 January 2005 11:14, Thomas Förster wrote:
Hi,
with sometimes more than a hundred daily posts
On Tuesday, 25 January 2005 12:11, you wrote:
On Tuesday, 25 January 2005 10:33, Vivian Meazza wrote:
Paul Surgeon wrote:
On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote:
After reading the glPointSize doc, I think the problem is in using
point sizes bigger than 1 and point
On Monday, 24 January 2005 10:48, Erik Hofman wrote:
Maybe it's even a better idea to have a world map image where you can
zoom in in three or four steps to select the desired airport?
If someone could add ssgContext support or some way to render to a texture or
window inside of FG I could add
On Monday, 24 January 2005 20:32, Curtis L. Olson wrote:
The opengl interface itself (for a variety of good reasons) doesn't
provide you a way to directly tell if something is implimented in
hardware or software. Note that this isn't dropping your whole card
into software rendering mode, it's
On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote:
After reading the glPointSize doc, I think the problem is in using point
sizes bigger than 1 and point antialiasing at the same time
I can't test it now, can someone do it? just disable GL_POINT_SMOOTH and
see it there is an fps
Can someone comment on how FLTK works under OpenGL?
Would it be possible to use FLTK and all it's nice widgets in FG and drop the
rather crude PUI toolkit?
Paul
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On Sunday, 23 January 2005 16:07, Norman Vine wrote:
Full screen mode is doable in FLTK
http://fltk.org/documentation.php/doc-1.1/Fl_Window.html#Fl_Window.fullscre
en
From some of the messages I've read it seems as if it's not truly full screen
- just a maximized window without any borders.
On Sunday, 23 January 2005 17:54, Andrew Midosn wrote:
It might be more useful to be able to apply a filter
to the list to reduce it in size. Probably filtering
by state for the USA and by country for (most) of the
rest of the world would be OK. Of course, we would
have to have access to that
On Saturday, 22 January 2005 13:01, Melchior FRANZ wrote:
I hereby formally object to my name and my code contributions being dragged
into potential religious conflicts, and to using them for proselytizing
purposes.
It's sad to see that the repeated calls for keeping political and other
The rudder and throttle need swapping based on the OS just like the Sidewinder
Precision Pro.
Paul
Index: Input/Joysticks/Microsoft/sidewinder-force-feed-pro.xml
===
RCS file:
On Saturday, 22 January 2005 18:09, Frederic Bouvier wrote:
I would really like to sort this out and feel I am
contributing in a small way to the project, but I'm
not sure enough of what this code is trying to do.
Sorry.
You really have screwed your SimGear tree, if you think it is up to
On Friday, 21 January 2005 14:59, Frederic Bouvier wrote:
I forgot this one. It is not an improvement though, rather a fix ;-)
The scenery scan is done every time and is very long although it is
threaded and doesn't prevent you to launch flightgear. Curt suggested to
show all the content of
On Thursday, 20 January 2005 19:49, Giles Robertson wrote:
1) Fgrun/fgfs.
For the average windows user, this is *highly* counterintuitive. In so
far as Windows has an overarching user interface and tool design
philosophy, it's integration. The concept of a GUI that launches the
program
On Thursday, 20 January 2005 03:57, David Megginson wrote:
You know, after reading some of the other comments, I'm starting to
like the idea of having just the c172p in the base package.
You should try helping clueless windows users to install scenery files in the
IRC channel sometime. A lot
On Thursday, 20 January 2005 21:24, Arthur Wiebe wrote:
Hi Everyone,
In case you don't know I'm the one who created the distribution in
question.
First of all I believe that the contents of the RTF file should be
welcomed by everyone, and I also believe they are true.
But I also realize
On Thursday, 20 January 2005 22:42, Curtis L. Olson wrote:
Yes, most likely. I need to come up with a reasonably
easy/compact/maintainable way to expose our mirrors directly so people
don't have to wind their way through the mirror directory structure
themselves to find what they need on the
On Friday, 21 January 2005 00:28, Martin Spott wrote:
Paul Surgeon wrote:
Can't we have direct links to the files on the mirrors much like other
download sites?
A few years ago the idea of a round-robin algorithm on the download
page. Maybe it's time to reanimate this topic,
Martin
On Wednesday, 19 January 2005 22:05, Lee Elliott wrote:
The control issue is more straightforward and it's easy to see
how someone might get miffed if something they spent a lot of
time making, so that they could give it away to people for free,
is then used by someone else for their own
On Wednesday, 19 January 2005 23:28, David Megginson wrote:
As I mentioned before, I also think that the user community will vote
for the open source models with its feet (or, I guess, mice) and tend
to stomp out others with social pressure or at least apathy.
There is still place for non-GPL
On Tuesday, 18 January 2005 13:04, Durk Talsma wrote:
So, are you suggesting we should do it ourselves and shift priorities? Work
on glass cockpits Instead of creating 3D models, and FDMs? Doesn't sound
like its gonna work. There are currently some really talented people
working on 3D models,
On Tuesday, 18 January 2005 15:34, Innis Cunningham wrote:
Paul what do you consider an empty cockpit, do you for instance consider
the 747 an empty
cockpit and if so what instruments do you think constitutes a populated
cockpit.
Primarily a working FMC/FMS and ND so that one can enter
On Monday, 17 January 2005 20:51, Christian Mayer wrote:
When do we have a flyable A380?
It can't be that Airbus was faster than we are:
http://slashdot.org/articles/05/01/17/0437202.shtml?tid=126
When we can get the specs and no I don't just mean the shape of the aircraft.
We already have
I don't want to sound like someone who likes to nitpik but ... :)
Is there any good reason to use PNGs for the thumbnails?
There will be 60 aircraft thumbnails and we are averaging about 32K per
thumbnail at the moment even with max PNG compression.
That equates to nearly 2MB just for
On Tuesday, 18 January 2005 00:32, Arthur Wiebe wrote:
You can also lower the quality of PNG image as well as up the
compression level. Doing so can make PNG's smaller than JPEG's.
Now you've made me curious.
I was using GIMP2 and set the compression to level 9 (max)
How how does one lower the
On Tuesday, 18 January 2005 04:40, Ampere K. Hardraade wrote:
On January 17, 2005 02:25 pm, Paul Surgeon wrote:
We already have too many empty 3D models in FG without working FMCs,
FMSs, ECAMs, NDs, etc.
Paul
It will be nice if you can implement these systems, perferablely by Nasal
so
On Sunday, 16 January 2005 13:37, David Megginson wrote:
The challenge is all their third-party and warez sites.
If all of those sites are filtered out will there be any ads left to display?
What will be left over? Simulator hardware (yokes, pedals, etc)?
Paul
On Saturday, 15 January 2005 09:42, Chris Metzler wrote:
On Sat, 15 Jan 2005 09:04:08 +0200
Paul Surgeon wrote:
BTW: Is Robin going to give us a fixed airport db before we release
0.9.8? i.e. The appended K's to the FAA codes is not pretty and caught
me out today.
Can you elaborate
On Friday, 14 January 2005 22:33, Curtis L. Olson wrote:
Can we have a few people fetch this and build Flight/SimGear against
this and report if things work well or if there are problems. Once
plib-1.8.4 is out, I'd like to push forward with FlightGear-v0.9.8
I don't notice any obvious
On Wednesday, 12 January 2005 10:29, Martin Spott wrote:
One other possibility you might wanna consider is allowing uploads/
dloads of terrain (e.g. tiles modified through fgsd).
This is not as easy as it sounds because you'd have to redo the tiles
on every scenery update. The right way to
On Wednesday, 12 January 2005 22:26, Martin Spott wrote:
As I already wrote we are heading for some sort of GIS application
here. Storage for VMAP0 data - at least parts of it, I don't know all
types of data that are covered by VMAP0 - could be the accomplished by
the mentioned
On Saturday, 8 January 2005 14:02, Dave Martin wrote:
Target: 1024x768x32bpp / 35fps.
AMD Sempron 2200 (1.5Ghz 333FSB, 256kb cache 32bit)
256MB PC2700 DDR
GeForce FX5200 128MB (128bit mem bus)
What do you think? Could the above system make the target res / fps or does
it need more ram /
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