Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: Options saving patches

2005-12-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] Plugins, Was: KLN89 GPS added

2005-12-01 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: KLN89 GPS added

2005-11-30 Thread Paul Surgeon
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

Re: [Flightgear-devel] RenderTexture bug

2005-11-24 Thread Paul Surgeon
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

Re: [Flightgear-devel] 0.9.9 scenery?

2005-11-11 Thread Paul Surgeon
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

Re: [Flightgear-devel] 0.9.9 scenery?

2005-11-11 Thread Paul Surgeon
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

Re: [Flightgear-devel] San Jose

2005-11-05 Thread Paul Surgeon
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,

Re: [Flightgear-devel] Adding a Hanger

2005-11-05 Thread Paul Surgeon
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/

Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Paul Surgeon
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

Re: [Flightgear-devel] Carrier Taking Off Landing Customization

2005-10-18 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: A question regarding accurate taxiways

2005-10-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: A question regarding accurate taxiways

2005-10-16 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: A question regarding accurate taxiways

2005-10-15 Thread Paul Surgeon
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

Re: [Flightgear-devel] Determining range?

2005-09-18 Thread Paul Surgeon
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

Re: [Flightgear-devel] Issues regarding the texture-path tags in XML.

2005-09-11 Thread Paul Surgeon
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

Re: [Flightgear-devel] Announcement: First TerraGear landcover database export

2005-09-10 Thread Paul Surgeon
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

Re: [Flightgear-devel] Announcement: First TerraGear landcover database export

2005-09-10 Thread Paul Surgeon
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,

Re: [Flightgear-devel] DHC-6 progress

2005-09-10 Thread Paul Surgeon
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

Re: [Flightgear-devel] Announcement: First TerraGear landcover database export

2005-09-10 Thread Paul Surgeon
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

Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-08-02 Thread Paul Surgeon
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

Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
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

Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
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,

Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
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

Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-31 Thread Paul Surgeon
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

[Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-30 Thread Paul Surgeon
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

Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-30 Thread Paul Surgeon
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

Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-07-30 Thread Paul Surgeon
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns in Viewport

2005-07-23 Thread Paul Surgeon
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

Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns inViewport

2005-07-23 Thread Paul Surgeon
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.

Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns inViewport

2005-07-23 Thread Paul Surgeon
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

Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns inViewport

2005-07-23 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: Custom scenery integration

2005-07-04 Thread Paul Surgeon
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

Re: [Flightgear-devel] poll

2005-06-12 Thread Paul Surgeon
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. =)

Re: [Flightgear-devel] Building joystick hardware

2005-06-06 Thread Paul Surgeon
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

Re: [Flightgear-devel] Building joystick hardware

2005-06-02 Thread Paul Surgeon
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

Re: [Flightgear-devel] batteries, alternators, volts, amps - electrical system

2005-06-01 Thread Paul Surgeon
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

Re: [Flightgear-devel] today's 3d clouds commit

2005-05-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] today's 3d clouds commit

2005-05-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] City signs

2005-05-14 Thread Paul Surgeon
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

Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Paul Surgeon
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

Re: [Flightgear-devel] Building airports

2005-04-20 Thread Paul Surgeon
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

Re: [Flightgear-devel] realistic scenery

2005-04-19 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: Van's RV-7 Model

2005-04-03 Thread Paul Surgeon
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?

Re: [Flightgear-devel] Van's RV-7 Model

2005-04-01 Thread Paul Surgeon
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

Re: [Flightgear-devel] xml sound : Does negative pitch work?

2005-02-26 Thread Paul Surgeon
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

Re: [Flightgear-devel] xml sound : Does negative pitch work?

2005-02-26 Thread Paul Surgeon
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

Re: [Flightgear-devel] xml sound : Does negative pitch work?

2005-02-26 Thread Paul Surgeon
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

[Flightgear-devel] xml sound : Does negative pitch work?

2005-02-25 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: Total Energy instrument

2005-02-24 Thread Paul Surgeon
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.

Re: [Flightgear-devel] Instrument headaches

2005-02-23 Thread Paul Surgeon
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,

Re: [Flightgear-devel] Instrument headaches

2005-02-23 Thread Paul Surgeon
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

Re: [Flightgear-devel] Total Energy instrument - Was Instrument headaches

2005-02-23 Thread Paul Surgeon
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

[Flightgear-devel] Instrument headaches

2005-02-22 Thread Paul Surgeon
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

Re: [Flightgear-devel] C172 C182 in CVS

2005-02-22 Thread Paul Surgeon
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

Re: [Flightgear-devel] FlightGear version 9.2 Help Request

2005-02-16 Thread Paul Surgeon
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

[Flightgear-devel] Scenery questions

2005-02-06 Thread Paul Surgeon
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

Re: [Flightgear-devel] SimGear CVS errors

2005-02-06 Thread Paul Surgeon
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

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
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

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
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

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
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

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
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

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
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.

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Paul Surgeon
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

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Paul Surgeon
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

[Flightgear-devel] Re: [Flightgear-users] Airports

2005-01-26 Thread 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 up with something that works quite well. :-) Does fgrun scan the scenery directories

[Flightgear-devel] Runway lighting

2005-01-26 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: [Flightgear-users] Airports

2005-01-26 Thread Paul Surgeon
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

Re: [Flightgear-devel] fgrun improvements

2005-01-25 Thread Paul Surgeon
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

Re: [Flightgear-devel] Please use meaningful subject lines

2005-01-25 Thread Paul Surgeon
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

Re: [Flightgear-devel] fgrun improvements

2005-01-25 Thread Paul Surgeon
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

Re: [Flightgear-devel] Re: AirportList

2005-01-24 Thread Paul Surgeon
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

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Paul Surgeon
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

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Paul Surgeon
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

[Flightgear-devel] FG GUI toolkits

2005-01-23 Thread Paul Surgeon
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: [Flightgear-devel] FG GUI toolkits

2005-01-23 Thread Paul Surgeon
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.

Re: [Flightgear-devel] Re: AirportList

2005-01-23 Thread Paul Surgeon
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

Re: [Flightgear-devel] link to my homepage

2005-01-22 Thread Paul Surgeon
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

[Flightgear-devel] Patch for : Input/Joysticks/Microsoft/sidewinder-force-feed-pro.xml

2005-01-22 Thread Paul Surgeon
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:

Re: [Flightgear-devel] FGMetar.cxx

2005-01-22 Thread Paul Surgeon
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

Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Paul Surgeon
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

Re: [Flightgear-devel] v1.0 musings (was: Aircraft included in basepackage)

2005-01-20 Thread Paul Surgeon
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

Re: [Flightgear-devel] Aircraft included in base package

2005-01-20 Thread Paul Surgeon
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

Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Paul Surgeon
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

Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Paul Surgeon
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

Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Paul Surgeon
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

Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Paul Surgeon
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

Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Paul Surgeon
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

Re: [Flightgear-devel] A380

2005-01-18 Thread Paul Surgeon
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,

Re: [Flightgear-devel] A380

2005-01-18 Thread Paul Surgeon
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

Re: [Flightgear-devel] A380

2005-01-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] Individual aircraft downloads

2005-01-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] Individual aircraft downloads

2005-01-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] A380

2005-01-17 Thread Paul Surgeon
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

Re: [Flightgear-devel] more google adds

2005-01-16 Thread Paul Surgeon
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

Re: [Flightgear-devel] Airport codes (was Re: plib-1.8.4_RC)

2005-01-15 Thread Paul Surgeon
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

Re: [Flightgear-devel] plib-1.8.4_RC

2005-01-14 Thread Paul Surgeon
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

Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Paul Surgeon
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

Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Paul Surgeon
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

Re: [Flightgear-devel] Budget 'display-only' system?

2005-01-08 Thread Paul Surgeon
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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