PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Roman Grigoriev wrote:
But fgfs community refuse to use it :(
You could have made it easier if you had adopted FlightGear's rules for
platform independent OpenGL extension support, kept the code style close
to what is used
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 11:56 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Roman Grigoriev wrote:
Sorry Erik
I don't want offend anyone
: Re: [Flightgear-devel] Lights was: Shadows
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
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:35 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Roman Grigoriev wrote:
But I don't know about SGI - does
- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:58 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Roman Grigoriev wrote:
[...] because you can specify shaders
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
But I work on it and now I have runway lights, landing lights, relief
mapping ,
- Original Message -
From: Gerard Robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit
: [Flightgear-devel] Lights was: Shadows
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
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
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, May 04, 2005 12:59 AM
Subject: Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff
fix)
Curtis L. Olson wrote:
So my
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, May 04, 2005 3:51 AM
Subject: Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff
fix)
Roman Grigoriev wrote:
Also I think
I've done bumpmapping+ parralax mapping for flightgear
http://fgfs.narod.ru/fgfs12.jpg
but it needs on ARB vertex and fragment programs but it needs at least
geforceFX
fgfs developers wait for a while to include it in CVS but I think that it
will be never done :(
- Original Message -
Hi guys!
Seen new clouds code but to be it need some tweaks to work perfectly
1) use pointsprites to render impostors because they are quads (all cards
supports them)
2) use FBO to reder-to-texture it gives us speedup.(all cards supports them)
3)use at least ARB vertex programs (will work on
- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: flightgear-devel@flightgear.org
Sent: Thursday, March 17, 2005 1:45 AM
Subject: Re: [Flightgear-devel] Particle engine
Roman Grigoriev wrote:
This particle engine needs at least vertex
- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: flightgear-devel@flightgear.org
Sent: Wednesday, March 16, 2005 12:09 PM
Subject: [Flightgear-devel] Particle engine
They have really impressing demos on their site - but I have no idea if
- Original Message -
From: Andy Ross [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Friday, February 18, 2005 9:54 AM
Subject: Re: [Flightgear-devel] normal maps for flightgear
Erik Hofman wrote:
Frederic once wrote a plib patch to add
Hi guys!
I want ask you about integrating normal maps into fgfs.
Scenery with normal maps look good but you have to load them during fgfs
initialization.
we have material loader that reads from materials.xml and load textures and
other properties
current version of plib doesn't support
Hi guys!
Now I translate my nvidia vertex and fragment programs to GLSL.
bad news: fps drops around 10% good news: have ATI compartability
here is screenshot:
http://fgfs.narod.ru/fgfs-006.jpg
so what I've done
runway lights - point sprites with calculated visibility on vertex shader
based on
- Original Message -
From: Ampere K. Hardraade [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Thursday, February 17, 2005 1:22 PM
Subject: Re: [Flightgear-devel] GLSL shaders for flightgear
On February 17, 2005 11:03 am, Dave Culp wrote:
- Original Message -
From: Josh Babcock [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Thursday, February 17, 2005 3:13 PM
Subject: Re: [Flightgear-devel] GLSL shaders for flightgear
Ampere K. Hardraade wrote:
On February 17, 2005 11:03
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Friday, January 28, 2005 1:34 AM
Subject: Re: [Flightgear-devel] Runway lighting
Roman Grigoriev wrote:
Hi guys!
I have too framerate drops when
- Original Message -
From: Curtis L. Olson [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Thursday, January 27, 2005 8:14 PM
Subject: Re: [Flightgear-devel] Runway lighting
Oliver C. wrote:
What about setting only one point at the
- Original Message -
From: Ampere K. Hardraade [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Monday, January 24, 2005 4:40 PM
Subject: Re: [Flightgear-devel] Rain and snow videos or photos
On January 24, 2005 06:16 pm, Roman Grigoriev
Thanx Ampere!
The main thing I got - blur on terrain and objects and blurry runway lights
and also reflections from wet runway. Ok I try to implement it ;-)
Thanx
- Original Message -
From: Ampere K. Hardraade [EMAIL PROTECTED]
To: FlightGear developers discussions
]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Thursday, January 20, 2005 5:00 AM
Subject: Re: [Flightgear-devel] Rain and snow videos or photos
On Thursday 20 Jan 2005 18:48, Roman Grigoriev wrote:
Hi guys!
I try to model rain and snow in flightgear but have
Hi guys!
I try to model rain and snow in flightgear but have some difficutlies
because I haven't seen it in real flight from cabin of aircraft. Maybe
someone can explain me some features when you have take-off or landing in
rain and snow. Is it similar to car? Or maybe someone have videos or
Hi Guys! I found here
http://cg.cs.uni-bonn.de/docs/publications/2004/wahl-2004-scalable.pdf a lot
of information about LOD Here is a citation:
Repairing Cracks
In case the LOD of two neighboring tiles differ, it is not sufficient to
simply render the geometry. Even though the geometric errors
- Original Message -
From: Frederic Bouvier [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, October 18, 2004 5:41 AM
Subject: Re: [Flightgear-devel] VBOs - performance test results
Roman Grigoriev wrote:
Frederic! I must admit that you
- Original Message -
From: Frederic Bouvier [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Tuesday, October 19, 2004 12:51 AM
Subject: Re: [Flightgear-devel] VBOs - performance test results
Roman Grigoriev wrote:
- Original Message
- Original Message -
From: Frederic Bouvier [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, October 17, 2004 4:38 AM
Subject: Re: [Flightgear-devel] VBOs - performance test results
James Turner a écrit :
On 17 Oct 2004, at 10:15, Erik
- Original Message -
From: Frederic Bouvier [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, October 15, 2004 4:39 PM
Subject: Re: [Flightgear-devel] crease patch and Dlists - maybe answer VBOs?
Selon Manuel Massing [EMAIL PROTECTED]:
Hi,
- Original Message -
From: Melchior FRANZ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 15, 2004 4:27 PM
Subject: [Flightgear-devel] Re: crease patch and Dlists - maybe answer VBOs?
* Martin Spott -- Friday 15 October 2004 13:29:
Melchior FRANZ wrote:
I see no
Hi guys!
Dlist can't solve the promplem IMHO
The right answer is VBO
I don't understand why you don't want to include this nice feature to
flightgear
All modern hardware support them. I wrote them year ago and Erik made a
patch
you've got really nice speedup when using VBOs
Also I met in
- Original Message -
From: Frederic Bouvier [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, October 15, 2004 3:15 AM
Subject: Re: [Flightgear-devel] crease patch and Dlists - maybe answer VBOs?
Selon Roman Grigoriev [EMAIL PROTECTED]:
Hi guys
- Original Message -
From: Frederic Bouvier [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, October 15, 2004 3:20 AM
Subject: Re: [Flightgear-devel] crease patch and Dlists - maybe answer VBOs?
Martin Spott wrote:
Roman Grigoriev wrote
- Original Message -
From: Manuel Massing [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, October 15, 2004 4:15 AM
Subject: Re: [Flightgear-devel] crease patch and Dlists - maybe answer VBOs?
Hi,
O.k., now I know that VBO stands for the
- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: [EMAIL PROTECTED]
Sent: Friday, October 15, 2004 4:29 AM
Subject: Re: [Flightgear-devel] Re: crease patch and Dlists - maybe
answerVBOs?
Melchior FRANZ wrote:
* Martin Spott -- Friday 15
Hi guys!
I found modified version of aerial scattring algorithm that use altitude of
viewer and vertex, so
could you please help me with it?
I have viewer position viewer.xyz
modelview matrix -GL_MODELVIEW
and position of vertex - vpos.xyz.
How to calculate it?
Thanx in advance
Bye
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, August 27, 2004 12:58 AM
Subject: Re: [Flightgear-devel] shaders for flightgear
Roman Grigoriev wrote:
on ATI it works fine but you have to have at least
Sorry formany messages but I have some
problem with my e-mailand fgfs-devel mailing list :-)
Hi guys!
OpenGL 2.0 formally announced and GLSL will be a
part of it. so I'm thinking about translating my NVIDIA vertex and fragment
programs that works with flightgear to GLSL. What do you think
PM
Subject: Re: [Flightgear-devel] shaders
for flightgear
Roman Grigoriev wrote:
Sorry formany messages but I have some problem with my
e-mailand fgfs-devel mailing list :-)
Hi guys!
OpenGL 2.0 formally announced and GLSL will be a part of it. so I'm
Hi guys!
Could you please tell me what's the status of BGL loader
Maybe someone did this work on imporing BGL scenery to flightgear or maybe
converting it to another formats (.3ds .ac )
Thanx in advance
Bye
Roman
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Guys!
I found solution to VBO problem
you should change type of buffer from
GL_STATIC_DRAW_ARB to GL_STREAM_DRAW_ARB or GL_DYNAMIC_DRAW_ARB
Maybe problem is in nvidia driver so I post
bugreport to nvidia
Thanx in advance
bye
___
Flightgear-devel
Hi guys!
I found VBO problem related to threaded situation
when one thread draw one VBO and another try to create VBO when tile
loads
maybe someone knows solution for this
situation?
here is gdb output
#0 0x40167a8e in glGenBuffersARB () from
/usr/lib/tls/libGL.so.1#1 0x083fa0ae in
- Original Message -
From: Andy Ross [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Thursday, May 27, 2004 6:20 PM
Subject: Re: [Flightgear-devel] VBO patch
Roman Grigoriev wrote:
Here is my new VBO code but it's so strange that it doesn't work
Hi guys!
Here is my new VBO code but it's so strange that it doesn't work with
flightgear give me segfault
also notice that it doesn't work with ptherads (I don't know why too)
So I move all vertex,tex,norm,color to constructor from draw method
plib applications work fine but there is a problem
Hi guys!
I'ts nice to have this feature in flightgear and looks really cool
but another very nice feature is VBO (works on all PC videocards (ATI and
Nvidia))
I use it and have some speedup now I improved my version of ssgVtxTable on
VBO
if someone intrested feel free to mail me (now I setup
Hi Guys!
Long time ago I created my scenery with hi resolution (100 m)
I use 03.09.2003 flightgear simgear and terragear CVS version. All works
fine but now I download from CVS flightgear and simgear and found that my
scenery not loaded :)) but KSFO loaded fine. BTW my btg files has size
approx
Roman Grigoriev wrote:
Hi Guys!
I found this talk on plib
I use it on flightgear and want to say that it gave me 10-15% boost
because
flightgear scenery is not optimized to VBO
if you have one big array in vbo you got theoretial boost up to 50%.
if we optimize scenery we got it too
Thanx Erik!
glDepthMask solve this problem
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 4:38 PM
Subject: Re: [Flightgear-devel] Alpha sorting again
Roman Grigoriev wrote:
Hi guys!
I
Hi guys!
Need your advice
I want to draw smokes in fllightgear but I make it on vertex and fragment
programs so I make it on different ssgRoot
so I have for example latitude and longitude and altitude of smoke.
I convert it to cartesian coordinates
Point3D center=sgGeodToCart(lat,lon,alt);
so I
Hi guys!
I implement smokes and missile trails on flightgear and come across to
following problem:
ALPHA sorting
could you please describe me why we have this problem?
so here is two screenshots one from plib viewer
http://fgfs.narod.ru/snap2.jpg
and one from flightgear.
Good day developers!
Could someone please tell me do we use clouds3d code on legal status. I mean
about Mark Harris opinion about including his code in flightgear?
And if some one works on clouds3d code please contact me. Because I can't
solve flickering problem in latest flightgear CVS. ( on
- Original Message -
From: Melchior FRANZ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, July 22, 2003 12:13 PM
Subject: [Flightgear-devel] Re: Clouds3D state
* Roman Grigoriev -- Tuesday 22 July 2003 10:00:
Because I can't
solve flickering problem in latest flightgear CVS
Thanx Erik!
Anyone have working version of clouds3d on linux?
Bye
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Tuesday, July 22, 2003 12:11 PM
Subject: Re: [Flightgear-devel] Clouds3D state
Roman Grigoriev wrote
Hi
guys!Found this articlehttp://www.delphi3d.net/articles/printarticle.php?article=terraintex.htmthat greatly improve our tiles. So maybe someone
give me some hints on fgfsscenery1) first task is implement soft edges
in areas. Now we have sharp areas butinn some game like Flanker 2.0 town
Hi
guys!Finally I made landing light support in flightgear!It uses coolest
per-pixel attenuated spotlightBut it cost additionally 2 textures one of
them is 3d texture and othercubemapand it uses register combiners and
vertex programsI test it on geforce3 and it works well on linux.Here is
- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, March 26, 2003 8:50 PM
Subject: re: [Flightgear-devel] Landing Spotlight in Flightgear (I made
it!!)
Roman Grigoriev writes:
Finally I made landing light support in flightgear
Hi guys!
I'm implementing light lobes to flightgear using
per-pixel attenuation
I modified viewer.cxx in plib distribution and this
works fine but there are some problems for me here I totally confused model view
matrixes and plib so I need help
If someone intersted in I can send my
- Original Message -
From: Jon Berndt [EMAIL PROTECTED]
To: Flightgear-Devel [EMAIL PROTECTED]
Sent: Monday, March 17, 2003 7:24 AM
Subject: [Flightgear-devel] Shadows
Has anyone ever considered implementing aircraft shadows projected on the
ground?
I tried to work not with shadows
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 17, 2003 12:25 PM
Subject: Re: [Flightgear-devel] Shadows
Roman Grigoriev wrote:
I tried to work not with shadows but with light lobes but It requres
multitexturing that PLIB
- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: [EMAIL PROTECTED]
Sent: Friday, March 07, 2003 3:55 PM
Subject: Re: [Flightgear-devel] Remote wakeup and remote shutdown
Roman Grigoriev [EMAIL PROTECTED] wrote:
I have 3 channels
Hi guys!
Maybe you can help me to solve this
problem
I have 3 channels Flightgear on
linuxandFDM computer on windows
I need to write a program to wakeup and shutdown
IGs.
Wakeup is simple you have to setup wake-on-lan and
send magic packet and have to autologin
But how to implement remote
Thanx Curtis!
Remote startup is clear for me but waht about remote shutdown
SMTP? or else.
I need to create windows program that have two buttons: IGs ON and IGs OFF
What API should I use?
Thanx in advance
Bye
- Original Message -
From: Curtis L. Olson [EMAIL PROTECTED]
To: [EMAIL
: Wednesday, February 26, 2003 5:47 PM
Subject: Re: [Flightgear-devel] Clouds 3D
Roman Grigoriev writes:
Curtis,
Could you please test clouds3d on CVS flightgear
I've searched all strings in flightgear and they are defined by
FG_USE_CLOUDS3D so I define this macro and all compiled fine
so
Ok Curtis
and what about over 249 things in your list ;-)))
Thanx in advance
Roman
- Original Message -
From: Curtis L. Olson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, February 27, 2003 3:36 PM
Subject: Re: [Flightgear-devel] Clouds 3D
Roman Grigoriev writes:
Thanx
Guys!
Whats happened with clouds3d in CVS?
I add line in config.h
#define FG_USE_CLOUDS3D
and start fgfs --disable-clouds3d --enable-clouds3d
clouds loaded but I can't seen them and only got screen flickering
Maybe new nvidia drivers 41-09?
Someone got working configuration with clouds3d
Thanx in
PM
Subject: Re: [Flightgear-devel] Clouds 3D
Try grepping through the code, there may be another place or two where
you need to define this.
Roman Grigoriev writes:
Guys!
Whats happened with clouds3d in CVS?
I add line in config.h
#define FG_USE_CLOUDS3D
and start fgfs --disable
So nice but without light lobes is not really cool
Now I work on it but all techniques that simulate per-pixel lighting requre
vertex programs
but plib in nearest future will not support it.
Also I propose use vertex array range to render terrain
What's your thoughts guys?
Thanx in advance
Roman
Hi guys!
Could you please tell me about current state of clouds3d
today I compiled fgfs and can't view my favorite clouds3d
Thats happened
Maybe you desided not to use this beatiful feature
Thanx in advance
Bye
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Hi guys!
I made a progress in creating lightlobes
I insert multitexture support in flightgear
I got no framerate drop using 2 textures on geforce3
so now I have a question
there are several techniques to calculate lightmaps dymanic position
1) simple calculating in CPU ( no special card required)
Guys!
We can't achive MSFS2002 quality without multitexture support
so First task we have to work on is multitexture support
Steve Baker said that he wait until shader languages become popular and
OpenGL2.0 come out
so or we wait OpenGL2.0 or implement multitexure
I start work on it
my primary
Good Day Kian
Please sent me your diffs
Thanx in advance
Roman
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Guys Have some troubles with multitex
maybe you gime me how-tos
Ok I can use second texture and second texture coordinates
but we load tiles using genleaf function in obj.cxx
ok it's done at startup but if we want to have landing lights moves we have
generate second texture coordinates in realtime
- Original Message -
From: Andy Ross [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, November 05, 2002 9:07 PM
Subject: Re: [Flightgear-devel] multitex investigation
Roman Grigoriev wrote:
ok it's done at startup but if we want to have landing lights moves
we have generate
Hi guys!
runway lights are really impressive!
so there is some minor thing todo: landing lights
but here is huge problem - multitexturing
Steve don't want to include in plib some patches to make multitexturing and
he wait for OpenGL2.0 with shaders
so we have to implement it our own way.
Do
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, October 22, 2002 1:34 PM
Subject: Re: [Flightgear-devel] Landing lights lobes (some thoughts)
Roman Grigoriev wrote:
Hi guys!
runway lights are really impressive!
so there is some minor
Hi Guys!
Today I tested 3D clouds
Looks very very good!
But have some questions:
1) How can we populate clouds? because clouds are placed above runway
2) Is there any tool to crate clouds volumes?
3) When I saw clouds3d code I came across to GL_ARB_MULTITEXTURE under
Win32. So does clouds3d
Hi guys!
I downloaded ASTER DEM and play with it
Nice resolution (30m) but there are so many holes to use it
So fightgear/terragear gurus maybe you tell me is there in dem library some
tools to approximate aster dem data with gtopo30 data to eliminate holes?
Another question: now we have tile
Guys!
Maybe I missed something but I can't got nicy views with clouds3d
just got similar to http://rockfish.net/~nhv/fgfs/images/fgfs-screen-009.jpg
I compiled from today CVS with gcc3.2 and have nvidia-31.23 drivers on
geforce3
running in 1024x768 32bpp
so there is a some problem with alpha
how
Could you please describe this situation
Why this happened?
Roman
- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, September 18, 2002 4:29 PM
Subject: Re: [Flightgear-devel] Clouds progress : screenshot
Roman Grigoriev writes
Guys
Subj is out so maybe we include it to simgear distribution?
Thanx in advance
Bye
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- Original Message -
From: John Check [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 08, 2002 8:38 AM
Subject: Re: [Flightgear-devel] BGL Loader part 2
On Friday 07 June 2002 5:07 pm, J?rgen Marquardt wrote:
Am Freitag, 7. Juni 2002 23:21 schrieb Gene Buckle:
- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, June 05, 2002 3:51 PM
Subject: re: [Flightgear-devel] new potential developer :)
Christian Stock writes:
Let me introduce myself, before I start with what I'm interested at.
fdsd is coolest programm but I need to edit btg files and save it in btg
format
so maybe you can provide me with some information about status of fgsd
as I got from source you read btg file and after it you simply create
opengl triangles
but when you attempt to save btg you need to reorganize
contributors to the project.
We can discuss these topics on the fgsd mailing list at
http://sourceforge.net/mail/?group_id=45131
See you there
-Fred
- Original Message -
From: Roman Grigoriev [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 20, 2002 9:47 AM
Subject: Re
Compiling FGSD CVS got some errors on linux gcc2.96
here are the fixes
runways.cpp: 85 line :change to SGPath path =(SGPath)__fgRoot
688: _popup-add( Center, FL_ALT + 'c', FGSD_MainWindow::center_cb,
this );
change to _popup-add( Center, FL_ALT + 'c',
FGSD_MainWindow::center_cb, this );
Hi guys!
Not so Long time ago I created my custom scenery from very good DEMs(100m)
and VmapLevel0
And I have so many artefacts with conncting rivers roads and ground so I
need to manually edit scenery
Wolfram wrote ATG loader but with latest updates It doesn't work at all on
new scenery
And I
Hi guys
I found some intresting arcticle on runway lights
check this out
http://www.opengvs.com/support/opengvs/howto/fog_atten/default.htm
read it please and maybe it should be implemented in flightgear its very
simple
so maybe someone who has flying practice can confirm this effect?
Thanx
Bye
Guys!
Wanna ask
Does anyone here try to implement trees coverage
If yes please reply me
Thanx
Bye
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Guys!
Have some problem
I render image to some texture and got texture pointer for example texture
128x128 RGBA
I need for this texture calculate each pixel luminance and after it compare
to some value
could you please tell me functions how to retrive image map data?
Thanx in advance
Bye
Hi guys I implemented rendering Flightgear in black and white mode using
Geforce rendering combiners
here is a sample jpeg
If some one intrested in doing this I can describe technique
It's extremly usefull for simulating missile and bomb camera views or for
helicopter simulation
attachment:
- Original Message -
From: Jon S Berndt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 15, 2002 6:40 PM
Subject: Re: [Flightgear-devel] black and white flightgear
On Fri, 15 Mar 2002 17:47:37 +0300
Roman Grigoriev [EMAIL PROTECTED] wrote:
Hi guys I implemented
Guys
could you please advice me how to make flightgear in black and white pallete
maybe framebuffer operation helps me?
if someone covert or render blackwhite image in OGL please help me
Thanx
Bye
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Flightgear-devel mailing list
[EMAIL PROTECTED]
From: Roman Grigoriev [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Scenery generation from VPF
Date: Tue, 5 Mar 2002 13:42:04 +0300
Hi guys!
I try to create scenery from VPF
have latest terragear from CVS and got this error
Could you please point me what should I fix?
./fgfs-construct
Today I built airport scenery from CVS and seen runway lights
WOW!
looks great but I suggest not to use one Material section LIGHTS in airport
file
maybe we should use LIGHTS VASI, LIGHTS EDGE .
it works perfectly under linux but runway lights is only points not quads
with lightmaps
Also I
- Original Message -
From: William L. Riley [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, February 22, 2002 1:03 AM
Subject: Re: [Flightgear-devel] [OT]: Athlon MP and Flightgear
On Wednesday 20 February 2002 09:03, you wrote:
Also what video are you use and version of
Hi guys!
Found new source of earth images
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/
Check this out!
they give for free 1km good without clouds earth image in 1 km resolution in
tiff format
We can use it in flightgear
This really add some realism to simulator
Also I found another great
Hi guys!
Could you please advice me what dual processor system should I buy
Athlon MP or PentiumIII with Geforce3 or 4
what linux kernels support 760 chipset
have anyone measured benchmarks with athlons and pentuimIII with nvidia
drivers under linux?
athlon is good but what about stability?
Thanx
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 18, 2002 12:33 PM
Subject: Re: [Flightgear-devel] FlightGear Priorities
Roman Grigoriev wrote:
Hi!
Curtis could you please tell us your priotities to next FlightGear
release
Hi!
Curtis could you please tell us your priotities to next FlightGear release
and It would be 0.7.10 or 0.8.0?
As for me I'd like to see
1)ground explosion when plane crash the ground (I have a lot explosion
textures)
2)runway lights support
3)aircraft landing lights
4)trees houses and various
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