Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Chris Metzler
On Thu, 16 Dec 2004 23:04:30 + David Luff <[EMAIL PROTECTED]> wrote: > > Well, I've had a very good pan round the Chicago scenery in the ufo with > both the old and new materials.xml on a Linux box with a Geforce3, and I > can't find a shred of difference in any of the runways, regardless of >

Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Martin Spott
"David Luff" wrote: > It requires openGL-1.2 for the patch to take effect, which I don't have on > Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if > it makes any difference on your system? Hmmm this is IRIX-6.5.22: sirius: 22:33:55 ~> glxinfo display: :0.0 server

Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff
"David Luff" writes: > > I guess I'd better go and see what it looks like on an NVidea card now... > Well, I've had a very good pan round the Chicago scenery in the ufo with both the old and new materials.xml on a Linux box with a Geforce3, and I can't find a shred of difference in any of the

Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff
On 12/16/04 at 12:16 PM Curtis L. Olson wrote: >David Luff wrote: > >>I've commited a work-around to the base that wraps all the symetrical >>runway panels in the v direction (everything except the threshold panel >has >>identical upper and lower borders, and so can safetly be wrapped in v >give

Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Curtis L. Olson
David Luff wrote: On 12/16/04 at 11:43 AM Martin Spott wrote: "David Luff" wrote: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095. html It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.

Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff
On 12/16/04 at 11:43 AM Martin Spott wrote: >"David Luff" wrote: > >> >http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095. html >> >> It requires openGL-1.2 for the patch to take effect, which I don't have >on >> Cygwin. If your SGI is openGL-1.2 capable, then perhaps y

Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Martin Spott
"David Luff" wrote: > http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.html > > It requires openGL-1.2 for the patch to take effect, which I don't have on > Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if > it makes any difference on your system

Re: [Flightgear-devel] New scenery build

2004-12-15 Thread David Luff
On 12/5/04 at 9:21 PM Martin Spott wrote: >"David Luff" wrote: >> Completely off topic, your screenshots look like you're getting dark >lines >> at runway texture boundaries similar to what I see on an ATI machine, but >> not on a NVidia machine. Are you also on an ATI card, and am I correct >i

Re: [Flightgear-devel] New scenery build

2004-12-09 Thread Dale E. Edmons
Jason, I sent the scripts to you directly. I didn't know if mail list would take them. Let me know if you get them to work. Under the current CVS most of the airport don't show up after a bld-scenery (last time I checked). I haven't had time to look into it but I think Curt is still working on

Re: [Flightgear-devel] New scenery build

2004-12-09 Thread Jason Cox
Dale, that sound good if you could send them it would help thanks jason cox On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote: > Jason, > > Jason Cox wrote: > > >Curt, > > In my on going quest to compile local scenery, I was wondering if you > >just run a script that makes all the sc

Re: [Flightgear-devel] New scenery build

2004-12-08 Thread Dale E. Edmons
Jason, Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? I've got some scripts I use. I mostly just use the stuff Curt outlined. If you'd like to have them let me kno

Re: [Flightgear-devel] New scenery build

2004-12-06 Thread Martin Spott
Martin Spott wrote: > "David Luff" wrote: > > Completely off topic, your screenshots look like you're getting dark lines > > at runway texture boundaries similar to what I see on an ATI machine, but > > not on a NVidia machine. [...] > My screenshot was made on an SGI Octane MaxImpact, no ATI, no

Re: [Flightgear-devel] New scenery build

2004-12-05 Thread David Luff
Martin Spott <[EMAIL PROTECTED]> writes: > "David Luff" wrote: > > > [...] The latest TaxiDraw > > code shows stopways as an ugly shade of yellow ochre BTW [...] > > That's great ! To complete the picture, would you consider to add a > visual marker for the threshold ? Probably you could later a

Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Martin Spott
"David Luff" wrote: > [...] The latest TaxiDraw > code shows stopways as an ugly shade of yellow ochre BTW [...] That's great ! To complete the picture, would you consider to add a visual marker for the threshold ? Probably you could later add a property to this marker that connects to the - if p

Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Frederic Bouvier
Selon David Luff : > Completely off topic, your screenshots look like you're getting dark lines > at runway texture boundaries similar to what I see on an ATI machine, but > not on a NVidia machine. Are you also on an ATI card, and am I correct in > thinking that Andy Ross might have once produced

Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Martin Spott
"David Luff" wrote: > There appear to be no stopway textures in the FlightGear base package, so > without digging through the genapts runway generation code (yet) I'm > guessing that stopways aren't supported by genapts yet. Ah, fine - I already thought I'd be crazy probably I actually am s

Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Curtis L. Olson
Martin Spott wrote: Would someone please be so kind to comment on this claim ? Did I get things wrong or is it actually the case that the airport generator 'forgot' to create these stopways ? Can anyone confirm the assumption that the stopways are missing - for example by comparing a known 'real' a

Re: [Flightgear-devel] New scenery build

2004-12-05 Thread David Luff
On 12/5/04 at 5:35 PM Martin Spott wrote: >Martin Spott wrote: > >> I had a quick look at my favourite airfield yesterday and I saw that >> the modified airport generator somehow shows similarities to TaxiDraw: >> They both don't render stopways. > >Would someone please be so kind to comment on

Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Martin Spott
Martin Spott wrote: > I had a quick look at my favourite airfield yesterday and I saw that > the modified airport generator somehow shows similarities to TaxiDraw: > They both don't render stopways. Would someone please be so kind to comment on this claim ? Did I get things wrong or is it actuall

Re: [Flightgear-devel] New scenery build

2004-12-04 Thread Martin Spott
Martin Spott wrote: > I had a quick look at my favourite airfield yesterday and I saw that > the modified airport generator somehow shows similarities to TaxiDraw: > They both don't render stopways. Although the shape of the green > boundary suggests the presence of a stopway, it actually isn't th

Re: [Flightgear-devel] New scenery build

2004-12-04 Thread Martin Spott
"Curtis L. Olson" wrote: > I am currently working on building the latest round of world scenery for > FlightGear. I'm not done, so don't consider this to be the "official" > announcement. However, for those that want to get a jump on the > competition, you can find the new scenery here: I had

Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Curtis L. Olson
Arnt Karlsen wrote: On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message <[EMAIL PROTECTED]>: ..the size, is like last one, or will this new build be much bigger than the 0.9.5 scenery? (~12.6G) I haven't looked closely, but it should be pretty similar. Curt. -- Curtis Olsonht

Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Arnt Karlsen
On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message <[EMAIL PROTECTED]>: ..the size, is like last one, or will this new build be much bigger than the 0.9.5 scenery? (~12.6G) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ance

Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Curtis L. Olson
Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? If you do run a script, is it posible for you to release it to the list or on FlightGear ? thanks jason cox Jason, I ty

Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Jason Cox
Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? If you do run a script, is it posible for you to release it to the list or on FlightGear ? thanks jason cox On Thu, 2004-12-02 at

[Flightgear-devel] New scenery build

2004-12-02 Thread Curtis L. Olson
I am currently working on building the latest round of world scenery for FlightGear. I'm not done, so don't consider this to be the "official" announcement. However, for those that want to get a jump on the competition, you can find the new scenery here: ftp://ftp.flightgear.org/pub/fgfs/S