Selon Tatsuhiro Nishioka :
#ifdef __APPLE__
// At the time SGShadowVolume is called, OpenGL extensions and
// AlphaBits/StencilBits are not properly recognized on Macs.
// so I simply re-initialize it when this method is called for the
first time
static bool
On Tue, 2006-11-21 at 22:44 +0100, Georg Vollnhals wrote:
AJ MacLeod schrieb:
After Mathias' commits this afternoon, I have seen an extremely impressive
performance boost with the Sea Vixen.
Hi all,
First the GOOD NEWS:
No that's better than Good News :-)
Then the BAD NEWS:
Georg Vollnhals wrote:
First the GOOD NEWS:
I can only confirm the big fps improvement, with the OSG cvs compile of
this evening I get (nearly) stable 85 fps at KSFO with the Cessna.
Here it's not _that_ fast but definitely - for the first time - faster
than the comparable PLIB build !
Hi,
today FGFS won't start. It aborts apparently without any cause. I did a
fresh new install, and it aborts again. Hardware, OS and drivers are
still the same. I'm not even using additional sceneries or aircarfts. I
changed Airport/Airplane/ScreenResolution/OpenGLSettings, nothing works :-(
Hello,
I noticed that as you start or reset FG the screen kind of fades in. This
looks quite nice but it interferes with me as I want to start FG with
initial conditions, and the delay this fading process causes doesnt allow
me to see the aircraft from the beginning - so I find myself within the
Quoting Thomas Biwer :
Hello,
I noticed that as you start or reset FG the screen kind of fades in. This
looks quite nice but it interferes with me as I want to start FG with
initial conditions, and the delay this fading process causes doesnt allow
me to see the aircraft from the beginning
I checked using Flightgear 0.9.8 but could not run it successfully.The few
lines of log data are as follows:
Running Main Loop
===
Updating time
Current Unix calendar time = 1164188445 warp = 0
Current GMT = 11/22/2006 9:40:45
Current Unix calendar time = 1164188445 warp = 0
Fred,
Thank you for your help. This seems to turn off the fading but also results
in a quite significant drop of the framerate... at least in the first
minutes.
Might there be another solution to turn off fading in?
Best,
Thomas
Try :
$ fgfs --prop:/sim/sceneryloaded-override=true
-Fred
Quoting Thomas Biwer :
Fred,
Thank you for your help. This seems to turn off the fading but also results
in a quite significant drop of the framerate... at least in the first
minutes.
Might there be another solution to turn off fading in?
The fade out / fade in is here to hide deferred
Could you start with --enable-freeze (I think it is, it might be
--enable-pause) and then unpause the sim when the screen is ready for
you?
Richard
-Original Message-
Fred,
Thank you for your help. This seems to turn off the fading but also
results in a quite significant drop of
On Wed, 22 Nov 2006, Frederic Bouvier wrote:
The fade out / fade in is here to hide deferred scenery loading.
Unfortunately,
the fdm start very early, before all the scenery is loaded ( by another thread
). The right question would be : is there a way to tell the fdm not to start
before the
Fred, Richard,
Could you start with --enable-freeze (I think it is, it might be
--enable-pause) and then unpause the sim when the screen is ready for
you?
Richard
--enable-pause is unknown and the --enable-freeze option doesnt do anything
over here, FG just starts as usual, including fading
Anders,
i think the problem within that is that pausing FlightGear pauses the fdm
as well as loading the scenery - so the problem will be the same.
what I am looking for is a function to pause the FDM, while the scenery is
continuing loading. In that way, I could start the FDM as soon as the
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Stefan Seifert wrote:
With the CVS-HEAD version of FG I'm experiencing periodic hangs if I
start at KSFO.
I finally have found out more about the problem. It vanishes if I
deactivate the Nimitz scenario. So it must be something in it, that
causes
Hi Fred,
Thanks for your advice.
I uploaded the platform independent patch without #ifdef - #endif at:
http://sourceforge.net/project/showfiles.php?
group_id=126825package_id=143552
If you want to take a look at other patches, download all that
patches I've made so far at:
Ahhh, perfect, that's exactly what I was hunting for. Thanks!
Curt.
On 11/22/06, Melchior FRANZ [EMAIL PROTECTED] wrote:
* Curtis Olson -- Tuesday 21 November 2006 18:22:
Does anyone have any sample C/C++ code that will interface with
FlightGear's
--telnet interface?
What about
Hi Curtis,
Just a question. This implementation will be part of FlightGear of scenery
designer ??
Because I've done a implementation to interface Flightgear using the telnet
protocol, under linux/unix box, unfortunately I can't post complete code
here because it is copyright protected, but I
Melchior FRANZ wrote:
* Curtis Olson -- Tuesday 21 November 2006 18:22:
Does anyone have any sample C/C++ code that will interface with FlightGear's
--telnet interface?
What about ./scripts/example/fgfsclient.{c,cxx} ?
You might take a look at Chap 15, page 589 in UNIX Network
Please change my email address from: [EMAIL PROTECTED] to
[EMAIL PROTECTED]
Thank you,
Rex du Pont
[EMAIL PROTECTED]
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On Tuesday 21 November 2006 22:44, Georg Vollnhals wrote:
I can only confirm the big fps improvement, with the OSG cvs compile of
this evening I get (nearly) stable 85 fps at KSFO with the Cessna.
This might say nothing to you, but the *very first* OSG compile started
here with about 48 fps,
Hi Mathias,
Thanks!
Maik
Mathias Fröhlich schrieb am 22.11.2006 18:19:
Hi,
On Tuesday 21 November 2006 18:40, Maik Justus wrote:
can someone add this patch to cvs (head and plib-branch)? It's clear how
and why it works and it corrects a (at least in msvc-builds) clear
visible bug.
Mathias,
Should we be updating OSG source from CVS now or are the most recent
updates still coming out in tar balls?
--
Dave Perry [EMAIL PROTECTED]
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Great, I'll be waiting your next contact.
Leidson
PlanetaMessenger.org
On 11/22/06, Curtis Olson [EMAIL PROTECTED] wrote:
Ahhh, perfect, that's exactly what I was hunting for. Thanks!
Curt.
On 11/22/06, Melchior FRANZ [EMAIL PROTECTED] wrote:
* Curtis Olson -- Tuesday 21 November 2006
Dave Perry wrote:
Should we be updating OSG source from CVS now or are the most recent
updates still coming out in tar balls?
Parts of OSG CVS are currently going through an overhaul of their
build system, so it'll be easier for the 'average' builder to use
Mathias' pre-packaged source tree,
FYI
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Gert van Maren
Sent: Wednesday, November 22, 2006 12:44 PM
To: osg-users@openscenegraph.net
Subject: [osg-users] Re: Performance OSG release compile vs
win32 binaries
Hi Robert,
I can't
Hi,
FYI I used Visual Studio.net 2005 Express Edition. The free express
version has an full-featured optimizing compiler.
Yes, same OSG and using official Visual Studio .Net 2003.
Olaf
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Here's the quick review for fgfs-cvs/OSG's fps on Mac OS X as of this
morning.
KSFO runway: 35-45
Through the first cloud layer: 40-65
Above the first clould layer: 50-75
Above the ocean: mid 50s - mid 60s
Compared to the last build (on 11/17): approx. +20 to +25. Good work!!
Compared to the
Mathias Fröhlich schrieb:
Noted.
The replies on my mail show that the crashes *only I * am observing
might be due to other problems. I am still thinking of the AI ground
network, so don't care for now.
I am still not responding well to bug reports. Most of them are just
secondary
effects
On Wed, 22 Nov 2006 19:36:56 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:
It seems to become common practice to include the email
address in the attribution line of replies. This is a very
bad habit, as the addresses end up in the mailing list
archives, where harvesters happily pick them up.
On Wed, 22 Nov 2006 15:20:08 +0530
umesh pandey wrote:
I checked using Flightgear 0.9.8 but could not run it successfully.The few
lines of log data are as follows:
snip
I am also using correct command to start FGFS with external fdm:
D:\FlightGear
* Jean-Yves Lefort -- Wednesday 22 November 2006 23:27:
It seems to become common practice to include the email
address in the attribution line of replies.
In the sf archives the email addresses are truncated.
Good point, but in the past we were in other archives, too.
Don't know if we
On Wed, 22 Nov 2006 23:27:59 +0100, Jean-Yves wrote in message
[EMAIL PROTECTED]:
On Wed, 22 Nov 2006 19:36:56 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:
It seems to become common practice to include the email
address in the attribution line of replies. This is a very
bad habit, as
(as of 20061122 including a patch for OSG Xcode project)
- helper scripts (e.g. download.sh, build.sh, etc)
For Mac developers, including potential ones:
Helper scripts eases download, apply patches, and build everything.
Now you can download and build the latest FlightGear in just three
Melchior FRANZ wrote:
* Jean-Yves Lefort -- Wednesday 22 November 2006 23:27:
It seems to become common practice to include the email
address in the attribution line of replies.
In the sf archives the email addresses are truncated.
Good point, but in the past we were
Hi List,
Working on some 3d foliage, and I've made a small package with seamless
LOD polygonal trees.
Performance is, on my geforce3, the same as the billboard ones (tested
on 0.9.10). So they do not impact framerate in a noticable way on my system.
screenshot:
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