Re: [Flightgear-devel] VATSIM connectivity redux

2009-09-29 Thread Tim Krajcar
Hi Martin, Both Ross (who was VP Development) and I (as VP Web Services) resigned our positions over the summer. A replacement VP Development has not yet been named. You may want to contact Dave Klain, VATSIM's new President, at d.kl...@vatsim.net for the latest information. Best, Tim On Tue, Se

Re: [Flightgear-devel] Source code control systems

2009-09-29 Thread Vivian Meazza
Tim wrote > -Original Message- > From: Tim Moore [mailto:timo...@redhat.com] > Sent: 29 September 2009 09:26 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Source code control systems > > On 09/29/2009 08:54 AM, Stefan Seifert wrote: > > On Tuesday, 29. Septembe

Re: [Flightgear-devel] Source code control systems

2009-09-29 Thread Pete Morgan
Tim Moore wrote: > The gitorious repos are being run in the pull style right now. No > one has asked for commit rights to it, and the only official source of patches > is CVS... but as I have said elsewhere, these repos are not a direct mirror of > CVS. I've been maintaining a "master" branch which

Re: [Flightgear-devel] VATSIM connectivity redux

2009-09-29 Thread Martin Spott
Hi Tim, In article <98ffb57a0902061401q1383f347lf7b730d98c97c...@mail.gmail.com> you wrote: > First, you should know that neither Ross or I nor most of VATSIM view our > current closed-source/NDA arrangement as ideal, and we are working our way > (albeit quite slowly) to a future version that wi

Re: [Flightgear-devel] Allow use of external shaders in 3d clouds and trees

2009-09-29 Thread James Turner
On 29 Sep 2009, at 09:05, Tim Moore wrote: > I was about to reply to Lauri's initial email. I'd strongly prefer > that the > patch not be committed as is, but use the effects framework to > manage the > state sets for trees and clouds. It's on my TODO list, but I'll > gladly work > with Lau

Re: [Flightgear-devel] Source code control systems

2009-09-29 Thread Tim Moore
On 09/29/2009 08:54 AM, Stefan Seifert wrote: > On Tuesday, 29. September 2009, Olaf Flebbe wrote: > >> Let me talk from the Windows perspective: >> >> git seems to work best with msysgit. Entrance barrier: You need to know >> UNIX shell. (After trying out I would recommend the msysgit rather the

Re: [Flightgear-devel] Allow use of external shaders in 3d clouds and trees

2009-09-29 Thread Tim Moore
On 09/29/2009 09:50 AM, James Turner wrote: > > On 28 Sep 2009, at 08:49, Stuart Buchanan wrote: > >> Thanks for the patch. >> >> I'm currently working on improvements to the 3D clouds, including some >> changes/bug-fixes to the shaders. >> >> Are you planning some enhancements to the shaders you

Re: [Flightgear-devel] Allow use of external shaders in 3d clouds and trees

2009-09-29 Thread Erik Hofman
James Turner wrote: > On 28 Sep 2009, at 08:49, Stuart Buchanan wrote: > >> Thanks for the patch. >> >> I'm currently working on improvements to the 3D clouds, including some >> changes/bug-fixes to the shaders. >> >> Are you planning some enhancements to the shaders yourself? If so, >> we should

Re: [Flightgear-devel] Allow use of external shaders in 3d clouds and trees

2009-09-29 Thread James Turner
On 28 Sep 2009, at 08:49, Stuart Buchanan wrote: > Thanks for the patch. > > I'm currently working on improvements to the 3D clouds, including some > changes/bug-fixes to the shaders. > > Are you planning some enhancements to the shaders yourself? If so, > we should coordinate to make sure we don

Re: [Flightgear-devel] Source code control systems

2009-09-29 Thread Stefan Seifert
On Tuesday, 29. September 2009, Olaf Flebbe wrote: > Let me talk from the Windows perspective: > > git seems to work best with msysgit. Entrance barrier: You need to know > UNIX shell. (After trying out I would recommend the msysgit rather the > cygwin). Documentation of msysgit is almost non exis

Re: [Flightgear-devel] Allow use of external shaders in ...

2009-09-29 Thread Lauri Peltonen
Hi Stuart. > I'm currently working on improvements to the 3D clouds, including some > changes/bug-fixes to the shaders. > Are you planning some enhancements to the shaders yourself? If so, > we should coordinate to make sure we don't waste any effort. I've mostly played around with the shaders, n