> we need to sit on this as
> 2.2.freeflightsim.org.. We need a marketing plam somwhat.. I hope we stick
> to release schedule..
We are currently well on track. We fixed many bugs from the tracker and now
that June has arrived, there are just roughly two weeks until we freeze 'next'
for the final
I absolutely agree with Vivian. The users should know about planes that need
much resources (CPU, RAM, VRAM).
This value should not influence the total score.
Maybe using the total score is not a good idea at all, because some users
prefer the "eye candy" and don't worry about frame rate too much,
> Can you please update http://wiki.flightgear.org/Release_Plan with this
> very important information ? Something like a short description of
> current state ?
>
> Thanks a lot, Yves
Hi Yves,
this particular wiki page was written (mostly by myself) to document our
release plan. I tried to make
we need to sit on this as
2.2.freeflightsim.org.. We need a marketing plam somwhat.. I hope we stick
to release schedule..
On Tue, May 31, 2011 at 10:15 PM, HB-GRAL wrote:
> Am 22.05.11 14:37, schrieb ThorstenB:
> > Hi,
> >
> > since there were no major objections to the release plan, we're
> >
Hi Chris,
Glad the rough 'fixes' I provided worked a little
for you... have yet to clone your 'papillon81'
clone, and try it... but...
While it is agreed on this list everyone seems to
really _LOVE_ extreme brevity, (perhaps except
me ;=)), your post just did not tell me
enough ;=((
I searc
On Tue, 31 May 2011 15:46:32 -0500, Curtis wrote in message
:
> Thanks everyone for the responses.
>
> So far the Anders' suggestion of using screen.nas seems to have the
> most promise. Torsten: I have another project I want to use the
> fgpanel system for, but with this project we are trying
Hal,
I can't follow your logic - because there are some aircraft that need a lot
of work, the system shouldn't recognize "advanced features" in other
aircraft that do have them? I also disagree with Stuart that such advanced
features are nice-to-haves and add little to the simulation - why the
Hi Curt
May I ask you to update your flightgear.org pages just a bit? Will not
take more than 10 minutes! No graphical changes, no code changes, just
update text ;-)
I ask you for updating text sections like "source code" or "cvs
resource". Sorry for that, but your february-2010-pages looks li
Am 22.05.11 14:37, schrieb ThorstenB:
> Hi,
>
> since there were no major objections to the release plan, we're
> proceeding as proposed.
>
> Current status:
>
> * We've "officially grounded" the releases/2.2.0 git branches yesterday.
> The flightgear/simgear "releases/2.2.0" branches were merged b
Thanks everyone for the responses.
So far the Anders' suggestion of using screen.nas seems to have the most
promise. Torsten: I have another project I want to use the fgpanel system
for, but with this project we are trying to keep the logistics of starting
things up as simple as possible, also I'
On Tuesday, May 31, 2011 11:00:58 AM Curtis Olson wrote:
> I could be imagining this, but I seem to recall a while back, someone
> asking if it was possible to keep a 2d panel visible all the time, even in
> external views. I just took a quick peek at .../Cockpit/panel.cxx and it
> doesn't appear
Am 31.05.11 20:00, schrieb Curtis Olson:
Are there any other options or ideas that I'm missing?
Can you spawn an external application and render it's output window on
top of FlightGear? If so, fgpanel might be worth looking at. You find it
in utils/fgpanel and an example how to use it is in
Ai
On Tue, 31 May 2011, Curtis Olson wrote:
> I am working on a project where we are modeling a skydiver in free fall, and
> we want to display some basic information on the edge of the screen (like
> decent rate). But because this is not an aircraft, it makes more sense to
> use external views. Al
I could be imagining this, but I seem to recall a while back, someone asking
if it was possible to keep a 2d panel visible all the time, even in external
views. I just took a quick peek at .../Cockpit/panel.cxx and it doesn't
appear that we have the ability to do this, but I just thought I'd ask i
On Tue, 31 May 2011 14:54:16 +0200, Stefan wrote in message
<201105311454.16662.n...@detonation.org>:
> First: thanks to you, Thorsten and Anders for your help. I tried just
> commenting out the extension checks and indeed, FG starts and is
> using two threads which for the first time since I sw
Geoff, I applied both of your patches, see here:
https://gitorious.org/papillon81/terragear-cs
Until now I had no crashes or negative effects on the resulting scenery.
However, there IS a problem, unrelated to your patches, for which I hope to
get some help.
I create large chunks of scenery wit
Please see inline and below:
On Friday, May 27, 2011 05:23:59 PM Frederic Bouvier wrote:
> AFAICS, MSVC2010 compiles current Git version without any problem. The OP
> doesn't say what version he is trying to build, but if I recall correctly,
> this error was fixed months ago. See
> http://gitoriou
On Tuesday 31 May 2011 14:17:23 Mathias Fröhlich wrote:
> So, what to do:
>
> The real solution is hard. Tim effecs code *probably* shows how to solve
> this. I have never double checked if this is done in a waterproof way, but
> I would guess this is ...
>
> A solution that might at least work
Good morning,
On Monday, May 30, 2011 19:54:31 ThorstenB wrote:
> On 30.05.2011 19:25, Stefan Seifert wrote:
> > The segfault happens when the main loop thread tries to
> > access GL information. I know next to nothing about openGL programming
> > but I seem to recall that it's not allowed to acc
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