On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote:
> I'm feeling slightly uneasy with the current state because people don't
> get any jetways at all if they disable the flag in order to preserve
> performance. Personally I'd prefer a solution which keeps static
> jetways and just disables the
> At least one of us is confused about how things are structured.
Heh. I mean if You add some model with great sphere in it, without
addition things, all who have that model installed will see part of
giant sphere in the sky or whole sphere.
> I have no idea what you mean by the distinction of Na
Hi all,
reaching our first milestone for 2.4.0, the code freeze of the main
development stream on June, 17th, I just increased the version number for
fgdata to match the version of simgear/flightgear which is currently 2.3.0.
If you get a version mismatch upon start of fg, please git-pull fgdat
thanks Martin,
further research: zooming out the map makes more holes just only on the
oceans... fixed using default background color as ocean.
cheers
Francesco
2011/6/4 Martin Spott
> Ciao Franceso,
>
> Francesco Angelo Brisa wrote:
>
> > I am successfully generating now pdf with maps of th
Ciao Franceso,
Francesco Angelo Brisa wrote:
> I am successfully generating now pdf with maps of the surrounding of an
> airport, but something worries me about:
>
> If I generate a map of KSFO, I see a hole just south west of HALF MOON BAY,
> just upon the ocean.
>
> my question is: Am I badly
I am successfully generating now pdf with maps of the surrounding of an
airport, but something worries me about:
If I generate a map of KSFO, I see a hole just south west of HALF MOON BAY,
just upon the ocean.
my question is: Am I badly rendering the pdf or the triangles are
intentionally missing
ThorstenB wrote:
> In two cases the referenced textures aren't even in fgdata.
Hah, sounds familiar - that's a recurring cause of trouble with
submissions to the "Scenemodels" repository. _I_ am running a
consistency checker on every model, but .
> Finally, I found 3 affected global models i
On 04.06.2011 15:28, Frederic Bouvier wrote:
> The problem is that the Blender AC exporter generates these absolute path.
> In the PLIB days, the loader simply ignored the path to just take the
> simple name.
Right, unfortunately it requires another manual step.
The advantage of not ignoring the p
On Sat, 2011-06-04 at 15:03 +0200, Torsten Dreyer wrote:
> prop->tie("/environment/relative-humidity",SGRawValuePointer(&_humidity));
>
> is probably not a good idea since the FGEnvironment ties to this property,
> too (and it's
> the system that "owns" aka calculates this property.
>
> You shou
On Sat, 2011-06-04 at 15:28 +0200, Frederic Bouvier wrote:
> The problem is that the Blender AC exporter generates these absolute path.
> In the PLIB days, the loader simply ignored the path to just take the
> simple name.
>
> -Fred
>
And AC3D does the same, and often one needs to add absol
- "ThorstenB" a écrit :
> It's generally a bad idea to use absolute paths in model files (even
> if it's unix paths - and there's loads of "/home//..." in our
> model), since you can never be sure if it's working for anyone except
> the original author (see above). But only the Windows paths
Hi,
there are issues with some of our models due to texture references with
_absolute_ Windows file paths (using a drive letter). Usually that's not
a problem: OSG tries to load the texture from the given absolute path
first (e.g. "F:\foo\texture.png"), and if that's not available, it cuts
the file
> I've pushed a code change to be able to control the amount of light
> scattering (or absorption) of the fog by adjusting
> the /rendering/scene/scattering property. A value of 1.0 is full
> scattering and a value of 0.0 is full absorption (unrealistic). The
> default is set to 0.8 now.
Erik,
pr
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.r...@jyu.fi wrote:
> > I'll see what I can come up with this weekend.
>
> Thanks, much appreciated!
I've pushed a code change to be able to control the amount of light
scattering (or absorption) of the fog by adjusting
the /rendering/scene/scattering
Am 04.06.11 08:46, schrieb James Turner:
>
> On 3 Jun 2011, at 22:58, HB-GRAL wrote:
>
>> I see that FlightGear-next-mac fails since some days because of some
>> missing plib headers. Is next-mac not followed anymore on hudson, is
>> FlightGear-mac-cmake reference now ?
>
> The problem is I switche
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