Stuart Buchanan wrote:
> 3) Scenery. Terrasync is now built into FG, and we have nice UI to
> configure it in-sim. However, it still requires users to set up a
> separate directory and configure FG_SCENERY before it can be used. It
> would be great if the standard installers created an
> $FG_RO
> Yves wrote:
> Just for my understanding, does this still mean when you start in La Paz and
> you have no snow in metar the snow-level is set to 3000 meters by default? Or
> is there no snow at all?
Snow will be at 3200 m. This is not realistic for La Paz [1], but it is a good
global average.
Hi Gijs
Just for my understanding, does this still mean when you start in La Paz and
you have no snow in metar the snow-level is set to 3000 meters by default? Or
is there no snow at all?
-Yves
Am 11.08.2012 um 22:39 schrieb Gijs de Rooy :
> Hi Stuart,
>
> > That might be worth thinking a
On Sat, Aug 11, 2012 at 9:39 PM, Gijs de Rooy wrote:
> That sounds like it was caused by the bug I fixed today. Snow should not
> dissapear (except when you fly over some terrain with lower elevation of
> course). The snow level can only get lowered due to a METAR station
> reporting snow at a lowe
Hi All,
Disclaimer: This is being written after a glass of wine, so take with
a pinch of salt. For those of your thinking disapproving thoughts -
at least I'm not coding :)
I spent a little time over the last couple of weeks looking at the
other flight sim websites and thinking about how FG fits
Hi Stuart,
> That might be worth thinking about, though I suspect it would be
> rather laborious to do so using property rules.
Well, I did start this in Nasal, but Torsten converted it (incorrectly so it
seems; but that's not solely his fault) to property rules... :-)
> My main issue with it i
On Sat, Aug 11, 2012 at 6:58 PM, Gijs de Rooy wrote:
> The original intention was that it only overwrote your custom setting when
> METAR reports snow at a lower altitude than that set by the user. So if
> you've set it to 3000m, but a station at 1500m reports snow, the snow level
> moves down to 1
Hello:
I have good news: IT WORKS!!!
I did 2 things:
1.- uninstalled everything related with old versions of MSVC and
installed again MSVC2010 Express
2.- I don't know why but there is a lack of a variable to register the
OSG libraries used from fg code, so I had to include it from MSVC
environ
> Yves wrote:
> Can the snowlevel with this also go above 3000 meter ?
Yes. The maximum is 7500 meter, so it includes the highest permanent snow line.
--
Live Security Virtual Conf
I get my OSG binaries, including the debug versions, from
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads.
They maintain VS9, VS10 32 and 64 bit versions (as well as Mac and Linux).
Much less hassle than building from source.
-Original Message-
Can the snowlevel with this also go above 3000 meter ?
-Yves
Am 11.08.2012 um 19:58 schrieb Gijs de Rooy :
> Hi Stuart,
>
> > I've just committed a new dialog - Environment Settings, which is
> > intended to contain environment settings that aren't part of the
> > weather settings, but shoul
Hi,
Just to try it, took the suggested advice - in
my build-fg folder... I found I had to click
[ Configure ] twice... before I got a clear board...
that is no RED lines... this is normal...
Looking down the list I can see a LOT of -NOTFOUND,
but they are ALL like OSGXX_LIBRARY_DEBUG-NOTFOUN
Hi Stuart,
> I've just committed a new dialog - Environment Settings, which is
> intended to contain environment settings that aren't part of the
> weather settings, but shouldn't be in the rendering dialog either.
Great!
> - Added a control to enable/disable whether METAR controls the snow
> l
Hi Alan,
What I passed was a full command line build...
no GUI...
Carbax, what Alan is suggesting here is good...
In the build-fg folder do -
build-fg> cmake-gui . (note this dot, '.')
and the CMake GUI should load...
Or you can load the cmake GUI from the ICON, and
point it to the sourc
On Fri, Aug 10, 2012 at 12:50 PM, James Turner wrote:
>
> On 9 Aug 2012, at 21:49, Stuart Buchanan wrote:
>
Do we have any ideas addressing these issues?
>
> Random thought, hopefully someone with more OSG knowledge can confirm or deny:
>
> Can we create the geometry (and unload it) in the cu
Hi Carbax,
Sorry for using your family name, but do not know your
first name ;=))
As Fred points out there is something quite strange here
concerning OSG libraries... they did NOT get added to
the link!!!
And yes there is a BIG clue in your bldlog-1.txt...
I have put my equivalent last bldl
>
> If you want to experiment, try to change line 668 of renderer.cxx,
> and change :
>
> camera->setClearMask(GL_DEPTH_BUFFER_BIT);
>
> to :
>
> camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
By the way, the far camera being rendered before the near camera,
I don't see ho
Run Cmake again for the flightgear project.
You should see correct (e.g. d:\fg2\install\msvc100\OpenSceneGraph\include)
for all of the OSGxx_INCLUDE_DIR entries, and (e.g.
d:\fg2\install\msvc100\OpenSceneGraph\lib\osgxx.lib) for each of the
OSGxx_LIBRARY_DIR entries.
Then do CMAKE Configure a
So You have to discover why osg is not in the link command.
-Fred
- Mail original -
> De: "M. Carbax"
> À: "FlightGear developers discussions"
>
> Envoyé: Samedi 11 Août 2012 18:41:42
> Objet: Re: [Flightgear-devel] Error building FG on Windows (linking)
>
> Hi Fred:
>
> I have the r
Hi Thorsten,
> I still haven't given up on the idea of 'masking' the terrain pixel
> shading by the cockpit, since even a very simple mask easily makes
> the system 50% faster for me. Lauri has kindly given me some
> instructions on how to use the stencil buffer - so the idea was to
> start by fil
Hi Fred:
I have the recommended directory structure so is
d:\fg2\install\msvc100\OpenSceneGraph, and there the three
subdirectories bin, include and lib.
Thanks,
--
Live Security Virtual Conference
Exclusive live event
Where is OSG 3 ? It's a required dependency. You can download it from Jenkins
if you don't want to build it yourself
-Fred
- Mail original -
> De: "M. Carbax"
> À: "FlightGear developers discussions"
>
> Envoyé: Samedi 11 Août 2012 17:52:45
> Objet: Re: [Flightgear-devel] Error buildi
Hi Geoff:
First at all, thanks for your support and your insterest helping and
encouraging me.
Second: there is no way, I did follow the instructions you send me, sg
with no problems, but fg doesn't work with the same error that always
(I have to say that I use the MSVC 2010 Express).
Neverthel
On Fri, 10 Aug 2012 15:48:47 +0200, Arnt wrote in message
<20120810154847.60dd6...@celsius.lan>:
> ..either way, that must also be license of the text of the
> http://flightgear.org/about/, since this About text is part
> of "the entire project".
>
> ..at the bottom, it says "Read the Finnish t
I still haven't given up on the idea of 'masking' the terrain pixel shading by
the cockpit, since even a very simple mask easily makes the system 50% faster
for me. Lauri has kindly given me some instructions on how to use the stencil
buffer - so the idea was to start by filling the stencil buff
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