http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game
I believe at the above link, they have some more complete with development sdk,
but only for 3 more days?
I'll wait for the final product, but yes this is for getting ready games.
3D glasses are very cool, but this wil
So if it's normal, it's ok for me!
Thank you! Sorry for the noise!
Cheers,
Julien
Le 28/08/2012 04:28, Ryan M a écrit :
> Hello Julien,
>
> Those files are "dummy" models; they serve no purpose whatsoever
> except to specify the texture paths for the different airlines in the
> jetway mode
Hi Curt,
(Going slightly off-topic here...)
On 28 Aug 2012, at 19:22, Curtis Olson wrote:
> On Tue, Aug 28, 2012 at 12:03 PM, Durk Talsma wrote:
> I'll certainly look into upgrading the CPU (+Motherboard) as well then...
>
> I recently upgrade my primary PC (was forced to due to a hardware fa
On Tue, Aug 28, 2012 at 12:03 PM, Durk Talsma wrote:
> I'll certainly look into upgrading the CPU (+Motherboard) as well then...
>
I recently upgrade my primary PC (was forced to due to a hardware failure)
and bought an AMD FX-6200 (6 x 3.8Ghz cores.) That seemed to be somewhere
on the "corner"
On 27 Aug 2012, at 10:49, Frederic Bouvier wrote:
> Hi Durk,
>
> Rembrandt sort of work in multiscreen: you'll get a correct scene but with
> shadows and lights misplaced. There should be a matrix offset or perspective
> divide problem, that I wasn't able to fix for the moment. If Tim, Mathias
Hi,
I'm already linking all my deps dynamically against SG, but makeing it
easier for the static variant would be great as well. Even more so if you
take care of the TG changes :)
Cheers
Chris
James Turner wrote:
> Hi,
>
> For some time, Simgear has had the option to build shared libraries
To whom it may concern, the former "terragear-cs" repositories on
Gitorious as well as on the FlightGear MapServer have been renamed to
just "terragear" without the "-cs".
Please update your .git/config files accordingly.
Cheers,
Martin.
--
Unix _IS_ user friendly - it's just selective
James Turner wrote:
> Mathias has suggested, and I agree, it would be sensible to also
> package the *static* libraries this way. So instead of having many
> static libraries, we will have only two: libSimGearCore.a and
> libSimGearScene.a
Sounds good,
Martin.
--
Unix _IS_ user friend
On Tue, 28 Aug 2012, Curtis Olson wrote:
> How do I get a prototype here? Depending on how they have implemented the
> device, the integration could be relatively straight forward.
>
This is the only way:
http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game?ref=live
g.
-
Hi,
For some time, Simgear has had the option to build shared libraries (DLLs on
Windows) - this is only really useful for developers, since it can reduce link
times. However, when I made this change, I organised Simgear into 'core' and
'scene' libraries; the 'core' part is also what we call 'h
How do I get a prototype here? Depending on how they have implemented the
device, the integration could be relatively straight forward.
Curt.
On Tue, Aug 28, 2012 at 8:12 AM, Michael wrote:
> http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/
>
> feature request for a later
http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/
feature request for a later version!
Cheers
--
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