On 4 Oct 2012, at 01:28, James Turner wrote:
> The translation strings come from FGDATA, so it sounds like either
> your fgdata hasn't updated correctly, or you're somehow selecting a locale for
> which we don't have translations?
The English language resource is always considered for defaults.
"
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On 10/04/2012 05:58 PM, Curtis Olson wrote:
> Thanks again everyone for the great feedback. I was completely
> unaware of the git bundle mechanism. That actually seems like it
> is the simplest and most straight forward. It allows pretty
> typical w
Thanks again everyone for the great feedback. I was completely unaware of
the git bundle mechanism. That actually seems like it is the simplest and
most straight forward. It allows pretty typical work flow with just an
alternative mechanism for handling the network parts. The only tricky
thing
> De: "Frederic Bouvier"
>
> I have in my Rembrandt TODO list ...
BTW, this is not meant to refrain anybody to follow
this route or another ;-)
Regards,
-Fred
--
Don't let slow site performance ruin your business. De
I found that if I waited a little but longer so that FlightGear was
completely started up, and used UDP instead of TCP that it worked. Great!
> -Original Message-
> From: Jon S. Berndt [mailto:jonsber...@comcast.net]
> Sent: Wednesday, October 03, 2012 6:03 AM
> To: 'FlightGear developers
> De: "James Turner"
>
> On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
>
> > The cockpit is the biggest potential gain, but due to the near
> > camera - far camera thingy, I don't see how this can be done on
> > the level of editing effect files - maybe a suitable edit of the
> > camera group co
On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
> The cockpit is the biggest potential gain, but due to the near camera - far
> camera thingy, I don't see how this can be done on the level of editing
> effect files - maybe a suitable edit of the camera group code can pull that
> off, but I have
> I am pretty confident (and hope to test, but it sounds like you might
> beat me to it) that for either the classical (non-Rembrandt) render,
> doing a depth-write *only* pass of the entire scene will be a net win.
> (Again assuming the fragment shader is the bottleneck). Since this will
>
On 4 Oct 2012, at 09:19, Vivian Meazza wrote:
> I've just pulled and built SG/FG/FGData. The start looks fine now, after
> only a short test. However, I only see "incomplete language resource" on the
> splash screen during the start sequence, and the spinner starts about
> halfway through. I don'
On 4 Oct 2012, at 07:42, Renk Thorsten wrote:
> What I do with the trees is render just the opaque bits early on as white
> with essentially no light and fog computations to set the z-buffer and
> discard all transparent pixels in the first pass, then render the rest in
> detail with lequal co
On 4 Oct 2012, at 07:27, Renk Thorsten wrote:
> By printing a message like 'Building database during first startup' on the
> screen?
That's already done.
> By including the binary nav data with the release?
This is possible but there's something weird going on with some people's
rebuilds. T
James wrote
>
> On 27 Sep 2012, at 09:40, James Turner wrote:
>
> >> Here the aircraft model appears 5 sec before the scenery,
> >
> > I'm seeing this intermittently too, I think it's related to ThorstenB's
clean-up
> of the scenery init process. I'll let him comment how likely that is.
> >
> >>
On 10/03/2012 11:02 PM, AJ MacLeod wrote:
> On Mon, 01 Oct 2012 17:47:54 +0100
> James Turner wrote:
> The place I miss stereo sounds most is in glider cockpits - where are you
> going to position the sound of the wind rushing past the canopy, fuselage
> etc? It's bound to just sound mono and de
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