On Thu, Jan 31, 2013 at 12:25 PM, Renk Thorsten wrote:
> I've just pushed the first version of the model shader for Atmospheric Light
> Scattering. It should do random buildings with reflections and all aircraft
> using the model-combined.eff without normal mapping. The shader still has
> some q
On Thu, Jan 31, 2013 at 9:05 AM, Vivian Meazza wrote:
>
> I'm not sure if I'm doing something wrong here: we now have so many
> different options, but getting snow by method 2 or 3 results in deciduous
> trees in full leaf with snow coverage on the ground. Not an impossible
> scenario, but bare tre
Hi Guys,
Would it be possible to have auto-filtering of the aircraft download
page based on rating for the upcoming release?
I know that Gijs did some work in this area prior to the last release,
and I think it would really help new users in identifying the really
high quality aircraft.
-Stuart
Hi James,
Both HTML and PDF versions of the short reference were checked in
(Docs/FGShortRef.pdf).
-Stuart
On Tue, Jan 29, 2013 at 11:01 PM, James Turner wrote:
>
> On 29 Jan 2013, at 21:55, Stuart Buchanan wrote:
>
> I've just pushed a small commit checking in new versions
Hi Guys,
Just a quick note to mention that I pushed a change to the checklists
function last night that allows you to add blocks to
checklist items to indicate when the checklist item is complete.
If a block exists for an item, it's displayed in green
when evaluated to true, and yellow otherwis
On Wed, Jan 30, 2013 at 9:16 AM, James Turner wrote:
> Okay, I'll wait for some feedback from Stuart and then merge, if no one beats
> me to it.
I've had a look, and it all looks fine. Please merge back to 2.10.0.
Thanks,
-Stuart
---
Hi All,
I've just pushed a small commit checking in new versions of the FG
Short Reference, something I should have done with the updated Manual
a while back.
If someone could cherry-pick the commit into the release branch, that
would be great.
The commit is: 68ad1905c83e87171f14d63099dc546fbcfc
Agreed, though I think the GUI is Gijs' work rather than mine.
-Stuart
--
Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS,
MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current
with L
Hi Mathias,
Stepping in here just in case some context is getting lost in
translation :).
On Wed, Jan 23, 2013 at 8:50 PM, Mathias Fröhlich wrote:
> What I really do not like is that people purely push in the direction they
> just like more. If you work sensibly, you can support both. If you want
Hi All,
I've taken a quick pass through the git logs from the last 6 months
and added a selection of new/updated aircraft. I've used a somewhat
arbitrary judgement about what to include, and it's likely I've missed
some, particularly if there was a major update made in a single commit
with an inn
On Fri, Jan 18, 2013 at 10:32 AM, Gijs de Rooy wrote:
> Just wondering, shouldn't we market it as "FlightGear 2.10"? The changelog
> is also valid for a bugfix release (2.10.1) and installer fixes (last time
> we had a 2.8.0.5 for Windows), so the "0" really makes no sense.
Good point. I'll do tha
Hi All,
I'm currently editing the 2.10.0 Change Log, which I expect to use as
the basis for the release announcement text. Thank-you to everyone
who has been contributing items over the last 6 months.
I'm still re-wording and re-arranging some of the content, but the
current state can be found
On Sun, Jan 6, 2013 at 11:35 AM, Torsten Dreye wrote:
> Hi JSBSim and FlightGear lists,
>
> should we sync the latest JSBSim code into FlightGear for the next
> release, scheduled for February this year?
My vote is not to sync at this point.
I'd consider a JSBSim sync to be similar to feature dev
On Sun, Jan 6, 2013 at 11:33 PM, James Turner wrote:
> Hopefully we'll (soon) be able
> to suggest land cover updates to fix any areas with these kind of data
> issues, once the world scenery rebuild completes.
Could someone explain what's going on regarding a world scenery rebuild?
James' commen
Happy New Year everyone.
Apologies for not replying sooner - I got caught up in updating the a4.
Thorsten Renk wrote:
> Okay, I;m taking your and Stuart's feedback then as input to draft a plan
> (and I do hope for 3.0 then rather than 2.12).
>
> The 'classic' terrain rendering could then be org
On 30 Dec 2012, at 09:45, James Turner wrote:
> Right, I think any softening at all would be a win, but I wouldn't invest too
> much effort, it would almost certainly be better spent finding ways to use
> the 3D cloud system for this job.
I take it the recent 3d cloud changes to drop far away
On Fri, Dec 28, 2012 at 10:04 PM, James Turner wrote:
> Stuart, one thing that caught me out earlier today with using 2D cloud
> layers - while using a 2D layer and modifying visibility inside the layer is
> working quite well, the edge (moving vertically) is very sharp. I wonder if
> there's some
On Sat, Dec 29, 2012 at 9:03 AM, Renk Thorsten wrote:
>> As part of that I think I need to make some changes to the Basic
>> Weather to populate the appropriate properties. Thorsten - are the
>> properties documented anywhere?
>
> No, not really :-( But I can write a summary for you.
If you have
On Fri, Dec 21, 2012 at 12:06 PM, Renk Thorsten wrote:
> It has emerged from forum discussions that gathering the goals for developers
> so that people can synchronize efforts better and users know what to expect
> would be a good idea. I've sort of been trying to do that previously, so I
> migh
Hi Wolfram,
> Active tuned in frequency:
> There is a property for that in MP protocol, but as much as I have seen, it
> contains always the same frequency and does not change with the radio.
Correct. When I originally implemented the MP chat function, I
intended to enhance
it so that chat would
Hi Wolfram,
> I am looking for someone with whom I can discuss some detail questions about
> FGs MP protocol.
I'm probably as good a person as anyone, though it's been a long time since I
looked at the code. In fact I had to read through it to remind myself
of how it works!
> I have written an
On Tue, Dec 18, 2012 at 10:16 PM, Torsten Dreyer wrote:
> There is probably a version number in getstart that has to be adjusted
> (Stuart?)
Done, and pushed to data/Docs/getstart.pdf and data/Docs/getstart-fr.pdf
-Stuart
--
Hi All,
While I hesitate to claim performance improvements I've not seen myself,
it may be that this was caused by this commit:
266b362238d0cef5a1c4df81bacbe941ee4c59ef
which discards transparent fragments. I'd be very interested if you could
revert the changes in that commit and let me know if
On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
> It' basically very simple. Far tiles no longer compute anything other than
> it's own geometry, and also use a very low resolution texture set, obtained by
> running a batch resize on the regular texture set.
OK. So you don't load anything
Hi Adrian,
On Sun, Dec 16, 2012 at 4:32 AM, Adrian Musceac wrote:
> I am presenting an experimental (WIP) method to reduce memory consumption by
> scenery with 30%, while increasing the visibility distance 4 times.
> This method relies on some kind of LOD system, without mesh simplification.
> Peo
On Fri, Dec 14, 2012 at 12:28 PM, Adrian Musceac wrote:
> Oh one more thing, The random buildings and trees definetly receive shadows,
> but they don't cast it.
> Is that the way it should be? Asking because I'm about to push the
> modifications to my simgear clone.
The trees were definitely both
Hi Adrian,
On Wed, Dec 12, 2012 at 10:12 PM, Adrian Musceac wrote:
> As most of you know, the main performance issues come from having to
> repeatedly sample terrain elevation for a large number of points.
> This is done though and osg::NodeVisitor, which traverses all nodes within the
> scenegrap
On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
> Aw, that looks bad... I've never seen anything like, so my first guess would
> be that it's one of these NVIDIA vs. ATI issues (which are really tough to
>understand from my side with just NVIDIA cards available). For reference -
>I've seen
On Sat, Dec 8, 2012 at 11:29 AM, Alan Teeder wrote:
>
> I see this when I open the Joystick dialogue.:-
> Nasal runtime error: non-objects have no members
> at C:/FlightGear/fgdata/Nasal/joystick.nas, line 532
> called from: __dlg:joystick-config, line 9
>
> In the property tree I have the
On Mon, Nov 26, 2012 at 4:07 PM, Renk Thorsten wrote:
> > * strange bug - all generated clouds (on Linux and Wndows) used only one
> > texture of a multi-texture sheet, which gives some odd repetitions. This
> > may be something trivial (my binary and FGData snapshots are a few days
> > apart) so
On Tue, Nov 20, 2012 at 1:30 PM, Renk Thorsten wrote:
> I've created a merge request
> https://www.gitorious.org/fg/fgdata/merge_requests/183
> containing lots of my recent shader work, including
>
> * ambient and cloud shadow correction to blue-grey hue
> * more pre-dawn illumination
> * procedu
On Mon, Nov 19, 2012 at 10:04 AM, Stuart Buchanan wrote:
> On Sun, Nov 18, 2012 at 9:48 AM, Thorsten Renk wrote:- rain bug
>
>> -> that still persists, rain is broken in Advanced Weather since
>> currently setting the rain norm doesn't necessarily generate rain as the
On Tue, Nov 27, 2012 at 1:03 PM, Adrian Musceac wrote:
> Hi,
>
> I've seen a couple of external radar clients for Flightgear being developed
> right now.
> I think that these days, with the advent of Canvas and other improvements,
> it
> should be possible and desirable to have a realistic radar s
On Sun, Nov 18, 2012 at 5:38 PM, Vivian Meazza wrote:
> Been doing some more eye-candy myself:
>
> https://dl.dropbox.com/u/57645542/fgfs-screen-093.png
>
> using our new linear texture facility. It's not it FGdata yet, and I'm not
> even sure it's going to make the next release.
>
That looks ver
On Sun, Nov 18, 2012 at 9:48 AM, Thorsten Renk wrote:
> - hires world scenery
> -> no idea, but doesn't seem to be coming any time soon...
Could someone point me at the current status of this please? I know there
was some group discussion and an IRC chat session a couple of months ago.
- rain bu
Hi Torsten,
Thanks for kickstarting the release process.
On Fri, Nov 16, 2012 at 2:27 PM, Torsten Dreyer wrote:
> 1. A lack of stress testing.
> We have a four weeks testing period with release binaries publically
> available, so I am not sure how to improve that. Do we need more
> testers? Do w
On Sat, Nov 10, 2012 at 9:10 AM, Arnt Karlsen wrote:
> ..are we now close to be able to run a FlightGear clock service,
> e.g. over a multiplayer network, independently from real time or
> hardware clocks, to e.g. render a 4K cinematic quality movie at
> say 4% of real time speeds 'n framerates?
S
On Thu, Nov 8, 2012 at 11:12 PM, John wrote:
> Yes, your are correct it you run a single instance of fg with three
> displays with whichever scheme you use; e.g. using the XML file to create a
> left, center, and right camera for the scene or one of the video splitters
> to break a single large c
On Mon, Sep 10, 2012 at 12:26 PM, Jan Comans wrote:
>> We should have a random number generator in simgear that returns the
>> same random number within the same period of time (I believe it was set
>> to 1 second) to prevent short time quirks between different machines.
>> This was specially added
On Thu, Nov 8, 2012 at 11:27 AM, Gijs de Rooy wrote:
> Beamers are great, as they can provide a view to many more spectators than
> you can gather around an ordinary screen. We did have the largest screen so
> far, but it was floating somewhere in the room, so there was no clear
> connection to ou
On Wed, Nov 7, 2012 at 5:03 PM, John wrote:
> second, we also run fgfs on a multi-core machine with three graphics cards.
> Performance is around 50-60 fps for each core. and thanks to Jan Comans the
> 3d clouds are sync aross all three displays.
Hi John,
I'm confused. From my reading of Durk
On Tue, Nov 6, 2012 at 9:16 PM, Durk Talsma wrote:
> Yes, I also talked to Martin Crompton. James told me later on that you had
> been in touch with him. My action was rather spontaneous, so I asked him
> whether we could try to support Saitek products, without me knowing that you
> were also wo
Hi Durk and the FSWeekend crew!
Firstly, thanks very much to everyone for flying the FG flag at
FSWeekend. I can appreciate it's a huge amount of work each year.
Great also to see a Scottish contingent. I'm still hoping to make it
some time, and have been laying the groundwork early for next yea
On Tue, Oct 9, 2012 at 11:26 PM, Stuart Buchanan wrote:
> On Mon, Oct 8, 2012 at 9:04 AM, Martin Spott wrote:
>> tong hui wrote:
>>
>>> I have compiled it successfully !
>>
>> That's great. If I were you, I'd ping Stuart Buchanan to set our
>
On Wed, Oct 24, 2012 at 7:56 AM, Renk Thorsten wrote:
>> I see no reason to include multiple options of the same texture if one
>> could do just fine. It's just a matter of removing them from the xml
>> file (or comment hem out).
>
> I take the lack of other responses as silent agreement and will p
On Wed, Oct 10, 2012 at 7:20 AM, Renk Thorsten wrote:
>> The reason I didn't just label it "material definitions" was that I
>> don't think that
>> a new user is going to understand what that means, while the concept of
>> different textures should be familiar to people who have some background
>>
On Tue, Oct 9, 2012 at 3:28 PM, Stuart Buchanan wrote:
> The proposal is to merge the Display Options and View Options dialog, leaving
> the Rendering Options dialog alone.
This has now been done. Comments welcome as always.
-
On Wed, Oct 10, 2012 at 7:28 AM, Renk Thorsten wrote:
> played around with this a bit yesterday... *very* nice feature!
Glad you like it. In retrospect it seems and obvious function
to have, and it works particularly well with some of the
angle-dependent rock shaders.
> So, I would maybe sugges
On Mon, Oct 8, 2012 at 9:04 AM, Martin Spott wrote:
> tong hui wrote:
>
>> I have compiled it successfully !
>
> That's great. If I were you, I'd ping Stuart Buchanan to set our
> source repo up in a way so you can maintain the Chinese translation
> alongside
Hi Ron,
On Tue, Oct 9, 2012 at 3:16 PM, Ron Jensen wrote:
> I'm against merging views and rendering dialogs. They perform two distinctly
> different functions. Views simply select which views are cycled through and
> rendering options gets into much detailed and global changes to the way the
> fli
On Sun, Oct 7, 2012 at 4:27 PM, James Turner wrote:
> In terms of usability, I never know what's in view vs display options
> until I open them - some restructuring here would be awesome.
> Especially since the 'view options' sounds useful, but in practice I've
> no idea what use-case it fulfils.
On Sun, Oct 7, 2012 at 9:01 AM, Emilian Huminiuc wrote:
> While I have no idea how to name the dds selection, I have some some
> suggestions about the box.
>
> First I think the name is missleading, since the changes that come with a
> different materials file are not limited to just different tex
On Wed, Oct 3, 2012 at 9:05 PM, Alexis Bory wrote:
> The idea is NOT to change anything to this standard. Instead, I've just
> added a tiny option in the Display Options dialog:
>
> [ ] Compensate Field of View for wider screens (Disabled by
> default)
>
We've currently
got three differe
On Sat, Oct 6, 2012 at 9:15 PM, Stuart Buchanan wrote:
> I'll take a look at the changes to GrassCover in more detail when I
> get the chance.
I've had a look at this in Scotland, where it is a bit too bright based on
my own experience, so I'd like to leave this change so it
On Sat, Oct 6, 2012 at 12:24 PM, Renk Thorsten wrote:
>> I'm taking a look at this merge request. One thing I don't quite
>> understand from doing a code read is the chance to the overall
>> Grasscover to use the tundra-hawaii-green texture, on line 1909 of
>> regions/materials.xml.
>>
>> Can I ch
-Stuart
On 2 Oct 2012, at 08:01, Renk Thorsten Before I start digging into the tile manager code (which is really something
> I'd rather not do) - Stuart, is there any non-trivial change you did when
> merging the weather GUI apart from just shifting menu options to a different
> place? Anyt
On Wed, Sep 26, 2012 at 10:55 AM, James Turner wrote:
>> Let me know if you see anything strange - I've tested this only on my
>> own laptop.
>
> Black haloes:
>
> http://imagebin.org/229851
>
> Mac, Ati Radeon 5770, latest SG, FG and FG data. I don't believe I have any
> mods that would a
Hi All,
This is just a heads up that I've just committed a patch posted on the
forums (http://www.flightgear.org/forums/viewtopic.php?f=47&t=17456)
to improve the tree rendering by making use of multisampling and
alpha-to-coverage.
You'll need an updated simgear and fgdata to see the effects, alo
On Mon, Sep 24, 2012 at 7:49 AM, Erik Hofman wrote:
> As far as I know XML is processed in order of appearance, so this should
> do the trick:
>
>
>
>
>
>75
>80
>
>
>
>
I think that will result in
/config/weight-and-balance/passenger1-kg[0] = 60
/config/weigh
On Sun, Sep 23, 2012 at 4:56 PM, James Turner wrote:
> I didn't make a Nasal metar-wrapper, because Torsten Dreyer already provided
> 90% of what was needed with the MetarProperties object. What I have done, is
> slightly tweaked the API, so you can request metar to be exposed at any place
> in
On Sat, Sep 22, 2012 at 9:17 PM, Ron Jensen wrote:
> I use all custom bindings anyway. :)
And in the current developer release you can change the
orientation of the hat in-sim from the Joystick Configuration
menu.
-Stuart
--
On Fri, Sep 21, 2012 at 9:45 PM, Thomas Geymayer wrote:
> With your changes to put everything into one object now zooming takes
> much more time. Seems like now tessellating takes much longer than
> before due to the amount of data in one single path.
>
> The current problem with zooming is that ev
On Thu, Sep 20, 2012 at 11:44 PM, Thomas Geymayerwrote:
> I've now changed the default fill rule from even-odd to non-zero. Should
> probably work better now...
Surprisingly, this didn't seem to make any difference. I've included
the patch below
if you want to check yourself.
-Stuart
diff --git
On Thu, Sep 20, 2012 at 10:46 AM, Thomas Geymayer wrote:
> Drawing multiple quads at once should be possible if putting all quads
> in a single path (Start a new subpath/quad use canvas.Path.moveTo() or
> canvas.Path.VG_MOVE_TO). I'll have a look if ShivaVG really creates just
> a list of quads and
Hi All,
Inspired by the checklists provided for the excellent Cessna 337,
I've added generic checklist support to the GUI.
The GUI element is pretty straightforward, with a drop-down to select
a checklist and the checklist displayed as one would
expect: http://wiki.flightgear.org/File:Aircraft_C
On Mon, Sep 17, 2012 at 8:59 PM, Stuart Buchanan wrote:
> Hi All,
>
> I've just pushed a change to fgdata that combines the
> location-on-ground and airport (aka Select Airport) dialogs into a
> single dialog.
Screenshot here:
http://wiki.flightgear.org/images/7/7a/Selec
Hi All,
I've just pushed a change to fgdata that combines the
location-on-ground and airport (aka Select Airport) dialogs into a
single dialog.
The new dialog also makes use of the Canvas feature to draw an airport
diagram of the selected airport. All credit for this should go to
TheTom, who's w
On Mon, Sep 3, 2012 at 11:58 PM, Stuart Buchanan wrote:
> I've (finally) managed to get a prototype running using an instantiation
> of a shared geometry rather than a huge single object per tile.
>
> So far the results are promising. My standard test is at KSFO with the
>
On Wed, Sep 5, 2012 at 9:32 AM, James Turner wrote:
> On 5 Sep 2012, at 09:06, Stuart Buchanan wrote:
>> As this comes up on a monthly basis, perhaps we need an FAQ explaining
>> why changing the license is a bad idea, has no support from the core
>> developers, isn't pra
On Mon, Sep 10, 2012 at 11:03 AM, Erik Hofman wrote:
> We should have a random number generator in simgear that returns the
> same random number within the same period of time (I believe it was set
> to 1 second) to prevent short time quirks between different machines.
> This was specially added fo
On Wed, Sep 5, 2012 at 5:34 PM, Jan Comans wrote:
> We did have one issue tough with our setup. Since we run three different
> instances on three different machines, we got clouds which weren't
> consistent across the screen. We fixed this with a small hack in the random
> number generator and the
On Wed, Sep 5, 2012 at 7:41 AM, Erik Hofman wrote:
> On 09/05/2012 07:50 AM, Michael wrote:
>> No, FlightProSim and whatever they're called.
>>
>> I still think we need another license for sceneries etc. Anything but code
>> should be possible to license similar to GPL, but not allowing any
>> co
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote:
> For performance reasons, all the buildings within a tile are a single
> object. The memory capacity could be addressed by changing the
> implementation to something closer to the trees, where a (relatively)
> small number of b
On Sun, Sep 2, 2012 at 3:07 PM, Gijs de Rooy wrote:
>> This is now checked in as the new Joystick Configuration item under
>> the Help menu, which replaces the Joystick Information dialog.
>
> I think you forgot to add it to the menu?
Whoops. You are correct. I'll correct that when I get the cha
On Mon, Sep 3, 2012 at 3:51 PM, Torsten Dreyer wrote:
> Looks like the dialog is GPL and the screenshot image is CC.
The screenshot license is CC purely as this is the default for the
wiki upload. No political statement was intended :)
-Stuart
---
On Sat, Aug 11, 2012 at 9:40 PM, Stuart Buchanan wrote:
> 2) Joystick configuration. All of the people reading this list are
> more than competent to write their own joystick XML config file, but
> it's something that I see huge numbers of posts about on the forum,
> from peopl
On Wed, Aug 15, 2012 at 4:11 PM, Vivian Meazza wrote:
> Torsten wrote:
>> Please check the changelog at http://wiki.flightgear.org/Changelog_2.8.0
>> and make sure every new feature is noted at a prominent place there.
>
> My reaction was: " is that all?". I haven't been following developments al
On Wed, Aug 15, 2012 at 2:14 PM, Frederic Bouvier wrote:
> So why removing this: 'An improved simulation of atmospheric light scattering
> with
> terrain haze for the classical renderer.' ?
That was a mistake on my part. Sorry. I've put a (modified)
statement back. I've removed the reference t
On Wed, Aug 15, 2012 at 1:50 PM, Frederic Bouvier wrote:
> Hi Stuart,
>
> is 'improved terrain rendering' supposed to replace
> 'An improved simulation of atmospheric light scattering with terrain haze for
> the classical renderer.' ?
>
> https://gitorious.org/fg/fgdata/commit/3565b9e4046b00880d67
On Mon, Aug 13, 2012 at 8:31 PM, Torsten Dreyer wrote:
> Please check the changelog at http://wiki.flightgear.org/Changelog_2.8.0
> and make sure every new feature is noted at a prominent place there.
Looking at the section on instruments, there's the following statement:
"There's a new fully scr
On Sun, Aug 12, 2012 at 4:48 PM, James Turner wrote:
> On 11 Aug 2012, at 22:52, Martin Spott 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
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
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
Hi All,
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.
At the moment it allows users to configure the season (move from the
Rendering dialog), the
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote:
> On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
>> Both options, random buildings and a realistic view range, are in my view
>> extremely cool as long as you know what you are doing with them, and I don't
>&
On Thu, Aug 9, 2012 at 3:07 PM, Heiko Schulz wrote:
> The only issue I found is that the visibility can't be changed in any way.
Good spot. This is now fixed.
Stuart Buchanan wrote:
> 1) Local Weather has its own wind definitions for scenarios
> that aren't METAR-based, s
On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
> Both options, random buildings and a realistic view range, are in my view
> extremely cool as long as you know what you are doing with them, and I don't
> really want to abandon either. But I suspect their combination (combined with
> other
On Sat, Aug 4, 2012 at 12:33 AM, Stuart Buchanan wrote:
> Thorsten R. and I have been discussing off-list how we can bring the
> global and local weather systems closer together. While they have
> very different implementations, it should be possible to unify at
> least part o
Hi All,
Thorsten R. and I have been discussing off-list how we can bring the
global and local weather systems closer together. While they have
very different implementations, it should be possible to unify at
least part of the UI and configuration models to provide a more
consistent end-user expe
On Mon, Jul 30, 2012 at 9:35 AM, Stuart Buchanan wrote:
> On Fri, Jul 27, 2012 at 8:43 AM, Renk Thorsten wrote:
>> It'd be really cool to be able to specify a few more parameters in
>> materials.xml to be passed as uniforms - for instance we could then generate
>>
On Mon, Jul 30, 2012 at 9:49 PM, Torsten Dreyer wrote:
>> I'd like to change our CAVOK definitions to no cloud and 15km
>> visibility. That way those of us using real weather fetch as a matter
>> of course might occasionally get gin clear skies without a cloud in
>> the sky. Unlike the UK summer
Hi All,
The official definition of CAVOK (Clear Air, Visibility OK) is a
minimum 10km visibility, no cloud below 5000ft above the aerodrome and
no Cbs.
Our interpretation of this as a METAR code is to set visibility to
12km, and scattered cloud at 5500ft.
While technically correct, it's a bit m
On Fri, Jul 27, 2012 at 8:43 AM, Renk Thorsten wrote:
>
> Since we usually don't have roadmaps and things, I thought I might try to put
> this up for discussion early on.
>
> I've been experimenting with a partially procedural texturing approach, and I
> think this is the way to go forward, the o
On Sat, Jul 7, 2012 at 10:51 PM, Stuart Buchanan wrote:
>> After the release I may also see if we can have the materials.xml file
>> selectable from a dialog and re-loadable from in-sim.
>
> FYI, I already have this working and will commit it after the release.
This is now
On Fri, Jul 13, 2012 at 9:20 PM, Stuart Buchanan wrote:
> Hi All,
>
> A number of effects files use .dds textures, leading to error messages
> on the console.
>
> IIRC in the last release, we suppressed these error messages for the
> release, and I think we need
> to do so
Hi All,
A number of effects files use .dds textures, leading to error messages
on the console.
IIRC in the last release, we suppressed these error messages for the
release, and I think we need
to do something for for 2.8.0 as well.
Of particular concern is terrain-default.eff which uses
Textures
On Thu, Jul 12, 2012 at 1:54 PM, Renk Thorsten wrote:
> (P.S.: As for the meaning of the above sentence - I have actually managed to
> come up with a scheme which reduced both tiling in the 30 km range
> significantly and gives much higher apparent texture resolution when close to
> the ground (
On Tue, Jul 3, 2012 at 11:25 AM, Stuart Buchanan wrote:
> On Sat, Jun 9, 2012 at 8:27 PM, Stuart Buchanan wrote:
>> I wonder whether we should set the regions/materials.xml as the
>> default in preferences.xml? They represent a significant improvement
>> to texturing in
Hi All,
I've just pushed two fixes for possible memory leaks in random
vegetation and buildings.
One was noticed by valgrind, the other is speculative, to make use of
osg::ref_ptrs where
possible.
At the same time, I've changed the random vegetation so that the
normals are bound
per-vertex rather
101 - 200 of 1047 matches
Mail list logo