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Hi,
These patches implement a command to dump the entire OSG scene graph as
a .osg text file. While large, this allows debuggers to really see
what's happening in the scene graph.
Tim
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Mathias Fröhlich wrote:
Hi,
On Thursday 24 May 2007, Tim Moore wrote:
OSG reference counting doesn't need to be thread safe, even in the
multi-threaded OSG modes, unless you're doing something very tricky. In
any event, it shouldn't be turned
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Mathias Fröhlich wrote:
Hi,
On Saturday 26 May 2007, Harald JOHNSEN wrote:
Are we talking about the matrices used for the culling and the rendering
? If that's the case then we don't need precision for culling and the
gpu does nothing with
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Hi,
This patch combines all the triangles, triangle strips and triangle fans
with the same material in a tile into one DrawElements primitive set.
This also reduces by a factor of 100 the number of Geodes that needs to
be processed by the cull phase.
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Stuart Buchanan wrote:
I think you need a break statement on the delete line, otherwise it'll just
get picked up as a left key press.
-Stuart
Whoops! Right you are. Here's the amended patch.
- Original Message
From: Tim Moore
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Detlef Faber wrote:
Hello everybody,
I've noticed that the livery select option of the Lightning, the bf109
and ec135 doesn't work as expected in OSG.
The Textures won't change with ec135 and bf109 and on the Lightning only
the color of the
version of the ec135 ready with livery changing-
The point isn't to remove the global tag, which can't really work in
OSG. You need to attach the animation to all the groups whose material
will be affected by the animation.
Tim
--- Tim Moore [EMAIL PROTECTED] schrieb:
Detlef Faber wrote
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Hi,
OSG reference counting doesn't need to be thread safe, even in the
multi-threaded OSG modes, unless you're doing something very tricky. In
any event, it shouldn't be turned on in the model reader initialization.
Tim
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Hi,
This adds support for the keypad and the ever-important backspace and
delete (!) to the osgViewer code.
Tim
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Mathias Fröhlich wrote:
Hi,
On Saturday 19 May 2007, gh.robin wrote:
I try to understand the big FPS differences i get when i build FG
first with an old OSG library 10 april 2007,
second with a recent OSG library 1.9.4 version
I believe that
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Mathias Fröhlich wrote:
Tim,
On Tuesday 08 May 2007, Tim Moore wrote:
There is also a second assumption in the animation system: The textures
for the liveries are expected not to be in the osg::Drawables. That is
not always true
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Curtis Olson wrote:
Hi Tim,
I took a peek at the diffs and had a couple questions. Originally the
idea of the fg_os files was to have a single interface within the
flightgear code so that the details could be hidden in fg_os.[ch]xx, but
I see
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Richard Bytheway wrote:
Martin Spott wrote:
gh.robin wrote:
With FlightGear-0.9.11-pre1 it is something strange
we have Flying Carriers.
The carrier is correct - sea level is wrong :-))
Wait for the tide to come in.
Jon
I
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gh.robin wrote:
Hello Tim,
I spite of a very low fps with osg 1.9.4 (as i said before) i have built FG
with that patch, which works perfectly (but the cursor change, you are
working on it).
I'll turn this into a Wiki page if it gets taken
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Harald JOHNSEN wrote:
Mathias Fröhlich wrote:
Tim,
On Saturday 05 May 2007, Tim Moore wrote:
The attached patch fixes material animations (color in particular) in
osg. I also notice a big frame rate increase with aircraft that use
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Harald JOHNSEN wrote:
Tim Moore wrote:
To recap we have (or should have in the future) :
- one drawable per model / part of model
- one texture per texture loaded
- one state per static / animation material
- adding a 'model' will add a geode
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The attached patch fixes material animations (color in particular) in
osg. I also notice a big frame rate increase with aircraft that use
material animations.
Tim
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Hi,
Here's a patch that implements the chrome shader effect for the OSG
version of FlightGear.
Tim
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Harald JOHNSEN wrote:
Try the fresnel shader, it should give you exactly that effect (with plib).
It should be easy to do for Tim for the osg branch.
Harald.
I took a quick look at it, then moved on because I didn't see any uses
of it :)
I'll
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Curtis Olson wrote:
I just noticed this morning that all the gnu Makefiles have been
removed from OpenSceneGraph. It appears that we now need cmake to build
OpenSceneGraph? Make still works for the moment in OpenThreads and
osgProducer. I
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Stefan Seifert wrote:
Melchior FRANZ wrote:
* Curtis Olson -- Thursday 05 April 2007:
It really looks like it might be some sort of osg bug (or possibly
our usage of osg?)
Yes. I can confirm the bug, even for KSFO:
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Hi,
I apologize in advance if this isn't the appropriate list for this
question. I've managed to start the engine on the An2 by following the
supplied directions, but I can't get it to take off. It's as if the
propeller isn't developing any thrust.
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Roberto Inzerillo wrote:
Martin Spott ha scritto:
Defining fixed boundaries around airfields is a bad idea in the long
term. To my understanding FlightGear still focuses on methods that are
laid out in a forseighted manner and fixed boundaries is
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Roy Vegard Ovesen wrote:
On Thursday 07 December 2006 07:20, syd wrote:
I just compiled CVS OSG tonight (avoiding the broken Producer) and
everything compiled fine , no errors, but I get a steady stream of
Warning: detected OpenGL error 'invalid
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Mathias Fröhlich wrote:
On Thursday 30 November 2006 01:36, Tim Moore wrote:
Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute
typo disabled point sprites.
This is still faster with point sprites reenabled?
I'm not sure
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Jon Stockill wrote:
Alex Perry wrote:
I know our development culture is built around mailing lists. I'm sure the
FlightGear community will be decisively split between forums versus mailing
lists if I ask people's preferences ... so I'm not
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Curtis Olson wrote:
On 11/28/06, Tim Moore [EMAIL PROTECTED] wrote:
Well, not so great. At SFO at night in the UFO I see a decrease from
about 60fps with the existing lights to 43 with the OSG version. I
suspect the slowdown is very dependent
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Tim Moore wrote:
I have a new patch at http://www.bricoworks.com/moore/lightpt2.diff
Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute
typo disabled point sprites.
Tim
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suspect the slowdown is very dependent on processor speed; I hadn't
noticed it on another computer using the debug builds. Although the
distance attenuation does look nicer, you might want to hold off
integrating my patch until I investigate further :)
Tim
On 11/27/06, Tim Moore [EMAIL PROTECTED
and attractive
appearance of the OSG light points, coupled with performance problems
I've seen in the past with rendering polys in point mode, led me to go
with the OSG light points all the way. For the point sprites I am using
the existing simgear sprite texture.
Tim
On 11/26/06, Tim Moore [EMAIL
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+// VasiSector.cxx
+//
+// Copyright (C) 2006 Tim Moore [EMAIL PROTECTED]
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2
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Mathias Fröhlich wrote:
Some have asked if flightgear works with OpenSceneGraph CVS HEAD.
I do not yet use the CVS version. But with that ac3d reader checkin from
yesterday it might be worth a try.
It does work with the OpenSceneGraph in their
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Mathias Fröhlich wrote:
:)
I am looking forward to that.
So I will not put my hands here.
My main goal is now to improve the current animations system so that we will
be back at the stage we were before.
Also the lights are on my top
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Durk Talsma wrote:
Hi Folks,
I finally had some time today to place the AI traffic related user
documentation in the wiki:
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Interactive_Traffic
Durk,
Do you have any thoughts on
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Hi,
This is probably a silly question, but how does the Propeller.Fast
animation for the default c172p end up being translucent? I can't the
transparency in either the model's material or texture. Parts of the
texture are translucent, but as far as I
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I was seeing the problem of falling through the earth in w070n40.
With this patch I can run successfully starting with --airport=kpqi.
Tim
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John Wojnaroski wrote:
Have also been experimenting with curved reflective surfaces trying to
remove/reduce the distortions caused by mapping a 3D world onto a 2D
plane. Idea is to project an image onto the surface and then reflect it
onto a
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