At least one of us is confused about how things are structured.
Heh. I mean if You add some model with great sphere in it, without
addition things, all who have that model installed will see part of
giant sphere in the sky or whole sphere.
I have no idea what you mean by the distinction of
If two users in parallel flying spacecrafts will see the same good then
there is no problem. But everything on Nasal is on local level, not
global core level.
At least one of us is confused about how things are structured.
My understanding is that there's nothing in Flightgear which
altitute/speed flights terrain engine
problems
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Wednesday, June 1, 2011, 2:29 PM
As I indicated in the Forum
http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
a solution to the problem would be to represent
It would be nice to get fgfred64's project finally into, as the
current terrain seems outdated to me
http://www.youtube.com/watch?v=fkzsD95K_Jk
He do not answer on my message on YouTube, his email what mike4lin had
gave me on forum is outdated, his folder on fotolia.com is closed. If
As I said previously, it's gotta be implemented not on model level but
on whole FG level, or not implemented at all.
Nobody is talking about implementing anything on *aircraft* model level -
the idea is to represent *Earth* by a model the same way we can represent,
say, clouds by a model.
Nobody is talking about implementing anything on *aircraft* model level -
the idea is to represent *Earth* by a model the same way we can represent,
say, clouds by a model.
If two users in parallel flying spacecrafts will see the same good then
there is no problem. But everything on Nasal is
Another one, maybe final, attempt to attract FG community attention to
high altitude/speed flights and current terrain engine problems with it.
Current terrain engine makes flights on high altitudes or long flights
on high speeds unreasonable. There is no Earth surface visible, only
blue fog, but
Current terrain engine makes flights on high altitudes or long flights
on high speeds unreasonable. There is no Earth surface visible, only
blue fog, but lags very big, fps may drop to one per second or less,
simulation may crash on attempt to switch to other window and so on,
because it
As I indicated in the Forum
http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
a solution to the problem would be to represent Earth from high altitude
by pieces of a hires textured sphere (textures to be obtained from
Celestia), with (at least as demo) a simple Nasal script
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