On lundi 03 novembre 2008, Tim Moore wrote:
I've been working on effects support for FlightGear, as part of the work
I've been doing on integrating shadows into the OSG version. Roughly
speaking an effect is like a material for an object, but it can support
different techniques based on OpenGL
Instead, some places in FlightGear itself (at least Nasal and JSBSim,
as far as I remember) are the factors that limit portability.
We have actually gone to some effort to make sure that JSBSim compiles
everywhere. Even on my cell phone. ;-)
Jon
Am Montag 03 November 2008 schrieb gerard robin:
..[boost libs introduction]...
Are we talking about it ?
http://www.boost.org/users/license.html
Which is not said being GPL
Not knowing any details, from the website it sounds like things are more
complicated:
Introduction
The Boost
Martin Spott wrote:
Instead, some places in FlightGear itself (at least Nasal and JSBSim,
as far as I remember) are the factors that limit portability.
Erik Hofman wrote:
I'm pretty sure JSBSim works nicely on IRIX. I'll give it another try
soon to make sure.
Jon S. Berndt wrote:
We
Thomas Förster wrote:
Am Montag 03 November 2008 schrieb gerard robin:
..[boost libs introduction]...
Are we talking about it ?
http://www.boost.org/users/license.html
Which is not said being GPL
Not knowing any details, from the website it sounds like things are more
complicated:
As someone who uses Boost for some projects at work, there are two things
to consider regarding this. One is that I believe all new libraries must
be under the Boost license to be accepted (don't quote me on that) and
those qualifiers were put in because before the creation of the Boost
Software
Martin Spott wrote:
Instead, some places in FlightGear itself (at least Nasal and JSBSim,
as far as I remember) are the factors that limit portability.
I'm pretty sure JSBSim works nicely on IRIX. I'll give it another try
soon to make sure.
Erik
Erik Hofman wrote:
I believe (with a big questionmark) that boost works fine with MIPSpro
nowadays, but I wouldn't argue against it if it didn't.
Well, for approx. two years now (rough guess) FlightGear reportedly -
from different places - requires some GCC-isms to compile on Unix-
Systems
On 3 Nov 2008, at 00:30, Tim Moore wrote:
I know that Boost is well supported on Linux and see that it is on
Windows as
well, though I have no direct experience with that. Are there any
objections to
or comments about adding Boost as a FlightGear dependency?
My recollection is that
* Jonathan Wagner -- 11/3/2008 3:34 PM:
The second thing to consider is that can pull in individual
libraries as dependencies (i.e, only the Random, Hash and GIL libraries)
rather than requiring _all_ of boost.
Sure. I think most people knew this. But I assume it's very unlikely
that anyone
On Mon, 3 Nov 2008 11:59:34 + (UTC), Martin wrote in message
[EMAIL PROTECTED]:
Erik Hofman wrote:
I believe (with a big questionmark) that boost works fine with
MIPSpro nowadays, but I wouldn't argue against it if it didn't.
Well, for approx. two years now (rough guess) FlightGear
On Mon, 3 Nov 2008 13:25:58 +0100, gerard wrote in message
[EMAIL PROTECTED]:
On lundi 03 novembre 2008, Tim Moore wrote:
I've been working on effects support for FlightGear, as part of the
work I've been doing on integrating shadows into the OSG version.
Roughly speaking an effect is
On Tue, 4 Nov 2008 00:52:42 +0100, Arnt wrote in message
[EMAIL PROTECTED]:
On Mon, 3 Nov 2008 11:59:34 + (UTC), Martin wrote in message
[EMAIL PROTECTED]:
Erik Hofman wrote:
I believe (with a big questionmark) that boost works fine with
MIPSpro nowadays, but I wouldn't argue
I've been working on effects support for FlightGear, as part of the work I've
been doing on integrating shadows into the OSG version. Roughly speaking an
effect is like a material for an object, but it can support different
techniques
based on OpenGL features and user choices. Each technique
Tim Moore wrote:
I've been working on effects support for FlightGear, as part of the
work I've been doing on integrating shadows into the OSG version.
Roughly speaking an effect is like a material for an object, but it
can support different techniques based on OpenGL features and user
Fine with me.
(I've only opposed once, but back then the only argument for pulling
it in was to get printf-like fromatting in stream output, and that
didn't seem enough justification for yet another dependency.)
m.
-
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