Re: [Flightgear-devel] fgfs-builder repository

2006-12-07 Thread Ralf Gerlich
Hi, Arnt Karlsen wrote: On Wed, 06 Dec 2006 18:25:00 +0100, Ralf wrote in message [EMAIL PROTECTED]: Hi all, Douglas Campos has provided a Subversion repository for the fgfs-builder. The development version can be checked out at http://svn.qmx-systems.com/fgfsbuilder/trunk

Re: [Flightgear-devel] fgfs-builder repository

2006-12-07 Thread Arnt Karlsen
On Thu, 07 Dec 2006 14:46:58 +0100, Ralf wrote in message [EMAIL PROTECTED]: Hi, Arnt Karlsen wrote: On Wed, 06 Dec 2006 18:25:00 +0100, Ralf wrote in message [EMAIL PROTECTED]: Hi all, Douglas Campos has provided a Subversion repository for the fgfs-builder. The

Re: [Flightgear-devel] fgfs-builder repository

2006-12-07 Thread Ralf Gerlich
Hi, Arnt Karlsen wrote: ..thanks, will try that after I see how the stable branch crash on that same job (make enable-FlightGear ;make all), it's still running. :o) Yeah, I'm thinking about disabling some of the OSG plugins or features by default to reduce compile time. Perhaps we can also

[Flightgear-devel] Addressing the discontinuity that occurs when using discrete terrain altitude data during landing...

2006-12-07 Thread Antonio Almeida
Hi! I've been working on a prototype flight simulator and I'm running into an issue I have no idea how to solve, so I decided to ask here since this very same problem might have been addressed in FlightGear. I want to model the landing of my aircraft. My problem lies in the altitude data. The

Re: [Flightgear-devel] Addressing the discontinuity that occurs when using discrete terrain altitude data during landing...

2006-12-07 Thread Curtis Olson
On 12/7/06, Antonio Almeida wrote: I've been working on a prototype flight simulator and I'm running into an issue I have no idea how to solve, so I decided to ask here since this very same problem might have been addressed in FlightGear. I want to model the landing of my aircraft. My problem

Re: [Flightgear-devel] Addressing the discontinuity that occurs when using discrete terrain altitude data during landing...

2006-12-07 Thread GWMobile
Your altitude must be computed as the average of the surrounding squares or the position on the sloping line between two points if you really want it to match the graphics. On Thu, 7 Dec 2006 8:56 am, Antonio Almeida wrote: Hi! I've been working on a prototype flight simulator and I'm

Re: [Flightgear-devel] Latest OSG note...

2006-12-07 Thread Roy Vegard Ovesen
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 enumerant' after RenderBin::draw(,) while running Flightgear.It doesnt

Re: [Flightgear-devel] Latest OSG note...

2006-12-07 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [Flightgear-devel] nasal hash question

2006-12-07 Thread Andy Ross
Josh Babcock wrote: foreach(light; lights) { propertyPath = 'some/path/'~light; # do magic to the hash lightNodes here # So that a node linked to propertyPath # with a key of light gets added to lightNodes } The hash/vector index expression is an lvalue that can be

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Wednesday 06 December 2006 19:09, Melchior FRANZ wrote: I hereby declare that branch in the data/ dir dead. There are *no* differences between that PLIB branch and HEAD, except those that were caused by the synchonization horror. Some people don't Not true: As extensively discussed on the

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Melchior FRANZ
* Durk Talsma -- Thursday 07 December 2006 19:04: On Wednesday 06 December 2006 19:09, Melchior FRANZ wrote: I hereby declare that branch in the data/ dir dead. There are *no* differences between that PLIB branch and HEAD, except those that were caused by the synchonization horror. Some

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Melchior FRANZ
* Melchior FRANZ -- Thursday 07 December 2006 19:12: You, Mathias and I were the only ones committing to both branches. Everyone else only committed to HEAD, no? Oh, and Fred. m. - Take Surveys. Earn Cash. Influence the

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Frederic Bouvier
Selon Melchior FRANZ : * Melchior FRANZ -- Thursday 07 December 2006 19:12: You, Mathias and I were the only ones committing to both branches. Everyone else only committed to HEAD, no? Oh, and Fred. Yes, to backport Durk's work. -Fred -- Frédéric Bouvier http://frfoto.free.fr

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Thursday 07 December 2006 20:18, Frederic Bouvier wrote: Selon Melchior FRANZ : * Melchior FRANZ -- Thursday 07 December 2006 19:12: You, Mathias and I were the only ones committing to both branches. Everyone else only committed to HEAD, no? Oh, and Fred. Yes, to backport Durk's

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Thursday 07 December 2006 19:12, Melchior FRANZ wrote: I do no longer agree, and I stop committing to the PLIB branch. You, Mathias and I were the only ones committing to both branches. Everyone else only committed to HEAD, no? And now I will also only commit to HEAD. All my commits to HEAD

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Melchior FRANZ
* Durk Talsma -- Thursday 07 December 2006 20:33: If AI really remains the only change, your solution might be workable, but the longer we keep a branched version, the more likely it becomes that there will be more data restructuring. And then we might regret the decision to have dumped

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Maik Justus
Hi, Durk Talsma schrieb am 07.12.2006 20:33: If AI really remains the only change, your solution might be workable, but the longer we keep a branched version, the more likely it becomes that there will be more data restructuring. If AI is the only thing needing a new data structure: Why

[Flightgear-devel] osg/plib, difference in collision detection

2006-12-07 Thread Maik Justus
Hi, is this a bug or a feature? While plib-fg does not detect collisions with cows and multiplayer aircrafts, osg-fg does detect. If another player starts in multiplayer on the same position, e.g. where I am spinning up the rotor of a heli), my heli crashes. Maik

Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Thursday 07 December 2006 20:54, Melchior FRANZ wrote: * Durk Talsma -- Thursday 07 December 2006 20:33: If AI really remains the only change, your solution might be workable, but the longer we keep a branched version, the more likely it becomes that there will be more data

Re: [Flightgear-devel] nasal hash question

2006-12-07 Thread Josh Babcock
Andy Ross wrote: Josh Babcock wrote: foreach(light; lights) { propertyPath = 'some/path/'~light; # do magic to the hash lightNodes here # So that a node linked to propertyPath # with a key of light gets added to lightNodes } The hash/vector index expression is an

Re: [Flightgear-devel] fgfs CVS/OSG; patch for renderer.cxx

2006-12-07 Thread Melchior FRANZ
* Mathias Fröhlich -- Sunday 03 December 2006 12:56: I still build upon the patched osg-1.2 version. So I will only do that change in cvs if most of the others tell me that they want to use osg-cvs too. OK, that's a solid 2:0 for cvs then. :-} m.

Re: [Flightgear-devel] Info request on airport radar.

2006-12-07 Thread Martin Spott
Hi Roberto, Roberto Inzerillo wrote: Is that a fixed rpm or are there different speeds for different radar types? Any hint on tech specs about that? If possible, I'd like to make its movement close to the real one. I'd love to hand you some real specs but actually I don't have the