Frederic Bouvier wrote:
The relief (you mean the height of the buildings) can be adjusted in the
effect file. The more important thing to me is to get the right horizontal
scale.
Nothing will change until the next scenery release because the scale is
engraved in the scenery files (as
HB-GRAL wrote:
Erik Hofman schrieb:
I've changed the coverage size of the textures from 1024 to 2000 meter.
Hello Erik
I guess it is better not to change the texture size to 2000 meters(?) in
materials.xml. As I can see the size of the textures fits exactly to the
relief when it is
Curtis Olson wrote:
On Wed, Mar 17, 2010 at 4:49 PM, Martin Spott wrote some stuff about the web
page:
Pete and I agreed (I think) that we probably don't want to ultimately do the
official flightgear web site as a google apps engine page. That locks us
into a closed source, proprietary
Hello all -
My previous email may have been lost in the fray so I'd just like to float
my recommendation again.
If you have contributed code, please check to make sure your copyright, and
the date, is in the header for the source code you have contributed.
This will make it easier
Martin Spott wrote:
Curtis Olson wrote:
On Wed, Mar 17, 2010 at 4:49 PM, Martin Spott wrote some stuff about the web
page:
Pete and I agreed (I think) that we probably don't want to ultimately do the
official flightgear web site as a google apps engine page. That locks us
into a closed
Replying to some specifics, I'll let Syd comment in general since he's the
Primus author, and has seem more documentation than me by far.
On 18 Mar 2010, at 03:49, Max Hertling wrote:
3) I think it would be nice, if the CDI would show the course-deflection
in FMS-Mode the same way it does
Erik Hofman schrieb:
I've already changed it in CVS and the relief/height map is still in
line with the main texture. Otherwise I wouldn't have committed it.
Erik
Yes, I apologize this is my conclusion with the new effect here. I
changed the size yesterday in materials.xml to 1024 and
Le 01/03/2010 00:22, Vivian Meazza a écrit :
I think both effects should be in cvs so that we can do a bit of testing.
We can then make some informed comment.
The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a
On 3/18/2010 9:55 AM, James Turner wrote:
Replying to some specifics, I'll let Syd comment in general since he's the
Primus author, and has seem more documentation than me by far.
I've done some work on developing a Primus simulation package, albeit a
standalone one for use with
On 18 Mar 2010, at 13:01, Robin van Steenbergen wrote:
You
can find it under http://openrj.stoneynet.nl/ , it's BSD licensed, so
feel free to have a poke around in the source code ;)
I might have a chat with you about efficient anti-aliased rendering of digital
displays via OpenGL in a
I've cooked up a (crude!) moving navigational map as a custom PUI widget - it's
*not* an Atlas-replacement, or an MPMap replacement, more a 'close in' thing
for situational awareness, and a way to prototype and experiment with
techniques I'll use in real cockpit displays in the future. (it's
Perhaps the PI anti-windup change could be re-visited. When the output is
clamped and anti-windup is active, at xmlauto.cxx:625, the line:
int_sum = clamped_output - prop_comp;
seems to introduce the Kp, proportional gain factor, into the integral
sum. With the proportional gain much
Perhaps the PI anti-windup change could be re-visited. When the output is
clamped and anti-windup is active, at xmlauto.cxx:625, the line:
int_sum = clamped_output - prop_comp;
seems to introduce the Kp, proportional gain factor, into the integral
sum. With the proportional gain much
On Thu, Mar 18, 2010 at 8:43 AM, Torsten Dreyer tors...@t3r.de wrote:
First of all: That's a really cool eye candy, good work!
Seconded. This is the coolest addition I've seen to FlightGear in a long time.
What I noticed from a close up is, that it seems that the floor of the
buildings is
Being the Primus 1000 author and maintainer i guess i should pipe up :)
1) The Primus1000 always shows distance and bearing (the additional
blueish and white needles) to the VOR-Stations tuned in, even if they
are out of range. I think this is not how it is supposed to be. I
changed it so
Hi David,
- David Megginson a écrit :
On Thu, Mar 18, 2010 at 8:43 AM, Torsten Dreyer tors...@t3r.de
wrote:
First of all: That's a really cool eye candy, good work!
Seconded. This is the coolest addition I've seen to FlightGear in a
long time.
What I noticed from a close up
On Thu, Mar 18, 2010 at 5:56 PM, Frederic Bouvier fredfgf...@free.fr wrote:
I noticed the same problem with roads and 3d buildings -- they're
floating above the city. Is it possible to make the bump maps go up
instead of down?
In Shaders/urban.frag, change line 57 :
vec2 dp =
On Thu, 18 Mar 2010, David Megginson wrote:
I didn't seem to make any difference -- 3D buildings, trees, etc. were
still floating above the roofs of the bump-map buildings. I also
tried
Hi,
You could try this diff:
http://pastebin.ca/1845056
It is possible that this does the same as Fred's
Martin Spott wrote:
Pete Morgan wrote:
A Major issues is that GAE does not support binary files very well, eg
gallery, so I'm not sure how this would work. One possibility would be
to rename the current machine as www2. or stash. and using it as the
binary storage.
To my
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