Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote: I'm feeling slightly uneasy with the current state because people don't get any jetways at all if they disable the flag in order to preserve performance. Personally I'd prefer a solution which keeps static jetways and just disables the animation if people feel like the need to. That sounds like a good idea. But it _might_ still cause FPS impacts. Will have to run some tests later. On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote: While I'm at it, I'd like to point to another, presumably more severe issue: The elevation of every of the animated jetways is hardcoded into the respective 'ICAO.jetway.xml' files. Now take into account that ground elevation is subject to change with almost _every_ rebuild of the corresponding region and airfield surface From my perspective this calls for a more considerate solution. The only solution I can think of is to remove the elevation setting and use Nasal to calculate the elevation for each jetway's longitude/latitude. The only problem with that is that the calculations would take into account the terminal buildings, which would cause jetways appearing on top of the terminal roofs. ...however, I just had another idea. Making the elevations _relative_ to the terrain instead of absolute. That means the current definition files will have to be changed, but I can automate that with a script easily enough. That also means I have to update my FG 2.0.0 version. -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Terrain engine
Salut Frederic what happened to the terrain engine, that you show at youtube? Could we get that into fgfs sometimes? Regards Michael --- On Sat, 6/4/11, Frederic Bouvier fredfgf...@free.fr wrote: From: Frederic Bouvier fredfgf...@free.fr Subject: Re: [Flightgear-devel] Please insert disk into drive F: To: bre...@gmail.com, FlightGear developers discussions flightgear-devel@lists.sourceforge.net Date: Saturday, June 4, 2011, 3:28 PM - ThorstenB a écrit : It's generally a bad idea to use absolute paths in model files (even if it's unix paths - and there's loads of /home/username/... in our model), since you can never be sure if it's working for anyone except the original author (see above). But only the Windows paths are known to have ugly side effects - so please at least avoid these... The problem is that the Blender AC exporter generates these absolute path. In the PLIB days, the loader simply ignored the path to just take the simple name. -Fred -- Frédéric Bouvier http://www.youtube.com/user/fgfred64 Videos -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.renk jyu.fi wrote: I was toying with the idea to model diffuse high-altitude haze by coloring the skydome as a function of altitude, i.e. paint the zenith a bit more hazy without touching the horizon and remove that effect again as you get above the haze layer - I believe that might create a better impression of such diffuse layers than placing texture sheets into the scene. Code for this has now been pushed to GIT. There is now a new property /rendering/scene/overcast ranging from 0.0 (normal behavior) to 1.0 (complete overcast). Erik -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
On Sun, 2011-06-05 at 10:26 +0200, Erik Hofman wrote: On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.renk jyu.fi wrote: I was toying with the idea to model diffuse high-altitude haze by coloring the skydome as a function of altitude, i.e. paint the zenith a bit more hazy without touching the horizon and remove that effect again as you get above the haze layer - I believe that might create a better impression of such diffuse layers than placing texture sheets into the scene. Code for this has now been pushed to GIT. There is now a new property /rendering/scene/overcast ranging from 0.0 (normal behavior) to 1.0 (complete overcast). Come to think of it, this might not be exactly what you're looking for but it could be useful to render overcast without an extreme amount of cloud vertices. Need to dig deeper to only affect the zenith of the skydome since that's handled elsewhere. Erik -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
-Fred Little bit other topic. Hi Frederic, I have two questions for You. 1) Can Your terrain engine be added in FG? 2) Can it be fast enough for orbital flight with visibility ~500km and speed ~3km/h, ~8km/sec? Victor -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
On Sun, 2011-06-05 at 13:07 +0400, Slavutinsky Victor wrote: -Fred Little bit other topic. Hi Frederic, I have two questions for You. 1) Can Your terrain engine be added in FG? 2) Can it be fast enough for orbital flight with visibility ~500km and speed ~3km/h, ~8km/sec? There might be some more questions involved: 3) Is it an accurate representation of the world or a procedural terrain engine. 4) Are you willing to /and/ able to release it under the terms of the GPL. Erik -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
On 05.06.2011 10:26, Erik Hofman wrote: There is now a new property /rendering/scene/overcast ranging from 0.0 (normal behavior) to 1.0 (complete overcast). Just wondering: we have /sim/rendering, which contains a long list of properties - including properties for clouds and precipitation. And we have /rendering which contains the scene/dome properties only. Is there a specific reasons these are separate? cheers, Thorsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
Finally, I found 3 affected global models in fgdata. Martin, can you fix these please (needs to go to the scenery database): Models/Transport/ICE3middlecar.ac Models/Transport/ICE3middlecar2.ac these had been directly committed to CVS by one of those overly clever committers who are known to be ignorant, by tradition, of every general consistency rule. Life could be so easy, if And before someone shouts at me: I was the author of the 3d-models- but the mentioned paths had been changed after I sent them to Vivian Meazza for including them into CVS. Not my fault, especially as I never had any right to directly commit things to CVS/GIT. Thanks to Thorsten B. for finding the cause of that problem and fixing it. Heiko -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FlightGear used in brain-control programm
Interesting use of FlightGear! http://www.northeastern.edu/news/stories/2011/05/braincontrol.html -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
Erik Hofman wrote: [...] 0) Does it meet the technical requirements for being used in FlightGear ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
Hi All, After having discussed this issue with Martin privately, we have come to the conclusion that it is in the best interest of FlightGear to back out parts of this commit, and wait for an improved version. I had accepted the merge request, after I had concluded that Martin's original objections had been resolved, but that appears not to be the case. I want to stress that we do see merit to the current patch, but note that there currently are still technical issues that need to be addressed before it is ready. To be more specific, the parts that I will remove are the Models/Jetways directory as well as the nasal files related to this system. I'm happy to accept a merge request where the issues addressed by Martin have been addressed. Cheers, Durk On 05 Jun 2011, at 08:04, Ryan M wrote: On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote: I'm feeling slightly uneasy with the current state because people don't get any jetways at all if they disable the flag in order to preserve performance. Personally I'd prefer a solution which keeps static jetways and just disables the animation if people feel like the need to. That sounds like a good idea. But it _might_ still cause FPS impacts. Will have to run some tests later. On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote: While I'm at it, I'd like to point to another, presumably more severe issue: The elevation of every of the animated jetways is hardcoded into the respective 'ICAO.jetway.xml' files. Now take into account that ground elevation is subject to change with almost _every_ rebuild of the corresponding region and airfield surface From my perspective this calls for a more considerate solution. The only solution I can think of is to remove the elevation setting and use Nasal to calculate the elevation for each jetway's longitude/latitude. The only problem with that is that the calculations would take into account the terminal buildings, which would cause jetways appearing on top of the terminal roofs. ...however, I just had another idea. Making the elevations _relative_ to the terrain instead of absolute. That means the current definition files will have to be changed, but I can automate that with a script easily enough. That also means I have to update my FG 2.0.0 version. -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain engine
Le 05/06/2011 09:34, Michael Sgier a écrit : Salut Frederic what happened to the terrain engine, that you show at youtube? Could we get that into fgfs sometimes? Regards Michael On Sun, 2011-06-05 at 13:07 +0400, Slavutinsky Victor wrote: -Fred Little bit other topic. Hi Frederic, I have two questions for You. 1) Can Your terrain engine be added in FG? 2) Can it be fast enough for orbital flight with visibility ~500km and speed ~3km/h, ~8km/sec? There might be some more questions involved: 3) Is it an accurate representation of the world or a procedural terrain engine. 4) Are you willing to /and/ able to release it under the terms of the GPL. My terrain engine is not ready and this project stalled another time because of lack of time on a long period. The code has nothing to do with FG except it uses few classes from SimGear, and the graphic engine is OSG. The file format is totally different and includes a precomputed LOD scheme (ROAM 2 for who's interested). It is pictured in this video : http://www.youtube.com/watch?v=7WYH27KyUBk I let you juge if it could work for space flight. The data used in the most recent videos are from the Custom Scenery project and the elevations are from SRTM. So it is real world data with the potential to add some procedurally generated small details to enhance detail levels at close distance. There is nothing that could prevent to release it under the GPL, but in the light of recent events (read FPS) I am not fond of releasing something that couldn't be used directly, but just stolen very easily. I am ok to think about some restricted access to the sources to known (core) developpers that are willing to contribute to make it usable and then included to the core if it pass the smell test. Main current issues are : 1. realtime engine needs to be re-done using latest OSG DB features 2. atmospheric model (Bruneton's) produce artefacts for spheroidal earth 3. artefacts in shapefile clipping (something to do with the cylindrical nature of longitudes) 0) Does it meet the technical requirements for being used in FlightGear ? I'll let you elaborate on this topic before I could answer. Regards, -Fred -- Frédéric Bouvier http://www.youtube.com/user/fgfred64 Videos -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain engine
Hi Frederic, Frederic Bouvier wrote: 0) Does it meet the technical requirements for being used in FlightGear ? I'll let you elaborate on this topic before I could answer. My comment was addressing those who are judging over the usability just from watching a video on YouTube :-) Best regards, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain engine
I'll let you elaborate on this topic before I could answer. Frederic, thank You for answer. It seems what it's become more or less clear now. I think it's reasonable to test osgEarth at least to compare speed, exactness, and including possibilities then. If Your engine is completely different osg based product than FG then difference between it and osgEarth engine, which other completely different osg based product, including is mostly virtual. My opinion what's better to use things by near side, but only in case it's better or equal to things on far. If it's hard to use then it seems better to choose what's faster and easier in including. As I heard, osgEarth already works as engine in some sim products. Do not know if it have ROAM possibilities or some problems though. It would be nice if some core level developer could look deeper into it. Dunno if I could tell competent even if I would have time to test it myself. Victor -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
From: Martin Spott [mailto:martin.sp...@mgras.net] Sent: 05 June 2011 15:35 To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] Please insert disk into drive F: Erik Hofman wrote: [...] 0) Does it meet the technical requirements for being used in FlightGear ? Martin. Could we please stop hijacking threads? (and I know Martin wasn't the first offender) Vivian -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
On Sun, 2011-06-05 at 16:40 +0200, Durk Talsma wrote: Hi All, After having discussed this issue with Martin privately, we have come to the conclusion that it is in the best interest of FlightGear to back out parts of this commit, and wait for an improved version. I had accepted the merge request, after I had concluded that Martin's original objections had been resolved, but that appears not to be the case. Very well. Should I still attempt my proposed amendments? -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
Heiko Schulz wrote Finally, I found 3 affected global models in fgdata. Martin, can you fix these please (needs to go to the scenery database): Models/Transport/ICE3middlecar.ac Models/Transport/ICE3middlecar2.ac these had been directly committed to CVS by one of those overly clever committers who are known to be ignorant, by tradition, of every general consistency rule. Life could be so easy, if And before someone shouts at me: I was the author of the 3d-models- but the mentioned paths had been changed after I sent them to Vivian Meazza for including them into CVS. Not my fault, especially as I never had any right to directly commit things to CVS/GIT. Thanks to Thorsten B. for finding the cause of that problem and fixing it. I will hold my hand up for the D: stuff. There seems to have been a technical issue with the CVS client I was using at the time using absolute paths - but now one seems to have noticed up to now. However, I don't and never have had a F: drive. And while Martin is making snide remarks - nothing was done without discussing it with Jon Stockill first. I thought that he was running the database - obviously he isn't and the discussions were meaningless. Pity no one has told Jon. Vivian -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
On 05 Jun 2011, at 20:13, Ryan M wrote: On Sun, 2011-06-05 at 16:40 +0200, Durk Talsma wrote: Hi All, After having discussed this issue with Martin privately, we have come to the conclusion that it is in the best interest of FlightGear to back out parts of this commit, and wait for an improved version. I had accepted the merge request, after I had concluded that Martin's original objections had been resolved, but that appears not to be the case. Very well. Should I still attempt my proposed amendments? Yes please. As indicated, I like the idea, and my impression is that the the general consensus is like that. That said, we are uncomfortable with some aspects of the current implementation. So, please consider the removal temporary until we had ironed out these issue. Cheers, Durk -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
Could we please stop hijacking threads? (and I know Martin wasn't the first offender) Do not know. If You ask me then I never had started any fight and would not do that here for sure. It's so hard to tell who offends who in non directive communications what attempts to do so only spoil common air without any productive result. My interest here is clear, I had made FG GPL craft what had get a lot of my time as most complicated FG craft until now, and it still not so funny to user due to current FG limitations which me personally can not push far. I do not mean to offend someone, only trying to find people who could help me to do so. So I highly agree with You, stopping of offense is best option. Victor -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Nasal submodules / local weather
Hi Thorsten ( all), some time ago I had added an option to introduce Nasal submodules, or, to be more exact, to introduce Nasal modules using fgdata/Nasal/... subdirectories and add an option to load such modules on demand only (using a single enable/disable property per module). This has several advantages: * Nasal files can be grouped neatly instead of all scripts being mixed up in a single fgdata/Nasal directory. Grouping makes a lot of sense for modules consisting of several scripts - local weather is the best example. * Guaranteed loading sequence. Submodules are loaded _after_ the main fgdata/Nasal scripts, so they can rely on all fgdata/Nasal content to be already present. No more need for awkward listener callbacks, just to make sure that basic props or gui modules are available. * Finally, users have the option to disable loading modules. Unfortunately, just loading scripts (code/data) into memory already causes certain _run-time_ performance effects - even if the Nasal code was never executed (so even when all listeners/timers were disabled). Admittedly, I'm concerned that the rising number of complex Nasal modules degrades the simulation performance for everyone. Having an option to disable modules completely seems a good idea, so everyone can choose for himself. And when something is not even loaded, it's naturally guaranteed that it cannot have any performance effects at all. I'd like to use the local weather module as a good example here. I'm planning to do the same with a few other modules (tutorial.nas, jetways*.nas, maybe multiplayer, and the new Nasal Boeing CDU). I've done some tests with a local weather submodule and it seems fine. Few modifications are required - mainly affects the init handlers (need to listen to a different signal) and some GUI aspects (add an option to enable/load the Nasal module, enable/disable menu items). I've attached the changes. Before applying the patch, move the existing weather scripts into a new subdirectory Nasal/local_weather: # create new subdirectory local_weather mkdir fgdata/Nasal/local_weather # move existing files to new directory mv fgdata/Nasal/compat_layer.nas fgdata/Nasal/local_weather/. mv fgdata/Nasal/weather_dynamics.nas fgdata/Nasal/local_weather/. mv fgdata/Nasal/weather_tiles.nas fgdata/Nasal/local_weather/. mv fgdata/Nasal/local_weather.nas fgdata/Nasal/local_weather/. mv fgdata/Nasal/weather_tile_management.nas fgdata/Nasal/local_weather/. # apply patch (attached) cd fgdata patch -p1 local_weather.patch I'd like to push the change to fgdata before the release. Please test if you're happy with these changes - or let me know if you saw issues. cheers, Thorsten diff --git a/Nasal/local_weather/compat_layer.nas b/Nasal/local_weather/compat_layer.nas index 0fbd8e4..4605aed 100644 --- a/Nasal/local_weather/compat_layer.nas +++ b/Nasal/local_weather/compat_layer.nas @@ -67,8 +67,19 @@ # The compatibility layer is currently work in progress and will be extended as new Nasal # APIs are being added to FlightGear. +var weather_dynamics = nil; +var weather_tile_management = nil; +var compat_layer = nil; +var weather_tiles = nil; + + +_setlistener(/nasal/local_weather/loaded, func { + +compat_layer = local_weather; +weather_dynamics = local_weather; +weather_tile_management = local_weather; +weather_tiles = local_weather; -_setlistener(/sim/signals/nasal-dir-initialized, func { var result = yes; diff --git a/Nasal/local_weather/local_weather.nas b/Nasal/local_weather/local_weather.nas index 52c7a2f..eecb95a 100644 --- a/Nasal/local_weather/local_weather.nas +++ b/Nasal/local_weather/local_weather.nas @@ -4414,10 +4414,18 @@ setprop(lw~tiles/tile-counter,0); setprop(lwi~ipoint-number,0); +var updateMenu = func { + var isEnabled = getprop(/nasal/local_weather/enabled); + gui.menuEnable(local_weather, isEnabled); + gui.menuEnable(local_weather_tiles, isEnabled); +} + +_setlistener(/nasal/local_weather/enabled, updateMenu); # wait for Nasal to be available and do what is in startup() -_setlistener(/sim/signals/nasal-dir-initialized, func { +_setlistener(/nasal/local_weather/loaded, func { + updateMenu(); startup(); }); diff --git a/gui/dialogs/local_weather_config.xml b/gui/dialogs/local_weather_config.xml index 5826cff..f72bb54 100644 --- a/gui/dialogs/local_weather_config.xml +++ b/gui/dialogs/local_weather_config.xml @@ -6,10 +6,22 @@ namelocal_weather_config/name width400/width - height400/height + height440/height modalfalse/modal +checkbox + x5/x + y400/y + width15/width + height15/height + labelEnable local weather module/label + property/nasal/local_weather/enabled/property + binding +commanddialog-apply/command + /binding +/checkbox + text x5/x y370/y diff --git a/gui/menubar.xml b/gui/menubar.xml index bbaa69a..fba2618 100644 --- a/gui/menubar.xml +++ b/gui/menubar.xml @@ -329,14 +329,8 @@ item labelLocal Weather/label - binding -
Re: [Flightgear-devel] Object distance fading color
On Sun, 2011-06-05 at 14:34 +0200, ThorstenB wrote: On 05.06.2011 10:26, Erik Hofman wrote: There is now a new property /rendering/scene/overcast ranging from 0.0 (normal behavior) to 1.0 (complete overcast). Just wondering: we have /sim/rendering, which contains a long list of properties - including properties for clouds and precipitation. And we have /rendering which contains the scene/dome properties only. Is there a specific reasons these are separate? Not that I know of, but I was always under the impression that /sim/rendering was honored once at startup only. Erik -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
Durk Talsma wrote: On 05 Jun 2011, at 20:13, Ryan M wrote: Very well. Should I still attempt my proposed amendments? Yes please. Adding to Durks statement(s), I'd like to express my particular appreciation to the idea of applying relative elevations - this approach is quite similar to the elevation offset we're maintaining for certain shared object positions in the Scenemodels repository. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] fgfs log files with qt process
Hi all I am trying to to write fgfs stderr output to a file. This is no problem when I use redirection like logifle.log in a shell of course, but - unfortunately - this can not be passed as argument with qt by startDetached process, which I use with fgx launcher and which is static. I am not able to add such a option to fgfs. Is there someone who can help me and add such log/debug file output option to fgfs? Thanks for your response, Yves -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Today's Git - MSVC9 build error
Today's Git fails to build on MSVC9 with the following error: src\Main\main.cxx(624) : error C2017: illegal escape sequence this is caused by an errant space at the end line # 624. I have some other work in train - if no one gets there first, I'll include a fix in that. Vivian -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear used in brain-control programm
On Sun, Jun 5, 2011 at 8:20 AM, Gijs de Rooy wrote: Interesting use of FlightGear! http://www.northeastern.edu/news/stories/2011/05/http://www.northeastern.edu/news/stories/2011/05/braincontrol.html braincontrol.htmlhttp://www.northeastern.edu/news/stories/2011/05/braincontrol.html Cool project! Thanks for sharing the link. I wonder if we could get someone from the team to write a 2-3 paragraph newletter article with a picture or two? Curt. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] gnome 3 ?
This weekend I took the plunge and upgraded my main desktop machine to Fedora 15 + Gnome 3. Out of the gate I hit some serious culture shock, but I'm starting to get the hang of the new gnome interface and it's growing on me quickly. There are many good reviews posted online explaining the new gnome 3 interface, but I figured I'd post my own thoughts too: http://gallinazo.flightgear.org/technology/fedora-15-and-gnome-3/ FlightGear seems to compile and run pretty much exactly as before with Fedora 14, so no complaints there. So far so good ... ! Curt. On Fri, Jun 3, 2011 at 3:24 AM, Chris Baines wrote: I use Gnome 3 and FlightGear and it works well. I do like the Shell, and after a while it does grow on you. The main problem I think is that people logically think that as Gnome 3 is released the Shell is completed, where that is far from the truth, much of the work is still to be done. As you point out its hard to configure and might not be as intuitive as it could be but it looks like an alright base to work from. On 3 June 2011 08:54, Stefan Seifert n...@detonation.org wrote: On Friday 03 June 2011 06:10:24 Curtis Olson wrote: Looks like the linux desktop folks have stopped chasing windows and are now chasing mac? Quote from an online review: gnome 3 gives you any color theme you like ... if you like black. s/linux desktop/Gnome/ There's still KDE and all the lighter desktops available which do not force anything on you. And according to a phoronix comparison, the KDE window manager seems most of the time to be the one affecting performance the least. And if that's still too much, deactivating desktop effects is just a shortcut away. http://www.phoronix.com/scan.php?page=articleitem=linux_desktop_managers1num=1 Stefan -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel