On 30 Sep 2011, at 19:52, Michael Robson wrote:
Essentially what I am looking to do is create some instruments of my own with
some detailed generation of graphical entities that are being continually
updated. I am therefore assuming that a 'dynamic texture' is the way to go
with this.
Another way is to use the ZKV1000 instrument. See
http://wiki.flightgear.org/FlightGear_Newsletter_October_2010. It is so far
in the Hondajet and Diamond DA42 aircraft.
I have re-used the moving map code from ZKV1000 in my TSR2 project. The
moving map takes a set of map images (in windows
James, this sounds very interesting. I will check out the code this weekend
if I get time and have a look through. I am pretty sure that this is the way
I need to go to implement my instument!
Alan, that instrument looks interesting. I may be able to use the technique
for a 'layer' on my display.
Hi Curt,
thanks for your comments and explanations.
We always recognized potential difficulties with blending the sky into
the terrain. The original design used the fog color as the opengl clear
color (the color that the display buffer is cleared to before starting
to draw any
of the
Hi Stuart,
(Apologies if I've missed this already) Are you planning put this into
git?
Should actually be in now - you might have to activate it though, because
I haven't changed the gui and some menu options cause errors with the new
rendering system because they are not implemented or
On 1 Oct 2011, at 03:33, Curtis Olson wrote:
That could very well be true ... and I don't think it would be a huge coding
change ... but it should be done in a way that bumps up the btg version
number and picks a new packet id so as to maintain backwards compatibility
with all the
On Sat, Oct 1, 2011 at 9:29 AM, James Turner wrote:
Just looking at the relevant Simgear code - it already runs through GZip,
so I'm not worried about overhead there - and the versioning system looks
pretty sane to deal with too. There's already the version check for
short-vs-unsigned-short
Now that G1000 looks promising, but I get while compiling Atlas on Ubuntu 10.04:
make[2]: Betrete Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[2]: *** Keine Regel vorhanden, um das Target »MPAircraft.o«,
benötigt von »Atlas«, zu erstellen. Schluss.
make[2]: Verlasse Verzeichnis
On 1 Oct 2011, at 15:37, Curtis Olson wrote:
We need to modify the loader in simgear as well as the format generation code
in terragear. Right now the indices are packed as 2-byte short ints in the
binary .btg file so of course making a change only to the simgear side will
do nothing to
I think the original intention was to keep the read/write together and
centralized so it was easier to keep format changes compatible. That said,
I haven't been tracking terragear-cs changes so I don't know what version of
simgear they are using or if they've made other changes around this area.
Thorsten
-Original Message-
From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
Sent: 01 October 2011 11:20
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric haze modelling
Hi Curt,
thanks for your comments and explanations.
We
On Sat, Oct 1, 2011 at 11:13 AM, Vivian Meazza vivian.mea...@lineone.netwrote:
Emilian and I have been working on the water shader, and have run into some
show stoppers caused by the lack mf vertices in the ocean tiles - there are
just 4 so far as we can see, so the junctions between tiles
From: Michael Sgier
Sent: Saturday, October 01, 2011 3:43 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
Any ideas/help on what to do? In GIT the Honda and DA20 are black/off?
Thanks
Michael
I
Vivian,
- Mail original -
Emilian and I have been working on the water shader, and have run
into some show stoppers caused by the lack mf vertices in the ocean
tiles - there are just 4 so far as we can see, so the junctions
between tiles always show up as you speculate. It might be
From: Robbo
Sent: Saturday, October 01, 2011 10:57 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
Alan, that instrument looks interesting. I may be able to use the technique for
a 'layer' on my display. Is it essentially
James Turner wrote:
Okay, but the relevant source file (sg_binobj) appears to contain both the
read *and* write code paths - which is really what I was asking - is the
write logic in sg_binobj.cxx the one terragear uses, or 'something else'?
James
Please be aware that TG uses SG-CS
Christian Schmitt wrote:
Please be aware that TG uses SG-CS currently. I used it with the normal SG
for a while but this was no longer possible recently. It exposed weird
behaviour and crashes.
Indeed, we're still maintaining a simgear-cs for terragear-cs to
keep a working source tree as a
On 1 Oct 2011, at 11:25, Thorsten Renk wrote:
I see. So what do I do when I want to change the wind and want the clouds
to follow the new setting? Simply do a setprop for the layer height
setting it to the same value it was?
For the moment, Yes.
At some point in the future we should fix it
Martin Spott wrote:
Indeed, we're still maintaining a simgear-cs for terragear-cs to
keep a working source tree as a fallback in those situations when
essential features are removed from stock simgear (which already had
happened).
Ok so I think that I am making some progress here, but what I really need to
do is 'register a listener', so that my code can be called for updating the
dynamic texture.
I have looked, but I am not too sure what to register my object as a
listener with, can anyone point me in the right
Hi,
finally had the time to complete the replay system overhaul. Thanks to
everyone providing input. Some people had sent me longer wish lists –
unfortunately I'm unable to fulfill all of them - at least not now :).
But some things are still high on my list: specifically the option to
easily
On Sat, Oct 1, 2011 at 5:58 PM, ThorstenB bre...@gmail.com wrote:
Also, the option of taking over flight controls at any
point during a replay. The latter isn't as easy as it sounds, since most
FDMs don't really like being repositioned or even having the speed
changed externally.
Many (many)
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