Hello again,
Barring last-minute objections, I would like to declare CMake 'the' build
system, from tomorrow onwards. Since my last email I've added a README.cmake to
flightgear, and I'm working on ensuring the 'make dist' features of automake
are replicated in CMake (via CPack) so when 2.6
On Sat, Oct 22, 2011 at 10:03 AM, James Turner wrote:
Hello again,
Barring last-minute objections, I would like to declare CMake 'the' build
system, from tomorrow onwards. Since my last email I've added a README.cmake
to flightgear, and I'm working on ensuring the 'make dist' features of
-Original Message-
From: James Turner
Sent: Saturday, October 22, 2011 4:03 PM
To: FlightGear developers discussions
Subject: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)
If there's lingering queries about Cmake, or requests on the 'best' way to
handle the transition, please let
Cedric Sodhi wrote:
You will have to clone
every aircraft which you would like to have as a git repository. And you
should clone them into a different directory than fgdata (strongly
recommented).
Is there any recommended way to reference instruments outside the
aircraft's directory?
On 22 Oct 2011, at 16:09, Curtis Olson wrote:
It might be a bit extra work, but it would be good to take the source.tar.gz
files that cmake creates, unpack them in a new directory and just make sure
we can do a clean build from them. This always seems to expose a file or
two, or a header
On 22 Oct 2011, at 16:26, S Andreason wrote:
Is there any recommended way to reference instruments outside the
aircraft's directory?
Currently I am using
path../../../Instruments-3d/alt-2/alt2.ac/path
and
texture../../../Generic/Effects/smoke.png/texture
etc.
Please use:
James Turner wrote:
Is there any recommended way to reference instruments outside the
aircraft's directory?
Currently I am using
path../../../Instruments-3d/alt-2/alt2.ac/path
and
texture../../../Generic/Effects/smoke.png/texture
etc.
Please use:
Hi all
I just set up a mirror of your (not ours, I will get it) gitorious
repos with git/gitolite/cgit. It is easy to explore the repositories
with cgit, just have a look. There is no use for this, but it is fun (at
least for me).
http://git.fgx.ch/
Cheers, Yves
James,
good work :)
I can now build more scenery but still hit the spaghetti network
around YSSY.
Was the change that you made only to a 32bit int?
What do i need to do to change to 64bit int?
I can also report that on my box running a GeForce 8400 that the frame
rate above 80/sec :)
Jason
On
On 23 Oct 2011, at 00:41, Jason Cox wrote:
I can now build more scenery but still hit the spaghetti network
around YSSY.
Was the change that you made only to a 32bit int?
What do i need to do to change to 64bit int?
I'd be pretty suspicious of this - much more likely, there's a bug in my
On 22 Oct 2011, at 23:20, S Andreason wrote:
I know you'll say everybody must upgrade, but I still see a lot of
downloads of my models for older Fg versions. (Which does make sense for
older graphics hardware.)
Yep - I would say upgrade - but I understand there's reasons not too. If
11 matches
Mail list logo