Re: [Flightgear-devel] Energy worm in hud

2006-07-28 Thread Melchior FRANZ
* Lee Elliott -- Saturday 29 July 2006 01:03: > I saw that the test for ilcanclaw was re-introduced in > hud_ladr.cxx and it seems to stop the energy worm from working No. It hasn't ever been changed there (Cockpit/hud_ladr.cxx). I only commented it out in the new HUD code in src/Instrumentation/

[Flightgear-devel] Energy worm in hud

2006-07-28 Thread Lee Elliott
Probably one for Melchior... I saw that the test for ilcanclaw was re-introduced in hud_ladr.cxx and it seems to stop the energy worm from working. It works again if I remove the test. LeeE - Take Surveys. Earn Cash. Infl

Re: [Flightgear-devel] 3d models

2006-07-28 Thread Ampere K. Hardraade
On Friday 28 July 2006 06:21, Robin van Steenbergen wrote: > I know that, since all the airports in the Netherlands are made that > way. But there's one pretty important thing that's not generated on the > ground chart: The buildings are all missing! > Most ground charts do have the buildings on th

Re: [Flightgear-devel] 3d models

2006-07-28 Thread Martin Doege
On 7/27/06, Jon Stockill <[EMAIL PROTECTED]> wrote: > So forget converting anything from their 3d warehouse - if you want to > use a model you'll need to get it direct from the author. There is one thing FG could learn from Google Earth's 3D Warehouse:The GE Warehouse is linked to directly and pro

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Melchior FRANZ
* Frederic Bouvier -- Thursday 27 July 2006 08:30: > I agree with Mathias : doing raw ogl call outside the scenegraph requires lots > of costly state save and restore And as I said: the HUD doesn't do many state changes. > if you don't want to see your screen screwed. > OSG is extensible and

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Frederic Bouvier
Selon Mathias Fröhlich : > > Hi, > > On Wednesday 26 July 2006 19:20, Melchior FRANZ wrote: > > We had talked about abstracting out the raw gl-commands into just > > one file, and then to use plib wrappers to plug the HUD into the > > scene graph. The plib wrappers could eventually get replaced by

Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Melchior FRANZ
* Jeff McBride -- Friday 28 July 2006 15:46: > Actually, sometimes if you get it right (well, I did it once), you can > go a lot faster than that. Yes, you are right. I suggested 8000 ft only as sufficiently high to not rush into the ground immediately, at that high speed. But trying at 1000 ft o

Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Torsten Dreyer
> $ fgfs --aircraft=YF-23 --airport=knuq --disable-real-weather-fetch > > - full throttle > - climb to 8000 ft > - 90 degree bank > - pull stick fully back > amazingly: you don't bleed off speed, but *accelerate* > - at ~1630 kt (after that the speed decreases) 0 degree bank and > 90 degree pit

Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Jeff McBride
Actually, sometimes if you get it right (well, I did it once), you can go a lot faster than that. I managed to get the speed to diverge rapidly up to 5 or 6 digits once and then FG crashed. I wasn't able to do it consistently though. -Jeff On 7/28/06, Melchior FRANZ <[EMAIL PROTECTED]> wrote:

[Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Melchior FRANZ
$ fgfs --aircraft=YF-23 --airport=knuq --disable-real-weather-fetch - full throttle - climb to 8000 ft - 90 degree bank - pull stick fully back amazingly: you don't bleed off speed, but *accelerate* - at ~1630 kt (after that the speed decreases) 0 degree bank and 90 degree pitch up - climb to

Re: [Flightgear-devel] 3d models

2006-07-28 Thread Robin van Steenbergen
Ampere K. Hardraade schreef: > On Wednesday 26 July 2006 12:53, Robin van Steenbergen wrote: > >> I'm working on an accurate >> model of Eindhoven Airport and you can actually put the ground chart of >> the airport on the 'floor' and model on top of that. >> > > We have the capability to ge

Re: [Flightgear-devel] FlightGear MP authentication

2006-07-28 Thread Buchanan, Stuart
--- Martin Spott wrote: > I know, this discussion is barely coupled to ongoing development, but > because I like to participate in creating admirable plans, I don't want > to miss it :-)) Yup, there's nothing like designing something there is little chance you will implement yourself ;). > "Buc

Re: [Flightgear-devel] 3d models

2006-07-28 Thread Robin van Steenbergen
Jason Cox schreef: > Hi all, > just wondering on weather some one has looked into "tapping > into" the > 3d models that are available for downlaod from google earth? > i think we maybeable to use these if we convert them as they are created > by users of the sketchup program. > any thoughts

Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Vassilii Khachaturov
FWIW, the current precipitation rendering code is raw-gl-based as well, not even done with proper branching via ssg; we just have a special call to its rendering from within the renderer. I am currently working on texturing-based precipitation which needs multitexturing, and naturally it can't be d