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2007-05-20_11:25:48 (vmmeazza)
/var/cvs/FlightGear-0.9/data/AI/foch_demo.xml
Gérard Robin
Updates
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2007-05-20_11:27:45 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Models/Geomet
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2007-05-21_12:50:02 (frohlich)
/var/cvs/FlightGear-0.9/source/src/Main/FGManipulator.cxx
/var/cvs/FlightGear-0.9/source/src/Main/FGManipulator.hxx
/var/cvs/FlightGear-0.9/source/src/Main/fg_os_osgviewer.cxx
Modified Files:
confi
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2007-05-25_10:49:26 (andy)
/var/cvs/SimGear-0.3/source/simgear/nasal/naref.h
Sync with trunk
2f585eeea02e2c79d7b1d8c4963bae2d
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Hi Mathias,
On Saturday 26 May 2007 19:52:17 Mathias Fröhlich wrote:
> Well, not that I do not care for older hardware. But I think that we should
> better rely on double here. It eases life very much and reduces complexity
> in the code ...
Remember this is OSG build - not FG.
OK. But what re
Hi Curt,
On Saturday 26 May 2007, Curtis Olson wrote:
> If this works as well as advertised (and it appears to) then this is a
> really nice feature of OSG. Dealing with whole earth scales using floating
> point numbers requires a few non-obvious tricks. For those not familiar
> with the issue,
Hi Tim,
On Saturday 26 May 2007, Tim Moore wrote:
> Hi,
>
> This patch combines all the triangles, triangle strips and triangle fans
> with the same material in a tile into one DrawElements primitive set.
> This also reduces by a factor of 100 the number of Geodes that needs to
> be processed by
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Hi,
This patch combines all the triangles, triangle strips and triangle fans
with the same material in a tile into one DrawElements primitive set.
This also reduces by a factor of 100 the number of Geodes that needs to
be processed by the cull phase.
On 5/26/07, Tim Moore wrote:
You might not realize that OSG doesn't push / pop the matrix in each
transform node to OpenGL. Instead, it accumulates the effective
ModelView matrix for each drawable and and loads that when the drawable
is rendered. This allows you to keep the coordinates of geomet
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Mathias Fröhlich wrote:
> Hi,
>
> On Saturday 26 May 2007, Harald JOHNSEN wrote:
>> Are we talking about the matrices used for the culling and the rendering
>> ? If that's the case then we don't need precision for culling and the
>> gpu does nothing w
On Saturday 26 May 2007 14:34:44 Mathias Fröhlich wrote:
> hi,
>
> On Saturday 26 May 2007, Nick Warne wrote:
> > I hope not ;-) ...
>
> What compiler do you use?
> What distro?
gcc version 3.4.6
Slack 10 (but heavily updated from source all bar glibc [too scared to update
that]).
>
> > I under
Hi,
On Saturday 26 May 2007, Harald JOHNSEN wrote:
> Are we talking about the matrices used for the culling and the rendering
> ? If that's the case then we don't need precision for culling and the
> gpu does nothing with doubles, they have allready some trouble to use
> floats efficiently.
These
Mathias Fröhlich wrote:
>Hi,
>
>Hi,
>
>On Saturday 26 May 2007, Nick Warne wrote:
>
>
>>I decided to start a new clean thread here, so people can find what they
>>need to build FG to perform.
>>
>>As we know, using the CMAKE command:
>>
>>cmake -i .
>>
>>produces a question/answer type script so
On Friday 25 May 2007 15:13, Reagan Thomas wrote:
> Martin Spott wrote:
> > "Berndt, Jon S" wrote:
> >>Reagan Thomas wrote:
> >>>Short version:
> >>>
> >>>Here is the link to an updated patch which (a) corrects the
> >>>VRP precisely as Anders did with the F80C while removing the
> >>>somewhat inco
hi,
On Saturday 26 May 2007, Nick Warne wrote:
> I hope not ;-) ...
What compiler do you use?
What distro?
> I understand/stood what these options did, and hence why I tried it. I do
> not see any difference at all, other than a 100% 'responsiveness' to FG and
> super FPS.
>
> It what respect d
Hi Mathias,
On Saturday 26 May 2007 14:18:14 Mathias Fröhlich wrote:
> > //Set to ON to build OpenSceneGraph with float matrix instead of
> > // double.
> > OSG_USE_FLOAT_MATRIX:BOOL=ON
> >
> > //Set to ON to build OpenSceneGraph with float matrix instead of
> > // double.
> > OSG_USE_FLOAT_PLANE:
On Friday 25 May 2007 10:36, Joacim Persson wrote:
> On Fri, 25 May 2007, leee wrote:
> > http://www.air-and-space.com/Antonov%20An-225%20Mriya.htm
> >
> > it's the rear four sets. This site also has some nice pics of the main
> > gear, which show that the front three and rear four units are diffe
Hi,
Hi,
On Saturday 26 May 2007, Nick Warne wrote:
> I decided to start a new clean thread here, so people can find what they
> need to build FG to perform.
>
> As we know, using the CMAKE command:
>
> cmake -i .
>
> produces a question/answer type script so you can build as a 'Release' and
> co
Hi All,
I decided to start a new clean thread here, so people can find what they need
to build FG to perform.
As we know, using the CMAKE command:
cmake -i .
produces a question/answer type script so you can build as a 'Release' and
configure any optimisations to suit.
Using:
./configure CX
On Saturday 26 May 2007, Tim Moore wrote:
> OK, but maybe this call shouldn't be buried in the initialization of the
> model loader. osgViewer::Viewer changes this mode for threading models
> that need it, and maybe your new viewer should do the same.
That is probably too late.
Some of our shared
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Mathias Fröhlich wrote:
> Hi,
>
> On Thursday 24 May 2007, Tim Moore wrote:
>> OSG reference counting doesn't need to be thread safe, even in the
>> multi-threaded OSG modes, unless you're doing something very tricky. In
>> any event, it shouldn't be
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Hi,
These patches implement a command to dump the entire OSG scene graph as
a .osg text file. While large, this allows debuggers to really see
what's happening in the scene graph.
Tim
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Hi,
This patch fixes the (lack of) spin animation in the osgViewer version.
Tim
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