Thanks for the reports. I suspect something has gone wrong with my merge.
Unfortunately I wont be able to look at it until tonight.
Sorry for breaking the build.
-Stuart
On 7 Oct 2011, at 23:35, syd adams wrote:
> Me too , with ATIMobility Radeon HD 4250
>
> On Fri, Oct 7, 2011 at 11:55 AM
Me too , with ATIMobility Radeon HD 4250
On Fri, Oct 7, 2011 at 11:55 AM, wrote:
> On Friday 07 October 2011 19:38:54 Durk Talsma wrote:
>
>> On 07 Oct 2011, at 19:01, Frederic Bouvier wrote:
>
>> > "Me too" on the black clouds now ... nvidia graphics card + latest git.
>
>> >
>
>> > It's the sa
James Turner wrote:
> If someone could incorporate the revised sg_binobj.cxx from
> simgear/next into simgear-cs, and verify the results with terragear,
This is what happens when running 'genapts' with a modified
'simgear-cs' on a _really_ simple airport layout (EDKA, consisting of
just one runwa
On Friday 07 October 2011 19:38:54 Durk Talsma wrote:
> On 07 Oct 2011, at 19:01, Frederic Bouvier wrote:
> > "Me too" on the black clouds now ... nvidia graphics card + latest git.
> >
> > It's the same for me
>
> Me Too: (two Nvidia 9800GT cards + latest git).
Me (1, 2, 3 , 4.. ok that's 5)..
On 07 Oct 2011, at 19:01, Frederic Bouvier wrote:
>
> "Me too" on the black clouds now ... nvidia graphics card + latest git.
>
> It's the same for me
>
Me Too: (two Nvidia 9800GT cards + latest git).
--
All of the
> "Me too" on the black clouds now ... nvidia graphics card + latest
> git.
It's the same for me
-Fred
--
All of the data generated in your IT infrastructure is seriously valuable.
Why? It contains a definitive record o
On Fri, Oct 7, 2011 at 11:33 AM, wrote:
> Somehow, that didn't work out for me.
>
> * clouds are now black
>
> (see also
> http://flightgear.org/forums/viewtopic.php?f=5&t=7358&start=435#p139537
> in the Forum - I'm not the only one with that problem - the common theme
> might be an NVIDIA GPU he
> So, not only should the curved field be fixed, but there are also many
> more shading parameters available for the top/middle/bottom/shaded
> part of the cloud. See README.3Dclouds for details.
Somehow, that didn't work out for me.
* clouds are now black
(see also
http://flightgear.org/forums/
There is also a frame rate throttling option, but it's pretty buried
/sim/frame-rate-throttle-hz
Also consider setting your "sync to vblank" option in your video hardware.
That can help limit FlightGear to run at your display's refresh rate.
Curt.
On Fri, Oct 7, 2011 at 8:48 AM, Alan Teeder w
-Original Message-
From: Arnt Karlsen
Sent: Friday, October 07, 2011 1:12 PM
To: flightgear-devel@lists.sourceforge.net
..chk output of "fgfs -v -h |less ", should offer frame rate throttling
on recent and git versions of FG.
Arnt
I assume you mean fgfs --model-hz=n
This will run the
Martin Spott wrote:
> We're not yet there. On a first test earlier today, 'genapts' ended in
> a segfault with the recent changes but I ran out of time, thus I
> have not yet verified if the source change in 'simgear' really was the
> culprit,
>
Confirmed here. And I thought first it was th
> -Original Message-
> From: Torsten Dreyer [mailto:tors...@t3r.de]
> Sent: 07 October 2011 10:49
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] A collection of issues
>
> Am 07.10.2011 08:55, schrieb thorsten.i.r...@jyu.fi:
> >> Hmm - after double-checking, it
Geoff McLane wrote:
> This will become even more important if the recent changes
> in sg_binobj.cxx gets rid of the 'swirlies' ;=)) thanks
> James, and Martin, and more people go for 'denser' scenery
> generation, breaking the 64K index barrier...
We're not yet there. On a first test earlier t
On Fri, 7 Oct 2011 02:46:22 +0100, Peter wrote in message
:
> Would it be possible to make the "autopilot" work at a reliable freq..
>
> The autopilot atmo in my suspicion is bound to a frame rate.. this
> explains why it wobbles on my low frame rate machine.. ie laoder
> card..
>
> IMHO the au
Personally, I'd prefer Python, mainly because its garbage collection seems to
work fine and it has a large base library, with many third party modules to
extend on it. But, as someone pointed out earlier here, you can't always get
what you want...
Ciao,
Alessandro
> Date: Fri, 7 Oct 2011 14:0
On Fri, 7 Oct 2011 02:30:38 +0100, Peter wrote in message
:
> How does nasal works within the sim.. ?
> why we can not use a "ecma" scripting engine ?
> Can i Use javascript in FG, smells the smae almost...
>
> I can embed nasal within an xml tag??
>
> Why can we use V8 which is a fast scriptin
2011/10/7
> But if you know a fast way of rendering
> the cloud shadows - please just let me know.
>
There is a way to do that by a technique called projective texture mapping.
We need a texture that represents the current cloud situation as seen from
the sun.
For simplicity reasons we could use
Hi Yves, Curt, et al,
If someone does works on, and check in a TG-cs tool patch to
handle 2 arcsec data, although I thought it always handled
integer inputs, then they should also keep in mind processing
say Canadian CDED1 0.75 arcsec data...
I did a patch to handle that back circa 2009, but
When someone wants to run "experiments" with this data, you can find
some test data in .dem format here:
http://maptest.fgx.ch/public/2arc-alaska-dem/n70w140.zip
Thanks a lot, Yves
Am 07.10.11 12:07, schrieb HB-GRAL:
> I am asking because I am currently working on Alaska elevation data for
> the
I am asking because I am currently working on Alaska elevation data for
the relief. I had to clip 6 px overlap and I converted the .flt data to
DEM format. HGT can not handle 1800x1800 px, but there is also a demchop
in terragear, right?
I like to share the data when it is useful for scenery bu
Am 07.10.2011 11:20, schrieb Erik Hofman:
>> In my experience, for a happy life in open-source development, work on
>> what*you* *enjoy*, not what 'we' 'need'.
> And sometimes it's not even clear if 'we' includes us..
'we' should add these wise statements to our developer's guide ;-)
Torsten
-
Am 07.10.2011 09:09, schrieb thorsten.i.r...@jyu.fi:
>> We would like surface-wind/speed-kt, /direction-from-deg,
>> > /velocity-from-east-fps, velocity-from-north-fps, (please not 'from
>> > heading'
>> >), but use whatever is easiest, we can handle the conversions easily
>> > enough.
> Tor
Am 07.10.2011 08:55, schrieb thorsten.i.r...@jyu.fi:
>> Hmm - after double-checking, it looks good to me.
>
>> Checked with running --prop:/environment/terrain/area[0]/enabled=1
>
> That seems to be the key, thanks. Works fine if I set the property on
> startup in the commandline, doesn't work if I
Am 07.10.11 10:47, schrieb thorsten.i.r...@jyu.fi:
>
> Sorry, I'm just getting a bit touchy about reading 'we need' - I've had
> too much of that recently.
>
> Cheers,
>
> * Thorsten
>
Hi Thorsten
I dont want to take the same line. Was just a small side note, more
talking to myself. While I was
On Fri, 2011-10-07 at 10:14 +0100, James Turner wrote:
> On 7 Oct 2011, at 09:47, thorsten.i.r...@jyu.fi wrote:
>
> > Sorry, I'm just getting a bit touchy about reading 'we need' - I've had
> > too much of that recently.
>
> In my experience, for a happy life in open-source development, work on w
On 7 Oct 2011, at 09:47, thorsten.i.r...@jyu.fi wrote:
> Sorry, I'm just getting a bit touchy about reading 'we need' - I've had
> too much of that recently.
In my experience, for a happy life in open-source development, work on what
*you* *enjoy*, not what 'we' 'need'.
At least, some of the
On Fri, 7 Oct 2011, Alan Teeder wrote:
> I am also having problems in this area.
>
> If you look at the time dependant filters they use a very simple code
> which easily explains the problem. It would be much better to use the
> Tustin substitution which is practically guaranteed to be stable,
I am also having problems in this area.
If you look at the time dependant filters they use a very simple code which
easily explains the problem. It would be much better to use the Tustin
substitution which is practically guaranteed to be stable, and is used in real
life autopilots. However th
>> We already adjust the greyness of the sea to reflect the overcast
>> value. (It would also be nice if the visible weather in Global matched
>> the
>> description a bit better: we make the sea grey when it's overcast, but
>> the sky is still mostly blue).
> This sounds all really nice and thank
On Fri, 2011-10-07 at 02:30 +0100, Peter Morgan wrote:
> How does nasal works within the sim.. ?
Excellent, it can handle weather simulation and rendering just well.
> why we can not use a "ecma" scripting engine ?
> Can i Use javascript in FG, smells the smae almost...
>
> I can embed nasal wi
> We would like surface-wind/speed-kt, /direction-from-deg,
> /velocity-from-east-fps, velocity-from-north-fps, (please not 'from
> heading'
> ), but use whatever is easiest, we can handle the conversions easily
> enough.
Torsten, does that sound viable to you? I'll be happy to write them from
Lo
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