Hi developers,
I have a proposal about rewarding development.
I propose that curt add a paypal link to the flightgear home page, and
a one line (?) statement at the top about contributing through the
link supporting a flightgear development prize.
curt could take a percentage, and then decide wh
On 1 Dec 2011, at 20:51, Vivian Meazza wrote:
> I hope you enjoy this. We still have further improvements in the pipeline.
Fantastic.
One question, apologies if it is 'dumb' - is this orthogonal to, or related to
'DDS materials'? Which also seems to change the shaders in many ways, with some
Hi All,
Emilian and I have just about finished this phase of shader development.
This includes:
1. Standardized fog calculations.
2. Unified lightmap, bumpmap and refection shaders - known as the
uber-shader
3. Enhanced water shader.
We have also adopted Gijs' rendering gui, which enables all
Am 01.12.2011 15:53, schrieb Iervolino Fatima:
> Hi Thorsten,
>
> I've rebuilt all successfully. But I'm still have the same problem as
> before:
>
> What I can do to solve it?
First of all, are you really using "CMake" to configure your FlightGear
build (not just for OSG!) - or are you maybe usi
We've just entered the last month of the year, so time for another FlightGear
newsletter!
This newsletter contains some very important information for contributors, so
read it carefully. Altough most of the release cycle will be the same as for
2.4.0, there are
some important differences with r
On Thu, 1 Dec 2011, James Turner wrote:
>
> On 1 Dec 2011, at 12:33, Heiko Schulz wrote:
>
>> Anyone knows why?
>
> The Windows slave is offline, and I keep forgetting to poke Gene to see
> why. Probably the Windows box needs restarted / tickled / fed chocolate.
The service had stopped for some
Hi Fatima
Just found something with your output, just in case you still get the
same errors with the ogr plugin.
http://forum.openscenegraph.org/viewtopic.php?t=2953&view=previous
Cheers, Yves
Am 01.12.11 15:53, schrieb Iervolino Fatima:
> Hi Thorsten,
>
>
>
> I've rebuilt all successfully. But
Hi Stuart,
If there's anything you need to do in fgfs-construct to orient these
textures, let me know.
I'm reworking it now to texture the vector data, so I'll have texture
coordinates matching road direction.
But I'm assuming by aligning the buildings with roads, you mean the roads
in the urban
Hi Thorsten,
I've rebuilt all successfully. But I'm still have the same problem as before:
What I can do to solve it?
Thanks,
Fatima
-Message d'origine-
De : ThorstenB [mailto:bre...@gmail.com]
Envoyé : mercredi 30 novembre 2011 21:14
À : Iervolino Fatima
Cc : FlightGear
On Wed, 30 Nov 2011, Stuart Buchanan wrote:
> (For any third party reading this, Arnt's comments are not usually a
> reflection of the general view of the FG community, as a perusal of the
> mailing list will quickly show)
>
Stuart is far too nice. He's a kook that should be ignored.
g.
--
Pr
On 1 Dec 2011, at 12:33, Heiko Schulz wrote:
> Anyone knows why?
The Windows slave is offline, and I keep forgetting to poke Gene to see why.
Probably the Windows box needs restarted / tickled / fed chocolate.
James
Hello,
I wanted to update FlightGear today.
but I noticed that the last win32/64 builds has be created a while ago, though
I can see a lot of new things has been added to SimGear and Flightgear since.
It looks as currently no win-builds are possible, as OSG, FGRun and TerraGear
Builds are miss
Hi,
Yes, I agree with you. I di dit and the built is now completely successful.
Thanks,
Cheers,
Fatima
-Message d'origine-
De : ThorstenB [mailto:bre...@gmail.com]
Envoyé : mercredi 30 novembre 2011 21:14
À : Iervolino Fatima
Cc : FlightGear developers discussions
Objet : Re: [Flightgea
On 1 Dec 2011, at 09:31, Stuart Buchanan wrote:
>
> I was thinking I'd need a cuboid per floor so I can use textures
> efficiently. I'm thinking of a texture file that contains a number of
> horizontal texture strips, each representing a floors-worth of walls
> for a different building. I think I
On Thu, Dec 1, 2011 at 8:07 AM, James Turner wrote:
> - I don't think you need to worry about a cuboid per floor - only define
> some (irregular) trapezoids for the floor plans, and simply extrude them to a
> height - with suitable random generation of the heights.
I was thinking I'd need a cub
2011/11/30 Stuart Buchanan :
> At the same time, I'm anticipating aligning the buildings with the
> texture, and probably using a second texture as a mask to indicate
> where buildings may, or may not, be placed.
Can you use low-bit gray (or index) mask, to indicate not only placed
or not, but al
On 30 Nov 2011, at 14:07, Stuart Buchanan wrote:
> I'm interested in peoples opinions on this, and in particular what
> their view is of the current forest and urban shader performance. It
> may be that my system is unique in that one is cheap and the other
> expensive, and this is all pointless!
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