Yes am very interested in fgcom.. particular how to set up a server and
clients..
even the fgcom without the FG dependance.. ie no FG install.. just a
lighweight radar client.. and VOIP ..
Is there even an index of fgcom servers.. but am extemely interested in
this area..
pete
On Sun, Dec 25, 2
Am 25.12.11 01:59, schrieb Hal V. Engel:
>
> You can do this today with fgcom. Just setup a fgcom server on your local
> upstairs machine and you are good to go. You don't even need FG running to
> use fgcom to communicate with other users on your network.
Hi Hal
Can you point me to docs how to
On Saturday, December 24, 2011 04:07:06 PM Pedro Morgan wrote:
> Ok here's the scenario..
>
> I'm a kid and taken off in a 747 and need some real world kinda help to
> land for teens...
>
> Problem with FG is that it needs to "simulate a bit more".. and not be a
> long winded things
>
> > sn
Ok here's the scenario..
I'm a kid and taken off in a 747 and need some real world kinda help to
land for teens...
Problem with FG is that it needs to "simulate a bit more".. and not be a
long winded things
> snip
>
> > ATC == chat.. we need to look at skype. android and speakers with tex
On Friday, December 23, 2011 06:22:35 PM Pedro Morgan wrote:
> Is there a way we can work towards a more "accessible" multiplayer
> enviroment for next year +
>
snip
> ATC == chat.. we need to look at skype. android and speakers with text to
> sound..
We alrady have fgcom - no need for skype si
Peter,
Pedro Morgan wrote:
> Is there a way we can work towards a more "accessible" multiplayer
> enviroment for next year +
To be honest, it's a little bit difficult to understand that you're
trying to explain to us.
> And to do some of the Multiplayer tasks without FG.. as an install..
Why s
> -Original Message-
> From: Erik Hofman [mailto:e...@ehofman.com]
> Sent: 24 December 2011 10:40
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d
> textures, again)
>
> On Sat, 2011-12-24 at 10:12 +, James Turner wrote
Hi,
On Saturday, December 24, 2011 11:12:10 James Turner wrote:
> According to this, there should be no extension required:
>
> http://lists.apple.com/archives/mac-opengl/2007/Oct/msg00108.html
>
> And 'glxinfo' reports:
>
> OpenGL vendor string: ATI Technologies Inc.
> OpenG
On Sat, 2011-12-24 at 10:12 +, James Turner wrote:
> On 24 Dec 2011, at 08:32, Mathias Fröhlich wrote:
>
> > Thie required extensions are in the effect files. Whatever changes are done
> > with
> > the shaders, the effect files *must* contain the minimum condition under
> > which
> > gl ve
On 24 Dec 2011, at 08:32, Mathias Fröhlich wrote:
> Thie required extensions are in the effect files. Whatever changes are done
> with
> the shaders, the effect files *must* contain the minimum condition under
> which
> gl version/extensions this shader is valid.
> This is complex, but the on
Fred,
On Sunday, December 18, 2011 10:18:39 Frederic Bouvier wrote:
> Your patronage will be welcome.
Ok.
My problem is that I have too many open projects currently. So, promising to
help here is something I cannot do today. But Sure, if you have questions feel
free to ask. But I currently can
Hi,
On Friday, December 23, 2011 17:05:03 James Turner wrote:
> ==
> glValidateProgram FAILED "" id=12 contextID=0
> infolog:
> Validation Failed: Sampler error:
> Samplers of different types use the same texture image unit.
>- or -
> A sampler's texture unit is out of range (
Hi,
On Wednesday, December 21, 2011 21:25:11 Csaba Halász wrote:
> Seems to be gone now :)
Ok. So, still I could not easily reproduce...
> Any comments for my other question, about background model loading?
Well, models *are* loaded in the background. More than it was in the good old
times wher
13 matches
Mail list logo