Re: [Flightgear-devel] ads Models with current OSG

2012-01-11 Thread ThorstenB
On 11.01.2012 23:15, Olaf Flebbe wrote: > Hi, > > does anybody have the same problem? > > Several Messages: > > Unknown Chunk: ***UNKNOWN*** (0xA08A) > > in fgfs output. Seems to be a diagnostic from the 3DS loader within > OSG. > > I get this (and messy views) with current OSG, fgfs, fgdata choosi

[Flightgear-devel] ads Models with current OSG

2012-01-11 Thread Olaf Flebbe
Hi, does anybody have the same problem? Several Messages: Unknown Chunk: ***UNKNOWN*** (0xA08A) in fgfs output. Seems to be a diagnostic from the 3DS loader within OSG. I get this (and messy views) with current OSG, fgfs, fgdata choosing for instance aircraft MD11 or airport EHAM . Greetin

Re: [Flightgear-devel] Reminder for the release process for version 2.6.0

2012-01-11 Thread Torsten Dreyer
Hi everybody, in less than one week we will pass the outer marker for our release of FlightGear 2.6.0: the creation of the release branches in our git repositories. A good time to read the final checklist: * All features work as desired? * All major bugs fixed? (http://code.google.com/p/flig

flightgear-devel@lists.sourceforge.net

2012-01-11 Thread Mathias Fröhlich
Hi, On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote: > I think then, computing mipmaps for any texture file on the CPU in the > loader thread should globally improove the situation. > Also avoiding the compression already in the files should help every use > case. Except that the on d

Re: [Flightgear-devel] Release 2.6.0 git/fgdata aircraft maintenance

2012-01-11 Thread Eric van den Berg
Just created a merge request #130 for fgdata. Eric On 01/10/2012 06:23 PM, Stuart Buchanan wrote: > On Tue, Jan 10, 2012 at 5:14 PM, Eric van den Berg wrote: > >> Is indeed JSBSIM and that did the trick. Engine running! >> > Great. Will you be committing a fix to fgdata, or do you need

Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Viktor Radnai
Thanks for that. One of these days I'll actually learn git I promise :) Unfortunately I already nuked the old tree so I can't figure out what was left over that was causing the error. Cheers, Vik On 01/11/2012 01:50 PM, Stefan Seifert wrote: > On Wednesday 11 January 2012 13:27:04 Viktor Radnai

Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Stefan Seifert
On Wednesday 11 January 2012 13:27:04 Viktor Radnai wrote: > I had the same issue. It's quite odd. Git status was showing my tree as > unmodified but I had to do the same thing (clone a new copy) with > simgear otherwise it was not finding OSG in /usr/include. I think it was > only looking in /usr

Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Viktor Radnai
Hi all, I had the same issue. It's quite odd. Git status was showing my tree as unmodified but I had to do the same thing (clone a new copy) with simgear otherwise it was not finding OSG in /usr/include. I think it was only looking in /usr/local/include for some reason. Cheers, Vik On 12/06/2

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 69, Issue 7

2012-01-11 Thread BARANGER Emmanuel
On 11/01/2012 10:08, flightgear-devel-requ...@lists.sourceforge.net wrote: > I tried it today and as far as I can tell from a simple setup with > mouse-control only I'd say the G115 behaves sufficiently reasonable. > BUT I'm_very_ surprised: Don't these birds have neither a speed > indicator nor e

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread Stuart Buchanan
On Wed, Jan 11, 2012 at 9:16 AM, Thorsten Renk wrote: >> Rather than passing in the eye position as a uniform, why not >> pass in the cloud altitude instead? Is this simply to avoid >> needing to modify the C++ code? > > I thought uniforms are things which are per frame constant in the scene > and

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
> Rather than passing in the eye position as a uniform, why not > pass in the cloud altitude instead? Is this simply to avoid > needing to modify the C++ code? I thought uniforms are things which are per frame constant in the scene and apply to all objects the same way - i.e. I pass light attenuat

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread Stuart Buchanan
On Wed, Jan 11, 2012 at 8:09 AM, Thorsten Renk wrote: > I have now a scheme that does seem to do the trick - high stuff and stuff > towards the sun glows properly before lower stuff and stuff away from the > sun. > > http://www.flightgear.org/forums/viewtopic.php?f=47&t=14755&start=15#p147240 Ver

Re: [Flightgear-devel] G115; Was Aircraft issues: dg101g, Lightning

2012-01-11 Thread thorsten . i . renk
>> Which motor aircraft do you use for towing ? Given the above figures I >> suspect you're using the Piper Cub, right ? Did you ever try the Grob >> G115 ? I've never flown that one, neither in RL nor in FG, but I >> *guess* it's probably the closest in performance and FDM credibiliy to >> common

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
> If you want to know the altitude, you need to have the matrix that > transforms > from the current view position/orientation to the earths center. And you > need > to transform from cartesian space into the earth ellipsoid. The best you > can > do is to do this per vertex. And even that is way to