Re: [Flightgear-devel] feature request

2012-08-28 Thread Michael
http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game

I believe at the above link, they have some more complete with development sdk, 
but only for 3 more days?

I'll wait for the final product, but yes this is for getting ready games.
3D glasses are very cool, but this will be huge.

Michael



--- On Tue, 8/28/12, Curtis Olson  wrote:

From: Curtis Olson 
Subject: Re: [Flightgear-devel] feature request
To: "FlightGear developers discussions" 
Date: Tuesday, August 28, 2012, 3:37 PM

How do I get a prototype here?  Depending on how they have implemented the 
device, the integration could be relatively straight forward.
Curt.

On Tue, Aug 28, 2012 at 8:12 AM, Michael  wrote:


http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/





feature request for a later version!

Cheers



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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2012-08-28 Thread Julien Nguyen
So if it's normal, it's ok for me!

Thank you! Sorry for the noise!

Cheers,

 Julien

Le 28/08/2012 04:28, Ryan M a écrit :
> Hello Julien,
>
> Those files are "dummy" models; they serve no purpose whatsoever
> except to specify the texture paths for the different airlines in the
> jetway models. Trying to load them as full models will cause
> FlightGear to not find a model, and- you guessed it- not find this
> mythical "AirlineSign" object.;-)
>
> I'll admit it is an odd setup, and probably one that deserves a
> rethink in the future. I'm considering a partial rewrite of my Nasal
> files during the FG 3.0.0 development cycle, so I'll definitely take a
> look here.
>
> ~Ryan


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Re: [Flightgear-devel] Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-08-28 Thread Durk Talsma
Hi Curt,

(Going slightly off-topic here...)


On 28 Aug 2012, at 19:22, Curtis Olson wrote:

> On Tue, Aug 28, 2012 at 12:03 PM, Durk Talsma  wrote:
> I'll certainly look into upgrading the CPU (+Motherboard) as well then...
> 
> I recently upgrade my primary PC (was forced to due to a hardware failure) 
> and bought an AMD FX-6200 (6 x 3.8Ghz cores.)  That seemed to be somewhere on 
> the "corner" of the price/performance curve which is usually where I try to 
> aim.  (Beyond which higher performance starts costing a *lot* more.)

Sounds like an interesting option to check out. I'm also usually aiming for 
that point on the cost/benefits trade-off scale. 

> 
> I'm probably coming due for a new video card here too so I'm happy to hear 
> what other people's experiences are.
> 
> I started building my own PC's again -- I went through 2 off-the-shelf PC's 
> and they both were very disappointing and underperforming for FlightGear 
> purposes.
> 

Hmm, I know what you mean. I have a long tradition of building PCs from 
components myself. I do have one windows XP based system, which I bought off 
the shelf, with the intention of not fiddling with it myself. But, in the mean 
time I've replaced nearly every component except the case, harddrive, video 
card, and DvD unit. I bought the core of that system late 2003(!) and intend to 
keep it running for another year, so that some of the core systems reach the 
ten year mark. But, if I do need to upgrade my linux box, I might just as well 
replace the motherboard with the old one from my linux box... Hmmm

Cheers,
Durk

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Re: [Flightgear-devel] Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-08-28 Thread Curtis Olson
On Tue, Aug 28, 2012 at 12:03 PM, Durk Talsma  wrote:

> I'll certainly look into upgrading the CPU (+Motherboard) as well then...
>

I recently upgrade my primary PC (was forced to due to a hardware failure)
and bought an AMD FX-6200 (6 x 3.8Ghz cores.)  That seemed to be somewhere
on the "corner" of the price/performance curve which is usually where I try
to aim.  (Beyond which higher performance starts costing a *lot* more.)

I'm probably coming due for a new video card here too so I'm happy to hear
what other people's experiences are.

I started building my own PC's again -- I went through 2 off-the-shelf PC's
and they both were very disappointing and underperforming for FlightGear
purposes.

Curt.
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Re: [Flightgear-devel] Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-08-28 Thread Durk Talsma
On 27 Aug 2012, at 10:49, Frederic Bouvier wrote:

> Hi Durk,
> 
> Rembrandt sort of work in multiscreen: you'll get a correct scene but with 
> shadows and lights misplaced. There should be a matrix offset or perspective 
> divide problem, that I wasn't able to fix for the moment. If Tim, Mathias or 
> anybody else could have a look, I would be very grateful.
> 
> re hardware upgrade: look at the wiki page for the memory requirements. I 
> currently have a GTX 470 and it runs dual fullscreen well. I recently 
> switched from an i7 930 to an i7 3770 (latest generation) and it made a huge 
> difference in term of framerate (about 33% gain). Tim and Mathias already 
> said that we are CPU bound and I can confirm by experience. Anyway, if I was 
> about to change GPU, I'd take a GTX 660 Ti or a GTX 670.
> 
> BTW: I also tested an AMD 7750 and it works pretty well for the price. I got 
> 20 fps in 1280x720 geometry. I wouldn't consider it for multiscreen though ( 
> admitedly, I didn't try)
> 

Thanks Fred,

I'll certainly look into upgrading the CPU (+Motherboard) as well then...

Cheers,
Durk


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Re: [Flightgear-devel] SimGear libraries

2012-08-28 Thread Christian Schmitt
Hi,

I'm already linking all my deps dynamically against SG, but makeing it 
easier for the static variant would be great as well. Even more so if you 
take care of the TG changes :)

Cheers
Chris


James Turner wrote:

> Hi,
> 
> For some time, Simgear has had the option to build shared libraries (DLLs
> on Windows) - this is only really useful for developers, since it can
> reduce link times. However, when I made this change, I organised Simgear
> into 'core' and 'scene' libraries; the 'core' part is also what we call
> 'headless' simgear, i.e can be compiled without requiring OpenSceneGraph
> or any GUI systems. (Which is how SG is used by terragear and potentially
> some other users).
> 
> Mathias has suggested, and I agree, it would be sensible to also package
> the *static* libraries this way. So instead of having many static
> libraries, we will have only two: libSimGearCore.a and libSimGearScene.a
> 
> This will likely mean some small changes to the CMakeFiles for the
> downstream projects; I will take care of FlightGear and TerraGear
> directly, and will of course help fix any other affected code.
> 
> Any comments or objections on this change?
> 
> Note this DOES NOT increase the linked binary size of executables created
> from SimGear - linkers already discard unreachable code when linking
> against .a archives. All we're doing is giving the linker one .a to unpack
> into objects, instead of a group of them.
> 
> James
> 
> 
> 
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[Flightgear-devel] TerraGear GIT repository name change

2012-08-28 Thread Martin Spott
To whom it may concern, the former "terragear-cs" repositories on
Gitorious as well as on the FlightGear MapServer have been renamed to
just "terragear" without the "-cs".

Please update your .git/config files accordingly.

Cheers,
Martin.
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Re: [Flightgear-devel] SimGear libraries

2012-08-28 Thread Martin Spott
James Turner wrote:

> Mathias has suggested, and I agree, it would be sensible to also
> package the *static* libraries this way.  So instead of having many
> static libraries, we will have only two: libSimGearCore.a and
> libSimGearScene.a

Sounds good,

Martin.
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Re: [Flightgear-devel] feature request

2012-08-28 Thread geneb
On Tue, 28 Aug 2012, Curtis Olson wrote:

> How do I get a prototype here?  Depending on how they have implemented the
> device, the integration could be relatively straight forward.
>
This is the only way:
http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game?ref=live

g.
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[Flightgear-devel] SimGear libraries

2012-08-28 Thread James Turner
Hi,

For some time, Simgear has had the option to build shared libraries (DLLs on 
Windows) - this is only really useful for developers, since it can reduce link 
times. However, when I made this change, I organised Simgear into 'core' and 
'scene' libraries; the 'core' part is also what we call 'headless' simgear, i.e 
can be compiled without requiring OpenSceneGraph or any GUI systems. (Which is 
how SG is used by terragear and potentially some other users).

Mathias has suggested, and I agree, it would be sensible to also package the 
*static* libraries this way. So instead of having many static libraries, we 
will have only two: libSimGearCore.a and libSimGearScene.a

This will likely mean some small changes to the CMakeFiles for the downstream 
projects; I will take care of FlightGear and TerraGear directly, and will of 
course help fix any other affected code.

Any comments or objections on this change?

Note this DOES NOT increase the linked binary size of executables created from 
SimGear - linkers already discard unreachable code when linking against .a 
archives. All we're doing is giving the linker one .a to unpack into objects, 
instead of a group of them.

James


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Re: [Flightgear-devel] feature request

2012-08-28 Thread Curtis Olson
How do I get a prototype here?  Depending on how they have implemented the
device, the integration could be relatively straight forward.

Curt.


On Tue, Aug 28, 2012 at 8:12 AM, Michael  wrote:

> http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/
>
> feature request for a later version!
> Cheers
>
>
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[Flightgear-devel] feature request

2012-08-28 Thread Michael
http://linuxgamingnews.org/2012/08/02/oculus-rift-step-into-the-game/

feature request for a later version!
Cheers

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