James Turner wrote:
Excellent news. My biggest two requests would be to get the sound code
out of main.cxx, and proper support for positional sources - i.e AI or
MP traffic. Being able to position sounds on the airframe would be
good too - engine and gear noises especialy.
Tom P
Hi John,
John Denker wrote:
That's a good thing to work on. Thanks for the heads-up.
Here's one more thing to think about in this context:
text to speech. AFAICT the status is:
1) The existing home-brew TTS system (involving
ATC/default.vce and ATC/default.wav) is very limited.
It
Hi Durk,
Durk Talsma wrote:
That sounds pretty awesome. (Sorry for the lame pun). :-)
:)
Seriously, though, since you mention that this is something you're working on
for the longer term, do you think this planned update should be included in
the new release (planned beta release around
James Turner wrote:
Let me know if I can help at all. One thing I thing I would strongly
suggest on the FG side, would be to ensure the SG side uses Mathias'
excellent basic types (SGVec3d/f, SGQuatd, etc) to express positions,
vectors and orientations to the code. The SG layer itself
James Turner wrote:
On 20 Sep 2009, at 09:25, Erik Hofman wrote:
I might need some help to understand quads, but I am converting it to
SGVec3f where ever possible.
No problem, I'm sure Mathias / Tim / myself can oblige.
Thanks!
One other I've remember from looking at the code
While reworking the sound system I started to wonder about the ATC
chatter and such (like beacons and morse code).
Should these be tied to the main aircraft (and hence fade away when the
aircraft gets further away) or should these be audible no matter what?
Erik
James Turner wrote:
I suspect this should be a pref - either the local cockpit sounds are
associated with the aircraft model (realistic operation) or they are
associated with the view position (unrealistic but useful if you like
switching to an outside view but don't want to miss a bit
Good idea's John, I'll try to think about it when going further. It
might need adjustment after the first commit but I'll try to make it easy.
Erik
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The do state This is a commercial adaption of the world renown flight
Gear project. Further information available in our Developers Area in
the shopping area:
http://www.flightprosim.com/#order
Jon S. Berndt wrote:
This looks much more problematic:
http://www.flightprosim.com/disclaimer/
Olaf Flebbe wrote:
Erik,
I would like to see an option to disable sound at all.
The changes should make that easy. Actually it was the reason I started
changing some code and decided it could use a real update in the end.
Did you know that the sound system eats up to 30% of CPU time,
Olaf Flebbe wrote:
Windows Implementations:
git can be tedious to use on Windows: I had big problems working on a
project mixing up git repositories on linux pushed and pulled by a
windows git via samba. git at some point complained about non existing
differences: Somehow line ending
Matias D'Ambrosio wrote:
On linux there are two implementations, the old one (OpenAL Sample
Implementation, last version was 0.0.8), which had several issues
(including broken Doppler), and the new OpenAL-Soft which most desktop
distros are now carrying.
Around 1.4 or 1.5 there were a
Matias D'Ambrosio wrote:
This is almost certainly a bug in fgfs or PulseAudio.
Yeah, no use in hunting this down until I've got the new sound system ready.
Erik
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James Turner wrote:
On 28 Sep 2009, at 08:49, Stuart Buchanan wrote:
Thanks for the patch.
I'm currently working on improvements to the 3D clouds, including some
changes/bug-fixes to the shaders.
Are you planning some enhancements to the shaders yourself? If so,
we should coordinate to
There's one problem that comes up; At the moment I am working on
updating the Sound System. While I'm not claiming this would be a
contender for the contest it's clear to me that I needed help for it in
some parts. Who's going to win then?
After all, FlightGear is and will be, a joint effort
Pete Morgan wrote:
I'm new to flight gear, and am rejoicing in the pleasure. However I do
have some serious reservations about the project towards global world
domination that need to be addressed.
For a start without my coders/web/brief hat on, what must be reorganized
is that
Curtis Olson wrote:
So all you need to do is come up with yet another really cool idea now and
finish it since one of them already claimed the current and any future audio
system. (Hopefully that is read as some Friday afternoon humor with lots of
smiley's) :-) :-) :-)
whehe.
But more
Most of the work to transition to the new sound system has been done now
and the patch size starts toe exceed the comfort level for most so I'm
going to commit the current result somewhere today. The code is not
completely finished yet but it will allow others to look at it and add
small
Erik Hofman wrote:
Most of the work to transition to the new sound system has been done now
and the patch size starts toe exceed the comfort level for most so I'm
going to commit the current result somewhere today.
I'm going to take this back, I discovered a problem that needs more
Allright, the new sound system has been committed. The basics works as
follow:
There is one SoundMgr that handles multiple SoundGroup classes.
Each SoundGroup class handles multiple SoundSample classes.
A SoundSample class defines the properties of each individual sound like
pitch, volume,
Curtis Olson wrote:
Hi Erik,
One quick question: will the sound configuration xml files need to
change to match the new system or will there be backwards compatibility?
It's backwards compatible. I do plan a new format change to be able to
position the sounds in 3d-model space instead of
Alan Teeder wrote:
Sorry to be the messenger, but compilation of soundmgr_openal.cxx and all
flightgear files using soundmgr_openal.hxx fails under VC90.
No problem, I already was expecting these reports since I can't test on
all platforms.
See attached build log.
It's beyond me why gcc
Alan Teeder wrote:
Thanks for fixing this.
However the pre-built libraries referenced in README.msvc do have an old
version of alut.h which is missing the alcGetError and associated
definitions. I don´t know who maintains these useful archives.
It's not alut.h that defines these
Alan Teeder wrote:
Erik
Sorry, I gave the wrong missing name -- I should have written alutGetError,
as this is not in the older alut.h (or al.h or alc.h).
Ah that was just a matter of commenting out the proper section. Should
be fixed now.
Erik
Hi Anders,
Anders Gidenstam wrote:
Hi Erik,
I think I have found a small bug in the new sound system:
When I fly past (well, over) the markers (inner, middle or outer) the
marker beeps has a very neat fade in/out and doppler effect, but I'm
fairly sure the device producing the sound
James Turner wrote:
There's quite a lot of improvements that could be made to higher
levels of MP, if arbitrary properties could be synchronised over MP :)
I once played with the idea of assigning 32-bit id's to property names
(and make the unique and consistent across clients) and a simple
Hi Vivian,
Vivian Meazza wrote:
Patched soundmgr_openal.cxx/hxx and sample_group.hxx with
+#elif defined(_WIN32)
+# include al.h
or
+#elif defined(_WIN32)
+# include al.h
+# include alc.h
+# include AL/alut.h
I've added these to the latest commit.
Here is a status update of the
Durk Talsma wrote:
Hi Folks,
Just wondering: Suppose we're aiming for another release by the end of the
year, would it be feasible to go ahead with our original plan and release a
1.9.2-beta version just before FSWeekend? We've seen are few relatively major
code overhauls in the recent
Ron Jensen wrote:
On Sun, 2009-10-11 at 20:56 +0200, Durk Talsma wrote:
Hi Folks,
call for a feature freeze by say mid-October
(that would be, ahem, next weekend).
I would love to see JSBSim synced before the feature freeze... There
are some tweaks to the piston code; ram-air, better
Alex Buzin wrote:
Hi,
I got an error with the Sunday CVS - FG crashed while exiting .
gdb reports SIGSEGV error at file soundmgr_openal.cxx, line 159.
Error was fixed by changing lines 157-159 from:
buffer_map_iterator buffers_current = _buffers.begin();
buffer_map_iterator
Nicolas Quijano wrote:
Now, I can build a working exe with my old/Vivian's setup, but get no
working sound (and no errors) but I do have the crash on exit. I believe
it's because we're trying to release the alcDevice and alcContext a
second time by calling AlutExit., after doing it manually
Vivian Meazza wrote:
Nope, that doesn't fix it - still get crash on exit. But I no longer get
sound stopping when I change window size at runtime.
You might want to comment out some code in SGSoundMgr::~SGSoundMGr to
see what exactly might cause it.
Erik
Jon Stockill wrote:
syd adams wrote:
Tried the patch and see a slight improvement ...
At the moment I have other problems ...no sound , extremely slow loading
times , etc... so I'll keep testing in between audio debugging :)
Ah, I'm glad it's not just me with sound problems - I've just
Torsten Dreyer wrote:
Hi,
todays SimGear cvs doesn't compile for me:
visual_enviro.cxx: In member function ‘void SGEnviro::drawLightning()’:
visual_enviro.cxx:759: error: ‘class SGSoundSample’ has no member
named ‘set_base_position’
sorry, I had to commit another change. it's fixed now.
Hi Nicolas,
Nicolas Quijano wrote:
(Most of this written last night before bed)
Hi all, commenting out code in the destructor won't help, as the problem
is being set-up much earlier, while FGFS is still in the initialization
stages (dt == 0) : in debug, there is a fatal assert on
I finally found why the sound orientation was wrong, this should now be
fixed in CVS (sound positioning relative to the aircraft origin is still
to be done).
Erik
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Alasdair Campbell wrote:
CVS as off 10 minutes ago gives me SimGear compile error:
sample_openal.cxx: In member function ‘void
SGSoundSample::set_relative_position(SGVec3f)’:
sample_openal.cxx:167: error: no match for ‘operator=’ in
‘((SGSoundSample*)this)-SGSoundSample::_relative_pos =
James Sleeman wrote:
Is anybody else using current CVS with 64bit Ubuntu 9.04? Doesn't seem
to be working here, the last message output is
creating 3D noise texture... DONE
then it just sits there looking stupid using 100% of CPU and several
hundred meg of ram.
Are you sure this is
James Sleeman wrote:
On 18/10/09 01:25, Erik Hofman wrote:
Are you sure this is related to the new sound system? There have been
reports of such behavior for some JSBSim aircraft recently. Could you
try both the default c172 and pa28-161 to see if it makes any difference
Don't know
James Sleeman wrote:
Program received signal SIGINT, Interrupt.
[Switching to Thread 0x7fae9a707790 (LWP 5249)]
0x7fae9a418a94 in __lll_lock_wait () from /lib/libpthread.so.0
Hm, that's a thread lock problem inside the OpenAL library.
(gdb) bt
#0 0x7fae9a418a94 in __lll_lock_wait
Martin Spott wrote:
Erik Hofman wrote:
Are you sure this is related to the new sound system? There have been
reports of such behavior for some JSBSim aircraft recently. Could you
try both the default c172 and pa28-161 to see if it makes any difference?
I had checked
Mathias Fröhlich wrote:
Hi Dave,
On Saturday 17 October 2009 18:23:44 dave perry wrote:
Is the change to SGAtomic.cxx that causes this break really necessary?
Don't know yet.
I have reverted that patch and sent the proper information to Mathias.
Erik
leee wrote:
On Friday 16 Oct 2009, Martin Spott wrote:
Instead of pouring time into a (probably) never ending chain of
backward compatibility (alias old cruft) layers, I think the
effort is much better spent for bringing the respective aircraft
configurations onto speed for FlightGear's
Durk Talsma wrote:
Hi,
On Saturday 17 October 2009 11:06:33 pm syd adams wrote:
After an update and compile this morning , I hear atc-chatter , but nothing
else.
With the s76c , I hear sounds until I start the engine , then sounds cut
out.
Is the engine still running after that (can you
daveluff wrote:
I'm also unable to run FG with the new sound system, this time on
Windows built with msvc 2005 express. In my case, dt to update_late is
definitely non-zero though. Here's the stack trace:
Thanks David, I think I've nailed this down now.
It not, could you specify any
James Sleeman wrote:
I still appear to have the same problem... compiled a couple of minutes
ago, fgfs with no command line options, backtrace follows...
../../../SimGear/simgear/sound/soundmgr_openal.cxx:430
#7 0x00989b2c in SGSampleGroup::update (this=0x318af70,
Vivian Meazza wrote:
Patched soundmgr_openal.cxx/hxx and sample_group.hxx with
+#elif defined(_WIN32)
+# include al.h
or
+#elif defined(_WIN32)
+# include al.h
+# include alc.h
+# include AL/alut.h
Olaf pointed out to me that this wasn't necessary for more than 5 yearss
and indeed
James Sleeman wrote:
I still appear to have the same problem... compiled a couple of minutes
ago, fgfs with no command line options, backtrace follows...
I think I've found the problem which might or might not be a bug in the
OpenAL implementation. It is recommended to place all updates to
Nicolas Quijano wrote:
I don't see why a WIN32 (we define WIN32, doesn't have to be _WIN32) is
such an anathema, seeing as there is one for Apple already.
Frankly I don't care to include it, but there doesn't seem to be a
consensus between windows developers which have to be sorted out before
Nicolas Quijano wrote:
Hi Erik, you should have committed the whole patch, as you broke
building under that system, which uses a bare bones alut (which is why
some of us have moved to the OpenAL SDK, plus I use it in other projects
locally, which use the standard no AL folder setup...)
So
Nicolas Quijano wrote:
#if defined(ALUT_API_MAJOR_VERSION) ALUT_API_MAJOR_VERSION = 1
msg.append(alutGetErrorString(error));
#endif
Shoot, that should also have been alGetError instead.
It's fixed, thanks.
Erik
(now i need some sleep)
Vadym Kukhtin wrote:
Hello!
I'm really like new clouds from Stuart, especially Stratus improvements.
Last weeks I had few long flights, in slow-n-low aircraft, and looked
at FG 3d-clouds for hours.
Then I look at RL clouds, and notice that they have no such smooth
edges, as in FG.
So I
Ok I think I've ironed out most of the bugs. I hope also the one that
James reported but I don't hold my breath for it just yet.
Erik
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is the only
Nicolas Quijano wrote:
Also, I see you replaced delete[], by delete in the sound sample destructor.
Shouldn't we just be setting to NULL, and not delete, leaving it to the
original creator of the data, since the original allocation is done
somewhere else ?
e.g _data never allocates, just
Olaf Flebbe wrote:
#elif defined(OPENALSDK)
# include al.h
# include alc.h
# include AL/alut.h
BTW this has also been committed like this.
Erik
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James Turner wrote:
On 19 Oct 2009, at 11:47, Erik Hofman wrote:
All in all it's best to leave it to the SoundManager when to free up
the
data.
In which case, the external API should make it clear to users that
this is the policy. For example, require users to pass the buffer
James Sleeman wrote:
Seems to be working ok, a bit, umm, stuttery, sort of, particularly
background wind, seemed to switch left-right a bit, but those problems
might just be me, maybe even just an illusion.
Yeah that's probably doe to improper position or orientation.Still
working on that.
dave perry wrote:
dave perry wrote:
With an update this morning from cvs, I still only hear ATC and that
with frequency distortion. Did I miss a required library change? I
have openal-0.0.9-0.15.20060204cvs.fc9.i386 and
freealut-1.1.0-6.fc9.i386 with fc10.
The above is on my
I've committed a few fixes to SimGear and FlightGear again.
Please report any progress (and if preferably any command line options
if something fails).
Erik
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leee wrote:
This doesn't apply when the source is approaching though, and I
wonder if the people writing the Open_AL code just thought the
effect was symmetrical i.e. if the pitch halves for a retreating
source then it should double for an approaching source.
I thin k I know what the
Scott Hamilton wrote:
On Tue, 2009-10-20 at 13:34 +0200, Erik Hofman wrote:
I've committed a few fixes to SimGear and FlightGear again.
Please report any progress (and if preferably any command line options
if something fails).
rpm -qa | grep openal
libopenal0-soft-1.5.304-1.33
openal
George Patterson wrote:
On Wed, Oct 21, 2009 at 8:11 AM, Curtis Olson curtol...@gmail.com wrote:
Here's a slightly different wrinkle (maybe) on this whole selling copies of
FlightGear under dubious premises.
In this case FlightGear is prominently displayed in the ebay ad, but later
they
Erik Hofman wrote:
I've had a report that the latest *stable* version of OpenAL-Soft does
work properly while a developers release behaved just like you describe.
It would be nice if you would want to test the latest stable version.
I do notice thought that in fly-by view engine sound can
syd adams wrote:
So far I've tried compiling several versions of openal-soft ... and only
get certain sounds , and always get an 'AL Error (atc):' in the
terminal at startup.
I get atc-chatter , and certain aircraft sounds like flaps , engine
start ...
I've tried openal-soft-1.8.466,
Vadym Kukhtin wrote:
Its look very realistic for me, only a bit shaggy sometimes.
If you like it and want to have same clouds, grab and replace this file:
http://valeo.flightgear.ru/cl_cumulus.png
If someone want to add this texture to cvs-data, then write comment
in, maybe,
James Turner wrote:
On 22 Oct 2009, at 17:23, James Turner wrote:
without
using a copy to turn the temporary data from c_str() into something
that lives on the heap.
This is factually wrong, I realise - of course the data returned by
c_str() *does* live on the heap, but that does't
Bob Faulkner wrote:
I believe this person was well within their rights up until they claimed
copyright over the entire work. Even if they have copyright on accompanying
software they wrote to work with it, I believe they are required to license it
under the GPL if they distribute it with FG.
It would be nice to know who of you who have problems run on 64-bit and
if any one with these problems (sounds not playing) actually runs in 32-bit.
Erik
--
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Hans Janssen wrote:
Sound is playing but it is off at 0.0 or full on from 0.01 to 1.0,
changing the volume between 0.01 and 1.0 doesn't do anything and at 0.01
there's almost no windy noise and i can here the atc-chatter, from 0.04
the noise is loud again.
Also the atc-chatter volume
Scott Hamilton wrote:
On Fri, 2009-10-23 at 13:36 +0200, Erik Hofman wrote:
This is a bit weird, but it seems like something isn't letting go of
the sound device. If I run
the openal_test2 the first time, everything goes fine, it plays all 6
samples and then unbinds.
If I
Ok, I've reserved the next two days to try to pin-point the problem. For
that I've taken drastic measures now; All sounds and the listener are
located at 0,0,0 and all orientations are omni-directional.
What this means: no distance attenuation, no relative position to the
listener but only
Erik Hofman wrote:
I was hoping this could lead to (for example) a NaN problem but ... I
discovered this triggered the same bug for me that others have for the F-16.
That was spoken too soon, the sound file couldn't be read which is why
there was no sound :-/
Eirk
Scott Hamilton wrote:
On Sat, 2009-10-24 at 10:39 +0200, Erik Hofman wrote:
I did a cvs update on simgear and flightgear, and I now have engine
sounds, click sounds, flap transit sounds,
everything is back again...
Looks like we're starting to get somewhere now.
Thanks for testing
Alasdair Campbell wrote:
After cvs update (SG,FG,data):
alasd...@executrix:~$ fgfs
Error reading properties:
not well-formed
at /opt/FlightGear/FlightGear_cvs/data/preferences.xml,
line 56, column 2
That should be fixed by now.
Erik
Bertrand Coconnier wrote:
Hi all,
I am bit taken aback by this commit. Is it really where the Flight
Gear community wants to go ?
As far as I understand the GPL, it is legal to rename an application
as long as the renamed application is still under GPL. So what is this
commit intended
Chris Wilkinson wrote:
Hi there,
I've downloaded and built fresh cvs copies of fg and sg tonite (Oct 24),
and updated my osg to v2.95. When I first ran fg after the update I got
a segfault when fg couldn't find part of the ac3d model of the
777-300ER, so I tried another jet (787). This
Martin Spott wrote:
Don't get me wrong: I would not state that I really like Durk's move
- in fact I personally didn't get to any final conclusion yet. I just
think it's acceptable and, to be honest, I find it highly amusing how
people are trying to attack Durk's move whithout having any
Ron Jensen wrote:
On Sat, 2009-10-24 at 10:39 +0200, Erik Hofman wrote:
Ok, I've reserved the next two days to try to pin-point the problem. For
that I've taken drastic measures now; All sounds and the listener are
located at 0,0,0 and all orientations are omni-directional.
What
Alexis Bory - xiii wrote:
Hi all,
I think all of these discussions drive us in the wrong way. Even if we
would have a different license, there would be a lot of people trying to
profit from our work by trying to copy it. That's only because our work
is good. And this work is good also
Csaba Halász wrote:
On Mon, Oct 26, 2009 at 10:08 AM, James Turner zakal...@mac.com wrote:
For these kind of fixes, I'd much rather you committed them straight
away to CVS, because it's easy for anyone to look at a single NaN fix
(or whatever) and convince themselves it's correct - or raise
Alright, thanks to FGViewer::recalcLookFrom I think I've nailed down the
position and orientation stuff. I did not yet check whether the
positions and orientations and velocity vectors are correct relative to
each other, but if the current code still generates sounds for everybody
that part
dave perry wrote:
I have been away on a trip for the last 5 days. Today, I did a make
clean for both SimGear and fgfs before the compiles. I launched fgfs on
the 32bit Athlon and at first, only ATC and no wind or aircraft sounds.
It was night, so I used the gui to change the time to
This is getting silly. I've now committed code that checks is the source
and listener are further apart than 50km or if there are any NaN's in
the position, orientation or velocity data of the source or listener.
If the sound is still inaudible while FlightGear prints a warning in the
sort of
Alan Teeder wrote:
I had no sound yesterday evening – but this was an aircraft that I am
working on (JSBSim) and didn’t investigate why this should be suddenly so.
Just one thing; I'm testing the airports you all provide without the
proper scenery for that area. Could you try the same by
Csaba Halász wrote:
On Tue, Oct 27, 2009 at 1:23 PM, Erik Hofman e...@ehofman.com wrote:
This is getting silly. I've now committed code that checks is the source
and listener are further apart than 50km or if there are any NaN's in
the position, orientation or velocity data of the source
Csaba Halász wrote:
Starting at EGLL with the default c172p, I notice:
1) the engine sound is louder in cockpit than in external view
2) tuning to ATIS 123.9 I get the source and listener distance
greater than 50km! message (twice)
3) tuning away from ATIS frequency does not stop ATIS sound
Scott Hamilton wrote:
On Thu, 2009-10-29 at 13:57 +0100, Erik Hofman wrote:
Hi ya Erik,
I just tried out the test3, no sound what so ever...
SimGear/source/simgear/sound ./openal_test3
default position and orientation
NaN in source position
NaN in source orientation
playing
Erik Hofman wrote:
Scott Hamilton wrote:
On Thu, 2009-10-29 at 13:57 +0100, Erik Hofman wrote:
Hi ya Erik,
I just tried out the test3, no sound what so ever...
SimGear/source/simgear/sound ./openal_test3
default position and orientation
NaN in source position
NaN in source
Alan Teeder wrote:
With VC++ 2008 Express - no engine sound yesterday
Today:-
-- Build started: Project: SimGear, Configuration: Release Win32 --
Compiling...
sample_group.cxx
..\..\simgear\sound\sample_group.cxx(387) : error C2664: 'isNaN' : cannot
convert parameter 1 from
Ron Jensen wrote:
Hi Erik,
Sound seems to work O.K. today for me. Except when I tune atis I get:
voice synth: word '(many lines of stuff...)' not found
source and listener distance greater than 20km!
source and listener distance greater than 20km!
And no ATIS sound... I assume its
Nicolas Quijano wrote:
Little mistake : The wind sound, which wasn't audible before, is now
vastly over the sound of the rumble, which I had mistakenly thought was
the wind (it makes for a better wind on wings sound, from this point of
hearing approximately between my ears)
The wind sample
Nicolas Quijano wrote:
The wind sample we use is indeed very saturated, and was drowned by the
rumble sample before.
Did another run today and think you might be fooled by another sound
effect that I have been trying to simulate; at higher alpha or beta
values the propwash sound effect kicks
Ron Jensen wrote:
On Fri, 2009-10-30 at 10:08 +0100, Erik Hofman wrote:
Nicolas Quijano wrote:
The wind sample we use is indeed very saturated, and was drowned by the
rumble sample before.
Did another run today and think you might be fooled by another sound
effect that I have been trying
Jari Häkkinen wrote:
SIMGEAR/simgear/compiler.h needs a minor change to compile on my mac
running 64-bit Snow Leopard. The proposed change is attached to this
mail. It should be safe to apply it. Can someone please commit it to
simgear CVS.
Done, thanks for the patch.
Erik
Jari Häkkinen wrote:
I am not sure what line 135 is supposed to catch. When I compile with
g++ version 4.2 the statement is false but if I compile with g++ version
4.3 the statement is true. Is the code supposed to catch g++ versions
3.3 and later? If yes, the line 135 should be
#if (
James Turner wrote:
On 31 Oct 2009, at 08:48, Erik Hofman wrote:
I am not sure what line 135 is supposed to catch. When I compile with
g++ version 4.2 the statement is false but if I compile with g++
version
4.3 the statement is true. Is the code supposed to catch g++ versions
3.3
Arnt Karlsen wrote:
On Sat, 31 Oct 2009 09:54:06 -0500, Curtis wrote in message
ef5fc9920910310754n7f4e32ech78caf4694415...@mail.gmail.com:
Erik,
I've seen one thread with over 100 messages on the topic and this
thread is about 60 messages already, not to mention all the smaller
At this time I've tried about everything to get the listener orientation
aligned properly. What's needed it converting the ViewOrientation matrix
(quaternation) and/or ViewOrientationOffset matrix (quaternation) to
align with OpenGL and get the look-at and look-up vector from it.
the look-at
Ron Jensen wrote:
Erik,
I'm not good at this stuff at all, but I just remembered that the mpmap
code recovers yaw, pitch and roll from the quaternion passed in the
multiplayer message... Is that what you need? Or is that where you
started from?
Not really, I need a (normalized) 3d vector
John Denker wrote:
/**
* Description: ORIENTATION is a pair of 3-tuples representing the
* 'at' direction vector and 'up' direction of the Object in
* Cartesian space. AL expects two vectors that are orthogonal to
Hm that's an oversight, it should not be in Cartesian space
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