- Alan Teeder a écrit :
--
From: Frederic Bouvier
Sent: Monday, April 11, 2011 6:03 PM
To: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Building FlightGear with MSVC++ 10.0
You can say THAT again! I wonder if OSG people know that they should
also throw out stuff from cache, not just put things in!
I have been bold enough to use the CACHE_ALL for today's TGA
multiplayer event ... at the end of the 6th hour or so, FG's memory
usage reached 7.5GB, with the
On Wed, 2011-04-13 at 19:37 +0200, Durk Talsma wrote:
Admittedly, I only looked at the corresponding forum topic very
briefly, but the screenshots certainly looked promising. I'd be happy
to commit the corresponding simgear and flightgear patches.
I did see some comments from Fred in
Is it wise to reformat preferences.xml with a tab length set to 2 ? see
below :
Le 15/04/2011 22:19, Flightgear-commitlogs a écrit :
- Diff
diff --git a/preferences.xml b/preferences.xml
index 342734e..8612a78 100644
---
- Vivian Meazza vivian.mea...@lineone.net a écrit :
Fred wrote
Is it wise to reformat preferences.xml with a tab length set to 2 ?
Well, it's better than the current mess of spaces and tabs. At least
we can now read it.
*You* can read it with your own MSVC preferences
-Fred
--
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PREAMBULE: les mots ci-dessous ne sont pas les miens. Juste pour retrouver une
communication appaisée.
- Heiko Schulz a écrit :
It appears that just come and
complain on the devel list (which is
intended
- BARANGER Emmanuel a écrit :
6 Posts unnecessary poluent the devel list just for the pleasure of
drooling over the others. Heiko Bravo. People see for themselves.
Un conseil Emmanuel: évite l'argot français, ça fait vraiment glauque en
anglais
-Fred
--
Frédéric Bouvier
AFAICS, MSVC2010 compiles current Git version without any problem. The OP
doesn't say what version he is trying to build, but if I recall correctly, this
error was fixed months ago.
See
http://gitorious.org/fg/simgear/commit/acbc09b232e4570462d5936eaf20d2671530d8f4
Last tested Boost is 1.44.0
- ThorstenB a écrit :
It's generally a bad idea to use absolute paths in model files (even
if it's unix paths - and there's loads of /home/username/... in our
model), since you can never be sure if it's working for anyone except
the original author (see above). But only the Windows paths
Le 05/06/2011 09:34, Michael Sgier a écrit :
Salut Frederic
what happened to the terrain engine, that you show at youtube? Could
we get that into fgfs sometimes?
Regards Michael
On Sun, 2011-06-05 at 13:07 +0400, Slavutinsky Victor wrote:
-Fred
Little bit other topic.
Hi
- Martin Spott a écrit :
Hi Frederic,
Frederic Bouvier wrote:
0) Does it meet the technical requirements for being used in
FlightGear ?
I'll let you elaborate on this topic before I could answer.
My comment was addressing those who are judging over the usability
just from
Hi,
the Hudson server has difficulties to clone the flightgear repository lately,
for building the win32 binaries. I tried myself and got :
Frederic@NINJA /m
$ git clone -o origin http://git.gitorious.org/fg/flightgear.git essai.fg
Cloning into essai.fg...
error: Unable to get pack file
- Emilian Huminiuc a écrit :
On Friday 10 June 2011 15:57:53 Frederic Bouvier wrote:
Hi,
the Hudson server has difficulties to clone the flightgear
repository
lately, for building the win32 binaries. I tried myself and got :
Frederic@NINJA /m
$ git clone -o origin http
- Gene Buckle a écrit :
On Fri, 10 Jun 2011, Frederic Bouvier wrote:
-Fred
works here with the git:// url:
$ git clone -o origin git://gitorious.org/fg/flightgear.git essai
the http:// url fails in the same fashion as your tries.
Thank you Emilian, I didn't notice
- Alan Teeder a écrit :
Added missing terrsync make+header files...
commit 0fd7bb8d3f7bcf62230d960a01cafab2a59ddf2e
Author: ThorstenB
Date: Sat Jun 11 23:22:26 2011 +0200
Convert terrasync into a subsystem.
Fixed scenery tile refresh method.
Simgear automake
Currently, there are two A320s in fgdata- Fred's A320 and A320-family
by
me and Ampere. I propose that the former A320 be removed some time
before release, to prevent confusion, etc.
Feel free to remove mine if you think yours is better
Regards,
-Fred
--
Frédéric Bouvier
Locate the 'config.h-msvc90' file in the 'Flightgear' project (inside VS2008)
Open properties of that file
Check Custom generation that should actually be a simple copy
Regards,
-Fred
- Gaurav Tendolkar grvtendol...@gmail.com a écrit :
Please help me out with this error. been stuck
Hi Vivian,
Fred - should this work with MSVC9?
Only if the required symbols are defined.
It compiles and runs, but I get this error:
Cannot start scenery download. Rsync scenery server is undefined.
The server input in the menu item is blank, and does not accept any
input
Please pull
Please pull latest SimGear
And Flightgear too
-Fred
--
Frédéric Bouvier
http://www.youtube.com/user/fgfred64 Videos
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It was not a reproach. I just committed fixes at the time I sent those messages
-Fred
- Vivian Meazza a écrit :
Fred wrote
Fred wrote
Please pull latest SimGear
And Flightgear too
Well, I thought I had - otherwise I wouldn't have re-compiled and run
it,
would I? And
Vivian,
embedded terrasync was not working for me because the scenery-dir entered in
the dialog was not copied in the property. It should be fixed in fgdata now
(dialog definition lacking a global dialog-apply).
I don't know if it is related to the issue you are seeing, but fgfs nightly
- Martin Spott a écrit :
Frederic Bouvier wrote:
embedded terrasync was not working for me because the scenery-dir
entered in the dialog was not copied in the property. It should be
fixed in fgdata now (dialog definition lacking a global
dialog-apply).
Isn't the scenery-dir
- ThorstenB a écrit :
This is true. But using Fred's MSVC9 solution files as provided it is not
possible to switch off the libsvn stuff AFAIKS.
That's not good, of course. libsvn should be optional, but no idea how
we do such options for MSVC9. But it's certainly optional for any
http://msdn.microsoft.com/en-us/library/ks07be9f(v=VS.90).aspx
Hints that your msvc is corrupted, or you didn't install the latest service pack
Regards
-Fred
-Frederic Bouvier
Rob Dosogne ad...@truthsolo.net a écrit :
( This is a copy of a forum post from June—same error has persisted
since
Funny (!) that the last one in the first list will be unmaintain from now if I
read this ml correctly.
Regards,
-Fred
- Mail original -
I wouldn't touch the Vostock right now, it might be taken as an
afront
by the author
(*Shrugs*)
Looking at disk size, this list might help
On Sat, 2011-08-06 at 14:43 +0300, thorsten.i.r...@jyu.fi wrote:
Some visual impressions from the 3 cloud types I've converted to
the new
system so far here:
http://www.flightgear.org/forums/viewtopic.php?f=5t=7358start=390#p132335
Stuart - please help: I get anti-shadowing for
Gene,
Unless you've got 26 other serial ports on that machine, I'd strongly
suggest researching what caused Windows to assign COM27 to your device.
It's NOT typical behavior.
You can assign any number you want to a COM port when it is driven by
a USB-to-COM or Ethernet-to-COM adapter. Simply
We compile the windows version with BOOST 1.44 and OSG 3.0.1 . I don't think
they are required but as they are stable release we can say so.
Regards,
-Fred
- Mail original -
I have 2 quick questions:
1. What is our official minimum version of OSG required for the v2.4
release?
Maybe reading flightgear/docs-mini/README.multiscreen can help you ?
Regards,
-Fred
- Mail original -
I have installed FlightGear on a Dell laptop which is connected to a
second monitor. When FlightGegear is started the cockpit display
comes up on the (smaller) laptop screen. Is
My intention is, with the help of James and Gene, to convert the current
Jenkins build to VS2010 and Cmake in the next few weeks. Cmake and VS2010
combinaison has always worked for me, and I am interested to here about issues.
Regards,
-Fred
Alan Teeder ajtee...@v-twin.org.uk a écrit :
Please
Alan,
Your bad experience is not a generality. All you have to do is set the
MSVC_3RDPARTY_DIR and hit configure again, and all the other directories should
be set automatically.
Regards,
-Fred
Alan Teeder ajtee...@v-twin.org.uk a écrit :
-Original Message-
From: MathiasFröhlich
etc. do only provide
really
flat areas. I did not see any small hills and valleys in FlightGear
unless I saw the some artificial shaders from Frederic Bouvier
Hm, indeed, for the moment I was only looking to the two
dimensional
triangles and saw that genapts (or terragear
Hi Durk,
- Mail original -
If you regularly pull+build 'next', please try a cmake based build,
and report any issues you encounter - CMake should work 'out of
the box' on Mac (Makefiles or XCode), Linux (32- and 64- bit) and
Windows (VisualStudio 2008 and 2010 - mingw and
- Mail original -
hi Fred,
On 10 Sep 2011, at 10:28, Frederic Bouvier wrote:
Hi Durk,
FindOpenSceneGraph.cmake is in the Cmake distribution, in the share
directory. You certainly need to tell Cmake where the installed
OSG is.
Regards,
-Fred
Thanks; looking
-Cmake' (vs2010).
The current vs2008 build and project will live until 2.6 is released,
which should be based on the new build/compiler. After that it will
be
deprecated and removed from the repository.
Regards,
-Fred
Le 05/09/2011 18:31, Frederic Bouvier a écrit :
My intention
Hi Erik,
- Mail original -
Hi,
Has anything changed in the viewer or sun positioning code in the
last
year or so? I've been trying to hunt down why the fog/skydome
brightening effect is misaligned with the sun position and basically
concluded the following line at libe 451 of
It would be nice if Tim Moore could also fix the fog/skydome
misalignment he introduced.
It's a bit harsh as the previous code was also buggy
-Fred
--
All of the data generated in your IT infrastructure is seriously
- Mail original -
Thorsten: I had an account and created a ssh key. Now it has a red
cross
below ready in gitorious. Something wrong with that?
Now the fgdata clone should be on my pc alike the fgfs wiki or where?
How to push or put a merge request??
If you cloned the official data
Vivian,
- Mail original -
Emilian and I have been working on the water shader, and have run
into some show stoppers caused by the lack mf vertices in the ocean
tiles - there are just 4 so far as we can see, so the junctions
between tiles always show up as you speculate. It might be
Unfortunately, we don't know what causes some properties to work and
others not, just that this is the case.
Maybe because some properties are directly tied to C++ variables and
can't have a listener.
Regards,
-Fred
- Mail original -
Hi,
David wrote:
I don't know how the build process goes on a Windows box. However,
i saw
that the osgviewer(.exe) isn't build. It's just a little tool to
visualize
these .ac objects and all what OSG can handle. Some sort of
fgviewer
variant. It would
Hi Vivian,
- Mail original -
commit 7aac380e2f0b1d1657b7179054acfeb61993f7ff
Author: Vivian Meazza
Date: Mon Oct 10 10:51:25 2011 +0100
Add taxiway symbols in dds.
...
materials-dds.xml| 27
BTW, I added the possibility to load alternate materials
Hi,
it's difficult to answer questions like this. If you can post the files you
modified, one of us could compile it and see what's going on.
Regards,
-Fred
- Mail original -
Hello,
This is my first try with mailing-list, I am icecode in IRC, Icecode
GL in forum and a few time
Hi,
By the way, I noticed that cmake checks for FLTK installed.
Where is that used?
FLTK is used by fgadmin
Regards,
-Fred
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Hi James,
On 4 Nov 2011, at 00:41, Jon Stockill wrote:
I believe it's FG_DATA_DIR, as observed here:
https://gitorious.org/fg/flightgear/commit/4b8ef9c3cf4f4f3565de3678cd733ad8067be6d9
Thanks - that worked (well, it returns the correct details when you
run
cmake with that
Hi,
please read the README.MSVC files in Docs-mini/
Regards,
-Fred
- Mail original -
Hi All,
I download the source code in official page, the tgz file but not
from git, I compiler the source code but some error in FligtGear
project
Fatal error C1083: cannot open file
- Mail original -
Hi all,
I have maybe fixed the find procedure for fgadmin, see attached
patch
for it. On my Debian system, FLTK_BIN_DIR is unset. If I use
FLTK_FLUID_EXECUTABLE as shown in the patch, the script finally wants
to
compile fgadmin but ends up with error messages.
- Mail original -
[...]
compile fgadmin but ends up with error messages. Please see
attached
logfile for details.
It is in git now. Thanks
-Fred
Thanks for checking it in. Still fgadmin is broken. Can someone
please take a look at this?
not for me :
[...]
compile fgadmin but ends up with error messages. Please see
attached
logfile for details.
It is in git now. Thanks
-Fred
Thanks for checking it in. Still fgadmin is broken. Can someone
please take a look at this?
not for me :
Hi,
FWIW, I added a TerraGear-Win-Cmake task to the Jenkins Server. Artifacts are
archived.
Regards,
-Fred
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- Mail original -
On 8 Nov 2011, at 19:59, Frederic Bouvier wrote:
FWIW, I added a TerraGear-Win-Cmake task to the Jenkins Server.
Artifacts are archived.
Brilliant, thanks Fred.
I am still not sure about the right method to exclude OSG from the build.
I added
In Ubuntu linux, because I do NOT have OSG installed in
any 'standard' place, in my makefg script, I do -
export CXXFLAGS=-DNO_OPENSCENEGRAPH_INTERFACE=1
export CFLAGS=-DNO_OPENSCENEGRAPH_INTERFACE=1
to get terragear-cs to cmake build...
Maybe the CFLAGS is not needed. I did try
SimGear not in sync with flightgear
-Fred
- Mail original -
Oops , spoke too soon :)
/home/syd/FG/flightgear/src/Scenery/tilemgr.cxx: In member function
‘virtual osg::Node* FGTileMgr::loadTileModel(const std::string,
bool)’:
/home/syd/FG/flightgear/src/Scenery/tilemgr.cxx:279:17:
FWIW, I added a TerraGear-Win-Cmake task to the Jenkins Server.
Artifacts are archived.
And the 64 bit flavor is available too
Regards,
-Fred
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Hi,
I updated README.cmake with Windows instructions. Could a native English
speaker review my spelling and grammar ?
Regards,
-Fred
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See : http://frbouvi.free.fr/flightsim/fgrun-rating-system.png
Regards,
-Fred
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___
See : http://frbouvi.free.fr/flightsim/fgrun-rating-system.png
And what about this one ?
http://frbouvi.free.fr/flightsim/fgrun-rating-system-star-en.png
-Fred
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Hi Yves,
Am 12.11.11 11:05, schrieb Frederic Bouvier:
See : http://frbouvi.free.fr/flightsim/fgrun-rating-system.png
And what about this one ?
http://frbouvi.free.fr/flightsim/fgrun-rating-system-star-en.png
Hi Fred
Looking to the bars and the stars I think the stars are probably
Am 12.11.11 19:35, schrieb Frederic Bouvier:
Hi Yves,
Am 12.11.11 11:05, schrieb Frederic Bouvier:
See : http://frbouvi.free.fr/flightsim/fgrun-rating-system.png
And what about this one ?
http://frbouvi.free.fr/flightsim/fgrun-rating-system-star-en.png
Hi Fred
Looking
De Stuart Buchanan :
On Sat, Nov 12, 2011 at 10:05 AM, Frederic Bouvier wrote:
See : http://frbouvi.free.fr/flightsim/fgrun-rating-system.png
And what about this one ?
http://frbouvi.free.fr/flightsim/fgrun-rating-system-star-en.png
Of the two, I prefer the stars. Great work.
Out
De ThorstenB :
On 19.11.2011 02:29, Pedro Morgan wrote:
Maybe the next xmas.. a couple of weeks before Xmas then.. and
ready for
new year, new versiion..
I like the current timing (main testing phase in the end of
December/January and the release in February) a lot. I guess many of
De: Erik Hofman
On Mon, 2011-12-12 at 08:38 +0100, Mathias Fröhlich wrote:
Also textures are just handed over to OpenGL.
This reminds me that vegetation uses a texture strip with 8 different
trees at a size of 256x64 pixels whereas clouds use one texture for
every cloud (puff) using
Hi Jakub,
- Mail original -
De: jakubzavrel jakubzav...@seznam.cz
Hi,
I want to use 3D stereoscopic view. I have head mounted display from
Sensics, that means separetes displays for both eyes. I want to use
vertical split, it works great, but I need specific angles of view
not
De: Heiko Schulz
Hello,
Hi All,
i am so excited I couldn't resist to share the first milestone of my
current project :
http://frbouvi.free.fr/flightsim/project_rembrandt_1.png
As the name of the project hints, this is only the beginning.
Regards,
-Fred
I thought cristmas
Hi James,
De: James Turner
Since 'a day or two ago', all OSG text is rendering for me in the
'missing' font (built-in bitmap font, scaled). PLIB .txt appears
fine. I've already checked rolling back flightgear to a couple of
weeks ago, with no difference, so I think the issue is in simgear
De: Gene Buckle
On Sat, 17 Dec 2011, Frederic Bouvier wrote:
Hi All,
i am so excited I couldn't resist to share the first milestone of
my current project :
http://frbouvi.free.fr/flightsim/project_rembrandt_1.png
It looks great, but what are you doing? :)
Noticed the shadows
On Sat, 17 Dec 2011, Frederic Bouvier wrote:
De: Gene Buckle
On Sat, 17 Dec 2011, Frederic Bouvier wrote:
Hi All,
i am so excited I couldn't resist to share the first milestone of
my current project :
http://frbouvi.free.fr/flightsim/project_rembrandt_1.png
It looks
? Or is it a completly
new SGSubsystem?
2011/12/17 Frederic Bouvier fredfgf...@free.fr
blockquote
You may want to contribute to the project
/blockquote
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Microsoft
Hi Mathias,
- Mail original -
De: Mathias Fröhlich
Hi Fred,
On Sunday, December 18, 2011 09:37:04 Frederic Bouvier wrote:
Shaders in C++ code (CameraGroup.*xx, renderer.cxx, and in the
effect code in SG - maybe I will revert that). But the
ultimate goal is to make them
o De: Gene Buckle
On Sun, 18 Dec 2011, Frederic Bouvier wrote:
Hi John,
if you're still wondering what it is about, this video can help :
http://youtu.be/peEzEapavkg
VERY nice!
Is there a way to make the same shadow effects apply to aircraft as
well?
It applies also
Is there a way to make the same shadow effects apply to aircraft
as well?
It applies also for aircraft, and for relief as well. Why do you
thing it could be differently ? My implementation is very different from
the one that was implemented in FG 1.0
I didn't know - my graphics
Hi Robert,
nothing changed for the GUI and the HUD.
You seem to be a specialist. Do you plan to contribute ?
Regards,
-Fred
- Mail original -
De: Robert
Great work, Frederic!
We all have waited far too long for real shadows.
I noticed you use deferred rendering.
With the
http://frbouvi.free.fr/flightsim/project_rembrandt_2.png
http://frbouvi.free.fr/flightsim/project_rembrandt_3.png
Admittedly, something should be done to increase shadow map
resolution near the viewer. I have ideas on how to do that,
but it's for another day ;)
That looks _really_
it to FlightGear.
In such a huge project it is difficult to find out how the internals
work.
I would like to test your patches. I can implement
PercentageCloserFiltering (PCF) if you haven't done it already.
cheers,
Robert
2011/12/20 Frederic Bouvier fredfgf...@free.fr
Hi Robert,
nothing
Hi,
De: James Turner
On 25 Dec 2011, at 23:58, Csaba Halász wrote:
As far as I can see, udev is not the reason for the failed build,
X11_Xft_LIB and X11_Xinerama_LIB are.
Right, Fred added those libraries:
Hi James,
De: James Turner
So, what's the next step in understanding this? The effect claims to
use the noise texture (in unit 9, as always):
texture-unit
unit9/unit
typenoise/type
/texture-unit
Can you post the output from glxinfo -l.
OpenGL
De: James Turner
On 28 Dec 2011, at 16:15, Csaba Halász wrote:
Since we are talking about shaders, aren't the limits
GL_VERTEX_SHADER_ARB:
GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB =
Hi,
De: Mathias Fröhlich
* If it's just the mipmaps. May be we can precompute the mipmaps using the cpu
in the database loader thread. This would help all textures not only the ones
that could be converted. May be this is the most generic solution.
I implemented a mipmap control and
Hi Mathias
De: Mathias Fröhlich
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
Hi Mathias,
De: Mathias Fröhlich
On Friday, December 30, 2011 11:45:21 Frederic Bouvier wrote:
The problem I have to solve currently is how to feed the G-Buffer
to the Effect system because the textures used to store it are
camera-dependent (in a multi screen context) but the pass
Hi Thorsten,
De: thorsten i renk
I don't think the Model matrix will help you much either, as IIRC
(0,0,0) is the center of the earth spheroid.
Hm, the line is
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
Doesn't gl_ModelViewProjectionMatrix transform things into 2d
Hi Mathias,
De: Mathias Fröhlich
On Sunday, January 01, 2012 16:14:17 Frederic Bouvier wrote:
Exactly. I want to give access to every stage of the rendering to
the effect system. The geometry pass outputs to render target,
but the fog, the lights, the bloom need to have access
And with Project Rembrandt waiting in the wings is this worth doing
at this stage at all?
Project Rembrandt seems to be about something different - detailed
rendering of shadows in the near zone (~15 km) - what I do is about
approximate rendering of atmospheric shading in the far zone
De: thorsten i renk
And with Project Rembrandt waiting in the wings is this worth
doing
at this stage at all?
Project Rembrandt seems to be about something different - detailed
rendering of shadows in the near zone (~15 km) - what I do is
about
approximate rendering of
Hi,
The windows released is not supposed to be built with MSVC 9 using msbuild.
We should use MSVC 10 and Cmake, so please ignore these build until they are
converted.
Regards,
-Fred
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Am 17.01.2012 23:48, schrieb Frederic Bouvier:
Hi,
The windows released is not supposed to be built with MSVC 9 using
msbuild.
We should use MSVC 10 and Cmake, so please ignore these build until
they are converted.
Regards,
-Fred
Right, I just created the fgmeta release
Hi Gene,
MSVC machine is down currently
Regards,
-Fred
- Mail original -
De: Curtis Olson curtol...@gmail.com
À: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Envoyé: Lundi 23 Janvier 2012 14:13:25
Objet: Re: [Flightgear-devel] Jenkins back...
Thanks
Make sure that LaRCsim is selected when configuring fg with Cmake
Regards,
-Fred
- Mail original -
De: D-NXKT d_n...@yahoo.de
À: flightgear-devel@lists.sourceforge.net
Envoyé: Mardi 31 Janvier 2012 01:02:27
Objet: [Flightgear-devel] LaRCsim broken?
Hello,
could it be that
You can try to switch on ENABLE_UIUC_MODEL too as one of the undefined relates
to uiuc
-Fred
- Mail original -
De: D-NXKT
Objet: [Flightgear-devel] LaRCsim broken?
Hello Fred,
thanks for your reply. I wasn't aware of this option.
I assume configuring fg with Cmake means
Hi Robert,
De: Robert
Hi everybody,
since one or two weeks I have the following problem:
When I start fgfs it tells me that it needs version 2.7.0 of fgdata
and quits immediately.
I am using SimGear/Flightgear next branch, and fgdata master
branch.
After maually changing the
Pushing most of the haze shader computation from the vertex to the
fragment level would seem to suggest an approximately constant cost
for the haze for the same view regardless of scenery complexity since
the number of hazy fragments remain about the same.
Thanks for the explanations -
Pushing most of the haze shader computation from the vertex to
the fragment level would seem to suggest an approximately constant
cost for the haze for the same view regardless of scenery complexity
since the number of hazy fragments remain about the same.
Thanks for the
And they even have an old screenshot of FGSD showing LFPX (the airfield where I
used to fly in RL)
ROFL
-Fred
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Hi,
I am away from my computer so I can comment specifically any point, but I have
few questions :
1. did these problem occurs in the release candidates or are specific to the
final version ?
2. We know that you didn't install in Program Files but we don't know where
exactly. Could there be
I just don't understand why these submissions are not just refused with a baked
reply. You all are burning yourself and then will blame the community as a
whole in anger.
Please enforce the rules !
Regards,
-Fred
Gijs de Rooy gijsr...@hotmail.com a écrit :
Oliver wrote:
Goind to post it
Hi Gene,
It appears that the windows-release target rebuilds _everything_
regardless of whether or not it's necessary. This build gets
triggered multiple times for some reason and due to disk
thrashing, renders the machine basically unusable until it's done.
Since this machine also
Curt and Stuart are promoting FligthGear live right now!
Do they have a recording available for download ?
Try :
http://fr.twitch.tv/fsbreak/b/309747803
-Fred
--
Virtualization Cloud Management Using Capacity
Now that release 2.6 is out, perhaps it is time to discuss further developments
concerning project Rembrandt.
Although it may already produce pretty images when used by a talented designer
(see for example the P92), it is however, not usable by most people.
The Wiki page summarizes the list of
De: Anders Gidenstam
On Fri, 2 Mar 2012, Frederic Bouvier wrote:
* Register all transparent surfaces
Just a quick question: Doesn't OSG already detect translucent meshes
and treat them differently from the rest during rendering? Hence,
couldn't this classification be done more
De: Torsten Dreyer
Am 02.03.2012 19:03, schrieb Frederic Bouvier:
Now that release 2.6 is out, perhaps it is time to discuss further
developments concerning project Rembrandt.
Although it may already produce pretty images when used by a
talented designer (see for example the P92
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