Am 07.06.11 15:54, schrieb Reagan Thomas:
Also, do you have a bug tracker or other preferred means of reporting
issues or feature requests?
Bugtracker is here: fgx.googlecode.com
Thanks anyway for testing and sending me some notes here in the list.
Cheers, Yves
Hi all
I am trying to to write fgfs stderr output to a file. This is no problem
when I use redirection like logifle.log in a shell of course, but -
unfortunately - this can not be passed as argument with qt by
startDetached process, which I use with fgx launcher and which is static.
I am not
Am 04.06.11 08:46, schrieb James Turner:
On 3 Jun 2011, at 22:58, HB-GRAL wrote:
I see that FlightGear-next-mac fails since some days because of some
missing plib headers. Is next-mac not followed anymore on hudson, is
FlightGear-mac-cmake reference now ?
The problem is I switched
Hi Hudson
I see that FlightGear-next-mac fails since some days because of some
missing plib headers. Is next-mac not followed anymore on hudson, is
FlightGear-mac-cmake reference now ?
Cheers, Yves
--
Simplify data
Am 01.06.11 07:41, schrieb Torsten Dreyer:
Can you please update http://wiki.flightgear.org/Release_Plan with this
very important information ? Something like a short description of
current state ?
Thanks a lot, Yves
Hi Yves,
this particular wiki page was written (mostly by myself) to
Am 22.05.11 14:37, schrieb ThorstenB:
Hi,
since there were no major objections to the release plan, we're
proceeding as proposed.
Current status:
* We've officially grounded the releases/2.2.0 git branches yesterday.
The flightgear/simgear releases/2.2.0 branches were merged back to
Hi Curt
May I ask you to update your flightgear.org pages just a bit? Will not
take more than 10 minutes! No graphical changes, no code changes, just
update text ;-)
I ask you for updating text sections like source code or cvs
resource. Sorry for that, but your february-2010-pages looks like
Hi all
I noticed with git from today that there are no trees at all on some
forest types. You can see it around KSFO, where you see forest base
textures with and without trees. Looks like some forest types have
trees, others don’t. Are there some changes in materials.xml ? (sorry if
this is
matter, no one cares about ;-)
Cheers, Yves
Am 05.05.11 18:21, schrieb HB-GRAL:
Hi all
I noticed with git from today that there are no trees at all on some
forest types. You can see it around KSFO, where you see forest base
textures with and without trees. Looks like some forest types have
Am 10.04.11 22:21, schrieb Catherine James:
Is this just a reflection that the next code is not optimized yet, or are the
developers introducing new features in the basic material shaders
implementation that are reducing performance? I hope you'll keep this in
mind as development of local
Am 11.04.11 13:29, schrieb Arnt Karlsen:
rsion) since last versions does not compile with simgear.
..is osg-2.8.3 compatible with the latest shaders on ATI cards?
Latest *stable release* of OSG is 2.8.3 (bug/build fix release).
Latest *developer release* is OSG 2.9.11, released on 28th January
Am 04.04.11 12:43, schrieb HB-GRAL:
Hi all
I try to repeat my questions (and at least today I don’t like
no-where-going-just-www-linking answers with directives _read_, _do_,
_what_do_you_mean_ and all this ;o), I am not in that mood, sorry Arnt,
don’t take it personal):
- Is fgdata
Am 05.04.11 17:00, schrieb TDO_Brandano -:
This does not supercede the original license, it effectively means a fork
under a new licence. The GPL v2 on the original remains in effect, but
changes on the GPLv3 versions would be covered by the GPLv3 terms.
Alessandro
Wiki and flightgear.org
Hi all
While reading all the licence or license files distributed with fgdata I
have to ask a small question here, and I apologize in advance to open a
new licence thread, I am tired of this kind of threads myself:
- Is FlightGear fgdata distributed under GPL2 and later or GPL2 only ?
I found
Am 04.04.11 19:01, schrieb Erik Hofman:
On Mon, 4 Apr 2011 17:53:16 +0200
Arnt Karlsena...@c2i.net wrote:
- Mig15 (not compatible to GPL2 at all)
- Fokker100 (GPL3, could not be used with GPL2 only)
The Fokker 100 was never released under the GPL3 by me so it's still
GPL2. If there's a
Am 04.04.11 23:35, schrieb HB-GRAL:
Am 04.04.11 19:01, schrieb Erik Hofman:
On Mon, 4 Apr 2011 17:53:16 +0200
Arnt Karlsena...@c2i.net wrote:
- Mig15 (not compatible to GPL2 at all)
- Fokker100 (GPL3, could not be used with GPL2 only)
The Fokker 100 was never released under the GPL3 by me
Am 05.04.11 00:36, schrieb Arnt Karlsen:
On Mon, 04 Apr 2011 23:48:11 +0200, HB-GRAL wrote in message
4d9a3c9b.3090...@sablonier.ch:
Am 04.04.11 23:35, schrieb HB-GRAL:
Am 04.04.11 19:01, schrieb Erik Hofman:
On Mon, 4 Apr 2011 17:53:16 +0200
Arnt Karlsena...@c2i.netwrote:
- Mig15
Am 30.03.11 12:57, schrieb Vivian Meazza:
I'm running 2.9.9 here, but it might be worth trying 2.9.7.
I tried 2.9.7 today, without success.
I think OpenGL error and invalid operation error would indicate a driver
issue, but I'm not an expert. Is anyone else reporting issues with this
Am 28.03.11 00:34, schrieb Vivian Meazza:
If the reflection map path is incorrect you should see only this error
message:
no image file, maybe the reader did not set the filename attribute, using
white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[4]
I get no missing file
Am 28.03.11 00:34, schrieb Vivian Meazza:
The reflection map is intended to vary reflection across an object. I would
be amazed if one size fits all. I wouldn't have expected it to be a good
candidate for the generic folder.
Thanks Vivian. I am working with fgdata from yesterday, but I will
Am 28.03.11 08:38, schrieb HB-GRAL:
Besides that, can you change the file to something like
reflection_map_example.png and put it into /Generic aswell and set
path in example to this file and not to a file of 737-300 folder ? I
think it is a bad idea to have paths to specific aircraft
I noticed some wrong paths or naming here with custom scenery of
KSFO/KOAK with non-existing .ac Models (or wrong names) and missing
textures (?). It’s custom scenery I know, but I think it is also default
scenery, isn’t it?
output
--
Could not find at least one of the following objects
Hi Nasal
I get an error in /Nasal/fuel.nas with current fgdata git:
Nasal runtime error: non-objects have no members
at pathtomyinstallation/fgdata/Nasal/fuel.nas, line 46
called from: pathtomyinstallation/fgdata/Nasal/fuel.nas, line 63
I started 737-100 but think this error is not
Hi 737-100 devs and reflect effects directory maintainers
With 737-100 I get a illegal renderbin draw error. This comes from
Fuselagereflect.eff (which is not part of 737-100 distribution), the
effect is in /Aircraft/Generic/Effects. There I see that Fuselagereflect
calls default
Am 27.03.11 14:16, schrieb ThorstenB:
On 27.03.2011 13:48, HB-GRAL wrote:
I get an error in /Nasal/fuel.nas with current fgdata git:
Time to update fg/next. You're probably missing this commit:
http://www.gitorious.org/fg/flightgear/commit/0114fd962e7450b080e580fe67414ca43cd99bd7
cheers
Am 27.03.11 14:59, schrieb Heiko Schulz:
It would be much better that a gneric ReflectionMap is made and used here.
That should prevent illegal renderbin draw errors.
Heiko
Just to add: Looks like the illegal renderbin draw has other reasons.
Besides this very interesting
Am 22.03.11 13:36, schrieb Heiko Schulz:
Where are our OSG/ Graphic specialists when we need them?
Just found:
http://www.mail-archive.com/osg-submissions@lists.openscenegraph.org/msg06199.html
Cheers, gral
--
Enable
Hi all
Can someone point me to the history of latest changes to the default
shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at
default KSFO, like the last three years with much older ATI. What
happened, I can’t believe.
Coming back after some months and looking to the
Hi all
There is a nice new feature now with hiding the cursor. Ok, it is hard
for new users to get the cursor back, I think it is wrong to set the
hiding after 10 seconds to default. Maybe there are other ways to show
this nice new feature ;-) Anyway I have to throw the mouse to the wall
here
Am 21.03.11 09:13, schrieb HB-GRAL:
Hi all
There is a nice new feature now with hiding the cursor. Ok, it is hard
for new users to get the cursor back, I think it is wrong to set the
hiding after 10 seconds to default. Maybe there are other ways to show
this nice new feature ;-) Anyway I
Am 21.03.11 11:54, schrieb Reagan Thomas:
I like the idea of using Qt for a launcher as I understand that it is
cross-platform and should work just as well with Windows. I got your
source and will try it out on Linux, which has been my only Qt target so
far.
Hi Thomas
At the moment it is
Am 21.03.11 14:17, schrieb Curtis Olson:
I wonder if it might be OSX specific. The cursor hides just fine for me
here, and reappears at the touch of the mouse. Also, I get the correct
cursor shape changes when right clicking. It could also be OSG version
related? I'm running OSG-2.9.7 here
for this, but beside that, I guess the nightlies
based on 2.9.9 are also not working correctly ?)
Cheers, Yves
Am 21.03.11 15:57, schrieb HB-GRAL:
Am 21.03.11 14:17, schrieb Curtis Olson:
I wonder if it might be OSX specific. The cursor hides just fine for me
here, and reappears at the touch of the mouse
Am 21.03.11 22:12, schrieb ThorstenB:
I just noticed though, that a number of wiki pages again returned to
recommend the use of latest OSG-svn *sigh*. I don't know why people keep
recommending that...
cheers,
Thorsten
Because it is valid ;-) Maybe not trunk, thats always dangerous, but
Am 21.03.11 23:23, schrieb Roland Häder:
Hi,
@HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
compile yourself, please also build a non-debug version which means,
use optimization, maybe -O3 is the trick.
I use these parameters to build FGFS and SG:
export CFLAGS=-g -O3
Hi all
I made a small launcher based on qt4 for FlightGear 2.2 on OSX. There is
a FlightGear GIT version included for testing. The bundle contains
todays master of simgear/flightgear and todays fgdata, reduced to a
small and distributable selection of aircrafts. Requirement is OSX =
10.6 on a
Am 18.03.11 20:00, schrieb ThorstenB:
Indeed, fgdata/master is becoming way too big though. But we can only
solve this by splitting our current repository - and then push the
different parts to fresh git repositories. Splitting fgdata was planned
anyway. The new --fg-aircraft options was the
Hello all
Maybe when you are using nightlies for OSX from hudson or you compiled
current git branches, you missed fgcom. I pushed a xcode project to
compile FGCom 1.2 for OSX = 10.5.8/intel (no ppc!). There are some
small changes in the source, also for the iaxclient lib, but 99,98 % it
is
Am 17.02.11 18:30, schrieb Gene Lege:
As I am sure many other people will point out, fair use is a specific
provision of copyright law - it has absolutely nothing to do with trademark
law.
It looks like Red Bull has licenses to use their trademark for Apps and
Games. An example for this is
Am 24.11.10 21:42, schrieb James Turner:
On 24 Nov 2010, at 20:32, Curtis Olson wrote:
What's the actual link (I can't read the full url from your image). We can
block specific ads if we need to, but easynewstore.com is clearly a proxy
for multiple software packages.
I would once again
Hi
This is what I get when I try to acitvate 'Global Weather' in the GUI:
Compatibility layer: Checking available Nasal APIs:
(this may cause harmless error messages when hard-coded support is lacking)
##
Warning: invalid line segment passed to
Am 13.09.10 00:25, schrieb Torsten Dreyer:
Should I really apply a patch from the forum before I use this menu?
Thanks, Yves
Hi Yves,
these messages come from the Local Weather nasal based implementation. The
mentioned patch is not necessary to run the local weather but is for
Am 28.08.10 12:34, schrieb HB-GRAL:
Am 28.08.10 01:16, schrieb Tim Moore:
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
Thanks for your answer Tim. And what should happen when I change
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see
Am 30.08.10 09:27, schrieb Erik Hofman:
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
Hey, this is to much for me. Can someone help? (I apologize in advance
if this is a known issue and tree code is not finished yet, I couldn’t
find any postings about.)
I think the trees are rendered
Am 30.08.10 09:27, schrieb Erik Hofman:
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
Hey, this is to much for me. Can someone help? (I apologize in advance
if this is a known issue and tree code is not finished yet, I couldn’t
find any postings about.)
I think the trees are rendered
Am 30.08.10 09:47, schrieb HB-GRAL:
Am 30.08.10 09:27, schrieb Erik Hofman:
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
Hey, this is to much for me. Can someone help? (I apologize in advance
if this is a known issue and tree code is not finished yet, I couldn’t
find any postings about
Hello Woods
I tried to change tree textures setting in materials.xml. When I change
a tree texture nothing happens. SG/FG takes always the same texture
(almost, see below). I deleted the tree-texture tag and it takes still
the same old standard texture (mixed-summer.png).
When I delete all
Am 28.08.10 01:16, schrieb Tim Moore:
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
Thanks for your answer Tim. And what should happen when I change
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this
makes the terrain
Hi all
I sent a small merge request to fgdata repo
http://gitorious.org/fg/fgdata/merge_requests/38
I was looking to the c172p directories and found some unused files and
some wrong paths coming from last commit (?).
- effects in models had wrong paths, (re-?)created a folder Effects
- removed
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light direction here with only default shaders
enabled. Really
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light direction here
Am 24.08.10 23:58, schrieb HB-GRAL:
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills
HB-GRAL schrieb:
Hi Tim
Maybe I am the only one once again but I have some issues here:
- Without shader it seems terrain works fine ;-)
- When I activate 'Material Shaders' all the terrain becomes -30% darker
- When I add 'Landmass shader' some of the terrain becomes normal
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so from the
beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having a
slider to get snow below 2000 meters and then you get it only on parts
of the
Erik Hofman schrieb:
I get the same and has something to do with the maximum allowed number
of varying parameters supported by the hardware. There is a fix that
didn't seem to affect anything on my side:
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html
Erik
Frederic Bouvier schrieb:
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so
from the beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having
a
slider
Tim Moore schrieb:
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the way material animations are
Hello
I don’t know who is maintainer of the Joystick directory in fgdata
master. I had the problem that Logitech Extreme 3d Pro was not working
on my mac. There was one missing name definition and there where no
mac definitions for the axis. With this small changes it works perfect
now.
I
I added also another merge request for fixing a typo in CH Pro Yoke USB
defintion for mac reported by Ailina in the forum:
http://www.flightgear.org/forums/viewtopic.php?f=24t=9017
Merge request:
http://gitorious.org/fg/fgdata/merge_requests/19
Thanks, Yves
HB-GRAL schrieb:
Hello
I don’t
Hello
There is a bug reported with HUD 'minimal' since some changes in
cockpit.cxx. This HUD does not use 'heading' for Gyrocompass, it uses
'view_direction'.
http://code.google.com/p/flightgear-bugs/issues/detail?id=146
Since some changes in cockpit.cxx it seems like 'view_direction' is
Torsten Dreyer schrieb:
Your merge request and your diff show different changes?
Please verify whats correct. And a side-note: I prefer diffs as an attachment
to avoid copy'n paste errors.
Thanks, Torsten
Hello Torsten
The merge request is correct.
Thanks, Yves
Frederic Bouvier schrieb:
- HB-GRAL a écrit :
Is it possible to add (or blend) a texture in the shaders to steep=
gray instead of calculating a 'simple colour cloud'? In combination with a
texture it probably looks like all the 'perhaps' and is a very nice
feature.
You can add the rock
Hm,
I noticed today a small problem with random placement of some models
(houses) with scenery point feature 'town'. I see that some of the
houses are flying where terrain isn’t completely flat. I guess the
houses where placed near a single 'town point' all at same height? Are
the towns still
Erik Hofman schrieb:
- Mystic gray blobs: When I activate landmass shader everywhere there
are some 'random' gray blobs now. What is the goal of this blobs? Is it
possible to add a texture to this blobs?
I haven't seen these.. unless this is also the snow shader.
I get this with recent
HB-GRAL schrieb:
When I want to have more different croplands how should I go further
with the crop shader? Building different crop.png’s and cropcolors? How
can I alter this textures/ornaments for cropland terrain? And is it also
possible to add a relief/normalmap to crop?
Thanks
Vivian Meazza schrieb:
The grey patches are not snow - they denote steep areas; perhaps rock, or a
rock run. They are generated in crop.frag by:
//steep = gray
c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 1.0), c1, smoothstep(0.970,
0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
Hi all,
I see a lot of improvements with recent shaders. But there comes some
renewals I do not how to work with.
- Snow: Activating the landmass shaders gives me some snow. Some
material is not covered i.e. glacier. And snow is starting by default at
2000 (2000 what?). Is this real i.e. for
HB-GRAL schrieb:
Hi all
Can someone please delete 'docs-mini/README.plib' in 'next' or all
branches where you need plib = 1.8.4?
Thanks- Yves
Please ignore my post here and my request for deleting this file. I see
that there are much more files to change and maybe these files have
Hi all
Can someone please delete 'docs-mini/README.plib' in 'next' or all
branches where you need plib = 1.8.4?
Thanks- Yves
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What will you do first with EVO, the first 4G
Hello all
Is there a posting or thread about new READMEs for FlightGear and
SimGear repos I missed? Is someone working on new READMEs?
Thanks - Yves
--
This SF.net email is sponsored by Sprint
What will you do first
Melchior FRANZ schrieb:
* Melchior FRANZ -- Sunday 13 June 2010:
The main changes in v0.2 will be [...]
... gradients and screws, so far. Drawing a screw is as simple as
a.at(0, -30).screw(0.12). This updated example has been drawn by
a still quite simple torque.py driver file:
Andrew Gillanders schrieb:
Does anyone have TaxiDraw running on Mac, and what is the trick to
getting it to work?
Thanks
Andrew
I am running the Tiger binaries (v0.32) from James Turner:
http://homepage.mac.com/zakalawe/.Public/taxidraw-0.3.2.dmg
- Y.
Stuart Buchanan schrieb:
Thanks for the feedback. If anyone else has any views, I'd be very interested
to hear them.
Hello Stuart
Maybe the list should also contain a column group where you can see
which user belongs to which group? Is this possible?
Thanks -Y
syd adams schrieb:
While I cant test myself , (fg isn't playing nice at the moment) , in a lot
of cases transparent covers need to be disabled for an animation behind it
to be visible , so I'm guessing there was a good reason to do that in the
first place ... just my 2 cents.
Cheers
Hello
Hello c172p
Just a question about the lights:
http://img704.imageshack.us/img704/162/lights172.png
Is this the state of the lights of the default c172p or do I see
something different?
(I do not want to mess up with any c172p coder, this question is because
this is the default aircraft and I
Heiko Schulz schrieb:
Do you have a better image?
I guess there is something wrong, but can't tell you for sure from this angle
of view
http://img444.imageshack.us/img444/5924/light172p.png
and here
http://img176.imageshack.us/img176/3870/light172wing.png
Thanks -Y
Heiko Schulz schrieb:
Hi,
Heiko Schulz schrieb:
Do you have a better image?
I guess there is something wrong, but can't tell you
for sure from this angle of view
http://img444.imageshack.us/img444/5924/light172p.png
and here
http://img176.imageshack.us/img176/3870/light172wing.png
HB-GRAL schrieb:
Heiko Schulz schrieb:
The same for the landinglight.
Merge request for the landing light:
--- a/Aircraft/c172p/Models/c172p.xml
+++ b/Aircraft/c172p/Models/c172p.xml
@@ -2259,18 +2259,6 @@
propertycontrols/lighting/landing-lights/property
/condition
/animation
Hello
I get most of the shaders working on my older card with changing the
parts where gl_FrontFacing is used (see my last posting to New effects
on OSX here).
In terrain-default/model-default/default/reflect.frag I changed if
(!gl_FrontFacing) to if (n.z 0.01) and almost everything
Tim Moore schrieb:
The Git source repositories for Simgear, Flightgear, and the data
repositories are now fully enabled at gitorious.org.
Thank you very much for all this work.
(I think that Gitorious changed the design today only to be prepared for
FlightGear?)
- Y.
Frederic Bouvier schrieb:
- HB-GRAL a écrit :
There seems to be a (maybe only ATI related) bug in fragment shaders.
I
could not find any information about this in the list/forum/bug
tracker.
Can you please check this:
Following does not work in default.frag, terrain-default.frag
Hans Janssen schrieb:
http://www.janserv.com/fgfs-screens/fgfs_shader-screens.html
hans.
Thank you very much. Can you provide me some other screens? And can you
do this with default livery instead of KLM? Still dusk?
- One closer from the front, still seeing on the wings
- And again one
Vivian Meazza schrieb:
Are you sure the shaders you see are working? ;-)
The one that I wrote - sure :-).
Vivian
Oh! Now I see it too! This was not reflection what I have seen before, I
apologize for that - I fear the b29 ;-)
So I can replace !gl_FrontFacing with n.z 0.1 and it
Frederic Bouvier schrieb:
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
Hi Yves,
- HB-GRAL a écrit :
HB-GRAL wrote a lot:
Is this proper OpenGL/GLSL? My card/driver is very strict ;-)
-Y.
Simply unbelievable.
I changed less-equal predicates
HB-GRAL wrote a lot:
Is this proper OpenGL/GLSL? My card/driver is very strict ;-)
-Y.
Simply unbelievable.
I changed less-equal predicates in techniques of model-default.eff,
terrain-default.eff and reflect.eff to version 2.1 and GSLS or
glextension to _120. I got back my 30 fps
Frederic Bouvier schrieb:
Hi Yves,
- HB-GRAL a écrit :
HB-GRAL wrote a lot:
Is this proper OpenGL/GLSL? My card/driver is very strict ;-)
-Y.
Simply unbelievable.
I changed less-equal predicates in techniques of model-default.eff,
terrain-default.eff and reflect.eff to version
James Turner schrieb:
On 6 May 2010, at 21:11, HB-GRAL wrote:
A day I will never forget on OSX.
Short version:
1. git clone SimGear, make
2. installing new ALUT.framework
3. git clone FlightGear, make
4. Start FlightGear
It is estimated that dyslexia affects between 5% and 17
HB-GRAL schrieb:
HB-GRAL schrieb:
HB-GRAL schrieb:
HB-GRAL schrieb:
Now to complete my shader monolog after James fixed almost all my OSX
compilation problems. I still have problems with the shaders on ATI
Radeon x1600 (and I still wonder that no one else have this problem
activating recent
James Turner schrieb:
Yes, probably - we're trying to get away from the situation where each Mac
developer needs to come up with their own solution to this problem. The code
in the framework I mentioned should be exactly the same code as your freealut
1.1.0, just packaged as a framework.
HB-GRAL schrieb:
James Turner schrieb:
Yes, probably - we're trying to get away from the situation where each Mac
developer needs to come up with their own solution to this problem. The code
in the framework I mentioned should be exactly the same code as your
freealut 1.1.0, just packaged
A day I will never forget on OSX.
Short version:
1. git clone SimGear, make
2. installing new ALUT.framework
3. git clone FlightGear, make
4. Start FlightGear
Everything works. (Almost).
Thanks a lot to everyone who made this mission possible.
- Yves
James Turner schrieb:
As always, testing and feedback are appreciated - I will update the Mac build
instructions on the Wiki to reflect this new scheme 'soon', unless someone
finds a problem with it.
Yes, I have thrown away my own freealut because it produce a buffer
problem with Sound
Hello James(?)
I will call it *LUT just not to add another thread to a long long list.
Took me some days to read about this problem on OSX. I apologize that I
can not solve my new compiler issues with this
holy-book-of-keeping-alut-thread ;-)
Recent SimGear CVS change in Soundmanager push me
James Turner schrieb:
- grab ALUT.framework from here:
http://files.goneabitbursar.com/fg/alut-osx-universal.zip
(temporary location)
I have a own freealut 1.1.0 compiled/installed for i386. Do I have to
replace this one with your framework/universal?
- put the framework
SimGear CVS does not work anymore for me (since today), also viewvc
browsing. Is there a change I missed in accessing SimGear CVS?
- Thanks Y.
--
___
Flightgear-devel mailing
./configure --help prints
--with-openal-framework=PREFIX
--with-osg-framework=PREFIX
but should be
--with-openal_framework=PREFIX
--with-osg_framework=PREFIX
or not?
Thanks, Y.
--
HB-GRAL schrieb:
HB-GRAL schrieb:
HB-GRAL schrieb:
Tatsuhiro Nishioka schrieb:
Hi,
Thank you Tat!
Comment out all the alpha in
default.vert
mat-anim.vert
model-default.vert
reflect.vert
Just realized that the problem might be
constantColor = gl_FrontLightModelProduct.sceneColor
HB-GRAL schrieb:
HB-GRAL schrieb:
Tatsuhiro Nishioka schrieb:
Hi,
Thank you Tat!
Comment out all the alpha in
default.vert
mat-anim.vert
model-default.vert
reflect.vert
Just realized that the problem might be
constantColor = gl_FrontLightModelProduct.sceneColor
HB-GRAL schrieb:
Tatsuhiro Nishioka schrieb:
Hi,
Thank you Tat!
Comment out all the alpha in
default.vert
mat-anim.vert
model-default.vert
reflect.vert
Just realized that the problem might be
constantColor = gl_FrontLightModelProduct.sceneColor
+ gl_FrontMaterial.ambient
Frederic Bouvier schrieb:
This is an OSG warning. Unfortunately, polygons were forgotten by the
people who wrote the tangent space generator. I posted something about
it on the OSG list but got no response. If we want to make it disappear,
I presume we'll have to do it ourself
-Fred
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