On Fri, Apr 26, 2013 at 8:39 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:
I've also taken a bit of a look at merging Rembrandt and ALS, and I think
I understand the Rembrandt pipeline enough that I could add ALS to it.
Just to provide some expectation management:
Rembrandt (as deferred
On Sun, Nov 11, 2012 at 1:41 PM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:
I suspect the difference in light intensity
(dynamic range) doesn't fit in an 8-bit 3-component color.
It sure doesn't, but I think you're thinking way too complex. We don't
want to render physical light
I haven't really been following this thread closely... are the
tracers basically occludes? Are they completely opaque?
One possible optimization for the cloud rendering would be to use
polygons that closely follow the outline of the sprite instead of
quads; this saves on fill costs.
Also, I'm
On Wed, Oct 24, 2012 at 10:40 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
I haven't really been following this thread closely... are the
tracers basically occludes? Are they completely opaque?
Yes, they're completely opaque. That's tracer.frag - if it gets a white
gl_Color from the
On Wed, Oct 24, 2012 at 1:27 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
I realize that I'm confused about whether you are working on Stuart's
clouds in C++ or clouds in Nasal.
How are you generating the tracer? I gather that it
doesn't use any textures.
If a flag is set in the cloud
Thanks for writing this up. I have a couple of comments, nitpicks really.
On Mon, Oct 15, 2012 at 9:43 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
I thought it might be a good idea to write up a few things I've tried
recently and not seen in widespread use - so that either others know
On Tue, Oct 16, 2012 at 12:05 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
One can assume that
a vec4 varying is no more expensive than a vec3.
(...)
I'm not sure it's useful to think of each component of a varying
vector as a varying i.e., three vec3 varying values use up three
varying
On Tue, Oct 16, 2012 at 2:54 PM, James Turner zakal...@mac.com wrote:
On 16 Oct 2012, at 13:38, Tim Moore wrote:
The tile data on disk is actually stored in a
coordinate system that is aligned with the earth-centric system, so Z
points to the north pole. We rotate the coordinates back
On Fri, Sep 21, 2012 at 11:51 PM, ThorstenB bre...@gmail.com wrote:
On 21 Sep 2012, at 13:03, Anders Gidenstam wrote:
The master branch of fgdata has become messed up. A number of commits
...
It has happened again, fgdata history is messed up. It looks as if my
last commits (6d46fe7, f722671)
http://games.slashdot.org/story/12/09/14/2048240/patent-troll-sues-x-plane
It turns out that the patent has nothing to do with flight simulation
but with remote license checking, but still. The Slashdot article has
the line X-plane is a cross-platform flight simulator app, notably
the only
On Mon, Sep 3, 2012 at 4:27 PM, Michael scrat_h...@yahoo.com wrote:
Hi
saw this:
http://wiki.flightgear.org/File:Joystick_Configuration_Dialog.jpg
which is Creative Commons Attribution-Share Alike 3.0 license.
Will that go into default 3.0? Hence I would use the same license to keep off
On Mon, Aug 13, 2012 at 7:40 PM, James Turner zakal...@mac.com wrote:
On 11 Aug 2012, at 18:21, Tim Moore wrote:
This is what osg::PagedLOD does, though we often forget that the
paging of the higher LODs is triggered in the cull phase.
I can't recall what scene modifications
On Tue, Aug 14, 2012 at 3:40 PM, Curtis Olson curtol...@gmail.com wrote:
On Tue, Aug 14, 2012 at 3:30 AM, Torsten Dreyer tors...@t3r.de wrote:
Hi all,
I have just suggested off-list to close the release/2.8.0 branches
(FG+SG+FGDATA) on Thursday (16th) in the morning (UTC) to give those
On Fri, Aug 10, 2012 at 12:50 PM, James Turner zakal...@mac.com wrote:
On 9 Aug 2012, at 21:49, Stuart Buchanan wrote:
Do we have any ideas addressing these issues?
Random thought, hopefully someone with more OSG knowledge can confirm or deny:
Can we create the geometry (and unload it) in
On Thu, Aug 9, 2012 at 2:45 PM, Curtis Olson curtol...@gmail.com wrote:
It looks like every time you rebase you have to reapply the same set of
patches over top the target branch. So even if I figure out a way through
it once, I'll have to repeat the same conconction of craziness each time I
It sounds like your local tree has not been completely committed. See
what git status says. Check out the man page for git-mv. I can't say
more right at the moment, but I'll see if I can add more details
later.
Tim
On Wed, Aug 8, 2012 at 5:45 PM, Curtis Olson curtol...@gmail.com wrote:
A quick
On Mon, Aug 6, 2012 at 10:00 AM, Martin Spott martin.sp...@mgras.net wrote:
Moin Yves,
ys wrote:
[...], it's just in responsability of the core developers to show how
2nd-row developers can help to improve apt.dat without being
blocked by a deprecated.
I tend to disagree.
You're
On Wed, Jul 25, 2012 at 1:43 PM, Martin Spott martin.sp...@mgras.net wrote:
James Turner wrote:
Or to put it another way - the actual hard part is running the
widgets in the main OpenGL window - which *is* a requirement for
full-screen apps and multi-monitor setups. (Some people have claimed
On Wed, Jul 25, 2012 at 12:16 AM, Chris Forbes chr...@ijw.co.nz wrote:
Somewhat inversely, I'm also wondering if a simple texture1D() lookup might
not be faster than evaluating the light function e / pow((1.0 + a * exp(-b *
(x-c)) ),(1.0/d)) three times to get an (rgb)-triplet.
That depends
On Sat, Jul 21, 2012 at 10:42 AM, Mathias Fröhlich
mathias.froehl...@gmx.net wrote:
Hi,
On Thursday, July 19, 2012 15:32:01 Tim Moore wrote:
The depth-pass-only pass is a well known optimization, but the fact it
is not helping implies that our bottleneck is not in fragment
processing. I've
On Thu, Jul 19, 2012 at 6:09 PM, James Turner zakal...@mac.com wrote:
On 19 Jul 2012, at 14:32, Tim Moore wrote:
Do we really not run the terrain fragment shader when the terrain is seen
through the cockpit floor (my system seems to slow down even though no
terrain is seen in the event
On Fri, Jul 20, 2012 at 10:23 AM, Frederic Bouvier fredfgf...@free.fr wrote:
Hi Tim James,
De: James Turner
On 20 Jul 2012, at 07:22, Tim Moore wrote:
We could use the stencil buffer without copying anything: render
the near scene first, setting stencil bits, then enable the stencil
On Fri, Jul 20, 2012 at 9:59 AM, James Turner zakal...@mac.com wrote:
On 20 Jul 2012, at 07:22, Tim Moore wrote:
We could use the stencil buffer without copying anything: render the
near scene first, setting stencil bits, then enable the stencil test
for the far scene. I believe
On Thu, Jul 19, 2012 at 1:16 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
This is an optimization to avoid running really expensive shaders on
geometry that will be hidden from view. The GPU has an early Z
capability and won't run a fragment shader if it knows the result will
be discarded.
On Wed, Jul 18, 2012 at 8:27 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
May I ask yet another dumb question?
Yes, although this isn't a dumb question.
In the first rendering pass of default terrain rendering, we use default.vert
and terrain-nocolor.frag as shaders. I have so far
First of all, apologies for tuning out over the last year+. I have
been keeping an eye on things from afar, and am quite impressed with
all the goings on in the FlightGear world. This post did catch my
eye...
On Thu, Jul 12, 2012 at 2:54 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
Hi Yuri,
I chose the An-2 as the aircraft that I would delete first from the
fgdata repository and move to its own repo, and I am about to do that.
I can check your new work into the new repository. Should I remove the
Tutorials directory? Are they now completely broken?
Tim
On Mon, Aug 8, 2011
I have created the ac-an2 repository, which includes only the An-2
(duh), and deleted the an2 from fgdata.
Tim
On Fri, Aug 12, 2011 at 11:19 AM, Tim Moore timoor...@gmail.com wrote:
Hi Yuri,
I chose the An-2 as the aircraft that I would delete first from the
fgdata repository and move to its
I've started the first phase of trimming down fgdata. I've removed the
an2 from fgdata and put it in its own repository called ac-an2 under
the Flightgear project. I'm going to proceed with moving other
aircraft which haven't been touched in a while into their own repos as
well. When we get down
On Fri, Aug 12, 2011 at 1:23 PM, Emilian Huminiuc emili...@gmail.com wrote:
On Friday 12 August 2011 14:02:16 Tim Moore wrote:
I've started the first phase of trimming down fgdata. I've removed the
an2 from fgdata and put it in its own repository called ac-an2 under
the Flightgear project. I'm
On Fri, Aug 12, 2011 at 4:31 PM, Alex Romosan romo...@sycorax.lbl.gov wrote:
Tim Moore timoor...@gmail.com writes:
I have created the ac-an2 repository, which includes only the An-2
(duh), and deleted the an2 from fgdata.
so where is the new repository? is there a way of integrating
On Tue, Aug 2, 2011 at 11:39 AM, Francesco Angelo Brisa
fbr...@gmail.com wrote:
Any news about a possible separation of aircrafts data from the fgdata
folder ?
I am afraid this topic is sligtly falling into the forget about it folder
:-(
Cheers
Francesco
Some of the inertia -- on my part
On Thu, Jul 28, 2011 at 8:33 AM, Gene Buckle ge...@deltasoft.com wrote:
On Thu, 28 Jul 2011, Stefan Seifert wrote:
On Thursday 28 July 2011 01:00:10 Hal V. Engel wrote:
But there is one minor and very common issue with the code that should be
fixed. In the for loop
for (..; ..; j++)
the community of a basic template and a
howto for adding a fragment shader would help.
Thanks
Jack
Curt.
On Mon, May 16, 2011 at 11:45 PM, cas...@mminternet.com wrote:
Hi Curt,
A while back Tim Moore offered to post the image warping code onto the
GIT site. Since then I've not heard
On Sun, Apr 17, 2011 at 6:10 PM, ThorstenB bre...@gmail.com wrote:
On 16.04.2011 21:16, Anders Gidenstam wrote:
If I'm not mistaken the particles issue has been around since we got
particles, so it is apparently not that bad (leak and race
condition) in practice.
Ok, thanks! I've create a bug
On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB bre...@gmail.com wrote:
Maybe someone could do some tests when changing the setting
(SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to
CACHE_ALL (then recompile/install sg+fg). Would be interesting to
know
how this changed loading
On Sat, Mar 26, 2011 at 6:27 AM, Robert dogg...@googlemail.com wrote:
Indeed the jitter is caused by Nasal's garbageCollect method. Simple
test: add a printf (apply attached patch to simgear) and you should see
the stutter is synchronized with it.
True! The text is printfed with every jitter.
On Mon, Mar 21, 2011 at 3:04 PM, Holger Wirtz dcored...@googlemail.com wrote:
Hi all,
sorry - a little bit off-topic (in fact not so much as you might think,
it's for a third-party software for FG):
Has anyone some hints/websites/programs for debugging C -based multi
threaded programs
On Mon, Mar 21, 2011 at 10:03 PM, Lauri Peltonen
lauri.pelto...@gmail.com wrote:
Hi.
Inspired by the talk in the dds thread about cloud performance and other
things, I did some quick grepping through the source about textures. I
found out FG/SG has at least 5 different way of storing
I've been threatening for some time to break up the aircraft portion
of fgdata into several repositories by using some git magic. It's true
that the current repository size is out of hand. I would encourage
people to check in their source files whenever possible. I'd also
encourage people to add
If you're referring to coordinates in the multiscreen support, they
are OpenGL coordinates: x to the right, y up, z comes out of the
screen.
Tim
On Thu, Mar 3, 2011 at 10:16 PM, cas...@mminternet.com wrote:
What are the coordinate conventions used for eye position offsets in 2.0?
standard
I've committed one more fix that should make things right on 2.8.3.
Tim
On Wed, Feb 16, 2011 at 8:16 PM, Tim Moore timoor...@gmail.com wrote:
OK, I see that merely removing the 2.8.3 case from my conditional,
which I checked in a couple of hours ago, isn't correct. I'll have
another go
I was confused, by my git SVN import of the OSG source tree, about
what commits are in 2.8.3. I'll check in a correction soon.
Tim
On Wed, Feb 16, 2011 at 8:51 AM, Frederic Bouvier fredfgf...@free.fr wrote:
- Bertrand Coconnier a écrit :
2011/2/15 Tim Moore timoor...@gmail.com:
I've
OK, I see that merely removing the 2.8.3 case from my conditional,
which I checked in a couple of hours ago, isn't correct. I'll have
another go.
On Wed, Feb 16, 2011 at 7:10 PM, ThorstenB bre...@gmail.com wrote:
On 15.02.2011 13:41, Tim Moore wrote:
I've checked in fixes for this change
yet updated FG to work with
it. While some developers do track OSG SVN, that's a slightly ambitious goal
for everyone - personally I stick with the most recent developer release of
OSG (2.9.9 or 2.9.10 at the moment, depending on who you ask)
I believe for this paerticular change Tim Moore has
Backing out is done with git reset --hard last_good_commit. Often the name
of the last good commit is HEAD^, the last commit. However, after a botched
merge it is good to verify that with git log or graphically with gitk.
If you've pushed a commit to a public repo and then it later turns out that
On Wed, Feb 9, 2011 at 7:49 PM, Andy Ross a...@plausible.org wrote:
On 02/09/2011 12:02 AM, Tim Moore wrote:
Backing out is done with git reset --hard last_good_commit. Often the
name of the last good commit is HEAD^, the last commit. However, after a
botched merge it is good to verify
Interesting discussion. By the way, I highly recommend
http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics guy for
XPlane and a very good writer; obviously they encounter many of the same
issues.
Terrain rendering has quite a bit of headroom in terms of raw number of
polygons. That
On Mon, Jan 10, 2011 at 5:31 PM, Curtis Olson curtol...@gmail.com wrote:
Here is my next git question (possibly another dumb one) :-)
When I did a git pull in simgear/flightgear this morning I saw something
like the following:
simgear$ git pull
remote: Counting objects: 1, done.
remote:
On Tue, Jan 4, 2011 at 5:36 PM, Curtis Olson curtol...@gmail.com wrote:
I have a git question.
I'm trying to git push a new joystick config someone sent me. When I run
git push I get the following message:
$ git push
To g...@gitorious.org:fg/fgdata.git
! [rejected]master -
On Thu, Dec 16, 2010 at 5:17 PM, Jacob Burbach jmburb...@gmail.com wrote:
Ok then, trying to make sense of this whole model effects loading code...
Good luck; it goes with the territory :)
In `modellib.cxx' the `loadFile' and `loadModel' functions, which
check the file extensions for a
On Wed, Dec 22, 2010 at 4:34 PM, Jacob Burbach jmburb...@gmail.com wrote:
Hey thanks for taking the time to respond, especially during the holidays.
So what I see currently in the model loading code in regard to effects
is really something just hacked together to 'get er done' and make it
plug-in. It runs the GLU
tessellator on convex polygons, which produces a collection of triangles and
polygons, but doesn't turn the polygons into triangles. These days there is
little to recommend the OpenGL primitive type.
On 04/22/2010 03:12 PM, Tim Moore wrote:
It would be best to get
On Sat, Dec 11, 2010 at 9:56 PM, Jacob Burbach jmburb...@gmail.com wrote:
This is considered a feature, by some anyway :) I added this with the
idea
that one could optimize ac model and substitute the optimized version.
It's
never been used much and has led to complaints about getting the
On Sun, Dec 12, 2010 at 4:21 PM, Jacob Burbach jmburb...@gmail.com wrote:
Will do. I take it your the maintainer/creator of this particular bit
of code then? I feel this is very important for the future of fgfs
graphics and performance wise and I'm quite willing to put in some
work to make
On Sat, Dec 11, 2010 at 7:01 PM, Jacob Burbach jmburb...@gmail.com wrote:
Hi all, I'm experimenting with various model file formats and the
effects system and have some questions/comments.
First I found that if you have a file 'model.ac', but also have a file
'model.osg', flightgear always
On Sun, Dec 5, 2010 at 9:18 AM, Jeff Taylor jefftaylo...@gmail.com wrote:
On 02/12/10 12:05 AM, Tim Moore wrote:
Can you move up the stack into SGText::UpdateCallback::operator() and
see what is being passed to createUTF8EncodedString?
Thanks,
Tim
OK, this is bugging me. I needed
Can you move up the stack into SGText::UpdateCallback::operator() and see
what is being passed to createUTF8EncodedString?
Thanks,
Tim
On Thu, Dec 2, 2010 at 8:46 AM, Jeff Taylor jefftaylo...@gmail.com wrote:
On 29/11/10 12:45 AM, Erik Hofman wrote:
So it looks like to be a JSBSim problem,
On Tue, Nov 30, 2010 at 5:54 PM, Martin Spott martin.sp...@mgras.netwrote:
thorsten.i.r...@jyu.fi wrote:
What do the numbers mean?
=
Roughly, anything below 5 means that it isn't really finished and that I
think they should be alpha status. 7 and 8 are really
On Mon, Nov 29, 2010 at 9:39 AM, thorsten.i.r...@jyu.fi wrote:
One more observation. Yesterday I was doing tweaks to the spin related
functions in my model and during spin tests I noticed that I get the same
affect when I am in a spin only the clouds are rotating about a vertical
axis
While the unrealistic behaviour in loops can't really be cured, it could
be lessened by doing what nature does - using more cloudlets with less
features (up-down distinction) and build cloud structure not by texture
but by positioning selected cloudlets with better control. That would need
What a marketing opportunity!
Tim
On Sat, Nov 27, 2010 at 9:47 AM, Frederic Bouvier fredfgf...@free.frwrote:
By the way, look what I received in my inbox :
Support Requests item #3117965, was opened at 2010-11-24 20:24
Message generated for change (Tracker Item Submitted) made by gwself
On Sat, Nov 27, 2010 at 2:33 PM, thorsten.i.r...@jyu.fi wrote:
Can you compare the OSG statistics between the two binaries? Choose
cycle onscreen statistics three times.
I sure can, but I have no idea what I am looking at when I do that - I
basically get a table with numbers which change
Can you compare the OSG statistics between the two binaries? Choose cycle
onscreen statistics three times.
Tim
On Fri, Nov 26, 2010 at 5:03 PM, thorsten.i.r...@jyu.fi wrote:
I've had just occasion to compare performance of a GIT binary compiled on
Nov 24th with a GIT binary compiled Nov 13th
On Thu, Nov 25, 2010 at 5:31 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
Congrats! Will you add the steps you followed to achieve this to the wiki?
That's the idea behind a wiki after all ;)
I used exactly the same steps like you described in the wiki. My problem
was a 503error when
Lots of variables. It sounds like you're using up-to-date scenery, so there
could have been a change there. New code has also been checked in that deals
with paging in the scenery, though I doubt that's causing the problems you
are seeing.
Can you check out of git the source code from a week ago,
On Sun, Nov 21, 2010 at 2:58 AM, Scott Hamilton
scott.hamil...@popplanet.biz wrote:
The important point here is that it has been nearly twelve months
since the last major release, the codebase appears to be looking
forward, and in the past it has required quite a bit of planning and
work
I committed a change that removes the cache from property tree path lookups.
This cache causes significant thread safety and other headaches, and my
tests show a negligible speedup from the caching. If you notice a big
performance hit and you think it might be related to this change, let me
know
There's never been a guarantee that the development sources compile for
everybody at all moments. That's why they are development sources. I
appreciate the Hudson process and quite often the change to get things
compiling on a given platform are obvious, but sometimes they aren't and one
needs to
On Fri, Nov 12, 2010 at 11:38 AM, Mally ma...@tklm.freeserve.co.uk wrote:
?Hi Chris
I have reservations about this. It could easily backfire on you personally
or turn out to be a traumatic event, particularly if it turns out to be
more
of a confrontation than a reasonable discussion. What
On Fri, Nov 12, 2010 at 12:45 PM, Chris Wilkinson
blobster...@yahoo.com.auwrote:
My goal will be open dialog as to why this guy seems unwilling to honor the
exacting word of the GPL, and why he isn't giving back to the community.
Probably done over coffee. I'll probably smile. And my solemn
On Thu, Nov 11, 2010 at 9:14 AM, Paul Guhl ad...@simtechnologies.de wrote:
Hello!
I'm a hobby programmer and work on a flight simulation project as well
and would like to ask probably a trivial question:
Lets the global origin of the coordinate system be at 0deg lat and 0deg
lon. While
On Thu, Nov 11, 2010 at 6:16 PM, Arnt Karlsen a...@c2i.net wrote:
On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in message
4cdb9400.1090...@zonnet.nl:
I limited the frame rate to 30, used a smaller window. No difference.
..any change when you play with X Window frame rates
This mirrors comments to the OSG mailing list, where people have reported
performance issues with multiple GPUs and screens. There hasn't been much of
a resolution there; some people have the problem, others don't. I've put
together a multi-GPU machine to explore these issues; now I just need to
I'll take a look. It could be that the default shaders are using constructs
that aren't supported on older hardware, or provoke bugs there, or are buggy
themselves in ways that don't show up on post G80 hardware.
Tim
On Sat, Oct 30, 2010 at 9:50 PM, Martin Spott martin.sp...@mgras.netwrote:
On Thu, Oct 7, 2010 at 5:12 PM, fiers...@zonnet.nl wrote:
I used OSG version 2.9.10. The error probably has something to do with a
recent change, because yesterday's compilation was fine.
I guess I could roll back to an older version of OSG, like you
suggested, but I was rather hoping my
On Sun, Sep 19, 2010 at 4:40 PM, ThorstenB bre...@gmail.com wrote:
Hi,
good news - I've done more debugging in the tile cache module and
think I already found something...
I'm seeing two issues with the tile cache, sometimes causing active
scenery to be kicked when the cache is full - and
On Thu, Sep 16, 2010 at 1:28 PM, thorsten.i.r...@jyu.fi wrote:
You just discovered that Nasal is 10x slower than C++
code! This is exactly why I prefer core code to end up in C++ in the end.
I don't think that's a valid interpretation of my results. Consider the
two cases where I achieved
On Sun, Sep 5, 2010 at 6:01 PM, thorsten.i.r...@jyu.fi wrote:
Hi Curt,
Are you placing your range animation node above each tile or
above each object in each tile?
One has to work with the tools available - or write one's owns... with
range animation I literally mean the xml-tag in the
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL flightg...@sablonier.ch wrote:
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
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 handled. Let
me know of
On Thu, Aug 12, 2010 at 5:03 AM, John Wojnaroski cas...@mminternet.comwrote:
There is a program called Nthusim ( http://nthusim.com ) that will
warp an MS windows screen for projection onto a curved surface.
Is there any such capability in OSG? If not, any thoughts on adding the
function to
/2010 11:48 AM, Tim Moore wrote:
On Fri, Jul 2, 2010 at 5:43 PM, dave perry skida...@mindspring.comwrote:
I am having syntax issues trying to push changes to the git fgdata
repository. I have made the edits and git add's, git rm's, git submit,
and git status shows my local fgdata master
On Tue, May 25, 2010 at 10:27 PM, Curtis Olson curtol...@gmail.com wrote:
Hi Torsten,
On Tue, May 25, 2010 at 2:57 PM, Torsten Dreyer wrote:
There's no difference between Technique.cxx in the cvs vs. git
repositories, The CVS version of flightgear runs fine against the
fgdata-git
On Sat, May 22, 2010 at 10:30 PM, Jeff Taylor jefftaylo...@gmail.comwrote:
Hello,
fgviewer crashes when reading channel options (which it doesn't use).
Here is a patch which fixes this by adding a pointer check.
This is my first ever patch to any open source project, so feedback
would be
On Fri, May 21, 2010 at 3:32 AM, Peter Morgan p...@freeflightsim.orgwrote:
Its is/was bit of a dark how to get commit permission to FG and its
seems to be one Curt in control.
Can someone explain to process to submitting patches to this new git
scenario, or are we to be held in the grey area
The Git source repositories for Simgear, Flightgear, and the data
repositories are now fully enabled at gitorious.org. A group of developers
and modelers have been making checkins for some days now and all appears to
be working. The repositories are available at: http://gitorious.org/fg.
On Fri, Apr 23, 2010 at 11:14 AM, Erik Hofman e...@ehofman.com wrote:
Tim Moore wrote:
Looks like the same attribute problem. What hardware?
NVidia 9600GT/512Mb on AMD X2 250 wn 2Gb memory.
I've eliminated some varying parameters from the landmass vertex and
geometry shaders. Please give
On Fri, Apr 23, 2010 at 10:46 AM, Erik Hofman e...@ehofman.com wrote:
Tim Moore wrote:
Hi,
I hacked on the landmass geometry shader a bit. On my machine I got the
frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This
technique may be promising, although it could
On Thu, Apr 22, 2010 at 10:34 AM, wjp.vri...@quicknet.nl wrote:
Hello FlightGear developers,
In the FlightGear forum I stumbled upon a request from users, to enable
head tracking in FlightGear (head tracking that is i.e. provided by
Freetrack or TrackIR). Until now, I found no evidence that
Hi,
I hacked on the landmass geometry shader a bit. On my machine I got the
frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This
technique may be promising, although it could certainly stand some new
textures. Anyone playing with geometry shaders in the terrain (and also
models)
On Thu, Apr 22, 2010 at 8:47 PM, HB-GRAL flightg...@sablonier.ch wrote:
HB-GRAL schrieb:
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
On Wed, Apr 21, 2010 at 11:06 PM, Frederic Bouvier fredfgf...@free.frwrote:
- Martin Spott a écrit :
HB-GRAL wrote:
BTW: Warning: TangentSpaceGenerator: unknown primitive mode 9
does not go away (from all this bumpspec.eff) but I guess this is
not related to my card. Is it?
On Thu, Apr 15, 2010 at 10:59 PM, Torsten Dreyer tors...@t3r.de wrote:
Hi,
this is a question for the gnu linker geek:
I am trying to add gnucap to FlightGear as posted before. It compiles
cleanly
and links fine, but there is one issue. Gnucap uses commands which are
implemented in
The major objective of having a master branch in my gitoreous repo is to
make the release process less onerous from the source code point of view.
Master is lagging a bit behind CVS at the moment, but that is actually part
of the plan. It seems like preparing the data tree for a release is still
Alan,
What graphics hardware are you running on? Turning off shaders should get
you going for the moment. Then we'll figure out how to conditionalize the
shader code for drivers that don't support gl_FrontFacing.
Tim
On Thu, Mar 25, 2010 at 4:33 PM, Alan Teeder ajtee...@v-twin.org.uk wrote:
I
On Thu, Mar 25, 2010 at 8:58 PM, Roland Haeder r.hae...@gmx.de wrote:
Not yet solved:
libMain.a(main.o): In function `osg::Referenced::unref() const':
/usr/local/include/osg/Referenced:194: undefined reference to
`osg::Referenced::signalObserversAndDelete(bool, bool,
On Thu, Mar 25, 2010 at 9:56 PM, Roland Haeder r.hae...@gmx.de wrote:
Hi Tim,
It looks like your OSG libraries are out of sync with your header
files. You might need to run ldconfig.
Tim
here is the full output of ldconfig -v:
http://www.pastebin.org/123487
But it still outputs the
On Wed, Mar 24, 2010 at 2:53 PM, Gene Buckle ge...@deltasoft.com wrote:
On Wed, 24 Mar 2010, Martin Spott wrote:
Gene Buckle wrote:
On Wed, 24 Mar 2010, Frederic Bouvier wrote:
Fred is that only in the CVS or also in 2.0. All working?
This code is in 2.0.0. But as far as I know, the
On Wed, Mar 24, 2010 at 4:19 PM, Martin Spott martin.sp...@mgras.netwrote:
Erik Hofman wrote:
Tim Moore wrote:
I think the point is that the tools that build BTG files don't use the
new format.
Well maybe, just maybe it can be modified to output to ac3d or something
similar (or even
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