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
On Thu, Mar 25, 2010 at 9:56 PM, Roland Haeder 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 Thu, Mar 25, 2010 at 8:58 PM, Roland Haeder 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, bool) const'
>
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 wrote:
> I have rolled CVS back t
On Wed, Mar 24, 2010 at 10:43 PM, Frederic Bouvier wrote:
>
> - "Curtis Olson" a écrit :
> > On Wed, Mar 24, 2010 at 3:38 PM, Tim Moore wrote:
> >
>>
>> >
>> I think skirts at a slightly less-than-vertical angle are the way to go.
>>
On Wed, Mar 24, 2010 at 5:13 PM, Curtis Olson wrote:
> On Wed, Mar 24, 2010 at 10:41 AM, Tim Moore wrote:
>
>> While on this subject, do you scenery guys have any thoughts about
>> different levels-of-detail in scenery tiles?
>>
>
> Yes, in the initial scenery desig
On Wed, Mar 24, 2010 at 4:19 PM, Martin Spott wrote:
> 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 outpu
On Wed, Mar 24, 2010 at 2:53 PM, Gene Buckle 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, t
On Mon, Mar 22, 2010 at 12:05 PM, Innis Cunningham wrote:
> Hi All
> Also another thing I ran into the other day is in a 3D cockpit
> with layer type glass screens the screens hide 3d objects although
> the 3d object is actually between the screen and you.In this case I
> am given to understand f
On Fri, Feb 19, 2010 at 12:25 PM, Heiko Schulz wrote:
> Hello Tim
>
> A bit late, but I was busy.
>
> You mentioned that you might add vertain things to this topic, if there is
> a wiki page.
>
> I found, that we already have such a page in the wiki, but seems to be
> outdated.
>
> Here you go:
On Sat, Mar 20, 2010 at 9:40 AM, Frederic Bouvier wrote:
> Le 20/03/2010 08:54, Tim Moore a écrit :
> > On Fri, Mar 19, 2010 at 8:40 PM, Martin Spott wrote:
> >
> > Martin Spott wrote:
> >
> > > do I understand correctly, that the former
> &
On Fri, Mar 19, 2010 at 3:41 AM, Kavya Meyyappan
wrote:
> Dear FG members,
>
> I have just been trying out the multiple screen feature in FG. I found that
> the GUI camera (including the menu bar, hud and 2D panel) appears in only
> one of the windows. Is there any way I can make the GUI to appear
On Fri, Mar 19, 2010 at 8:28 PM, Curtis Olson wrote:
> On Fri, Mar 19, 2010 at 2:21 PM, Martin Spott wrote:
>
>> Curtis Olson wrote:
>>
>> > I think you have just summarized all the limitations of the FlightGear
>> > multi-camera/view/display system. T
On Fri, Mar 19, 2010 at 8:40 PM, Martin Spott wrote:
> Martin Spott wrote:
>
> > do I understand correctly, that the former
> >
> > /sim/rendering/shader-experimental
> >
> > property has now been completely superseded by:
> >
> > /sim/rendering/crop-shader
> > /sim/rendering/landmass-shader
>
:)
Our models and our code should be seen as two separate entities, that is all
> that I'm suggesting.
>
I'm having trouble seeing the difference between "highly detailed models and
artwork" and significant code contributions in terms of the ethics of making
money off t
On Wed, Mar 17, 2010 at 12:18 AM, Rob Oates wrote:
> Hmm, why not change the license on some of the newer planes to a more
> restrictive creative commons license? This would give you more control over
> how these are used. For instance, you could apply the license so the planes
> could only be us
This looks like your Simgear is out of sync with your Flightgear. If you're
compiling Flightgear from CVS you need to use Simgear CVS; conversely,
Flightgear from the release needs Simgear from the release.
Tim
On Sat, Mar 13, 2010 at 4:46 PM, castle wrote:
>
> Hi,
>
> Have been away and out o
On Sat, Mar 13, 2010 at 10:35 AM, Frederic Bouvier wrote:
> Hi Tim,
>
> Le 07/03/2010 18:53, Tim Moore a écrit :
> > On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier wrote:
> >
> > Hi Tim,
> >
> > is there a way to have the value of an uniform update
On Sat, Mar 13, 2010 at 1:04 AM, John Denker wrote:
> On 03/12/2010 04:10 PM, Tim Moore wrote:
>
> > There shouldn't be any black or white
> > sign backs in the most recent code.
>
> Please say what commits constitute the appropriately
> recent code, so I don
On Fri, Mar 12, 2010 at 11:50 PM, John Denker wrote:
> On 03/12/2010 12:05 PM, Tim Moore wrote:
>
> >> I flew over there in the ufo and saw gray sign backs there...
>
> FWIW, if I limit the flight to the default screensize and
> default field of view, I find it difficult
On Fri, Mar 12, 2010 at 7:43 PM, John Denker wrote:
> On 03/12/2010 06:54 AM, Tim Moore wrote:
> > I've checked in a fix for the sign-back problem. The airport sign code is
> > not fast graphics code and needs another look, but for the moment it
> works.
>
>
I've checked in a fix for the sign-back problem. The airport sign code is
not fast graphics code and needs another look, but for the moment it works.
As for the other complaints...
On Thu, Mar 11, 2010 at 11:13 PM, Heiko Schulz wrote:
> Hi,
> >
> > FWIW, when I'm flying, I see the shading on the
On Thu, Mar 11, 2010 at 10:26 PM, John Denker wrote:
...
>
> Change the view angle, either by pitching the entire aircraft
> or by simply tilting the pilot's view angle relative to the
> aircraft.
>
> What is the expected output?
>
> Scenery should not change. The ray from each object to the
> c
On Wed, Mar 10, 2010 at 4:44 PM, syd adams wrote:
> OK I'll consider myself out-voted :)
> It is a bit of a turn off though, when I try to fix some minor issues and
> get back into the coding side of things. and its immediately rewritten
> without notice.
> But I guess that's better than it being
On Tue, Mar 9, 2010 at 4:39 PM, Curtis Olson wrote:
> On Tue, Mar 9, 2010 at 8:08 AM, Pete Morgan wrote:
>
>> Has/Does FlightGear participate ?
>>
>>
>> http://google-opensource.blogspot.com/2010/03/google-summer-of-code-applications-now.html
>
>
> We have never participated before, but I see th
On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier wrote:
> Hi Tim,
>
> is there a way to have the value of an uniform updated every frame by
> the value of a live property ?
>
> I've been promising this to AndersG for some time now. I have code that
basically makes this (the animation) work in my
On Thu, Mar 4, 2010 at 10:19 PM, John Denker wrote:
...
>
> The question of asynchronous IO and thread safety must be
> dealt with. FGMetar starts a thread of its own, so it
> can deal with network IO without blocking the main loop
> of FG. I don't entirely understand what plib does, but
> what
I see we're talking past each other on some points and are in violent
agreement on others, probably because the discussion overheated.
On Tue, Mar 2, 2010 at 11:20 AM, John Denker wrote:
> On 03/02/2010 01:08 AM, Tim Moore wrote:
>
> > Furthermore, I can't parse th
On Tue, Mar 2, 2010 at 12:47 AM, John Denker wrote:
> On 03/01/2010 04:13 PM, Tim Moore wrote:
>
> > I'm looking at io/sg_file.cxx in the sport branch. I see the old
> > implementation of readline inside an
> > "execrable_readline" #ifdef. I don't
On Tue, Mar 2, 2010 at 12:01 AM, John Denker wrote:
> On 03/01/2010 03:56 PM, Tim Moore wrote:
>
> > getline looks fine.
>
> :-)
>
> > Instead of getting steamed about readline, why not
> > implement it in terms of getline?
>
> I did.
>
> If this is r
On Tue, Feb 23, 2010 at 11:36 PM, John Denker wrote:
> On 02/15/2010 03:19 AM, Tim Moore in part wrote:
>
> > readline() is pretty gross;
>
> The best way to remove the grossness is to extirpate
> readline and replace it with something that has a
> nicer interface ...
Whoops, I'm a bit late with my comments, but all the same...
You can't safely use C++ stream functions in a signal handler.
Why does terrasync need to be protected from interruption like this? Does
the SVN update really get corrupted if it is interrupted?
Tim
On Sun, Feb 28, 2010 at 6:50 AM, Al
I don't want to see any feature requests for the code either :)
Tim
On Sat, Feb 27, 2010 at 9:54 PM, Heiko Schulz wrote:
> Hi,
>
> The Google Bug tracker is a nice instrument for the harcore developers
> here.
> But I have some problems with bug tracking there on aircrafts.
>
> All our aircraft
On Wed, Feb 24, 2010 at 9:36 PM, Durk Talsma wrote:
...
> This might not be known to everybody, but the defacto policy is that all
> promotial materials for FlightGear should only contain material that is
> part
> of the official FlightGear repository. In essence, this means that when
> it's
> in
On Tue, Feb 23, 2010 at 11:36 PM, John Denker wrote:
>
> I tried asking for suggestions and/or review off-list,
> but it appears that mail to timoor...@gmail.com never
> goes through. Is it a list-mail address only?
>
No. Sometimes I'm busier and/or lamer than other times. I did get your mail
on
On Mon, Feb 22, 2010 at 7:45 PM, Manuel Massing
wrote:
> Hi Frederic,
>
> > Yes, I am afraid. This code construction show up in the code from time to
> > time and we have to provide a replacement. I think the best approach is
> to
> > use an auto_ptr.
> >
> > std::auto_ptr buf( new char[len] );
On Sat, Feb 20, 2010 at 4:13 PM, Michael A. K. Gross
wrote:
> ...
Norman Vine wrote:
> >
> > On Feb 20, 2010, at 4:46 AM, Tim Moore wrote:
> >
> > Actually it is the wrapper magvar.XXX that is GPL'd coremag.XXX is LGPLd
> >
> > IIRC magvar.XXX use to
On Sat, Feb 20, 2010 at 1:28 AM, Michael A. K. Gross
wrote:
> Hi folks,
> I'm working on a US-government-funded flight planner for a NASA airborne
> astronomy mission (SOFIA). Airborne astronomy has worked in true headings
> for over 30 years due to ever-antiquated NASA INS systems, but the spe
> It also removes the need for the "sleep" and simplifies
> >> the scenario in item (1) above.
>
> On 02/15/2010 10:36 AM, Tim Moore wrote:
>
> > That would work too.
>
> This is done.
>
> The patches for this can be found at
>
> http://gitorious
On Mon, Feb 15, 2010 at 5:43 PM, John Denker wrote:
> On 02/15/2010 09:22 AM, Tim Moore wrote:
>
> >> Hint: The sleep statement ensures that the reader (fgfs)
> >> will not see an EoF at the point where one cat of bytes
> >> ends and the next begins.
>
&g
On Mon, Feb 15, 2010 at 2:41 PM, John Denker wrote:
> On 02/15/2010 03:19 AM, Tim Moore wrote:
>
> > Some of
> > the grossness is due to a hack which lets a file be treated as an
> infinitely
> > repeating stream of bytes, very convenient for demos at SIGGRAPH. Your
&
On Sun, Feb 14, 2010 at 10:47 PM, John Denker wrote:
> The following commit message should be self-explanatory:
>
> commit 224ce694fa8ba7dede0e413b81e5dd52e5e65f15
> Author: John Denker
> Date: Thu Feb 11 21:13:19 2010 -0700
>
>Problem was: readline writes out-of-bounds, corrupts memory.
>
On Fri, Feb 12, 2010 at 2:30 PM, jean pellotier
wrote:
>
>
>
> > Message du 12/02/10 12:56
>
> >
> > I've checked in fixes to several shaders. Please test with current CVS.
> Some
> > of the shaders referenced glFrontMaterial.ambient even though a color
> mode
> > of AMBIENT_AND_DIFFUSE was set, w
On Fri, Feb 12, 2010 at 1:01 PM, Erik Hofman wrote:
> Tim Moore wrote:
> > That's not a problem. Color values are allowed to be any value and are
> > clamped at the end of the pipeline. However, we do some other clamping
> > so that the appearance isn't too diffe
I've checked in fixes to several shaders. Please test with current CVS. Some
of the shaders referenced glFrontMaterial.ambient even though a color mode
of AMBIENT_AND_DIFFUSE was set, which means that the fixed function pipeline
takes the ambient color from the vertex color. I don't know what the s
On Fri, Feb 12, 2010 at 12:14 AM, jean pellotier
wrote:
> On ubuntu karmic i use the provided fglrx driver (9.12) and on windows xp
> both the 9.12 and 10.01 catalyst driver (the "hotfix" version) (but didn't
> test windows for a while).
> my main OS is a debian sid, with a git radeon, but glsl ar
On Thu, Feb 11, 2010 at 4:42 PM, Diogo Kastrup wrote:
> > Strange indeed.
> >
> > The details of the pall seem to depend on time of
> > day (angle of sun?).
> >
> > The pall depends very stronly on direction of view.
> > For some directions, the pall is not noticeable, but
> > panning the view a
On Wed, Feb 10, 2010 at 10:55 AM, James Sleeman wrote:
> On 10/02/10 22:25, Martin Spott wrote:
> > Dense forests are possible by tweaking the 'tree-density' parameter in
> >
> Really? Dense like was shown in that video? Without requiring a
> cluster of supercomputers to run it at a workable fra
On Wed, Feb 10, 2010 at 12:33 PM, George Patterson <
george.patter...@gmail.com> wrote:
> On Wed, Feb 10, 2010 at 9:50 PM, Martin Spott
> wrote:
> > Pete Morgan wrote:
> >
> >> can you file this bug formally at
> >> http://code.google.com/p/flightgear-bugs/issues/list
> >> so we can track it
> >
I'm going to reset the "next" branches in my git repositories at
http://www.gitorious.org/fg to be based on the master branches, from which
the release was made. If you are using these repos, then you'll see some
warnings when you next fetch from them and will need to "git reset --hard"
your local
On Wed, Feb 10, 2010 at 4:55 AM, Pete Morgan wrote:
> can you file this bug formally at
> http://code.google.com/p/flightgear-bugs/issues/list
> so we can track it
>
> ta
> pete
>
> By the way, I've encouraged Pete to take this on. I've disparaged bug
tracking for free projects in the past, but
On Tue, Feb 9, 2010 at 9:32 AM, Martin Spott wrote:
> Hi Heiko,
>
> Heiko Schulz wrote:
>
> > So we maybe needs a list of rules what we can do, waht we shall not to do
> etc...
>
> If someone starts a wiki page, or directs me to an existing one, I'll write
down my thoughts.
> The question is wet
On Mon, Feb 8, 2010 at 10:07 AM, Erik Hofman wrote:
> John Denker wrote:
> > *) It appears VEC3D and VEC4D property types are defined, but
> >-- they are not fully supported
> >-- there are no examples of them in the main property tree
> > ("globals")
> >-- there is some code in
On Sat, Feb 6, 2010 at 8:39 PM, Csaba Halász wrote:
> On Sat, Feb 6, 2010 at 5:17 PM, Tim Moore wrote:
> >
> > On Sat, Feb 6, 2010 at 4:18 PM, John Denker wrote:
> >>
> >> On 02/06/2010 07:54 AM, Csaba Halász wrote:
> >>
> >> > On 64
On Sat, Feb 6, 2010 at 4:18 PM, John Denker wrote:
> On 02/06/2010 07:54 AM, Csaba Halász wrote:
>
> > On 64 bit systems /lib64 should really be a symlink to /lib (similarly
> > for /usr/lib64) as that is the native architecture.
> > I say copy the stuff from lib64 to lib and create the symlink.
On Thu, Feb 4, 2010 at 12:03 PM, Martin Spott wrote:
> Hi Tim,
>
> Tim Moore wrote:
>
> > I haven't looked at NYC in a while, but our urban areas tend to get
> > clobbered, particularly when the scenery guys strut their stuff for a new
> > release.
>
&
On Fri, Feb 5, 2010 at 7:30 AM, Heiko Schulz wrote:
> Hi
> >
> > I don't see any new sceneries which are
> > clobbered.
> >
> >
> > You yourself said in another
> > email:
> > "-Framerates in KSFO 28R less than used to. Usually I
> > get up to 60 fps
> > with everything enabled in FGFS, but throt
Whoops, hit send too soon.
On Thu, Feb 4, 2010 at 7:15 PM, Heiko Schulz wrote:
> ...
> > The ideal would be to coalesce all the buildings in a city
> > block into one model with one texture. We're a long way
> > from that with our current models and the random objects
> > scheme. I see a combina
On Thu, Feb 4, 2010 at 7:15 PM, Heiko Schulz wrote:
> Hello,
>
>
> >
> > Only 250 bytes for a normal sized screen
> > today, but the point is well taken. It's an interesting
> > statistic.
> >
> > I haven't looked at NYC in a while, but our urban areas
> > tend to get clobbered, particularly when
On Wed, Feb 3, 2010 at 6:18 PM, John Denker wrote:
>
> 3) Whether the new behavior is entirely correct is
> something we should discuss. The memory usage at
> JFK is 400 or 500 megs larger than it would be at
> a "normal" airport. I know the NYC scene is
> complex, but jeepers, 500 megs com
On Wed, Feb 3, 2010 at 9:10 AM, John Denker wrote:
> On 02/03/2010 12:22 AM, Tim Moore wrote:
> > This might be associated with the replay system, and I don't see a good
> way
> > to turn it off completely. Try starting with /sim/replay/disable set to
> true
> >
On Wed, Feb 3, 2010 at 9:09 AM, Tim Moore wrote:
>
>
> On Wed, Feb 3, 2010 at 12:33 AM, John Denker wrote:
>
>>
>>
>> The "rc4" from a couple of days ago has a glitch
>> that I haven't seen before:
>>
>> FRAGMENT glCompileShader &qu
On Wed, Feb 3, 2010 at 12:33 AM, John Denker wrote:
>
>
> The "rc4" from a couple of days ago has a glitch
> that I haven't seen before:
>
> FRAGMENT glCompileShader "" FAILED
> FRAGMENT Shader "" infolog:
> Fragment shader failed to compile with the following errors:
> ERROR: 0:28: error(#162) W
On Wed, Feb 3, 2010 at 2:32 AM, John Denker wrote:
> I observe that the memory usage of FG increases steadily
> at the rate of 144 megabytes per minute for at least
> the first 7 minutes.
>
> Does this number keep going up after the scenery is loaded?
> That seems rather far outside the acceptab
c4" to "vec3"
>
>
> I've seen this reported recently on older ATI cards (on Macintosh).
The workaround is to #ifdef out the code that looks like
if (!gl_FrontFacing)
n = -n;
in Shaders/default.frag and Shaders/mat-anim.frag. I'll think about
On Mon, Feb 1, 2010 at 9:04 AM, Stuart Buchanan <
stuart_d_bucha...@yahoo.co.uk> wrote:
> Tim Moore wrote:
> >On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman wrote:
> >Stuart Buchanan wrote:
> >>>>> It's been a long time since I (re-)wr
On Thu, Jan 21, 2010 at 5:45 PM, dave perry wrote:
> Hi,
>
> I just added a pick object to a material animation so it would be
> illuminated when cockpit lighting is turned on. This pick object was
> highlighted as expected via ctrl-C before adding it to the material
> animation, but now even wi
On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman wrote:
> Stuart Buchanan wrote:
> > It's been a long time since I (re-)wrote the random object code for OSG,
> but my
> > recollection is that we use the same random number seed when generating
> > random model placements, to ensure that a building is
On Sat, Jan 30, 2010 at 5:02 AM, Gene Buckle wrote:
> > I think that what I'm looking for is behavior similar to QT
> > http://qt.nokia.com/ which I user quite often.
> >
> > I am sorry and apologize for using the word "sucks".
> >
> Pete, the problem is that QT doesn't live in the same graphics
On Sat, Dec 12, 2009 at 1:20 AM, Melchior FRANZ wrote:
> * jean pellotier -- Friday 11 December 2009:
> > got something like that too on linux, but guess what? with an ati
> card
>
> I'm better off on Linux (with an nvidia card). I can at least decide
> whether I want clouds *or* material ani
On Sun, Jan 17, 2010 at 6:49 PM, S Andreason wrote:
> Hi Erik,
>
> I have been getting this error since the last week of December, when the
> first sound plays, gear-lock in my case. (Playing that sound is new
> behavior I wonder how to stop.)
>
> ALC Error (sound manager): ALC_INVALID_DEVICE at
In my gitorious repositories at git://gitorious.org/fg/simgear.git and
git://gitorious.org/fg/flightgear.git I've tagged v2.0.0-rc2, which I'm
hoping will be a next viable release candidate. There are unfixed bugs for
which I'm responsible, most notably broken material animations with effects;
I've
I've pushed Erik's new sound code and my code for effects to the master
branch on gitorious
and somewhat pompously tagged it as v2.0.0-rc1 i.e., the first candidate for
our upcoming release. The home pages for the flightgear and simgear
repositories are http://gitorious.org/fg/flightgear and
http:/
As the subject line says, I'm seeing a segfault in pulseaudio library code
on Fedora 12. I just upgraded, so I can't really say when this was
introduced, but "old" code which doesn't use Erik's sound manager
development of recent months doesn't show this behaviour.
The available sound devices are:
On Thu, Dec 17, 2009 at 9:21 PM, wrote:
> Hi guys ,
> I'm a bit concerned about the material animation being part of the shader
> group ... I have no instrument lights if shaders are off , which is a bad
> idea in my opinion ...
> I see other odd effects with liveries too .
> Am I worrying needle
On Sun, Dec 13, 2009 at 10:48 PM, John Denker wrote:
...
>
> UPDATE: I have a surprising explanation for the previously-
> reported fact that FPE behavior depends on whether options
> are passed on the command line or passed via .fgfsrc
>
> It turns out that passing --enable-fpe via .fgfsrc is a
On Thu, Dec 10, 2009 at 1:01 PM, John Denker wrote:
> Curtis Olson wrote:
> >> I'm not sure the best way to handle this but if you start at the top and
> >> run ./autogen.sh followed by ./configure --options I think the error
> >> will be cleaned up. Switching files from abc.c to abc.cxx confuse
On 12/01/2009 08:32 PM, Tim Moore wrote:
> Just to be clear, are you running with
> CullThreadPerCameraDrawThreadPerContext,
> or what? How many of each?
> On 12/01/2009 07:37 PM, Curtis Olson wrote:
>> Here's an updated back trace with debugging symbols for plib ..
On 12/01/2009 08:46 PM, Curtis Olson wrote:
> On Tue, Dec 1, 2009 at 1:32 PM, Tim Moore <mailto:timo...@redhat.com>> wrote:
>
> Just to be clear, are you running with
> CullThreadPerCameraDrawThreadPerContext,
> or what? How many of each?
>
>
> Th
Just to be clear, are you running with CullThreadPerCameraDrawThreadPerContext,
or what? How many of each?
On 12/01/2009 07:37 PM, Curtis Olson wrote:
> Here's an updated back trace with debugging symbols for plib ... the
> segfault is on "typeinfo for puDial()" which is strange. Is this RTTI
> re
On 11/29/2009 01:59 AM, Csaba Halász wrote:
> On Sun, Nov 29, 2009 at 12:54 AM, Jari Häkkinen wrote:
>>
>> I traced the problem to changeset 10838 in OSG. I cannot say what goes
>> wrong but maybe one of the list readers do.
>>
>> http://www.openscenegraph.org/projects/osg/changeset/10838/OpenScen
I can't compile alcinfo:
cc -DHAVE_CONFIG_H -I. -I../../../flightgear-complete/tests -I../src/Include
-I/home/moore/graphics/fg/cvs-integrate/local/include -I/usr/local/include -g
-O2 -D_REENTRANT -MT alcinfo.o -MD -MP -MF .deps/alcinfo.Tpo -c -o alcinfo.o
../../../flightgear-complete/tests/
On 11/29/2009 01:35 PM, James Turner wrote:
> Been getting this deadlock *most* (not all) of the time on startup, I think
> since the clouds became an effect:
> OSG is 2.8.2 release, latest CVS FG and SG.
>
> James
I'm inclined to take the locking out of the ModelRegistry code, which I think
wa
On 11/28/2009 03:00 PM, Geoff McLane wrote:
> On Thu, 2009-11-26 at 19:55 +, Martin Spott wrote:
>> Tim Moore wrote:
>>> Update of /var/cvs/SimGear-0.3/source/simgear/scene/material
>>> In directory baron.flightgear.org:/tmp/cvs-serv21713/simgear/scene/mate
iously turning off alpha altogether isn't a real option. Is
this a new problem since
the 3d clouds went in, or are/were you seeing it without 3d clouds at all? What
version of
OSG are you using?
Tim
> Best,
>
> Tat
>
> On Nov 27, 2009, at 2:41 AM, Tim Moore wrote:
>
>&
On 11/27/2009 10:08 AM, Erik Hofman wrote:
> Tim Moore wrote:
>> In my git repositories on gitorious, http://gitorious.org/fg, I've been
>> keeping
>> "master" branches that are supposed to be stable; the intent is for them to
>> be a kind of rolling rel
In my git repositories on gitorious, http://gitorious.org/fg, I've been keeping
"master" branches that are supposed to be stable; the intent is for them to
be a kind of rolling release candidate that could be turned into a release
in short order. I've just pushed a bunch of commits to them that hav
I've checked in code that changes 3D clouds to use effects. you should update
simgear and Effects and Shaders in the data directory.
There is a one frame blip of weirdness that I know about; a fix is in the works.
Tim
--
On 11/24/2009 10:23 AM, Tim Moore wrote:
> On 11/24/2009 07:53 AM, syd adams wrote:
>> I'll try again ... attached an image so the first email didnt go through .
>> The trees are now thinner here , and knocking my framerate down by 10
>> fps with the same options I ra
On 11/24/2009 07:53 AM, syd adams wrote:
> I'll try again ... attached an image so the first email didnt go through .
> The trees are now thinner here , and knocking my framerate down by 10
> fps with the same options I ran before . Trees are being hidden now by
> the tree texture in front ... they
On 11/23/2009 10:54 PM, Martin Spott wrote:
> Tim Moore wrote:
>> Update of /var/cvs/SimGear-0.3/source/simgear/scene/material
>> In directory baron.flightgear.org:/tmp/cvs-serv25138/simgear/scene/material
>>
>> Modified Files:
>>Effect.hxx
>> Log
I've changed the new code that uses boost::unordered_map to use
the Boost TR1 package instead; this will pick up the implementation's
std::tr1::unordered_map if it exists. Otherwise you'll get a compilation
error. I've dropped the Boost version we depend on back to 1.34. That
said...
On 11/20/2009
On 11/16/2009 09:50 PM, Martin Spott wrote:
> Hi Tim,
>
> Tim Moore wrote:
>
>> [...] I want to shake out what the changes may have broken first. Animations,
>> particularly material animations, may very likely be messed up; please report
>> any breakage.
>
&g
On 11/17/2009 01:53 AM, Victhor Foster wrote:
> I am experiencing this bug: Some 3D objects/models are untextured, while
> some others are. There are two screenshots showing this bug on the links
> below.
> http://img163.imageshack.us/i/fgfsscreen021.png/
> http://img163.imageshack.us/i/fgfsscreen0
On 11/16/2009 02:30 AM, Victhor Foster wrote:
> FG works again here, but there are bugs with your code. Some models are
> untextured, some are textured, and the shading is weird. Like when you have
> the ambient value lower than rgb on a material setting on a model. The side
> away from the ligh
On 11/15/2009 08:21 PM, Vivian Meazza wrote:
> Csaba Halász wrote:
>
>>
>> On Sun, Nov 15, 2009 at 11:18 AM, Hans Janssen
>> wrote:
>>>
>>> I just did a build from cvs and did a quik run on KSFO with the c172
>>> witch seems to be ok, but running at an airport that is not in the base
>>> pkg, lik
On 11/15/2009 10:04 AM, Martin Spott wrote:
> "Vivian Meazza" wrote:
>> Tim Moore wrote
>
>>> This requires updating flightgear, simgear, and data. Also, version 1.37 of
>>> Boost
>>> is now required.
>
>> Sounds good to me. I'll
I've just checked in code that applies effects to all models in FG. There's no
documentation yet for how to use new features -- and not really any examples
either; I want to shake out what the changes may have broken first. Animations,
particularly material animations, may very likely be messed up;
On 11/12/2009 04:19 AM, Csaba Halász wrote:
> Hi Everybody!
>
> As you may know we have been recently investigating mysterious
> segfaults experienced with some jsbsim aircraft such as the f16 or the
> hansajet.
> I have identified the following problems:
>
> 1) SGPropertyNode::getNode apparently
On 11/11/2009 08:24 PM, John Denker wrote:
> The current "next" branch won't compile chez moi.
>
> make[2]: Entering directory `.../fgs/src/Model'
> g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src
> -I/games/orig/usr/include -I/usr/local/include
> -Wl,-rpath=/games/orig/usr/lib
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