It's now getting on for a week since the build on Simgear was broken for Win
64/MSVC by this mistake. Any chance of a fix sometime soon?
Vivian
From: James Turner [mailto:zakal...@mac.com]
Sent: 03 October 2013 22:53
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel]
Stuart
Sent: 30 August 2013 23:30
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Release candidates
On Fri, Aug 30, 2013 at 11:41 AM, Stuart Buchanan wrote:
Great work James. I should have some time to test over the weekend.
Did a quick test on a Windows 7
Thorsten
Sent: 20 August 2013 12:31
To: FlightGear developers discussions
Subject: [Flightgear-devel] With best regards...
... to Vivian, the converted wake shader appears to be working
http://users.jyu.fi/~trenk/pics/als_new_8_13_02.jpg
(not sure when I will be able to commit it, but
Stuart
Sent: 14 July 2013 23:09
To: FlightGear developers discussions
Subject: [Flightgear-devel] Changelog 2.12
Hi All,
I've just taken a trawl through the git logs to find the major
enhancements
from the last 6 months, the results of which are now in the Changelog:
From: Anders Gidenstam [mailto:anders-...@gidenstam.org]
Sent: 26 June 2013 07:41
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
On Tue, 25 Jun 2013, Stuart Buchanan wrote:
Having thought about this a bit more I'm going to
Thorsten wrote
Sent: 25 June 2013 10:14
To: FlightGear developers discussions
Subject: [Flightgear-devel] Grain texture for models - a demo
Since the idea hasn't really caught with modelers yet, I've tried to get a
more
practical demo of the virtue of a grain texture and tried to put a
Thorsten
Sent: 18 June 2013 07:40
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
What version number will we give to the new release? Are we ready for
a 3.0 or is it 2.12?
Looking through my list of goals for the last coding
Syd,
We fixed that bug a while back, I hope J. Could you rebuild with the latest
FG/SG and try again with the latest FGDATA? I really hope that fixes it!
Vivian
From: syd adams [mailto:adams@gmail.com]
Sent: 18 June 2013 19:16
To: FlightGear developers discussions
Subject:
Alan
Sent: 17 June 2013 20:06
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing
Does this affect the code freeze?
-Original Message-
From: Alan Teeder
Sent: Tuesday, June 11, 2013 8:12 PM
To: FlightGear developers
Thorsten
Sent: 13 June 2013 07:25
To: FlightGear developers discussions
Subject: [Flightgear-devel] Rembrandt performance
I've had a my first short go with Rembrandt on my new machine yesterday.
The test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm
discovering a
James
Sent: 11 June 2013 13:09
To: FlightGear developers discussions
Subject: [Flightgear-devel] Bug 772 (Yasim on ground)
Hi all,
Hyde has submitted a work-around for issue 772, which you can see here:
https://gitorious.org/fg/flightgear/merge_requests/1572
He'd like this
Gary
I agree with all of this.
I have just tested the 777-200 in a moderate crosswind. First time I ever
used it. There is a tendency to fly up into wind once the main wheels are on
the deck, but nothing which can't be handled with a bootfull of rudder.
Perhaps a little more rudder
James,
Done
Vivian
From: James Turner [mailto:zakal...@mac.com]
Sent: 11 June 2013 22:43
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 772 (Yasim on ground)
On 11 Jun 2013, at 22:01, Hyde Yamakawa h...@hyde-tech.com wrote:
Hi, I'm a guy who
Thorsten
Sent: 07 June 2013 12:40
To: FlightGear developers discussions
Subject: [Flightgear-devel] Hires runway effect
After a fresh pull and recompile today (I've not had much time for FG the
last weeks...) I've noticed that the hires runway effect of ALS appears to
have been partially broken
Alan
Sent: 01 June 2013 14:51
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10
Stop the celebrations.
The laptop still has the fault after a clean build. AFAIK both computers
have the same file layout and relevant
James
Sent: 01 June 2013 17:28
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10
On 1 Jun 2013, at 16:20, Vivian Meazza vivian.mea...@lineone.net wrote:
Yup, FG crashes here with the latest pull of SG/FG on Win 7 x64
A bit
Stuart
Sent: 19 May 2013 21:42
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
I'm going to have one more attempt to fix the black hat in a square
texture
before looking into reducing the number
Pat
Sent: 18 May 2013 17:20
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Who is the maintainer for FGRUN?
Who is the maintainer for FGRUN?
Also, who is interested in the cmake build issue with FGRUN and FGADMIN
on Ubuntu 13.04
Fred Bouvier is your man.
Stuart
Sent: 14 May 2013 09:34
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
Hi Vivian,
On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
That works - the hat artefact is gone. If I look very carefully I can
see a vertical artefact emanating
: Stuart
Sent: 16 May 2013 22:46
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
I'm slightly surprised that Thorsten's new system doesn't support
this, as evidenced from his screenshots.
Stuart
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 10 May 2013 22:50
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Tree issues
Stuart
Sent: 10 May 2013 20:10
To: FlightGear developers discussions
Subject: Re
Stuart
Sent: 09 May 2013 21:41
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Syncing sim time
Hi Jack,
On Thu, May 9, 2013 at 3:57 PM, Jack wrote:
Thanks to Jan Comans I've been able to sync the 3D clouds across three
instances of fgfs running on a multi-core
Stuart
Sent: 10 May 2013 20:10
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
I can still see that hat on middle distance trees. The effect might
be less though - hard to judge. It is certainly
Stuart
From: Buchanan [mailto:stuar...@gmail.com]
Sent: 08 May 2013 10:56
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] 2.10.1
On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
I re-installed the Jenkins nightly Win build from yesterday - seems
OK, although I
Brandano,
It's possible that it comes from FGRun, but a Nasal warning from the 3d
preview code seems a bit implausible. It is recent thing, though.
Vivian
From: TDO Brandano [mailto:tdo_brand...@hotmail.com]
Sent: 08 May 2013 22:12
To: Flightgear Devel List
Subject: Re:
Tom
Sent: 07 May 2013 10:06
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
The tracking animation sounds useful - do you have any documentation
available? In due course
Tom
Sent: 06 May 2013 23:11
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
Am 2013-05-06 10:35, schrieb Renk Thorsten:
If you know of anything else which makes good publicity and can be
explained in a picture and a
Tom
-Original Message-
From: Thomas Geymayer [mailto:tom...@gmail.com]
Sent: 04 May 2013 08:27
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] 2.10.1
Am 2013-05-03 19:15, schrieb Vivian Meazza:
Check your IOrules! (write to 'Z:/do-not-access
Tom
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 04 May 2013 09:20
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] 2.10.1
Tom
-Original Message-
From: Thomas Geymayer [mailto:tom...@gmail.com]
Sent: 04 May
James,
I re-installed the Jenkins nightly Win build from yesterday - seems OK,
although I have NOT done any extensive testing. I'm seeing regular crashes
here from ALS and Rembrandt, but that's nothing new. I'm getting a number
of errors on start-up; they seem harmless:
Failed to create
Stuart,
Sent: 01 May 2013 22:09
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
I'm using a very recent pull of fgdata with no local mods. The hat
effect
shows up from low angles in all material
Alan
Sent: 03 May 2013 20:50
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
-Original Message-
From: Vivian Meazza
I part-solved the screenshot issue. Here's a pic of the hats on the
middle
distance trees:
https
Alan
Sent: 03 May 2013 22:38
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
They look like stork nests to me. ;-) Now all is that is needed are
some storks and their chicks.
I suppose you will want regional variations to match the stork
Stuart
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 01 May 2013 23:39
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Tree issues
: Stuart
Sent: 01 May 2013 22:09
To: FlightGear developers discussions
Subject: Re
Tom,
-Original Message-
From: Thomas Albrecht [mailto:ra...@web.de]
Sent: 30 April 2013 23:48
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Lightmap question
Dear shader experts,
Can I have a single-channel lightmap, and still use a vec3d in my
Tom
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 01 May 2013 08:47
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Lightmap question
Tom,
-Original Message-
From: Thomas Albrecht [mailto:ra...@web.de]
Sent
Heiko
Sent: 30 April 2013 18:46
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
Now, sorry, FG snapshots With ALS and Without Rembrandt
https://sites.google.com/site/grtuxhangarctd/other-download/
P-38_demo1.png
Who said we don't
: Stuart
Sent: 01 May 2013 22:09
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
I'm using a very recent pull of fgdata with no local mods. The hat
effect
shows up from low angles in all material
Michelle,
Oh! I didn't know anyone used ground vehicles apart from me - I'm very
encouraged J. It's my code, I'll check up on it.
Vivian
From: Chelley [mailto:chel...@mypostoffice.co.uk]
Sent: 28 April 2013 03:45
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel]
Michelle,
Works here:
http://youtu.be/8NW9XdOefCg
Can you tell me some more?
Vivian
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 28 April 2013 08:25
To: 'Chelley'; 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] BUG REPORT Failed Ground
Tom
-Original Message-
From: Thomas Geymayer [mailto:tom...@gmail.com]
Sent: 28 April 2013 21:17
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
MSVC10
Am 2013-04-27 14:44, schrieb Vivian Meazza:
This morning's
Tom
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 28 April 2013 22:21
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
MSVC10
Tom
-Original Message-
From: Thomas
Hi
This morning's pull of SG fails to build here under MSVC10 with the
following error:
error LNK1169: one or more multiply defined symbols found
test_animations.exe
Jenkins has also failed.
The workaround is not to build test_animations.exe
Vivian
Tom,
Sent: 27 April 2013 13:09
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
MSVC10
Am 2013-04-27 13:21, schrieb Vivian Meazza:
Hi
This morning's pull of SG fails to build here under MSVC10 with the
following
Thorsten
Sent: 27 April 2013 08:11
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
That said - I don't see why an Atmospheric Light Scattering scheme
should have embedded in it some ac modelling stuff.
That serves to diverge the
Tom
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 27 April 2013 13:19
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] Heads Up - SimGear fails to build under
MSVC10
Tom,
Sent: 27 April 2013 13:09
To: flightgear-devel
Stefan
On Saturday 27 April 2013 13:31:33 Vivian Meazza wrote:
What is the real problem? I've got a little list:
I don't want to download fgdata/fg/sg to find that I have to spend
hours fixing up my work. I'd rather get on with my own stuff.
I don't want to download fg/sg
if we need to also include the pregenerated
mipmap levels.
Curt.
On Thu, Apr 25, 2013 at 5:50 PM, Vivian Meazza vivian.mea...@lineone.net
wrote:
Stuart
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
Definitely looks like it. Could you provide some further details on
this please
James,
Terrasync now works entirely as expected here - but not quite as you
describe. I can enter a path at the gui, and then stop and restart Terrasync
from the gui and it will download to the new directory. Of course, the
scenery directories remain as they were defined at startup. We can
Thorsten
ALS is very impressive work, but things broken? Have you forgotten the
flag shader (now fixed), wake effect and rainbow effect? I don't have
a particular problem with these and hope that they will be fixed
eventually, although I note that do you seem to have raced on to other
Gene
Enough, too long already
It would have been a LOT shorter had you trimmed his original message
down instead of just tacking on to the bottom. :D
What and spoil the point? :-)
Vivian
--
Try New Relic
Thorsten
..yes, but we also need some patience with non-native English writers
who _should_ include their French etc original so we don't get people
wound up on questionable translations of things that may warrant
discussion
For the record, there is a repeating pattern here on and off
specific
comments.
On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
I think a more general concern would be that we seem to be developing
3 or 4 different Flightgears, in which different things work or not as
the case might be:
Rembrandt
Basic weather/Advanced
Stuart
Sent: 25 April 2013 22:24
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
On Thu, Apr 25, 2013 at 3:28 PM, Stuart Buchanan wrote:
On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
Right now FG seems like a mess with lots
Stuart
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
Thorsten
Okay, I've pushed an experimental version of a grain overlay texture for
the
model ubershader to FGData. It affects Atmospheric Light Scattering only,
i.e. will be absent in the default rendering, which should make for easy
comparison.
For lack of texture units, I had to take
Stuart
On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
As it happens, I'm part way through a change that would allow varying
snow- and leaf- cover without having to load different textures, so
trees above the snowline could be snow covered while those below are
not. This will
Stuart
On Fri, Apr 19, 2013 at 9:18 AM, Vivian Meazza wrote:
I still use basic weather with mp so that I get the same clouds in
both clients - is this still the case?
The clouds are unchanged by this, though I don't think that you will
get the same clouds in MP on both clients
Stuart,
Having talked about it for months (years?) I've finally written some
property
rules that improve the integration of Basic Weather with the Atmospheric
shader.
In particular the skydome properties are now calculated using formulae
very
similar to those of Advanced Weather so
James
On 29 Mar 2013, at 14:08, Heiko Schulz aeitsch...@yahoo.de wrote:
Would it be possible to test sensible things BEFORE they went into GIT?
I
think in the past we tested cross-plattform sensible things before it went
into GIT/ CVS.
Yes, I'm aware that GIT is the developement place,
AJ wrote:
On Mon, 04 Mar 2013 15:38:45 +
James Turner wrote:
Aha, and instantly we get a usability discussion:
Right, you need the keys because you're working around a simulator bug
(frame-rate drops badly) using manual interaction. The correct fix isn't
to
make the workaround-UI
I wrote
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 02 March 2013 17:32
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Advanced Weather updates
James Turner wrote:
On 1 Mar 2013, at 07:53, Renk Thorsten thorsten.i.r
James Turner
On 3 Mar 2013, at 10:29, Vivian Meazza vivian.mea...@lineone.net wrote:
Well gitorious is good for something! The patches still exist! I've
put them here if anyone wants to do something with them:
https://www.dropbox.com/home/Public/Patches/MoveModels
Dropbox won't let
Thomas wrote
Am 2013-03-03 12:56, schrieb Vivian Meazza:
James Turner
On 3 Mar 2013, at 10:29, Vivian Meazza vivian.mea...@lineone.net
wrote:
Well gitorious is good for something! The patches still exist! I've
put them here if anyone wants to do something with them:
https
James Turner wrote:
On 1 Mar 2013, at 07:53, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
One problemhere is that rain textures are still orphaned (i.e. don't
move in
the wind with the clouds) - I'm running out of ideas here - my Nasal
moving
code creates frame spacing issues, Vivian's
Gary Carvell wrote:
On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan stuar...@gmail.com
wrote:
On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
Suggestion - if z/Z are pressed with advanced weather enabled, make the
popup-message say 'disabled since visibility is being controlled by
James Turner
On 2 Mar 2013, at 17:09, Gary Carvell gary.carv...@gmail.com wrote:
I have no problem at all with disabling the keys when (say) advanced
weather is selected, but for several classes of users and types of
use, it really is an important capability and is used often.
I
Torsten wrote
Am 28.02.2013 16:38, schrieb Curtis Olson:
We've always been able to set the individual weather parameters,
either through the built in weather dialog box, or by setting raw
property values. Setting raw property values allows nasal script
control over the weather (as I'm
Thorsten aka Renk wrote:
-Original Message-
From: [mailto:thorsten.i.r...@jyu.fi]
Sent: 28 February 2013 07:57
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FG vs. FSX demo
Renk, you should take a look at the default Cessna 172 in FG and it's
mate in
Stefan Seifert wrote:
On Wednesday 27 February 2013 07:42:19 Renk Thorsten wrote:
* A big plus about the FSX terrain is that it doesn't have landclass
seams.
That makes it quite a bit nicer to look at from above. It's not so
impressive from close-up, and all in all, I would conclude that
Renk Thorsten wrote:
... snip
* Models of trees and of the aircraft carrier in the vicinity where
largely on
par. Probably FSX has more graphical artists and the quality of for
instance
tree textures seems to be a bit better, but the technique is otherwise
pretty
similar. I liked seeing a
I wrote:
Renk Thorsten wrote:
... snip
* Models of trees and of the aircraft carrier in the vicinity where
largely on
par. Probably FSX has more graphical artists and the quality of for
instance
tree textures seems to be a bit better, but the technique is otherwise
pretty
Thorsten Renk wrote
... snip
The design idea behind the current GUI was that the user should no longer
be presented with two different weather options to choose from, but just
see a single GUI which controls weather. If that is still the idea, it
works
remarkably well. If you have an idea
Emilian wrote
On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote:
A lot of stuff, mostly deflecting the discussion to other irelevant
points
* Thorsten
While I should know better than to answer to this, as it will again get
deflected to other areas, let's imagine ourselves
Stefan Seifert wrote
On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote:
I'm probably a day late and a dollar short here - but try as I will so
far I've failed to find a visibility slider under
environment-weather. It's probably staring me in the face - but could
someone point
Thorsten wrote:
-Original Message-
From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
Sent: 21 February 2013 06:54
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Low visibility issues
Vivian:
There seem to be significant issues with the loading of
Thorsten
-Original Message-
From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
Sent: 21 February 2013 10:31
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Low visibility issues
I was not referring to a frame rate issue, but FG running out of memory.
Thorsten wrote
-Original Message-
From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
Sent: 20 February 2013 08:44
To: FlightGear developers discussions
Subject: [Flightgear-devel] Low visibility issues
Vivian wrote a while ago:
I've only tested Atmospheric Light Scattering
Thorsten Renk
-Original Message-
From: [mailto:thorsten.i.r...@jyu.fi]
Sent: 14 February 2013 07:25
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Autumn colors
..maybe in the old days, nowadays, some grass is green, most of it,
say 4/5 is a pale dull
Thorsten Renk wrote
I've just pushed the current state of the autumn color model where the
amount of coloring is encoded in the texture alpha channel. I've tried to
be
very conservative and pushed alternative textures (marked with *-
autumn.png) where this is done - I could not see any
Thorsten Renk wrote
I think I must have something wrong here: much of the textures which
were green turn a horrid brown colour, it looks like nothing I have
ever seen on the ground in the UK. Is that what is intended?
That'd depend on the slider position and the landclass I guess - no
Heiko
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 09 February 2013 20:40
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and
older
quits
Heiko
Today I wanted to test all the new
Heiko,
-Original Message-
From: Heiko Schulz [mailto:aeitsch...@yahoo.de]
Sent: 10 February 2013 15:31
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and
older
quits
Vivian,
I reset FG/SG to 23rd Jan - that compiled
Heiko
Today I wanted to test all the new things I missed in the last couple of
weeks.
So updated FGdata, and downloaded the last win32 build on the Jenkins
build server.
To my surprise, fgfs.exe quits when pressing the launch button in FGRun.
The console only shows following strange
Stuart
On Thu, Jan 31, 2013 at 12:25 PM, Renk Thorsten wrote:
I've just pushed the first version of the model shader for Atmospheric
Light Scattering. It should do random buildings with reflections and
all aircraft using the model-combined.eff without normal mapping. The
shader still
Thorsten wrote
Are the Winter textures still needed?
In a sense they were never really needed... for instance I have never used
them.
Just to summarize the options we have to generate snow:
1) Winter textures
They are base texture sheets with snow painted on, which means they
Double, most of the time J
Vivian
From: TDO Brandano [mailto:tdo_brand...@hotmail.com]
Sent: 22 December 2012 20:51
To: Flightgear Devel List
Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8
You mean you speak Dutch? :)
Date: Sat, 22 Dec 2012 11:47:19
Adrian wrote
-Original Message-
From: Musceac [mailto:kanto...@gmail.com]
Sent: 12 December 2012 22:12
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Real-Time Radio Propagation
On Wednesday, December 12, 2012 09:16:50 Renk Thorsten wrote:
My suggestion
Hyde Yamakawa wrote
-Original Message-
From: [mailto:h...@hyde-tech.com]
Sent: 02 December 2012 19:45
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] YaSim Aircraft not functional
Already reported.
Simgear fails to build under MSVC10 today, 2012-11-28, with this error:
error C2724: 'SGThread::current' : 'static' should not be
used on member functions defined at file scope
file D:\Git_New\my_simgear\simgear\threads\SGThread.cxx
Line 84
Simpits
Stuart,
The Buccaneer in fgdata has had a terrain clearance radar for many years
now, using just the technique you describe. It's written in C++. It has a
horizontal mode - but I never got it to work satisfactorily at a frame rate
I liked.
Vivian
From: Stuart Buchanan
, Vivian Meazza wrote:
Been doing some more eye-candy myself:
https://dl.dropbox.com/u/57645542/fgfs-screen-093.png
using our new linear texture facility. It's not it FGdata yet, and I'm not
even sure it's going to make the next release.
That looks very nice.
Presumably it would also work
Thorsten wrote
Hmm . that's an underwhelming list, and I can't come up with anything
that's really any better. Does that encapsulate the problem?
Well well, it would seem our shader-based treatment of light and the
environment is quite competitive against what FSX has to offer:
Alan wrote:
-Original Message-
From: ThorstenB
Sent: Thursday, November 15, 2012 7:09 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 479 has come back
Apparently the path checker somehow mismatches the given file path and
the fg-aircraft path.
Tom wrote:
-Original Message-
From: Thomas Geymayer [mailto:tom...@gmail.com]
Sent: 16 November 2012 15:07
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Bug 479 has come back
Am 2012-11-16 14:39, schrieb Vivian Meazza:
It has also failed to build
Gijs wrote:
http://wiki.flightgear.org/Unique_Features
Hmm . that's an underwhelming list, and I can't come up with anything that's
really any better. Does that encapsulate the problem?
Our USP is that FG is FREE - yes FREE. We might not have as much eye-candy
as other sims, some of
Durk,
I don't know: FS-X can really impress:
http://www.youtube.com/watch?v=XViCj0uqeco
http://www.youtube.com/watch?v=XViCj0uqecofeature=related
feature=related
Lots of wow! While we can do some, or perhaps even most of this, we can't do
it at an acceptable frame rate. (Er . can
I wrote
Thomas wrote:
Am 2012-11-05 18:30, schrieb Vivian Meazza:
I'm using the Nasal API - it used to all work before today's update.
Can't really see what to change
Are you using canvas.setColorBackground(r, g, b, a) I have this:
m.canvas.addPlacement(placement
:Alan Teeder wrote
Am 2012-11-05 12:14, schrieb Alan Teeder:
Just a heads up. The error report is :-
Thanks for the report. Should now be fixed.
Tom
Yes - it all compiles and runs again. And my canvas HUD (in development)
still
works!
But mine doesn't :-(
Thomas wrote
fails on windows
Am 2012-11-05 16:02, schrieb Vivian Meazza:
But mine doesn't :-(
https://dl.dropbox.com/u/57645542/fgfs-screen-068.png
Any clues/hints?
Have you also updated fgdata?
Yes, using MSVC10, and after the same problems as Alan.
The way how the background
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