Torsten
Am 24.06.11 23:59, schrieb Torsten Dreyer:
Is this built-in function:
svn_path_uri_encode()
any help?
Yup, does the trick - no need for fancy formatting.
I'll see if I can do a damned merge request this side of Monday.
Vivian
But isn't this a function of
Jari
I cannot use material shaders on my iMac (late 2009 model) equipped with
an ATI graphics card (ATI Radeon HD 4670 256 MB VRAM). I only get a few
fps standing on ground at an isolated airfield. There is almost no
objects. Every 10 times I get 60 fps in cockpit view with no changes
Alex wrote
Putting map data on SVN made incremental updates feasible. Both for
maintainer uploads, and user caches. A similar argument applies to
the aircraft, with the complications that (a) there are more
maintainers with less coordination, and (b) the dependency graph
between
Alex
On Sat, Jun 25, 2011 at 4:01 PM, Vivian Meazza
vivian.mea...@lineone.net wrote:
Personally, I don't see a value in offering HTTP per-file instead of
SVN per-directory, but others may do. Hence the discussion above.
The main problem right now is that Git cannot cope with the size
James wrote
On 26 Jun 2011, at 07:17, James Turner wrote:
Code wise, I have about 30% of this prototyped - but not at a point
where it can be tested. Since it appears to be a hot topic, I am thinking
i should revisit it for 2.5 :)
I've tried to capture my current design/plans here:
Thorsten wrote
A bunch of issues I've seen - maybe some folks want to fix them before the
release (all in a GIT pull of 5 days ago):
* The B29 (JSBSim) doesn't run, but rather prints out an error message
YOU HAVE AN INCOMPATIBLE CFG FILE FOR THIS AIRCRAFT. RESULTS WILL BE
-Original Message-
From: AJ MacLeod [mailto:aj-li...@adeptopensource.co.uk]
Sent: 29 June 2011 12:51
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] A couple of random oddities
On Wed, 29 Jun 2011 10:39:55 +0100
Vivian Meazza wrote:
* English Electric
I wrote:
-Original Message-
From: AJ MacLeod [mailto:aj-li...@adeptopensource.co.uk]
Sent: 29 June 2011 12:51
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] A couple of random oddities
On Wed, 29 Jun 2011 10:39:55 +0100
Vivian Meazza wrote
Thorsten wrote:
-Original Message-
From:.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
Sent: 30 June 2011 13:21
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] A couple of random oddities
Further research indicates that the F1A, modeled here was NOT capable
Torsten
Let's start our traditional discussion about what aircraft should be in
the
base package of the next release (2.4.0).
We currently have
- 777-200
- A6M2
- b1900d
- bo105
- c172p
- CitationX
- Dragonfly
- dhc2
- f-14b
- Cub
- SenecaII
- sopwithCamel
- ufo
- ZLT-NT
Stuart wrote
I've been trying to fix bug 340
(http://code.google.com/p/flightgear-bugs/issues/detail?id=340), where
the VS KAP140 display in the c172p mysteriously stopped working about
a month ago.
To fix it partially, I've created a new AP filter converting from the
Chelley,
The 'WAIT' token is only implemented for ships and ground vehicles.
Vivian
-Original Message-
From: Chelley [mailto:chel...@mypostoffice.co.uk]
Sent: 11 July 2011 18:45
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] AI Aircraft or Airship WAIT
-Original Message-
From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
Sent: 12 July 2011 09:18
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Future Weather System
What I'd really love to see in the mid-to-long-term range is some kind
of
ThorstenB wrote
-Original Message-
From: ThorstenB [mailto:bre...@gmail.com]
Sent: 12 July 2011 22:40
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Future Weather System
On 12.07.2011 23:11, Vivian Meazza wrote:
I would even sacrifice a few more fps
Erik wrote
On Wed, 2011-07-13 at 15:24 +0200, grth_team wrote:
FG 2.4 consistency.
Hello,
You don't know us since we are newbee, (3 months working seriously
with FG).
We are a team ( 4 guys and a lady ).
We have had several talks with several devel team persons about a
-Original Message-
From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
Sent: 14 July 2011 12:46
To: FlightGear developers discussions
Subject: [Flightgear-devel] Current Weather System...
If I may be permitted some personal comments about things which bug me?
I've
Martin,
-Original Message-
From: Martin Spott [mailto:martin.sp...@mgras.net]
Sent: 25 July 2011 16:14
To: FlightGear developers discussions
Subject: [Flightgear-devel] Martin is responding slowly
Hi, if anyone is wondering why I'm responding even slower as usual,
this might
James wrote:
On 1 Aug 2011, at 12:30, Csaba Halász wrote:
Indeed, I have been unable to run FG with particles enabled since a
long time due to random crashes in the particle code. Call stack
frequently included functions your description mentions, so I hope
this patch will fix that
ThorstenB wrote:
On 02.08.2011 00:30, James Turner wrote:
Yes - I have wondered about separately loading the BTG files, but
that seems like a world of pain. In the first instance, simply having
the tiles loaded in the cache would be a reasonable start.
The tile manager is capable of
Thorsten wrote:
Meanwhile - at the cheap end of the market, Emilian and I have cleaned
up
most of the textures, made some of the AC3D models single-sided,
reordered
the objects, provided unique names, and converted everything to .dds.
This has much improved loading/unloading, and
Tim Moore wrote
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
Thorsten wrote
-Original Message-
From:.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
Sent: 04 August 2011 07:57
To: FlightGear developers discussions
Subject: [Flightgear-devel] Local Weather - backward compatibility
Please note, the check for
features.can_disable_environment
I wrote
Thorsten wrote:
Meanwhile - at the cheap end of the market, Emilian and I have cleaned
up
most of the textures, made some of the AC3D models single-sided,
reordered
the objects, provided unique names, and converted everything to .dds.
This has much improved
Durk,
I'm sure you can - it's just what we need for AI - Bayesian logic.
Vivian
-Original Message-
From: Durk Talsma [mailto:durkt...@gmail.com]
Sent: 24 August 2011 21:40
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] new feature for condition:
Jörg wrote
Curtis
actually your question hits me about 1 month too early!
I am in the midst of a final checkout of my proposal for a newly styled
getstart. But you asked now - so I guess I ask everyone if my proposal
could be seen as what you are asking for. Pls have a look at
Hi all,
Emilian and I have been developing and testing DDS textures and some
modified shaders. We started out with improved forest and the project kind
of went on from there.
Here are some examples of the output:
http://imageshack.us/photo/my-images/402/fgfsscreen036.jpg/
Anders wrote
On Fri, 2 Sep 2011, Vivian Meazza wrote:
There is a merge request here that would help you integrate the new and
additional textures.
https://gitorious.org/fg/flightgear/merge_requests
Hi Vivian,
The textures and the shader work looks very good.
However, I don't
Curt,
We could retire the old .png textures where these have been replaced by
.dds. That would more or less restore the old package size. However, unless
the issue is really pressing I would recommend waiting a while until it's
all thoroughly bedded in.
I also see that new aircraft have
Alasdair wrote:
Hi all,
It always used to be that if no runway or parking ID is specified, a
runway facing into the wind will be chosen for takeoff. This no longer
happening. Tonight, with
METAR KSFO 140056Z 29010KT 10SM FEW006 18/12 A2997 RMK AO2 SLP149
T01830122, I am always started on
Cedric wrote
I hope this is the last time we will have to discuss this topic, since
over the last months it seemed that everyone agreed with that FGDATA
- has to be split sometime
- should be split a.s.a.p.
We agreed that after the current release of 2.4 would be a good point to
get
Durk wrote:
Hi Vivian, Emilian,
I am currently testing your new texture and I observed two things:
First, I recently committed two additional textures for my ground network
visualizations code, and these don't seem to work any more when using the
dds materials files. I'm getting a
Durk
-Original Message-
From: Durk Talsma [mailto:durkt...@gmail.com]
Sent: 22 September 2011 20:27
To: vivian.mea...@lineone.net; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Direct Draw Surface Scenery Textures
Hi Vivian, Emilian,
I am currently testing
Not convenient we chose Vinson because the deck is indeed identical to
Nimitz.
Vivian
-Original Message-
From: Curtis Olson [mailto:curtol...@gmail.com]
Sent: 22 September 2011 23:21
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Any alpha testers with a
Thorsten
-Original Message-
From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
Sent: 01 October 2011 11:20
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric haze modelling
Hi Curt,
thanks for your comments and explanations.
We
Thorsten
Some observations I've made in the last couple of days:
* hardcoded terrain presampling: This seems to have died on me after the
last pull (probably even earlier?) - currently all I get out is zero
everywhere. Since geodinfo() is now 50 times faster than it used to be,
falling
Frederic
Unfortunately, we don't know what causes some properties to work and
others not, just that this is the case.
Maybe because some properties are directly tied to C++ variables and
can't have a listener.
That is a reasonable theory, and one which we have tried to test - but
-Original Message-
From: Torsten Dreyer [mailto:tors...@t3r.de]
Sent: 07 October 2011 10:49
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] A collection of issues
Am 07.10.2011 08:55, schrieb thorsten.i.r...@jyu.fi:
Hmm - after double-checking, it looks
Fred,
Hi Vivian,
- Mail original -
commit 7aac380e2f0b1d1657b7179054acfeb61993f7ff
Author: Vivian Meazza
Date: Mon Oct 10 10:51:25 2011 +0100
Add taxiway symbols in dds.
...
materials-dds.xml| 27
BTW, I added the possibility to load
Thorsten
Im the last weeks, I've been working on integrating Lauri's skydome
scattering shader in a seamless way with the rest of the environment. I
have now a working version of the shaders available which could be
committed.
This is:
* the original skydome shader, with an added
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 11 October 2011 17:48
To: 'Erik Hofman'
Subject: RE: [Flightgear-devel] Skydome and Terrain shader with haze - some
helprequired
Erik
On Tue, 2011-10-11 at 09:30 +0100, Vivian Meazza wrote:
Thorsten
syd
Hi
Ive been trying to build flightgear with ccmake , no luck yet.
The first error was SIMGEAR_VERSION_OK not found , but with some help on
irc,
I managed to get past this by adding set(SIMGEAR_VERSION_OK 1) to the
CMakeLists.txt.
Now i get these error messages :
WARNING: Target
Syd
-Original Message-
From: syd adams [mailto:adams@gmail.com]
Sent: 09 November 2011 22:51
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] more cmake problems
Oops , spoke too soon :)
/home/syd/FG/flightgear/src/Scenery/tilemgr.cxx: In member
Alan,
Yup here too.
Vivian
-Original Message-
From: Alan Teeder [mailto:ajtee...@v-twin.org.uk]
Sent: 14 November 2011 11:46
To: Flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Crash on exit (Windows)
The current Git crashes on exit.
Here is the
Anders wrote
On Tue, 15 Nov 2011, syd adams wrote:
thanks for the heads up ... Im currently updating the CitationX so
i'll fix that and check my other aircraft.
You said fgdata , does that mean aircraft are back in fgdata ?Is the
separation idea abandoned for now? Just asking so i
ThorstenB
I have added a new subsystem and dialog to monitor FG performance. It's
replacing/improving the original code which was only capable of writing
statistics data to the console (I guess few people ever used or were
even aware of the old option).
The new GUI dialog is available in
Gijs,
This proposal doesn't seem to address the problem namely that 3d clouds and
Random Vegetation (trees) require Material Shaders to be checked in the gui,
and that doing so ran other, unrelated and unneeded shaders. This proposal
is different to, rather than better than the existing. It
Make sure you have a valid path to wherever you put Simgear:
CMAKE_PREFIX_PATH D:/Cygwin/OpenSceneGraph-2.9.9;D:/Cygwin/simgear
SIMGEAR_INCLUDE_DIR D:/Cygwin/simgear/include
Try setting:
SIMGEAR_LIBRARIES SIMGEAR_LIBRARIES-NOTFOUND
HTH
Vivian
-Original
Erik
I've committed the first AI model sound code now.
At this time it's probably a bit annoying because there are too little
properties (or too little are actually updated) to create a proper sound
configuration so all 737 and 747 aircraft now just have the engines
running at a constant
Gene
On Sat, 26 Nov 2011, Emilian Huminiuc wrote:
On Friday 25 November 2011 22:44:47 Michael Sgier wrote:
So AeonWave is a complete replacement for OpenAL? Must be...now could
it do
synthetic speech as used for X-Plane's ATC? Thanks
Ever heard of festival? ever read the
Alan,
It's probably exactly the error as described :-). Possibly generated cmake
without checking the jsbsim box. Easy to check - is fgJSBSim project in the
Solution, and is it selected for build in the Configuration Manager?
If that checks out then is option(ENABLE_JSBSIM Set to ON to
Stuart
Hi All,
Having seen some recent screenshots from X-Plane 10, I've been
thinking about ways to improve our random scenery, in particular
buildings.
At present, we have random building scattered over the scenery, based
on .ac models, plus the Urban shader.
The former are
James
On 1 Dec 2011, at 22:47, Vivian Meazza wrote:
I think it's all in Gitorious now - so you should be able to see for
yourself.
Getting a couple of compile errors from my Radeon 3870:
glLinkProgram FAILED
Program infolog:
ERROR: No definition of fog_Func in vertex shader
Stuart wrote:
On Mon, Dec 5, 2011 at 8:26 AM, Thorsten Renk wrote:
Since according to the newsletter Stuart's current ongoing quest is to
get
better performance for 3d clouds, here are some of my observation:
Thanks very much for the observations. Lots of food for thought :)
As an
Csaba wrote:
-Original Message-
From: Halász [mailto:csaba.hal...@gmail.com]
Sent: 06 December 2011 16:55
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Snow line based on METAR
On Tue, Dec 6, 2011 at 5:15 PM, Gijs de Rooy gijsr...@hotmail.com wrote:
I
HB-GRAL wrote
-Original Message-
From: HB-GRAL [mailto:flightg...@sablonier.ch]
Sent: 08 December 2011 17:44
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] apt.dat update (lowercase names etc.)
Another small question might be for ourairports names like this
Yves
-Original Message-
From: HB-GRAL [mailto:flightg...@sablonier.ch]
Sent: 10 December 2011 10:25
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] apt.dat update (lowercase names etc.)
Am 10.12.11 07:52, schrieb Tuomas Kuosmanen:
Wouldn't it be useful to
Emilian
On Sunday 11 December 2011 22:04:02 Stuart Buchanan wrote:
On Thu, Dec 8, 2011 at 10:47 AM,I wrote:
2011/12/8 Mathias Fröhlich wrote:
If I do not respond to list mails when you need some response, fell
free to contact me directly. I just miss some mails every now and
then
Erik
On Mon, 2011-12-12 at 20:22 +0100, ThorstenB wrote:
Hi Erik,
Am 12.12.2011 13:31, schrieb Erik Hofman:
I've implemented a mechanism to free OpenAL sources that are farther
away than max-distance (3km for the current AI models). This might
solve
your problems, although it
Thorsten wrote:
IIRC clouds were moved into bin 10 to improve appearance vis-à-vis
particles. If we put clouds back into bin 9 and particles remain in 10
all
the cooling towers, chimney efflux, aircraft contrails, exhausts etc.
are
drawn after the clouds i.e, in front. Rather looks
Thorsten,
... snip ...
9) Water shader (very impressive!!!) doesn't react to wind/overcast in
Local Weather. Vivian, Emilian - at some point we discussed an interface
of how to pass the situation to the shader. Technically it's really easy
for me to write in any form you like - just tell me
HB-GRAL
-Original Message-
From: [mailto:flightg...@sablonier.ch]
Sent: 15 December 2011 17:37
To: Olivier; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Re : Arresting Type Devices
Am 15.12.11 18:26, schrieb Olivier:
Hello Yves,
Arresting cables for
Martin
Vivian Meazza wrote:
The ones I did in fgdata are BAK12.
Just for the record, the original BAK-12 was provided by David Culp:
http://scenemodels.flightgear.org/modeledit.php?id=918
We're having two models of a BAK-12 in the Base Package because some
people here
-Original Message-
From: Martin Spott [mailto:martin.sp...@mgras.net]
Sent: 15 December 2011 19:39
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Re : Arresting Type Devices
Vivian Meazza wrote:
The ones I did in fgdata are BAK12.
Just
Fred
i am so excited I couldn't resist to share the first milestone of my
current project :
http://frbouvi.free.fr/flightsim/project_rembrandt_1.png
As the name of the project hints, this is only the beginning.
So Xmas has come early this year :-)! Excellent progress after all these
Martin
Ah, BTW,
thorsten.i.r...@jyu.fi wrote:
I believe the intended spelling is 'GrassLand', [...]
No, it wasn't ;-)
[Pedant Alert]
Strictly speaking - in English it is Woodland, Floodland, Grassland etc.
But I'm sure we all know that anyway.
Vivian
Stuart
On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote:
I've already managed to use a second texture to mask where trees are
placed. The following screenshot shows a golf course where I've used
a mask so that the random trees are only placed in the rough.
Mathias
On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote:
Vivian - are you anticipating the materials-dds.xml file replacing
materials.xml at some point? Any plans for further DDS texture work?
Hmm, regarding dds.
I have to say, that not all OpenGL drivers support texture
Stefan
On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote:
That said - why use drivers that cannot handle .dds compression formats?
I
assume closed source drivers are OK?
They simply are not. I currently cannot use FlightGear due to simply
unusable
performance with free
Mathias
There is no intention to migrate as a whole to .dds: it is offered as an
appearance and performance upgrade for those who wish to use it. It is
up to
aircraft developers to decide which format they will use. Indeed - they
could provide models with either format so that the user
Erik,
On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote:
Mathias
I have checked in a change to flightgear to make the use of the
compressed
internal formats a starttime configuration option.
I am still interrested if we have that hangs also with texture
compression
-Original Message-
From: Mathias Fröhlich [mailto:mathias.froehl...@gmx.net]
Sent: 29 December 2011 20:04
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improving random trees buildings
Vivian,
On Thursday, December 29, 2011 17:36:24 Vivian Meazza
Martin Spott
Gijs de Rooy wrote:
How about moving these messages to --log-level=warn or the like?
I strongly object: People are willfully committing proprietary stuff
into FlightGear. As long as we can't stop this, writing a warning is
one of the best things we (The FlightGear Project)
Mathias
Hi,
On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote:
Just what is the user meant understand or to do about it?
What do you want to read?
I would suggest
Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS
textures which may be unsupported by your
Mathias
On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote:
I would suggest
Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
DDS
textures which may be unsupported by your video driver and not display
properly.
Ok,
Can you help me further:
It's
thorsten
I've noticed recently more or less by accident and to my dismay that
model-default.eff is used both by models placed in the scenery and by
typical aircraft 3d cockpits.
This is rapidly looking like a bad idea when a more detailed atmosphere
model enters the game - the terrain
Adrian
Hi all,
I've written a parser to generate a local API documentation for Nasal
scripts
inside $FGROOT/Nasal.
Here is a preview of the result: http://ompldr.org/vY2kwNA/nasal_api.html
Is there any interest to add the parser and API doc to the repository?
Seems like a very useful
All,
I'm sure that there's right and wrong on both sides of this discussion, and
I'm aware that some have some difficulty with the English language but could
we please continue it in a more decorous manner, and take the personal abuse
elsewhere.
The Devel list has a long tradition of avoiding
HB-GRAL wrote
-Original Message-
From: [mailto:flightg...@sablonier.ch]
Sent: 25 February 2012 19:49
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] gpl scenery
Hi Syd
Am 25.02.12 17:04, schrieb syd adams:
I use Aerodrome charts for reference , and then modify
Stuart wrote
Hi All,
Rembrandt works well on my GT260M, and really moves FG's graphics on
massively. I think it's a fantastic enhancement to FG, and we should
really
consider naming the July/August release as v3.0.0.
Does anyone know whether FG is unique amongst desktop simulators in
Fred wrote:
Each aircraft in the inventory needs checking for 2 sided faces, panel
lights need converting, and nice to have are nav. lights and landing
lights. Much of the shared and scenery models need similar
checking: the windsock is an obvious one.
Can you imagine the task for USS
Torsten wrote
The cost of shadows is the difference in fps between night and day, as
shadow rendering is disabled at night.
No moon shadows? I see a long discussion coming up about how unrealistic
this all is ;-)
Did we not have a discussion a while back about our nights being too
Thorsten wrote:
-Original Message-
From: Renk [mailto:thorsten.i.r...@jyu.fi]
Sent: 11 April 2012 09:33
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] No Rembrandt here...
Be sure I value your feedback, but we are exploring new lands here.
There is not so
Thorsten wrote:
I think that is what we have for now. You can do better by increasing
your shadow map size to 8192 or 16384, but at the 16384 resolution my
performance goes into the tank, and at 8192, there are still many
shadow artifacts due to lack of resolution. (clearly
Thorsten wrote:
Plus, if you neglect the curvature effect in every relevant vector,
the rendering artefacts at the tile boundaries must go away, because
the differences in rendering geometry between tiles go away, and
they're the only thing which can introduce the artefacts in the first
Vic wrote:
It's probably not so much about memory consuming but more about
resource
consuming. But be assured that most new options are easily turned off.
Sorry, but I think the point is being missed here.
Where is the sense in making very impressive advancements to FG, if the
Thorsten wrote
-Original Message-
From: Renk mailto:thorsten.i.r...@jyu.fi]
Sent: 22 April 2012 12:03
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Water shader issues
After the last related discussion, I've really been thinking a while if I
should
bring
Thorsten wrote:
Vivian: I'm sure this is all very well and good - but what are we meant
to be
testing/doing/patching? Your last patch was all very good - except it only
worked with advanced weather, so I was forced to abandon it.
Needless to say, the last patch did not 'only work with
Stuart
-Original Message-
From: Buchanan [mailto:stuar...@gmail.com]
Sent: 25 April 2012 10:20
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Random Buildings
On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote:
For me, the builds are extremely expensive
Stuart
-Original Message-
From: Stuart Buchanan [mailto:stuar...@gmail.com]
Sent: 25 April 2012 10:20
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Random Buildings
On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote:
For me, the builds are extremely
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 25 April 2012 10:46
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Random Buildings
One random thought - I think the texture (data/Textures/buildings.png)
may still have
Björn
Vivian:
A combination of canopy features with individual features scattered around
the edge?
Just like in the Enemy Engaged series of helicopter sims?
(See picture)
http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-
Engaged-Comanche-vs-Hokum-1.jpg
I say this
Chris
It would be interesting to use skeletal animation to get rid of some of
the
batch spam with complex multipart models. It wouldn't even necessarily
require reworking the model data -- we could initially do the merge and
bone
attachment when a model is loaded.
What are the animation
James
On 5 May 2012, at 20:10, ThorstenB wrote:
This is actually showing to be a really bad issue. We have loads of
XML files with invalid encodings. Also, there's many files which even
explicitly state
?xml version=1.0 encoding=UTF-8? so they are explicitly asking
for UTF-8
Stuart
Snip ...
It is possible to use the same scheme to change sea color (this is
asked now and then in the forum), but that would produce sharp
transitions which don't look very natural - I've cooked up a different
scheme to smoothly change base (= for clear sky) sea color (which is
Thorsten
This scheme introduces yet another for loop in Nasal, of undetermined
size. This potentially introduces yet another source of stagger to FG,
or it would if it worked, but as far as I can see it never runs here. Is
it
meant?
Well, anticipating your reaction, yes, at this point
Thorsten
There are good sources for sea colour out there - here is one:
http://oceancolor.gsfc.nasa.gov/FEATURE/IMAGES/A2008129125500.Scotlan
d
.png
The Northern North Sea, away from the turbidity and major river
outfalls of the Southern North Sea, is indistinguishable from the
Thorsten
Does the problem go away if you set local-weather/dynamics-loop-flag=1
from the property browser *after* Advanced Weather is started?
Does the problem go away if you set local-weather/timing-loop-flag=1
from the property browser *after* Advanced Weather is started?
Does the
ThorstenB
On 11.05.2012 10:21, Renk Thorsten wrote:
The problem with that consequence is: As you switched all loops off,
the Nasal part of Advanced Weather ceased to run completely and all
that's left is the same cloud-generating functionality which is
responsible for Basic Weather (C++
Thorsten
I did a bit of testing of my own yesterday, and I have made a few other
observations as well.
User feedback:
I've largely come to ignore that (with few exceptions such as Vivian's
performance table), because trying to make sense of it is a path into
madness. Just a few
Thorsten
Testing continues
Concorde has of the order of 6000 lines of active code, and yes, it
displays exactly the same discontinuities as Advanced Weather (approx.
10,000 lines of code). So far, I have not found any other examples.
Just to idly continue my list - the A380 has in excess
701 - 800 of 927 matches
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