Selon Andy Ross [EMAIL PROTECTED]:
I wrote:
4. I have a warning on a non standard extension used on
naRef array[];
This one is new, but I honestly thought it was a standard C89 feature.
Can you post the warning? Or is there a #pragma I can use to turn it
off?
I just looked it
hi
i am trying to build more realistic terrain. when i am searching i found
some info about that on
http://baron.flightgear.org/pipermail/flightgear-users/2004-March/007485.html
. also i read tutorials about scenery generation in fgsd.
my question is which way do i have to follow to build
Selon Andy Ross:
Please try again, this time in C, and let me know the error you are
seeing. I strongly suspect you've been fooled by a much simpler
issue.
OK, I backed out all my changes and restart the compilation. I found where it is
not C : you don't always declare local variables at the
Curtis L. Olson wrote:
Arnt Karlsen wrote:
On Sun, 17 Apr 2005 17:06:11 -0400, Chris wrote in message
[EMAIL PROTECTED]:
So I guess you'll be working on getting a GPL'd, general-use option
available.
..not yet, I'm scheeming a renderfarm stunt; some new 2'nd hand HW shop
here says they got
eagle monart wrote:
hi
i am trying to build more realistic terrain. when i am searching i
found some info about that on
http://baron.flightgear.org/pipermail/flightgear-users/2004-March/007485.html
. also i read tutorials about scenery generation in fgsd.
my question is which way do i have
Frederic Bouvier schreef:
OK, I backed out all my changes and restart the compilation. I found where it is
not C : you don't always declare local variables at the beginning of functions
but you have the C++ habit to declare them as you need them. So the change
below are needed and they are much
Josh Babcock wrote:
[...], but I think it would be really neat to just have a database of
these places that would get automatically included whenever Curt builds the
scenery.
This idea, as fine as it is, is not new to the list.
The most hindering fact is that there - AFAIK - is no Open
Frederic Bouvier wrote:
I found where it is not C : you don't always declare local
variables at the beginning of functions but you have the C++
habit to declare them as you need them.
... which is a well-established feature of the (now 6-year-old!)
C99 standard. It's not a C++ thing. And GCC
This is now in cvs. There are the following components:
Menu: Help/Basic keys(zooming, view cycling, etc.)
Help/Common Aircraft Keys (brakes, flaps, autopilot)
Help/Aircraft Help (aircraft specific keys, performance data,
Andy Ross wrote:
Sigh. I guess six years isn't enough for SGI and Microsoft. Has
anyone had a chance to try the Sun compiler, which (I think) is
the only other one we use.
I use GCC-3.4.2 on Sun because I didn't manage to get a different one,
Martin.
--
Unix _IS_ user friendly - it's
Selon Andy Ross:
Frederic Bouvier wrote:
I found where it is not C : you don't always declare local
variables at the beginning of functions but you have the C++
habit to declare them as you need them.
... which is a well-established feature of the (now 6-year-old!)
C99 standard. It's
Frederic Bouvier wrote:
I am not here to endorse Microsoft choices, but I see little point to use C
syntax when C++ is available and is the language of choice for the overall
FlightGear project. However, the link below should clarify Microsoft point of
view :
I am still using VC++ 6.0 from 98 myself. I have been thinking of
upgrading to either 2003 or 2005 but hesitant to do so until I find out
whether I can still code the same way as I do now in those
environments. I did some reading on the MS website last night and it
seemed to imply that I do
Selon Terry Reinert:
I am still using VC++ 6.0 from 98 myself. I have been thinking of
upgrading to either 2003 or 2005 but hesitant to do so until I find out
whether I can still code the same way as I do now in those environments.
I did some reading on the MS website last night and it seemed
On Tue, 19 Apr 2005 10:37:20 +0100, Jon wrote in message
[EMAIL PROTECTED]:
Curtis L. Olson wrote:
Arnt Karlsen wrote:
How you going to keep that beast cool? If you put all those
machines in a single room and turned them on, they'd probably melt
through the earth's crust in an
On Tue, 19 Apr 2005 08:00:28 -0400, Josh wrote in message
[EMAIL PROTECTED]:
Sorry, no help from me, but this does remind me of something I was
thinking about. I had the pleasure of stopping by Niagra Falls this
weekend, and it occured to me that the ability to incorporate
handmade meshes
Arnt Karlsen wrote:
..Curt, I need an idea of how much cpu work, building the scenery, is.
What kinda machine(s) did you use, and how long did it take to build
the scenery?
I haven't timed the latest builds real close, but figure if you throw a
couple machines at it in parallel, it's going
Andy Ross wrote:
Erik Hofman wrote:
The same problem happened for MIPSpro.
Sigh. I guess six years isn't enough for SGI and Microsoft. Has
anyone had a chance to try the Sun compiler, which (I think) is
the only other one we use.
It is, in fact MIPSpro supported c99 before gcc did, but you need
On Tue, 19 Apr 2005 13:20:13 -0500, Curtis wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen wrote:
..Curt, I need an idea of how much cpu work, building the scenery,
is. What kinda machine(s) did you use, and how long did it take to
build the scenery?
I haven't timed the latest
Erik Hofman wrote:
It is, in fact MIPSpro supported c99 before gcc did, but you need a
compiler option to enable it which is the only valid way to enable
it. Just face it, gcc behaved bad (again).
I don't follow the logic. If that were the true, then the only
valid result of running a C
Arnt,
You should be aware that scenery building is much more of a data
shuffling job, and much less of a cpu intensive job. The big
bottlenecks will be your network bandwidth and server disk IO.
Curt.
Arnt Karlsen wrote:
On Tue, 19 Apr 2005 13:20:13 -0500, Curtis wrote in message
[EMAIL
For what this is worth:
For work, I build flightgear with some custom modsusing 2003
.NET
It builds with pretty much zero code changes.
I dohave to munge around with the project files and add a bunch of
include paths, lib paths, lib refs,etc. to get a clean
build.
However, the interesting
Andy Ross wrote:
I don't follow the logic. If that were the true, then the only
valid result of running a C compiler would be a pre-struct KR
thing, no? :)
You don't bother to turn on a switch to enable structs or function
prototypes, you just expect them to be there. Similarly you didn't
need
Erik Hofman wrote:
It's quite simple, SGI has the zero warning compiling philosophy; No
build will be shipped if it generates a warning. It has gained them
the reputation of being one of the most stable UNIX variants
available.
Now I'm even more confused. What warning are you talking about?
On Tuesday, 19 April 2005 08:21, eagle monart wrote:
i tried to used fgsd but terrains are made in triangles not in squares an
it looks impossible to tile what you want . a
It's impossible to tile textures properly in FG.
FG uses an irregular triangle mesh and not square tiles like MSFS.
Even
Andy Ross wrote :
Erik Hofman wrote:
It's quite simple, SGI has the zero warning compiling philosophy; No
build will be shipped if it generates a warning. It has gained them
the reputation of being one of the most stable UNIX variants
available.
Now I'm even more confused. What warning
Curtis L. Olson wrote:
Arnt Karlsen wrote:
..Curt, I need an idea of how much cpu work, building the scenery, is.
What kinda machine(s) did you use, and how long did it take to build
the scenery?
I haven't timed the latest builds real close, but figure if you throw a
couple machines at it in
Andy Ross wrote:
Frederic Bouvier wrote:
2. MSVC use file extensions to choose the right language to
compile. So in misc.c the syntax of C not C++ apply. This file
should definitively be named misc.cxx, like lib.c should be lib.cxx.
Definitely not. I promise you that it's a C file.
Paul Surgeon wrote:
On Tuesday, 19 April 2005 08:21, eagle monart wrote:
i tried to used fgsd but terrains are made in triangles not in squares an
it looks impossible to tile what you want . a
It's impossible to tile textures properly in FG.
FG uses an irregular triangle mesh and not square
Thermals work again in CVS FlightGear.
Dave
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d
On Tuesday 19 April 2005 02:23, Arnt Karlsen wrote:
..so, I wanna know what kinky things I can get done in a 4
hour run on a 320,000 BogoMips rig with 25.6GB ram, 2 TB of
swap an/or /tmp disk space, on a 170GHz Celeron openmosix
type single image cluster. ;o)
Distributed 3d rendering:)
LeeE
Vivian Meazza wrote:
It won't compile under Cygwin using gcc either. Fails with:
NasalSys.cxx:292: error: invalid conversion from `naRef (*)(Context*, naRef,
int, naRef*)' to `naRef (*)(Context*, naRef)'
You forgot to update your SimGear, or have an old one still
installed somewhere. The
On Tue, 19 Apr 2005 14:47:18 -0500, Curtis wrote in message
[EMAIL PROTECTED]:
Arnt,
You should be aware that scenery building is much more of a data
shuffling job, and much less of a cpu intensive job. The big
bottlenecks will be your network bandwidth and server disk IO.
..ah.
Arnt Karlsen wrote:
..ah. Server disk OI I can shot down doing everything on a 25 GB
ramdisk, but that too takes network bandwidth. Question is how much
do I need of each.
..and you forgot to tell me what kinda machines you used, so I assumed
you used 2 of my Celeron 850's. ;o)
I forget
On Tue, 19 Apr 2005 22:45:49 +0100, Jon wrote in message
[EMAIL PROTECTED]:
Curtis L. Olson wrote:
Arnt Karlsen wrote:
..Curt, I need an idea of how much cpu work, building the scenery,
is. What kinda machine(s) did you use, and how long did it take
to build the scenery?
On Tue, 19 Apr 2005 22:52:50 +0100, Jon wrote in message
[EMAIL PROTECTED]:
Paul Surgeon wrote:
On Tuesday, 19 April 2005 08:21, eagle monart wrote:
i tried to used fgsd but terrains are made in triangles not in
squares an it looks impossible to tile what you want . a
It's
On April 19, 2005 09:24 pm, Curtis L. Olson wrote:
I can't afford a lot of scsi ...
Have you tried getting these off E-Bay?
Ampere
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
On Tue, 19 Apr 2005 20:24:18 -0500, Curtis wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen wrote:
..ah. Server disk OI I can shot down doing everything on a 25 GB
ramdisk, but that too takes network bandwidth. Question is how much
do I need of each.
..and you forgot to tell me
On Wed, 20 Apr 2005 01:28:03 +0100, Lee wrote in message
[EMAIL PROTECTED]:
On Tuesday 19 April 2005 02:23, Arnt Karlsen wrote:
..so, I wanna know what kinky things I can get done in a 4
hour run on a 320,000 BogoMips rig with 25.6GB ram, 2 TB of
swap an/or /tmp disk space, on a 170GHz
Arnt Karlsen wrote:
..ok ;o), did your server do any of the build work, or just control
the build and collect the built tiles?
..I have 3 AMD Duron sitting here, one 1.3 and 2 1.2's, all IDE, and
clientele hardware, and my own junk, a noisy old 2x550 P3 with swap
on 5 9G SCSI's, plus some IDE
I'm running today's CVS FlightGear on a linux box. When flying a JSBSim
aircraft and hitting the F3 key to get a screen capture the aircraft goes out
of control (looks like a spin, from the external view). The screen capture
works fine otherwise.
Anyone else getting this?
Dave
I'm running today's CVS FlightGear on a linux box. When flying a JSBSim
aircraft and hitting the F3 key to get a screen capture the aircraft goes
out of control (looks like a spin, from the external view). The screen
capture works fine otherwise.
Same thing with Yasim (the A-10).
Dave
42 matches
Mail list logo