On Thursday 26 May 2005 19:56, Martin Spott wrote:
> Aaah, don't bet on that. I managed to built all prerequisites but now I
> get an "internal compiler error" when compiling FGSD sources - and I
> don't have a different platform/compiler available :-/
This stopped me too. After fiddling with i
On Friday 27 May 2005 21:01, Oliver C. wrote:
> First, installing CGAL systemwide is a nightmare, so i decided against it
> to do that.
Probably wisely. At least, I did the same...
> After that i went back to compile fgsd.
> But now i get the following compiler error:
> The used gcc version is
On Thursday 02 Jun 2005 23:30, Sam Heyman wrote:
> Can one create a new texture
> using Blender? I would like to paint my aircraft (RC UAV) white and have 2
> blue stripes on the wings, the trouble is I have no idea where to start...
I am just the opposite of an expert on these matters, but I th
On Sunday 05 Jun 2005 16:41, Josh Babcock wrote:
> Smarter "instrument"
> Shadow
> .ac tweaks
That's a really nice model - the textures are great, as is the animated
yaw-string. Makes me wish I had the ability to produce these things - I do
regularly try, but always give up in disgust quite qui
On Tuesday 07 Jun 2005 23:16, [EMAIL PROTECTED] wrote:
> 1) I am using FGFS Version 0.9.4, I noticed that the Airport Data file
> extensions changed to tgz, does the data can be used on the version 0.9.4.
Have you any reason not to upgrade? There's been a fair amount of improvement
since 0.9.4
On Saturday 11 Jun 2005 21:28, Gerard Robin wrote:
> Sorry ,I probably, missed something but i have no access to CVS respective
> changelog entry,
You can subscribe to the flightgear-cvslogs mailing list or check the archive
here;
http://baron.flightgear.org/pipermail/flightgear-cvslogs/
Chee
On Monday 13 Jun 2005 15:14, Vivian Meazza wrote:
> There remains some more eye-candy to do: nav lights, beam approach marker
> lamps, realistic rad and oil temperature readings etc. In the meantime I
> would be grateful for any comments, not least that it all downloads and
> installs correctly!
I
On Tuesday 14 Jun 2005 22:57, Vivian Meazza wrote:
> Is this in roll only? The ailerons are much more powerful, but also damped.
> There shouldn't be any rapid movement in the ailerons, but the stick
> reflects the input. Look at the ailerons in an external view - are they
> jumping around too?
Ye
On Wednesday 15 Jun 2005 08:47, Vivian Meazza wrote:
> > Still not tempted by a Bucc? ;-) Oh well, one mustn't be greedy!
> Yes - I went as far as to look at a cockpit section at the Manston Museum
> last year. Daunting!
Certainly... It didn't take me long to decide that I certainly wasn't going
On Wednesday 15 Jun 2005 17:18, Josh Babcock wrote:
> I have found that 3-views are good for laying out the basic shapes, but
> to really get a model right you need lots of reference photos. The
> quality of these photos makes a big difference too. I would recommend
> starting the model, then once
On Thursday 16 Jun 2005 19:34, Harald JOHNSEN wrote:
> I was thinking of using some pixel shader for one or two effects.
> But before starting anything like that I first want to know if :
> 1) people have program shader capable cards (ie FX5200+ or ati9500+)
Personally speaking, no, I don't; I've
On Thursday 30 Jun 2005 23:20, Josh Babcock wrote:
> Is there a way to get button-release events from the clickable panels,
> or do they just sense a button-press and touch off the command then? I
> want to make some instantaneous switches for the B-29.
Like the fuel gauge in the Spitfire?
AJ
_
On Wednesday 06 Jul 2005 20:50, Patrick Quirk wrote:
> In file Main/viewer.cxx, in function MakeVIEW_OFFSET(...), on line ~118
> where the third matrix is being made, there is the following line:
> tmp = t * axis2[1];
It's still in there... You don't have to do a cvs checkout to view the
current
On Saturday 09 Jul 2005 11:10, Martin Spott wrote:
> Oh, sorry this was intended to be a private EMail,
Well, if my comprehension of it was any indication, it pretty much was :-)
AJ
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