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Durk Talsma wrote:
Hi Folks,
I finally had some time today to place the AI traffic related user
documentation in the wiki:
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Interactive_Traffic
Durk,
Do you have any thoughts on
Am Dienstag, den 14.11.2006, 09:58 +0100 schrieb Detlef Faber:
Hello all,
just did a new compile of todays OSG CVS
...and yesterdays OSG tarball...
and noticed that something is
wrong with the transparency animation. All aircrafts that use pilot-g
for simulation of g-forces now have a
Hello all,
just did a new compile of todays OSG CVS and noticed that something is
wrong with the transparency animation. All aircrafts that use pilot-g
for simulation of g-forces now have a big red sphere in Cockpit view
(the redout sphere is not blended out anymore). I've tested with
spitfire,
Hi Detlef,
thanks for your explanation. The idea to try to load multiplayer
aircrafts from another directory-tree first is compatible with your
concept. The xml File stored in the other directory-tree could load you
r...-ai.xml file.
Has anyone a good idea for the naming of this directory?
Doug,
thank you for your help. yeah, might be your right. Anyhow, if this is the
case I have no idea how to get the pressure measurement information out of
flightgear...
thomas, probably this variable holds the pressure setting, and not the
pressure measure
Doug
More data on what was happening:
The exciting news:
when run at the default mode here (1280x1024, truecolor default visual,
but no --bpp on the cmdline), I get a slight (1-2) fps improvement of
OSG vs PLIB versions. Tested in KSFO, dawn and noon. Noon is 17-18 vs
19-21 improvement, and dawn
On Tue, 14 Nov 2006 09:20:38 +0100
Tim Moore wrote:
Durk,
Do you have any thoughts on representing some of the AI ground net
features -- specifically parking spaces and hold points -- visually in
the scene? Not to mention making intersection of taxiways a bit more
attractive...
Can you
On Tue, 14 Nov 2006 15:28:44 +0100
Tim Moore wrote:
I'd like to see markings on the tarmac for aircraft parking, as well as
the taxi centerlines that lead to them. I'd like to see runway
hold-short points on the tarmac. I'd like to see taxiways and runways
that have nice fillets where they
On Tuesday 14 November 2006 10:28, Maik Justus wrote:
Hi Detlef,
thanks for your explanation. The idea to try to load multiplayer
aircrafts from another directory-tree first is compatible with your
concept. The xml File stored in the other directory-tree could load you
r...-ai.xml file.
Just tested performance of today's FG CVS OSG-based version vs older
plib-based one (built from Oct 22 FG CVS) version.
The exciting news:
when run at the default mode here (1280x1024, truecolor default visual,
but no --bpp on the cmdline), I get a slight (1-2) fps improvement of
OSG vs PLIB
Thomas Biwer wrote:
Doug,
thank you for your help. yeah, might be your right. Anyhow, if this is the
case I have no idea how to get the pressure measurement information out of
flightgear...
thomas, probably this variable holds the pressure setting, and not the
pressure measure
Hi Vassilii,
Vassilii Khachaturov wrote:
The exciting news:
Glad to hear that, sounds promising !
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061113/OSG_OP_OT-1.2-Flightgear.diff
...and I didn't apply the last chunk in the above diff (4 osg::notify
debug printouts in
Has anyone a good idea for the naming of this directory? (For
simplification of the string operations it should have the same length
as aircraft has).
Maik
Just a quick follow-up: I don't think that simplification of the string
operations is a good motivation for keeping the directory the
Hi Tim,
On Tuesday 14 November 2006 15:28, Tim Moore wrote:
Chris Metzler wrote:
On Tue, 14 Nov 2006 09:20:38 +0100
Tim Moore wrote:
Durk,
Do you have any thoughts on representing some of the AI ground net
features -- specifically parking spaces and hold points -- visually in
the
Hi Durk,
the length of the new directory is (of course not) the most important
aspect. I will change the patch to search for multiplayer aircrafts in
AI/Aircraft first.
Maik
Durk Talsma schrieb am 14.11.2006 18:03:
Has anyone a good idea for the naming of this directory? (For
simplification of
Hi Maik,
On Tuesday 14 November 2006 18:15, Maik Justus wrote:
Hi Durk,
the length of the new directory is (of course not) the most important
aspect. I will change the patch to search for multiplayer aircrafts in
AI/Aircraft first.
Maik
Cool, Thanks!
It looks like this might be a good
Hi,
anyone seeing any risk in this patch? If not, I would like to ask to put
it into cvs.
Maik
Maik Justus schrieb am 14.11.2006 00:19:
Hi,
I've checked, that I still need this patch to avoid a freeze of the
MP-Scenery after reset. Can someone confirm, that other users (on
msvc?) do not
Mathias, thanks for the great work! I'm now into the precip thing porting.
I assume you know that there is some precipitation stuff already in OSG ?
I currently have no idea if it's ready to serve as a replacement of
what's currently in FlightGear/PLIB but it might be worth having a look
Of
Hi,
I observe fg crashing from time to time (with osg and plib-branch).
Unfortunately my debug compilation shows extreme low performance
(1fps), therefore I run the speed-optimized version with less debug
information mostly. With the debug version I was not able to get the
crash (in a short
MaybeisitpossibletomakeprogramlikewellknownSigns,whichwilltakedatanotfrom$FG_ROOT/Local/signs/data/,butfromairportdatafile, and draw arrows instead name of town? I'm not programmer, just suggest... :)
-- ---WBR, Vadym.
-
Take
Am Dienstag, den 14.11.2006, 17:57 +0100 schrieb Durk Talsma:
On Tuesday 14 November 2006 10:28, Maik Justus wrote:
Hi Detlef,
thanks for your explanation. The idea to try to load multiplayer
aircrafts from another directory-tree first is compatible with your
concept. The xml File
On Tuesday 14 November 2006 19:03, Maik Justus wrote:
Hi,
I observe fg crashing from time to time (with osg and plib-branch).
Unfortunately my debug compilation shows extreme low performance
(1fps), therefore I run the speed-optimized version with less debug
information mostly. With the
Anyone else observing these crashes?
Yep.
Olaf
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On Tuesday 14 November 2006 20:52, Olaf Flebbe wrote:
Anyone else observing these crashes?
Yep.
Olaf
Okay, I've committed my proposed fix to CVS Head. Please check.
Cheers,
Durk
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Hi,
I found another bug. While exiting fg, I got a crash. The crashed
function is called by FGAIBase::~FGAIBase() line 71:
fgSetString(/ai/models/model-removed, props-getPath());
This calls SGPropertyNode::getNode (const char * relative_path, bool
create) where _path_cache is referenced. But
Hi Durk,
I am sorry, but the same crash occurred with actualized cvs (head) source.
Maik
Durk Talsma schrieb am 14.11.2006 21:11:
On Tuesday 14 November 2006 20:52, Olaf Flebbe wrote:
Anyone else observing these crashes?
Yep.
Olaf
Okay, I've committed my proposed fix to
Durk Talsma schrieb:
On Tuesday 14 November 2006 20:52, Olaf Flebbe wrote:
Anyone else observing these crashes?
Yep.
Olaf
Okay, I've committed my proposed fix to CVS Head. Please check.
The crash I saw, whichwas pretty reproducable, seems now gone. Thanks!
Olaf
in flightgear all is ok. But if not try loading
the plain ac file using
osgviewer /path/to/ac/file.ac
and see if it appears like expected.
If not tell me.
You can find the updated tree together with the diff at
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061114/
Some have asked
On Tuesday 14 November 2006 22:07, Maik Justus wrote:
Hi Durk,
I am sorry, but the same crash occurred with actualized cvs (head) source.
Maik
In retrospect, my solution doesn't appear to make much sense at all. I'm
still puzzled why FlightGear would crash, because I can't really see
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