Hi,
Now that I've installed the CVS version of FlightGear I noticed a few
things;
* I don't have 3d clouds and shrub/tree cover anymore.
Is this based on shaders these days?
* Rain/Snow is rendered like dots on my system (not like the screenshots
I've seen) and doesn't originate at the
Erik Hofman wrote:
Hi,
Now that I've installed the CVS version of FlightGear I noticed a few
things;
* I don't have 3d clouds and shrub/tree cover anymore.
Is this based on shaders these days?
* Rain/Snow is rendered like dots on my system (not like the screenshots
I've seen) and
Vivian Meazza wrote:
3d clouds have not been ported to osg. At the current rate of progress -
sometime in the next decade :-).
Well, things would probably perform much better if not a little crowd
of only very few people - including yourself - would have been so
efficient in scaring most of
On Wed, 23 Jul 2008, Erik Hofman wrote:
Ordering transparencies is handled automatically, which can lead to
unexpected problems - I had to break the Seahawk canopy into many separate
objects to ensure that objects inside were visible, but otherwise it usually
works well.
Odd, I keep getting
On Wednesday 23 July 2008 10:48:23 Erik Hofman wrote:
* I don't have 3d clouds and shrub/tree cover anymore.
Is this based on shaders these days?
I've completely forgotten how they work, but we do have (much improved, IMO)
tree coverage. As Vivian mentioned, no 3d clouds or shadows at the
Hello all,
so we are working on an industrial application that among other things,
deals with recording and playing back flights. We set this up using the
native-fdm and native-ctrls protocols, and it all works pretty well.
However, now it turns out that it will be a requirement to play back a
AJ MacLeod wrote:
The F-16 looks good here - the only transparency problem I can find is with
the star and bars markings (bottom right of f16.rgb) and that could easily be
worked round by removing the transparency in that part of the texture.
It sounds like you're seeing something much
Am Mittwoch, den 23.07.2008, 14:21 +0200 schrieb Erik Hofman:
AJ MacLeod wrote:
The F-16 looks good here - the only transparency problem I can find is with
the star and bars markings (bottom right of f16.rgb) and that could easily
be
worked round by removing the transparency in that
Ik ben momenteel op vakantie.
Woensdag 13 augustus ben ik weer terug.
--
I'm on holiday at the moment.
I return home at wednesday 13 August.
-
This SF.Net email is sponsored by the Moblin Your Move Developer's
Detlef Faber wrote:
This is most likely sorting order. I usually fix this by putting the
transparent parts in a seperate xml file and load it at the very end of
my model.xml file. This works with plib too.
Avoid transparent parts in textures. Weird things can happen.
Ok, thanks for the
Hi there. I've been working on adding a live video functionality into
Flightgear, using a Lumenera Camera. Just to be sure it works, I've created a
standalone C++ program that interacts with the Cameras API, just to be sure
that I know how to use all the functionalities that I'm going for. I'm
Am Mittwoch, den 23.07.2008, 15:22 +0200 schrieb Erik Hofman:
Detlef Faber wrote:
This is most likely sorting order. I usually fix this by putting the
transparent parts in a seperate xml file and load it at the very end of
my model.xml file. This works with plib too.
Avoid
My brain cells are running out of steam this afternoon so I thought I'd post
this to the list to see if anyone has a quick answer or suggestion.
Here's the situation. I am working on setting up a flight simulator with a
cockpit enclosure and physical cockpit controls. The display consists of
The README.xmlpanel file shows what I already seemed to remember:
Regarding Window Geometry:
-
For the sake of simplicity the FGFS window is always considered to be
1024x768 so all x/y values for instrument placement should relative to
these dimensions. Since FG
On Wed, 2008-07-23 at 23:27 +0200, Erik Hofman wrote:
The README.xmlpanel file shows what I already seemed to remember:
Regarding Window Geometry:
-
For the sake of simplicity the FGFS window is always considered to be
1024x768 so all x/y values for instrument
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