Am 30.08.10 09:27, schrieb Erik Hofman:
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
Hey, this is to much for me. Can someone help? (I apologize in advance
if this is a known issue and tree code is not finished yet, I couldn’t
find any postings about.)
I think the trees are rendered
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
Hey, this is to much for me. Can someone help? (I apologize in advance
if this is a known issue and tree code is not finished yet, I couldn’t
find any postings about.)
I think the trees are rendered using a shader now. And for shaders the
Am 30.08.10 09:27, schrieb Erik Hofman:
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
Hey, this is to much for me. Can someone help? (I apologize in advance
if this is a known issue and tree code is not finished yet, I couldn’t
find any postings about.)
I think the trees are rendered
Am 30.08.10 09:47, schrieb HB-GRAL:
Am 30.08.10 09:27, schrieb Erik Hofman:
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
Hey, this is to much for me. Can someone help? (I apologize in advance
if this is a known issue and tree code is not finished yet, I couldn’t
find any postings about.)
SydSandy schrieb:
Hi Georg,
The winter textures are in cvs now, I'm working on those ugly trees next
and a higher resolution set to put in Textures.high .
If you spot a texture I might have missed , let me know ...
Cheers
Syd, thank you very much,
I'll download and test
On Tue, 12 Feb 2008 16:34:47 -0500
Will Harrison [EMAIL PROTECTED] wrote:
FRAGMENT glCompileShader
I'm no expert in that area , but the error statement seems to indicate that.
Maybe someone with more knowledge can answer better ...
Cheers
--
SydSandy [EMAIL PROTECTED]
On Wed, 13 Feb 2008 02:36:30 +0100
Csaba Halász [EMAIL PROTECTED] wrote:
On Feb 13, 2008 2:13 AM, SydSandy [EMAIL PROTECTED] wrote:
If there is a property to show the Terrain type below , I haven't found it
... it would make things easier
A little nasal combining
Hi Georg,
The winter textures are in cvs now, I'm working on those ugly trees next
and a higher resolution set to put in Textures.high .
If you spot a texture I might have missed , let me know ...
Cheers
Hi Syd,
after updating CVS and testing I found the city textures of
On Tue, 12 Feb 2008 16:43:58 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:
LeeE schrieb:
The next one:
Did you see these tree areas, seems to be something like an
ongoing ecological desaster in FlightGear:
http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/
Any ideas?
On Monday 11 February 2008 16:20, Georg Vollnhals wrote:
SydSandy schrieb:
On Mon, 11 Feb 2008 03:47:26 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:
Hi Georg , the tree problem is because I created a set of 8
instead of 4 trees per texture for the coniferous trees , and
the
LeeE schrieb:
The next one:
Did you see these tree areas, seems to be something like an
ongoing ecological desaster in FlightGear:
http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/
Any ideas?
Regards
Georg
Brings to mind the Tunguska event -
On Tue, 12 Feb 2008 23:27:08 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:
Hi Georg,
The winter textures are in cvs now, I'm working on those ugly trees
next and a higher resolution set to put in Textures.high .
If you spot a texture I might have missed , let me know ...
On Mon, 11 Feb 2008 10:05:20 + (GMT)
Stuart Buchanan wrote:
I have been thinking for a while that it would be good to have some way
to have a finer granularity within materials.xml.
For example:
- Towns and villages in different countries/continents are quite
different in terms of the
On Mon, 11 Feb 2008 17:20:24 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:
Hi Syd,
you know that I am not complaining? I am just feeling like a Beta-Tester
doing some helping work to improve the stuff.
If you agree with me, there are a lot of things to discuss - but I just
want to do it
SydSandy schrieb:
On Mon, 11 Feb 2008 03:47:26 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:
Hi Georg , the tree problem is because I created a set of 8 instead of 4
trees per texture for the
coniferous trees , and the originally commented out parts of the material.xml
file
--- Csaba Halász wrote:
On Feb 11, 2008 11:05 AM, Stuart Buchanan
wrote:
I'm sure we can think of some more.
If we could define these regions based on lat/lon (in an XML file?), FG
could
set
them, and they could be easily used within materials.xml.
Needs more invasive changes
--- Csaba Halász wrote:
On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote:
I would be pleasantly surprised if condition worked in materials.xml
Here you go :)
As a side effect, we could get rid of the ugly code that makes
Terrain.season out of Terrain at the expense of
On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote:
I would be pleasantly surprised if condition worked in materials.xml
Here you go :)
As a side effect, we could get rid of the ugly code that makes
Terrain.season out of Terrain at the expense of some more xml.
I attached a patch
--- Csaba Halász [EMAIL PROTECTED] schrieb:
On Feb 9, 2008 12:29 PM, Vivian Meazza
[EMAIL PROTECTED] wrote:
I would be pleasantly surprised if condition
worked in materials.xml
Here you go :)
As a side effect, we could get rid of the ugly code
that makes
Terrain.season out of
On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote:
Did I read right? That meand the thae lakes, Rivers
etc. will be frozen ( solid!) if it is winter in FGFS?
We discussed this on IRC- but it seemed not really
possible ( to me)
On Mon, 11 Feb 2008 00:41:31 +0100 (CET)
Heiko Schulz [EMAIL PROTECTED] wrote:
--- Csaba Halász [EMAIL PROTECTED] schrieb:
On Feb 10, 2008 11:22 PM, Heiko Schulz
[EMAIL PROTECTED] wrote:
Did I read right? That meand the thae lakes,
Rivers
etc. will be frozen ( solid!) if it is
--- Csaba Halász [EMAIL PROTECTED] schrieb:
On Feb 10, 2008 11:22 PM, Heiko Schulz
[EMAIL PROTECTED] wrote:
Did I read right? That meand the thae lakes,
Rivers
etc. will be frozen ( solid!) if it is winter in
FGFS?
We discussed this on IRC- but it seemed not really
possible ( to
Im testing now , but yes you can change solid ,
bumpiness , friction , etc , so it should be
possible
Cheers
Even, when it is raining or snowing? That would be a
feature which MSFS has not ( only graphic, but not in
the behaviour of the aircraft)
still in work:
Im testing now , but yes you can change solid ,
bumpiness , friction , etc , so it should be
possible
Cheers
Even, when it is raining or snowing? That would be a
feature which MSFS has not ( only graphic, but not in
the behaviour of the aircraft)
still in work:
Csaba Halász schrieb:
On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote:
I would be pleasantly surprised if condition worked in materials.xml
Here you go :)
As a side effect, we could get rid of the ugly code that makes
Terrain.season out of Terrain at the expense of
On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:
Apart from this, the improvement of the seasonal effects is enhancing
the FlightGear world one more step. Thank you for this work.
I just did the condifion part, you should thank Stuart, Syd and Tim ...
--
Csaba/Jester
Csaba Halász schrieb:
On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:
Apart from this, the improvement of the seasonal effects is enhancing
the FlightGear world one more step. Thank you for this work.
I just did the condifion part, you should thank Stuart, Syd and
On Mon, 11 Feb 2008 03:47:26 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:
Csaba Halász schrieb:
On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:
Apart from this, the improvement of the seasonal effects is enhancing
the FlightGear world one more step. Thank you for
Syd wrote
Subject: [Flightgear-devel] tree textures
I tried to commit my tree texture sets (summer, fall,winter),
but it appears I can't write to the Trees folder , so this
might be a waste of time, but does the condition work for
the material.xml file ? What I,m trying to do is
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