[Flightgear-devel] New scenery
I have renamed the 0.9.7 scenery tree on the ftp server to 0.9.8. There is no change other than the new version number so if you have already downloaded 0.9.7 scenery, there is no need to redownload the new scenery. I am currently working on fully populating the rsync scenery server with all the 0.9.8 scenery so terrasync will work globally. I found a problem with the windows build so I'm going to hold off making the official v0.9.8 announcement until that gets resolved. Regards, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] New scenery build
I am currently working on building the latest round of world scenery for FlightGear. I'm not done, so don't consider this to be the "official" announcement. However, for those that want to get a jump on the competition, you can find the new scenery here: ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.7/ This scenery should work just fine with the 0.9.6 version, but some radio towers will look better running with the current CVS version of FG ... not a big deal. There is nothing ground breaking in this new build. It is mostly a collection of small fixes, and is based on the latest[1] airport data from Robin Peel including many submissions from FG developers and users. I've done quite a bit of addition work on airport surfaces so the little odd cliffs that showed up in a few places mid-runway should now be gone. [1] Well, the latest data as of the start of my build ... figures he would release an update before I was finished, but I'm past the point of no return now. Regards, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] new scenery samples
I have been fiddling around with the scenery building tools to incorporate 30m SRTM data for N/S america, updated/current airport/runway data based on the latest DAFIF cycle, updated taxiways, lighting, and approach data, etc. Also included is vmap0 roads, railroads, rivers, lakes, landc over/land use data. This is a big improvement for VFR flying and makes the world a lot more interesting to explore. This scenery data isn't final, but it represents what I've done so far. There are a few more things I'd like to tweak before I kick off a full world rebuild. Anyway, what I have can be found here: ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/ This scenery should work just fine with the latest official release (0.9.2) but for those of you running the latest cvs, you will have slightly better looking taxiway centerline lights, otherwise there shouldn't be any difference. Regards, Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New scenery build
Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? If you do run a script, is it posible for you to release it to the list or on FlightGear ? thanks jason cox On Thu, 2004-12-02 at 21:47 -0600, Curtis L. Olson wrote: > I am currently working on building the latest round of world scenery for > FlightGear. I'm not done, so don't consider this to be the "official" > announcement. However, for those that want to get a jump on the > competition, you can find the new scenery here: > > ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.7/ > > This scenery should work just fine with the 0.9.6 version, but some > radio towers will look better running with the current CVS version of FG > ... not a big deal. > > There is nothing ground breaking in this new build. It is mostly a > collection of small fixes, and is based on the latest[1] airport data > from Robin Peel including many submissions from FG developers and > users. I've done quite a bit of addition work on airport surfaces so > the little odd cliffs that showed up in a few places mid-runway should > now be gone. > > [1] Well, the latest data as of the start of my build ... figures he > would release an update before I was finished, but I'm past the point of > no return now. > > Regards, > > Curt. > ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? If you do run a script, is it posible for you to release it to the list or on FlightGear ? thanks jason cox Jason, I typically run the individual "prep" tools by hand ... and for the most part, once that's done, it's done and I don't have to do it again unless the underlying data changes (i.e. an update to vmap0 is released, or an update to SRTM, etc.) And in that case, I just have to re-prep that particular data set. The one item that changes frequently is the airport data, but I run that tool by hand as well. For the final scenery assembly, all the frontend scripts I run are in the src/BuildTiles/Parallel/ directory. This allows me to run a task server to manage the build (or a portion of it) and then I can throw as many clients as I have available at the job of actually building scenery. This is very disk io intensive though so it's not as conducive to massively distributing the work (like SETI for instance.) Regards, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message <[EMAIL PROTECTED]>: ..the size, is like last one, or will this new build be much bigger than the 0.9.5 scenery? (~12.6G) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Arnt Karlsen wrote: On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message <[EMAIL PROTECTED]>: ..the size, is like last one, or will this new build be much bigger than the 0.9.5 scenery? (~12.6G) I haven't looked closely, but it should be pretty similar. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
"Curtis L. Olson" wrote: > I am currently working on building the latest round of world scenery for > FlightGear. I'm not done, so don't consider this to be the "official" > announcement. However, for those that want to get a jump on the > competition, you can find the new scenery here: I had a quick look at my favourite airfield yesterday and I saw that the modified airport generator somehow shows similarities to TaxiDraw: They both don't render stopways. Although the shape of the green boundary suggests the presence of a stopway, it actually isn't there. I don't have the time to provide screenshots this morning because I have to leave soon, anyone interested might have a look at LCHM (only available in David's airfiled data). Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott wrote: > I had a quick look at my favourite airfield yesterday and I saw that > the modified airport generator somehow shows similarities to TaxiDraw: > They both don't render stopways. Although the shape of the green > boundary suggests the presence of a stopway, it actually isn't there. You are invited to have a look at these screenshots: http://document.ihg.uni-duisburg.de/bitmap/FGFS/LCHM-screen03.jpg http://document.ihg.uni-duisburg.de/bitmap/FGFS/LCHM-screen04.jpg This runway has a 60 ft displaced threshold on this end plus 902 ft stopway. According to Robin's FAQ, displaced thresholds are contained in the runway length, stopways are additional. We already knew that TaxiDraw currently doesn't render stopways but I'd vote for having them rendered by the airport generator, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott wrote: > I had a quick look at my favourite airfield yesterday and I saw that > the modified airport generator somehow shows similarities to TaxiDraw: > They both don't render stopways. Would someone please be so kind to comment on this claim ? Did I get things wrong or is it actually the case that the airport generator 'forgot' to create these stopways ? Can anyone confirm the assumption that the stopways are missing - for example by comparing a known 'real' airfield with the new scenery ? Thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/5/04 at 5:35 PM Martin Spott wrote: >Martin Spott wrote: > >> I had a quick look at my favourite airfield yesterday and I saw that >> the modified airport generator somehow shows similarities to TaxiDraw: >> They both don't render stopways. > >Would someone please be so kind to comment on this claim ? Did I get >things wrong or is it actually the case that the airport generator >'forgot' to create these stopways ? Can anyone confirm the assumption >that the stopways are missing - for example by comparing a known 'real' >airfield with the new scenery ? > Hi Martin, There appear to be no stopway textures in the FlightGear base package, so without digging through the genapts runway generation code (yet) I'm guessing that stopways aren't supported by genapts yet. Definately something to fix before the next scenery rebuild IMHO. The latest TaxiDraw code shows stopways as an ugly shade of yellow ochre BTW - it shouldn't be too long before it's bug-checked enough to release. Completely off topic, your screenshots look like you're getting dark lines at runway texture boundaries similar to what I see on an ATI machine, but not on a NVidia machine. Are you also on an ATI card, and am I correct in thinking that Andy Ross might have once produced a plib patch to cure this - does anyone know if it ever went into plib or not? Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott wrote: Would someone please be so kind to comment on this claim ? Did I get things wrong or is it actually the case that the airport generator 'forgot' to create these stopways ? Can anyone confirm the assumption that the stopways are missing - for example by comparing a known 'real' airfield with the new scenery ? Right, the airport generator does not create stopways yet. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
"David Luff" wrote: > There appear to be no stopway textures in the FlightGear base package, so > without digging through the genapts runway generation code (yet) I'm > guessing that stopways aren't supported by genapts yet. Ah, fine - I already thought I'd be crazy probably I actually am so anyways ;-) > Completely off topic, your screenshots look like you're getting dark lines > at runway texture boundaries similar to what I see on an ATI machine, but > not on a NVidia machine. Are you also on an ATI card, and am I correct in > thinking that Andy Ross might have once produced a plib patch to cure this > - does anyone know if it ever went into plib or not? Sorry, I'm not aware of such a PLIB patch but I'm definitely not an authoritative source of information in this topic. My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia - but probably a platform that you'd be willing to declare as OpenGL reference platform :-) Thanks for your response, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Selon David Luff : > Completely off topic, your screenshots look like you're getting dark lines > at runway texture boundaries similar to what I see on an ATI machine, but > not on a NVidia machine. Are you also on an ATI card, and am I correct in > thinking that Andy Ross might have once produced a plib patch to cure this > - does anyone know if it ever went into plib or not? I have them also with NVidia 5900FX. I think it is related with highest level of filtering. I am quite sure the problem lies in the genapt code but I hadn't time to investigate yet. There is something that seems strange though. This comment appears at line 93 of rwy_prec.cxx // we add 2' to the length for texture overlap. This puts the // lines on the texture back to the edge of the runway where they // belong. I wonder if that overlap is not the problem. As it does not show up with my GF3, I guess it doesn't appears on GF4 too so perhaps this why Curt is not seeing them ( otherwise he would surely have done something to cure them ). My rationale here is that it is likely to be in the code because otherwhise we would see them everywhere, not just on runways. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
"David Luff" wrote: > [...] The latest TaxiDraw > code shows stopways as an ugly shade of yellow ochre BTW [...] That's great ! To complete the picture, would you consider to add a visual marker for the threshold ? Probably you could later add a property to this marker that connects to the - if present - displacement of the threshold (in feet), similar to the properties of runways and taixways, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott <[EMAIL PROTECTED]> writes: > "David Luff" wrote: > > > [...] The latest TaxiDraw > > code shows stopways as an ugly shade of yellow ochre BTW [...] > > That's great ! To complete the picture, would you consider to add a > visual marker for the threshold ? Probably you could later add a > property to this marker that connects to the - if present - > displacement of the threshold (in feet), similar to the properties of > runways and taixways, > I've already got a revamped runways dialog that lets stopway and displaced threshold lengths be specified. I guess I ought to add a visual indication of threshold position... Cheers - Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Martin Spott wrote: > "David Luff" wrote: > > Completely off topic, your screenshots look like you're getting dark lines > > at runway texture boundaries similar to what I see on an ATI machine, but > > not on a NVidia machine. [...] > My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia - It looks like pretty much the same on an ATI card (Radeon9200/XOrg), Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Jason, Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? I've got some scripts I use. I mostly just use the stuff Curt outlined. If you'd like to have them let me know and I can send them. I'll have to edit them first as they have many commented lines right now. They work with the previous scenery code but currently don't build the new stuff. In the end, after I have things properly set up I just do: bld-scenery and wait for the results (errors or useable data). Dale ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Dale, that sound good if you could send them it would help thanks jason cox On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote: > Jason, > > Jason Cox wrote: > > >Curt, > > In my on going quest to compile local scenery, I was wondering if you > >just run a script that makes all the scenery or do you do each step > >individualy ? > > > > > I've got some scripts I use. I mostly just use the stuff Curt > outlined. If you'd > like to have them let me know and I can send them. I'll have to edit > them first > as they have many commented lines right now. They work with the previous > scenery code but currently don't build the new stuff. > > In the end, after I have things properly set up I just do: bld-scenery > and wait for the results (errors or useable data). > > > Dale > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
Jason, I sent the scripts to you directly. I didn't know if mail list would take them. Let me know if you get them to work. Under the current CVS most of the airport don't show up after a bld-scenery (last time I checked). I haven't had time to look into it but I think Curt is still working on the CVS. Dale Jason Cox wrote: Dale, that sound good if you could send them it would help thanks jason cox On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote: Jason, Jason Cox wrote: Curt, In my on going quest to compile local scenery, I was wondering if you just run a script that makes all the scenery or do you do each step individualy ? I've got some scripts I use. I mostly just use the stuff Curt outlined. If you'd like to have them let me know and I can send them. I'll have to edit them first as they have many commented lines right now. They work with the previous scenery code but currently don't build the new stuff. In the end, after I have things properly set up I just do: bld-scenery and wait for the results (errors or useable data). Dale ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/5/04 at 9:21 PM Martin Spott wrote: >"David Luff" wrote: >> Completely off topic, your screenshots look like you're getting dark >lines >> at runway texture boundaries similar to what I see on an ATI machine, but >> not on a NVidia machine. Are you also on an ATI card, and am I correct >in >> thinking that Andy Ross might have once produced a plib patch to cure >this >> - does anyone know if it ever went into plib or not? > >Sorry, I'm not aware of such a PLIB patch but I'm definitely not an >authoritative source of information in this topic. >My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia - >but probably a platform that you'd be willing to declare as OpenGL >reference platform :-) > I've finally found the patch, and it didn't go into plib. The patch and description of it are at: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.h tml It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if it makes any difference on your system? Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
"David Luff" wrote: > http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.html > > It requires openGL-1.2 for the patch to take effect, which I don't have on > Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if > it makes any difference on your system? I'll have a look tonight, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/16/04 at 12:16 PM Curtis L. Olson wrote: >David Luff wrote: > >>I've commited a work-around to the base that wraps all the symetrical >>runway panels in the v direction (everything except the threshold panel >has >>identical upper and lower borders, and so can safetly be wrapped in v >given >>that we're only wrapping a handfull of pixels). This removes the vast >>majority of the lines (all except at the threshold, and the longitudional >>line where rwy numbers are made of 2 digits). You can still test Andy's >>plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will >>almost certainly exhibit panel jointing problems if you've been seeing >>runway lines. >> >> > >Dave, > >Based on all my knowledge of OpenGL, this is the wrong thing to do and >will introduce additional (although possibly less visible) artifacts at >the edges. The visual results should be examined *very* carefully. I >don't think this is what we want to do. > Hi Curt, I had a feeling I'd cop some flak for this ;-) I'm quite prepared to be proved wrong and to revert it if need be. Lets look at the benefits first though and give it a couple of days to see if there really are some downsides. Here's some screenshots to look at - 2 before the change, and 2 after. KDPA screenshots from my Cygwin build, KSFO from the official binary, both with an ATI Radeon 7200 32Meg card. http://www.nottingham.ac.uk/~eazdluf/KSFO-default.jpg http://www.nottingham.ac.uk/~eazdluf/KSFO-new.jpg http://www.nottingham.ac.uk/~eazdluf/KDPA-default.jpg http://www.nottingham.ac.uk/~eazdluf/KDPA-new.jpg Without any change thousand of users who download the official binary and use (an unknown but significant subset of) non-NVidia cards are going to be seeing those lines in the runway. They don't look good :-( Explanation of the ATI vs. NVidia differences is given by Andy Ross, a full two years ago: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.h tml http://sourceforge.net/mailarchive/forum.php?forum_id=4479&max_rows=25&style =nested&viewmonth=200212 His patch never got included in Plib though (looking at the current source), and even if it did I don't have the knowhow to get OpenGL-1.2 stuff working under Windows. I can think of 3 possible avenues for fixing this: 1 - Look at the airport generator. Perhaps we've got tiny over or underruns on the tex co-ords. Maybe lining them up perfectly or even with slight overlap would fix it. Disadvantage - need to regenerate scenery to see benefits - not practical for this release. 2 - Fred compiles Plib with Andy's patch and gets the official binary to use GL_CLAMP_TO_EDGE if available. Apparently most modern cards should handle this. Disadvantage - AFAICT using 1.2 extensions on Windows is possibly somewhat non-trivial - win32api supplies openGL 1.1 by default if I'm not mistaken. 3 - My, erm, hack. I can't theoretically see where it's going to cause artifacts. AFAICT, I'm just wrapping in one direction where the bottom and top pixels of the texture are practically the same anyway. That's why I can't do the threshold piece. I'm quite prepared to be proved wrong though - I thought I'd better do this with enough time before the release to back it out if need be ;-) We could almost certainly wrap all the full width pieces in u and v if it's the 1D wrapping you're concerned about, since the left and right are identical, as long as we don't overrun the small runway shoulder. Can't do the 9r, 7l etc bits in that direction though. I guess I'd better go and see what it looks like on an NVidea card now... Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
"David Luff" writes: > > I guess I'd better go and see what it looks like on an NVidea card now... > Well, I've had a very good pan round the Chicago scenery in the ufo with both the old and new materials.xml on a Linux box with a Geforce3, and I can't find a shred of difference in any of the runways, regardless of surface or marking type. Cheers - Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On Thu, 16 Dec 2004 23:04:30 + David Luff <[EMAIL PROTECTED]> wrote: > > Well, I've had a very good pan round the Chicago scenery in the ufo with > both the old and new materials.xml on a Linux box with a Geforce3, and I > can't find a shred of difference in any of the runways, regardless of > surface or marking type. FWIW, I just did the same with a GF4 Ti4600, checked asphalt and concrete rwys with both materials.xml's, took snapshots from identical perspectives so I could compare them directly, and I can't see any differences . . . -c -- Chris Metzler [EMAIL PROTECTED] (remove "snip-me." to email) "As a child I understood how to give; I have forgotten this grace since I have become civilized." - Chief Luther Standing Bear pgpTMp8npj6Oz.pgp Description: PGP signature ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
On 12/16/04 at 11:43 AM Martin Spott wrote: >"David Luff" wrote: > >> >http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095. html >> >> It requires openGL-1.2 for the patch to take effect, which I don't have >on >> Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if >> it makes any difference on your system? > >I'll have a look tonight, I've commited a work-around to the base that wraps all the symetrical runway panels in the v direction (everything except the threshold panel has identical upper and lower borders, and so can safetly be wrapped in v given that we're only wrapping a handfull of pixels). This removes the vast majority of the lines (all except at the threshold, and the longitudional line where rwy numbers are made of 2 digits). You can still test Andy's plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will almost certainly exhibit panel jointing problems if you've been seeing runway lines. Cheers - Dave This message has been scanned but we cannot guarantee that it and any attachments are free from viruses or other damaging content: you are advised to perform your own checks. Email communications with the University of Nottingham may be monitored as permitted by UK legislation. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
David Luff wrote: On 12/16/04 at 11:43 AM Martin Spott wrote: "David Luff" wrote: http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095. html It requires openGL-1.2 for the patch to take effect, which I don't have on Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if it makes any difference on your system? I'll have a look tonight, I've commited a work-around to the base that wraps all the symetrical runway panels in the v direction (everything except the threshold panel has identical upper and lower borders, and so can safetly be wrapped in v given that we're only wrapping a handfull of pixels). This removes the vast majority of the lines (all except at the threshold, and the longitudional line where rwy numbers are made of 2 digits). You can still test Andy's plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will almost certainly exhibit panel jointing problems if you've been seeing runway lines. Dave, Based on all my knowledge of OpenGL, this is the wrong thing to do and will introduce additional (although possibly less visible) artifacts at the edges. The visual results should be examined *very* carefully. I don't think this is what we want to do. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New scenery build
"David Luff" wrote: > It requires openGL-1.2 for the patch to take effect, which I don't have on > Cygwin. If your SGI is openGL-1.2 capable, then perhaps you could see if > it makes any difference on your system? Hmmm this is IRIX-6.5.22: sirius: 22:33:55 ~> glxinfo display: :0.0 server glx vendor string: SGI server glx version string: 1.3 Irix 6.5 server glx extensions (GLX_): EXT_import_context, EXT_visual_info, EXT_visual_rating, SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_group. client glx version 1.3 client glx extensions (GLX_): EXT_import_context, EXT_visual_info, EXT_visual_rating, SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_group. OpenGL vendor string: SGI OpenGL renderer string: IMPACT/2/2/4 OpenGL version string: 1.1 Irix 6.5 [...] Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
re: [Flightgear-devel] new scenery samples
Curtis L. Olson writes: > I have been fiddling around with the scenery building tools to > incorporate 30m SRTM data for N/S america, updated/current > airport/runway data based on the latest DAFIF cycle, updated taxiways, > lighting, and approach data, etc. Also included is vmap0 roads, > railroads, rivers, lakes, landc over/land use data. This is a big > improvement for VFR flying and makes the world a lot more interesting > to explore. Sounds great. Are you using all of the available SRTM-3 (including Canada)? All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] new scenery samples
David Megginson writes: > Curtis L. Olson writes: > > > I have been fiddling around with the scenery building tools to > > incorporate 30m SRTM data for N/S america, updated/current > > airport/runway data based on the latest DAFIF cycle, updated taxiways, > > lighting, and approach data, etc. Also included is vmap0 roads, > > railroads, rivers, lakes, landc over/land use data. This is a big > > improvement for VFR flying and makes the world a lot more interesting > > to explore. > > Sounds great. Are you using all of the available SRTM-3 (including > Canada)? Yes. Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] new scenery samples
On Thu, 4 Sep 2003 16:15:48 -0500 "Curtis L. Olson" <[EMAIL PROTECTED]> wrote: Yes. Curt. Is it worth a new screen shot? Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] new scenery samples
Jon S Berndt writes: > On Thu, 4 Sep 2003 16:15:48 -0500 > "Curtis L. Olson" <[EMAIL PROTECTED]> wrote: > > > >Yes. > > > >Curt. > > Is it worth a new screen shot? Probably worth some screen shots, but it looks nicer when everything is moving. One thing I should warn people of, with these new tiles, I kind of screwed up the road/river flattening. I came up with a tweak to make that look *much* nicer ... crunching data again tonight. I also added support for displaced thresholds in genapts, so I need to go through and recrunch those as well. Hopefully Erik can whip up some appropriate textures for us. Regards, Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] new scenery samples
On Thu, 4 Sep 2003, Curtis L. Olson wrote: > Probably worth some screen shots, but it looks nicer when everything > is moving. One thing I should warn people of, with these new tiles, I > kind of screwed up the road/river flattening. I came up with a tweak > to make that look *much* nicer ... crunching data again tonight. Is that in CVS now? (and does it require a tgvpf re-run for the roads, or just a rebuild of the tiles?) > I also added support for displaced thresholds in genapts, so I need to > go through and recrunch those as well. Hopefully Erik can whip up > some appropriate textures for us. Ooooh, nice - looks like my system is gonna be busy again :-) -- Jon Stockill [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] new scenery samples
Curtis L. Olson wrote: > I also added support for displaced thresholds in genapts, so I need to > go through and recrunch those as well. Hopefully Erik can whip up > some appropriate textures for us. Nice ! Are displaced threshold on grass runways supported too ? -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] new scenery samples
Jon Stockill writes: > On Thu, 4 Sep 2003, Curtis L. Olson wrote: > > > Probably worth some screen shots, but it looks nicer when everything > > is moving. One thing I should warn people of, with these new tiles, I > > kind of screwed up the road/river flattening. I came up with a tweak > > to make that look *much* nicer ... crunching data again tonight. > > Is that in CVS now? (and does it require a tgvpf re-run for the roads, or > just a rebuild of the tiles?) Nothing changed with the tgvpf tool so you just need to rebuild the tiles. > > I also added support for displaced thresholds in genapts, so I need to > > go through and recrunch those as well. Hopefully Erik can whip up > > some appropriate textures for us. > > Ooooh, nice - looks like my system is gonna be busy again :-) Mine too ... :-) Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] new scenery samples
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote: > Anyway, what I have can be found here: > ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/ Probably it would have been wise to coordinate the rename of the Scenery/ directory, so the ftp mirrors would not have to pull the complete Scenery-0.7.9/ directory from scratch. Outch Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] New Scenery - a few notes
Hi, I've got by cvs fg data today. My fg compiled from cvs a few days ago doesn't see the new scenery. So I've just done a new compilation from cvs. At first it gave: bash-2.05b$ fgfs Initializing OpenAL sound manager WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgSGIHeader::: Failed to open '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/GS.RGB' for reading. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgSGIHeader::: Failed to open '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/PANELBG.RGB' for reading. WARNING: ssgLoad3ds: Texture coords missing. Object Stabilizer01 not found Object Stabilizer03 not found Failed to find KSQL in basic.dat.gz Failed to find KSQL in basic.dat.gz I renamed GS.RGB -> gs.rgb and PANELBG.RGB -> panelbg.rgb. It helped but I still can see now: WARNING: ssgLoad3ds: Texture coords missing. Object Stabilizer01 not found Object Stabilizer03 not found Failed to find KSQL in basic.dat.gz As usually Impressed by Your work, Jacek. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] New Scenery - a few notes
I get much the same messages, except I think I'm running the new scenery - I don't recall a tower or windsock at KHAF before. Weirdly, I get these messages whatever aircraft I seem to use. I'd normally expect it to only give the stabiliser not found error on particular models, but it seems to be inherent. I haven't checked on every a/c, though. (compiled in Msys/Mingw on a PIII with WinXP and Intel 830m graphics card) Giles Robertson [EMAIL PROTECTED] -Original Message- From: Jacek [mailto:[EMAIL PROTECTED] Sent: 08 June 2004 22:18 To: FlightGear developers discussions Subject: [Flightgear-devel] New Scenery - a few notes Hi, I've got by cvs fg data today. My fg compiled from cvs a few days ago doesn't see the new scenery. So I've just done a new compilation from cvs. At first it gave: bash-2.05b$ fgfs Initializing OpenAL sound manager WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgSGIHeader::: Failed to open '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/GS.RGB' for reading. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgSGIHeader::: Failed to open '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/PANELBG.RGB' for reading. WARNING: ssgLoad3ds: Texture coords missing. Object Stabilizer01 not found Object Stabilizer03 not found Failed to find KSQL in basic.dat.gz Failed to find KSQL in basic.dat.gz I renamed GS.RGB -> gs.rgb and PANELBG.RGB -> panelbg.rgb. It helped but I still can see now: WARNING: ssgLoad3ds: Texture coords missing. Object Stabilizer01 not found Object Stabilizer03 not found Failed to find KSQL in basic.dat.gz As usually Impressed by Your work, Jacek. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New Scenery - a few notes
> Weirdly, I get these messages whatever aircraft I seem to use. I'd > normally expect it to only give the stabiliser not found error on > particular models, but it seems to be inherent. I haven't checked on > every a/c, though. That's the new AI traffic manager creating MD-11 traffic using models that aren't complete. > (compiled in Msys/Mingw on a PIII with WinXP and Intel 830m graphics > card) > > Giles Robertson > [EMAIL PROTECTED] > > > -Original Message- > From: Jacek [mailto:[EMAIL PROTECTED] > Sent: 08 June 2004 22:18 > To: FlightGear developers discussions > Subject: [Flightgear-devel] New Scenery - a few notes > > Hi, > I've got by cvs fg data today. My fg compiled from cvs a few days ago > doesn't see the new scenery. > So I've just done a new compilation from cvs. At first it gave: > bash-2.05b$ fgfs > Initializing OpenAL sound manager > WARNING: ssgLoad3ds: Texture coords missing. > WARNING: ssgSGIHeader::: Failed to open > '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/GS.RGB' for reading. > WARNING: ssgLoad3ds: Texture coords missing. > WARNING: ssgLoad3ds: Texture coords missing. > WARNING: ssgSGIHeader::: Failed to open > '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/PANELBG.RGB' for > reading. > WARNING: ssgLoad3ds: Texture coords missing. > Object Stabilizer01 not found > Object Stabilizer03 not found > Failed to find KSQL in basic.dat.gz > Failed to find KSQL in basic.dat.gz > > I renamed GS.RGB -> gs.rgb and PANELBG.RGB -> panelbg.rgb. > It helped but I still can see now: > WARNING: ssgLoad3ds: Texture coords missing. > Object Stabilizer01 not found > Object Stabilizer03 not found > Failed to find KSQL in basic.dat.gz > > As usually Impressed by Your work, > Jacek. > > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- David Culp [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New Scenery - a few notes
The MD-11 is still in progress. The current version on the CVS is just a plain model, and is lacking UVW mapping coordinates (because I didn't add them). This is why you are seeing all those "texture coordinate missing" messages. The game will not be affected in anyway, so don't worry about it. Speaking of the CVS, how does one upload to it if he/she wants to update his work? Regards, Ampere On June 9, 2004 07:38 am, David Culp wrote: > That's the new AI traffic manager creating MD-11 traffic using models that > aren't complete. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New Scenery - a few notes
On Wednesday 09 June 2004 23:30, Ampere K. Hardraade wrote: > The MD-11 is still in progress. The current version on the CVS is just a > plain model, and is lacking UVW mapping coordinates (because I didn't add > them). This is why you are seeing all those "texture coordinate missing" > messages. The game will not be affected in anyway, so don't worry about > it. In a strange kind of way it was kinda satisfying to see all these reports about these console messages coming in last week, because it indicates to me that the traffic manager is really running silently in the background and hasn't yet led to any major compile-time or run-time issue. I'm only a bit dissapointed that nobody's yet reported actually _seeing_ one of MD11's take off. :-) :-) I'll write more about the traffic manager later; hopefully next week, because I'm a bit pressed for time this week. > > Speaking of the CVS, how does one upload to it if he/she wants to update > his work? > Usually, you can just email the files to one of the developers with CVS write access. I'm not sure exactly who has write access these days. In case of the MD11 files, you might want to sent them to me, because then I can integrate the model with some of the autopilot tweaks I'm currently working on, and then send the complete package onward. I don't have cvs write acces, so I usually send my stuff to Curt or Erik. > Regards, > Ampere > > On June 9, 2004 07:38 am, David Culp wrote: > > That's the new AI traffic manager creating MD-11 traffic using models > > that aren't complete. > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New Scenery - a few notes
Durk Talsma wrote: On Wednesday 09 June 2004 23:30, Ampere K. Hardraade wrote: The MD-11 is still in progress. The current version on the CVS is just a plain model, and is lacking UVW mapping coordinates (because I didn't add them). This is why you are seeing all those "texture coordinate missing" messages. The game will not be affected in anyway, so don't worry about it. In a strange kind of way it was kinda satisfying to see all these reports about these console messages coming in last week, because it indicates to me that the traffic manager is really running silently in the background and hasn't yet led to any major compile-time or run-time issue. I'm only a bit dissapointed that nobody's yet reported actually _seeing_ one of MD11's take off. :-) :-) Yes, I saw even t w o one after another taking off far away in front of me at SFO airport. Are they fly in pairs? =-O Jacek. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New Scenery - a few notes
Jacek wrote: Durk Talsma wrote: In a strange kind of way it was kinda satisfying to see all these reports about these console messages coming in last week, because it indicates to me that the traffic manager is really running silently in the background and hasn't yet led to any major compile-time or run-time issue. I'm only a bit dissapointed that nobody's yet reported actually _seeing_ one of MD11's take off. :-) :-) Yes, I saw even t w o one after another taking off far away in front of me at SFO airport. Are they fly in pairs? =-O These are aircraft from static AIModel scenarios. They are both 737's. The Traffic manager can only distinguish between MD-11 at the moment. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] new scenery for w130n30 using 1 arcsec data
i regenerated the scenery for w130n30 using the 1 arcsec data available from http://edcwww.cr.usgs.gov/pub/data/srtm/United_States_1arcsec/1arcsec/ a lot of details show up now (like the hills of san francisco which i am painfully aware they exist since i live there and walk almost every day to the top of nob hill from the bart). you can see a couple of comparison pictures at http://caliban.lbl.gov/fgfs/ the pictures on the left were taken with the new scenery, the ones on the right with the old. i also made the new scenery available for download from http://caliban.lbl.gov/fgfs/w130n30/ i need to figure out how to put the buildings back (do i just copy the objects from the old directories?). hope somebody finds this useful. --alex-- -- | I believe the moment is at hand when, by a paranoiac and active | | advance of the mind, it will be possible (simultaneously with | | automatism and other passive states) to systematize confusion | | and thus to help to discredit completely the world of reality. | ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] New scenery directories setup - joystick axis between win32 and unix
Hi, I've just downloaded the DATA directory in CVS; while in the old scenery configuration the elevation data and the objects were in the same directory, I've noticed that now they are splitten into "Terrain" and "Objects". I've started a flight in KSFO, where there are some models, but they doesn't appear in the scene. How I can solve this? I've to merge the directories? However, this could be caused by the fact that I've removed the source files in the directory "objects" during the compilation? tanks, Luca PS1: If it's even important, I've tested the differences between win32 and unix axis (Mathias Fröhlich has hasked me about this some time ago) and I could confirm that this works right. PS2: There's a way to modify the FlightGear Wizard source files for windows? Some functionalities doesn't exists any more while others have to be added. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New scenery directories setup - joystick axis between win32 and unix
Luca Masera wrote: Hi, I've just downloaded the DATA directory in CVS; while in the old scenery configuration the elevation data and the objects were in the same directory, I've noticed that now they are splitten into "Terrain" and "Objects". I've started a flight in KSFO, where there are some models, but they doesn't appear in the scene. Do you define the FG_SCENERY environment variable somewhere? If so, you might want to try to add both directories to your search path: FG_SCENERY=C:\FlightGear\data\Scenery\Terrain;C:\FlightGear\data\Scenery\Objects Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New scenery directories setup - joystick axis between win32 and unix
Luca Masera wrote: > A : "flightgear-devel" > I've just downloaded the DATA directory in CVS; while in the old scenery > configuration > the elevation data and the objects were in the same directory, I've noticed that now > they > are splitten into "Terrain" and "Objects". I've started a flight in KSFO, where there > are some models, but they doesn't appear in the scene. I don't have any problem with my MSVC build. Are you up to date ? Current FlightGear is looking for files in Scenery/Terrain and Scenery/Objects. Do you have --fg-scenery option set, either in fgrun, in system.fgfsrc or on the command line ? > How I can solve this? I've to merge the directories? > However, this could be caused by the fact that I've removed the source files in the > directory > "objects" during the compilation? What do mean ? what files ? > tanks, > Luca > > > PS1: If it's even important, I've tested the differences between win32 and unix axis > (Mathias Fröhlich has hasked me about this some time ago) and I could confirm that > this works right. > > PS2: There's a way to modify the FlightGear Wizard source files for windows? Some > functionalities > doesn't exists any more while others have to be added. The source are there : http://sourceforge.net/projects/fgrun -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel