On 11.01.2012 23:15, Olaf Flebbe wrote:
> Hi,
>
> does anybody have the same problem?
>
> Several Messages:
>
> Unknown Chunk: ***UNKNOWN*** (0xA08A)
>
> in fgfs output. Seems to be a diagnostic from the 3DS loader within
> OSG.
>
> I get this (and messy views) with current OSG, fgfs, fgdata choosi
Hi,
does anybody have the same problem?
Several Messages:
Unknown Chunk: ***UNKNOWN*** (0xA08A)
in fgfs output. Seems to be a diagnostic from the 3DS loader within OSG.
I get this (and messy views) with current OSG, fgfs, fgdata choosing for
instance aircraft MD11 or airport EHAM .
Greetin
Hi everybody,
in less than one week we will pass the outer marker for our release of
FlightGear 2.6.0: the creation of the release branches in our git
repositories. A good time to read the final checklist:
* All features work as desired?
* All major bugs fixed?
(http://code.google.com/p/flig
Hi,
On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote:
> I think then, computing mipmaps for any texture file on the CPU in the
> loader thread should globally improove the situation.
> Also avoiding the compression already in the files should help every use
> case. Except that the on d
Just created a merge request #130 for fgdata.
Eric
On 01/10/2012 06:23 PM, Stuart Buchanan wrote:
> On Tue, Jan 10, 2012 at 5:14 PM, Eric van den Berg wrote:
>
>> Is indeed JSBSIM and that did the trick. Engine running!
>>
> Great. Will you be committing a fix to fgdata, or do you need
Thanks for that. One of these days I'll actually learn git I promise :)
Unfortunately I already nuked the old tree so I can't figure out what
was left over that was causing the error.
Cheers,
Vik
On 01/11/2012 01:50 PM, Stefan Seifert wrote:
> On Wednesday 11 January 2012 13:27:04 Viktor Radnai
On Wednesday 11 January 2012 13:27:04 Viktor Radnai wrote:
> I had the same issue. It's quite odd. Git status was showing my tree as
> unmodified but I had to do the same thing (clone a new copy) with
> simgear otherwise it was not finding OSG in /usr/include. I think it was
> only looking in /usr
Hi all,
I had the same issue. It's quite odd. Git status was showing my tree as
unmodified but I had to do the same thing (clone a new copy) with
simgear otherwise it was not finding OSG in /usr/include. I think it was
only looking in /usr/local/include for some reason.
Cheers,
Vik
On 12/06/2
On 11/01/2012 10:08, flightgear-devel-requ...@lists.sourceforge.net wrote:
> I tried it today and as far as I can tell from a simple setup with
> mouse-control only I'd say the G115 behaves sufficiently reasonable.
> BUT I'm_very_ surprised: Don't these birds have neither a speed
> indicator nor e
On Wed, Jan 11, 2012 at 9:16 AM, Thorsten Renk wrote:
>> Rather than passing in the eye position as a uniform, why not
>> pass in the cloud altitude instead? Is this simply to avoid
>> needing to modify the C++ code?
>
> I thought uniforms are things which are per frame constant in the scene
> and
> Rather than passing in the eye position as a uniform, why not
> pass in the cloud altitude instead? Is this simply to avoid
> needing to modify the C++ code?
I thought uniforms are things which are per frame constant in the scene
and apply to all objects the same way - i.e. I pass light attenuat
On Wed, Jan 11, 2012 at 8:09 AM, Thorsten Renk wrote:
> I have now a scheme that does seem to do the trick - high stuff and stuff
> towards the sun glows properly before lower stuff and stuff away from the
> sun.
>
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=14755&start=15#p147240
Ver
>> Which motor aircraft do you use for towing ? Given the above figures I
>> suspect you're using the Piper Cub, right ? Did you ever try the Grob
>> G115 ? I've never flown that one, neither in RL nor in FG, but I
>> *guess* it's probably the closest in performance and FDM credibiliy to
>> common
> If you want to know the altitude, you need to have the matrix that
> transforms
> from the current view position/orientation to the earths center. And you
> need
> to transform from cartesian space into the earth ellipsoid. The best you
> can
> do is to do this per vertex. And even that is way to
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