Re: ..why C++ and not C?, was: [Flightgear-devel] View Oddity Between MagicCarpet and JSBSim

2002-04-28 Thread C. Hotchkiss

Flight Gear was originally written in C. I was one of those who urged
adoption of C++ to take advantage of the features that the language
offered, including the STL (standard template library.) Since then the
various contributors seem very pleased with the change. While it is always
possible to write very good code in C, C++ has encouraged better coding and
attracted some considerable talent to the group to boot.

I hope that you are encouraged to study C++ coding. There are many
benefits, not the least of which seems to be a tendency to write cleaner,
more reliable code. Despite the fact that bad code can be found anywhere in
this project, there are a lot of very good examples as well.

Regards,

Charlie H.

Arnt Karlsen wrote:

> On Thu, 25 Apr 2002 23:11:25 -0500,
> Michael Selig <[EMAIL PROTECTED]> wrote in message
>
> ..why _is_ FG written in C++ and not C?
>
> ...

> ..oh yeah, I the newbie do see the merits of inertia.  ;-)
>

Actually, this group has surprised me in its willingness to consider
alternate schools of thought - more so than any other group I've ever
worked with. The rule seems to be, that if you come up with a better
approach that it is highly likely to be adopted. Beware, however. The
combined experience base is tremendous and they've likely seen just about
any downside there is to any good idea. This group can be a real education.

Regards,

Charlie H.

--
"There are two major products that come out
of Berkeley: LSD and UNIX. We don't believe
this to be a coincidence."
  - J. Anderson



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Re: [Flightgear-devel] Cloud rendering

2002-04-28 Thread Dirty Bear

It looks nice!
>Any volenteers?
>http://www.cs.unc.edu/~harrism/clouds/RTCRDownload.html
>
>Erik
>
>
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Re: [Flightgear-devel] Cloud rendering

2002-04-28 Thread Erik Hofman

Alex Perry wrote:
>>Any volenteers?
>>http://www.cs.unc.edu/~harrism/clouds/RTCRDownload.html
> 
> 
> I remember that someone posted a link to a forward scattering method
> about six months ago, dunno whether it was this one.  It seemed to be
> unfeasible for use on single computers in an ad-hoc fashion.  The
> integral processing power needed to keep the imposters up to date
> basically needed a second computer in a networked setting or similar.

The intention for *this* method was creating a fast method for use in 
games. So I geuss this isn't the same link you talk about. I have sent a 
link to this site sime time ago (maybe six months. maybe more) but they 
are releasing the sourcecode soon!

Erik



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Re: [Flightgear-devel] Cloud rendering

2002-04-28 Thread Alex Perry

> Any volenteers?
> http://www.cs.unc.edu/~harrism/clouds/RTCRDownload.html

I remember that someone posted a link to a forward scattering method
about six months ago, dunno whether it was this one.  It seemed to be
unfeasible for use on single computers in an ad-hoc fashion.  The
integral processing power needed to keep the imposters up to date
basically needed a second computer in a networked setting or similar.


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[Flightgear-devel] Cloud rendering

2002-04-28 Thread Erik Hofman



Any volenteers?
http://www.cs.unc.edu/~harrism/clouds/RTCRDownload.html

Erik


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[Flightgear-devel] [Announce]: FlightGear Scenery Designer

2002-04-28 Thread Frederic Bouvier

I have created on Sourceforge a new project called 'FlightGear Scenery
Designer'.

This project will be dedicated to the development of an interactive program
that will be able to improve sceneries created by TerraGear for small areas
that will overlay standard ones.

FGSD will allow users to import scanned topographic maps, assemble them to
create a bigger map, draw height curve on that layer, draw land use areas,
import existing fgfs sceneries, place objects and export the data to
FlightGear scenery files.

I've uploaded to CVS the premises of what would be FGSD. So far, the program
that use FLTK 2.0, PLIB, SimGear and OpenGL, is able to import maps,
calibrate them with their projection, assemble and display the composite
map, import scenery tiles and draw them surimposed with the maps, show
longitude, latitude and altitude under the mouse pointer. It can also save
and load the map to XML with the property functions of SimGear.

It compiles and run well under Win2000 with MSVC6 and there is the beginning
of an autoconf/automake generation system. Last time I tried on Linux, I had
problems with OpenGL ( the program uses lots of texture memory and requires
AGP ) that need to be fixed. The autoconf stuff is also a bit out of date.

At this times, FGSD can be useful to manually place static object in a .stg
file, using its ability to display 3D coordinates.

The project home page is at http://fgsd.sourceforge.net . The sourceforge
project is at http://sourceforge.net/projects/fgsd/ . There, one can find
infos to download the sources with CVS and subscribe to the mailing list.

Patches and help will be welcome, especially on the Linux side.


-Fred




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