Re: ..why C++ and not C?, was: [Flightgear-devel] View Oddity Between MagicCarpet and JSBSim
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud rendering
It looks nice! >Any volenteers? >http://www.cs.unc.edu/~harrism/clouds/RTCRDownload.html > >Erik > > >___ >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] Cloud rendering
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud rendering
> 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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Cloud rendering
Any volenteers? http://www.cs.unc.edu/~harrism/clouds/RTCRDownload.html Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] [Announce]: FlightGear Scenery Designer
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel