Re: [Flightgear-devel] How does the Replay Subsystem work?
[EMAIL PROTECTED] wrote: Thanks Erik. I failed to find acms.xml file in official released 0.9.6 base file...but I understood you point. You are right, this has been developed after the 0.9.6 release. After checking codes, I found that the replay works without interaction with FDM because: if ( ! replay_master-getBoolValue() ) { cur_fdm_state-update( delta_time_sec ); // FDM update here. } else { FGReplay *r = (FGReplay *)(globals-get_subsystem( replay )); r-replay( replay_time-getDoubleValue() ); ... The FDM states will be updated by update_fdm in replay func. Hmm, this is the internal replay system which replays actual FlightGear flights and doesn't interact with any external connection? Erik ___ 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