Re: [Flightgear-devel] Red Bull Air Race for FlightGear
Hi Torsten Torsten Dreyer schrieb am 01.02.2008 22:01: Thank you very much for this work. Unfortunately I am not able to get it running. I can't see any pylon. I just want to know, if it works for someone else? Hi Maik, please check: did you use the --prop=/sim/rbar/filename=Berlin_2006.xml argument? is the Berlin_2006.xml file in your $HOME/.fgfs directory? That was my problem. I placed this file in my $FGROOT/data directory. (Maybe this would be the better place for that? For no other extension I had to install any data in the home directory. And the home directory is not within the cvs-tree.) Thank you very much and best regards, Maik - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery pager Compilation error
-BEGIN PGP SIGNED MESSAGE- Hash: SHA512 Durk Talsma wrote: Hi all, I'm getting the following compilation error, using today's cvs version of OSG, SimGear, and FlightGear. Any clue as to what might be going on? Cheers, Durk CVS of OSG? They changed to SVN a long time ago. That could possibly be the problem? Regards, Arvid Norlander -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.7 (GNU/Linux) iD8DBQFHryUIWmK6ng/aMNkRCk5EAKDAPZAp7xzj99GpWr73O2pzI9VzZQCcCCzY K3wtUvZygi/7rB66AsrEk1k= =ZR6r -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery pager Compilation error
On Sunday 10 February 2008 17:23, AnMaster wrote: Durk Talsma wrote: Hi all, I'm getting the following compilation error, using today's cvs version of OSG, SimGear, and FlightGear. Any clue as to what might be going on? Cheers, Durk CVS of OSG? They changed to SVN a long time ago. That could possibly be the problem? No, SVN for OSG and CVS for FlightGear/SimGear is what I meant to say. Cheers, Durk - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Flying over an island
Hi all, Finally remembered to raise this:) I don't know exactly when it started happening but for a couple of months now I've noticed that, regardless of where I'm flying, I always seem to be flying over an island of about 12nm radius and surrounded by sea/ocean. I don't think the problem is anything to do with tile loading but with clipping in the renderer. As I fly forwards (yes, in some tests against very high winds I occasionally fly backwards) I can see the terrain smoothly appearing at the ~12nm boundary - this is especially noticeable in hilly or mountainous regions. I had a look for suitable parameters in the property tree but didn't find anything so I'm guessing that there's a hard-coded limit somewhere. Anyone else seeing this problem? If there is a hard-coded limit for this then it's much too low. Twenty+ mile visibility at ground level isn't uncommon - people are often able to see across the English Channel (22 miles) and higher Mountains and peaks are often visible at much greater distances. LeeE - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery pager Compilation error
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Durk Talsma wrote: | Hi all, | | I'm getting the following compilation error, using today's cvs version of OSG, | SimGear, and FlightGear. Any clue as to what might be going on? | | Cheers, | Durk | | make[2]: Entering directory | `/home/durk/src/FlightGear-0.9/source-clean/src/Scenery' | if | g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src -I/usr/X11R6/include -I/usr/local/include -g -O3 -D_REENTRANT -MT | SceneryPager.o -MD -MP -MF .deps/SceneryPager.Tpo -c -o SceneryPager.o | SceneryPager.cxx; \ | then mv -f .deps/SceneryPager.Tpo .deps/SceneryPager.Po; else | rm -f .deps/SceneryPager.Tpo; exit 1; fi | /usr/local/include/OpenThreads/Thread: In copy | constructor ‘osgDB::DatabasePager::DatabasePager(const | osgDB::DatabasePager)’: | /usr/local/include/OpenThreads/Thread:364: | error: ‘OpenThreads::Thread::Thread(const OpenThreads::Thread)’ is private | /usr/local/include/osgDB/DatabasePager:41: error: within this context | /usr/local/include/OpenThreads/Mutex:73: I think you have an old version of OpenThreads around. Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHry/reDhWHdXrDRURAn8jAJ0biSW0lO2t73GiSiDbqIu9z6QbAQCeM2hh Pq6i0is/+OvGtzArqRWocYU= =64Zq -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flying over an island
--- LeeE [EMAIL PROTECTED] schrieb: Hi all, Finally remembered to raise this:) I don't know exactly when it started happening but for a couple of months now I've noticed that, regardless of where I'm flying, I always seem to be flying over an island of about 12nm radius and surrounded by sea/ocean. I don't think the problem is anything to do with tile loading but with clipping in the renderer. As I fly forwards (yes, in some tests against very high winds I occasionally fly backwards) I can see the terrain smoothly appearing at the ~12nm boundary - this is especially noticeable in hilly or mountainous regions. I had a look for suitable parameters in the property tree but didn't find anything so I'm guessing that there's a hard-coded limit somewhere. Anyone else seeing this problem? If there is a hard-coded limit for this then it's much too low. Twenty+ mile visibility at ground level isn't uncommon - people are often able to see across the English Channel (22 miles) and higher Mountains and peaks are often visible at much greater distances. LeeE Hi, Not your specific problem, but I noticed the problem with the visibility- I fly with real weather, but the visibility doesen't match to the weather outside my appartement. Seems to be there a hard coded limit of 11- 12 miles with real weather. Another thing is, when I increase the visibility manually I noticed with the last OSG-version that there is a white surface in the sky - the blue sky disapears, no stars. HHS still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] ParticleEffects : Rain Snow
Hi, I have started to learn FG, SG and OSG programmation... Since severals months, I use FG (nickname : Nicklas with pa24-250) ; Now, I want to try bring my help to project. So, I prepare a little contribution to FG project. My first screenshots : http://www.progweb.com/fgfs.png http://www.progweb.com/fgfs2.png Regards, Nicolas VIVIEN - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ParticleEffects : Rain Snow
On Sunday 10 February 2008 18:10, Nicolas wrote: Hi, I have started to learn FG, SG and OSG programmation... Since severals months, I use FG (nickname : Nicklas with pa24-250) ; Now, I want to try bring my help to project. So, I prepare a little contribution to FG project. My first screenshots : http://www.progweb.com/fgfs.png http://www.progweb.com/fgfs2.png Regards, Nicolas VIVIEN They look very effective:) LeeE - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flying over an island
On Sunday 10 February 2008 18:19, Heiko Schulz wrote: --- LeeE [EMAIL PROTECTED] schrieb: On Sunday 10 February 2008 17:45, Heiko Schulz wrote: --- LeeE [EMAIL PROTECTED] schrieb: Hi all, Finally remembered to raise this:) I don't know exactly when it started happening but for a couple of months now I've noticed that, regardless of where I'm flying, I always seem to be flying over an island of about 12nm radius and surrounded by sea/ocean. I don't think the problem is anything to do with tile loading but with clipping in the renderer. As I fly forwards (yes, in some tests against very high winds I occasionally fly backwards) I can see the terrain smoothly appearing at the ~12nm boundary - this is especially noticeable in hilly or mountainous regions. I had a look for suitable parameters in the property tree but didn't find anything so I'm guessing that there's a hard-coded limit somewhere. Anyone else seeing this problem? If there is a hard-coded limit for this then it's much too low. Twenty+ mile visibility at ground level isn't uncommon - people are often able to see across the English Channel (22 miles) and higher Mountains and peaks are often visible at much greater distances. LeeE Hi, Not your specific problem, but I noticed the problem with the visibility- I fly with real weather, but the visibility doesen't match to the weather outside my appartement. Seems to be there a hard coded limit of 11- 12 miles with real weather. Another thing is, when I increase the visibility manually I noticed with the last OSG-version that there is a white surface in the sky - the blue sky disapears, no stars. HHS still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go Is your problem due to the fetched METAR visibility being incorrect or is the fetched METAR data correct but not being used correctly? When you increase the visibility manually do you see any terrain that is further away than ~12nm? I see the white sky problem too. I've noticed that once I get above ~8000ft asl the sky, starting at the corners of the screen become white. As I continue climbing it looks as though the sky has been reduced to a single polygon and if I bank and turn the poly appears to rotate. Actually, I think the poly doesn't change it's alignment - the apparent rotation being due to the change in heading. I thought it might be possible that the white sky problem is related to the terrain clipping problem, so I was going to see the outcome of that before I raised the white sky issue:) LeeE It seems to mee, that METAR is not used correctly. METAR ssems alright to me, if in RL the visibility is under 11nm, ti is in FGFS too. But above 11nm - FGFS can't show this still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html __ Ihre erste Baustelle? Wissenswertes für Bastler und Hobby Handwerker. www.yahoo.de/clever Sound like the same problem. LeeE - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ParticleEffects : Rain Snow
Hi, this is looking great - did you add this to the Aircraft or is this hardcoded? Now the working wipers on the DHC6 makes sense! ;-) Regards HHS --- Nicolas [EMAIL PROTECTED] schrieb: Hi, I have started to learn FG, SG and OSG programmation... Since severals months, I use FG (nickname : Nicklas with pa24-250) ; Now, I want to try bring my help to project. So, I prepare a little contribution to FG project. My first screenshots : http://www.progweb.com/fgfs.png http://www.progweb.com/fgfs2.png Regards, Nicolas VIVIEN - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails jetzt einfach von unterwegs. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flying over an island
--- LeeE [EMAIL PROTECTED] schrieb: On Sunday 10 February 2008 17:45, Heiko Schulz wrote: --- LeeE [EMAIL PROTECTED] schrieb: Hi all, Finally remembered to raise this:) I don't know exactly when it started happening but for a couple of months now I've noticed that, regardless of where I'm flying, I always seem to be flying over an island of about 12nm radius and surrounded by sea/ocean. I don't think the problem is anything to do with tile loading but with clipping in the renderer. As I fly forwards (yes, in some tests against very high winds I occasionally fly backwards) I can see the terrain smoothly appearing at the ~12nm boundary - this is especially noticeable in hilly or mountainous regions. I had a look for suitable parameters in the property tree but didn't find anything so I'm guessing that there's a hard-coded limit somewhere. Anyone else seeing this problem? If there is a hard-coded limit for this then it's much too low. Twenty+ mile visibility at ground level isn't uncommon - people are often able to see across the English Channel (22 miles) and higher Mountains and peaks are often visible at much greater distances. LeeE Hi, Not your specific problem, but I noticed the problem with the visibility- I fly with real weather, but the visibility doesen't match to the weather outside my appartement. Seems to be there a hard coded limit of 11- 12 miles with real weather. Another thing is, when I increase the visibility manually I noticed with the last OSG-version that there is a white surface in the sky - the blue sky disapears, no stars. HHS still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go Is your problem due to the fetched METAR visibility being incorrect or is the fetched METAR data correct but not being used correctly? When you increase the visibility manually do you see any terrain that is further away than ~12nm? I see the white sky problem too. I've noticed that once I get above ~8000ft asl the sky, starting at the corners of the screen become white. As I continue climbing it looks as though the sky has been reduced to a single polygon and if I bank and turn the poly appears to rotate. Actually, I think the poly doesn't change it's alignment - the apparent rotation being due to the change in heading. I thought it might be possible that the white sky problem is related to the terrain clipping problem, so I was going to see the outcome of that before I raised the white sky issue:) LeeE It seems to mee, that METAR is not used correctly. METAR ssems alright to me, if in RL the visibility is under 11nm, ti is in FGFS too. But above 11nm - FGFS can't show this still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html __ Ihre erste Baustelle? Wissenswertes für Bastler und Hobby Handwerker. www.yahoo.de/clever - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flying over an island
On Sunday 10 February 2008 17:45, Heiko Schulz wrote: --- LeeE [EMAIL PROTECTED] schrieb: Hi all, Finally remembered to raise this:) I don't know exactly when it started happening but for a couple of months now I've noticed that, regardless of where I'm flying, I always seem to be flying over an island of about 12nm radius and surrounded by sea/ocean. I don't think the problem is anything to do with tile loading but with clipping in the renderer. As I fly forwards (yes, in some tests against very high winds I occasionally fly backwards) I can see the terrain smoothly appearing at the ~12nm boundary - this is especially noticeable in hilly or mountainous regions. I had a look for suitable parameters in the property tree but didn't find anything so I'm guessing that there's a hard-coded limit somewhere. Anyone else seeing this problem? If there is a hard-coded limit for this then it's much too low. Twenty+ mile visibility at ground level isn't uncommon - people are often able to see across the English Channel (22 miles) and higher Mountains and peaks are often visible at much greater distances. LeeE Hi, Not your specific problem, but I noticed the problem with the visibility- I fly with real weather, but the visibility doesen't match to the weather outside my appartement. Seems to be there a hard coded limit of 11- 12 miles with real weather. Another thing is, when I increase the visibility manually I noticed with the last OSG-version that there is a white surface in the sky - the blue sky disapears, no stars. HHS still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go Is your problem due to the fetched METAR visibility being incorrect or is the fetched METAR data correct but not being used correctly? When you increase the visibility manually do you see any terrain that is further away than ~12nm? I see the white sky problem too. I've noticed that once I get above ~8000ft asl the sky, starting at the corners of the screen become white. As I continue climbing it looks as though the sky has been reduced to a single polygon and if I bank and turn the poly appears to rotate. Actually, I think the poly doesn't change it's alignment - the apparent rotation being due to the change in heading. I thought it might be possible that the white sky problem is related to the terrain clipping problem, so I was going to see the outcome of that before I raised the white sky issue:) LeeE - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ParticleEffects : Rain Snow
On Sun, 10 Feb 2008 19:22:08 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: Hi, this is looking great - did you add this to the Aircraft or is this hardcoded? Now the working wipers on the DHC6 makes sense! ;-) I don't know about yours, but my car wipers work even when it's not raining :) SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ParticleEffects : Rain Snow
Nicolas schrieb: Hi, I have started to learn FG, SG and OSG programmation... Since severals months, I use FG (nickname : Nicklas with pa24-250) ; Now, I want to try bring my help to project. So, I prepare a little contribution to FG project. My first screenshots : http://www.progweb.com/fgfs.png http://www.progweb.com/fgfs2.png Regards, Nicolas VIVIEN - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Wow, very impressive! We should have that nice stuff in FG :-) Thanks a lot Georg EDDW - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ParticleEffects : Rain Snow
--- SydSandy [EMAIL PROTECTED] schrieb: On Sun, 10 Feb 2008 19:22:08 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: Hi, this is looking great - did you add this to the Aircraft or is this hardcoded? Now the working wipers on the DHC6 makes sense! ;-) I don't know about yours, but my car wipers work even when it's not raining :) SydSandy [EMAIL PROTECTED] He he- of course they are working! But iin FGFS it makes no sense without rain ( and flys!) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails jetzt einfach von unterwegs. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ParticleEffects : Rain Snow
On Sun, 10 Feb 2008 20:13:31 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: --- SydSandy [EMAIL PROTECTED] schrieb: On Sun, 10 Feb 2008 19:22:08 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: Hi, this is looking great - did you add this to the Aircraft or is this hardcoded? Now the working wipers on the DHC6 makes sense! ;-) I don't know about yours, but my car wipers work even when it's not raining :) SydSandy [EMAIL PROTECTED] He he- of course they are working! But iin FGFS it makes no sense without rain ( and flys!) Well it doesn't hurt to be prepared :) -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ParticleEffects : Rain Snow
--- SydSandy [EMAIL PROTECTED] schrieb: On Sun, 10 Feb 2008 20:13:31 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: --- SydSandy [EMAIL PROTECTED] schrieb: On Sun, 10 Feb 2008 19:22:08 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: Hi, this is looking great - did you add this to the Aircraft or is this hardcoded? Now the working wipers on the DHC6 makes sense! ;-) I don't know about yours, but my car wipers work even when it's not raining :) SydSandy [EMAIL PROTECTED] He he- of course they are working! But iin FGFS it makes no sense without rain ( and flys!) Well it doesn't hurt to be prepared :) -- SydSandy [EMAIL PROTECTED] Right- it is better I should apply hail insurance for the EC135 and buy a good snow shovel and deicer for the future! still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Machen Sie Yahoo! zu Ihrer Startseite. Los geht's: http://de.yahoo.com/set - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote: I would be pleasantly surprised if condition worked in materials.xml Here you go :) As a side effect, we could get rid of the ugly code that makes Terrain.season out of Terrain at the expense of some more xml. I attached a patch against Syd's new materials.xml as well. -- Greets, Csaba/Jester Index: src/Main/fg_init.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx,v retrieving revision 1.192 @@ -1613,7 +1613,7 @@ SGPath mpath( globals-get_fg_root() ); mpath.append( materials.xml ); string season = fgGetString(/sim/startup/season, summer); -if ( ! globals-get_matlib()-load(globals-get_fg_root(), mpath.str(), season.c_str()) ) { +if ( ! globals-get_matlib()-load(globals-get_fg_root(), mpath.str(), season.c_str(), globals-get_props()) ) { SG_LOG( SG_GENERAL, SG_ALERT, Error loading material lib! ); exit(-1); } Index: simgear/scene/material/matlib.cxx === RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/material/matlib.cxx,v retrieving revision 1.29 diff -u -r1.29 matlib.cxx --- simgear/scene/material/matlib.cxx 24 Jan 2008 23:05:19 - 1.29 +++ simgear/scene/material/matlib.cxx 10 Feb 2008 21:28:06 - @@ -63,6 +63,7 @@ #include simgear/misc/sg_path.hxx #include simgear/misc/sgstream.hxx #include simgear/props/props_io.hxx +#include simgear/props/condition.hxx #include simgear/scene/tgdb/userdata.hxx #include mat.hxx @@ -77,7 +78,7 @@ } // Load a library of material properties -bool SGMaterialLib::load( const string fg_root, const string mpath, const char *season ) { +bool SGMaterialLib::load( const string fg_root, const string mpath, const char *season, SGPropertyNode *prop_root ) { SGPropertyNode materials; @@ -94,6 +95,16 @@ for (int i = 0; i nMaterials; i++) { const SGPropertyNode * node = materials.getChild(i); if (!strcmp(node-getName(), material)) { +const SGPropertyNode* conditionNode = node-getChild(condition); +if (conditionNode) { +SGSharedPtrconst SGCondition condition = sgReadCondition(prop_root, conditionNode); +if (!condition-test()) { +SG_LOG(SG_INPUT, SG_DEBUG, Skipping material entry # + i (condition false)); +continue; +} +} + SGSharedPtrSGMaterial m = new SGMaterial(fg_root, node, season); vectorSGPropertyNode_ptrnames = node-getChildren(name); Index: simgear/scene/material/matlib.hxx === RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/material/matlib.hxx,v retrieving revision 1.16 diff -u -r1.16 matlib.hxx --- simgear/scene/material/matlib.hxx 24 Jan 2008 23:05:19 - 1.16 +++ simgear/scene/material/matlib.hxx 10 Feb 2008 21:28:06 - @@ -41,6 +41,7 @@ #include osg/StateSet class SGMaterial; +class SGPropertyNode; SG_USING_STD(string); SG_USING_STD(map); @@ -65,7 +66,7 @@ SGMaterialLib ( void ); // Load a library of material properties -bool load( const string fg_root, const string mpath, const char *season ); +bool load( const string fg_root, const string mpath, const char *season, SGPropertyNode *prop_root ); // Add the named texture with default properties bool add_item( const string tex_path ); --- materials.xml.test 2008-02-10 00:30:00.0 +0100 +++ materials.xml 2008-02-10 22:37:09.0 +0100 @@ -657,6 +657,12 @@ !-- Coniferous Summer-- material + condition + not-equals + propertysim/startup/season/property + valuewinter/value + /not-equals + /condition nameLandmass/name nameSomeSort/name nameEvergreenBroadCover/name @@ -679,6 +685,12 @@ /material material + condition + not-equals + propertysim/startup/season/property + valuewinter/value + /not-equals + /condition nameEvergreenNeedleCover/name nameWoodedTundraCover/name textureTerrain/evergreen.rgb/texture @@ -696,6 +708,12 @@ /material material + condition + not-equals + propertysim/startup/season/property + valuewinter/value + /not-equals + /condition nameDeciduousNeedleCover/name textureTerrain/dec_evergreen.rgb/texture xsize1000/xsize @@ -711,14 +729,14 @@ bumpiness1/bumpiness /material -!-- Coniferous Winter +!-- Coniferous Winter -- material condition - equals - propertysim/startup/season/property - valuewinter/value - /equals + equals + propertysim/startup/season/property + valuewinter/value + /equals /condition nameLandmass/name nameSomeSort/name @@ -741,10 +759,10 @@ material condition - equals - propertysim/startup/season/property - valuewinter/value - /equals + equals + propertysim/startup/season/property +
Re: [Flightgear-devel] tree textures
--- Csaba Halász [EMAIL PROTECTED] schrieb: On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote: I would be pleasantly surprised if condition worked in materials.xml Here you go :) As a side effect, we could get rid of the ugly code that makes Terrain.season out of Terrain at the expense of some more xml. I attached a patch against Syd's new materials.xml as well. -- Greets, Csaba/Jester Index: src/Main/fg_init.cxx Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html __ Ihre erste Baustelle? Wissenswertes für Bastler und Hobby Handwerker. www.yahoo.de/clever - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote: Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650 Certainly looks possible :) -- Csaba/Jester - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Mon, 11 Feb 2008 00:41:31 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: --- Csaba Halász [EMAIL PROTECTED] schrieb: On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote: Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650 Certainly looks possible :) -- Csaba/Jester Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel You are genious! Can we add this feature to the runways too? Means that the runway is more slippery? Im testing now , but yes you can change solid , bumpiness , friction , etc , so it should be possible Cheers still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
--- Csaba Halász [EMAIL PROTECTED] schrieb: On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote: Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650 Certainly looks possible :) -- Csaba/Jester Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel You are genious! Can we add this feature to the runways too? Means that the runway is more slippery? still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Im testing now , but yes you can change solid , bumpiness , friction , etc , so it should be possible Cheers Even, when it is raining or snowing? That would be a feature which MSFS has not ( only graphic, but not in the behaviour of the aircraft) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Im testing now , but yes you can change solid , bumpiness , friction , etc , so it should be possible Cheers Even, when it is raining or snowing? That would be a feature which MSFS has not ( only graphic, but not in the behaviour of the aircraft) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Csaba Halász schrieb: On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote: I would be pleasantly surprised if condition worked in materials.xml Here you go :) As a side effect, we could get rid of the ugly code that makes Terrain.season out of Terrain at the expense of some more xml. I attached a patch against Syd's new materials.xml as well. Hi Csaba, after applying your patches, recompiling and starting FG with --season=winter I get some strange effects regarding the trees. It seems as if the both crossing planes are not fitting - so I get a 2-D display (and it seems to me the proportions of the trees are not right, they look rather strange, very high but small). I am not sure the problem is only on my side, therefore I made some screenshots so that you can see what I mean: (click on the preview picture(s) to get the big ones) http://home.arcor.de/vollnhals-bremen/WinterTrees/ Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. Regards Georg EDDW - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. I just did the condifion part, you should thank Stuart, Syd and Tim ... -- Csaba/Jester - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Csaba Halász schrieb: On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. I just did the condifion part, you should thank Stuart, Syd and Tim ... I really hope Stuart, Syd and Tim already know how thankful I am for their work :-) It is really thrilling for me how many of my secret wishes now are getting reality - landing lights, populated landscape (better autogen, trees, seasonal effects), rain (and snow???), particle effects, etc. But now back to your patches and my problems. Although it is in the middle of the night I could not but do some further tests (.. and because I do not have to work today :-) ). When I start FG with no season argument, there is a strange display and I cannot see any tree: http://home.arcor.de/vollnhals-bremen/NoSeason/ Trying with --season=summer als seems to be ok, the surface textures are normal and the trees look not only normal but very nice: http://home.arcor.de/vollnhals-bremen/SummerTrees/ So my conclusion is after applying your patches: -- you have to start FG with the --season=summer argument to have a normal summer display -- if you start FG without a --season=... argument there is a partially strange display regarding the ground textures and with no trees visible -- starting FG with --season=winter shows corrupted trees (see my earlier eMail). Is there anyone out there who also has tested Csaba's work and can confirm / not confirm my observations? Regards Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Mon, 11 Feb 2008 03:47:26 +0100 Georg Vollnhals [EMAIL PROTECTED] wrote: Csaba Halász schrieb: On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. I just did the condifion part, you should thank Stuart, Syd and Tim ... I really hope Stuart, Syd and Tim already know how thankful I am for their work :-) It is really thrilling for me how many of my secret wishes now are getting reality - landing lights, populated landscape (better autogen, trees, seasonal effects), rain (and snow???), particle effects, etc. But now back to your patches and my problems. Although it is in the middle of the night I could not but do some further tests (.. and because I do not have to work today :-) ). When I start FG with no season argument, there is a strange display and I cannot see any tree: http://home.arcor.de/vollnhals-bremen/NoSeason/ Trying with --season=summer als seems to be ok, the surface textures are normal and the trees look not only normal but very nice: http://home.arcor.de/vollnhals-bremen/SummerTrees/ So my conclusion is after applying your patches: -- you have to start FG with the --season=summer argument to have a normal summer display -- if you start FG without a --season=... argument there is a partially strange display regarding the ground textures and with no trees visible -- starting FG with --season=winter shows corrupted trees (see my earlier eMail). Is there anyone out there who also has tested Csaba's work and can confirm / not confirm my observations? Regards Georg Hi Georg , the tree problem is because I created a set of 8 instead of 4 trees per texture for the coniferous trees , and the originally commented out parts of the material.xml file probably still have tree-varieties4/tree-varieties If you change that to tree-varieties8/tree-varieties everything should be fine ... I'm also adding winter textures that were missing from the Terrain.winter folder but that's a bit more work , so it will take a while ... I'm still getting a few strange things here but still testing ... Cheers -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] forum troubles...
I have account at www.flightgear.org/forums since may 2007. I don't write messages at all. Today, I attempt to log-in, and my login/passwd was rejected. It's say - my account was locked. I can't find emai of administrators/moderators on forum, and personal messages was disabled for this board, so I can't describe my trouble and get any help. Is anybody of administrators read this list? Please, send me your email or any contact links. Sorry for offtopic. -- Wbr, Yurik - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel