Norman Vine wrote:
> Your scrollable HUD is GREAT but can you make this a 'preferences'
> controled option so that we can keep the older HUD as there are many
> reasons for having a 'fixed' fullscreen HUD too.
Certainly this could be flipped on and off. Actually, there's a
vestigial "if(1) {...}"
Thanks for posting this info below. Going to RH8.0 is probably going to be
my solution to getting up and running again. With RH7.1 I am still dead in
the water w/ the SkySceneLoader *sgClouds3d code (segfault ... unless
someone can figure out how to have fgfs avoid that code when 3d clouds are
Andy Ross writes:
> OK, I *finally* got a chance this weekend to sit down and crank on
> FlightGear code. It's been a while. Attached are three patches for
> review. Complete files for Curt are available at:
> http://www.plausible.org/fgfs-andy-2002Oct26.tar.gz.
>
> The first is just a port of
Jon Berndt
> I've got a few minutes to spare this evening, so I'm going to try again to
> build the latest development flightgear.
>
> Questions:
>
> 1) I plan on using the latest "bleeding edge" flightgear sources from
> development CVS. Which base package do I download?
>
> 2) Does the base pack
OK, I *finally* got a chance this weekend to sit down and crank on
FlightGear code. It's been a while. Attached are three patches for
review. Complete files for Curt are available at:
http://www.plausible.org/fgfs-andy-2002Oct26.tar.gz.
The first is just a port of an old 3D HUD patch to the new
I've got a few minutes to spare this evening, so I'm going to try again to
build the latest development flightgear.
Questions:
1) I plan on using the latest "bleeding edge" flightgear sources from
development CVS. Which base package do I download?
2) Does the base package from #1 (above) work wi
David Megginson writes:
> Jim Wilson writes:
>
> > The new airport lighting is really impressive. At dusk it looked pretty good
> > on the screen so here's a couple shots:
> >
> > http://www.spiderbark.com/fgfs/cubsightseeing.png
> > http://www.spiderbark.com/fgfs/towerview.png
>
> They do
I am carrying some local changes to TerraGear which probably ought to go
into CVS. Patch attached. They are just minor and cosmetic fixes;
nothing that affects the generated scenery.
- Julian
Index: acinclude.m4
===
RCS file: /var
Jim Wilson writes:
> The new airport lighting is really impressive. At dusk it looked pretty good
> on the screen so here's a couple shots:
>
> http://www.spiderbark.com/fgfs/cubsightseeing.png
> http://www.spiderbark.com/fgfs/towerview.png
They do look great, but I find it disturbing that
With GCC 3.2 I get:
Making all in DemChop
make[3]: Entering directory
`/home/julianfoad/src/TerraGear/src/Prep/DemChop'
saveoutp c++ -O1 -finline-limit-256 -finline-functions -Wall -pedantic
-Wpointer-arith -L/usr/X11R6/lib -o demchop demchop.o
../../../src/Lib/DEM/libDEM.a -lsgbucket -lsgm
I'm seeing lots of warnings when building simgear/sky/clouds3d/ , and
when I use the GCC option "-pedantic" it gives errors and doesn't build
at all. This is with GCC 3.2 on SUSE 8.1; PLIB and SimGear both from
CVS today.
(Why do I bother mentioning this? I'm a firm believer in using compiler
The new airport lighting is really impressive. At dusk it looked pretty good
on the screen so here's a couple shots:
http://www.spiderbark.com/fgfs/cubsightseeing.png
http://www.spiderbark.com/fgfs/towerview.png
Best,
Jim
___
Flightgear-devel mailing
--- Manuel Bessler <[EMAIL PROTECTED]> wrote:
> On Mon, Oct 21, 2002 at 06:12:33AM -0700, ace
> project wrote:
> > Our upcoming network module can support the
> network
> > joystick input part. Just make a nice
> 'packet-layout'
> > (max packet size 512bytes) that contains the info
> you
> > need,
Well this happened to be a dot O release from redhat that I actually decided
to try on a computer in a batch we picked up from an off-lease reseller.
Without having a lot of time to spend on it, my original goal was to go with
their highly touted install routine and if it failed to work I'd clean
On Sat, 26 Oct 2002 07:29:30 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
> Bernie Bright writes:
>
> > There was a discussion some months ago about adding "command
> > properties", that is, tying a property to a command such that
> > writing to the property triggers the command. Such comm
On Saturday 26 October 2002 10:08 am, James Turner wrote:
> On Saturday, October 26, 2002, at 02:23 am, David Megginson wrote:
> > Curtis L. Olson writes:
> >> What would be really useful when you get into modeling push buttons is
> >> to be able to model a switch where it is "true" while the mous
On Saturday 26 October 2002 5:30 pm, Julian Foad wrote:
> Curtis L. Olson wrote:
> ...
>
> > What would be really useful when you get into modeling push buttons is
> > to be able to model a switch where it is "true" while the mouse is
> > depressed and then immediately returns to false when the mou
Curtis L. Olson wrote:
...
What would be really useful when you get into modeling push buttons is
to be able to model a switch where it is "true" while the mouse is
depressed and then immediately returns to false when the mouse button
is released. Currently you need to click a second time to retu
James Turner writes:
> One feature I'd love is the ability to spin dials by hovering over and
> using the mouse wheel, though I assume GLUT may not support this
> (unless the wheel is mapped as buttons 4 and 5, which I think is common
> under X?). MSFS does this (at least the newest version
On Saturday, October 26, 2002, at 02:23 am, David Megginson wrote:
Curtis L. Olson writes:
What would be really useful when you get into modeling push buttons is
to be able to model a switch where it is "true" while the mouse is
depressed and then immediately returns to false when the mouse b
I've been following this for a while now, inactively because I don't use
windows. I have to ask the question why not write a quick replacement
for the command window, if all we are interested in is logging calls?
It would be possible to do this in Assembler I'm guessing - using NAsm
and using win
Bernie Bright writes:
> There was a discussion some months ago about adding "command
> properties", that is, tying a property to a command such that
> writing to the property triggers the command. Such commands then
> become available to external scripts as well as the binding
> interface. S
John Check writes:
> In reality I can't think of a case, because you'd know what
> stations to tune in advance, but if you classify fgfs as a "game",
> you might want to be able to search for ground stations. I seem to
> recall something about some units having an AM reception mode also.
It's
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