Brandon Walters wrote:
Hi, i've been trying to get some help on this list but no luck so will
try one more time. i am new to flight sims and OpenGL and can any one
just please tell me how to just draw a HUD, and dials (eg horizon).
please please please. hopefully someone will give a good link,
Erez Boym wrote:
Can you please list the versions I need to compile
TerraGear ?
I have just upgraded AutoMake to V1.5 as demanded by
the TerraGear autogen.sh but maybe I need to upgrade /
downgrade other tools too.
automake vs. 1.6 or later and autoconf 2.52 or later should work without
a
Michael Selig wrote:
Really good to see (and nice to have in the base package).
Any chance of getting the HUD to also display the g-load? I find this
info extremely useful while developing flight models. For now, I get
this info by using the unix 'watch' command to look at the tail end of
Guys!
Whats happened with clouds3d in CVS?
I add line in config.h
#define FG_USE_CLOUDS3D
and start fgfs --disable-clouds3d --enable-clouds3d
clouds loaded but I can't seen them and only got screen flickering
Maybe new nvidia drivers 41-09?
Someone got working configuration with clouds3d
Thanx in
Tony Peden writes:
Does it matter?
FGInterface::update() is not being called, so no data is being exchanged
(unless your looking at the FDM specific properties)
Right. The problem is just that the elevation changes after the
instruments are initialized.
All the best,
David
--
Michael Selig writes:
In this case I need to translate the lower linkage and also rotate it. Are
there any existing examples of how to combine these motions in the
-model.xml file?
Yes, take a look at the animation code for the Fowler flaps on the
172P in
Brandon Walters writes:
Hi, i've been trying to get some help on this list but no luck so
will try one more time. i am new to flight sims and OpenGL and can
any one just please tell me how to just draw a HUD, and dials (eg
horizon). please please please. hopefully someone will give a good
Erez Boym writes:
Well, what I mean is that Im on the Terragear-devel
list, the first message I received in the 3 weeks Im
on that list was today announcing TerraGear 0.0.5.
Maybe there is a problem with my subscription
..
It's usually not nearlly as active as the flightgear lists.
Can
Try grepping through the code, there may be another place or two where
you need to define this.
Roman Grigoriev writes:
Guys!
Whats happened with clouds3d in CVS?
I add line in config.h
#define FG_USE_CLOUDS3D
and start fgfs --disable-clouds3d --enable-clouds3d
clouds loaded but I can't
Curtis,
Could you please test clouds3d on CVS flightgear
I've searched all strings in flightgear and they are defined by
FG_USE_CLOUDS3D so I define this macro and all compiled fine
so clouds3d loaded and rendered but here is a problem:
I've got white flickering when 3dcloud in view frustrum
I
This is a great example. The 747 flaps use both as well. The gear uses
translation on the gear compression value from yasim to stay above the
pavement, as well as multiple gear retraction rotations (for the way the 747
gear retracts).
Don't forget to be careful about the order (which you do
Roman Grigoriev writes:
Curtis,
Could you please test clouds3d on CVS flightgear
I've searched all strings in flightgear and they are defined by
FG_USE_CLOUDS3D so I define this macro and all compiled fine
so clouds3d loaded and rendered but here is a problem:
I've got white flickering when
Curtis L. Olson wrote:
Roman Grigoriev writes:
Curtis,
Could you please test clouds3d on CVS flightgear
I've searched all strings in flightgear and they are defined by
FG_USE_CLOUDS3D so I define this macro and all compiled fine
so clouds3d loaded and rendered but here is a problem:
I've got
Hi,
For the F-16 I am modelling an altitude indicator that uses a scrolling
number bar (0 ... 9) to display the altitude. I've modified the code
slightly to support a modulator, but when shifting the numbers they are
visible above the inmstrument in some cases:
Erik Hofman writes:
How is an instrument build up at this time, is everything drawn in a
texture and is this texture placed on the panel, or is everything drawn
directly on the panel itself?
The 2D panel code creates an instrument out of a collection of
stacked, textured rectangles. I'm
On Wednesday 26 February 2003 4:22 am, Erik Hofman wrote:
Michael Selig wrote:
Really good to see (and nice to have in the base package).
Any chance of getting the HUD to also display the g-load? I find this
info extremely useful while developing flight models. For now, I get
this
Andy Ross wrote:
Erik Hofman wrote:
Is there a way to truncate textures to the instrument size?
Here's an idea for a clever hack: split the number scroller up into
two textures, one for the top half and another for the bottom. Clamp
each so that it can't scroll any farther than just past the
John Check writes:
On Wednesday 26 February 2003 4:22 am, Erik Hofman wrote:
Michael Selig wrote:
Really good to see (and nice to have in the base package).
Any chance of getting the HUD to also display the g-load? I find this
info extremely useful while developing flight models.
Erik Hofman wrote:
That's not possible at the moment. The min and max settings do clamp
the values, but that makes the modulator useless (the value is never
reached).
I fuzzy on what the modulator does. To my mind, there shouldn't be
any need for C++ code at all; just use a different
John Check wrote:
There is/was a special function that draws the mag compass ribbon
that does what you need. I experimented with making analog
odometer style numbers at one time. AFAIK the code was never
modularized. I forget the exact location but if you grep for
compass-ribbon.rgb you'l find
Andy Ross wrote:
Erik Hofman wrote:
That's not possible at the moment. The min and max settings do clamp
the values, but that makes the modulator useless (the value is never
reached).
I fuzzy on what the modulator does. To my mind, there shouldn't be
any need for C++ code at all; just use a
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