I get this error when building SimGear:
if gcc -DHAVE_CONFIG_H -I. -I. -I../../../../simgear -I../../../..
-pipe -O2 -Wall -DWIN32 -DNOMINMAX -D_REENTRANT -MT glut_shapes.o -MD -MP
-MF .deps/glut_shapes.Tpo \
-c -o glut_shapes.o `test -f 'glut_shapes.c' || echo
'./'`glut_shapes.c; \
then
On Fri, 27 Feb 2004 09:39:14 +0100, Roy Vegard Ovesen
[EMAIL PROTECTED] wrote:
I should mention that I am using Cygwin.
I get this error when building SimGear:
if gcc -DHAVE_CONFIG_H -I. -I. -I../../../../simgear -I../../../..
-pipe -O2 -Wall -DWIN32 -DNOMINMAX -D_REENTRANT -MT
Hi!
I'm making an EFIS instrument, but I'm having trouble with a long
pitchladder texture. It's a long texture that contain the entire
pitchladder from -90 to 90 degrees. My problem is that it enxtends beyond
the instrument:
http://home.tiscali.no/rvovesen/Pitchladder.jpg
How can I make the
Roy Vegard Ovesen wrote:
On Fri, 27 Feb 2004 09:39:14 +0100, Roy Vegard Ovesen
[EMAIL PROTECTED] wrote:
I should mention that I am using Cygwin.
I think this is the problem where cygwin was installed together with
XFree86. So far everybody has advised not to install XFree86 on cygwin,
but
Roy Vegard Ovesen wrote:
On Fri, 27 Feb 2004 09:39:14 +0100, Roy Vegard Ovesen
wrote:
I should mention that I am using Cygwin.
I get this error when building SimGear:
if gcc -DHAVE_CONFIG_H -I. -I. -I../../../../simgear -I../../../..
-pipe -O2 -Wall -DWIN32 -DNOMINMAX
On Fri, 27 Feb 2004 10:30:52 +0100, Erik Hofman [EMAIL PROTECTED] wrote:
I think this is the problem where cygwin was installed together with
XFree86. So far everybody has advised not to install XFree86 on cygwin,
but recently someone suggested to configure using --without-x
I'm sure I haven't
Roy Vegard Ovesen writes:
I'm making an EFIS instrument, but I'm having trouble with a long
pitchladder texture. It's a long texture that contain the entire
pitchladder from -90 to 90 degrees. My problem is that it enxtends beyond
the instrument:
On Fri, 27 Feb 2004 10:40:39 +0100 (CET), Frederic BOUVIER
[EMAIL PROTECTED] wrote:
A correct solution would be to find out why HAVE_WINDOWS_H is not defined
Thanks for the tip!
I added -DHAVE_WINDOWS_H to my CXXFLAGS environment variable, defining
HAVE_WINDOWS_H. I think this is a better
On Fri, 27 Feb 2004 10:36:49 +0100, Erik Hofman [EMAIL PROTECTED] wrote:
If it is a 3d model I was going to redirect you to the following link:
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/docs/Model/fgfs-model-howto.html?rev=1.8cvsroot=FlightGear-0.9content-type=text/vnd.viewcvs-markup
Roy Vegard Ovesen wrote:
Basically you would move the texture offsets rather than the surface
itself.
Is this possible with 2D instruments too?
I don't think so. About everybody want the 2D instruments gone ...
Erik
___
Flightgear-devel mailing
Erik Hofman writes:
Roy Vegard Ovesen wrote:
Basically you would move the texture offsets rather than the surface
itself.
Is this possible with 2D instruments too?
Sure it is jsut OpenGL underneath
I don't think so. About everybody want the 2D instruments gone ...
There will
Norman Vine wrote:
I don't think so. About everybody want the 2D instruments gone ...
There will always be a place for a 2D instrument panels
For Instructor panels and as the texture for flat 3D panels
No need the 2D panel code for both of them. I'm not sure why you would
advise on using 2d
Roy Vegard Ovesen wrote:
Basically you would move the texture offsets rather than the surface
itself.
Is this possible with 2D instruments too?
As the original author of the 2D instrument code, I *strongly* advise
against building 2D instruments. Since I switched to an all 3D panel in the
plane
Norman Vine wrote:
There will always be a place for a 2D instrument panels
For Instructor panels and as the texture for flat 3D panels
What we mean, Norman, is using the 2D animation-support code instead of the
3D animation-support code. The 3D animation code can still animate a
perfectly flat
Erik Hofman writes:
Norman Vine wrote:
I don't think so. About everybody want the 2D instruments gone ...
There will always be a place for a 2D instrument panels
For Instructor panels and as the texture for flat 3D panels
No need the 2D panel code for both of them. I'm not sure why
Norman Vine wrote:
I realize that most on this list are after a 'first person' experience
but this is by no means the only use of a simulator :-)
Almost all of the time I keep the possibility of a full size
professional simulator in the back of my mind. The good thing about
FlightGear is that
On Fri, 27 Feb 2004 08:23:24 -0500, David Megginson
[EMAIL PROTECTED] wrote:
As the original author of the 2D instrument code, I *strongly* advise
against building 2D instruments. Since I switched to an all 3D panel in
the
plane I'm working on, my framerate has gone from 10-15 fps to 20-30 fps
Norman Vine wrote:
except a bit of 'time' i.e. the 2D Panel is likely to be a bit faster
due to simpler geometry, esp if your 3D instruments have things
like bezels etc..
You can still use a single textured triangle (or rectangle) with a
transparent background for the bezel with the 3D code if
Roy Vegard Ovesen wrote:
For the FPS Flat Panel Display System that I'm trying to make, a text
feature is almost essential.
Of course. You could do text currently by making a texture for each word
(or letter) and animating them with the 3D code, but integrating plib's 3D
text library would
I noticed on the web site (http://www.flightgear.org/cvs/anoncvs.html) the assertion
that Metakit is required:
Metakit. A suitable version of MetaKit is included in the SimGear/src-libs/
subdirectory. If your distribution doesn't provide a Metakit (and Metakit-devel)
package, you will have to
Here's a screenshot of a radar instrument:
http://home.comcast.net/~davidculp2/radar.jpg
It's a 2D instrument, radar.xml, that can be used by any aircraft, just add it
to your current panel. The only targets that will appear are those of the
AIAircraft class. In this screenshot the target is
This assertion also appears in the compile instructions.
Giles Robertson
-Original Message-
From: Richard Bytheway [mailto:[EMAIL PROTECTED]
Sent: 27 February 2004 14:02
To: FlightGear developers discussions (E-mail)
Subject: [Flightgear-devel] Metakit?
I noticed on the web site
Erik Hofman wrote:
Modified Files:
radar_misc.rgb
Log Message:
Add support for a storm blib
Excellent.
As far as I know, civilian airliners carry radar that is capable only of
detecting weather, not small things like aircraft. They also use a separate
radar system for ground separation (the
I noticed that the new 3D instruments on pa28-161 causes my frame rate to drop to low
single digits (2-3 fps) (Windows 2000, Cygwin, Celeron 600, GeForce2MX). Panning the
view so that the instruments are not in view brings it back up to about 20fps. I
cannot remember what I got with the 2D
David Megginson wrote:
Erik Hofman wrote:
Modified Files:
radar_misc.rgb Log Message:
Add support for a storm blib
Excellent.
As far as I know, civilian airliners carry radar that is capable only of
detecting weather, not small things like aircraft. They also use a
separate radar system
Richard Bytheway wrote:
I noticed that the new 3D instruments on pa28-161 causes my frame rate to
drop to low single digits (2-3 fps) (Windows 2000, Cygwin, Celeron 600,
GeForce2MX). Panning the view so that the instruments are not in view
brings it back up to about 20fps. I cannot remember what
Erik Hofman wrote:
I know that in Europe they recently added a requirement for collision
detection after two civilian aircraft hit each other when the ATC had
given inappropriate directions.
Is that a requirement for TCAS, or for something else in addition to TCAS?
The copilot on one of those
Roy Vegard Ovesen wrote:
On Fri, 27 Feb 2004 10:40:39 +0100 (CET), Frederic BOUVIER
[EMAIL PROTECTED] wrote:
A correct solution would be to find out why HAVE_WINDOWS_H is not defined
Thanks for the tip!
I added -DHAVE_WINDOWS_H to my CXXFLAGS environment variable, defining
HAVE_WINDOWS_H. I
David Megginson wrote:
Erik Hofman wrote:
I know that in Europe they recently added a requirement for collision
detection after two civilian aircraft hit each other when the ATC had
given inappropriate directions.
Is that a requirement for TCAS, or for something else in addition to TCAS?
On Freitag, 27. Februar 2004 15:40, David Megginson wrote:
That said, I'm sorry to hear that the Swiss controller died. Was it in any
way related to the accident?
It was not clear up to the yesterday evening news.
Have not seen/heared news from today.
Greetings
Mathias
--
Mathias
On Wed, 25 Feb 2004 22:55:50 +0100
Erik Hofman wrote:
It should also be working with the latest version of FlightGear.
And if they patched FlightGear to support their software they *must*
send you the source at your request (GPL compatibility).
How interesting... I was just about to ask
Curtis L. Olson wrote:
Roy Vegard Ovesen wrote:
On Fri, 27 Feb 2004 10:40:39 +0100 (CET), Frederic BOUVIER
wrote:
A correct solution would be to find out why HAVE_WINDOWS_H is not defined
Thanks for the tip!
I added -DHAVE_WINDOWS_H to my CXXFLAGS environment variable,
Jorge Van Hemelryck wrote:
On Wed, 25 Feb 2004 22:55:50 +0100
Erik Hofman wrote:
It should also be working with the latest version of FlightGear.
And if they patched FlightGear to support their software they *must*
send you the source at your request (GPL compatibility).
How interesting... I
Erik Hofman wrote:
David Megginson wrote:
Erik Hofman wrote:
I know that in Europe they recently added a requirement for collision
detection after two civilian aircraft hit each other when the ATC had
given inappropriate directions.
Is that a requirement for TCAS, or for something else in
David Megginson wrote:
Update of /var/cvs/FlightGear-0.9/source/src/Main
In directory baron:/tmp/cvs-serv25641/src/Main
Modified Files:
fg_init.cxx main.cxx
Log Message:
Add the aircraft model, model manager, view manager, and scenery
manager to the standard subsystem collection
I think it is 32MB. I don't think it is a texture issue since the frame rate goes up
when I pan away. I might try switching to the lowres scenery textures and see whether
that makes a difference.
Richard
-Original Message-
From: David Megginson [mailto:[EMAIL PROTECTED]
Sent: 27
Martin Spott wrote:
Great idea - unfortunately 'fgfs' now dies with a segmentation fault
just a split second after the FlightGear window appears (Linux),
Yes, I was using the wrong executable to test it. Give me about an hour,
and I'll revert if I cannot fix the problem.
All the best,
David
David Megginson wrote:
Martin Spott wrote:
Great idea - unfortunately 'fgfs' now dies with a segmentation fault
just a split second after the FlightGear window appears (Linux),
Yes, I was using the wrong executable to test it. Give me about an
hour, and I'll revert if I cannot fix the
David Megginson wrote:
Martin Spott wrote:
Great idea - unfortunately 'fgfs' now dies with a segmentation fault
just a split second after the FlightGear window appears (Linux),
Yes, I was using the wrong executable to test it. Give me about an hour,
and I'll revert if I cannot fix the
Jorge Van Hemelryck wrote:
How interesting... I was just about to ask about this kind of thing.
First of all, congrats to Curt and to the mother for the baby. And now
to my question.
Thanks. :-) Today is a day I'm struggling to get through with very little
sleep so hopefully no one will ask me
Erik Hofman wrote:
David Megginson wrote:
Martin Spott wrote:
Great idea - unfortunately 'fgfs' now dies with a segmentation fault
just a split second after the FlightGear window appears (Linux),
Yes, I was using the wrong executable to test it. Give me about an
hour, and
Martin Spott wrote:
The idea is good - don't dump it,
Thanks, but it's going to be too much work for now -- there are some bizarre
interdependencies. For example, FGInterface, the FDM base class that should
know nothing about 3D models, pokes around inside the aircraft model when
the FDM is
David Megginson said:
The 2D and 3D animation codes work almost exactly the same way -- the XML
configuration syntax transfers over with only a few minor changes. There's
really no advantage at all to keeping around the 2D code, except for
maintaining legacy instruments until people have
On 2/27/04 at 11:56 AM David Megginson wrote:
The way to fix all this is to decouple the subsystems using properties so
that there is no init-order dependency (and no need for unrelated
subsystems
to know about other subsystems' internals), but I see at least 4-8 hours'
work sorting out the
Any of you 3D modeler guys know if making a thunderstorm model for FlightGear
is feasible? I tried to load the WRL model found here:
http://cybervox.org/j/oldsite/vrml/trwrl/ but it crashes the loader.
Would a model about 30K feet wide and 40K feet tall work in FlightGear? What
would be the
Richard Bytheway said:
I think it is 32MB. I don't think it is a texture issue since the frame rate
goes up when I pan away. I might try switching to the lowres scenery textures
and see whether that makes a difference.
Well, it isn't going to be swapping in textures that aren't displaying. I
David Luff wrote:
Whilst on the subject of initialisation order, currently the tile manager
gets initialised before an initial position is set. This means that it
loads a set of tiles centered on lat/lon of 0,0, and then loads a set of
tiles at the correct location. In conditions of limited
On 2/25/04 at 8:34 PM Durk Talsma wrote:
On Wednesday 25 February 2004 11:17, David Luff wrote:
I'll had a quick glance at the code yesterday, but couldn't really figure
out
how it worked, given the time I had. So do you consider generating AI
traffic
that starts on the ground (i.e. parked
Jim Wilson wrote:
Basically I'm thinking about something that utilizes a font texture file in
rgb format that follows a standard layout, (a square grid of ascii positions).
This may appear to be an expensive approach, but it seems to work well with
the 747 models and it could really give the 3D
On Thu, 26 Feb 2004 17:16:50 -0600,
David Culp [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
The same on the beach :
http://www.jetphotos.net/viewphoto.php?id=134816
When I was with Pan Am we used to stay at that hotel. It's fun to
watch the people get blasted when a 747 takes
David Megginson said:
Jim Wilson wrote:
Basically I'm thinking about something that utilizes a font texture file in
rgb format that follows a standard layout, (a square grid of ascii positions).
This may appear to be an expensive approach, but it seems to work well with
the 747 models
Jim Wilson wrote:
Don't they use glut fonts? Anyway, I'm thinking the font texture
would be with the model, and plib doesn't support that AFAIK.
They use .txf fonts, which are another Mark Kilgard invention but not
part of glut. They used to use glut bitmap fonts as well, but events
of the
Curtis L. Olson said:
David Luff wrote:
Whilst on the subject of initialisation order, currently the tile manager
gets initialised before an initial position is set. This means that it
loads a set of tiles centered on lat/lon of 0,0, and then loads a set of
tiles at the correct
Arnt Karlsen said:
..anyone else seen that priceless pop-up that went you are the
50,000,000'th visitor, contact some con office? (Off the initial
F-GSEX picture)
Ever since I started running firefox, which defaults to having popups
off...I'm missing all the fun :-)
Best,
Jim
On Fri, 27 Feb 2004 11:25:00 -0600,
Curtis L. Olson [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
David Luff wrote:
Whilst on the subject of initialisation order, currently the tile
manager gets initialised before an initial position is set. This
means that it loads a set of
..exhaust blast starting the takeoff from the beach end, or from
the down draft as the plane comes out over the beach?
From starting takeoff.
Dave
--
David Culp
davidculp2[at]comcast.net
___
David Culp said:
Any of you 3D modeler guys know if making a thunderstorm model for FlightGear
is feasible? I tried to load the WRL model found here:
http://cybervox.org/j/oldsite/vrml/trwrl/ but it crashes the loader.
Would a model about 30K feet wide and 40K feet tall work in
On Thu, 26 Feb 2004 11:24:19 -0500,
Norman Vine [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Martin Spott writes:
Erik Hofman wrote:
Too often companies don't really understand the power of
Freeware/Open-Source software. If they don;t like the way the
netFDM
Here's the result of using Erik's thunderstorm model:
Storm on weather radar about 15 miles out:
http://home.comcast.net/~davidculp2/thunderstorm-on-wxradar.jpg
Storm at about ten miles out:
http://home.comcast.net/~davidculp2/thunderstorm1.jpg
Storm at about 4 miles out:
Hi all,
(I'm new to this list, my apologies if this is the wrong forum for my
questions.)
I am a paraglider pilot who have been toying with the idea of modelling a
paraglider in a flight simulator. I made a model in X-Plane first, but had to
give up because X-Plane was too limited to be able
On Fri, 27 Feb 2004 20:33, [EMAIL PROTECTED]
wrote:
From: Frederic Bouvier
Jim Wilson wrote:
In deference to America's recently recovered morality, check out
the registration number on this 747-300:
http://www.jetphotos.net/viewphoto.php?id=199730
The same on the beach :
On Fri, 27 Feb 2004 21:15:07 -,
Jim Wilson [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen said:
..anyone else seen that priceless pop-up that went you are the
50,000,000'th visitor, contact some con office? (Off the initial
F-GSEX picture)
Ever since I
Which FDM should I use? I'm thinking YASim but I'm not sure.
Try running FlightGear with this script:
#!/bin/bash
cmdline=
--fg-root=/home/dave/FlightGear/data
--aircraft=paraglider-jsbsim
--airport-id=KSFO
--in-air
--notrim
--altitude=1000
--heading=280
--uBody=10
--wBody=8
Nick Coleman said:
On Fri, 27 Feb 2004 20:33, [EMAIL PROTECTED]
wrote:
From: Frederic Bouvier
Jim Wilson wrote:
In deference to America's recently recovered morality, check out
the registration number on this 747-300:
http://www.jetphotos.net/viewphoto.php?id=199730
The
On Friday 27 February 2004 14:02, David Megginson wrote:
Erik Hofman wrote:
Modified Files:
radar_misc.rgb
Log Message:
Add support for a storm blib
Excellent.
As far as I know, civilian airliners carry radar that is capable only of
detecting weather, not small things like
On Friday 27 February 2004 10:36, Erik Hofman wrote:
Roy Vegard Ovesen wrote:
Basically you would move the texture offsets rather than the surface
itself.
Is this possible with 2D instruments too?
I don't think so. About everybody want the 2D instruments gone ...
Erik
I really want
On Friday 27 February 2004 17:25, Curtis L. Olson wrote:
David Luff wrote:
Whilst on the subject of initialisation order, currently the tile manager
gets initialised before an initial position is set. This means that it
loads a set of tiles centered on lat/lon of 0,0, and then loads a set
On Friday 27 February 2004 17:12, David Culp wrote:
Any of you 3D modeler guys know if making a thunderstorm model for
FlightGear is feasible? I tried to load the WRL model found here:
http://cybervox.org/j/oldsite/vrml/trwrl/ but it crashes the loader.
Would a model about 30K feet wide and
Lee Elliott said:
On Friday 27 February 2004 10:36, Erik Hofman wrote:
Roy Vegard Ovesen wrote:
Basically you would move the texture offsets rather than the surface
itself.
Is this possible with 2D instruments too?
I don't think so. About everybody want the 2D instruments gone
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