On July 12, 2005 05:18 pm, Jim Wilson wrote:
Excellent work Melchior! A long overdue update.
Does anyone care about the translucency? I'm not sure yet if I do. Maybe
just a slight dab of transparency with this dark background scheme might
show enough of the scene to help pilots stay on the
On July 9, 2005 06:50 am, Carlos Zaragoza Koblischek wrote:
Has anyone used Google Earth?
It seems to be very usefull for getting information to place objects
with FGSD. How do they get the elevation of the buildings?
They probably make use of parallax... at least, that is how we measure
On June 30, 2005 02:36 am, Frederic Bouvier wrote:
Look a second time :
http://fgfsdb.stockill.org/modeledit.php?id=150
;-)
-Fred
No, no. By surroundings, I mean parks, parking lots, plazas, ponds, trees,
etc. =)
On June 30, 2005 01:40 pm, Harald JOHNSEN wrote:
You need to sync the data or at least data/preferences.xml and
data/gui/dialogs/rendering.xml
Harald.
Oh, that explains it. I kept updating the source of SimGear and FlightGear
thinking the problem is originated there, and didn't touch the
On June 30, 2005 02:04 pm, Ampere K. Hardraade wrote:
Oh, that explains it. I kept updating the source of SimGear and FlightGear
thinking the problem is originated there, and didn't touch the base
package. =))
I will update those files now.
Thank you very much,
Ampere
I got it working now
On June 28, 2005 12:06 am, Ampere K. Hardraade wrote:
On June 27, 2005 04:26 am, Erik Hofman wrote:
Harald at one point added a check to make sure the RenderTexture context
was actually available. It almost looks like this was a bit too drastic.
Erik
Interesting. I happen to keep
On June 28, 2005 04:47 am, Frederic Bouvier wrote:
On June 27, 2005 05:00 pm, Frederic Bouvier wrote:
In the first, an oracle building cast its shadow on another one
http://frbouvi.free.fr/flightsim/fgfs-shadow-1.jpg
If I go forward a bit, the shadow disappear :
On June 29, 2005 09:24 am, Simon Hollier wrote:
No 3D clouds on an r200(9200) with the latest ATI(8.14.13) driver : No
suitable pixel format. Shadows work nicely though :
Simon
I don't see any evidence of a shadow with my graphic card (ATI 9200SE). May
be my graphic card doesn't support it.
On June 27, 2005 04:26 am, Erik Hofman wrote:
Harald at one point added a check to make sure the RenderTexture context
was actually available. It almost looks like this was a bit too drastic.
Erik
Interesting. I happen to keep getting an error regarding RenderTextuer
context -- in both
On June 25, 2005 01:49 pm, Harald JOHNSEN wrote:
Paul Kahler wrote:
Oh does that sound like a bad hack. What happens to objects that have
specular highlights? Would the illumination be as if the sun were
shining rather than the spotlight? Lighting is important, but this
doesn't seem like it's
On June 27, 2005 01:15 am, Arnt Karlsen wrote:
..a tad drastic, for FG development, you could simply set up two
runlevels, say runlevel 2 to run xorg and runlevel 3 to run XFree,
these 2 runlevels could othervise be identical.
..to push this further, you could also use runlevel 4 to run
On June 27, 2005 05:00 pm, Frederic Bouvier wrote:
In the first, an oracle building cast its shadow on another one
http://frbouvi.free.fr/flightsim/fgfs-shadow-1.jpg
If I go forward a bit, the shadow disappear :
http://frbouvi.free.fr/flightsim/fgfs-shadow-2.jpg
Would it make sense to give
On June 27, 2005 05:40 pm, Curtis L. Olson wrote:
Yes, that's a tough one ... think about what happens when the sun is low
in the sky ... an object that casts a shadow on the current view could
be *way* outside the view frustum. I don't really understand how
shadows work, but you'd almost
On June 27, 2005 04:19 am, bass pumped wrote:
1. When an aircraft has ZERO velocity, given some rudder input, and
also when there is no wind, should the rudder actually have any effect
at all? I see the c-172 actually turn, and over a period of time, if
left alone, flip over, do some
On June 28, 2005 01:04 am, bass pumped wrote:
I've seen what you talk about in all aircraft... except the point is
that there is NO WIND!!! In my case, the wind direction is zero, the
wind speed is zero, turbulence is zero, and I am not fetching real
time data. Unless there is some code
Hello,
I uninstalled Xorg and went back to XFree today so I could do some testing
with XFree and the latest FlightGear CVS. I got the following outputs from
FlightGear:
RenderTexture Error: Couldn't find a suitable pixel format.
WARNING: ssgLoadAC: Failed to open
On June 24, 2005 11:39 am, Arnt Karlsen wrote:
Got an idea for a new aircraft (not airplane) you'd like to try ?
http://www.dodsbir.net/Topics/Default.asp
Topic: A05-208
..concerns semiballistic 40-105 mm munitions with enhanced lethality
capable of striking targets of opportunity
On June 20, 2005 10:11 pm, Dave Culp wrote:
Here's some guy flying the River Visual to Runway 19 at DCA. This is a
19MB avi file. I'll leave this up for a couple days, then remove
it to put the hangar back up.
http://home.comcast.net/~davidculp2/dca_visual_19.AVI
Dave
You
On June 21, 2005 03:34 am, Roman Grigoriev wrote:
to Harald JOHNSEN:
spot lights in fgfs I had 3 years ago. they worked on vertex program and
registercombiners but everyone afraid of vertex programs and multitexturing
You can see some screens here http://fgfs.narod.ru
In my opinion, if the
On June 20, 2005 09:58 am, Curtis L. Olson wrote:
Melchior FRANZ wrote:
fgfs developers aren't only pedantic, but also lazy. :-)
Errr ... busy. :-)
Curt.
Or chaotic. =)
Ampere
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On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
You are a genius, forget my previous reply.
We can't lighten pixels from the framebuffer because of the low
precision (8 bits) but we can of course darken them.
Algo (works better at full night) :
1) render the scene and all non emissive
On June 20, 2005 05:01 pm, Melchior FRANZ wrote:
http://members.aon.at/mfranz/fgfs_gui.jpg [80 kB]
m.
Oh boy! A bo105 with a cloaking device! =P
How much chance do you think I have if I want to sneak up on some Romulans?
hehe...
Ampere
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On June 21, 2005 01:39 am, Melchior FRANZ wrote:
I like these title bars -- they combine two necessary elements (title,
exit button) -- and thus safe some vertical space.
Hey, will the dialog shade if I double click on the title bar? =P
Ampere
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If I found a lot of inaccuracies in an airport and want to get them fixed, who
should I talk to?
Thanks in advance,
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On June 19, 2005 04:10 pm, Gerard Robin wrote:
I have the same request LFPO is wrong: -- take off point beside the
runway
Thanks
--
Gerard
For me, it is the LFBO. 14L/32R is a dirt runway, and there is no taxiway
connected to the ends of 14R/32L. =/
I notice another airport around the
Hello,
This thread in the FlightGear section on Avsim is getting pretty informative.
The thread started out as a form of feature request, but it eventually focus
on the funding issue of FlightGear. Please check it out:
On June 17, 2005 01:17 am, Mathias Frhlich wrote:
On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote:
I have short circuted that with an unconditional false return in line
461 in RenderTexture.cpp.
The crash happens in the first call to glXCreateGLXPbufferSGIX a few
lines
On June 17, 2005 03:17 am, BONNEVILLE David wrote:
Hi again people,
problem solved ! :D
I've just recompiled the latest cvs of plib, simgear and FlightGear, turned
on the threads flags, and now I have a FG running up to 60 fps (i have
forced the synchro with the vertical refresh).
Cuold
On June 17, 2005 10:53 am, yue xianf wrote:
hi Gerard:
Thanks lot, I found the hope to finish my project.
Clifford
What aircraft is it that you intent to port over?
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On June 17, 2005 03:02 pm, Harald JOHNSEN wrote:
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me know
if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I
Forgive my annoyance, but here are a few more questions. =)
First of all, I am seeing a potential problem when the sun is below the
horizon (during dawn and dusk) and doesn't cast any shadow onto the ground.
Does your code handle this special case at the moment? If so, how?
Secondly, do
On June 16, 2005 01:18 am, Mathias Frhlich wrote:
Look into that. I believed that this was integrated somehow. That looks
phantastic and does things like that.
Watch the video on the bottom of that page.
Greetings
Mathias
I have just finished watching the video. Yes, the
On June 16, 2005 01:24 am, Mathias Frhlich wrote:
I tried with 24.
On a recent Mesa CVS r200 driver I get the same error message.
With the r200 driver from my distro it just crashes.
I have short circuted that with an unconditional false return in line 461
in RenderTexture.cpp.
The crash
On June 15, 2005 04:05 am, Erik Hofman wrote:
There where a few reports that one would need at least 24/32 bit colors
to get it working (although it used to work with 16 bits in previous
versions).
It used to work with 16 bits. After I upgraded from the latest CVS version,
the 3D clouds don't
On June 6, 2005 06:44 pm, Josh Babcock wrote:
Well, take a look at what I put in, no wires, though I could do that
with about zero trouble if people think it would add to the model.
Personally I don't think it would add much though. Also I think the bar
I put in there is pretty sensible.
Now
Water isn't the only other material that should be modelled. There are also
other materials such as grass and soil. Right now, I can take a short cut
across the grass in any airport without concern, and these sort of behaviours
should bring some consequences. =)
Ampere
On June 13, 2005 02:40 pm, Innis Cunningham wrote:
Hi Martin
Martin Spott writes
Hello, just an informal note
To my impression the A380 needs an offset vector for the FDM reference
point in order to make it rotate around its CG. Could the author
confirm ?
This is correct I was
On June 13, 2005 12:42 am, Manuel Bessler wrote:
The stuff is still here:
1. http://cockpit.varxec.de/fgfs/fgfs_717-200.tar.bz2
2. http://cockpit.varxec.de/fgfs/fgfs_717-200_71.blend.gz
They are not there.
Ampere
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On June 11, 2005 06:07 pm, Oliver C. wrote:
I agree with the terrain.
But i think that airplanes need to be able to sink after they crash. :)
So the best way would be to make the terrain and watersurfaces independent
from each other.
This would also have some positive side effects because it
On June 11, 2005 03:06 pm, [EMAIL PROTECTED] wrote:
Hi All!
I would like to contribute to flightgear project... I'm interested in
converting italian scenery from MSFS (I already know that it is not
possible to distribute stuff that it isn't GPL compatible) and creating an
MD-82 model for
hmm... flying undersea. Isn't that what submarines do?
Ampere
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On June 9, 2005 05:28 pm, Martin Spott wrote:
I'm curious if it is possible to 'simply' define the whole model as a
contact point and let the OpenGL subsystem detect terrain collision.
This would require some return channel from the OpenGL system back
to the application and I have no idea if
Perhaps seperating land and water would be the next thing on the agenda?
Ampere
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On June 3, 2005 12:33 pm, Jon Berndt wrote:
I'm interested in tallying up the existing JSBSim aircraft flight models.
I'd be interested to know (either by posting here or sending me a personal
email) which aircraft you have modeled. It seems there are a lot of models
floating around that are
On June 1, 2005 07:02 pm, Andy Ross wrote:
This isn't fixable without relatively major surgery, so for now I
think you're stuck. Maybe Melchior's suggestion of storing your data
in Nasal space is the best one for the moment.
Okay. I think I came up with something using Nasal. =)
Objects in
I don';t think the property tree cares much, I expect this is a string
handling problem in Nasal because it is written in C(++).
Actually, it is the otherway around: Nasal doesn't care, while the property
tree does. I hope Nasal stays that way.
Oh wait, Ampere is actually trying to put \0
On June 1, 2005 04:23 pm, Andy Ross wrote:
My guess is that the property tree doesn't care either, and it's
simply the output routine that is truncating the string due to the
embedded null. Is there some sample code to exhibit the problem?
Andy
Do you mean something like this?
# **
I have been experimenting with Nasal lately. The focus of my experiment is to
have one Nasal script communicate with another using the property tree. In
an attempt of communication, a Nasal script of mine placed the following
stream of characters to the property tree:
1, 80, 194, 0, 0, 0, 0,
On May 29, 2005 12:16 pm, Gerard ROBIN wrote:
If your whishes are: using GMAX
In windows environment (is valuable with linux + wine too)
It is possible to convert from .gmax to .ac
If GMax native file can work in Flightgear directly, then there wouldn't be
need for conversions.
On May 26, 2005 04:32 pm, Andy Ross wrote:
Would it be possible to have a compiled form stroed on disk, which
is automatically regenerated on startup of FGFS based on rules
similar to make. If the ASCII version is newer than the compiled
version, rebuild the compiled version.
Sorry, but
On May 26, 2005 01:43 pm, Ampere K. Hardraade wrote:
How so? Python does it by compiling a new *.pyc everytime there is a
change to the associated *.py file.
Ampere
Beside, you don't compile Flightgear everytime you run it. You compile
Flightgear when there is a change in the source
On May 24, 2005 07:45 am, Melchior FRANZ wrote:
for (3): use as few textures as possible; You can:
- edit material.xml and let it share textures (only one wood
texture) or start fgfs in the desert :-)
- use aircraft with few and small textures (hint: avoid the MD-11
:-) -
On May 18, 2005 06:25 am, Steve Hosgood wrote:
The original glider had no instruments of course. For this model, I've
pinched the instruments panel from the Schweizer 2-33 that was already
in Flightgear. I did this to give me some idea of airspeed, to
compensate for not having the wind in my
On May 17, 2005 01:54 pm, Paul Surgeon wrote:
Only 20% of strikes consist of one stroke (pulse along the same path) while
the other 80% are two or more strokes.
The mean stroke occurrence is five to six and the maximum has been measured
at twenty-five.
Strikes can last up to 1 second in
On May 15, 2005 10:21 am, Melchior FRANZ wrote:
PS: TODO for 1.0:
- perfect weather (almost) done
- per-wheel gound reactions YASim: done; JSBSim: :-( UIUC: bah!
- help system (a bit unsophisticated, but) done
- a/c switchable at runtime
Just an information: Linux + Mozilla no problem
Konqueror has no problem either.
Ampere
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On May 11, 2005 09:47 am, Ben Morrison wrote:
How long would you say it would take you to create this model,
just so I have an idea.
It depends. How much data have you gathered? The more data you have, the
less guess work you have to do, and the quicker you can get the model to look
right.
On May 11, 2005 01:35 pm, Ben Morrison wrote:
When you refer to data, are you referring to the dimensions of the
aircraft?
Sort of, but dimensions of parts on the aircraft would be a better
description. =)
Ampere
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What kind of graphic cards do you have?!
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On May 10, 2005 03:59 am, Erik Hofman wrote:
To be clear, are you talking about a 3d model or about a flight dynamics
model (which describes how the aircraft should handle)?
In case of the latter, there is already a (beta) C130 configuration file
for JSBSim available:
On May 10, 2005 01:48 pm, Harald JOHNSEN wrote:
I'd like to work on a plane too in my spare time (model, animation or
panel).
Do we know of some aircraft from cvs that need some work or is it better
to start a new one ?
Harald.
There are quite a few aircrafts in the cvs that need to be work
On May 6, 2005 10:06 am, Karsten Krispin wrote:
If you bank your plane the clouds will move in the opposite direction as
you turn
to - They move to the right or to the left depending whether you turn
left or right. (And I'am not talking about the movements through the
wind ;)). It is strange
On May 5, 2005 08:30 am, Giles Robertson wrote:
The major problem is modelling the city anyway; if you are prepared to
model NY accurately, then feel free - but be aware of the size of the
task, and if you already have the data, tell us where it is :)
Giles Robertson
Too bad the Manhattan
The new 3D clouds are great! However, on the ground, I noticed the clouds
seem a bit grainy. They are also darker than they should be. On closer
observation, I see this:
http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg
Does anybody know I am seeing these artifacts? Would my use of
On May 5, 2005 06:32 pm, Curtis L. Olson wrote:
They look a lot nicer in 24bit depth, there are some issues, but I
assume this is still a work in progress so I'll wait a bit longer before
I start complaining. :-)
hehe. I see why you would think I am complaining. I missed the word why in
one
On May 3, 2005 02:39 am, Melchior FRANZ wrote:
WARNING: ssgSGIHeader::: Failed to open
'/usr/local/FlightGear/share/FlightGear/Textures/Sky/cl_cumulus.rgb' for
reading.
So? What's with theses files? Are you sure you have these, at this weird
path? But anyway ...
Those files aren't there.
On May 3, 2005 09:59 am, Arnt Karlsen wrote:
On Mon, 2 May 2005 23:17:39 -0400, Ampere wrote in message
[EMAIL PROTECTED]:
I have gone through the entire log.
..put it on a web server and post the url to it here.
http://www.students.yorku.ca/~ampere/Xorg.0.log
..according to your log, it _is_ loaded between (II) LoadModule: glx
and (II) Loading extension GLX , despite the first loading failure.
Yes, I see that too. It is being loaded as a submodule.
[EMAIL PROTECTED]:~$ dpkg
-S /usr/X11R6/lib/modules-dri-trunk/extensions/libGLcore.so
Thanks for all the help guys. It seems the depth-rate setting was preventing
FlightGear to run. After I have changed the depth from 24-bits to 16-bits,
FlightGear runs fine. Unfortunately, enemy-territory slows down even more
under 16-bits (not that it is playable anyway).
As far as
I have tried everything I can think off. I have reinstalled the plib1.8.4 and
plib1.8.4-dev packages. I have recompiled simgear. I have even reinstalled
all the graphics-related package, but I still get the same error messages
when I was trying to compile FlightGear.
In the attachment is a
On May 2, 2005 07:42 am, Arnt Karlsen wrote:
..I don't see X.org installed in your list, you compiled from source and
put it in the /usr/local tree?
No. I put a source in my /etc/apt/sources.list and got the binary from
http://www.nixnuts.net/files/. I didn't perform any compilation.
Xorg
On May 2, 2005 03:39 am, Melchior FRANZ wrote:
Oh. freeglut and something that looks like opengl is already there, but the
commend in brackets looks suspicious:
xlibmesa-gl4.3.0.dfsg.1-1 Mesa 3D graphics library [XFree86]
For XFree86? But you are running Xorg's X11R6.8.* now? Maybe you
On May 2, 2005 04:41 pm, Melchior FRANZ wrote:
This does indeed look ugly. I assume that no 3d apps are running HW
accelerated?
I don't really know. glxinfo says direct rendering: yes. Xorg.0.log also
reports direct rendering is enabled. Enemy Territory also runs, although it
is virtually
On May 2, 2005 04:55 pm, Arnt Karlsen wrote:
..their Check.sh is meant for what??? Their own proprietary drivers, or
also for open source X.org
It meant to check what version of xserver you are running: XFree4.1.0,
XFree4.2.0, XFree4.3.0 and Xorg6.8.0, so people can download the appropiate
On May 2, 2005 04:31 pm, Melchior FRANZ wrote:
My favorite strace could give you some hint in either case:
A) $ strace -fF -eopen glxinfo 21|tee /tmp/strace.log
B) $ strace -fF -eopen ./configure 21|tee /tmp/strace.log
If you search through that log file, you'll see *where* and *what*
First, let me say thank you for all the help, guys. I have reinstalled all
the graphics related packages again. For some reasons, it worked this time.
I managed to compile FlightGear without problems. But now I am having another
issue: FlightGear doesn't run and gives me the following
On May 2, 2005 07:12 pm, Arnt Karlsen wrote:
..play with grep -B 20, 25 etc, I find it hard to believe this:
undefined symbol: __glXLastContext
..is causing DRI to fall over.
That command doesn't work, nor does grep -B=20. So I have just attached the
entire log. Sorry.
Ampere
On May 2, 2005 10:26 pm, Arnt Karlsen wrote:
cat /var/log/Xorg.0.log | grep -B 20 EE
--
[9] -1 0 0xf000 - 0xefff (0x0) MX[B]O
[10] -1 0 0xff8c - 0xff8d (0x2) MX[B](B)
[11] -1 0 0xff8f - 0xff8f (0x1) MX[B](B)
[12]
I've just upgraded SimGear, but I was getting the following errors when I was
trying to compile FlightGear today:
localhost:/usr/local/src/FlightGear-0.9.8# make
Making all in tests
make[1]: Entering directory `/usr/local/src/FlightGear-0.9.8/tests'
if gcc -DHAVE_CONFIG_H -I. -I.
I was up all morning watching it. =)
http://www.airliners.net/open.file/825950/L/
http://www.airliners.net/open.file/825949/L/
Ampere
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http://www.airbus.com/A380/Seeing/indexminisite.aspx
Click on Discover, then Videos for the video of the take off.
Ampere
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Another congratulation is in order -- successful landing.
Ampere
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I have been meaning to ask this for a while:
Does anybody know what happened to the project? Whoever was working on it
seems to have just diappeared.
Ampere
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On April 19, 2005 09:24 pm, Curtis L. Olson wrote:
I can't afford a lot of scsi ...
Have you tried getting these off E-Bay?
Ampere
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On April 7, 2005 03:09 am, Melchior FRANZ wrote:
Your standard Nasal
key binding skeleton with one commented out line would do (literally)
nothing to solve this problem. But maybe I just didn't understand your
performance enhancement!? Are you suggesting that we replace all nasal
key bindings
On April 6, 2005 05:18 am, Melchior FRANZ wrote:
Here is an improved version. It initializes gear with settimer,
because otherwise using /controls/gear could lead to collisions with
other parts that messed with it at startup. You can instead use a
different property path. And then, we keep
I get the following outputs from FlightGear 0.9.8 on Debian Linux:
[EMAIL PROTECTED]:~$ /usr/local/FlightGear/bin/fgfs
--fg-scenery=/usr/local/FlightGear/share/FlightGear/Scenery-0.9.8
--airport=LFBO --enable-real-weather-fetch --aircraft=b29 --lat=43.62176
--lon=1.377905
WARNING:
On February 22, 2005 04:20 pm, Paul Surgeon wrote:
The way I see it is an instrument should be able to have it's own set of
animation, input and sound config files as well as nasal scripts.
Then only a single include has to be done in an aircraft config file to
load the instrument at the right
On February 22, 2005 06:09 am, Steve Hosgood wrote:
I might suggest that those of us who've seen this sort of problem seem
to have slow 3D rendering.
Yes, I have slow rendering. When the ground is within view, the framerate
never goes beyond 15.
Ampere
On February 17, 2005 02:42 pm, Josh Babcock wrote:
Found a link to this on fark.com.
http://www.airliners.net/open.file?id=777174size=Lsok=photo_nr=prev_id=
next_id=
Josh
This photo brings up one question again: curved taxiways.
With aircrafts like the A380 and B747, you can't make a turn
On February 18, 2005 08:02 am, Melchior FRANZ wrote:
I'll find out anyway. I can't stand people borrowing things from me and
returning them like *that*!
http://members.aon.at/mfranz/exhibit_A.jpg
m.
Yes, that's a very nice touch. =)
On February 18, 2005 12:45 pm, Christian Mayer wrote:
On February 18, 2005 04:07 pm, Ampere K. Hardraade wrote:
On February 17, 2005 02:42 pm, Josh Babcock wrote:
Found a link to this on fark.com.
http://www.airliners.net/open.file?id=777174size=Lsok=photo_nr=prev_i
d= next_id=
Josh
This photo brings up one question again: curved
On February 18, 2005 04:11 am, Erik Hofman wrote:
It really is a nice setup. Good work John.
It also looks to me like a pleasant isle of joy in an otherwise boring
event (am I right about that?).
Erik
lol... I have a similar thought about the event.
Nice simulator, pictures and videos, by
On February 17, 2005 11:03 am, Dave Culp wrote:
http://fgfs.narod.ru/fgfs-006.jpg
Roman
I had a really slow download from there so I'm mirroring it here:
http://home.comcast.net/~davidculp2/3207.0.fgfs-006.jpg
This should work better, at least over on this side of the Atlantic.
Dave
On February 10, 2005 08:27 am, James Turner wrote:
BTW, there is no keybinding for reverse thrust : I'm going to test with
some nasal code i found in one of the joystick files, but is there a
free key I should use? Ctrl-R perhaps?
For commercial airliners at least, it will make more sense to
At the moment, is antialiasing applied to textures themselves? If so, what
will happen if antialiasing is applied to the final render/output instead?
Ampere
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Please take some pictures and videos of the Expo.
Ampere
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How about not rendering ground textures at night? Has this been done yet?
Ampere
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On January 24, 2005 06:16 pm, Roman Grigoriev wrote:
Thanx Ampere!
The main thing I got - blur on terrain and objects and blurry runway lights
and also reflections from wet runway. Ok I try to implement it ;-)
Thanx
Speaking of blur, is there someway to apply antialiasing effect in the area
On January 24, 2005 03:45 am, Erik Hofman wrote:
I expect you have replaced the accelerated drivers by a software only
driver now. You should have installed the mesag3-dev package only.
Erik
On January 24, 2005 07:32 am, Curtis L. Olson wrote:
As someone else mentioned, it sounds like you
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