On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote:
> Hi Stuart,
>
> Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
> I think the sorting problem stems from the osg idiosyncracy
> to store transposed matrices...so the intuitive
>
> osg::Vec4f p = vm * osg::Vec4f(_c
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);
needs to be replaced with...
Hi again,
>
> > 5) Iterative sorting of sprites. This doesn't
> appear to
> > solve the alpha blending problem completely, but may
> help a
> > bit.
>
> There is no much improvement for me- still very visible. I
> wonder if this would disappear if we could add some
> "volume" to the clouds, but t
On samedi 08 novembre 2008, Detlef Faber wrote:
> Am Samstag, den 08.11.2008, 12:26 +0100 schrieb gerard robin:
> > On samedi 08 novembre 2008, Melchior FRANZ wrote:
> > > * gerard robin -- 11/5/2008 4:27 PM:
> > > > Though, that nasal "Terrain" script could be part of the FG generic
> > > > nasal
On dimanche 09 novembre 2008, Heiko Schulz wrote:
> Hi,
>
> > I've put together an improved 3D clouds patch,
> > available from here:
> > http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
> > It fixes the following issues (to a greater or lesser
> > extent):
> > 1) Performance. Quad trees used to
Hi,
>
> I've put together an improved 3D clouds patch,
> available from here:
> http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
> It fixes the following issues (to a greater or lesser
> extent):
> 1) Performance. Quad trees used to improve culling, and the
> sprites are placed on the surface
Am Samstag, den 08.11.2008, 12:26 +0100 schrieb gerard robin:
> On samedi 08 novembre 2008, Melchior FRANZ wrote:
> > * gerard robin -- 11/5/2008 4:27 PM:
> > > Though, that nasal "Terrain" script could be part of the FG generic nasal
> > > script , won't it be useful elsewhere (AI animation ? for
On samedi 08 novembre 2008, gerard robin wrote:
> On samedi 08 novembre 2008, Melchior FRANZ wrote:
> > * gerard robin -- 11/5/2008 4:27 PM:
> > > Though, that nasal "Terrain" script could be part of the FG generic
> > > nasal script , won't it be useful elsewhere (AI animation ? for
> > > instance
On samedi 08 novembre 2008, Melchior FRANZ wrote:
> * gerard robin -- 11/5/2008 4:27 PM:
> > Though, that nasal "Terrain" script could be part of the FG generic nasal
> > script , won't it be useful elsewhere (AI animation ? for instance)
>
> This script continously updates a property which tells i
> Torsten Dreyer wrote:
>
> > It spits out the error message
> > could not find texture LFPO001.rgb
> > grepping thru the base packages finds
> > Models/Airport/apt-light-ba.ac using this texture.
>
> Indeed, this is a known bug - due to recent occupation by "some hobby
> project" ;-) we simp
To add to the carrier bug report, the "meatball" turns white instead of red
when the aircraft approaches too low for the glideslope, which I guess is the
default whte appearing instead of the missing mystery texture...
Cheers,
-R. (MD-Terp)
Robert M. Shearman, Jr.
Transit Operations Supervisor
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