[Flightgear-devel] lamp-post appearance depends on camera tilt angle

2010-03-14 Thread John Denker
1) I closed the bug-tracker issue concerning the taxiway signs. That's all good. 2) Alas there are other scenery elements that still exhibit an improper dependence on camera tilt angle. Example: http://www.av8n.com/fly/fgfs/img48/pole-dark.png in contrast to http://www.av8n.com/fly/fgfs/im

Re: [Flightgear-devel] Shader question

2010-03-14 Thread Heiko Schulz
> >    > > What about this (unfinished) one : > http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg > > -Fred Yep, exactly that was in my mind! __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen M

Re: [Flightgear-devel] Shader question

2010-03-14 Thread Frederic Bouvier
Le 13/03/2010 16:09, Heiko Schulz a écrit : > Would be great it would support "nightlighting" as well. (Switching between > emissive nightlighted and daylighted textures) So we can get rid of those > ugly lightpoints > What about this (unfinished) one : http://frbouvi.free.fr/flightsim/fg

Re: [Flightgear-devel] Shader question

2010-03-14 Thread Erik Hofman
Frederic Bouvier wrote: > There is a very good Gimp plugin that has a 3D preview, support relief > maps and works under Windows : http://registry.gimp.org/node/69 > Of course, source code is also available for Linux and Mac. > > I also found a tutorial here : > http://developer.valvesoftware.com/w

[Flightgear-devel] Shader switches

2010-03-14 Thread Martin Spott
Hi, do I understand correctly, that the former /sim/rendering/shader-experimental property has now been completely superseded by: /sim/rendering/crop-shader /sim/rendering/landmass-shader /sim/rendering/urban-shader /sim/rendering/water-shader Apparently these four don't accept 'true'

Re: [Flightgear-devel] airseed fix

2010-03-14 Thread syd adams
Thanks , I have too many tests running, making errors go by too fast to see ... , missed that one ... > Nasal runtime error: undefined symbol: set_barber_pole > > at /opt/FlightGear/FlightGear_cvs/data/Aircraft/b1900d/Nasal/systems.nas, > line 132 > called from: /opt/FlightGear/FlightGear_cvs/da

Re: [Flightgear-devel] Shader question

2010-03-14 Thread Patrice Poly
There is also another approach to creating normal maps, using a detailed, high polygon count model of the object, from which you extract the normals and map them to the low polygon object which is used in the game. A nice tutorial for blender can be found here : http://blenderartists.org/forum/s

Re: [Flightgear-devel] Shader question

2010-03-14 Thread Frederic Bouvier
Hi Erik, Le 14/03/2010 15:13, Erik Hofman a écrit : > Heiko Schulz wrote: > >> Now I have to learn to make normalmaps! :-) >> > I've updated the normalmap utility in FlightGear/utils/Modeller to > reflect the output of the following tutorial: > http://www.katsbits.com/htm/tutorials/creati

Re: [Flightgear-devel] Shader question

2010-03-14 Thread Erik Hofman
Heiko Schulz wrote: > Now I have to learn to make normalmaps! :-) I've updated the normalmap utility in FlightGear/utils/Modeller to reflect the output of the following tutorial: http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm It's not a one size fits all solution but mig

Re: [Flightgear-devel] airseed fix

2010-03-14 Thread Alasdair
On Fri, 2010-03-12 at 18:55 -0800, syd adams wrote: > Hi guys , > This is another patch for the overspeed > It keeps the overspeed properties out of property tree when airspeed > indicator is not 'overspeed ' enabled > No sense putting unused properties in an already heavily populated >

[Flightgear-devel] Broken ATIS Init due to late OpenAL Initialization.

2010-03-14 Thread Zebediah C. McClure
Greetings, In Flightgear 2.0 and CVS on Gentoo linux, ATIS transmissions were not working properly. Upon examining the code, I noticed that ATIS was initialized in the fgIdleFunction with all the other subsystems, yet fgInitSoundManager() isn't called until inside the main loo