On Fri, 2011-04-15 at 00:16 +0200, Christian Schmitt wrote:
I can only agee with Vivian here: lets get this change into GIT, so that it
doesn't get lost as so many others in the past. The shader is not perfect
yet, but that should not hurt, as it is disabled as a default. Those who
want to
ThorstenB wrote:
On 15.04.2011 01:22, Martin Spott wrote:
Note that there are a couple of updates/additions (and removals) to the
Base Package which have, as far a I can tell, not yet been migrated to
the release branch. At least the stuff Jon Stockill and I have
committed to the Models/
On Fri, 15 Apr 2011 08:41:42 +0200, Erik wrote in message
1302849702.1655.1.camel@Raptor:
On Fri, 2011-04-15 at 00:16 +0200, Christian Schmitt wrote:
I can only agee with Vivian here: lets get this change into GIT, so
that it doesn't get lost as so many others in the past. The shader
is
Am 14.04.2011 21:39, schrieb Torsten Dreyer:
Isn't that what SGReferenced objects were made for? Automatic deletion?
Minimal but slight more complex example [...]
yes, this works as expected -- as long as one uses SGSharedPtr. The
componentForge map uses standard pointers at the moment, so it
On 15 Apr 2011, at 08:41, Erik Hofman wrote:
On Fri, 2011-04-15 at 00:16 +0200, Christian Schmitt wrote:
I can only agee with Vivian here: lets get this change into GIT, so that it
doesn't get lost as so many others in the past. The shader is not perfect
yet, but that should not hurt, as
On Fri, 2011-04-15 at 11:22 +0200, Durk Talsma wrote:
Like, Christian and Vivian stated earlier, I would also hate to see a patch
getting lost, especially when it contains promise. This is why I originally
suggested committing it.
I would suggest that (even though it may not be
Hi.
Nice to see my shader brought up some discussion :)
First, Vivian, I tried to see your screenshots, but the link wasn't
working (server down or something?) so I cannot comment them right
now. And I didn't mean the bug with sun reflection on the water being
misplaced from the real shader, but
On Thursday, April 14, 2011 21:40:10 Gary Neely wrote:
Adrian,
Great catch on the fuel and glideslope issues. You're right--
despite
parsing the fuel attributes and supplying defaults if necessary,
it
has the defaults hard-coded right in the Airplane::compile block.
It
seems to consider
Durk wrote
On 15 Apr 2011, at 08:41, Erik Hofman wrote:
On Fri, 2011-04-15 at 00:16 +0200, Christian Schmitt wrote:
I can only agee with Vivian here: lets get this change into GIT, so
that it
doesn't get lost as so many others in the past. The shader is not
perfect
yet, but that
Hi Arnt,
http://geoffair.org/tmp/makefg
..idea for makefg-1.3.0: WEUSESYSTEMPLIB=1, WEUSESYSTEMOSG=1
Already thought of, and done ;=))
For all the recent versions there are options -
PLIBPATH=path
OSGPATH=path
Which should do what you ask, but I have NEVER installed
PLIB nor OSG into
Syd, about the fuselage contact points: they are internally
represented as a gear object, only without the compression stuff
and with hardcoded values for static and dynamic friction. I think
using fake gears directly would give a little better tweaking
precision, wouldn't it?
Cheers,
Hi Syd,
As Oliver Thurau (ot-666) found out, many fuselage sections will decrease
framerates.
That's why it is better to have fuselage section only when necessary.
Heiko
Von: syd adams adams@gmail.com
Betreff: Re: [Flightgear-devel] YASim issues
An: FlightGear developers discussions
Possibly , I think you've probably looked deeper into the code than i
have there . Thought I'd bring up the idea in case it hadn't been
tried .
I,ve also tried to trigger that gear up crash but haven't been able
too , (with my aerostar) , it does a belly landing and the crash
property
On Friday 15 April 2011 17:36:12 syd adams wrote:
Syd, about the fuselage contact points: they are internally
represented as a gear object, only without the compression stuff
and with hardcoded values for static and dynamic friction. I think
using fake gears directly would give a little
Hi,
On Wednesday, April 13, 2011 11:52:30 Durk Talsma wrote:
Oh, and just hitting the send button a little too early, I had wanted to
add that Martin Spott pointed me that the possibilities of using the new
HLA layer for this purpose. I'm currently not familiar with HLA myself to
comment on
One small ,narrow fuselage piece inside and at the bottom of the main
fuselage doesnt make a difference here, you don't need a lot . And
they don't seem to trigger a crash like gear does.
On Fri, Apr 15, 2011 at 8:46 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
Hi Syd,
As Oliver Thurau (ot-666)
Hi,
On Thursday, April 14, 2011 06:07:18 cas...@mminternet.com wrote:
Agree with the first part about hacking, but disagree with the second idea
of cost
HLA is a follow-on to DIS and SimNet developed by DARPA and would require
either an extensive rewrite of FG to be HLA (Stanag 4603)
Still trying to take off ;) .Very nicely done model ...but a bit too
much detail for my laptop ...I get 10 fps where I'm used to getting
30-40 .
On Fri, Apr 15, 2011 at 8:54 AM, Adrian Musceac kanto...@gmail.com wrote:
Possibly , I think you've probably looked deeper into the code than i
have
On 15.04.2011 11:11, Andreas Gaeb wrote:
The input value lists seems to fulfil both conditions (SGSharedPtr
pointing to SGReferenced), so in theory, automatic deletion should work
here. Still, valgrind complains. Could the problem here be related to
calling the componentForge functor?
On Friday 15 April 2011 21:07:12 syd adams wrote:
Still trying to take off ;) .Very nicely done model ...but a bit too
much detail for my laptop ...I get 10 fps where I'm used to getting
30-40 .
No need to take off :), just raise the gear with the engine running (otherways
it doesn't raise
On Friday, April 15, 2011 20:43:45 syd adams wrote:
One small ,narrow fuselage piece inside and at the bottom of the main
fuselage doesnt make a difference here, you don't need a lot . And
they don't seem to trigger a crash like gear does.
The gear only triggers a crash when its absolute
Ok success. It does rest slightly off the ground at the nose ... i
removed the fake gear and all the mstab objects (clever use of mstab ,
by the way :)) , and still the same results... I have to admit I've
never noticed this behavior before.
On Fri, Apr 15, 2011 at 1:17 PM, Adrian Musceac
2011/4/15 ThorstenB bre...@gmail.com:
Ok, not sure what has changed there, but is it important enough to be
migrated to 2.2? I know it's tempting to make all the new features
available right now (I'd like to see my new TCAS in the release, we've
had 2 JSBSim updates, new HLA support, tank
The props data protocol ls command has a problem: there's no way to
determine that its output is complete (unless we use a timer, which
would mean that all ls commands would suspend the client for the time out
duration).
I'm proposing to add a lsx command, similar to ls, but that will
terminate
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