Re: [Flightgear-devel] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-30 Thread Hal V. Engel
On Monday, May 30, 2011 12:47:41 PM Stuart Buchanan wrote: > >> I don't have a good answer for the other items. Some are nice-to-haves > >> that enrich > >> the simulation experience but don't impact simulation of flight > >> itself, but others > >> (such as a co-pilot) are more important for multi

Re: [Flightgear-devel] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-30 Thread Stuart Buchanan
On Thu, May 26, 2011 at 8:30 PM, Vivian Meazza wrote: > Stuart > >> >> > Thanks for addressing the points that were hammered out over on the IRC >> > channel. I think the modified system could work. Just a few points >> remain: >> > >> > There is no penalty for including systems, such as an AP, whe

Re: [Flightgear-devel] - Open Radar development

2011-05-30 Thread ThorstenB
On 28.05.2011 04:47, Marcel Fernandez wrote: > Other question I have is where can I find documentation about multi > playerprotocol. I saw that the documentation I found in flight gear > wiki has some differences with the one found in flightgear multiplayer > server page(fgms.sourceforge.net

Re: [Flightgear-devel] Segfault with OSG multi threading

2011-05-30 Thread ThorstenB
On 30.05.2011 19:25, Stefan Seifert wrote: > The segfault happens when the main loop thread tries to > access GL information. I know next to nothing about openGL programming but I > seem to recall that it's not allowed to access the same GL context in > different > threads. So how is this supposed

Re: [Flightgear-devel] Segfault with OSG multi threading

2011-05-30 Thread Stefan Seifert
On Friday 13 May 2011 11:03:24 Anders Gidenstam wrote: > Presumably it will also increase the risk of triggering any race condition > and/or unsynchronized data access bugs that may be lurking in the code. > There are some known ones (e.g. during the creation of a particle > system) but there coul