Hi Muad
just to make sure: You know the wiki
http://wiki.flightgear.org/Joystick ??
I did use that to set/reset my Saitek X52 with no problems.
joe
--
All the data continuously generated in your IT infrastructure conta
How about adding an "Aircraft Level-of-Detail" slider to the Rendering
Options dialog? It could provide an easy way for aircraft developers to
add lots of detail to their models but still make them usable on low-end
systems. Ideally it would work like the existing "Performance vs.
Quality" slider f
Csaba,
Thanks, that makes complete sense, I did not spot that the id may be how it
is registered.
However, I have checked what value comes back from id and it is
'instrument-1-taradar', so i changed my call to:
globals->get_subsystem("instrument-1-taradar");
but this is still returning NULL!
i
Thorsten,
Thanks for your prompt reply.
I get that the pointer is NULL, but I do not understand why!
I believe that I have called the correct method to return a pointer to the
object. And since I know that the object has been instantiated (since i get a
cout message to tell me and also i can
On Tue, Oct 11, 2011 at 11:31 PM, Robbo wrote:
>
> The classes are instantiated within instrument_manager:
>
> } else if ( name == "taradar" ) {
> set_subsystem( id, new TaRadar( node ), 1 );
Notice that the subsystem will be registered using the "id" not the
"name". So make s
On 11.10.2011 23:31, Robbo wrote:
> TaRadar* _taradar_node = (TaRadar*) globals->get_subsystem("
> taradar");
>
> Now then, if TaRadar::getAngle() has the following fixed code:
> return 10;
> everything works ok, but if the method returns an object variable:
> return _angle;
> I get a segmentation
Hi,
I am trying to develop a radar module which consists of two 'texture'
classes that are overlaid.
The classes are instantiated within instrument_manager:
} else if ( name == "taradar" ) {
set_subsystem( id, new TaRadar( node ), 1 );
} else if ( name == "taecho" )
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 11 October 2011 17:48
To: 'Erik Hofman'
Subject: RE: [Flightgear-devel] Skydome and Terrain shader with haze - some
helprequired
Erik
> On Tue, 2011-10-11 at 09:30 +0100, Vivian Meazza wrote:
> > Thorsten
>
On Tue, 2011-10-11 at 09:30 +0100, Vivian Meazza wrote:
> Thorsten
>
> > Im the last weeks, I've been working on integrating Lauri's skydome
> > scattering shader in a seamless way with the rest of the environment. I
> > have now a working version of the shaders available which could be
> > commit
Thorsten
> Im the last weeks, I've been working on integrating Lauri's skydome
> scattering shader in a seamless way with the rest of the environment. I
> have now a working version of the shaders available which could be
> committed.
>
> This is:
>
> * the original skydome shader, with an added
Hello everyone!
I'm new to this list, but due to my work I am going to have a lot to
do with FlightGear and will hopefully be able to contribute a little
to the development too.
I have found an issue with the udp-communication between 32bit and
64bit systems. To reproduce try using the --native-c
Im the last weeks, I've been working on integrating Lauri's skydome
scattering shader in a seamless way with the rest of the environment. I
have now a working version of the shaders available which could be
committed.
This is:
* the original skydome shader, with an added simulation of a low alti
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