I have set fgrun.exe going smoothly, but the program can only run when
select Boeing 707.
When I chose other aircrafts, such as Boeing 727 and go ahead into the
play, an error will appear soon after the launch.
The bug is "0x007c233f" instruction referenced memory "0x00d0". The
memory could n
Hi all
I bundled a new FGx launcher today for OSX with current trunk and OSG
3.1.0, and after some tests I noticed that fgcom does not get any input
anymore from fgfs. When I start fgcom manually with i.e. -f910.0 I do
not have any problem, but from fgfs it gets only "0." freqs
runnning. C
Hi all,
I am trying to cover the screen with a dark quad via Effects/shaders
without any successful result. I tried with geometry shaders but it needs a
lot of perfomance requirements and doesn't have OpenGL functions available.
It would be just adding a few lines in OpenGL, but I have no idea how
Christian Schmitt wrote:
> So if you all agree, I can create a clipper/epsilon branch against master to
> get this tested first.
Yes, please, maybe even one for clipper and another with Maxime's
epsilon changes applied.
Cheers,
Martin.
--
Unix _IS_ user friendly - it's just selective
James Turner wrote:
> Okay, this all sounds like good news indeed. Martin, Chris, Peter - I
> think the steps need to be as follows - get a branch of terragear with the
> clipper changes, and probably the epsilon changes Maxime describes
> (because I've always worried, they were only needed due t
Hi,
Martin Spott wrote:
> Thus, if you'd be willing to put your stuff into a branch at the main
> repo, please go ahead - call us if you don't have write access.
I don't feel too good about adding even more branches directly into the main
TG repo. The reason is this: In the process of the 850
James Turner wrote:
> Looks very good to me - especially when it's combined with some of
> the shader / materials work that is coming!
Ah, well, I'm having mixed feelings about the shaders because they're
imposing a huge performance hit onto our bigger multi-monitor setup
Cheers,
Ma
Curtis Olson wrote:
> So this all sounds good (I think) except we now have to compute a point
> inside each material region. Easy, right? Well, except that all the
> published algorithms can tell you if a random point is inside a polygon or
> not, but they don't tell you how to manufacture a poi
On 13 Nov 2011, at 10:04, Martin Spott wrote:
> I'm just a bit unhappy that I'd have to check various _repositories_
> (_plus_ various branches therein) in order to get an update about what
> peple are actually doing about TerraGear. Experimental stuff is pretty
> much what Git branches (or bran
Maxime Guillaud wrote:
> The only problem that prevents me from calling it final and generating custom
> scenery for
> all of Europe can be seen in the last screenshot:
> http://www.mguillaud.net/fg/scenery-gallery/fgfs-screen-008.png
I've seen a couple of these when preparing the terrain which
Peter Sadrozinski wrote:
> I think most of the work we are doing (alternate clipping library,
> 850 format) should be considered experimental, however. I'm pretty
> sure we want to keep the main branch concentrated on fixing problems
> with detailed landclass.
Sure, I didn't propose to put the e
HB-GRAL wrote:
> I just noticed that this small scenery bugs at KSFO never have been
> fixed since many years now (or did I miss something?).
Base Package or TerraSync - or both ? :-)
Cheers,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
---
Chris Marr wrote:
> I'm using the build instructions here:
> http://wiki.flightgear.org/Building_FlightGear_-_Debian
If you happen to be on Debian/AMD64 stable, then you might consider
using the 3.0.1 packages available from here - they're a simple
backport by building the source packages for Sid
Hi Martin,
Martin Spott wrote:
> I know it's really "cool" to maintain private source repositories ;-)
> but for increasing the overall success of building FlightGear
> scenery I'd think it would be really beneficial to keep the various
> development efforts in close relation and sync.
S
Peter Sadrozinski wrote:
> I would experiment with removing the code that removes the node. You'll be
> trading one error for another, but it may help track this down.
Actually, this is exactly what one of my commits is doing:
https://gitorious.org/~maximeguillaud/papillon81/maxime-terragear-cs/
On Sat, 2011-11-12 at 12:55 +0100, ThorstenB wrote:
> Am 12.11.2011 11:03, schrieb Chris Marr:
> > trying to build the latest GIT version of FG, when cmake'ing simgear it
> > complains that OSG 2.9.7 is installed, even though I've just downloaded
> > and compiled OSG 3.0.1
> >
> > can someone prov
De Stuart Buchanan :
>
> On Sat, Nov 12, 2011 at 10:05 AM, Frederic Bouvier wrote:
> >> See : http://frbouvi.free.fr/flightsim/fgrun-rating-system.png
> >
> > And what about this one ?
> > http://frbouvi.free.fr/flightsim/fgrun-rating-system-star-en.png
>
> Of the two, I prefer the stars. Great w
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