I ran a memory test and to my surprise had a bad memory module. I removed
the module and replaced it and the optimization compiler error went away.
My system is much more stable too.
Special thanks to Arnt Karlsen and Olaf Flebbe!
Tim
On Sun, Feb 5, 2012 at 6:39 AM, Arnt Karlsen wrote:
> O
Dang, I shouldn't have ranted. This added nothing to Thorsten's
discussion. My apologies to the list and to Thorsten.
-Gary
> Thorsten,
>
> #2 has long been a point of frustration for me. I've given up trying
> to address folks on the forum who say "throw all the vertices/polygons
> at it that y
Quote:
>#2 has long been a point of frustration for me. I've given up trying
>to address folks on the forum who say "throw all the vertices/polygons
>at it that you like! Graphics cards can handle millions with no
>problem!" Last time I looked there was even an FG wiki article that
>advised modeler
Hi All,
I've just committed to simgear/next and fgdata/master code to allow
the placement and rotation of random objects and vegetation to be
masked based on a bitmap.
So we can now control the placement and rotation of random objects
precisely to match the underlying terrain texture. So, for far
On Sun, Feb 5, 2012 at 12:50 PM, Thorsten Renk wrote:
> I haven't really seen any guidelines about efficient shader coding, but
> I've come across a few statements here and in the forum now and then,
> which I so far assumed to be true. I've now spent the last few days
> benchmarking my lightfield
Hi,
i have recently added a new internal command: property-interpolate.
This exposes the SGInterpolator subsystem to bindings in xml animation
files. The SGInterpolator allows the interpolation of property values
over time and has so far been used via Nasal in aircraft.door.
For an example, sta
On Sun, Feb 5, 2012 at 7:50 AM, wrote:
>
> I haven't really seen any guidelines about efficient shader coding, but
> I've come across a few statements here and in the forum now and then,
> which I so far assumed to be true. I've now spent the last few days
> benchmarking my lightfield/terrain haz
My fault. Sorry for the noise.
2012/2/5 Frederic Bouvier
> Hi Robert,
>
> > De: "Robert"
>
> > Hi everybody,
>
> > since one or two weeks I have the following problem:
> > When I start fgfs it tells me that it needs version 2.7.0 of fgdata
> > and quits immediately.
> > I am using SimGear/Fligh
I haven't really seen any guidelines about efficient shader coding, but
I've come across a few statements here and in the forum now and then,
which I so far assumed to be true. I've now spent the last few days
benchmarking my lightfield/terrain haze framework to see if I can't
squeeze a bit more p
On Sun, 5 Feb 2012 00:29:56 -0500, Tim wrote in message
:
> Hi. I'm trying to BuildFlight gear and have many issues. To begin the
> process I went to the GIT repository for the FlightGear project and
> eventually found my way to
> FlightGear/flightgear/release2.4.0/doc-mini/. Then, I followed th
Hi Robert,
> De: "Robert"
> Hi everybody,
> since one or two weeks I have the following problem:
> When I start fgfs it tells me that it needs version 2.7.0 of fgdata
> and quits immediately.
> I am using SimGear/Flightgear "next" branch, and fgdata "master"
> branch.
> After maually changing th
Hi everybody,
since one or two weeks I have the following problem:
When I start fgfs it tells me that it needs version 2.7.0 of fgdata and
quits immediately.
I am using SimGear/Flightgear "next" branch, and fgdata "master" branch.
After maually changing the version-file in fgdata from 2.5.0 to 2.7
Hi,
If you get blue screens while compiling I suspect a hardware or driver problem.
On Windows 7 you can type into the Start Panel "reliability" and start the
reliability monitor (In German "Zuverlässigkeitsanzeige"). If you dig through
the reports you may get an information what component or d
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