Hi Jon,
On Tuesday, March 20, 2012 17:27:52 Jon Stockill wrote:
> Except a bunch of scenery developers pointing out it completely breaks
> their method of working.
>
> Merging the work into an existing tree isn't really an option - the
> ability to completely erase a tree and rebuild by script d
Am 20.03.12 09:15, schrieb Renk Thorsten:
>> Once you understand how the scattering integrals work it's natural to
>> compute them also from the outside of the atmosphere.
>
> Okay, now I am *really* confused. Are we trying to solve the same problem?
>
> Light scattering in the atmosphere is not p
Hi Torsten,
I am quite sure Flightgear has remote exploitable bugs.
Think about social attack vectors like custom sceneries, special interest
aircraft models. And the multiplayer protocol, or the httpd server
Running malicious code in user context is bad enough...
Olaf
>
> This is lo
Hi,
On Tuesday, March 20, 2012 08:15:54 Renk Thorsten wrote:
> > Once you understand how the scattering integrals work it's natural to
> > compute them also from the outside of the atmosphere.
>
> Okay, now I am *really* confused. Are we trying to solve the same problem?
I think so.
> Light sc
Hi,
I noticed an ugly issue with many of our Nasal modules. Not sure if
that's a result of changed behaviour years ago, or it's just a common
copy & paste issue that just wasn't noticed so far.
Problem is, lot's of Nasal modules listen to the property
/sim/signals/fdm-initialized
to tri
Hi Andres,
thanks for pointing these out. We have been chasing and replacing
(s)(n)printfs in our code over the years but not at a high priority.
Everytime I (and others) are working on a file and stumble upon a
printf, we try to replace this with more robust code.
This is low priority, because
On Thu, 15 Mar 2012 18:38:34 +0100, Mathias Fröhlich wrote:
> Good Evening,
>
> Ok, no feedback to my comments here except Martin who tells me that
> the
> current checked in version behaves as expected.
Except a bunch of scenery developers pointing out it completely breaks
their method of worki
Hi Curtis,
Here I send details about buffer overflows I commented before:
The first one is in flightgear/src/FDM/YASim/Rotor.cpp
line 271 int Rotor::getValueforFGSet(int j,char *text,float *f)
{
.
.
.
line 277 sprintf(tex
Using textures rendered from the scenery also allows to create intermediate
steps at a higher resolution. Ultimately it should be possible to transition
between the scenery derived texture and the blue marble texture by generating
intermediate stages, if not by cross-fading them through a shad
> I assume you ran into a bunch of PT_vs_hpt: ran out of layers for h=
> messages.
> This is from FlightGear's rather brittle atmosphere model. The attached
> patch
> adds a deep-space layer out to 1e9 meters. I just arbitrarily set the
> pressure to near 0 and the temperature to damn cold. Thi
Erik Hofman wrote:
> On Tue, 2012-03-20 at 08:15 +, Renk Thorsten wrote:
> > Earthview is about getting a model of the planet itself into the
> > scene, sort of replacing the default terrain tile system. It
> > assumes that you have already solved the atmosphere scattering
> > problem somehow
On Tue, 2012-03-20 at 08:15 +, Renk Thorsten wrote:
> Earthview is about getting a model of the planet itself into the scene, sort
> of replacing the default terrain tile system. It assumes that you have
> already solved the atmosphere scattering problem somehow and that you want to
> see a
> Once you understand how the scattering integrals work it's natural to
> compute them also from the outside of the atmosphere.
Okay, now I am *really* confused. Are we trying to solve the same problem?
Light scattering in the atmosphere is not part of what Earthview does at all.
That is curr
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