Following a forum bug report
http://www.flightgear.org/forums/viewtopic.php?f=68&t=18924
I had a look at random buildings in Atmosperhic Light Scattering (which I
normally don't use).
I just pushed a fix
* ensuring that the Mie angle gets correctly to the fragment shader
* and simplifying the f
On 30 Jan 2013, at 08:08, Renk Thorsten wrote:
>
> Following a forum bug report
> http://www.flightgear.org/forums/viewtopic.php?f=68&t=18924
> I had a look at random buildings in Atmosperhic Light Scattering (which I
> normally don't use).
>
> I just pushed a fix
>
> * ensuring that the Mie
On 01/30/2013 08:10 AM, Renk Thorsten wrote:
>> It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia
>> graphics drivers installed.) I will get it uploading ... 740Mb! So much
>> for the CD distribution. :-) Didn't Bill Gates famously say 640Mb should
>> be enough for anyone?
Hi all.
I just noticed an old "bug" still existing in (my!) old code. I
currently have no possibility to git pull the latest code and do a
merge request, so maybe someone could do this little change to the
code:
In simgear/scene/material/EffectGeode.cxx, around line 73. All tangent
generators cur
Hi,
> Currently there might be no significant change, as only generators
> available are for tangent vectors AFAIK, but this might come in handy
> later if more generators are added.
It would be nice if generators could be attached to techniques instead
of running unconditionally, even if the ch
On 30 Jan 2013, at 10:44, Frederic Bouvier wrote:
>> Currently there might be no significant change, as only generators
>> available are for tangent vectors AFAIK, but this might come in handy
>> later if more generators are added.
>
> It would be nice if generators could be attached to techniq
> De: "James Turner"
>
>
> On 30 Jan 2013, at 10:44, Frederic Bouvier
> wrote:
>
> >> Currently there might be no significant change, as only generators
> >> available are for tangent vectors AFAIK, but this might come in
> >> handy
> >> later if more generators are added.
> >
> > It would be
On Wed, Jan 30, 2013 at 9:16 AM, James Turner wrote:
> Okay, I'll wait for some feedback from Stuart and then merge, if no one beats
> me to it.
I've had a look, and it all looks fine. Please merge back to 2.10.0.
Thanks,
-Stuart
---
Hi Guys,
Just a quick note to mention that I pushed a change to the checklists
function last night that allows you to add blocks to
checklist items to indicate when the checklist item is complete.
If a block exists for an item, it's displayed in green
when evaluated to true, and yellow otherwis
Hi James,
Both HTML and PDF versions of the short reference were checked in
(Docs/FGShortRef.pdf).
-Stuart
On Tue, Jan 29, 2013 at 11:01 PM, James Turner wrote:
>
> On 29 Jan 2013, at 21:55, Stuart Buchanan wrote:
>
> I've just pushed a small commit checking in new versions of the FG
> Short R
FYI, the first windows 2.10 release candidate has been posted. It hits the
ibiblio.org and kingmont.com mirrors first and then propagates as the other
mirrors run their scheduled syncs.
http://www.flightgear.org/news/flightgear-v2-10-release-candidates/
James, let me know when there's something
On 30 Jan 2013, at 13:04, Stuart Buchanan wrote:
> Just a quick note to mention that I pushed a change to the checklists
> function last night that allows you to add blocks to
> checklist items to indicate when the checklist item is complete.
>
> If a block exists for an item, it's displayed
On 30 Jan 2013, at 13:20, Curtis Olson wrote:
> FYI, the first windows 2.10 release candidate has been posted. It hits the
> ibiblio.org and kingmont.com mirrors first and then propagates as the other
> mirrors run their scheduled syncs.
>
> http://www.flightgear.org/news/flightgear-v2-10-re
Hi Curt,
> > http://www.flightgear.org/news/flightgear-v2-10-release-candidates/
Just a suggestion: it might be nice to mention the forum and bug tracker at
that page, so people know where to go with their issues. ;-)
Forum: http://www.flightgear.org/forums/viewforum.php?f=68
Bug tracker:
http
Hi Guys,
Would it be possible to have auto-filtering of the aircraft download
page based on rating for the upcoming release?
I know that Gijs did some work in this area prior to the last release,
and I think it would really help new users in identifying the really
high quality aircraft.
-Stuart
On Wed, Jan 30, 2013 at 8:43 AM, James Turner wrote:
> > James, let me know when there's something ready to go on the MacOS side
> and I'll update the 2.10 RC info page.
>
> It's ready to go as an RC1. I have further tweaks to make tonight, adding
> Stuart's PDF and back-porting the atmospheric
Hi Stuart,
I planned to have another look next week, when I have a short holiday. I still
have the files and IIRC the only real problem shouldn't be too hard to fix.
Cheers,
Gijs
---
On 30 Jan 2013, at 15:27, Curtis Olson wrote:
> Should I be looking at the "Mac-release" target? (or FlightGear-mac?)
Mac-release, Flightgear-mac is the bleeding-edge continuous build from 'next'.
The Windows- and Linux- release builds are also enabled and running, the Linux
build creates sou
On Wed, Jan 30, 2013 at 9:41 AM, Gijs de Rooy wrote:
> Hi Stuart,
>
> I planned to have another look next week, when I have a short holiday. I
> still have the files and IIRC the only real problem shouldn't be too hard
> to fix.
>
Hi Gijs, let me know and we can try to get this setup for this ti
Ahoy Guys,
while doing some research for the wiki[1] the idea came across to
center the (seemingly not properly working) "runway projection", the
big fat arrow on the default HUD, pointing to one o'clock here[2], and
make it more flexible. Even though it does not actually project the
active runway
On Wed, 30 Jan 2013 11:11:36 +0100, Erik wrote in message
<5108f1d8.3090...@ehofman.com>:
> On 01/30/2013 08:10 AM, Renk Thorsten wrote:
> >> It does run on my Win 7 laptop with nvidia graphics hardware (and
> >> nvidia graphics drivers installed.) I will get it uploading ...
> >> 740Mb! So muc
On Sat, 26 Jan 2013 16:18:14 +0100, mer...@centrum.cz wrote in message
<20130126161814.7b021...@centrum.cz>:
> Hello,
> with current Git version of Flightgear, i'm experiencing textures
> bug. See screenshots. http://www.imagehosting.cz/?v=fgfsscreen.jpg
> http://www.imagehosting.cz/?v=fgfsscumu.
On Wed, 30 Jan 2013 22:02:24 +0100, Alex wrote in message
<20130130220224.2bc98cdf@main>:
> Ahoy Guys,
>
> while doing some research for the wiki[1] the idea came across to
> center the (seemingly not properly working) "runway projection", the
> big fat arrow on the default HUD, pointing to one
I cant use the shaders ,and prefer not to use that one anyway... so
please dont remove the snow textures.
The nicest thing about flightgear is I can turn off all the 'extras' ,
and get great framerates. Cant say that about my current install of
Xplane 10.
On Wed, Jan 30, 2013 at 6:14 PM, Arnt Kar
Hi,
..has anyone tried testing FG build scripts in fresh trees?
..as in, "mkdir -vp test-tree ;cd test-tree ;wget -c \
http://www.gitorious.org/fg/fgmeta/blobs/raw/master/download_and_compile.sh
;chmod -x download_and_compile.sh ;\
sh download_and_compile.sh -a n -p n -d n -j 2 ALL ", like our r
On 01/31/2013 06:36 AM, syd adams wrote:
> I cant use the shaders ,and prefer not to use that one anyway... so
> please dont remove the snow textures.
> The nicest thing about flightgear is I can turn off all the 'extras' ,
> and get great framerates. Cant say that about my current install of
> Xpl
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