Mathias Fröhlich a écrit :
...
But that means we could at the point where the warning happens compute
the mipmap levels on the cpu in the loader thread. osg::gluScaleImage
could be used to do this I think (or something similar not requireing
a context). This one is an imported version of
Olivier a écrit :
Hi everyone,
I'm happy to announce the production status of the massive shared
objects positions import script.
Please note:
1. You must only import new objects, not the whole STG file you're
working on!
2. Don't add models not present in the FG scenemodels data
Hi,
AI aircraft models are often aircraft models that were re used so they
are normally not at ground level as is ; some of them were pushed a bit
in the up direction, some have a z offset in their xml animation file,
and others even have an offset in the AI traffic files.
Note that today AI m
Vivian Meazza wrote:
>Roberto
>
>
>
>>Sent: 04 November 2007 09:55
>>
>>Hi,
>> I've been modeling for fgfs a few objects around the world.
>>I'm used to
>>output everything as .AC files since it looks to me it's the
>>most used
>>format in FGFS but that has a few limitations that I'd like
>
Heiko Schulz wrote:
>Hi,
>
>I found a way to have a quite realistic looking
>reflect-effect on aircraft skins.
>
>The trick is to use multitexture. It is in principale
>the same technique like seen in MSFS without any hits
>on fps.
>Unfortunately I did not found yet a comfortable way to
>controll
Frederic Bouvier wrote:
>
>
>
>It appears that it is the replay subsystem that creates long pauses
>periodically, and sometimes the ai-model subsystem too :
>( my traces : )
>D : 12000 replay
>D : 11000 replay
>D : 17000 instrument20
>D : 18000 instrumentation
>D : 12000 replay
>D : 12000 replay
>
Durk Talsma wrote:
We probably need an objective way of investigating this problem. One obvious
solution would be to add a tic / toc mechanism to FlightGear's subsystem
manager. I'm writing this off the top of my head, but I believe that tic; and
toc; are the matlab commands to query how mu
Melchior FRANZ wrote:
>* Heiko Schulz -- 9/22/2007 6:19 PM:
>
>
>>Melchior always saying that it is not the issue with
>>the setlistner- but I'm sure there is a problem with
>>which causes this stutters.
>>
>>
>
>And I'm sure it's not. I had the same with the f16,
>which uses almost *no* Nas
Vivian Meazza wrote:
>John Wojnaroski
>
>
>
>>Behalf Of
>>Sent: 01 September 2007 21:47
>>To: FlightGear developers discussions
>>Subject: Re: [Flightgear-devel] Particle Systems
>>
>>
>>I've yet to see a system that IMHO tops what Mark Harris did
>>a few years
>>ago part of his doctoral thes
Stewart Andreason wrote:
>I see that after a File.RESET, the global variables (at nodes) get
>reinitialized to the values they are set to in the nasal file, but the nasal
>(pseudo-global-to-the-one-file) variables do not.
>
>I would like to know how to reset the nasal variables.
>I have rounded t
Durk Talsma wrote:
>Sounds like you're working on interesting stuff.
>Using C++ most of this would be quite doable already. I'm not exactly sure how
>this all could be tied in to the nasal system, but if you have a very
>specific problem you're like to address, please let me know, and I'd be ha
Durk Talsma wrote:
>Hi,
>
>For those among us not subscribed to the CVS log messages mailing list; I have
>just committed a rather large patch that provides some support for AI
>aircraft pushback operations at the beginning of the taxi stage. This code is
>designed around the new editing featur
Hans Fugal wrote:
>Semantically, am I right that for weather scenarios, METAR is the real
>weather, Thunderstorm is thunderstorm-like weather (no relation to
>real weather?), fair is easy flying (again, no relation to real
>weather?), and none means no scenario (manual control?). That's what I
>th
Syd&Sandy wrote:
>again I have to agree , and to implement the MFD on-screen checklist this way
>would be agonizing ...
>I could be wrong , but I personally think a render to texture would be the
>best route , if I could figure out how to do it .I dont care much for the txf
>font , Ive tried g
AnMaster wrote:
>-BEGIN PGP SIGNED MESSAGE-
>Hash: SHA512
>
>I'm wondering if it is possible to request landsat based scenery of some
>specific area (like that was done for LinuxTag and EAA Oshkosh), if yes I
>would like to request such scenery for the area around KSFO.
>
A build on reque
AnMaster wrote:
>-BEGIN PGP SIGNED MESSAGE-
>Hash: SHA512
>
>I'm wondering if it is possible to request landsat based scenery of some
>specific area (like that was done for LinuxTag and EAA Oshkosh), if yes I
>would like to request such scenery for the area around KSFO. That area looks
>re
Stefan Seifert wrote:
>AnMaster wrote:
>
>
>>We shouldn't: fg/SDL breaks on Swedish keyboards at least. For example "]" is
>>on AltGr-9, that works with both GLUT and FreeGLUT but not with SDL.
>>
>>
>
>Interesting: I've been using fg/SDL for at least a year now and am using
>a German keyboa
Melchior FRANZ wrote:
>I also removed the "userarchive" flags on the hobbs and yoke properties,
>and let those properties be written to the c150's own aircraft config
>instead. I decided to not wait for your reply, as the "userarchive"
>settings polluted the systems's autosave.xml file, which woul
Bill Galbraith wrote:
> <>
> Don't know if anyone noticed, but the flaps are already split left and
> right. I did this for the asymetric flap deflection issue.
I saw that ans it is a bit disturbing. If I understand well you take the
output from datcom and assign half of those numbers to each f
Jon S. Berndt wrote:
>Nice looking 3D model. Did you use the JSBSim converter to convert the
>model? Was it relatively painless? Do I even want to know? ;-)
>
>Jon
>
>
>
>
>
Thank, yes I used the converter at the begining, I don't remember
exactly but I think I did a few tries because the files
Hi,
I've updated the little Cessna so it should be flyable again (the fdm
was still in the jsbsim old format).
A few parts were updated too.
http://sites.estvideo.net/tipunch/flightgear/c150-026.jpg
http://sites.estvideo.net/tipunch/flightgear/c150-027.jpg
Harald.
This is not a diff
http://si
Ralf Gerlich wrote:
>This is currently a local project. I am manually fetching the respective
>Landsat tiles (ETM+, 8 channels) and do manual training by marking some
>representative areas of different types. The goal is - as I said - to
>integrate this with OSGeo, who are also interested in the r
Hi,
There was an uninitiliazied member so the autopilot was never doing his
job (at least in a windoze debug build).
HJ.
Index: xmlauto.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Autopilot/xmlauto.cxx,v
retrieving revis
Sebastian Bechtold wrote:
>
>Yes, that's true. This might really be something that makes the
>implementation a bit more complicated. Currently, I have two
>ideas to solve this problem:
>
>1.)
>Apply the textures on tile-level. The tiles have a regular rectangular
>shape, so you could map one textu
Sebastian Bechtold wrote:
>> Your thread title is misleading,
>>
>>
>
>Sorry, but I don't think so. The title describes my intentions pretty well.
>
>
>
>>what you really want to do is to add
>>layers, so to add some geometry drapped around the terrain.
>>
>>
>No, I don't I want to do
Sebastian Bechtold wrote:
>>
>>
>Hello Heiko,
>
>I don't want to throw away the material information which
>defines things like the bumpines. As I've tried to explain, I would
>like to do the whole thing as uninvasive as possible.
>I'm pretty aware of the fact that as an absolute newbie here,
Forums Virgin Net wrote:
>
> EDITED - Dr Watson Crash dump reports -
>
> Application exception occurred:
> App: C:\Program Files\FlightGear\binplib\FlightGear.exe (pid=948)
> When: 27/05/2007 @ 17:24:18.250
> Exception number: c094 (divide by zero)
>
In cloudfield.
Hi,
Yesterday I made a build of the osg version of fg, last time I made one
was like two month ago so I had to do a few experimentation to have a
osg build that works with fg. When that was finaly working I realized
that I had to add two defines for the osgviewer version of fg and tried
a new
Mathias Fröhlich wrote:
>Hi,
>
>Hi,
>
>On Saturday 26 May 2007, Nick Warne wrote:
>
>
>>I decided to start a new clean thread here, so people can find what they
>>need to build FG to perform.
>>
>>As we know, using the CMAKE command:
>>
>>cmake -i .
>>
>>produces a question/answer type script so
Martin Spott wrote:
>Hi Harald,
>
>
>
>I still don't understand why it should be required to initialize these
>values to -0.01 instead of 0.0. If power switches are off, then 0.0 is
>the correct value "by definition" (TM). If some conditional statement
>doesn't handle this, then probably the con
Pigeon wrote:
>Hi all,
>
>
>One thing I'd really like to see, possibly for this upcoming 0.9.11
>release, is the ability to select to use Textures.high or not. By not
>using Textures.high FG could perform much better on a lot of display
>cards I've seen (rather old test, but still apply to cu
Martin Spott wrote:
>Why is setting to 0.0 not sufficient to reach the desired goal ?
>
> Martin.
>
>
This lines only initialize the internal values of the electrical system.
The properties are set in the propagate function :
// publish values to specified properties
for (
Hi,
this patch will propagate zero volt to the output properties
when...there is no current at all.
Atm if you switch all inputs off (alt & bat switches) you still have 24v
at the outputs.
Harald.
Index: electrical.cxx
===
RCS
Maik Justus wrote:
>Hi,
>
>if you look into the forum or read the IRC and even the mailing list,
>you get aware, that many new users are not able to start the multiplayer
>option, due to a missing --enable-ai-models option. And probably much
>more potential players fail at this point and don't
Tim Moore wrote:
>You can't set the render bin, but you can set any other attribute or
>mode in the StateSet. If that causes the StateSet to change its opacity,
>well, that's a problem.
>
>
>
There is no reason to dynamicaly change the renderbin, if the object can
be transparent then it will be
gh.robin wrote:
>Hello Tim,
>
>I spite of a very low fps with osg 1.9.4 (as i said before) i have built FG
>with that patch, which works perfectly (but the cursor change, you are
>working on it).
>
>How may we understand the values which are given
>Event
>Update
>Cull
>Draw
>Gpu
>
>Are they pe
Stuart Buchanan wrote:
>Could I make a slighly impolite request?
>
>Thanks to Olaf's work I have a working OSG build system for windows, but
>not plib, despite much work. I've heard that the flash2a model doesn't
>work on plib, but I've been unable to fix this as I don't have a plib
>executable.
>
Vivian Meazza wrote:
>Harald
>
>
>
>>Sent: 13 May 2007 18:19
>>To: FlightGear developers discussions
>>Subject: Re: [Flightgear-devel] More ideas on dogfighting
>>
>>
>>Ampere K. Hardraade wrote:
>>
>>
>>
>>>
>>>
>>If the server does the fdm 100 times per second and send the data 10
>
Ampere K. Hardraade wrote:
>On Sunday 13 May 2007 03:52, Harald JOHNSEN wrote:
>
>
>>Now if the server is doing the
>>FDM computation it's obvious that there is no need to do that 120 times
>>per second because the data can not be send at that rate.
>>How
Martin Spott wrote:
>Hi Jim,
>
>Jim Campbell wrote:
>
>
>
>>Some discussions have already taken place on JSBsim devel mailing list
>>regards communication between "modules" of flightgear.
>>
>>
>
>Indeed, the idea of cutting FlightGear into modules is not a new one
>and has been floating ar
Bill Galbraith wrote:
>
>
>
>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On
>>Behalf Of Stefan Seifert
>>Sent: Saturday, May 12, 2007 10:38 PM
>>To: FlightGear developers discussions
>>Subject: Re: [Flightgear-devel] More ideas on dogfighting
>>
>>-
James Palmer wrote:
> Server Coordination:
> Some discussion on how to coordinate AI-Ballistic and AI-missile (yet
> to be created) with players was had yesterday.
> Basic Problem: Jet A is travelling at mach 2 and he has a slow
> Internet connection (200ms latency). Jet B is approaching him f
Martin Spott wrote:
>"Vivian Meazza" wrote:
>
>
>
>>I discussed the improved radar with Melchior, he is very reluctant to
>>include it because it is plib only.
>>
>>
>
>Well, personally I'd agree with him on that one,
> Martin.
>
>
The next fg version is a version based on plib and w
Simulador wrote:
>Hi Stewart,
>
>I am sorry for the delay, I posted this email 2 weeks ago and I thought
>I had answered you.
>
>I am working on a Full Flight Simulator that was manufactured in 1976,
>it is a Boeing 707-341.
>
>The HOST computer was a R2000, it was a 24 bit machine with 64 K wor
Melchior FRANZ wrote:
>* Tim Moore -- Tuesday 08 May 2007:
>
>
>>I think it's reasonable to require that all the
>>colors in a material animation be specified; modelers might disagree :)
>>
>>
>
>It's unacceptable. An typical emission animation looks now like this:
>
>
> material
>
Tim Moore wrote:
>
>
>>To recap we have (or should have in the future) :
>>- one drawable per model / part of model
>>- one texture per texture loaded
>>- one state per static / animation material
>>- adding a 'model' will add a geode with a new state pointing to a
>>cached texture and to a cac
Mathias Fröhlich wrote:
>Tim,
>
>On Saturday 05 May 2007, Tim Moore wrote:
>
>
>>The attached patch fixes material animations (color in particular) in
>>osg. I also notice a big frame rate increase with aircraft that use
>>material animations.
>>
>>
>Applied thanks!
>
>Comments to that:
>Thi
Vivian Meazza wrote:
>
>
>I was looking at the Fresnel shader in plib recently - I couldn't seem to
>make it do anything - is there a texture it needs somewhere?
>
>Vivian
>
>
>
Oh that's embarassing, when I look at the code the effect is clearly
disabled, perhaps I forgot to send
a patch on
Heiko Schulz wrote:
>Hi,
>
>Fine to see, that things come back to good! ;-)
>
>But I am a very little dissapointed that the chrome
>shader isn't broken anymore: the broken shader made a
>very good "glas shader".
>
>You can see ist her on a developement pic:
>http://hoerbird.ho.funpic.de/bilder/fli
Syd & Sandy wrote:
>Hi all ,
>Not sure how to describe this , I get a barely visible hesitation in
>framerates while flying, about once a second . Noticed it in the
>Aerostar , so I suspected my Nasal electrical routine was causing it
> but after changing the loop timing it didnt seem to m
Olaf Flebbe wrote:
>I did the materials approach because I didn't want to harm older graphic
>cards too much. But since most of the posters like to have a global
>control I see no point in applying it only to certain materials for now.
>
>Right now I am hacking the Rendering Options panel.
>
>Ol
Olaf Flebbe wrote:
> Hi,
>
> I had the chance to get a small lecture on OSG. I tried out
> anisotropic filtering for improving the look of the runways. IMHO the
> result is amazing.
>
> Compare yourself -- have a look the markings on the runway:
>
> http://www.oflebbe.de/oflebbe/FlightGear/witho
Syd & Sandy wrote:
>gh.robin wrote:
>
>
>>Jeff is right, i noticed that problem a loong time ago,
>>
>>And never got any answer.
>>
>>I have solved it with running fgmap on a separate computer
>>
>>Regards.
>>
>>
>>
>
>I get this with varying degrees from different aircraft , with noth
Curtis Olson wrote:
>
>
> It is possible to make threaded model loaders, but now you are faced
> with the task of completely re-writing the OSG or PLIB model loaders
> so they play nice in a threaded environment in the context of our
> application. You have to make sure that all the opengl cal
Melchior FRANZ wrote:
>* Harald JOHNSEN -- Saturday 31 March 2007:
>
>
>>I set KLAX in the next waypoint and keep the dialog open ;
>>I can see garbage in the target, dist, and eta fields one image every
>>two image and correct value the other image.
>>
Hi,
I set KLAX in the next waypoint and keep the dialog open ;
I can see garbage in the target, dist, and eta fields one image every
two image and correct value the other image.
This leads to a crash after some time in dialoc.cxx:format_callback() ;
at that point there is garbage in obj->getLabe
Harald JOHNSEN wrote:
>mathlib.c
>f:\dvlp\osgfg\SimGear\source\simgear\nasal\mathlib.c(29) : error C2065:
>'__func__' : identificateur non déclaré
>f:\dvlp\osgfg\SimGear\source\simgear\nasal\mathlib.c(29) : warning
>C4047: 'fonction' : 'const c
Andy Ross wrote:
>A big heads up. I just updated the Nasal interpreter to sync it with
>Nasal CVS:
>
>
>
>This almost certainly broke something, somewhere. Please be on the
>lookout for anything that looks like it might be an interpreter bug or
>new behavior. Likewise, let me know if any plat
Domenico Leonello wrote:
>Hi,
>
>I'm an italian PhD student and i'm developing algorithms that use stereo
>camera images sensor fusion to control helicopter UAVs.
>
>I already have a flight simulator (made using Simulink and an home-made
>C S-function to model the helicopter flight dynamics).
>
Gene Buckle wrote:
Harald, with SimGear I just added explicit paths. This is not working for
the FlightGear project.
For example, my tree goes:
FlightGear->FlightGear->source->??
->SimGear->source->simgear
When I explictly add an include: /FlightGear/SimGear/source, all the
#include
Gene Buckle wrote:
I'm not a windows user, but someone just reported success on the IRC
this morning. Apparently, the VC8 project still references FlightGear
\src\Instrumentation\annunciator.cxx and FlightGear\src\Instrumentation
\annunciator.hxx which no longer exist.
Ron, I haven't eve
Hi,
I've just built FG with with a fresh checkout and I have the impression
that there is no mipmaping done for scenary objects.
That was a quick fly with the ufo around ksfo so I could see that
problem on buildings, bridges, etc.
Or is there some osg env var to set ?
Harald.
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