Cool stuff. Are those all individual models, or instanced geometry, or
what? :)
Tim
On Fri, Oct 11, 2013 at 12:46 PM, Stuart Buchanan wrote:
> On Wed, Sep 18, 2013 at 4:16 PM, Stuart Buchanan wrote:
> > This is to give a heads up on some changes that I'm planning for
> > Random Buildings for th
On Fri, Apr 26, 2013 at 8:39 AM, Renk Thorsten wrote:
> > I've also taken a bit of a look at merging Rembrandt and ALS, and I think
> > I understand the Rembrandt pipeline enough that I could add ALS to it.
>
> Just to provide some expectation management:
>
> Rembrandt (as deferred rendering) is v
On Sun, Nov 11, 2012 at 1:41 PM, Renk Thorsten wrote:
> > I suspect the difference in light intensity
> > (dynamic range) doesn't fit in an 8-bit 3-component color.
>
> It sure doesn't, but I think you're thinking way too complex. We don't
> want to render physical light intensity, we want to ren
On Wed, Oct 24, 2012 at 1:27 PM, Renk Thorsten wrote:
>> I realize that I'm confused about whether you are working on Stuart's
>> clouds in C++ or clouds in Nasal.
>> How are you generating the tracer? I gather that it
>> doesn't use any textures.
>
> If a flag is set in the cloud definition, aft
On Wed, Oct 24, 2012 at 10:40 AM, Renk Thorsten wrote:
>> I haven't really been following this thread closely... are the
>> "tracers" basically occludes? Are they completely opaque?
>
> Yes, they're completely opaque. That's tracer.frag - if it gets a white
> gl_Color from the vertex shader, it's
I haven't really been following this thread closely... are the
"tracers" basically occludes? Are they completely opaque?
One possible optimization for the cloud rendering would be to use
polygons that closely follow the outline of the sprite instead of
quads; this saves on fill costs.
Also, I'm p
On Tue, Oct 16, 2012 at 2:54 PM, James Turner wrote:
>
> On 16 Oct 2012, at 13:38, Tim Moore wrote:
>
>> The tile data on disk is actually stored in a
>> coordinate system that is aligned with the earth-centric system, so Z
>> points to the north pole. We rotate the
On Tue, Oct 16, 2012 at 12:05 PM, Renk Thorsten wrote:
>> One can assume that
>> a vec4 varying is no more expensive than a vec3.
> (...)
>> I'm not sure it's useful to think of each component of a varying
>> vector as a "varying" i.e., three vec3 varying values use up three
>> varying "slots," an
Thanks for writing this up. I have a couple of comments, nitpicks really.
On Mon, Oct 15, 2012 at 9:43 AM, Renk Thorsten wrote:
>
> I thought it might be a good idea to write up a few things I've tried
> recently and not seen in widespread use - so that either others know about
> them as well o
The short answer is to not have a bare repo on the thumb drive, so it
is more practical to push from it, especially to your master repo. If
you do that, you need to realize that the branch you have checked out
into the working tree could be made out of date in odd ways by pushing
into the repo. I
On Fri, Sep 21, 2012 at 11:51 PM, ThorstenB wrote:
> On 21 Sep 2012, at 13:03, Anders Gidenstam wrote:
>> The master branch of fgdata has become messed up. A number of commits
...
> It has happened again, fgdata history is messed up. It looks as if my
> last commits (6d46fe7, f722671) were applied
http://games.slashdot.org/story/12/09/14/2048240/patent-troll-sues-x-plane
It turns out that the patent has nothing to do with flight simulation
but with remote license checking, but still. The Slashdot article has
the line ""X-plane is a cross-platform flight simulator app, notably
the only serio
On Mon, Sep 3, 2012 at 4:27 PM, Michael wrote:
> Hi
> saw this:
> http://wiki.flightgear.org/File:Joystick_Configuration_Dialog.jpg
>
> which is Creative Commons Attribution-Share Alike 3.0 license.
> Will that go into default 3.0? Hence I would use the same license to keep off
> scammers. Sorry,
On Tue, Aug 14, 2012 at 3:40 PM, Curtis Olson wrote:
> On Tue, Aug 14, 2012 at 3:30 AM, Torsten Dreyer wrote:
>>
>> Hi all,
>>
>> I have just suggested off-list to close the release/2.8.0 branches
>> (FG+SG+FGDATA) on Thursday (16th) in the morning (UTC) to give those
>> packing the binaries and
On Mon, Aug 13, 2012 at 7:40 PM, James Turner wrote:
>
> On 11 Aug 2012, at 18:21, Tim Moore wrote:
>
>> This is what osg::PagedLOD does, though we often forget that the
>> paging of the higher LODs is triggered in the cull phase.
>>> I can't recall wha
On Fri, Aug 10, 2012 at 12:50 PM, James Turner wrote:
>
> On 9 Aug 2012, at 21:49, Stuart Buchanan wrote:
>
Do we have any ideas addressing these issues?
>
> Random thought, hopefully someone with more OSG knowledge can confirm or deny:
>
> Can we create the geometry (and unload it) in the cu
On Thu, Aug 9, 2012 at 2:45 PM, Curtis Olson wrote:
> It looks like every time you rebase you have to reapply the same set of
> patches over top the target branch. So even if I figure out a way through
> it once, I'll have to repeat the same conconction of craziness each time I
> rebase. I think
It sounds like your local tree has not been completely committed. See
what "git status" says. Check out the man page for git-mv. I can't say
more right at the moment, but I'll see if I can add more details
later.
Tim
On Wed, Aug 8, 2012 at 5:45 PM, Curtis Olson wrote:
> A quick update here. Rob
On Mon, Aug 6, 2012 at 10:00 AM, Martin Spott wrote:
> Moin Yves,
>
> ys wrote:
>
>> [...], it's just in responsability of the core developers to show how
>> "2nd-row" developers can help to improve apt.dat without being
>> blocked by a deprecated.
>
> I tend to disagree.
>
> You're probably askin
On Wed, Jul 25, 2012 at 1:43 PM, Martin Spott wrote:
> James Turner wrote:
>
>> Or to put it another way - the actual hard part is running the
>> widgets in the main OpenGL window - which *is* a requirement for
>> full-screen apps and multi-monitor setups. (Some people have claimed
>> otherwise,
On Wed, Jul 25, 2012 at 12:16 AM, Chris Forbes wrote:
>> Somewhat inversely, I'm also wondering if a simple texture1D() lookup might
>> not be faster than evaluating the light function e / pow((1.0 + a * exp(-b *
>> (x-c)) ),(1.0/d)) three times to get an (rgb)-triplet.
>
> That depends a lot on
On Sat, Jul 21, 2012 at 10:42 AM, Mathias Fröhlich
wrote:
>
> Hi,
>
> On Thursday, July 19, 2012 15:32:01 Tim Moore wrote:
>> The depth-pass-only pass is a well known optimization, but the fact it
>> is not helping implies that our bottleneck is not in fragment
>>
On Fri, Jul 20, 2012 at 9:59 AM, James Turner wrote:
>
> On 20 Jul 2012, at 07:22, Tim Moore wrote:
>
>> We could use the stencil buffer without copying anything: render the
>> near scene first, setting stencil bits, then enable the stencil test
>> for the far scene.
On Fri, Jul 20, 2012 at 10:23 AM, Frederic Bouvier wrote:
> Hi Tim & James,
>
>> De: "James Turner"
>>
>> On 20 Jul 2012, at 07:22, Tim Moore wrote:
>>
>> > We could use the stencil buffer without copying anything: render
>> > the n
On Thu, Jul 19, 2012 at 6:09 PM, James Turner wrote:
>
> On 19 Jul 2012, at 14:32, Tim Moore wrote:
>
>>> Do we really not run the terrain fragment shader when the terrain is seen
>>> through the cockpit floor (my system seems to slow down even though no
>>>
On Thu, Jul 19, 2012 at 1:16 PM, Renk Thorsten wrote:
>> This is an optimization to avoid running really expensive shaders on
>> geometry that will be hidden from view. The GPU has an "early Z"
>> capability and won't run a fragment shader if it knows the result will
>> be discarded.
>
> But that
On Wed, Jul 18, 2012 at 8:27 AM, Renk Thorsten wrote:
>
> May I ask yet another dumb question?
>
Yes, although this isn't a dumb question.
> In the first rendering pass of default terrain rendering, we use default.vert
> and terrain-nocolor.frag as shaders. I have so far mindlessly copied the
>
First of all, apologies for tuning out over the last year+. I have
been keeping an eye on things from afar, and am quite impressed with
all the goings on in the FlightGear world. This post did catch my
eye...
On Thu, Jul 12, 2012 at 2:54 PM, Renk Thorsten wrote:
>
> Admittedly, I can't really la
On Fri, Aug 12, 2011 at 4:31 PM, Alex Romosan wrote:
> Tim Moore writes:
>
>> I have created the ac-an2 repository, which includes only the An-2
>> (duh), and deleted the an2 from fgdata.
>
> so where is the new repository? is there a way of integrating it with
> t
On Fri, Aug 12, 2011 at 1:23 PM, Emilian Huminiuc wrote:
> On Friday 12 August 2011 14:02:16 Tim Moore wrote:
>> I've started the first phase of trimming down fgdata. I've removed the
>> an2 from fgdata and put it in its own repository called "ac-an2" under
>
I've started the first phase of trimming down fgdata. I've removed the
an2 from fgdata and put it in its own repository called "ac-an2" under
the Flightgear project. I'm going to proceed with moving other
aircraft which haven't been touched in a while into their own repos as
well. When we get down
I have created the ac-an2 repository, which includes only the An-2
(duh), and deleted the an2 from fgdata.
Tim
On Fri, Aug 12, 2011 at 11:19 AM, Tim Moore wrote:
> Hi Yuri,
> I chose the An-2 as the aircraft that I would delete first from the
> fgdata repository and move to its own re
Hi Yuri,
I chose the An-2 as the aircraft that I would delete first from the
fgdata repository and move to its own repo, and I am about to do that.
I can check your new work into the new repository. Should I remove the
Tutorials directory? Are they now completely broken?
Tim
On Mon, Aug 8, 2011 a
On Tue, Aug 2, 2011 at 11:39 AM, Francesco Angelo Brisa
wrote:
> Any news about a possible separation of aircrafts data from the fgdata
> folder ?
> I am afraid this topic is sligtly falling into the "forget about it" folder
> :-(
>
>
> Cheers
> Francesco
>
Some of the inertia -- on my part -- com
On Thu, Jul 28, 2011 at 8:33 AM, Gene Buckle wrote:
> On Thu, 28 Jul 2011, Stefan Seifert wrote:
>
>> On Thursday 28 July 2011 01:00:10 Hal V. Engel wrote:
>>
>>> But there is one minor and very common issue with the code that should be
>>> fixed. In the for loop
>>>
>>> for (..; ..; j++)
>>>
>>
>
> The code will test the pixels in the overlap region, adjust the RGB values
> based on position and then apply a gamma correction.
>
> Any thoughts or examples from the community of a basic template and a
> howto for adding a fragment shader would help.
>
> Thanks
> Jack
&g
On Sun, Apr 17, 2011 at 6:10 PM, ThorstenB wrote:
> On 16.04.2011 21:16, Anders Gidenstam wrote:
>> If I'm not mistaken the particles issue has been around since we got
>> particles, so it is apparently not that bad (leak and race
>> condition) in practice.
> Ok, thanks! I've create a bug issue as
On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB wrote:
Maybe someone could do some tests when changing the setting
>> (SGPagedLOD.hxx:56) from "CACHE_NONE" to "CACHE_IMAGES" or even to
>> "CACHE_ALL" (then recompile/install sg+fg). Would be interesting to
>> know
>> how this
On Sat, Mar 26, 2011 at 6:27 AM, Robert wrote:
>> Indeed the jitter is caused by Nasal's "garbageCollect" method. Simple
>> test: add a printf (apply attached "patch" to simgear) and you should see
>> the "stutter" is synchronized with it.
>
> True! The text is printfed with every jitter.
>
>>
>>
On Mon, Mar 21, 2011 at 3:04 PM, Holger Wirtz wrote:
> Hi all,
>
> sorry - a little bit off-topic (in fact not so much as you might think,
> it's for a third-party software for FG):
>
> Has anyone some hints/websites/programs for debugging C -based multi
> threaded programs (exactly: glib based C
On Mon, Mar 21, 2011 at 10:03 PM, Lauri Peltonen
wrote:
> Hi.
>
> Inspired by the talk in the dds thread about cloud performance and other
> things, I did some quick grepping through the source about textures. I
> found out FG/SG has at least 5 different way of storing textures:
>
It is important
I've been threatening for some time to break up the aircraft portion
of fgdata into several repositories by using some git magic. It's true
that the current repository size is out of hand. I would encourage
people to check in their "source" files whenever possible. I'd also
encourage people to add
If you're referring to coordinates in the multiscreen support, they
are OpenGL coordinates: x to the right, y up, z comes out of the
screen.
Tim
On Thu, Mar 3, 2011 at 10:16 PM, wrote:
> What are the coordinate conventions used for eye position offsets in 2.0?
>
> standard right-hand rule or so
I've committed one more fix that should make things right on 2.8.3.
Tim
On Wed, Feb 16, 2011 at 8:16 PM, Tim Moore wrote:
> OK, I see that merely removing the 2.8.3 case from my conditional,
> which I checked in a couple of hours ago, isn't correct. I'll have
> anothe
OK, I see that merely removing the 2.8.3 case from my conditional,
which I checked in a couple of hours ago, isn't correct. I'll have
another go.
On Wed, Feb 16, 2011 at 7:10 PM, ThorstenB wrote:
> On 15.02.2011 13:41, Tim Moore wrote:
>> I've checked in
I was confused, by my git SVN import of the OSG source tree, about
what commits are in 2.8.3. I'll check in a correction soon.
Tim
On Wed, Feb 16, 2011 at 8:51 AM, Frederic Bouvier wrote:
>
> - "Bertrand Coconnier" a écrit :
>
>> 2011/2/15 Tim Moore :
>&
OSG SVN made an API change to Paged LOD, no one yet updated FG to work with
> it. While some developers do track OSG SVN, that's a slightly ambitious goal
> for everyone - personally I stick with the most recent developer release of
> OSG (2.9.9 or 2.9.10 at the moment, depending on wh
I saw your comment in the issue and I will apply your patches.
Thanks,
Tim
On Fri, Feb 11, 2011 at 1:13 PM, Lauri Peltonen wrote:
> Hi all.
>
> Attached are two patches that should fix bug reports
> http://code.google.com/p/flightgear-bugs/issues/detail?id=246 and
> http://code.google.com/p/fli
On Wed, Feb 9, 2011 at 7:49 PM, Andy Ross wrote:
> On 02/09/2011 12:02 AM, Tim Moore wrote:
> > "Backing out" is done with git reset --hard last_good_commit. Often the
> name of the last good commit is HEAD^, the last commit. However, after a
> botched merge it is goo
"Backing out" is done with git reset --hard last_good_commit. Often the name
of the last good commit is HEAD^, the last commit. However, after a botched
merge it is good to verify that with git log or graphically with gitk.
If you've pushed a commit to a public repo and then it later turns out tha
Interesting discussion. By the way, I highly recommend
http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics guy for
XPlane and a very good writer; obviously they encounter many of the same
issues.
Terrain rendering has quite a bit of headroom in terms of raw number of
polygons. That
On Mon, Jan 10, 2011 at 5:31 PM, Curtis Olson wrote:
> Here is my next git question (possibly another dumb one) :-)
>
> When I did a git pull in simgear/flightgear this morning I saw something
> like the following:
>
> simgear$ git pull
> remote: Counting objects: 1, done.
> remote: Total 1 (delt
On Tue, Jan 4, 2011 at 5:36 PM, Curtis Olson wrote:
> I have a git question.
>
> I'm trying to "git push" a new joystick config someone sent me. When I run
> git push I get the following message:
>
> $ git push
> To g...@gitorious.org:fg/fgdata.git
> ! [rejected]master -> master (non-fa
On Wed, Dec 22, 2010 at 4:34 PM, Jacob Burbach wrote:
> Hey thanks for taking the time to respond, especially during the holidays.
>
> So what I see currently in the model loading code in regard to effects
> is really something just hacked together to 'get er done' and make it
> work. Which is fi
On Thu, Dec 16, 2010 at 5:17 PM, Jacob Burbach wrote:
> Ok then, trying to make sense of this whole model & effects loading code...
>
> Good luck; it goes with the territory :)
> In `modellib.cxx' the `loadFile' and `loadModel' functions, which
> check the file extensions for a `.ac' file and i
ble. Changing FG would be a royal pain, because
> of item (2) above.
>
> I consider this to be a bug in the OSG .ac plug-in. It runs the GLU
tessellator on convex polygons, which produces a collection of triangles and
polygons, but doesn't turn the polygons into triangles. These day
On Sun, Dec 12, 2010 at 4:21 PM, Jacob Burbach wrote:
>
> Will do. I take it your the maintainer/creator of this particular bit
> of code then? I feel this is very important for the future of fgfs
> graphics and performance wise and I'm quite willing to put in some
> work to make it happen. I do
On Sat, Dec 11, 2010 at 9:56 PM, Jacob Burbach wrote:
> > This is considered a "feature," by some anyway :) I added this with the
> idea
> > that one could optimize ac model and substitute the optimized version.
> It's
> > never been used much and has led to complaints about getting the wrong
> c
On Sat, Dec 11, 2010 at 7:01 PM, Jacob Burbach wrote:
> Hi all, I'm experimenting with various model file formats and the
> effects system and have some questions/comments.
>
> First I found that if you have a file 'model.ac', but also have a file
> 'model.osg', flightgear always loads the .osg v
On Sun, Dec 5, 2010 at 9:18 AM, Jeff Taylor wrote:
> On 02/12/10 12:05 AM, Tim Moore wrote:
> > Can you move up the stack into SGText::UpdateCallback::operator() and
> > see what is being passed to createUTF8EncodedString?
> >
> > Thanks,
> > Tim
> OK, this i
Can you move up the stack into SGText::UpdateCallback::operator() and see
what is being passed to createUTF8EncodedString?
Thanks,
Tim
On Thu, Dec 2, 2010 at 8:46 AM, Jeff Taylor wrote:
> On 29/11/10 12:45 AM, Erik Hofman wrote:
> > So it looks like to be a JSBSim problem, now you could try to
On Tue, Nov 30, 2010 at 5:54 PM, Martin Spott wrote:
> thorsten.i.r...@jyu.fi wrote:
>
> > What do the numbers mean?
> > =
> >
> > Roughly, anything below 5 means that it isn't really finished and that I
> > think they should be alpha status. 7 and 8 are really nice cockpit
On Mon, Nov 29, 2010 at 9:39 AM, wrote:
> > One more observation. Yesterday I was doing tweaks to the spin related
> > functions in my model and during spin tests I noticed that I get the same
> > affect when I am in a spin only the clouds are rotating about a vertical
> > axis
>
> ...
> Yes -
>
>
> While the unrealistic behaviour in loops can't really be cured, it could
> be lessened by doing what nature does - using more cloudlets with less
> features (up-down distinction) and build cloud structure not by texture
> but by positioning selected cloudlets with better control. That would n
On Sat, Nov 27, 2010 at 2:33 PM, wrote:
>
>
> > Can you compare the OSG statistics between the two binaries? Choose
> > "cycle onscreen statistics" three times.
>
> I sure can, but I have no idea what I am looking at when I do that - I
> basically get a table with numbers which change when I move
What a marketing opportunity!
Tim
On Sat, Nov 27, 2010 at 9:47 AM, Frederic Bouvier wrote:
> By the way, look what I received in my inbox :
>
> > Support Requests item #3117965, was opened at 2010-11-24 20:24
> > Message generated for change (Tracker Item Submitted) made by gwself
> > You can res
Can you compare the OSG statistics between the two binaries? Choose "cycle
onscreen statistics" three times.
Tim
On Fri, Nov 26, 2010 at 5:03 PM, wrote:
> I've had just occasion to compare performance of a GIT binary compiled on
> Nov 24th with a GIT binary compiled Nov 13th in one of my standa
On Thu, Nov 25, 2010 at 5:31 PM, Heiko Schulz wrote:
>
>
> >Congrats! Will you add the steps you followed to achieve this to the wiki?
> That's the idea >behind a wiki after all ;)
>
>
> I used exactly the same steps like you described in the wiki. My problem
> was a 503error when requesting the
On Sun, Nov 21, 2010 at 2:58 AM, Scott Hamilton <
scott.hamil...@popplanet.biz> wrote:
>
>
> The important point here is that it has been nearly twelve months
> since the last major release, the codebase appears to be looking
> forward, and in the past it has required quite a bit of planning and
Lots of variables. It sounds like you're using up-to-date scenery, so there
could have been a change there. New code has also been checked in that deals
with paging in the scenery, though I doubt that's causing the problems you
are seeing.
Can you check out of git the source code from a week ago,
I committed a change that removes the cache from property tree path lookups.
This cache causes significant thread safety and other headaches, and my
tests show a negligible speedup from the caching. If you notice a big
performance hit and you think it might be related to this change, let me
know an
There's never been a guarantee that the development sources compile for
everybody at all moments. That's why they are development sources. I
appreciate the Hudson process and quite often the change to get things
compiling on a given platform are obvious, but sometimes they aren't and one
needs to r
On Fri, Nov 12, 2010 at 12:45 PM, Chris Wilkinson
wrote:
> My goal will be open dialog as to why this guy seems unwilling to honor the
> exacting word of the GPL, and why he isn't giving back to the community.
> Probably done over coffee. I'll probably smile. And my solemn promise is
> that I wont
On Fri, Nov 12, 2010 at 11:38 AM, Mally wrote:
> ?Hi Chris
>
> I have reservations about this. It could easily backfire on you personally
> or turn out to be a traumatic event, particularly if it turns out to be
> more
> of a confrontation than a reasonable discussion. What are the odds of the
>
On Thu, Nov 11, 2010 at 6:16 PM, Arnt Karlsen wrote:
> On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in message
> <4cdb9400.1090...@zonnet.nl>:
>
> > I limited the frame rate to 30, used a smaller window. No difference.
>
> ..any change when you play with X Window frame rates and X
On Thu, Nov 11, 2010 at 9:14 AM, Paul Guhl wrote:
> Hello!
>
> I'm a hobby programmer and work on a flight simulation project as well
> and would like to ask probably a trivial question:
> Lets the global origin of the coordinate system be at 0deg lat and 0deg
> lon. While moving an aircraft with
This mirrors comments to the OSG mailing list, where people have reported
performance issues with multiple GPUs and screens. There hasn't been much of
a resolution there; some people have the problem, others don't. I've put
together a multi-GPU machine to explore these issues; now I just need to bu
I'll take a look. It could be that the default shaders are using constructs
that aren't supported on older hardware, or provoke bugs there, or are buggy
themselves in ways that don't show up on post G80 hardware.
Tim
On Sat, Oct 30, 2010 at 9:50 PM, Martin Spott wrote:
> "D-NXKT" wrote:
>
> > Al
On Thu, Oct 7, 2010 at 5:12 PM, wrote:
> I used OSG version 2.9.10. The error probably has something to do with a
> recent change, because yesterday's compilation was fine.
> I guess I could roll back to an older version of OSG, like you
> suggested, but I was rather hoping my message would ring
On Sun, Sep 19, 2010 at 4:40 PM, ThorstenB wrote:
> Hi,
>
> good news - I've done more debugging in the tile cache module and
> think I already found something...
>
> I'm seeing two issues with the tile cache, sometimes causing active
> scenery to be kicked when the cache is full - and this resul
On Thu, Sep 16, 2010 at 1:28 PM, wrote:
> > You just discovered that Nasal is 10x slower than C++
> > code! This is exactly why I prefer core code to end up in C++ in the end.
>
> I don't think that's a valid interpretation of my results. Consider the
> two cases where I achieved a significant pe
On Sun, Sep 5, 2010 at 6:01 PM, wrote:
>
> Hi Curt,
>
> > Are you placing your range animation node above each tile or
> > above each object in each tile?
>
> One has to work with the tools available - or write one's owns... with
> range animation I literally mean the xml-tag in the wrapper of a
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL wrote:
> Am 24.08.10 23:58, schrieb HB-GRAL:
> > Am 24.08.10 23:44, schrieb HB-GRAL:
> >> Am 14.08.10 00:20, schrieb Tim Moore:
> >
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the way material animations are handled. Let
me know of any
On Thu, Aug 12, 2010 at 5:03 AM, John Wojnaroski wrote:
> There is a program called Nthusim ( http://nthusim.com ) that will
> "warp" an MS windows screen for projection onto a curved surface.
>
> Is there any such capability in OSG? If not, any thoughts on adding the
> function to FlighrGear or
On Thu, Aug 5, 2010 at 5:29 PM, Alan Teeder wrote:
> Here Git works well for Simgear and Flightgear, but a sync/pull of Fgdata
> kills either of my windows boxes. It has been getting slower and
> slll and today has ground to a complete halt.
>
> Now that the aircraft directory can
download the whole repo again :)
Tim
>
> On 07/02/2010 11:48 AM, Tim Moore wrote:
>
>
>
> On Fri, Jul 2, 2010 at 5:43 PM, dave perry wrote:
>
>> I am having syntax issues trying to push changes to the git fgdata
>> repository. I have made the edits and git add'
On Fri, Jul 2, 2010 at 5:43 PM, dave perry wrote:
> I am having syntax issues trying to push changes to the git fgdata
> repository. I have made the edits and git add's, git rm's, git submit,
> and git status shows my local fgdata master branch clean. But I have
> not been able to push these ch
On Tue, May 25, 2010 at 10:27 PM, Curtis Olson wrote:
> Hi Torsten,
>
> On Tue, May 25, 2010 at 2:57 PM, Torsten Dreyer wrote:
>
> > There's no difference between Technique.cxx in the cvs vs. git
>> > repositories, The CVS version of flightgear runs fine against the
>> > fgdata-git tree. The
On Sat, May 22, 2010 at 10:30 PM, Jeff Taylor wrote:
> Hello,
>
> fgviewer crashes when reading channel options (which it doesn't use).
> Here is a patch which fixes this by adding a pointer check.
>
> This is my first ever patch to any open source project, so feedback
> would be appreciated. :)
>
On Sat, May 22, 2010 at 8:20 PM, Torsten Dreyer wrote:
> Hi,
>
> after cloneing the flightgear sources and running make, git status says
>
> # modified: config.h-msvc71
> # modified: config.h-msvc8
> # modified: config.h-msvc90
>
> I didn't touch them for sure.
>
> Torsten
On Fri, May 21, 2010 at 3:32 AM, Peter Morgan wrote:
> Its is/was bit of a "dark" how to get commit "permission" to FG and its
> seems to be one Curt in control.
>
> Can someone explain to process to submitting patches to this new git
> scenario, or are we to be held in the grey area of hopefulnes
The Git source repositories for Simgear, Flightgear, and the data
repositories are now fully enabled at gitorious.org. A group of developers
and modelers have been making checkins for some days now and all appears to
be working. The repositories are available at: http://gitorious.org/fg.
http://wi
On Fri, Apr 23, 2010 at 11:14 AM, Erik Hofman wrote:
> Tim Moore wrote:
> > Looks like the same attribute problem. What hardware?
>
> NVidia 9600GT/512Mb on AMD X2 250 wn 2Gb memory.
>
> I've eliminated some varying parameters from the landmass vertex and
geometry sha
On Fri, Apr 23, 2010 at 10:46 AM, Erik Hofman wrote:
> Tim Moore wrote:
> > Hi,
> > I hacked on the landmass geometry shader a bit. On my machine I got the
> > frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This
> > technique may be promising,
On Wed, Apr 21, 2010 at 11:06 PM, Frederic Bouvier wrote:
>
> - "Martin Spott" a écrit :
>
> > HB-GRAL wrote:
> >
> > > BTW: "Warning: TangentSpaceGenerator: unknown primitive mode 9
> > > " does not go away (from all this bumpspec.eff) but I guess this is
> > > not related to my card. Is it?
On Thu, Apr 22, 2010 at 8:47 PM, HB-GRAL wrote:
> HB-GRAL schrieb:
> > Frederic Bouvier schrieb:
> >> This is an OSG warning. Unfortunately, polygons were forgotten by the
> >> people who wrote the tangent space generator. I posted something about
> >> it on the OSG list but got no response. If w
Hi,
I hacked on the landmass geometry shader a bit. On my machine I got the
frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This
technique may be promising, although it could certainly stand some new
textures. Anyone playing with geometry shaders in the terrain (and also
models)
On Thu, Apr 22, 2010 at 10:34 AM, wrote:
>
> Hello FlightGear developers,
>
> In the FlightGear forum I stumbled upon a request from users, to enable
> head tracking in FlightGear (head tracking that is i.e. provided by
> Freetrack or TrackIR). Until now, I found no evidence that someone has
> em
On Thu, Apr 15, 2010 at 10:59 PM, Torsten Dreyer wrote:
> Hi,
>
> this is a question for the gnu linker geek:
>
> I am trying to add gnucap to FlightGear as posted before. It compiles
> cleanly
> and links fine, but there is one issue. Gnucap uses commands which are
> implemented in separate file
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