hehe nice
thanks for the hint
Search found 292 matches
- Thu Nov 17, 2011 6:40 pm
- Forum: Off Topic
- Topic: Look into the past of the Orxonox PPS
- Replies: 4
- Views: 22323
- Mon Aug 08, 2011 7:25 am
- Forum: Bug Reports
- Topic: [solved] No Ogre Renderer
- Replies: 4
- Views: 20838
Re: No Ogre Renderer
if what x3n suggested doesn't help it might be neccessary to know which kind of graphics card (intel/nvidia/ati) you use and whether you use the opensource driver or a binary driver ?!
i guess 3d acceleration works on your system (check with glxinfo | grep render)?
i guess 3d acceleration works on your system (check with glxinfo | grep render)?
- Tue Aug 02, 2011 9:27 am
- Forum: General Development
- Topic: Tutorial Level - Open for collaboration
- Replies: 19
- Views: 47638
Re: Tutorial Level - Open for collaboration
looks nice so far
however after destroying the boxes the tutorial doesn't continue, does it?
what did you intend to continue with afterwards?
however after destroying the boxes the tutorial doesn't continue, does it?
what did you intend to continue with afterwards?
- Thu Jul 07, 2011 8:20 pm
- Forum: Bug Reports
- Topic: [solved] Hud bug
- Replies: 4
- Views: 21354
Re: Hud bug
hm.. I'm not sure if i remember correctly (did some changes there once ago) but i thought that actually the radar should remain bound to the spaceship and not to the rocket, shouldn't it?
- Thu Jul 07, 2011 7:28 pm
- Forum: Bug Reports
- Topic: [solved] Hud bug
- Replies: 4
- Views: 21354
Re: Hud bug
do you mean the steerable rocket or the self-seeking rocket ?
- Wed Jul 06, 2011 8:20 am
- Forum: Bug Reports
- Topic: Menu Text
- Replies: 14
- Views: 32998
Re: Menu Text
maybe it helps if you post some log files: in ${build directory}/log/ the files cegui.log, (maybe) ogre.log and orxonox.log
could be that there is a hint for this problem somewhere hidden in one of these files
could be that there is a hint for this problem somewhere hidden in one of these files
- Mon Jun 13, 2011 7:38 pm
- Forum: General Discussion
- Topic: High performance compiler open-sourced
- Replies: 3
- Views: 19167
Re: High performance compiler open-sourced
hm... though ubuntu still recommends the 32bit version i'm always using the 64bit version of it. so this wouldn't be a problem for i guess 80% of the orxonox linux users. and we could still provide a gcc 32bit version of orxonox if ekopath's not available for 32bit. @clang: maybe we should compare t...
- Mon Jun 13, 2011 4:03 pm
- Forum: General Discussion
- Topic: High performance compiler open-sourced
- Replies: 3
- Views: 19167
High performance compiler open-sourced
Just stumbled over this article. It is about the open-source release of a previously proprietary and multiple kUSD (per license) expensive compiler suite. In some tasks it outperforms GCC by a factor of more than two or three (not sure if I remember this correctly, but at least two ^^). I think we s...
- Tue May 24, 2011 6:02 am
- Forum: Framework Development
- Topic: Orxonox Debian Packages
- Replies: 4
- Views: 20153
Re: Orxonox Debian Packages
nice, thanks a lot.
now we finally have to update our ubuntu packages (which i think are only available for 10.04 which is obviously more than a year old...)
now we finally have to update our ubuntu packages (which i think are only available for 10.04 which is obviously more than a year old...)
- Wed May 18, 2011 3:01 pm
- Forum: General Development
- Topic: Developement: Quick Question, Quick Answer
- Replies: 19
- Views: 40555
Re: Developement: Quick Question, Quick Answer
i like the idea of this topic and i'm curious if it'll be used ...
i think in this use case fixed tags will be fine esp. if we might need some menu elements or sheets that know all/some tags and select/filter between them
i think in this use case fixed tags will be fine esp. if we might need some menu elements or sheets that know all/some tags and select/filter between them
- Tue May 17, 2011 2:59 pm
- Forum: Framework Development
- Topic: Precision Loss for very large positions in a level
- Replies: 5
- Views: 36025
Re: Precision Loss for very large positions in a level
hm, this sounds like a tough problem... x3n, what does ogre use internally for absolute position computation if not "normal" floats? i don't really understand why these internal floats should be any different than normal ones ?! why is it not possible to attach a world entity to a different scene, i...
- Sun May 15, 2011 12:39 pm
- Forum: Framework Development
- Topic: Some unusual profiling data
- Replies: 2
- Views: 17959
Re: Some unusual profiling data
what's on the x axxis for the first plots (plot 1, 3, 5)? tick time in ms ? (cause that wouldn't look reasonable for empty level 60ms without bots and 1.5ms with bots ?!)
- Thu May 12, 2011 7:07 pm
- Forum: Developers' Journals
- Topic: Enhancement of the XML connection
- Replies: 39
- Views: 128592
Re: Enhancement of the XML connection
wouldn't that be pre-processing too (e.g. the code for scale)?
or how do you differentiate post- and pre-processing? post and pre xmlport?
or how do you differentiate post- and pre-processing? post and pre xmlport?
- Mon Mar 21, 2011 11:21 am
- Forum: Content Creation
- Topic: Orxonox color scheme
- Replies: 33
- Views: 58953
Re: Orxonox color scheme
a quick view into /usr/share/icons lists the following resolutions:
- 8x8 ^^
- 16x16
- 20x20
- 22x22
- 24x24
- 32x32
- 48x48
- 64x64
- 72x72
- 96x96
- 128x128
- 256x256
However I guess that they're not all necessary ^^
Maybe Adi knows more about that.
- 8x8 ^^
- 16x16
- 20x20
- 22x22
- 24x24
- 32x32
- 48x48
- 64x64
- 72x72
- 96x96
- 128x128
- 256x256
However I guess that they're not all necessary ^^
Maybe Adi knows more about that.
- Mon Mar 07, 2011 10:50 am
- Forum: Content Creation
- Topic: Content repository
- Replies: 51
- Views: 89919
Re: Content repository
about the authors files: maybe i authors file per directory is a bit too much (especially if we will use more directories than before). maybe we should put the authors files one (i.e. {metal, rock, ...}) or even two (i.e. in {billboard,texture,...}) layer(s) up ?!