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faster than Debian/Raspbian), and the above PPA (personal package archive) keeps relatively up to date with Flightgear Stable - including dependencies like OpenSceneGraph #FLIGHTGEAR CONTROLS KEYBOARD UPDATE#Ubuntu has it's own packages that update twice a year (i.e. #FLIGHTGEAR CONTROLS KEYBOARD INSTALL#I guess that would give us "OSG 3.4.2"? Is there any other advantage to this install method? If you're feeling adventurous you could try installing Ubuntu Server from here & then install lubuntu-desktop to get a gui - then you could try the Ubuntu ppa from here. Raspbian is 32bit (armhf) and is based on Debian, and by the looks of the debian packaging, the 32bit arm builds are only linked against OSG 3.2 It may be related to the OpenSceneGraph version (current flightgear usually uses OSG 3.4.2). Can see through the throttled down prop of the Piper J3 (not transparent but segmented to look like a slow prop). The prop on the Cessna 172? is transparent when throttled up (prop always looks good). However I get a square sun, strange antenna towers and can not see through the spinning prop of the Piper J3. Surprisingly FG runs good enough on a Raspberry Pi4 with 4 GB of memory. Lots of bits now work and can be used, but there is so much to choose from.Īs you say, so much to learn and I have allocated 5 years for it #FLIGHTGEAR CONTROLS KEYBOARD HOW TO#Not sure how to use Distributed Computing to do this or if it could be used. I have moved to Gentoo64 for my development Pi's and Gentoo64 comes with DistCC. #FLIGHTGEAR CONTROLS KEYBOARD CODE#Lots of code bloat but not much different than what guys have already done. Running a browser on a Pi4 should be a faster way to get up and running. WebGL/HTML is interesting as those FG tablet instruments do it that way. Kodelife and The Book of Shaders are shader live coders that work on Pi's WebGL works well in Chromium and plenty of code runs now. I hope to learn enough to one day understand those research papers.īeen getting cloud books from the library and learning the names and characteristics. There is some realistic shader cloud code out there now, but we don't have top end Nvidia cards.Įven my work PC struggles with some., but they look so cool. Mostly been looking at cloud and water effects and trying to figure out how to make them go faster. Have tested them in C, C++, Rust, Go, Free Pascal, BBC Basic, Python. GLSL shaders now work and I have been playing with them to understand them. Python based Videocore6 might be useful for some things.Ĭompute shaders are nearly here with external parties working with RPT. The Videocore6 should be able to do OpenCL but it is mostly undocumented. We cannot use Cuda but doe300 has made a simple OpenCL on the Videocore4. I prefer Blender for Artists 1.0 which is an easier to use GUI for Blender 2.79. That is a way to get more realist looking models on lower level hardware.īlender is one common tool but we can only use 2.79 as after that OpenG元.3 is expected. The terrain stuff can use GIS data and I have played with GIS software, about half of it will install and work on Pi4's.ģD terrain generation is of interest too.įor the aircraft models themselves, some guys on the Pi forums have shown Baked Textures. The Pi4 has a bunch of Uarts and these can be used as comms channels to instruments.įG can use uart comms, I think I have seen Arduinos being used.įG consists of a bunch of software, SimGear etc. Plenty of information in the development forums. ![]() If I remember lots of XML code is used for descriptions and flight instrument designs. FG has it's own computer language and the way it works offloading rendering is possible. ![]()
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