Re: [Flightgear-devel] forwarded message from Mike Marhoefer

2002-03-05 Thread D Luff

On 4 Mar 2002, at 15:54, Curtis L. Olson wrote:

 Can anyone confirm or deny this?
 
 

My virus checker (F-Secure) say's its clear, and the md5 sum is 
the same as the one in the original tar.gz file that I downloaded 
from Cygwin.  I would be extremely surprised if it really is infected.

Cheers - Dave



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Re: [Flightgear-devel] view code. was Virtual Cockpit!

2002-03-05 Thread David Megginson

Martin Dressler writes:

  Thera are a lot of strange things in view code. It is initialized
  here and there. There is also problem with lat,lon positions. The
  code is too oriented towards FDM position not to viewer
  position. It's not problem with current view modes, but it could be
  problem with tower (or ground :) view.

I agree -- it's a pretty serious mess (but it was useful having it up
to now).  I'm also planning to do some work on the view code, so let's
make sure we don't end up duplicating each-others' work -- send in
your changes frequently rather than saving them all up, and I'll do
the same.

Instead of rewriting from scratch, I'm thinking of trying to
reorganize what we have first.  Norm Vine did some of the work on the
view code, and he knows an awful lot more than I do about how to
write and optimize all the matrix and coordinate transforms.
  sim
   views
 view
   typepilot/type
 /view
 view
   typechase/type
   default
radius-m25/radius-m
   /default
 /view
 view
   typechase/type
   default
radius-m100/radius-m
   /default
 /view
 view
   typeground/type
   default
 left-m5/left-m
 before-m3/before-m
 agl-m2/agl-m
   /default
 /view
   /views
  /sim

That looks good -- a single, configurable view manager would be better
than a few ad-hoc, hard-coded ones.  You'll need to be able to specify
a few more parameters (i.e. draw the 3D model, look towards the plane,
reverse view direction [for external], etc.).


All the best,


David

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[Flightgear-devel] Fwd: Scenery generation from VPF

2002-03-05 Thread Roman Grigoriev




From: Roman Grigoriev [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Scenery generation from VPF
Date: Tue, 5 Mar 2002 13:42:04 +0300

Hi guys!
I try to create scenery from VPF
have latest terragear from CVS and got this error
Could you please point me what should I fix?
./fgfs-construct --min-angle=0.05 --output-dir=/home/vpf/scen 
--work-dir=/ho
me/vpf
--lat=43 --lon=43 --xdist=1 --ydist=1 /home/vpf/dem-3
/home/vpf/GSHHS-LandMass
/home/vpf/AirportArea /home/vpf/AirportObj  /home/vpf/grass
/home/vpf/Cities /home/vpf/Snow /home/vpf/Crops

Triangulation with options = pczq0.05Aen
Constructing Delaunay triangulation by divide-and-conquer method.
Delaunay milliseconds:  1
Inserting segments into Delaunay triangulation.
Segment milliseconds:  0
Removing unwanted triangles.
Spreading regional attributes.
Hole milliseconds:  0
Adding Steiner points to enforce quality.
Error:  Ran out of precision at (42.25, 42.1667962613).
I attempted to split a segment to a smaller size than can
   be accommodated by the finite precision of floating point
   arithmetic.
Try increasing the area criterion and/or reducing the minimum
   allowable angle so that tiny triangles are not created.


_
Join the world’s largest e-mail service with MSN Hotmail. 
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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Curtis L. Olson

David,

This is going to mess up rendering of distant mountains for people
with voodoo cards (i.e. 16 bit buffers).

Depth buffer precision is *very* sensitive to the near clip plane
distance:

http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html

I'm really nervous about forcing this down to 0.1 for all cases.  This
will mess things up for people with voodoo cards.

Can we change this back?

Perhaps we need to do a separate pass for rendering the 3d model and
change the near clip plane just for that portion of the rendering.

Thanks,

Curt.


David Megginson writes:
 Update of /var/cvs/FlightGear-0.7/FlightGear/src/Main
 In directory seneca:/tmp/cvs-serv24655
 
 Modified Files:
   main.cxx 
 Log Message:
 Changed the near clip plane to 0.1f regardless.  Previously, it jumped
 to 10m after takeoff, but that doesn't really make sense any more,
 especially if models are going to have interior views.  Is there any
 real saving in pushing the near plane out anyway?
 
 
 Index: main.cxx
 ===
 RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Main/main.cxx,v
 retrieving revision 1.245
 retrieving revision 1.246
 diff -C2 -r1.245 -r1.246
 *** main.cxx  3 Mar 2002 22:20:55 -   1.245
 --- main.cxx  5 Mar 2002 12:35:48 -   1.246
 ***
 *** 662,673 
  globals-get_current_view()-get_v_fov() );
   
 ! double agl = current_aircraft.fdm_state-get_Altitude() * SG_FEET_TO_METER
 ! - scenery.get_cur_elev();
 ! 
 ! if ( agl  10.0 ) {
 ! ssgSetNearFar( 10.0f, 12.0f );
 ! } else {
 ! ssgSetNearFar( 0.5f, 12.0f );
 ! }
   
   current_model.update(0); // FIXME: use real delta time
 --- 662,666 
  globals-get_current_view()-get_v_fov() );
   
 ! ssgSetNearFar( 0.1f, 12.0f );
   
   current_model.update(0); // FIXME: use real delta time
 
 
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Mainmain.cxx,1.245,1.246

2002-03-05 Thread Alex Perry

 David Megginson writes:
  Changed the near clip plane to 0.1f regardless.  Previously, it jumped
  to 10m after takeoff, but that doesn't really make sense any more,
  especially if models are going to have interior views.  Is there any
  real saving in pushing the near plane out anyway?

Putting the clip plane at 0.1 is an easy way to stop me doing demos of FGFS.
I don't _have_ a machine with better than 16 bit depth buffering, and the
notebook that I do most of the demos with cannot of course be upgraded.

You could use a rule that detects when (a) outside view is on or (b)
ground proximity is closer then 50m and move the clip plane appropriately.
For the former, people are looking at the model a lot more than the scenery
and for the latter you're in ground haze in any case.  It would be handy
to detect the near clip plane being moved in conjunction with a 16 bit
card, and move the far clip plane to follow, with the fog (visibility)
being forced to reduce by a corresponding amount to hide the shift.

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread D Luff

On 5 Mar 2002, at 8:40, Curtis L. Olson wrote:

 David,
 
 This is going to mess up rendering of distant mountains for people
 with voodoo cards (i.e. 16 bit buffers).
 

And not just 16 bit cards - I get flashing polygons in the sky with 
two different 32 bit cards at 0.5, progressively cured by pushing out 
to 1.2ish, although no-one else seems to be afflicted by this.

Cheers - Dave

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread D Luff

Alex Perry writes:

 and for the latter you're in ground haze in any case.

You Californians speak for yourselves! 

:-)

Cheers - Dave

 

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[Flightgear-devel] view code. was Virtual Cockpit!

2002-03-05 Thread Alex Wolff

Hey people,

Right, been a lurker for long enough and though I'd contribute to the tide
of email into your inboxes.
I still need to actually get flight gear to build on MSVC but once that is
done will be able to invest a bit of time into flightgear.


So... the question is... where to start? I'm tempted to try reorganising the
start-up code in main to get the FDM interface into a more modular (Init /
Bind / Update) pattern, ideally I'd like to get it separated enough that I
can start up flightgear fdm-less and choose a plane / fdm from a menu  /
dialog box... that's my longish term goal anyway.

Anyway, the reason this is replied to under the view thread is that I was
thinking about the view code for a bit and thought that before you guys
started working on implementing a configurable system, it might be worth
considering the kinda things we'd want from it - for instance I think that
any ground view should at least have the option of:

  view
typeground/type
max-distance-m1/max-distance-m  //max distance from fdm before
switch out or 0 for none
start-up
position
left-m5/left-m
   before-m3/before-m
   agl-m2/agl-m
   fixedno/fixed
/position
rotation-deg130/rotation-deg
pitch-deg130/pitch-deg
zoom80%/zoom
autos
zoomon/zoom
rotationoff/rotation
pitchon/pitch
/autos
/start-up
persistRotationPosition/persist   //controls what if any 
settings are
saved between view switches... //otherwise use startup settings

rotation
displayyes/display
enabledyes/enabled
autorotate
enabledyes/enabled
max speed-rad/spi/4/maxSpeed-rad/s
/autorotate
leftstop-rad0/leftstop
rightstop-radpi/rightstop
loopyes/loop
/rotation
pitch
displayyes/display
enabledyes/enabled
autopitch
enabledyes/enabled
max speed-deg/s15/maxSpeed-rad/s
/autopitch
topstop-deg80/topstop
bottomstop-deg-15/bottomstop
/pitch
zoom
displayyes/display
enabledyes/enabled
autozoom
enabledyes/enabled
max speed-m/s100/max speed-m/s
/autozoom
upper-limit2000/upper-limit
lower-limit100/lower-limit
/zoom
/view

you could also associate sound effects with rotation / pitch / zoom and
different ones for reaching limits.
Finally, what would be great is if we could associate a ssg node (with
special case for 2D things like panel) to each view that would let them have
something displayed right in front of them (eg. A car model for someone
parked at end of a runway, a vitual cockpit, etc. If we could specify
individual ssg nodes for rotation with view (i.e. pilots glasses for pilot
view... gun turret for gun view), pitch and zoom that would be even
better...

Anyway, just some ideas... will leave the view code alone for the minute so
you guys can work on it.

Alex Wolff




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[Flightgear-devel] solaris compile failure of simgear

2002-03-05 Thread Salman Sheikh

I get errors like so:

make  all-recursive
Making all in xml
make[2]: Nothing to be done for `all'.
Making all in debug
make[2]: Nothing to be done for `all'.
Making all in misc
c++  -g -O2 -D_REENTRANT -L/folks/salman/bin/lib -L/usr/local/lib -o props_test  
props_test.o libsgmisc.a ../xml/libsgxml.a ../debug/libsgdebug.a -lm 
Undefined   first referenced
 symbol in file
__eh_pc /usr/local/lib/libstdc++.a(stdexcepti.o)
ld: fatal: Symbol referencing errors. No output written to props_test
collect2: ld returned 1 exit status
make[2]: *** [props_test] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all-recursive-am] Error 2

What is going on?
I have gcc 2.95.3 on my solaris box.

Salman



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 Greenbelt, MD 20771
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Andy Ross

Curtis L. Olson wrote:
  I'm really nervous about forcing this down to 0.1 for all cases.  This
  will mess things up for people with voodoo cards.
 
  Can we change this back?
 
  Perhaps we need to do a separate pass for rendering the 3d model and
  change the near clip plane just for that portion of the rendering.

I'm with Curt.  Coming up with a single Z range for mountains and
gauges isn't likely to work well.  A better idea would be to
investigate glDepthRange() to isolate the two regimes (this trades ~1
bit in depth buffer precision and allows you two or more completely
separated clip plane sets).

Or just turn the depth buffer off for the cockpit and sort the
geometry; for most cockpit layouts, this should be pretty feasible.
It won't work if the cockpit has moving parts (yokes or whatnot) that
obscure other pieces.

Or just eat the cost and clear the depth buffer between the scenery
and aircraft/cockpit.  On modern hardware, it's actually not that
expensive.

Andy

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[Flightgear-devel] Solaris compile error

2002-03-05 Thread Salman Sheikh

Hello All,

Got past the first error. Got a new one:

Making all in NetworkOLK
c++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src  
-I/folks/salman/bin/include -I/usr/local/include  -g -O2 -c net_send.cxx
net_send.cxx: In function `void fgd_init()':
net_send.cxx:277: `INADDR_NONE' undeclared (first use this function)
net_send.cxx:277: (Each undeclared identifier is reported only once
net_send.cxx:277: for each function it appears in.)
make[1]: *** [net_send.o] Error 1
make: *** [all-recursive] Error 1


Any ideas anyone?


Salman

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Wolfram Kuss

Curt wrote:

  Perhaps we need to do a separate pass for rendering the 3d model and
  change the near clip plane just for that portion of the rendering.

Yes. That should be easy to do. BoB does it as well, they even have 3
or 4 different parts of the geometry that they render with 3 or 4
different near values. 

Bye bye,
Wolfram.

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[Flightgear-devel] Scenery Strangeness

2002-03-05 Thread Paul Deppe

Gents,

With the latest CVS (1400 EST 3/5/2002) on my Cygwin/Win2k system the
textures in mountainous areas seem to walk across the ground and appear
and disappear in a very strange manner.  I am wondering if anyone else sees
this problem.

To demonstrate this problem I used the following .fgfsrc:

--fdm=magic
--disable-clouds
--disable-panel
--disable-sound
--geometry=1024x768
--in-air
--lat=35.88
--lon=-113.7
--altitude=9200
--heading=90.0
--start-date-sys=2002:04:16:17:56:00

After starting FGFS, hit PageUp several times to increase velocity and
notice how some textured areas appear and disappear as you go by.

Does anyone else see this effect?

Thanks,

Paul

Paul R. Deppe
Veridian Engineering (formerly Calspan)
Flight  Aerospace Research Group
150 North Airport Drive
Buffalo, NY  14225
(716) 631-6898
(716) 631-6990 FAX
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Mainmain.cxx,1.245,1.246

2002-03-05 Thread David Megginson

Alex Perry writes:

  Putting the clip plane at 0.1 is an easy way to stop me doing demos of FGFS.
  I don't _have_ a machine with better than 16 bit depth buffering, and the
  notebook that I do most of the demos with cannot of course be upgraded.

I understand.  How does everything look with the change, before I put
it back?


All the best,


David

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Re: [Flightgear-devel] Scenery Strangeness

2002-03-05 Thread Curtis L. Olson

Yes, I think this is due to a very recent change with the near clip
plane that is about to be backed out. :-)

Curt.


Paul Deppe writes:
 Gents,
 
 With the latest CVS (1400 EST 3/5/2002) on my Cygwin/Win2k system the
 textures in mountainous areas seem to walk across the ground and appear
 and disappear in a very strange manner.  I am wondering if anyone else sees
 this problem.
 
 To demonstrate this problem I used the following .fgfsrc:
 
 --fdm=magic
 --disable-clouds
 --disable-panel
 --disable-sound
 --geometry=1024x768
 --in-air
 --lat=35.88
 --lon=-113.7
 --altitude=9200
 --heading=90.0
 --start-date-sys=2002:04:16:17:56:00
 
 After starting FGFS, hit PageUp several times to increase velocity and
 notice how some textured areas appear and disappear as you go by.
 
 Does anyone else see this effect?
 
 Thanks,
 
 Paul
 
 Paul R. Deppe
 Veridian Engineering (formerly Calspan)
 Flight  Aerospace Research Group
 150 North Airport Drive
 Buffalo, NY  14225
 (716) 631-6898
 (716) 631-6990 FAX
 [EMAIL PROTECTED]
 
 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] Scenery Strangeness

2002-03-05 Thread D Luff

Paul Deppe writes:

 Gents,
 
 With the latest CVS (1400 EST 3/5/2002) on my Cygwin/Win2k system the
 textures in mountainous areas seem to walk across the ground and appear
 and disappear in a very strange manner.  I am wondering if anyone else sees
 this problem.

You're almost certainly seeing some of the effects of bringing the 
near clip plane right in, which occured in today's CVS.  Try backing 
out the change below and see if that helps.  It will probably get 
changed back (or to something else) at some point anyway.

Cheers - Dave


Index: main.cxx
=
==
RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Main/main.cxx,v
retrieving revision 1.245
retrieving revision 1.246
diff -C2 -r1.245 -r1.246
*** main.cxx3 Mar 2002 22:20:55 -   1.245
--- main.cxx5 Mar 2002 12:35:48 -   1.246
***
*** 662,673 
   globals-get_current_view()-get_v_fov() );
  
!   double agl = current_aircraft.fdm_state-get_Altitude() *
SG_FEET_TO_METER
!   - scenery.get_cur_elev();
! 
!   if ( agl  10.0 ) {
!   ssgSetNearFar( 10.0f, 12.0f );
!   } else {
!   ssgSetNearFar( 0.5f, 12.0f );
!   }
  
current_model.update(0); // FIXME: use real delta time
--- 662,666 
   globals-get_current_view()-get_v_fov() );
  
!   ssgSetNearFar( 0.1f, 12.0f );
  
current_model.update(0); // FIXME: use real delta time

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[Flightgear-devel] Re: Scenery Strangeness

2002-03-05 Thread Melchior FRANZ

* Paul Deppe -- Tuesday 05 March 2002 21:53:
 With the latest CVS (1400 EST 3/5/2002) on my Cygwin/Win2k system the
 textures in mountainous areas seem to walk across the ground and appear
 and disappear in a very strange manner.  I am wondering if anyone else sees
 this problem.

Same here. It's a consequence of David's changes from today (see thread
CVS: FlightGear/src/Main main.cxx,1.245,1.246) and will probably
get reverted soon.   :-

m.


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[Flightgear-devel] Rendering anomalies

2002-03-05 Thread William Earnest

Hello,

With a NVidia 256 DDR, I get off-color polygons randomly on the 
surrounding hills of the default (KSFO) startup. Using CVS update of 
3/5/02 08:24 EST. No problems noticed yesterday.
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread David Megginson

Andy Ross writes:

  Or just turn the depth buffer off for the cockpit and sort the
  geometry; for most cockpit layouts, this should be pretty feasible.
  It won't work if the cockpit has moving parts (yokes or whatnot) that
  obscure other pieces.

I don't think this is an easy option, at least not with a true 3D
model wrapped around the viewer.  We'll have to find a more robust
solution.  To start, I can make the depth buffer 0.1 only when the
interior model view is enabled, so no one loses without it; old
hardware probably won't do well with the interior view anyway.


All the best,


David

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re: [Flightgear-devel] Scenery Strangeness

2002-03-05 Thread David Megginson

Paul Deppe writes:

  With the latest CVS (1400 EST 3/5/2002) on my Cygwin/Win2k system the
  textures in mountainous areas seem to walk across the ground and appear
  and disappear in a very strange manner.  I am wondering if anyone else sees
  this problem.

Mea culpa -- it's from changing the near clip plane to get 3D interior
views working.  I'm fixing it now (the problem doesn't show up on
newer hardware, like the GeForce2).


All the best,


David

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Re: [Flightgear-devel] view code. was Virtual Cockpit!

2002-03-05 Thread Tony Peden

On Tue, 2002-03-05 at 08:04, Alex Wolff wrote:
 Hey people,
 
 Right, been a lurker for long enough and though I'd contribute to the tide
 of email into your inboxes.
 I still need to actually get flight gear to build on MSVC but once that is
 done will be able to invest a bit of time into flightgear.
 
 
 So... the question is... where to start? I'm tempted to try reorganising the
 start-up code in main to get the FDM interface into a more modular (Init /
 Bind / Update) pattern, ideally I'd like to get it separated enough that I
 can start up flightgear fdm-less and choose a plane / fdm from a menu  /
 dialog box... that's my longish term goal anyway.

I don't object to starting FDM-less, but it might be easier if you knew
that FDM init doesn't take very long (at least to my observation) and
that the reset menu item completely re-initializes it so that might be a
good place to start.
In other words, go ahead and start with an FDM and, let the user choose
a different one (if desired) and internally trigger a reset with the new
aircraft and FDM.

From a usability point of view, I think it would be better if the user
got *something* he could fly by default.


 
 Anyway, the reason this is replied to under the view thread is that I was
 thinking about the view code for a bit and thought that before you guys
 started working on implementing a configurable system, it might be worth
 considering the kinda things we'd want from it - for instance I think that
 any ground view should at least have the option of:
 
   view
   typeground/type
   max-distance-m1/max-distance-m  //max distance from fdm before
 switch out or 0 for none
   start-up
   position
   left-m5/left-m
  before-m3/before-m
  agl-m2/agl-m
  fixedno/fixed
   /position
   rotation-deg130/rotation-deg
   pitch-deg130/pitch-deg
   zoom80%/zoom
   autos
   zoomon/zoom
   rotationoff/rotation
   pitchon/pitch
   /autos
   /start-up
   persistRotationPosition/persist   //controls what if any 
settings are
 saved between view switches... //otherwise use startup settings
 
   rotation
   displayyes/display
   enabledyes/enabled
   autorotate
   enabledyes/enabled
   max speed-rad/spi/4/maxSpeed-rad/s
   /autorotate
   leftstop-rad0/leftstop
   rightstop-radpi/rightstop
   loopyes/loop
   /rotation
   pitch
   displayyes/display
   enabledyes/enabled
   autopitch
   enabledyes/enabled
   max speed-deg/s15/maxSpeed-rad/s
   /autopitch
   topstop-deg80/topstop
   bottomstop-deg-15/bottomstop
   /pitch
   zoom
   displayyes/display
   enabledyes/enabled
   autozoom
   enabledyes/enabled
   max speed-m/s100/max speed-m/s
   /autozoom
   upper-limit2000/upper-limit
   lower-limit100/lower-limit
   /zoom
 /view
 
 you could also associate sound effects with rotation / pitch / zoom and
 different ones for reaching limits.
 Finally, what would be great is if we could associate a ssg node (with
 special case for 2D things like panel) to each view that would let them have
 something displayed right in front of them (eg. A car model for someone
 parked at end of a runway, a vitual cockpit, etc. If we could specify
 individual ssg nodes for rotation with view (i.e. pilots glasses for pilot
 view... gun turret for gun view), pitch and zoom that would be even
 better...
 
 Anyway, just some ideas... will leave the view code alone for the minute so
 you guys can work on it.
 
 Alex Wolff
 
 
 
 
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 
 I don't think this is an easy option, at least not with a true 3D
 model wrapped around the viewer.  We'll have to find a more robust
 solution.  To start, I can make the depth buffer 0.1 only when the
 interior model view is enabled, so no one loses without it; old
 hardware probably won't do well with the interior view anyway.
 

Ummm...why not clear the z-buffer and use a seperate scene graph?  Note that
there are *lots* of people using pre-geforce generation hardware.  Probably
more than not.

Best,

Jim

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 
 David,
 
 Assuming all of this is being drawn via plib/ssg then you could put
 all the geometry in a separate ssgRoot node and call ssgCullandDraw()
 on this root after everything else has been rendered.  We have a
 couple ssgRoot's already so we can have some high level control over
 sorting geometry ... sky, terrain, lights, cockpit ...
 
 Regards,
 
 Curt.


Please, yes.

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Re: [Flightgear-devel] FlightGear on TechTV

2002-03-05 Thread Tony Peden

On Tue, 2002-03-05 at 16:04, Tony Peden wrote:
 Chris Dibona (sp?) will, according to the teasers, be demoing FG on
 TechTV's show The Screensavers sometime within the next hour and a half.
 (4:00-5:30 PST)

Well it turned out to be more of a piece on open source gaming in
general and they didn't do much more than show the website. They did,
however, have good things to say about FG and the exposure was really
cool.

 
 
 
 -- 
 Tony Peden
 [EMAIL PROTECTED]
 We all know Linux is great ... it does infinite loops in 5 seconds. 
 -- attributed to Linus Torvalds
 
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Andy Ross

Jim Wilson wrote:
  Ummm...why not clear the z-buffer and use a seperate scene graph?
  Note that there are *lots* of people using pre-geforce generation
  hardware.  Probably more than not.

Actually, it's those folks who are at risk.  Clearing the whole z
buffer soaks up big chunks of framebuffer bandwidth, and is a frame
rate killer on early hardware.  But I agree, it's the simplest and
most robust solution.

Folks who haven't looked at it before should definitely read the man
pages for glDepthRange().  For this situation (the cockpit doesn't
need a lot of z precision), it's a good fit.  The only worry is that
it's a relatively obscure feature and thus more susceptible to driver
bugs and incompatibilities.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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  - Sting (misquoted)


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Re: [Flightgear-devel] FlightGear on TechTV

2002-03-05 Thread John Wojnaroski


 
 Is this a cable station?  Public access?  Something you can only pull
 in within 200' of the transmitter?
 
Cable. website is http://www.techtv.com/screensavers/


Regards
JW


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Re: [Flightgear-devel] FlightGear on TechTV

2002-03-05 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 
 Well it turned out to be more of a piece on open source gaming in
 general and they didn't do much more than show the website. They did,
 however, have good things to say about FG and the exposure was really
 cool.
 

Oh well.  One of my websites appeared on an ecommerce thing they did on there
once, but they didn't even mention what it was...just gave us 1 second of
footage.  Strangest thing is I don't even get techtv here.  Was just sitting
in a hotel room in Portland and it came on the screen.

It is great that opensource gaming is getting some exposure in the popular
press  as well.

Best,

Jim

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Mainmain.cxx,1.245,1.246

2002-03-05 Thread Alex Perry

 Or just turn the depth buffer off for the cockpit and sort the
 geometry; for most cockpit layouts, this should be pretty feasible.
 It won't work if the cockpit has moving parts (yokes or whatnot) that
 obscure other pieces.

Even if they obscure, it is only a problem if they swap places so
that there isn't a single unique geometric stack order.
Everything I've thought of, so far, has an obvious ordering though.

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Mainmain.cxx,1.245,1.246

2002-03-05 Thread Alex Perry

David Luff writes:
 Alex Perry writes:
  and for the latter you're in ground haze in any case.
 You Californians speak for yourselves! 
 [EMAIL PROTECTED]

Ya see, here the temperature is _above_ freezing and _not_ raining
at the same time 8-).  I'll take poor visibility over days of drizzle...


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[Flightgear-devel] techtv

2002-03-05 Thread Curtis L. Olson

Looks like we are getting a few techtv visitors to the web site this
evening:

http://seneca.flightgear.org/webalizer/usage_200203.html

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Tony Peden

On Tue, 2002-03-05 at 18:16, Alex Perry wrote:
 David Luff writes:
  Alex Perry writes:
   and for the latter you're in ground haze in any case.
  You Californians speak for yourselves! 
  [EMAIL PROTECTED]
 
 Ya see, here the temperature is _above_ freezing and _not_ raining
 at the same time 8-).  I'll take poor visibility over days of drizzle...

Don't move up here, then! 
(Seattle)

 
 
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread David Megginson

Jim Wilson writes:

  Ummm...why not clear the z-buffer and use a seperate scene graph?  Note that
  there are *lots* of people using pre-geforce generation hardware.  Probably
  more than not.

Time -- I don't know if I'll have time to figure all that out this
week.


All the best,


David

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[EMAIL PROTECTED]


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Mainmain.cxx,1.245,1.246

2002-03-05 Thread Curtis L. Olson

Alex,

Try doing a make clean inside JSBSim and then rebuild everything.

Curt.


Alex Perry writes:
  You likely don't notice any of this if you
  are running a card with a 32bit depth buffer (i.e. geforce.)
 
 Don't worry Curt, leave the change in, I don't see the problem on 16 bit ...
 
 
 Loading tile /usr/local/lib/FlightGear/Scenery/w120n30/w118n32/1023667
  ESC[1mESC[4mJSBSim Flight Dynamics Model v0.9.1ESC[24mESC[22m
 ESC[2m[cfg file spec v1.57]
 ESC[22mJSBSim startup beginning ...
 ESC[4mReading Aircraft Configuration FileESC[24m: ESC[1mc172ESC[22m
 Version: ESC[1m1.57ESC[22m
  13971 Segmentation fault
 
 8-)
 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] FlightGear on TechTV

2002-03-05 Thread Tony Peden

On Tue, 2002-03-05 at 17:20, Curtis L. Olson wrote:
 Tony Peden writes:
  Chris Dibona (sp?) will, according to the teasers, be demoing FG on
  TechTV's show The Screensavers sometime within the next hour and a half.
  (4:00-5:30 PST)
 
 Is this a cable station?  Public access?  Something you can only pull
 in within 200' of the transmitter?

Cable or satellite.  As is probably apparent from their name and
website, the focus on computers and other high technology material.

 
 Curt.
 -- 
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
 
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Mainmain.cxx,1.245,1.246

2002-03-05 Thread Jon S. Berndt

  You likely don't notice any of this if you
  are running a card with a 32bit depth buffer (i.e. geforce.)

 Don't worry Curt, leave the change in, I don't see the problem on 16 bit
...


 Loading tile /usr/local/lib/FlightGear/Scenery/w120n30/w118n32/1023667
  ESC[1mESC[4mJSBSim Flight Dynamics Model v0.9.1ESC[24mESC[22m
 ESC[2m[cfg file spec v1.57]
 ESC[22mJSBSim startup beginning ...
 ESC[4mReading Aircraft Configuration FileESC[24m: ESC[1mc172ESC[22m
 Version: ESC[1m1.57ESC[22m
  13971 Segmentation fault

 8-)

If this is your idea of a joke, I'm not laughing ...

:-)

[you *are* joking, aren't you?!?!]

Jon

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Coordinator
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http://jsbsim.sourceforge.net
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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Mainmain.cxx,1.245,1.246

2002-03-05 Thread Alex Perry

   13971 Segmentation fault
 [you *are* joking, aren't you?!?!]

Err, no.  Sorry.  Curt suggest I recompile ... in progress ...

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Re: [Flightgear-devel] Does anyone have a new FGFS.exe?

2002-03-05 Thread Jonathan Polley

I just built yesterday's (March 4, 2002) FlightGear for Win32.  You can 
pull it down from:

  http://homepage.mac.com/eq_fidget/FileSharing1.html

Jonathan

p.s.  It is 2.6 MB in size and was built with MSVC.

On Monday, March 4, 2002, at 01:47 PM, Wolfram Kuss wrote:

 I need a fairly current windows binary. If I understand David
 correctly, then I can no longer set the pitch-offset and z-offset via
 parameters to fgfs, so I have to create a (temporary) XML file.

 Bye bye,
 Wolfram.

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[Flightgear-devel] Virtual cockpit update

2002-03-05 Thread Andy Ross

Here's another batch of virtual cockpit stuff.  There is a patch
attached, and the two modified files in full can be found at:

   http://www.plausible.org/andy/vc-20020305.tar.gz

Folks who want to try the patch (it's easy, really!) can just get into
their just-updated FlightGear source directory and do:

   patch -p0  vc.patch

The virtual cockpit now scrolls correctly using the mouse mechanism.
Really, this is a fix to mouse.cxx to use the standard view
direction mechanism and not to the virtual cockpit per se.

The HUD code transforms properly in virtual cockpit mode.  This turned
out not to be so bad at all; the changes largely mirror those to the
panel and don't involve the rendering code.  One significant
difference, however, is that the compress-fraction property on the
ladder has changed its meaning.  It used to represent pixels per
degree, which was kinda dumb (it didn't correct for changes in the FOV
due to zoom or whatnot), and was essentially unworkable in a virtual
cockpit where pixels lose their meaning.  Now, it's a a compression
relative to 1.  That is, if set to 1, one degree on the ladder is
one degree in the field of view.  If set to 10, ten degrees of ladder
pitch is represented as one degree of FOV.  This requires new HUD
ladder files for your base package.  Find them here:

   http://www.plausible.org/andy/huds-20020305.tar.gz

The virtual HUDs aren't quite there yet, largely for authoring
reasons.  The existing HUD descriptions are much (much) larger than a
real hud, and were designed to fill the screen.  In particular, the
text in the corners (fps counters, etc...) looks really silly in
virtual cockpit mode.  We should come up with smaller, more realistic
ones; typical early generation huds were no more than ten degrees
wide.

Which leads me to a random digression: does anyone have a good
reference on historic HUD symbology?  Not MIL-STD documents about
current fighters, nor research papers on what would be cool, but
actual photos and descriptions of the HUDs installed on (just for the
sake of argument) the Harriers and late model A-4's. :)

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


? src/Cockpit/panel.cxx-andy
? tests/test-env-map
Index: src/Cockpit/hud.cxx
===
RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Cockpit/hud.cxx,v
retrieving revision 1.48
diff -u -r1.48 hud.cxx
--- src/Cockpit/hud.cxx 5 Feb 2002 14:57:46 -   1.48
+++ src/Cockpit/hud.cxx 6 Mar 2002 05:54:46 -
@@ -169,6 +169,8 @@
 static instr_item * readCard ( const SGPropertyNode * node);
 static instr_item * readLabel( const SGPropertyNode * node);
 static instr_item * readTBI( const SGPropertyNode * node);
+static void drawHUD();
+static void fgUpdateHUDVirtual();
 //$$$ end   - added, Neetha, 28 Nov 2k
 
 void fgHUDalphaInit( void );
@@ -308,6 +310,11 @@
 nadir  = node-getIntValue(nadir);  //suma
 hat= node-getIntValue(hat);
 
+// The factor assumes a base of 55 degrees per 640 pixels.
+// Invert to convert the compression factor to a
+// pixels-per-degree number.
+if(factor == 0) factor = 1;
+factor = (640./55.) / factor;
 
 SG_LOG(SG_INPUT, SG_INFO, Done reading instrument   name);

@@ -1032,7 +1039,12 @@
 // all C++.
 //
 void fgUpdateHUD( void ) {
-   
+
+if(fgGetBool(/sim/virtual-cockpit)) {
+fgUpdateHUDVirtual();
+return;
+}
+
 static const float normal_aspect = float(640) / float(480);
 // note: aspect_ratio is Y/X
 float current_aspect = 1.0f/globals-get_current_view()-get_aspect_ratio();
@@ -1047,9 +1059,78 @@
 }
 }
 
+void fgUpdateHUDVirtual()
+{
+FGViewer* view = globals-get_current_view();
+
+// Standard fgfs projection, with essentially meaningless clip
+// planes (we'll map the whole HUD plane to z=-1)
+glMatrixMode(GL_PROJECTION);
+glPushMatrix();
+glLoadIdentity();
+gluPerspective(view-get_v_fov(), 1/view-get_aspect_ratio(), 0.1, 10);
+
+glMatrixMode(GL_MODELVIEW);
+glPushMatrix();
+glLoadIdentity();
+
+// Standard fgfs view direction computation
+float lookat[3];
+lookat[0] = -sin(view-get_view_offset());
+lookat[1] = tan(view-get_view_tilt());
+lookat[2] = -cos(view-get_view_offset());
+if(fabs(lookat[1])  ) lookat[1] = ; // FPU sanity
+gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
+
+// Map the -1:1 square to a 55.0x41.25 degree wide patch at z=1.
+// This is the default fgfs field of view, which the HUD files are
+// written to assume.
+float dx = 0.52056705; // tan(55/2)
+float dy = dx * 0.75;  // assumes 4:3 aspect ratio
+float m[16];
+m[0] = dx; m[4

RE: [Flightgear-devel] Metakit

2002-03-05 Thread Danie Heath

Duron 1000 MHz

Redhat 7.2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Alex Perry
Sent: 06 March 2002 09:15
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Metakit


 I'm extremely eager to start developing, but I can't because metakit won't
 compile on my Linux system.

Which processor, distribution ?

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