Re: [Flightgear-devel] cygwin problems linking fgfs.exe

2003-02-10 Thread Erik Hofman
Dennis B. D'Annunzio wrote:

I thought I successfully compiled and installed SimGear-0.3.1.

However, whem making FlightGear-0.9.1 under cygwin (xwindows was 
removed), I get this message:



nt/libEnvironment.a -lsgroute -lsgsky -lsgclouds3d -lsgephem -lsgtiming 
-lsgio -
lsgscreen -lsgmath -lsgbucket -lsgdebug -lsgmagvar -lsgmisc -lsgxml 
-lsgserial
-lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul -lmk4 
-lz -lop
engl32 -lpthread -lm  -lglut32 -lglu32 -luser32 -lgdi32 -lplibsl 
-lplibsm -lwinm
m -lm
Warning: resolving _glPopAttrib by linking to _glPopAttrib@0

It looks to me like there isn't any linking of the OpenGL libraries.
Did you see any warning message while running configure (for FlightGear)?

Erik


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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread Erik Hofman
Paul Morriss wrote:

Hi,
  Is there any procedure for software documents etc?

I have an outline of how I intend to write the
software, I will start with other planes in the sky
for now.


Like Bernie mentions, there are people working on some of those 
subjects, so it might be time for them to jump in and coordinate this 
effort some more.

Erik


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Re: [Flightgear-devel] xml property documentation

2003-02-10 Thread Erik Hofman
Erez Boym wrote:

Hi,

Do we documentation of all the various properties that
can be set through the xml setup files ?

If not, I have tried to find the xml parser in the
source tree with no luck, where would be the best
place to start reverse engineer the xml parser to
produce such documentation ?


We had a discussion about this subject a few weeks back and came to the 
conclusion that automatic generation of the property lists probably 
won't give the desired result.

If you insist on using this approach, you can find the xml parser in the 
simgear/xml directory of SimGear (esp. easyxml.?xx).

Erik


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[Flightgear-devel] Updated set of goals?

2003-02-10 Thread Erik Hofman

Hi,

Not being able to program much makes one think even harder.
This is a new set of goals I came up with:

Human factors
-

* Add language support back in
* Add an international font
* Sort the list of available aircraft when displaying
* Improve  exceptions support (or remove it) to provide
  usefull error messages
* Improve the GUI
  - Rearrange for usabillity
  - Add aircraft selection menu


FDM/Visual/Sound


* Add a set terrain qualifiers
  - roughness for visual effects
  - friction for FDM and audio support


Rendering
-

* Create a realistically coloured sky dome
* Add (more) realistic night lighting
* Improve star lightness
  - Add star light variations due to atmospheric effects
* Blend plannets into the skydome during daytime
* 3D cloud support (partially done)
* Water reflections
* Material edge blending


TerraGear
-

* Improve natural land cover
  - steepness

water:
 50 degr.  waterfall

snow:
 65 degr.  glacier
 80 degr.  rock

city:
 30 degr.  schrub

default:
 80 degr.  rock
 70 degr.  grass + rock
 60 degr.  schrub + grass + rock

 60 degr.  everything


  - altitude
n = (180-longitude)*5500

 n  glacier
 0.63n  rock + glacier
 0.50n  grass + rock + glacier
 0.43n  schrub + grass + rock + glacier
 0.30n  coniferous + schrub + grass + rock + galcier

 0.30n  everything

Erik


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Re: [Flightgear-devel] Updated set of goals?

2003-02-10 Thread James Turner

On Monday, February 10, 2003, at 10:09  am, Erik Hofman wrote:


Rendering
-

snip

* Material edge blending


This one, and some fractal subdivision of soft-edges, would give far 
and away the best visual improvement for the current data set, in my 
opinion.  The issues get fairly complex though (this is what I tried to 
do for my final year project, and didn't get very far at all). What 
you'd 'like' to do:

- use a generic coastline texture for sea boundaries (and a 'narrower' 
one for non-tidal inland water)
	- use shore gradient to pick a rocky texture, and, just maybe, VMap 
sand/mudflat land coverage to get decent tidal zones (of course then 
people will demand correct tides ... yukc)

- blend the major 'massy' land use types together, based on their type.
	- fields / agricultural areas have sharp edges and mostly straight 
boundaries
	- snow / rock / moorland / pasture tends to have very rough edges
	- urban areas have rough transitions of empty but non-agricultural 
land and smaller 'chunk' sizes.
	- forrest have varying edges based on whether they're natural or 
managed!

So this gets to be quite a major task very quickly, and your polygon 
count is soaring through the roof all the time. The attribute data in 
the VMap files can help, eg it differentiates between parkland (hard 
edges) and open grassland, natural vs managed forests, and so on. 
Making sensible guesses is still a huge undertaking and guaranteed to 
go badly wrong in  some places.

HH
James

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Re: [Flightgear-devel] cygwin problems linking fgfs.exe

2003-02-10 Thread Norman Vine
Erik Hofman writes:

 Dennis B. D'Annunzio wrote:
  I thought I successfully compiled and installed SimGear-0.3.1.
  
  However, whem making FlightGear-0.9.1 under cygwin (xwindows was 
  removed), I get this message:
 
 
  nt/libEnvironment.a -lsgroute -lsgsky -lsgclouds3d -lsgephem -lsgtiming 
  -lsgio -
  lsgscreen -lsgmath -lsgbucket -lsgdebug -lsgmagvar -lsgmisc -lsgxml 
  -lsgserial
  -lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul -lmk4 
  -lz -lop
  engl32 -lpthread -lm  -lglut32 -lglu32 -luser32 -lgdi32 -lplibsl 
  -lplibsm -lwinm
  m -lm
  Warning: resolving _glPopAttrib by linking to _glPopAttrib@0
 
 It looks to me like there isn't any linking of the OpenGL libraries.
 Did you see any warning message while running configure (for FlightGear)?

Hmm...

-lopengl is there in the link line

 -lopengl32 -lpthread -lm  -lglut32 -lglu32 -luser32 -lgdi32 -lplibsl 
  -lplibsm -lwinmm -lm

*but* it is in the wrong place
i.e Win32 linkage is quite different then Unix linkage and the order
of the libraries *is* important ie sybols must be resolved *after* they
are used.  

so in this case '-lopengl32' must come after '-lglut32' and '-lglu32'

This was working correctly. has configure.ac changed this recently 

FWIW
I won't have time to investigate this much deeper for a couple of days

Norman

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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread David Luff
Hi Paul,

As others have pointed out, there has been a small amount of AI traffic
development going on, and as the guilty party I'd better pipe up sooner
rather than later :-)  I'll describe what I've been doing and leave it up
to you whether you want to join in with that or start afresh.

I've started from the premise that if there's going to be a number of
planes in the sky at once, then they should take up as few CPU cycles each
as possible.  Hence my vision is for very simplified mechanics of flying -
basically known ranges of speed, bank, climb etc for a given flight
condition, and a bit of smoothing of transitions in between.  Also only
very near AI planes to the viewer to be updated every frame, the rest to be
updated 1 per frame, and hence robust to variable times between updating.
I'm pretty sure that not everyone agrees with that, and that some would go
for coupled autopilot/fdms flying the planes as if they were another
user-fidelity flight-model, but the simplified route is the one I started
down.  Then my basic structure is that an AI manager iterates through a
list of AIEntity classes, and updates one per frame.  The AIEntity has the
minimum logic necessary to be drawn on the screen, and progressivly more
complex classes are derived from it - for instance a plane that can taxi,
then a light plane that can fly circuits could be derived from that and
would already know how to taxi, and then a light plane that flys from one
airport to another could be derived from that and would already know how to
fly circuits and taxi.

Having said all that, I've basically hardly started!  I've got one
hardwired AI plane in so far, that can be seen by starting FlightGear with:

fgfs --airport-id=KEMT --prop:/sim/ai-traffic/enabled=true
--prop:/radios/comm/frequencies/selected-mhz[0]=121.2 --heading=10 

You do need to download the w120n30 scenery block as well.  This will start
you at El Monte behind a light single (no, NOT cheese!!!)  that takes off,
flys a circuit, and then taxis back to a parking spot.  It's great fun to
try following it round.  You can make it fly touch and go's by changing
line 54 in AIMgr.cxx: local_traffic-FlyCircuits(1, true); to a larger
value than 1.

The limit of my ambition at the moment is to get light planes taxiing in
and out of and flying circuits around GA airports at the moment.  This is a
huge amount of work in itself - particularly the taxiing part, which also
involves writing an infrastructure to describe logical taxiway and parking
networks at airports, and tools to allow users to create/modify them.
There's absolutely no way I'm going to get time to do any planes that fly
from one airport to another in the next year or so.

Anyway, the nub of the matter is that you can either join in with what's
started, where the best separation of work is probably to go for planes
that fly from one airport to another, or start afresh if you think I'm on
the wrong track.  If you start afresh bear in mind you'll need some
communication with the ATC system - both to send and recieve messages.
Interactive communication with tower control (You are number 2, extend
downwind for traffic on straight in / go-around I repeat go-around /
cleared to land etc) should be comming quite soon and you'll need to
respond to those.  If you do you're own taxiing system then communication
with ground control (in a programming logic sort of way rather than spoken
transmission) is a right can of worms since we need to communicate a
logical representation of a path to follow to and from tower and plane.

James Turner has started some impressive work on implementing Flightplans
in Flightgear, and an interface to the DAFIF data which includes loads of
stuff such as airways, TMAs, SIDs, STARs, etc.  I'd thoroughly recommend
getting in touch with him before doing too much since you'll almost
certainly want to use his stuff.

Whatever you do, any logic on how to fly from one place to another will be
useful whatever system to glue it in ends up getting used.

Have fun,

Cheers - Dave

 

*** REPLY SEPARATOR  ***

On 2/9/03 at 5:59 PM Paul Morriss wrote:

Hi,
  Is there any procedure for software documents etc?

I have an outline of how I intend to write the
software, I will start with other planes in the sky
for now.

Paul

- Original Message - 
From: Jim Wilson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, February 08, 2003 4:29 PM
Subject: Re: [Flightgear-devel] Dynamic Scenario's


 Paul Morriss [EMAIL PROTECTED] said:
 
  Hi all,
 I am new to Flight Gear, but not to flight
  simulation, thats my line of business ;)  Anyway I
  would like to propose (and develop) a server or
system
  that can be used to manage the environment.  What
I
  mean is that the scenario system manages:
  
  *  Other plans in the air, these can add the
reality
  of busy airspace near large airports.
  
  *  Weather system controlled through scenarios,
this
  would include clouds, rain etc...
  
  *  

re: [Flightgear-devel] xml property documentation

2003-02-10 Thread David Megginson
Erez Boym writes:

  If not, I have tried to find the xml parser in the
  source tree with no luck, where would be the best
  place to start reverse engineer the xml parser to
  produce such documentation ?

The XML parser is in SimGear, but you don't need it -- FlightGear
already holds the preparsed property tree in memory.


All the best,


David

-- 
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Re: [Flightgear-devel] Ground elevation problems.

2003-02-10 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Ground elevation problems ... 
 
 I'm starting at KHAF (because it illustrates the problem pretty well.)
 I'm using the A4, but the problem is with any aircraft.
 

Below is the fix for that bug.  It's just a one line change.  My apologies if
this mailer screws up the line feeds!

Also note that at some point whoever was working on optimizing the
FGTileMgr::Update also removed the bucket field from the FGLocation class. 
This results in more calls to the tile scheduler.  Not a big deal, but some
wasted cpu effort that could matter in certain situations.

Best,

Jim


Index: Scenery/tilemgr.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tilemgr.cxx,v
retrieving revision 1.12
diff -u -r1.12 tilemgr.cxx
--- Scenery/tilemgr.cxx 10 Dec 2002 20:50:52 -  1.12
+++ Scenery/tilemgr.cxx 10 Feb 2003 12:47:08 -
@@ -407,7 +407,7 @@
 if ( longitude != last_longitude || latitude != last_latitude ) {
 // update current elevation...
 if ( updateCurrentElevAtPos( abs_pos_vector,
- globals-get_scenery()-get_center() ) )
+globals-get_scenery()-get_next_center() ) )
 {
 last_longitude = longitude;
 last_latitude = latitude;


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[Flightgear-devel] Re: Flightgear-devel digest, Vol 1 #1367 - 11 msgs

2003-02-10 Thread Erez Boym
Hi,

Did anyone start to document these properties in
another way, or do we have no documentation about
these xml properties ?

Erez

We had a discussion about this subject a few weeks
back and came to the 
conclusion that automatic generation of the property
lists probably 
won't give the desired result.

If you insist on using this approach, you can find
the xml parser in 
the 
simgear/xml directory of SimGear (esp. easyxml.?xx).

Erik


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[Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Erez Boym
Hi,

Did anyone start to document these properties in
another way, or do we have no documentation about
these xml properties ?

Erez

We had a discussion about this subject a few weeks
back and came to the 
conclusion that automatic generation of the property
lists probably 
won't give the desired result.

If you insist on using this approach, you can find
the xml parser in 
the 
simgear/xml directory of SimGear (esp. easyxml.?xx).

Erik


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Re: [Flightgear-devel] cygwin problems linking fgfs.exe

2003-02-10 Thread Erik Hofman
Norman Vine wrote:

Erik Hofman writes:




Warning: resolving _glPopAttrib by linking to _glPopAttrib@0


It looks to me like there isn't any linking of the OpenGL libraries.
Did you see any warning message while running configure (for FlightGear)?


Hmm...

-lopengl is there in the link line


-lopengl32 -lpthread -lm  -lglut32 -lglu32 -luser32 -lgdi32 -lplibsl 

-lplibsm -lwinmm -lm


*but* it is in the wrong place
i.e Win32 linkage is quite different then Unix linkage and the order
of the libraries *is* important ie sybols must be resolved *after* they
are used.  

so in this case '-lopengl32' must come after '-lglut32' and '-lglu32'

This seems akay in the current source:
LIBS=$LIBS -lglut32 -lglu32 -lopengl32

Maybe you should check there isn't any configure.in in the FlightGear 
source and run autogen.sh again.

Erik


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Re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Erik Hofman
Erez Boym wrote:

Hi,

Did anyone start to document these properties in
another way, or do we have no documentation about
these xml properties ?


The documentation is scattered around a bit. Most of it lives in the 
FlightGear source under FlightGear/docs-mini

But FDM speciffic propperties are (more or less) covered by their 
maintainers (although the FDM's should agree on some of them).

As far as I know, no one has started documenting the propperly, mainly 
because they tend to change rather quickly.

Erik


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Re: [Flightgear-devel] Updated set of goals?

2003-02-10 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

- Add aircraft selection menu
 

Just to add to this.  We should be able to plug and unplug FDM's at this
point, or at least we are close.  Being able to interrupt the simulation,
select a different aircraft and FDM and then reiniting the entire system
should be doable without too much effort.

Best,

Jim


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Re: [Flightgear-devel] Updated set of goals?

2003-02-10 Thread Erik Hofman
Jim Wilson wrote:

Erik Hofman [EMAIL PROTECTED] said:



  - Add aircraft selection menu




Just to add to this.  We should be able to plug and unplug FDM's at this
point, or at least we are close.  Being able to interrupt the simulation,
select a different aircraft and FDM and then reiniting the entire system
should be doable without too much effort.


That is the intention. Selecting a new aircraft *during* flight, 
although fun, is not yet needed(*).

Erik

(*) Addidtion of ejection seats might actually require it at some point.


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Re: [Flightgear-devel] Updated set of goals?

2003-02-10 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 
 That is the intention. Selecting a new aircraft *during* flight, 
 although fun, is not yet needed(*).

Yes, and it could be handy to turn a c172 into a c310 right after engine
failure while flying through hells canyon.  Or fun to get a jet up to mach 1.2
and 
then turn it into a cub. :-)

Best,

Jim


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Re: [Flightgear-devel] Updated set of goals?

2003-02-10 Thread Curtis L. Olson
Jim Wilson writes:
 Erik Hofman [EMAIL PROTECTED] said:
 
 - Add aircraft selection menu
  
 
 Just to add to this.  We should be able to plug and unplug FDM's at this
 point, or at least we are close.  Being able to interrupt the simulation,
 select a different aircraft and FDM and then reiniting the entire system
 should be doable without too much effort.

This is something that would be nice to have fairly high on someone's
todo list ... haven't been able to find the time to look seriously at
this myself.

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] cygwin problems linking fgfs.exe

2003-02-10 Thread Andy Ross
Norman Vine wrote:
 -lopengl is there in the link line

 *but* it is in the wrong place
 i.e Win32 linkage is quite different then Unix linkage and the order
 of the libraries *is* important ie sybols must be resolved *after* they
 are used.

Actually, Unix-style compilers are sensitive to link order issues too.
The only thing that makes it seems simpler under Linux is that shared
libraries (unlike DLL's) can export their dependency information to
the linker and automatically pull in the needed libraries in the
proper order.  For example, many OpenGL test programs link correctly
if you simply specify -lglut on the command line.  All the other
libraries (GLU/GL/Xext/X11/m, off the top of my head) will get pulled
in automagically.

Something tells me that recent versions of GCC had some new features
in this area, but I can't remember what they were.  Maybe the link
order isn't a problem any more?

I was playing with this last week while writing an automatic
dependency build tool for C/C++ projects.  plug mode=shameless
It's actually working pretty well, if anyone wants to see it.  You
just drop code into a local ./src directory and it all gets compiled
magically into program files that have a prog- prefix.  Saves a lot
of annoying Makefile/autoconf drudgery; I got a little spoiled these
past four years doing Java stuff at NextBus./plug

Andy

--
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Sole Proprietor   Beneath the Infinite   Hillsboro, OR
  Experience... the Plausible?


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Re: [Flightgear-devel] Updated set of goals?

2003-02-10 Thread David Megginson
Jim Wilson writes:

  Yes, and it could be handy to turn a c172 into a c310 right after engine
  failure while flying through hells canyon.  Or fun to get a jet up to mach 1.2
  and 
  then turn it into a cub. :-)

We need to animate the fabric ripping off the wings just before the
wooden spars snap.


All the best,


David

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Re: [Flightgear-devel] cygwin problems linking fgfs.exe

2003-02-10 Thread Dennis B. D'Annunzio
Andy Ross wrote:

  *but* it is in the wrong place

  i.e Win32 linkage is quite different then Unix linkage and the order
  of the libraries *is* important ie sybols must be resolved *after* they
  are used.


Yes, it seemed to me that opengl wasn't getting linked, so I was moving 
the link order around in experimentation.  The stock configuration has 
the libraries in the correct order.  I apologize for the confustion on 
this aspect.  BTW, the stock configuration provided the same message.

I'm involved with the autopilot.sf.net project and we are exploring 
flightgear integration with our simulator.  The helicopter flight model 
was written by Aaron Kahn and has a VERY realistic hover simulation. 
Optionally, a flybar component can be introduced into the model for 
further simulating R/C class helicopters.

flight model is at:
http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/heli-sim/

This is our focus as we are working on a GPS aided INS system for R/C 
helicopters and airplanes.  The simulator allows us to work on the 
groundstation, kalman filter and other vehicle systems in virtual reality.

The Kalman filter is at:
http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/imu-filter/

Navigation prototype is at:
http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/controller/

Trammell from the autopilot.sf.net project found an old flightgear-users 
message that detailed the cygwin build procedure.  This email was enough 
to get flightgear compiling on my system.  It seems cygwin is pretty 
messy with regards to OpenGL and X11 (three sets  variations of GL 
headers!!).

I don't know enough about flightgear yet to know how to integrate the 
flight model... Either internally or as an external driver?  Although, I 
must admit that I have been having too much fun flying and using 
flightgear and not enough time looking at the code :-)

Plib networking also looks attractive.  We have a TCP/IP based state 
server on the sim and a UDP based state server onboard the vehicle.  We 
are working to reconcile them (into UDP due to the nature of our 
wireless telemetry system) and someone mentioned Plib.  Between 
flightgear and opengc, it would be great to adhere to some sort of open 
source simulation network standard.

our TCP/IP networking is at:
http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/state/

Our UDP network is embedded in the onboard filter and ground station at 
the moment and isn't very modular (... hack ...)

I got a little spoiled these
past four years doing Java stuff at NextBus./plug


I have done mostly Java work for the past 3 years.  This has spoiled me 
in regards to build systems.  Switching back to C/C++ multi-platform 
systems has been a rude awakening...

Thanks for the responses on this cygwin issue.

Dennis




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Re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Martin Spott
 As far as I know, no one has started documenting the propperly, mainly 
 because they tend to change rather quickly.

You probably hit the nail  ;-)

Martin.
-- 
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--

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Re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread David Megginson
Martin Spott writes:

   As far as I know, no one has started documenting the propperly, mainly 
   because they tend to change rather quickly.
  
  You probably hit the nail  ;-)

Aside from that, there will probably be a major restructuring when we
add multi-vehicle support.


All the best,


David

-- 
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Re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Norman Vine
David Megginson writes:

 Martin Spott writes:
 
As far as I know, no one has started documenting the propperly, mainly 
because they tend to change rather quickly.
   
   You probably hit the nail  ;-)
 
 Aside from that, there will probably be a major restructuring when we
 add multi-vehicle support.

Neither of which is a reason *not* to start a master list
at least of new and changed items

Seriously how much more work would it be to add/change an entry
to the master list at the same time as the code was submitted into
the CVS

IMHO this should be a requirement for any change in the property tree
and would help a lot

As a wise man once said
The long journey starts with the first step

Norman

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Re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Erik Hofman
Norman Vine wrote:

David Megginson writes:


Martin Spott writes:

  As far as I know, no one has started documenting the propperly, mainly 
  because they tend to change rather quickly.
 
 You probably hit the nail  ;-)

Aside from that, there will probably be a major restructuring when we
add multi-vehicle support.


Neither of which is a reason *not* to start a master list
at least of new and changed items

Seriously how much more work would it be to add/change an entry
to the master list at the same time as the code was submitted into
the CVS

IMHO this should be a requirement for any change in the property tree
and would help a lot

As a wise man once said
The long journey starts with the first step


Hmm, I was just thinking we have something to start with:

You can save the current state of the properties using the File menu. 
The output will be an XML file containing all the properties available 
in the curent session!

Erik


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[Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Erez Boym
HI,

Well, I'm new to FlightGear tweaking, but I find it
strange that to use flight gear (Add objects, add
aircrafts etc.) you have to search the source files,
just to find these xml properties that will enable me
to do that work.

In my inexpert eyes it's something we must maintain
otherwise we limit FlightGear usage to code reader
experts that can tweak the source files. Normal users
that only want to add things to flight gear would be
left out or bug mailing lists for these properties.

Erez

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Re: [Flightgear-devel] Updated set of goals?

2003-02-10 Thread Arnt Karlsen
On Mon, 10 Feb 2003 10:58:37 -0500, 
David Megginson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Jim Wilson writes:
 
   Yes, and it could be handy to turn a c172 into a c310 right after
   engine failure while flying through hells canyon.  Or fun to get a
   jet up to mach 1.2 and 
   then turn it into a cub. :-)
 
 We need to animate the fabric ripping off the wings just before the
 wooden spars snap.

...which of course might be a good time to consider ejecting. 
Hum, re-entry in a Cub?  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] cygwin problems linking fgfs.exe

2003-02-10 Thread Arnt Karlsen
On Mon, 10 Feb 2003 11:56:36 -0500, 
Dennis B. D'Annunzio [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Andy Ross wrote:
*but* it is in the wrong place
i.e Win32 linkage is quite different then Unix linkage and the
order of the libraries *is* important ie sybols must be resolved
*after* they are used.
 
 Yes, it seemed to me that opengl wasn't getting linked, so I was
 moving the link order around in experimentation.  The stock
 configuration has the libraries in the correct order.  I apologize for
 the confustion on this aspect.  BTW, the stock configuration provided
 the same message.
 
 I'm involved with the autopilot.sf.net project and we are exploring 
 flightgear integration with our simulator.  The helicopter flight
 model was written by Aaron Kahn and has a VERY realistic hover
 simulation. Optionally, a flybar component can be introduced into the
 model for further simulating R/C class helicopters.

..aaah, another dream come true.  Thank you and welcome onboard.  :-)
 
 flight model is at:
 http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/heli-sim/
 
 This is our focus as we are working on a GPS aided INS system for R/C 
 helicopters and airplanes.  The simulator allows us to work on the 
 groundstation, kalman filter and other vehicle systems in virtual
 reality.
 
 The Kalman filter is at:
 http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/imu-filter/
 
 Navigation prototype is at:
 http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/controller/
 
 Trammell from the autopilot.sf.net project found an old
 flightgear-users message that detailed the cygwin build procedure. 
 This email was enough to get flightgear compiling on my system.  It
 seems cygwin is pretty messy with regards to OpenGL and X11 (three
 sets  variations of GL headers!!).
 
 I don't know enough about flightgear yet to know how to integrate the 
 flight model... Either internally or as an external driver?  Although,

..would an external flight model be easier for you?  
It can then network with FlightGear both from the same box 
and from another.

 I must admit that I have been having too much fun flying and using 
 flightgear and not enough time looking at the code :-)
 
 Plib networking also looks attractive.  We have a TCP/IP based state 
 server on the sim and a UDP based state server onboard the vehicle. 
 We are working to reconcile them (into UDP due to the nature of our 
 wireless telemetry system) and someone mentioned Plib.  Between 
 flightgear and opengc, it would be great to adhere to some sort of
 open source simulation network standard.
 
 our TCP/IP networking is at:
 http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/state/

..and your video code?  (more or less clueless coder-wannabe looking 
for a light weight alternative to OpenGL video for FlightGear ;-))
Can your video code be set up to read flight simulation over the
network?  Like in:...
http://dsc.discovery.com/anthology/unsolvedhistory/redbaron/redbaron.html
http://www.google.com/search?hl=enie=UTF-8oe=UTF8q=FlightGear+%22Red+Baron%22++Discovery
...which used FlightGear networked to another sim, we don't shoot.

 Our UDP network is embedded in the onboard filter and ground station
 at the moment and isn't very modular (... hack ...)
 
  I got a little spoiled these
  past four years doing Java stuff at NextBus./plug
 
 I have done mostly Java work for the past 3 years.  This has spoiled
 me in regards to build systems.  Switching back to C/C++
 multi-platform systems has been a rude awakening...
 
 Thanks for the responses on this cygwin issue.
 
 Dennis


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread Bernie Bright
On Mon, 10 Feb 2003 11:46:04 +
David Luff [EMAIL PROTECTED] wrote:

[snip]

 The limit of my ambition at the moment is to get light planes taxiing in
 and out of and flying circuits around GA airports at the moment.  This is a
 huge amount of work in itself - particularly the taxiing part, which also
 involves writing an infrastructure to describe logical taxiway and parking
 networks at airports, and tools to allow users to create/modify them.
 There's absolutely no way I'm going to get time to do any planes that fly
 from one airport to another in the next year or so.

I've been experimenting in this area too, particularly user tools.  To that
end I've added a taxiway editor to FGSD, FlightGear Scenery Designer,
http://sourceforge.net/projects/fgsd.  Data is saved to an xml file.  The
next step is to load this data into FlightGear and hook it into the ATC
system.

Cheers,
Bernie

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Re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Erik Hofman
Erez Boym wrote:

HI,

Well, I'm new to FlightGear tweaking, but I find it
strange that to use flight gear (Add objects, add
aircrafts etc.) you have to search the source files,
just to find these xml properties that will enable me
to do that work.

In my inexpert eyes it's something we must maintain
otherwise we limit FlightGear usage to code reader
experts that can tweak the source files. Normal users
that only want to add things to flight gear would be
left out or bug mailing lists for these properties.


In the contrary, most properties are defined in XML configuration files. 
To see what properties are available you can look in the properties 
browser when running FlightGear.

What is missing here is the default layout of all the subsystems.

Erik



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Re: [Flightgear-devel] external flight model

2003-02-10 Thread Dennis B. D'Annunzio
Arnt Karlsen wrote:


..would an external flight model be easier for you?  
It can then network with FlightGear both from the same box 
and from another.

I bet it would be easier.  That is how our system works now.  We start 
the flight model simulator which has an embedded vehicle state server.  
Then, the 3D renderer and the ground station connect to the flight model 
state server.  The 3D renderer simply listens to the vehicle state and 
renders a couple differnet points of view (vehicle, groundstation, 
etc.).  The groundstation listens to state to display the AI and guages 
and then sends actuator commands to the simulator from the joystick 
(manual control) or from the guidance program.

Are there any external flight models currently implement for reference?  
I see the src/FDM/* and src/Network/*_fdm.* as a starting point.

Our video is minimal - just a helicopter in a flat endless world. 

http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/heli-3d/

Dennis






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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread David Luff
On 2/11/03 at 9:15 AM Bernie Bright wrote:

On Mon, 10 Feb 2003 11:46:04 +
David Luff [EMAIL PROTECTED] wrote:

[snip]

 The limit of my ambition at the moment is to get light planes taxiing in
 and out of and flying circuits around GA airports at the moment.  This
is a
 huge amount of work in itself - particularly the taxiing part, which
also
 involves writing an infrastructure to describe logical taxiway and
parking
 networks at airports, and tools to allow users to create/modify them.
 There's absolutely no way I'm going to get time to do any planes that
fly
 from one airport to another in the next year or so.

I've been experimenting in this area too, particularly user tools.  To
that
end I've added a taxiway editor to FGSD, FlightGear Scenery Designer,
http://sourceforge.net/projects/fgsd.  Data is saved to an xml file.
The
next step is to load this data into FlightGear and hook it into the ATC
system.

Fantastic!  If it works then I'll abandon my efforts in that field
immediately :-)

The current data I've been reading in from KEMT.taxi is reproduced below:

N  0  -118.0372167  34.08178333  0.0  J  E-01-19  rwy 01
N  1  -118.0321833  34.0907  0.0  J  E-01-19  rwy 19
N  2  -118.0369167  34.0817  0.0  H  E
N  3  -118.0318534.0906  0.0  H  E
N  4  -118.0351534.0848  0.0  T  E
N  5  -118.0349667  34.08511667  0.0  T  E
N  6  -118.0348333  34.0847  0.0  T  E
G  7  -118.0347333  34.0848  0.0  GS 10   
N  8  -118.0346534.08498333  0.0  T  E
N  9  -118.0346 34.08456667  0.0  T  E
G  10 -118.0345167  34.0847  0.0  GS 10   
N  11 -118.0344167  34.0849  0.0  T  E
A  0  1  R  N  
A  0  2  T  N  
A  1  3  T  N  
A  2  4  T  N  
A  4  5  T  N  
A  3  5  T  N  
A  4  6  T  N  
A  6  9  T  Y  
A  5  8  T  Y  
A  8  11 T  Y  
A  6  7  T  Y  
A  7  8  T  Y  
A  9  10 T  Y  
A  10 11 T  Y  
[End]

N is a node, each one has a number, position, elev, code [J = junction, H =
hold, T = T-junction], an E-code since denotes any runways that they are
exits fom, and the node name.
G is a gate, similar, but with a code for airplane - GS = GA single.
A is an arc, this has the numbers of the two nodes it connects, a type [R =
runway, T = taxiway], and [Y/N] to whether it is 2-way, and a name.

Obviously there's more stuff that could go in here, such as weight limits
on the arcs, but that's what I started with.

Is this the sort of thing I can load from the xml output from your program?
 If so I guess I'd better take your xml file loader and plug it into the
ATC system (ground.[ch]xx).  Is your code in fgsd CVS yet?  If not could
you email it to me?

If you could bear to take a look at the brain-dump that masquerades for
code in ground.[ch]xx perhaps you could have a look at my proposed node/arc
structures and shout if you think I'm doing anything *really* silly before
I get too far into it.

Cheers - Dave



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Re: [Flightgear-devel] external flight model

2003-02-10 Thread Arnt Karlsen
On Mon, 10 Feb 2003 17:34:07 -0500, 
Dennis B. D'Annunzio [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
 ..would an external flight model be easier for you?  
 It can then network with FlightGear both from the same box 
 and from another.
 
 I bet it would be easier.  That is how our system works now.  We start
 the flight model simulator which has an embedded vehicle state server.

..heh, I agree.  :-)
  
 Then, the 3D renderer and the ground station connect to the flight
 model state server.  The 3D renderer simply listens to the vehicle
 state and renders a couple differnet points of view (vehicle,
 groundstation, etc.).  The groundstation listens to state to display
 the AI and guages and then sends actuator commands to the simulator
 from the joystick (manual control) or from the guidance program.

..what sort of video is this?  SVGA or VESA etc type framebuffers???

 Are there any external flight models currently implement for
 reference?  I see the src/FDM/* and src/Network/*_fdm.* as a starting
 point.

..yes, grep thru the docs and this list for  --fdm=external.  The 
most recent message is 03b901c2c56f$dda62490$dd36ba8c@sfdev3 by 
Norman, who on Sun, 26 Jan 2003 14:19:32 -0500 wrote: 

| Otherwise you need to run a slaved version of FGFS on the computer(s)
|  driving the other monitor(s) and adjust the view(s) accordingly
| 
|  from -- Readme.io
| 
|  Socket Communication:
| 
|  --native=socket,dir,hz,machine,port,style
| 
|  machine = machine name or ip address if client (leave empty if
|  server) port = port, leave empty to let system choose
|  style = tcp or udp
| 
|  example to slave one copy of fgfs to another
| 
|  fgfs1:  --native=socket,out,30,fgfs2,5500,udp
|  fgfs2:  --native=socket,in,30,,5500,udp --fdm=external
| 
|  This instructs the first copy of fgfs to send UDP packets in the
|  native format to a machine called fgfs2 on port 5500.
| 
|  The second copy of fgfs will accept UDP packets (from anywhere)
|  on port 5500.  Note the additional --fdm=external option.  This
|  tells the second copy of fgfs to not run the normal flight model,
|  but instead set the FDM values based on an external source (the
|  network in this case.)
|
 
 Our video is minimal - just a helicopter in a flat endless world. 

..will do fine fine me as a start, my hardware gave me 7 frames 
per minute  ;-)  last time I tried FG, ATI Mach64 video.  Since then,
the DRI guys has reportedly done some nice work over at dri.sf.net,
while I've been drowning in work for my 802.11 isp client.

 http://cvs.sf.net/cgi-bin/viewcvs.cgi/autopilot/sim/src/heli-3d/

..thanks, Dennis.  Can this be coerced into showing terrain, or 
does it need its own terrain?  http://decopter.sourceforge.net/ 
uses a funny way of generating terrain, from a texture, but it 
needs OpenGL.


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread Bernie Bright
On Mon, 10 Feb 2003 22:44:40 +
David Luff [EMAIL PROTECTED] wrote:

 On 2/11/03 at 9:15 AM Bernie Bright wrote:
 
 On Mon, 10 Feb 2003 11:46:04 +
 David Luff [EMAIL PROTECTED] wrote:
 
 [snip]
 
  The limit of my ambition at the moment is to get light planes taxiing in
  and out of and flying circuits around GA airports at the moment.  This
 is a
  huge amount of work in itself - particularly the taxiing part, which
 also
  involves writing an infrastructure to describe logical taxiway and
 parking
  networks at airports, and tools to allow users to create/modify them.
  There's absolutely no way I'm going to get time to do any planes that
 fly
  from one airport to another in the next year or so.
 
 I've been experimenting in this area too, particularly user tools.  To
 that
 end I've added a taxiway editor to FGSD, FlightGear Scenery Designer,
 http://sourceforge.net/projects/fgsd.  Data is saved to an xml file.
 The
 next step is to load this data into FlightGear and hook it into the ATC
 system.
 
 Fantastic!  If it works then I'll abandon my efforts in that field
 immediately :-)
 
 The current data I've been reading in from KEMT.taxi is reproduced below:
 
 N  0  -118.0372167  34.08178333  0.0  J  E-01-19  rwy 01
 N  1  -118.0321833  34.0907  0.0  J  E-01-19  rwy 19
 N  2  -118.0369167  34.0817  0.0  H  E
 N  3  -118.0318534.0906  0.0  H  E
 N  4  -118.0351534.0848  0.0  T  E
 N  5  -118.0349667  34.08511667  0.0  T  E
 N  6  -118.0348333  34.0847  0.0  T  E
 G  7  -118.0347333  34.0848  0.0  GS 10   
 N  8  -118.0346534.08498333  0.0  T  E
 N  9  -118.0346 34.08456667  0.0  T  E
 G  10 -118.0345167  34.0847  0.0  GS 10   
 N  11 -118.0344167  34.0849  0.0  T  E
 A  0  1  R  N  
 A  0  2  T  N  
 A  1  3  T  N  
 A  2  4  T  N  
 A  4  5  T  N  
 A  3  5  T  N  
 A  4  6  T  N  
 A  6  9  T  Y  
 A  5  8  T  Y  
 A  8  11 T  Y  
 A  6  7  T  Y  
 A  7  8  T  Y  
 A  9  10 T  Y  
 A  10 11 T  Y  
 [End]
 
 N is a node, each one has a number, position, elev, code [J = junction, H =
 hold, T = T-junction], an E-code since denotes any runways that they are
 exits fom, and the node name.
 G is a gate, similar, but with a code for airplane - GS = GA single.
 A is an arc, this has the numbers of the two nodes it connects, a type [R =
 runway, T = taxiway], and [Y/N] to whether it is 2-way, and a name.
 
 Obviously there's more stuff that could go in here, such as weight limits
 on the arcs, but that's what I started with.
 
 Is this the sort of thing I can load from the xml output from your program?
  If so I guess I'd better take your xml file loader and plug it into the
 ATC system (ground.[ch]xx).  Is your code in fgsd CVS yet?  If not could
 you email it to me?

My changes are not in cvs yet.  I still have to implement undo/redo/delete
functionality.  However I will email you what I have so far.

 If you could bear to take a look at the brain-dump that masquerades for
 code in ground.[ch]xx perhaps you could have a look at my proposed node/arc
 structures and shout if you think I'm doing anything *really* silly before
 I get too far into it.

I used your structures as a starting point.  However the needs of the editor
and the xml format forced some changes.  But we are in the same ballpark. 
Here are some snippets from a KSFO taxiway file with some commentary:

nodes
  node
latitude type=double37.615023/latitude
longitude type=double-122.356881/longitude
nodetype type=stringNormal/nodetype
  /node

  node n=4
latitude type=double37.620940/latitude
longitude type=double-122.370852/longitude
nodetype type=stringHold/nodetype
  /node
/nodes

There are two types of nodes, Normal and Hold-Short.  Unlike yours they don't
contain an elevation but that shouldn't be too hard to add if required, it
is available from the underlying fgsd tile/airport object.  They also
don't have your E-code or a name.  I think these properties belong to the
connecting arc/segment.

gates
  gate
latitude type=double37.615096/latitude
longitude type=double-122.381158/longitude
gatetype type=stringGateHeavy/gatetype
radius type=double0.00/radius
heading type=double0.00/heading
  /gate
/gates

There are 11 gate types for commercial, cargo, GA, military and seaplane
aircraft.  I haven't got around to inputting the radius and heading values
yet, hence the zeros.

segments
  segment
type type=stringtaxiway/type
node1 type=int0/node1
node2 type=int1/node2
name type=stringC/name
width type=int110/width
  /segment
  segment n=55
type type=stringrunway/type
node1 type=int35/node1
node2 type=int41/node2
name type=string10R/28L/name
width type=int200/width
  /segment

What you call an 

Re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Jonathan Polley
I tried adding comments to the preferences.xml file, but they were not 
rolled into CVS.  The problem, and I believe why my edits didn't make 
CVS, is that commenting each attribute causes diff to believe the 
entire file has changed.  This makes it difficult for those people who 
have tailored .xml files.  I would really like the .xml files to be 
fully commented (I'm strange that way), but I'm not going to hold my 
breath.

Jonathan Polley

On Monday, February 10, 2003, at 08:01  AM, Erez Boym wrote:

Hi,

Did anyone start to document these properties in
another way, or do we have no documentation about
these xml properties ?

Erez


We had a discussion about this subject a few weeks
back and came to the
conclusion that automatic generation of the property
lists probably
won't give the desired result.

If you insist on using this approach, you can find
the xml parser in
the
simgear/xml directory of SimGear (esp. easyxml.?xx).

Erik



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[Flightgear-devel] GLXBadRenderRequest

2003-02-10 Thread Rick
Hi,

I put the following message on the users mailing list and it doesn't seem that 
anyone there can help. Can anyone here give any insight? The 3D demos all 
work and I'm running Mandrake 9.0 with a NVIDIA GeForce4 Ti 4200. 
FlightGear-0.9.1

Finally got FG to complie, but when I try to start it, I get the following 
message. This is after it sets up the default airplane(C172) and 
airport(KSFO). Any ideas? 

Thanks in advance.

  First time, doing precise gst
General Initialization
=== ==
FG_ROOT = /usr/local/data

Initializing scenery subsystem
Initializing basic built-in commands:
  null
  exit
  load
  save
  panel-load
  panel-mouse-click
  preferences-load
  view-cycle
  screen-capture
  tile-cache-reload
  lighting-update
  property-toggle
  property-assign
  property-adjust
  property-multiply
  property-swap
  property-scale
  gui

presets_commit
X Error of failed request:  GLXBadRenderRequest
  Major opcode of failed request:  143 (GLX)
  Minor opcode of failed request:  1 (X_GLXRender)
  Serial number of failed request:  44
  Current serial number in output stream:  45


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Re: [Flightgear-devel] [more or less OT] Map Projection on Navigation Displays

2003-02-10 Thread Manuel Bessler
On Thu, Feb 06, 2003 at 10:22:18PM -0600, Curtis L. Olson wrote:
  So, could the Lambert Conformal Conic be the projection I am looking for ?
  
  Any help or pointers are appreciated.
 
 You might be thinking too hard about this.

Yeah, I guess. But then, I'm too often a perfectionist ;-)


 $x = $w/2 + ($lon - $center_lon) * $deg_to_nm * $scale * $xfact;
 $y = $h/2 - ($lat - $center_lat) * $deg_to_nm * $scale;
 
 ($x, $y) is the coordinates (in screen space) where you should draw
 the object.
 
 This is known to work pretty well over a local area (assuming my
 typing is correct, I didn't overlook something, and you can get past
 the pseudo-perl syntax.) :-)

Thanks, this will at least for the testing phase a good start. 
I have been thinking about something like this, but the ironing out
the formulas above ... I just didon't how to put it all together.

perl's no problem. I've did quite a bit of perl hacking some time ago.


Thanks again,
Manuel

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[Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-10 Thread Jonathan Polley
When building on MacOS X, I got the following warnings.  Since I don't 
use JSBSim too much, I wasn't too worried.

Jonathan Polley

ranlib: same symbol defined in more than one member in: libJSBSim.a 
(table of contents will not be sorted)
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine11doBleedDuctEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine11doBleedDuctEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine11doCombustorEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine11doCombustorEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine12doCompressorEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine12doCompressorEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine12doTransitionEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine12doTransitionEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine18doConvergingNozzleEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine18doConvergingNozzleEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine22ThrottleToPowerCommandEd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine22ThrottleToPowerCommandEd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine4LoadEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine4LoadEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine4rtauEd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine4rtauEd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine5DebugEi
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine5DebugEi
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine7doInletEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine7doInletEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine8PowerLagEdd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine8PowerLagEdd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine9CalculateEd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine9CalculateEd
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine9doTurbineEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbine9doTurbineEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineC1EPNS_9FGFDMExecEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineC1EPNS_9FGFDMExecEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineC2EPNS_9FGFDMExecEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineC2EPNS_9FGFDMExecEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineC4EPNS_9FGFDMExecEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineC4EPNS_9FGFDMExecEPNS_12FGConfigFileE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD0Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD0Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD1Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD1Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD2Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD2Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD4Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZN6JSBSim9FGTurbineD4Ev
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZTVN6JSBSim9FGTurbineE
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
__ZTVN6JSBSim9FGTurbineE


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re: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread David Megginson
Erez Boym writes:

  Well, I'm new to FlightGear tweaking, but I find it
  strange that to use flight gear (Add objects, add
  aircrafts etc.) you have to search the source files,
  just to find these xml properties that will enable me
  to do that work.

You can also examine the tree live in the online property browser --
that's probably the best approach (it's the one I use).

I agree that we need documentation, but no one has stepped forward and
volunteered to write any.  I disagree with Norm that all FlightGear
development should stop until that documentation is written -- if we
used that rule, we wouldn't have ATC, 3D cockpits, runway lighting,
and just about everything else interesting that's appeared in
FlightGear over the past couple of years.

  In my inexpert eyes it's something we must maintain otherwise we
  limit FlightGear usage to code reader experts that can tweak the
  source files. Normal users that only want to add things to flight
  gear would be left out or bug mailing lists for these properties.

If you're volunteering, you're very welcome.  I agree that the work is
critical, and it's a good way for a non-coder to make a major
contribution to the project.


All the best,


David

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RE: [Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-10 Thread Jon Berndt
 When building on MacOS X, I got the following warnings.  Since I don't 
 use JSBSim too much, I wasn't too worried.
 
 Jonathan Polley
 
 ranlib: same symbol defined in more than one member in: libJSBSim.a 
 (table of contents will not be sorted)
 ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
 __ZN6JSBSim9FGTurbine11doBleedDuctEv
 ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol: 
 __ZN6JSBSim9FGTurbine11doBleedDuctEv

I'm wondering if you have a Makefile that is correct ... ?

Jon
JON S. BERNDT
Coordinator, JSBSim Project
www.JSBSim.org
[EMAIL PROTECTED]




smime.p7s
Description: application/pkcs7-signature


RE: [Flightgear-devel] Re: xml property documentation

2003-02-10 Thread Norman Vine
David  Megginson writes:
 
 I agree that we need documentation, but no one has stepped forward and
 volunteered to write any.  I disagree with Norm that all FlightGear
 development should stop until that documentation is written -- if we
 used that rule, we wouldn't have ATC, 3D cockpits, runway lighting,
 and just about everything else interesting that's appeared in
 FlightGear over the past couple of years.

David that is BS you are completely misrepresenting my position

I am not saying stop development 
I am saying features need documentation as they are written

The time to start this paractice is NOW and the properties
need to be documented as much as if not more so then the
'C' code as there are fewer tools to automate this

FlightGear is no one individual's project but a collective undertaking
which requires good communication and documentation is a major
part of this.  

It is the responsibility of the person introducing new features
and or change to document said feature or change at least in a 
minimal way not the job of a post facto document writer because
as history shows the documentation will never get written !!

regards

Norman


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Re: [Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-10 Thread Jonathan Polley
I have the latest and greatest from CVS.  I ran ./autogen.sh and 
./configure, without any change.  Is there something that I can do to 
force a rebuild (aside from deleting the Makefiles by hand, that is).

Thanks,

Jonathan Polley

On Monday, February 10, 2003, at 08:11  PM, Jon Berndt wrote:

When building on MacOS X, I got the following warnings.  Since I don't
use JSBSim too much, I wasn't too worried.

Jonathan Polley

ranlib: same symbol defined in more than one member in: libJSBSim.a
(table of contents will not be sorted)
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol:
__ZN6JSBSim9FGTurbine11doBleedDuctEv
ranlib: file: libJSBSim.a(FGTurbine.o) defines symbol:
__ZN6JSBSim9FGTurbine11doBleedDuctEv


I'm wondering if you have a Makefile that is correct ... ?

Jon
JON S. BERNDT
Coordinator, JSBSim Project
www.JSBSim.org
[EMAIL PROTECTED]

smime.p7s



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RE: [Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-10 Thread Jon Berndt
 I have the latest and greatest from CVS.  I ran ./autogen.sh and
 ./configure, without any change.  Is there something that I can do to
 force a rebuild (aside from deleting the Makefiles by hand, that is).

Delete all the .o files, and the libJSBSim.a, and libfiltersjb.a files.
This will cause a rebuild of the JSBSim code. If you want to rebuild the
make files ... I don't know.

Jon



smime.p7s
Description: application/pkcs7-signature


RE: [Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-10 Thread Norman Vine
Jon Berndt writes:
 
  I have the latest and greatest from CVS.  I ran ./autogen.sh and
  ./configure, without any change.  Is there something that I can do to
  force a rebuild (aside from deleting the Makefiles by hand, that is).
 
 Delete all the .o files, and the libJSBSim.a, and libfiltersjb.a files.
 This will cause a rebuild of the JSBSim code. If you want to rebuild the
 make files ... I don't know.

try 

% make distclean
% autogen.sh
% ./configure
% make

Norman



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Re: [Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-10 Thread Jonathan Polley
It beats me.  I did a make clean and make distclean and both yielded 
the same results as before.  The current development tools contain gcc 
3.1.  Is anyone else running that version of gcc, or has everyone 
jumped to 3.2?

Thanks,

Jonathan Polley


On Monday, February 10, 2003, at 09:04  PM, Norman Vine wrote:

Jon Berndt writes:



I have the latest and greatest from CVS.  I ran ./autogen.sh and
./configure, without any change.  Is there something that I can do to
force a rebuild (aside from deleting the Makefiles by hand, that is).


Delete all the .o files, and the libJSBSim.a, and libfiltersjb.a 
files.
This will cause a rebuild of the JSBSim code. If you want to rebuild 
the
make files ... I don't know.

try

% make distclean
% autogen.sh
% ./configure
% make

Norman



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RE: [Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-10 Thread Norman Vine
Jonathan  Polley writes:
 
 It beats me.  I did a make clean and make distclean and both yielded 
 the same results as before.  The current development tools contain gcc 
 3.1.  Is anyone else running that version of gcc, or has everyone 
 jumped to 3.2?

Hmm...

You could try deleting the JSBSim directory

then try the desparate man's approach

% cvs up
% autogen.sh; ./configure; make

if that doesn't work then you have got me stumped too

Norman

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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread Curtis L. Olson
Bernie Bright writes:
 I used your structures as a starting point.  However the needs of the editor
 and the xml format forced some changes.  But we are in the same ballpark. 
 Here are some snippets from a KSFO taxiway file with some commentary:
 
 nodes
   node
 latitude type=double37.615023/latitude
 longitude type=double-122.356881/longitude
 nodetype type=stringNormal/nodetype
   /node
 
   node n=4
 latitude type=double37.620940/latitude
 longitude type=double-122.370852/longitude
 nodetype type=stringHold/nodetype
   /node
 /nodes
 
 There are two types of nodes, Normal and Hold-Short.

Borrowing from my driving sim experience.  The approach I've seen is
that the logical road network is composed of nodes and roads.  Any
number of roads can intersect at a node.  In addition, a road
section can be composed of multiple points defining any sort of
shape, curve, straight, or combination of that.

Each road section can define a number of lanes (and their direction.)
(Probably not needed for us) :-)

You attach things like signal lights, gates, (hold short points?) to
any of the sub points in a road section.

 Unlike yours they don't contain an elevation but that shouldn't be
 too hard to add if required, it is available from the underlying
 fgsd tile/airport object.

Elevation is an interesting debate.  If you include elevation in the
logical road network, then you don't need to query the terrain for
all you different objects as they move around.  Terrain intersection
querying is pretty expensive so that's a consideration.  But, if you
store elevation in the LRN, then there is a chance for any number of
reasons that it could diverge from the actual terrain then you run the
risk of cars flying through air and 747's driving underground and that
can get pretty wierd too.

 They also
 don't have your E-code or a name.  I think these properties belong to the
 connecting arc/segment.
 
 gates
   gate
 latitude type=double37.615096/latitude
 longitude type=double-122.381158/longitude
 gatetype type=stringGateHeavy/gatetype
 radius type=double0.00/radius
 heading type=double0.00/heading
   /gate
 /gates
 
 There are 11 gate types for commercial, cargo, GA, military and seaplane
 aircraft.  I haven't got around to inputting the radius and heading values
 yet, hence the zeros.
 
 segments
   segment
 type type=stringtaxiway/type
 node1 type=int0/node1
 node2 type=int1/node2
 name type=stringC/name
 width type=int110/width
   /segment
   segment n=55
 type type=stringrunway/type
 node1 type=int35/node1
 node2 type=int41/node2
 name type=string10R/28L/name
 width type=int200/width
   /segment
 
 What you call an arc I call a segment.  Don't know why but there it is.  There
 are 3 types, taxiway, runway and gate.  The values for node1 and node2 are
 indexes into the nodes array.  In the case of a gate connector, node2 is an
 index into the gates array.  I have a width instead of a weight but its
 purpose is the same.
 
 Thats it for now.  There also needs to be some additonal logic for the ATC to
 determine how to navigate from a gate via one or more taxiways to a runway and
 vice versa.  Departures could be hard wired into the xml file, eg Gate 4 via
 taxiways Alpha, Charlie, hold short runway 28R, but arrivals will probably
 have to be calculated at runtime.
 
 Cheers,
 Bernie
 
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Re: [Flightgear-devel] GLXBadRenderRequest

2003-02-10 Thread Curtis L. Olson
The message you get indicates that probably something isn't installed
right with the nvidia drivers ... but I'm not a mandrake user so I
don't know for sure.  Can you run the plib demos?  Can you tell if the
3d demos you are running are being software rendered or are you
getting fast hardware rendering (find a demo with texturing and you
should be getting lightning fast frame rates ... if you are seeing
1fps or 5fps or something of that magnitude, you probalby need to
investigate your drivers/config/setup.)

Regards,

Curt.


Rick writes:
 Hi,
 
 I put the following message on the users mailing list and it doesn't seem that 
 anyone there can help. Can anyone here give any insight? The 3D demos all 
 work and I'm running Mandrake 9.0 with a NVIDIA GeForce4 Ti 4200. 
 FlightGear-0.9.1
 
 Finally got FG to complie, but when I try to start it, I get the following 
 message. This is after it sets up the default airplane(C172) and 
 airport(KSFO). Any ideas? 
 
 Thanks in advance.
 
   First time, doing precise gst
 General Initialization
 === ==
 FG_ROOT = /usr/local/data
 
 Initializing scenery subsystem
 Initializing basic built-in commands:
   null
   exit
   load
   save
   panel-load
   panel-mouse-click
   preferences-load
   view-cycle
   screen-capture
   tile-cache-reload
   lighting-update
   property-toggle
   property-assign
   property-adjust
   property-multiply
   property-swap
   property-scale
   gui
 
 presets_commit
 X Error of failed request:  GLXBadRenderRequest
   Major opcode of failed request:  143 (GLX)
   Minor opcode of failed request:  1 (X_GLXRender)
   Serial number of failed request:  44
   Current serial number in output stream:  45
 
 
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Re: [Flightgear-devel] [more or less OT] Map Projection on Navigation Displays

2003-02-10 Thread Curtis L. Olson
Manuel Bessler writes:
  $x = $w/2 + ($lon - $center_lon) * $deg_to_nm * $scale * $xfact;
  $y = $h/2 - ($lat - $center_lat) * $deg_to_nm * $scale;
  
  ($x, $y) is the coordinates (in screen space) where you should draw
  the object.
  
  This is known to work pretty well over a local area (assuming my
  typing is correct, I didn't overlook something, and you can get past
  the pseudo-perl syntax.) :-)
 
 Thanks, this will at least for the testing phase a good start. 
 I have been thinking about something like this, but the ironing out
 the formulas above ... I just didon't how to put it all together.
 
 perl's no problem. I've did quite a bit of perl hacking some time ago.

I worked this stuff out as part of perl-tk moving map / approach
deviation grapher I'm building for a side project.  I hope to get
authorized to release as open-source some day... been working a couple
angles, we'll see...

Regards,

Curt.
-- 
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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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[Flightgear-devel] 3D-modeling

2003-02-10 Thread paul mccann
Matt

Thanks for the link, I just got blender going on my vector linux last week so 
the timing is perfect.  


Paul

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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread Bernie Bright
On Mon, 10 Feb 2003 22:17:27 -0600
Curtis L. Olson [EMAIL PROTECTED] wrote:

 Bernie Bright writes:

[snip]

  Unlike yours they don't contain an elevation but that shouldn't be
  too hard to add if required, it is available from the underlying
  fgsd tile/airport object.
 
 Elevation is an interesting debate.  If you include elevation in the
 logical road network, then you don't need to query the terrain for
 all you different objects as they move around.  Terrain intersection
 querying is pretty expensive so that's a consideration.  But, if you
 store elevation in the LRN, then there is a chance for any number of
 reasons that it could diverge from the actual terrain then you run the
 risk of cars flying through air and 747's driving underground and that
 can get pretty wierd too.

Good point.  The taxiway editor can get the node elevation from the underlying
airport tile.  Of course if the scenery is regenerated then the taxiways
should be regenerated also.  This may be no more than a load and save
operation but currently must be performed manually.

The other gotcha is that we would only know the elevation at either end of a
segment.  A vehicle travelling along the segment would still have to query the
terrain engine.

Bernie


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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-10 Thread Bernie Bright
On Mon, 10 Feb 2003 22:17:27 -0600
Curtis L. Olson [EMAIL PROTECTED] wrote:

 Bernie Bright writes:
  I used your structures as a starting point.  However the needs of the
  editor and the xml format forced some changes.  But we are in the same
  ballpark. Here are some snippets from a KSFO taxiway file with some
  commentary:
  
  nodes
node
  latitude type=double37.615023/latitude
  longitude type=double-122.356881/longitude
  nodetype type=stringNormal/nodetype
/node
  
node n=4
  latitude type=double37.620940/latitude
  longitude type=double-122.370852/longitude
  nodetype type=stringHold/nodetype
/node
  /nodes
  
  There are two types of nodes, Normal and Hold-Short.
 
 Borrowing from my driving sim experience.  The approach I've seen is
 that the logical road network is composed of nodes and roads.  Any
 number of roads can intersect at a node.  In addition, a road
 section can be composed of multiple points defining any sort of
 shape, curve, straight, or combination of that.

Pretty much what I've done so far.

 Each road section can define a number of lanes (and their direction.)
 (Probably not needed for us) :-)

Taxiway or runway are segment properties we would need to know.  Some sort of
width or weight property would be useful so that heavies don't try to taxi
down a path not capable of handling them.

 You attach things like signal lights, gates, (hold short points?) to
 any of the sub points in a road section.

Here is a link http://users.bigpond.net.au/bbright/fgsd.png to a
screen dump of my current efforts.  Taxiway F has been selected, highlighted
in yellow.  Red dots are hold-short nodes.  Blue dots are normal nodes.

Cheers,
Bernie


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