Re: [Flightgear-devel] 2d panel ...

2006-10-24 Thread Mike Dusseault
On 10/23/06, syd [EMAIL PROTECTED] wrote:
Hi Mike,Ive run across the same problem occasionally , with 2d panels in a 3dcockpit. I think the best solution is to addsomething like this...--- snip ---Thanks for the help, Syd! I'll try that out. Makes sense. Well, it wasn't a loss since I learned tons about z-orders in OpenGL, and how FlightGear does it, what z-order fighting is, etc...
I think I figured out the problem was generally caused by the texture not having an alpha channel. But as soon as I added one, all the instruments went away. Can't win on that one... ;)Anyways, since then, I've restarted from the C172P model and added some rough pillboxes on the landing gear. Needs work, but coming along. I dropped in the right engine and prop from the c172r. Starting to look good.
Now, I've got the 3 backup gauges with 3d instruments and a beginning of the PFDs (also 3d) properly placed in the cockpit. Obviously, I'm going through your Primus-1000 implementation, since it's very close to the Garmin G1000. First off, the attitude, altitude and speed displays.
And thanks again for the help, and all the excellent stuff you've done in FlightGear. :)Mike.
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Re: [Flightgear-devel] Help with properties

2006-10-24 Thread Leidson Campos A. Ferreira
There are 2 literal constants used in this hack : 700 and 400. I guess thatother users could want other values. Could you elaborate on this please.
Frederic,Based on Franz's information I've done a modification in jpg-httpd.hxx module and now JPEG image size respects the current FlightGear window size.I'm attaching the jpg-httpd.hxx.tar.gz
 with modified file.Thanks Curtis and Thiago for help and suggestions about properties, Frederic for technical information and patience and Franz by last help and original JPEG streaming code.:.)Leidson Campos
PlanetaMessenger.orgOn 10/23/06, Leidson Campos A. Ferreira [EMAIL PROTECTED] wrote:
The only thing before a commit is that I would like an explanation about your

comment in jpg-httpd.hxx where you write about a terrible hack ( from memory

). There are 2 literal constants used in this hack : 700 and 400. I guess that

other users could want other values. Could you elaborate on this please.

This terrible hack is a comment from original author of jpg-httpd modules, but I believe that he doesn't know (like me) how to get the flightgear screeen size at run-time to provide this parameters dynamically. If you know, could you help me with this information ?
Thanks,LeidsonOn 10/23/06, Frederic Bouvier 
[EMAIL PROTECTED] wrote:
Quoting Leidson Campos A. Ferreira: Hi Frederic how are you ?
 Thanks by your comments about problems through the code. I remember you told me about your failing harddrive. I hope long life to your harddrive and you too, sure. :.)My failing disks are teaching me the art of backup ;-)
 About the sleep and usleep, the code was made and compiled using a Linux box but is so easy change to Windows platform, I can do it and send to list again. FlightGear has some internal library functions to provide multiplatform
 solutions for cases like this ??? Or I need write conditional compiler directives through the code like #ifdef _WIN32_ ??? About the printf, I'm sorry, I didn't know about Flightgear's log routines
 and this printf was done only to help me while developing this feature. In fact, the printf lines must be deleted. About the identation, I don't know about flightgear identation scheme, but I
 can fix this too if you send me the identation scheme instructions. Can you or Curtis, as the more experiencied FlightGear developers, help me with theses questions ? I'll wait by Curtis response too because recently I sent the code then I'll
 be waiting his comments about the code.I addressed these concerns on my local copy, so a patch is not needed.The only thing before a commit is that I would like an explanation about yourcomment in 
jpg-httpd.hxx where you write about a terrible hack ( from memory). There are 2 literal constants used in this hack : 700 and 400. I guess thatother users could want other values. Could you elaborate on this please.
-Fred--Frédéric Bouvierhttp://frfoto.free.frPhoto gallery - album photo
http://www.fotolia.fr/p/2278/partner/2278
Other photo galleryhttp://fgsd.sourceforge.net/ FlightGear Scenery Designer
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Re: [Flightgear-devel] Help with properties

2006-10-24 Thread Leidson Campos A. Ferreira
Sorry, I forgot the tar.gz file.LeidsonOn 10/24/06, Leidson Campos A. Ferreira [EMAIL PROTECTED]
 wrote:
There are 2 literal constants used in this hack : 700 and 400. I guess thatother users could want other values. Could you elaborate on this please.
Frederic,Based on Franz's information I've done a modification in jpg-httpd.hxx module and now JPEG image size respects the current FlightGear window size.I'm attaching the jpg-httpd.hxx.tar.gz

 with modified file.Thanks Curtis and Thiago for help and suggestions about properties, Frederic for technical information and patience and Franz by last help and original JPEG streaming code.:.)Leidson Campos
PlanetaMessenger.orgOn 10/23/06, Leidson Campos A. Ferreira 
[EMAIL PROTECTED] wrote:
The only thing before a commit is that I would like an explanation about your

comment in jpg-httpd.hxx where you write about a terrible hack ( from memory


). There are 2 literal constants used in this hack : 700 and 400. I guess that

other users could want other values. Could you elaborate on this please.


This terrible hack is a comment from original author of jpg-httpd modules, but I believe that he doesn't know (like me) how to get the flightgear screeen size at run-time to provide this parameters dynamically. If you know, could you help me with this information ?
Thanks,LeidsonOn 10/23/06, Frederic Bouvier 
[EMAIL PROTECTED] wrote:
Quoting Leidson Campos A. Ferreira: Hi Frederic how are you ?
 Thanks by your comments about problems through the code. I remember you told me about your failing harddrive. I hope long life to your harddrive and you too, sure. :.)My failing disks are teaching me the art of backup ;-)
 About the sleep and usleep, the code was made and compiled using a Linux box but is so easy change to Windows platform, I can do it and send to list again. FlightGear has some internal library functions to provide multiplatform
 solutions for cases like this ??? Or I need write conditional compiler directives through the code like #ifdef _WIN32_ ??? About the printf, I'm sorry, I didn't know about Flightgear's log routines
 and this printf was done only to help me while developing this feature. In fact, the printf lines must be deleted. About the identation, I don't know about flightgear identation scheme, but I
 can fix this too if you send me the identation scheme instructions. Can you or Curtis, as the more experiencied FlightGear developers, help me with theses questions ? I'll wait by Curtis response too because recently I sent the code then I'll
 be waiting his comments about the code.I addressed these concerns on my local copy, so a patch is not needed.The only thing before a commit is that I would like an explanation about yourcomment in 
jpg-httpd.hxx where you write about a terrible hack ( from memory). There are 2 literal constants used in this hack : 700 and 400. I guess thatother users could want other values. Could you elaborate on this please.
-Fred--Frédéric Bouvierhttp://frfoto.free.frPhoto gallery - album photo
http://www.fotolia.fr/p/2278/partner/2278
Other photo galleryhttp://fgsd.sourceforge.net/ FlightGear Scenery Designer

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jpg-httpd.hxx.tar.gz
Description: GNU Zip compressed data
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[Flightgear-devel] Tower Simulator

2006-10-24 Thread Peter Gervais
I'm new to this list and to Flight Gear.
Does anyone know if FlightGear has been modified to be used in a Air 
Traffic Control Tower Simulator?



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Re: [Flightgear-devel] Tower Simulator

2006-10-24 Thread R. van Steenbergen
I think it's pretty possible. You're gonna need extra software for the 
radar screens, but I think you can already connect FlightGear to a 
multiplayer session as an observer. Position yourself on the place where 
your tower is, and the outside view is pretty much what you need. For 
the radar screens, it differs on which network you're connecting to. 
There is lots of software available for either FS2004 multiplayer 
sessions, VATSIM, or IVAO. Not sure about ATC software for FlightGear 
sessions, but that might be one we could look into.

Peter Gervais schreef:
 I'm new to this list and to Flight Gear.
 Does anyone know if FlightGear has been modified to be used in a Air 
 Traffic Control Tower Simulator?
   


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Re: [Flightgear-devel] Tower Simulator

2006-10-24 Thread Peter Gervais


The issues as i see it is being able to simulate not one but many
aircraft as seen from the tower. Tower sims also support various
ground based vehicle such as fueling trucks , service vehicles etc ...


At 12:16 PM 10/24/2006, you wrote:
I think it's pretty possible.
You're gonna need extra software for the 
radar screens, but I think you can already connect FlightGear to a 
multiplayer session as an observer. Position yourself on the place where

your tower is, and the outside view is pretty much what you need. For

the radar screens, it differs on which network you're connecting to.

There is lots of software available for either FS2004 multiplayer 
sessions, VATSIM, or IVAO. Not sure about ATC software for FlightGear

sessions, but that might be one we could look into.
Peter Gervais schreef:
 I'm new to this list and to Flight Gear.
 Does anyone know if FlightGear has been modified to be used in a Air

 Traffic Control Tower Simulator?
 

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Regards,

Peter Gervais,
Simtree Information Systems,
17621 Island Rd,
St Andrews West, Ontario, Canada, K0C 2A0
Tel: 613-938-6549
Cell: 613-314-2164
Fax: 613-936-0111
e-mail: [EMAIL PROTECTED] 

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Re: [Flightgear-devel] Help with properties

2006-10-24 Thread Frederic Bouvier
Leidson Campos A. Ferreira wrote :
 Sorry, I forgot the tar.gz file.

 Leidson

It is in CVS now. Thanks

-Fred

-- 
Frédéric Bouvier
http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer



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Re: [Flightgear-devel] Early Alpha version of Eurocopter EC 135 ready

2006-10-24 Thread Maik Justus
Hi Heiko,

thank you very much for your great works. The ec135 really looks very good.

It seems, that the yasim-configuration file in the rar archive is based 
on a rather old bo105 configuration file. I think it would be better to 
use the attached configuration file as a beginning. Let me know, if you 
need any help adjusting the parameters.

But for adjusting the details of the fenestron and the main rotor we 
need either help of an experienced pilot or some more details on 
airfoils (drag/lift curves), cyclic and collective controls and the 
position (particularly height) of the cg.

Maik

Heiko Schulz schrieb:
 Hi,

 Now 95% of the exterior model is ready, only some
 small things to do. (I forgot the rear doors *g*)The
 interior, especially the instruments need a lot of
 work now. 

 I got some problems with the animation of the
 rotorsystem - I still figuring out how the Bo 105 does
 this.

 But it is flyable - so long the flightmodel of Maik
 Justus offer this. It's seems for me that the
 Mainrotor is too weak, and the fenestron too strong.

 Have fun

 www.hoerbird.de/bilder/ec135.alpha.jpg

 Download:

 www.hoerbird.de/ec135.rar

 Greetings
 HHS


   

   
   
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Re: [Flightgear-devel] Tower Simulator

2006-10-24 Thread R. van Steenbergen
The FlightGear session responsible for doing tower will do nothing more 
than display aircraft in the multiplayer session, flown by other 
players. FlightGear currently has no code for AI traffic like in FS2004, 
and most of the fanatic simmers do their flying online, with real people 
manning towers and airports. I think it could be possible to create a 
program that runs fake multiplayer aircraft (similar to AI traffic), 
but that's not part of a flight simulator, more of a traffic simulator. 
Towering on VATSIM or FlightGear multiplayer sessions (with the aid of 
the Google map) is very doable.

Peter Gervais schreef:
 The issues as i see it is being able to simulate not one but many 
 aircraft as seen from the tower.  Tower sims also support various 
 ground based vehicle such as fueling trucks , service vehicles etc ...


 At 12:16 PM 10/24/2006, you wrote:
 I think it's pretty possible. You're gonna need extra software for the
 radar screens, but I think you can already connect FlightGear to a
 multiplayer session as an observer. Position yourself on the place where
 your tower is, and the outside view is pretty much what you need. For
 the radar screens, it differs on which network you're connecting to.
 There is lots of software available for either FS2004 multiplayer
 sessions, VATSIM, or IVAO. Not sure about ATC software for FlightGear
 sessions, but that might be one we could look into.


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[Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Mathias Fröhlich

Hi,

I had worked now for some time on an OSG port of flightgear.

At the moment many things are already working.
- Scenery and 3d models are there.
- Animations work mostly as expected.
- The usual lights including the vasi are there.
- The 3d panel is displayed and interactive.
- The sky looks as usual - including stars and the 2d clouds.
- The HUD's.
- The usual menus.

What is missing so far are
- The shadows
- The 3d clouds
- The lightning and rain code
- The render surface instruments

On my notebook, where I do much of the development, I get improved frame rates 
up to a factor of two. Depending on the model and daytime.
The rain stuff as well as the render surface stuff is nothing too complicated 
and already available in osg, but that needs to be done and tested.
There is a replacement for our shadows in osg available. Also an improved 
shadow toolkit is in the works by the osg guys - I believe we should make use 
of that in the longer term.
The 3d clouds are something to think about. osg can assist here but I need to 
think about that.

We will need some small updates to the current OSG version. That is:
An updated rgb loader that does not crash on some of our rgb files.
An updated ac3d loader - we will need that to get our models right.

Ok, long talk - what to do?

I would like to check that into our cvs.
The usual way would be to create a cvs branch and do that work on that branch.
In this case it would be good if we could avoid changes in the HEAD branch 
that touches anything visible.
In some private mails with Curt he directed me to an other scheme:
Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
In this case we would have the plib/ssg stuff still available in that branch 
for those of us who need the well tested old stuff. We could safe some final 
merging if we do it in this way.
Thougths/Comments - where should I check in?

Well, two screenshots of that are at
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061024

 Greetings

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Jon S. Berndt
 Hi,

 I had worked now for some time on an OSG port of flightgear.

 At the moment many things are already working.
 - Scenery and 3d models are there.
 - Animations work mostly as expected.
 - The usual lights including the vasi are there.
 - The 3d panel is displayed and interactive.
 - The sky looks as usual - including stars and the 2d clouds.
 - The HUD's.
 - The usual menus.

 What is missing so far are
 - The shadows
 - The 3d clouds
 - The lightning and rain code
 - The render surface instruments

Very cool. This must have been a lot of work. I was speaking to a simulation
guy at Lockheed the other day and he assumed we were using OSG. He was very
impressed with FlightGear.

Jon


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Sexauer, Steve
awesome! 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mathias Fröhlich
Sent: Tuesday, October 24, 2006 3:45 PM
To: FlightGear discussions
Subject: [Flightgear-devel] OpenSceneGraph


Hi,

I had worked now for some time on an OSG port of flightgear.

At the moment many things are already working.
- Scenery and 3d models are there.
- Animations work mostly as expected.
- The usual lights including the vasi are there.
- The 3d panel is displayed and interactive.
- The sky looks as usual - including stars and the 2d clouds.
- The HUD's.
- The usual menus.

What is missing so far are
- The shadows
- The 3d clouds
- The lightning and rain code
- The render surface instruments

On my notebook, where I do much of the development, I get improved frame rates 
up to a factor of two. Depending on the model and daytime.
The rain stuff as well as the render surface stuff is nothing too complicated 
and already available in osg, but that needs to be done and tested.
There is a replacement for our shadows in osg available. Also an improved 
shadow toolkit is in the works by the osg guys - I believe we should make use 
of that in the longer term.
The 3d clouds are something to think about. osg can assist here but I need to 
think about that.

We will need some small updates to the current OSG version. That is:
An updated rgb loader that does not crash on some of our rgb files.
An updated ac3d loader - we will need that to get our models right.

Ok, long talk - what to do?

I would like to check that into our cvs.
The usual way would be to create a cvs branch and do that work on that branch.
In this case it would be good if we could avoid changes in the HEAD branch 
that touches anything visible.
In some private mails with Curt he directed me to an other scheme:
Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
In this case we would have the plib/ssg stuff still available in that branch 
for those of us who need the well tested old stuff. We could safe some final 
merging if we do it in this way.
Thougths/Comments - where should I check in?

Well, two screenshots of that are at
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061024

 Greetings

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Stuart Buchanan
--- Mathias Fröhlich wrote:
 Hi,
 
 I had worked now for some time on an OSG port of flightgear.
 
 At the moment many things are already working.
 - Scenery and 3d models are there.
 - Animations work mostly as expected.
 - The usual lights including the vasi are there.
 - The 3d panel is displayed and interactive.
 - The sky looks as usual - including stars and the 2d clouds.
 - The HUD's.
 - The usual menus.
 
 What is missing so far are
 - The shadows
 - The 3d clouds
 - The lightning and rain code
 - The render surface instruments
 
 On my notebook, where I do much of the development, I get improved frame
 rates 
 up to a factor of two. Depending on the model and daytime.

Sounds like a significant improvement. Presumably you haven't noticed any
degradation in performance anywhere?

 I would like to check that into our cvs.
 The usual way would be to create a cvs branch and do that work on that
 branch.
 In this case it would be good if we could avoid changes in the HEAD
 branch 
 that touches anything visible.
 In some private mails with Curt he directed me to an other scheme:
 Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
 In this case we would have the plib/ssg stuff still available in that
 branch 
 for those of us who need the well tested old stuff. We could safe some
 final 
 merging if we do it in this way.
 Thougths/Comments - where should I check in?

Going on the assumption that this is the future and there isn't any
question of if we should move to OSG, and this is just a when... 

My view is that the old stuff should be branched and this should go
straight into HEAD. As I see it, the major advantages of this are
1) People don't have to check out a new branch to try the new stuff
2) Pretty much everyone will be testing it day-to-day, so we'll find
problems quicker.
3) People will have an extra incentive to fix any issues (both bugs and
missing features) if they are hitting them every day.

If it goes into a new branch, I doubt most people will take the time to
check it out, so there will only be a small band of hardy adventurers
using it. While I'd like to think that I'd be one of them, chances are I
wouldn't find the time to be honest - I have enough problems keeping up
with HEAD.

It sounds like it is almost equivalent to plib/ssg already, and personally
I'm prepared to put up with a small level of feature degradation for
medium term gain.

I guess the only reason why we might not want it on HEAD is if we're
planning a release before the OSG version is likely to be stable/complete.


I don't want to open up the old chestnut of when the next release is
likely to be. However, on the assumption that Curt will be the release
manager, and it is dependant on his schedule, if he were to tell us that
he will be busy for the next 3 months, we'll know that a release in the
timeframe is unlikely :)

Out of my own ignorance, I have some supplementary questions:
1) Presumably this means we no-longer use plib for graphics. Does that
mean  that things like landing lights are more feasible?
2)  How does this affect people running Windows. Do they have to install
OSG themselves, or does it get packaged up with the installer?

This looks like it was a very major piece of work - thank you.

-Stuart


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Ampere K. Hardraade
On Tuesday 24 October 2006 17:44, Mathias Fröhlich wrote:
 Hi,

 I had worked now for some time on an OSG port of flightgear.

 At the moment many things are already working.
 - Scenery and 3d models are there.
 - Animations work mostly as expected.
 - The usual lights including the vasi are there.
 - The 3d panel is displayed and interactive.
 - The sky looks as usual - including stars and the 2d clouds.
 - The HUD's.
 - The usual menus.

 What is missing so far are
 - The shadows
 - The 3d clouds
 - The lightning and rain code
 - The render surface instruments
First of all, I have to say thank you.  It's about fricking time we get rid of 
plib. :P

 On my notebook, where I do much of the development, I get improved frame
 rates up to a factor of two. Depending on the model and daytime.
That's good news indeed, although I'm not surprised.  Let's hope we see the 
same improvement across all platforms as well.

 The rain stuff as well as the render surface stuff is nothing too
 complicated and already available in osg, but that needs to be done and
 tested. There is a replacement for our shadows in osg available. Also an
 improved shadow toolkit is in the works by the osg guys - I believe we
 should make use of that in the longer term.
 The 3d clouds are something to think about. osg can assist here but I need
 to think about that.
The current 3D clouds don't work on every machine, and I think its maintainer 
is gone as well.  In my opinion, if 3D clouds is offered in OSG, then we 
should make use of it, because it probably is more robust and better tested 
than the one we have in FlightGear.

Ampere

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Re: [Flightgear-devel] FlightGear on the Fox TV show JUSTICE

2006-10-24 Thread Robert Black
This episode may be on next Monday night (Oct 30th). I saw a show 
preview and some small plane wreckage.

Curtis L. Olson wrote:
 Here is a quick heads up for all of you ...

 I just watched tonight's episode of JUSTICE which is a new Fox TV show 
 on Wednesday nights.  For what it's worth, I thought tonight's episode 
 was really good, and much better than last weeks episode (IMHO.)

 http://www.fox.com/justice/

 At the end of the show I stayed tuned for some brief clips from upcoming 
 episodes (which will air after the baseball playoffs in a few weeks.)

 With my extremely keen eye I was able to spot a glimpse of FlightGear 
 running as part of an FAA certified ATC 710M Flight Simulator.  What I 
 saw appeared to be our civilian Cessna 310 in a steep dive ...

 Hmmm ... very interesting!  I wonder what that episode will be about?  
 What would they be using a flight simulator for ??

 :-)

 Curt.

   


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Re: [Flightgear-devel] FlightGear on the Fox TV show JUSTICE

2006-10-24 Thread Curtis Olson
On 10/24/06, Robert Black [EMAIL PROTECTED] wrote:
This episode may be on next Monday night (Oct 30th). I saw a showpreview and some small plane wreckage.Yes, I think you are right. From the Justice web site I see:Oct. 30 - When the son of a millionaire is killed in a small engine
plane crash with his blue-collar girlfriend, TNTG represents the
girlfriend's grieving parents in their wrongful death suit against the
wealthy matriarch.I would just be guessing, but I imagine that in a situation like this, your case could benefit from using an FAA certified flight simulator for an in-court demonstration ...Curt.
-- Curtis Olson - University of Minnesota - FlightGear Projecthttp://baron.flightgear.org/~curt/http://www.humanfirst.umn.edu/
http://www.flightgear.orgUnique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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[Flightgear-devel] Not only landing lights...

2006-10-24 Thread Yurik V. Nikiforoff

Intro.

An openGL have eight light sources. In FlightGear world, first of them used
for create sun/moon light, but seven light sources stays unused.

I offer use this light sources for creating landing light and scenery
 effects. I write some code, based on Modelmgr subsystem. It add to
 FlightGear ability to control openGL (Plib) light sources like an aircraft
 model.

Light source may be static or dynamic, moving under FDM or script control, by
setting properties. It may be added to existing aircraft, just write some
section to aircraft-set.xml file. All of work doing into videoboard, CPU only
count coordinates - no need redraw 3d objects, textures etc. It is _real_
light - no lightmap or like it.


There are two problems around this issue.

First, position of light source is jump over 30 meters, when flightgear shift
center of scenery to new position. If light direct ahead (like landing
lights), it seen like small blink, but if you have static light (for example,
on ground projector) it will blink more. I can blank this, but in this case,
result worse - dark comes in some times. I need help about it .

Second trouble. Then aircraft near the runway, light stay very unstable -
 spot light may disappear or blink. The reason is big polygon of
 runway/taxiway mesh. OpenGL not correctly count lighting, if size of polygon
 near or big size of spot light. First issue - split big polygon of mesh to
 less, but you can drop some reality and use omnidirectional light for
 taxiing, shift light source some meters ahead and up.

Install procedure.

Unpack archive, apply patch to src/Main/model.cxx  src/Main/globals.hxx
Put lightmgr.cxx  lightmgr.hxx to src/Model
Overwrite src/Model/Makefile.am

Run configure and make. Since globals.hxx was changed, you will need
 recompile flightgear at all.

Copy light  section from example-aircraft-set.xml to your favorite aircraft
set file.

Run fgfs, open file-browse internal properties-sim. You may tune light
parameters by editing light/light-source vars.

You may up to 7 sources simultaneously, simple add new sections
 light-source to /sim/light, but it depend of power of you video board.

sorry for English...
-- 
Wbr, Yurik


dynamic_light_source.tar.gz
Description: application/tgz
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[Flightgear-devel] Not only landing lights...

2006-10-24 Thread Yurik V. Nikiforoff
Night landing
-- 
Wbr, Yurik
attachment: fgfs-screen-002_prew.jpg
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