[Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Tim Moore
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Hash: SHA1

Hi,
Here's a patch that implements the chrome shader effect for the OSG
version of FlightGear.

Tim
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Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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--- old-fgcvs/SimGear/source/simgear/scene/model/animation.hxx	2007-05-01 07:52:35.0 +0200
+++ new-fgcvs/SimGear/source/simgear/scene/model/animation.hxx	2007-05-01 07:52:35.0 +0200
@@ -359,6 +359,7 @@
   virtual osg::Group* createAnimationGroup(osg::Group parent);
 private:
   class UpdateCallback;
+  osg::ref_ptrosg::Texture2D _effect_texture;
 };
 
 

--- old-fgcvs/SimGear/source/simgear/scene/model/shadanim.cxx	2007-05-01 07:52:35.0 +0200
+++ new-fgcvs/SimGear/source/simgear/scene/model/shadanim.cxx	2007-05-01 07:52:35.0 +0200
@@ -24,6 +24,8 @@
 #  include simgear_config.h
 #endif
 
+#include map
+
 #include osg/Group
 #include osg/Program
 #include osg/Shader
@@ -179,6 +181,102 @@
  SGPropertyNode* modelRoot) :
   SGAnimation(configNode, modelRoot)
 {
+  const SGPropertyNode* node = configNode-getChild(texture);
+  if (node)
+_effect_texture = SGLoadTexture2D(node-getStringValue());
+}
+
+namespace {
+class ChromeLightingCallback :
+  public osg::StateAttribute::Callback {
+public:
+  virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
+  {
+SGUpdateVisitor* updateVisitor = dynamic_castSGUpdateVisitor*(nv);
+if (!updateVisitor)
+  return;
+osg::TexEnvCombine *combine = dynamic_castosg::TexEnvCombine *(sa);
+if (!combine)
+	return;
+// An approximation for light reflected back by chrome.
+osg::Vec4 globalColor = (updateVisitor-getAmbientLight().osg() * .4f
+			 + updateVisitor-getDiffuseLight().osg());
+globalColor.a() = 1.0f;
+combine-setConstantColor(globalColor);
+  }
+};
+
+typedef maposg::ref_ptrosg::Texture2D, osg::ref_ptrosg::StateSet 
+StateSetMap;
+}
+
+// The chrome effect is mixed by the alpha channel of the texture
+// on the model, which will be attached to a node lower in the scene
+// graph: 0 - completely chrome, 1 - completely model texture.
+static void create_chrome(osg::Group* group, osg::Texture2D* texture)
+{
+static SGMutex mutex;
+SGGuardSGMutex locker(mutex);
+static StateSetMap chromeMap;
+osg::StateSet *stateSet;
+StateSetMap::iterator iterator = chromeMap.find(texture);
+if (iterator != chromeMap.end()) {
+	stateSet = iterator-second.get();
+} else {
+	stateSet = new osg::StateSet;
+	// If the model doesn't have any texture, we need to have one
+	// activated so that we don't need a seperate combiner
+	// attribute for the non-textured case. This texture will be
+	// shadowed by any attached to the model.
+	osg::Image *dummyImage = new osg::Image;
+	dummyImage-allocateImage(1, 1, 1, GL_LUMINANCE_ALPHA,
+  GL_UNSIGNED_BYTE);
+	unsigned char* imageBytes = dummyImage-data(0, 0);
+	imageBytes[0] = 255;
+	imageBytes[1] = 0;
+	osg::Texture2D* dummyTexture = new osg::Texture2D;
+	dummyTexture-setImage(dummyImage);
+	dummyTexture-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
+	dummyTexture-setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
+	stateSet-setTextureAttributeAndModes(0, dummyTexture,
+	  osg::StateAttribute::ON);
+	osg::TexEnvCombine* combine0 = new osg::TexEnvCombine;
+	osg::TexEnvCombine* combine1 = new osg::TexEnvCombine;
+	osg::TexGen* texGen = new osg::TexGen;
+	// Mix the environmental light color and the chrome map on texture
+	// unit 0
+	combine0-setCombine_RGB(osg::TexEnvCombine::MODULATE);
+	combine0-setSource0_RGB(osg::TexEnvCombine::CONSTANT);
+	combine0-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
+	combine0-setSource1_RGB(osg::TexEnvCombine::TEXTURE1);
+	combine0-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
+	combine0-setDataVariance(osg::Object::DYNAMIC);
+	combine0-setUpdateCallback(new ChromeLightingCallback);
+
+	// Interpolate the colored chrome map with the texture on the
+	// model, using the model texture's alpha.
+	combine1-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
+	combine1-setSource0_RGB(osg::TexEnvCombine::TEXTURE0);
+	combine1-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
+	combine1-setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
+	combine1-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
+	combine1-setSource2_RGB(osg::TexEnvCombine::TEXTURE0);
+	combine1-setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA);
+	// Are these used for anything?
+	combine1-setCombine_Alpha(osg::TexEnvCombine::REPLACE);
+	combine1-setSource0_Alpha(osg::TexEnvCombine::TEXTURE1);
+	combine1-setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
+
+	texGen-setMode(osg::TexGen::SPHERE_MAP);
+	stateSet-setTextureAttribute(0, combine0);
+	stateSet-setTextureAttribute(1, combine1);
+	

Re: [Flightgear-devel] Strange compile error

2007-05-01 Thread John Wojnaroski
msg to self ;-)

problem is with neither distribution, just a dumb error on my part 
setting up the openGL libraries and include files.

Sorry for the noise
John

 John Wojnaroski wrote:

 Hi,

 I'm not sure where or who this problem belongs to, so posting to both 
 groups

 Using Debian 'etch', linux-2.6.17, gcc-4.1.

 OSG is SVN from 23 Apr 07 and Simgear/FlightGear is latest CVS as of 
 27 Apr 07.

 Initial build went just fine on all programs and flightgear program 
 came up just fine.  After running a few short flights from KSFO with 
 310 model and feeding the data via the LAN to the hardware cockpit

 Made some minor changes in the Network directory to a data class 
 structure and upon recompiling got this

 

 Making all in ATC
 make[2]: Entering directory `/usr/local/src/Flightgear/src/ATC'
 if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. 
 -I../../src  -I/usr/local/include  -g -O2 -D_REENTRANT -MT ATCmgr.o 
 -MD -MP -MF .deps/ATCmgr.Tpo -c -o ATCmgr.o ATCmgr.cxx; \
 then mv -f .deps/ATCmgr.Tpo .deps/ATCmgr.Po; else rm -f 
 .deps/ATCmgr.Tpo; exit 1; fi
 /usr/local/include/osg/BufferObject:173: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:174: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:175: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:176: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:177: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:178: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:179: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:180: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:180: error: expected ';' before 
 '*' token
 /usr/local/include/osg/BufferObject:181: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:182: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:183: error: expected `)' before 
 '*' token
 /usr/local/include/osg/BufferObject:185: error: 'GenBuffersProc' 
 does not name a type
 /usr/local/include/osg/BufferObject:186: error: 'BindBufferProc' 
 does not name a type
 /usr/local/include/osg/BufferObject:187: error: 'BufferDataProc' 
 does not name a type
 /usr/local/include/osg/BufferObject:188: error: 'BufferSubDataProc' 
 does not name a type
 /usr/local/include/osg/BufferObject:189: error: 'DeleteBuffersProc' 
 does not name a type
 /usr/local/include/osg/BufferObject:190: error: 'IsBufferProc' does 
 not name a type
 /usr/local/include/osg/BufferObject:191: error: 
 'GetBufferSubDataProc' does not name a type
 /usr/local/include/osg/BufferObject:192: error: 'MapBufferProc' does 
 not name a type
 /usr/local/include/osg/BufferObject:193: error: 'UnmapBufferProc' 
 does not name a type
 /usr/local/include/osg/BufferObject:194: error: 
 'GetBufferParameterivProc' does not name a type
 /usr/local/include/osg/BufferObject:195: error: 
 'GetBufferPointervProc' does not name a type
 /usr/local/include/osg/BufferObject: In member function 'bool 
 osg::BufferObject::Extensions::isBufferObjectSupported() const':
 /usr/local/include/osg/BufferObject:156: error: '_glGenBuffers' was 
 not declared in this scope
 /usr/local/include/osg/State: At global scope:
 /usr/local/include/osg/State:1060: error: expected `)' before '*' token
 /usr/local/include/osg/State:1061: error: expected `)' before '*' token
 /usr/local/include/osg/State:1062: error: expected `)' before '*' token
 /usr/local/include/osg/State:1063: error: expected `)' before '*' token
 /usr/local/include/osg/State:1064: error: expected `)' before '*' token
 /usr/local/include/osg/State:1065: error: expected `)' before '*' token
 /usr/local/include/osg/State:1069: error: 'ActiveTextureProc' does 
 not name a type
 /usr/local/include/osg/State:1070: error: 'ActiveTextureProc' does 
 not name a type
 /usr/local/include/osg/State:1071: error: 'FogCoordPointerProc' does 
 not name a type
 /usr/local/include/osg/State:1072: error: 
 'SecondaryColorPointerProc' does not name a type
 /usr/local/include/osg/State:1073: error: 'VertexAttribPointerProc' 
 does not name a type
 /usr/local/include/osg/State:1074: error: 'EnableVertexAttribProc' 
 does not name a type
 /usr/local/include/osg/State:1075: error: 'DisableVertexAttribProc' 
 does not name a type
 make[2]: *** [ATCmgr.o] Error 1
 make[2]: Leaving directory `/usr/local/src/Flightgear/src/ATC'
 make[1]: *** [all-recursive] Error 1
 make[1]: Leaving directory `/usr/local/src/Flightgear/src'
 make: *** [all-recursive] Error 1
 bridge:/usr/local/src/Flightgear#



 

 Whoa!!!  Strange,  looks like something is missing.
 Then tried a clean make with the FG/SG code and got the same error.  
 Have not tried rebuilding the OSG code.

 Does anyone have any idea where to start looking?

 Thanks
 John W.








Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Melchior FRANZ
* Tim Moore -- Tuesday 01 May 2007:
 Here's a patch that implements the chrome shader effect for the OSG
 version of FlightGear.

Works well here. The lightning looks great again ...

m.

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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread AJ MacLeod
On Tuesday 01 May 2007 07:15, Tim Moore wrote:
 Here's a patch that implements the chrome shader effect for the OSG
 version of FlightGear.

Great, thanks Tim!  It does seem to work very nicely indeed... tested on both 
the Lightning and Camel.  The Camel has a bug which the working shader shows 
up, but we'll soon fix that...

Thanks again - hopefully lots of other a/c modellers will start using this 
effect on shiny bits too, it looks great and is simple to add to models.

Cheers,

AJ

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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Martin Spott
Tim Moore wrote:

 Here's a patch that implements the chrome shader effect for the OSG
 version of FlightGear.

Hmmm, should I see any difference with the BO-105 ? Apparently I don't,
so I guess I'm missing something here,

Martin.
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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Jon S. Berndt
 On Tuesday 01 May 2007 07:15, Tim Moore wrote:
  Here's a patch that implements the chrome shader effect for the OSG
  version of FlightGear.
 
 Great, thanks Tim!  It does seem to work very nicely indeed... 
 tested on both 
 the Lightning and Camel.  The Camel has a bug which the working 
 shader shows 
 up, but we'll soon fix that...

Could someone post a screenshot link?

Jon


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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread AJ MacLeod
On Tuesday 01 May 2007 11:30, Jon S. Berndt wrote:
 Could someone post a screenshot link?

The effect is not completely new to FG, but has been missing from the OSG 
version until now; there are loads of screenshots of the Lightning with 
chrome shader here, though they're all PLIB ones...

http://fgfs.i-net.hu/modules/xoopsgallery/view_album.php?set_albumName=album12page=1

also 
http://www.adeptopensource.co.uk/personal/fg/lightning/lightning-armed.jpg

None of the Camel there yet; I made this fairly rubbish one just now;

http://www.adeptopensource.co.uk/personal/fg/camel_chrome.jpg

It must be pointed out though that it's one of those effects that look much 
more effective in the sim, because as in RL the reflections change with view 
angle etc...

Cheers,

AJ

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Re: [Flightgear-devel] framerate hesitations...

2007-05-01 Thread Melchior FRANZ
* Harald JOHNSEN -- Tuesday 01 May 2007:
 lower, and the duration of the pause is higher, also the
 strange thing is that the pause overlaps above a few frame.

I strongly suspect that this is exactly the problem that I had
already described on 2006/02/25, so it's a rather old bug:

| [...] I fly in the bay area with AI turned on, then
| fgfs starts to freeze in regular intervals after a few minutes
| (intervals ~8 seconds, freeze time increases from ~0.1 to ~0.5
| seconds over time). Needless to say that I don't turn AI on there.
| I haven't seen those AI freezes elsewhere.

Back then I seemed to be the only one who saw it, and while
turning AI off did indeed help, I'm not sure if it was the cause.
Maybe it just avoided some timing problem that's really caused
by something else. (The Nasal listener logging that I added
a few days ago was also to investigate that problem, but they
apparently aren't involved.)

m.

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[Flightgear-devel] multiplayer input

2007-05-01 Thread kennorris9
I am working on a program to convert ecef (Earth Centered Earth Fixed) position 
and velocities, and aircraft yaw, pitch and roll to the FGExternalMotionData 
structure defined in mpmessages.hxx.  This is fun!  
1. Every input variable is commented with relation to the earth centered frame. 
 What specifically is the coordinate frame.  Is it ecef ?  I've been down too 
many rabbit holes already.
2.  I just want someone to validate my conversions.  
 a. I am taking the ecef position and converting it to lat lon then 
converting that to a quaternion.  I then take the yaw, pitch and roll and 
convert that to a quaternion.  Then I multiply the 2 values to get the new 
rotation.  That will be converted back to an Angle Axis which is the 
orientation value in the FDExternalMotion Data struct.  
b. LinearVelocity is the xyz velocities I already have if I don't need to 
translate ecef into another coordinate system.  
c. The Acceleration will be the delta from last to present velocity vector. 
 
d. The angular velocity and accelerations are the euler angles for the 
aircraft? (rate of change in radians on each of the three axis)
3.The T_PositionMsg has the orientation as an angleaxis. How do you code 
the angle into the axis length?

any help would be greatly appreciated,

Ken-
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Re: [Flightgear-devel] nasal iolib security

2007-05-01 Thread Martin Spott
Curtis Olson wrote:

 We should strongly consider limiting writes to only a particular directory.

Seconded   and audit the Nasal interpreter code for leaks that
might allow to escape this mentioned limitation _before_ even start
allowing _any_ writes !

Cheers,
Martin.
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[Flightgear-devel] FlightGear Presentation at Johnson Space Center

2007-05-01 Thread Berndt, Jon S
Title: FlightGear Presentation at Johnson Space Center






I'll be presenting FlightGear and JSBSim during the AIAA-Houston Annual Technical Symposium (ATS) at NASA Johnson Space Center on May 11. I already have a presentation about JSBSim, and some words on FlightGear, but I want to add more to the FlightGear part of the presentation.

I'd be interested to hear your thoughts on, say, the top ten things that should be presented about FlightGear. Thanks for any inputs you can make.

Jon





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Re: [Flightgear-devel] framerate hesitations...

2007-05-01 Thread leee
On Tuesday 01 May 2007 14:04, Melchior FRANZ wrote:
 * Harald JOHNSEN -- Tuesday 01 May 2007:
  lower, and the duration of the pause is higher, also the
  strange thing is that the pause overlaps above a few frame.

 I strongly suspect that this is exactly the problem that I had

 already described on 2006/02/25, so it's a rather old bug:
 | [...] I fly in the bay area with AI turned on, then
 | fgfs starts to freeze in regular intervals after a few minutes
 | (intervals ~8 seconds, freeze time increases from ~0.1 to ~0.5
 | seconds over time). Needless to say that I don't turn AI on there.
 | I haven't seen those AI freezes elsewhere.

 Back then I seemed to be the only one who saw it, and while
 turning AI off did indeed help, I'm not sure if it was the cause.
 Maybe it just avoided some timing problem that's really caused
 by something else. (The Nasal listener logging that I added
 a few days ago was also to investigate that problem, but they
 apparently aren't involved.)

 m.

I'm wondering if this might be similar to the problems I was having with the 
SU-37 back in December 2006 (the postings are between the 8th and the 16th).

The symptoms sound identical.

At the time, I was using a lot of listeners to implement stick de-coupling and 
I had also duplicated a noise-spike filter in the A/P.  Rewriting to reduce 
the number of listeners and remove the duplicated filter seemed to cure the 
problem.  However, a clear definitive cause for the problem was never found 
and the A/P subsequently suffered from inconsistent timing issues and PID 
controllers refusing to work until reset, so there may have been a wider 
problem.

LeeE


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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Heiko Schulz
Hi,

Fine to see, that things come back to good! ;-)

But I am a very little dissapointed that the chrome
shader isn't broken anymore: the broken shader made a
very good glas shader.

You can see ist her on a developement pic:
http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-screen-231.jpg
with faked glas shader and here
without:http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-screen-145.jpg.

I hope to get something like a glas shader soon,
because glas doesen't look good in the moment in
FlightGear.

Greetings
HHS 
--- AJ MacLeod [EMAIL PROTECTED]
schrieb:

 On Tuesday 01 May 2007 11:30, Jon S. Berndt wrote:
  Could someone post a screenshot link?
 
 The effect is not completely new to FG, but has been
 missing from the OSG 
 version until now; there are loads of screenshots of
 the Lightning with 
 chrome shader here, though they're all PLIB ones...
 

http://fgfs.i-net.hu/modules/xoopsgallery/view_album.php?set_albumName=album12page=1
 
 also 

http://www.adeptopensource.co.uk/personal/fg/lightning/lightning-armed.jpg
 
 None of the Camel there yet; I made this fairly
 rubbish one just now;
 

http://www.adeptopensource.co.uk/personal/fg/camel_chrome.jpg
 
 It must be pointed out though that it's one of those
 effects that look much 
 more effective in the sim, because as in RL the
 reflections change with view 
 angle etc...
 
 Cheers,
 
 AJ
 

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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Heiko Schulz
Hi,

Fine to see, that things come back to good! ;-)

But I am a very little dissapointed that the chrome
shader isn't broken anymore: the broken shader made a
very good glas shader.

You can see ist her on a developement pic:
http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-screen-231.jpg
with faked glas shader and here
without:http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-screen-145.jpg.

I hope to get something like a glas shader soon,
because glas doesen't look good in the moment in
FlightGear.

Greetings
HHS 
--- AJ MacLeod [EMAIL PROTECTED]
schrieb:

 On Tuesday 01 May 2007 11:30, Jon S. Berndt wrote:
  Could someone post a screenshot link?
 
 The effect is not completely new to FG, but has been
 missing from the OSG 
 version until now; there are loads of screenshots of
 the Lightning with 
 chrome shader here, though they're all PLIB ones...
 

http://fgfs.i-net.hu/modules/xoopsgallery/view_album.php?set_albumName=album12page=1
 
 also 

http://www.adeptopensource.co.uk/personal/fg/lightning/lightning-armed.jpg
 
 None of the Camel there yet; I made this fairly
 rubbish one just now;
 

http://www.adeptopensource.co.uk/personal/fg/camel_chrome.jpg
 
 It must be pointed out though that it's one of those
 effects that look much 
 more effective in the sim, because as in RL the
 reflections change with view 
 angle etc...
 
 Cheers,
 
 AJ
 

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Re: [Flightgear-devel] framerate hesitations...

2007-05-01 Thread gh.robin
On Tue 1 May 2007 17:46, leee wrote:
 On Tuesday 01 May 2007 14:04, Melchior FRANZ wrote:
SNIP
 
  Back then I seemed to be the only one who saw it, and while
  turning AI off did indeed help, I'm not sure if it was the cause.
  Maybe it just avoided some timing problem that's really caused
  by something else. (The Nasal listener logging that I added
  a few days ago was also to investigate that problem, but they
  apparently aren't involved.)
 
  m.

 I'm wondering if this might be similar to the problems I was having with
 the SU-37 back in December 2006 (the postings are between the 8th and the
 16th).

 The symptoms sound identical.

 At the time, I was using a lot of listeners to implement stick de-coupling
 and I had also duplicated a noise-spike filter in the A/P.  Rewriting to
 reduce the number of listeners and remove the duplicated filter seemed to
 cure the problem.  However, a clear definitive cause for the problem was
 never found and the A/P subsequently suffered from inconsistent timing
 issues and PID controllers refusing to work until reset, so there may have
 been a wider problem.

 LeeE

I can confirm (i did it before) that A/P inconsistency.

In addition to theses problems, may be out of topic, i noticed that suddenly 
after a lot of time flying or staying in place (ie KSFO which is the main 
place where we can get a lot of Pilots coming on / getting out) ,  
the /ai/models/multiplayer[n]  start to be frozen not updated.
Any others functunality regarding /ai are right, and FG continues to run.

Regards
-- 
Gérard


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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Harald JOHNSEN
Heiko Schulz wrote:

Hi,

Fine to see, that things come back to good! ;-)

But I am a very little dissapointed that the chrome
shader isn't broken anymore: the broken shader made a
very good glas shader.

You can see ist her on a developement pic:
http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-screen-231.jpg
with faked glas shader and here
without:http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-screen-145.jpg.

I hope to get something like a glas shader soon,
because glas doesen't look good in the moment in
FlightGear.

Greetings
HHS 
--- AJ MacLeod [EMAIL PROTECTED]
schrieb:
  

Try the fresnel shader, it should give you exactly that effect (with plib).
It should be easy to do for Tim for the osg branch.

Harald.


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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Harald JOHNSEN wrote:


 Try the fresnel shader, it should give you exactly that effect (with plib).
 It should be easy to do for Tim for the osg branch.

 Harald.


I took a quick look at it, then moved on because I didn't see any uses
of it :)
I'll take another look.

Tim

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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Heiko Schulz
Hi,

well you have to play a little bit with the color and
the transparency in the blender-file of your model to
see the wished effect, with the former broken shader.

In fact- displaying glas isn't the strength of
FlightGear yet. I hope that OSG gives us the ability
for that in future time.

Greetings
HHS
 
--- Tim Moore [EMAIL PROTECTED] schrieb:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Harald JOHNSEN wrote:
 
 
  Try the fresnel shader, it should give you exactly
 that effect (with plib).
  It should be easy to do for Tim for the osg
 branch.
 
  Harald.
 
 
 I took a quick look at it, then moved on because I
 didn't see any uses
 of it :)
 I'll take another look.
 
 Tim
 
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.7 (GNU/Linux)
 Comment: Using GnuPG with Fedora -
 http://enigmail.mozdev.org
 

iD8DBQFGN3BqeDhWHdXrDRURAsHeAKCCKc1XORPX1Y5kEW/5bvYMy8DXCgCeNHYb
 7HBfyVcCSN5LwVp1oE5bkEE=
 =EJXW
 -END PGP SIGNATURE-
 

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[Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Laurence Homer

Hi,

I'm trying to use FlightGear for some gliding/soaring simulation, and I've
got a few questions...

First, am I right that the AIthermal already written only works with JSBSim
Flight Models, and that that conversely the turbulence model (used in the
AIstorm), and the new winch launching model only work with YASim?

I've done a bit of work on the AI thermal in an attempt to make it a bit
more realistic, but I was wondering if there was an easy way to either make
the thermal work with YASim aircraft, or the winch launch with JSBSim?

Thanks in advance,

Loz


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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Vivian Meazza
Harald JOHNSEN

 
 
 Heiko Schulz wrote:
 
 Hi,
 
 Fine to see, that things come back to good! ;-)
 
 But I am a very little disappointed that the chrome
 shader isn't broken anymore: the broken shader made a
 very good glass shader.
 
 You can see ist her on a developement pic: 
 http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-screen-231.jpg
 with faked glas shader and here 
 without:http://hoerbird.ho.funpic.de/bilder/flightgear/fgfs-s
 creen-145.
 jpg.
 
 I hope to get something like a glas shader soon,
 because glas doesen't look good in the moment in
 FlightGear.
 
 Greetings
 HHS
 --- AJ MacLeod [EMAIL PROTECTED]
 schrieb:
   
 
 Try the fresnel shader, it should give you exactly that 
 effect (with plib). It should be easy to do for Tim for the 
 osg branch.
 

I was looking at the Fresnel shader in plib recently - I couldn't seem to
make it do anything - is there a texture it needs somewhere?

Vivian 


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[Flightgear-devel] Gliding/Soaring in FlightGear

2007-05-01 Thread Laurence Homer

Really Sorry! Forgot to change the subject of the e-mail
---

Hi,

I'm trying to use FlightGear for some gliding/soaring simulation, and I've
got a few questions...

First, am I right that the AIthermal already written only works with JSBSim
Flight Models, and that that conversely the turbulence model (used in the
AIstorm), and the new winch launching model only work with YASim?

I've done a bit of work on the AI thermal in an attempt to make it a bit
more realistic, but I was wondering if there was an easy way to either make
the thermal work with YASim aircraft, or the winch launch with JSBSim?

Thanks in advance,

Loz


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Re: [Flightgear-devel] Gliding/Soaring in FlightGear

2007-05-01 Thread Heiko Schulz
Hi,

as far as I know thermic is only with jsbsim and the
winch/towing only with yasim.

Maybe there is a possibility with an nasal script to
fake thermals in yasim.

Greetings
HHS
--- Laurence Homer [EMAIL PROTECTED]
schrieb:

 
 Really Sorry! Forgot to change the subject of the
 e-mail
 ---
 
 Hi,
 
 I'm trying to use FlightGear for some
 gliding/soaring simulation, and I've
 got a few questions...
 
 First, am I right that the AIthermal already written
 only works with JSBSim
 Flight Models, and that that conversely the
 turbulence model (used in the
 AIstorm), and the new winch launching model only
 work with YASim?
 
 I've done a bit of work on the AI thermal in an
 attempt to make it a bit
 more realistic, but I was wondering if there was an
 easy way to either make
 the thermal work with YASim aircraft, or the winch
 launch with JSBSim?
 
 Thanks in advance,
 
 Loz
 
 

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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Martin Spott
Melchior FRANZ wrote:
 * Martin Spott -- Tuesday 01 May 2007:

  Hmmm, should I see any difference with the BO-105 ?
 
 The bo105 doesn't use a chrome shader. There are no chrome parts yet.

Well, you could add some for the exhausts  ;-))

 Try the lightning for a *big* difference.

Strange, I see lots of:

VertexBufferObject::compileBuffer frameNumber=1
VertexBufferObject::compileBuffer frameNumber=1
VertexBufferObject::compileBuffer frameNumber=1
VertexBufferObject::compileBuffer frameNumber=2
VertexBufferObject::compileBuffer frameNumber=2
[...]


with the unpatched FlightGear plus the Lightning and this one:

Warning: deleting still referenced object 0x7fff12fd9658 of type 
'PN3osg10ReferencedE'
 the final reference count was 82696400, memory corruption possible.


right after loading aircraft with the patched FlightGear. The BO runs
fine. Mmmmh, maybe something's wrong at my end.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Nick Warne
On Tuesday 01 May 2007 19:01:39 Martin Spott wrote:
 Melchior FRANZ wrote:
  * Martin Spott -- Tuesday 01 May 2007:
   Hmmm, should I see any difference with the BO-105 ?
 
  The bo105 doesn't use a chrome shader. There are no chrome parts yet.

 Well, you could add some for the exhausts  ;-))

  Try the lightning for a *big* difference.

 Strange, I see lots of:

 VertexBufferObject::compileBuffer frameNumber=1
 VertexBufferObject::compileBuffer frameNumber=1
 VertexBufferObject::compileBuffer frameNumber=1
 VertexBufferObject::compileBuffer frameNumber=2
 VertexBufferObject::compileBuffer frameNumber=2
 [...]


 with the unpatched FlightGear plus the Lightning and this one:

 Warning: deleting still referenced object 0x7fff12fd9658 of type
 'PN3osg10ReferencedE' the final reference count was 82696400, memory
 corruption possible.


 right after loading aircraft with the patched FlightGear. The BO runs
 fine. Mmmmh, maybe something's wrong at my end.

I just cvs'ed and updated to see this - the Lightning is great again :-)  I 
also do not get those errors.

Nick



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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Melchior FRANZ
* Martin Spott -- Tuesday 01 May 2007:
 Melchior FRANZ wrote:
  The bo105 doesn't use a chrome shader. There are no chrome parts yet.
 
 Well, you could add some for the exhausts  ;-))

Eew. Chrome steel, probably, but still dirty and rusty. Now, if
ther's a volunteer who polishes it every day ...  :-)



 VertexBufferObject::compileBuffer frameNumber=1

I get those, too.



 Warning: deleting still referenced object 0x7fff12fd9658 of type 
 'PN3osg10ReferencedE'
  the final reference count was 82696400, memory corruption possible.

But not this. (osg/svn from today, with Mathias' ac3d patch from today.)



 The BO runs fine.

Except that color changes don't work, due to a bug in the material
animation. (Which is why I haven't replaced the unsupported global
feature either.)

m.

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Re: [Flightgear-devel] Gliding/Soaring in FlightGear

2007-05-01 Thread Berndt, Jon S
 Hi,
 
 I'm trying to use FlightGear for some gliding/soaring 
 simulation, and I've got a few questions...
 
 First, am I right that the AIthermal already written only 
 works with JSBSim Flight Models, and that that conversely the 
 turbulence model (used in the AIstorm), and the new winch 
 launching model only work with YASim?
 
 I've done a bit of work on the AI thermal in an attempt to 
 make it a bit more realistic, but I was wondering if there 
 was an easy way to either make the thermal work with YASim 
 aircraft, or the winch launch with JSBSim?
 
 Thanks in advance,
 
 Loz

We are working on a general purpose external force model for JSBSim,
which would include a winch-launch capability. That's in-work. No ETA.

Jon

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Re: [Flightgear-devel] Concorde: right elevator animation fix

2007-05-01 Thread Csaba Halász
On 4/30/07, Martin Spott [EMAIL PROTECTED] wrote:
 Andrea Vezzali wrote:

  I am sending this .diff file to the list because I found that the
  animation of the Concorde right wing's elevetor was wrong.

 Did anyone verify if this is correct ?

Just checked, seems to be correct.
Currently the right outer elevator segment moves opposite the others.
Here is a screenshot with the yoke pulled back:
http://w3.enternet.hu/jester/fgfs/concorde-elevator-bug.jpg

Greets,
Csaba

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Re: [Flightgear-devel] chrome shader for fg/osg

2007-05-01 Thread Timothy Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Harald JOHNSEN wrote:


 Try the fresnel shader, it should give you exactly that effect (with plib).
 It should be easy to do for Tim for the osg branch.
 
 Harald.
 

I took a quick look at it, then moved on because I didn't see any uses
of it :)
I'll take another look.

Tim

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=GCF4
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Re: [Flightgear-devel] Gliding/Soaring in FlightGear

2007-05-01 Thread Robin van Steenbergen
Heiko Schulz schreef:
 Hi,

 as far as I know thermic is only with jsbsim and the
 winch/towing only with yasim.

 Maybe there is a possibility with an nasal script to
 fake thermals in yasim.

 Greetings
 HHS
   
Wouldn't faking a winch/towing for JSBSim aircraft be easier? I don't 
think it's that difficult to change an aircraft's position along a 
certain flight path (in FS2004 I used to fake a winch launch just by 
slewing up)

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Re: [Flightgear-devel] HUD display no longer selectable

2007-05-01 Thread Melchior FRANZ
* Ed Sirett -- Tuesday 17 April 2007:
 Looks like the H and I no longer work the HUDs for many (all?) aircraft.

Works here.



 HUDS are working on an aircraft that selects HUDs by default (e.g.
 AN-225), but then they can't be switched off. 

Fixed. ($FG_ROOT/Nasal/aircraft.nas)

m.

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