Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Tatsuhiro Nishioka
Hi,

On Nov 9, 2008, at 3:30 PM, Ron Jensen wrote:

 On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote:
 Hi Stuart,

 Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
 I think the sorting problem stems from the osg idiosyncracy
 to store transposed matrices...so the intuitive

  osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(), 1.0f);

 needs to be replaced with...

  osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]-position.osg(), 
 1.0f);

 The patch also optimizes the distance calculation - it evaluates the 
 distances 
 in model space instead of eye space, which reduces computation to a dot-
 product instead of a matrix multiplication.

 bye, 

  Manuel

 Well, that seems to have solved the alpha blending issues!  Thanks!

Not 100% but way much better than the last one. 
I saw some unexpected sky/scenery blending, probably when a half of cloud is in 
front of another one and the other half has nothing behind, but I'm not 100% 
sure on this.

Anyway, it's one more great step up!

By the way, I found a very interesting thing that the clouds always face to the 
aircraft.
I placed ufo in the middle of clouds and made a spin by pressing left cursor.
Then all the clouds were turning toward me, changing their order.
I don't complain about this. it's rather cute to see these are facing me and 
say Hi! :-)

Best,



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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread gerard robin
On dimanche 09 novembre 2008, Heiko Schulz wrote:
   Well, that seems to have solved the alpha blending
 
  issues!  Thanks!
 
  Not 100% but way much better than the last one.
  I saw some unexpected sky/scenery blending, probably when a
  half of cloud is in front of another one and the other half
  has nothing behind, but I'm not 100% sure on this.
 
  Anyway, it's one more great step up!

 So the ugly edges are gone? Would be great news! Maybe Stuarts try to solve
 this works against the patch.

 For now I which a bit more documentation about making the cloudshapes.
 I did understand that there are layers with Boxes with a set of clouds.
 But I have problems with these coordinates:
 box
 x3200/x
 y0/y
 z2400/z
 typest-large/type
 /box
 and grid sizes.
 Without this informations I dn't know how to make realistic looking
 cloudtypes and  formations. (Dreaming of a wonderfull Cumulonimbus Incus
 with praecipitatio like that
 http://en.wikipedia.org/wiki/Cumulonimbus_incus:-))

 Cheers
 HHS


Wouah,
 when i see such cloud on the road, i run as fast as possible to get back 
home.

:)



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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Heiko Schulz

  Well, that seems to have solved the alpha blending
 issues!  Thanks!
 
 Not 100% but way much better than the last one. 
 I saw some unexpected sky/scenery blending, probably when a
 half of cloud is in front of another one and the other half
 has nothing behind, but I'm not 100% sure on this.
 
 Anyway, it's one more great step up!
 

So the ugly edges are gone? Would be great news! Maybe Stuarts try to solve 
this works against the patch. 

For now I which a bit more documentation about making the cloudshapes.
I did understand that there are layers with Boxes with a set of clouds. 
But I have problems with these coordinates: 
box
x3200/x
y0/y
z2400/z
typest-large/type
/box
and grid sizes.
Without this informations I dn't know how to make realistic looking cloudtypes 
and  formations. (Dreaming of a wonderfull Cumulonimbus Incus with 
praecipitatio like that http://en.wikipedia.org/wiki/Cumulonimbus_incus:-))

Cheers
HHS


  

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Vadym Kukhtin
If thereis'nt other cloud layers, looks great from any angles, thanks!
If any other cloud layer above, then from ground look same as without patch
:(

Now time to tune textures and xml, maybe

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Vadym Kukhtin
Here is my attempt to improve textures
http://img.uz/images/128039fgfs-screen-055.jpg
 http://img.uz/images/958274fgfs-screen-057.jpg
 http://img.uz/images/614841fgfs-screen-060.jpg
 http://img.uz/images/853167fgfs-screen-059.jpg
 http://img.uz/images/876560fgfs-screen-068.jpg
 http://img.uz/images/942683fgfs-screen-061.jpg
 http://img.uz/images/633126fgfs-screen-069.jpg
 http://img.uz/images/254267fgfs-screen-070.jpg
 http://img.uz/images/252610fgfs-screen-071.jpg

It is only first try, but its look like we can make it better than in
plib-fg.

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Re: [Flightgear-devel] SimGear SGMutex - OpenThreads patch by Benoit

2008-11-09 Thread Martin Spott
Martin Spott wrote:

 for a rather long time now I have always been applying this patch to my
 SimGear builds:
 
   http://blaniel.free.fr/pub/flightgear/patches/ot_simgear.patch
 
 I have to admit that I never made any performance comparison against
 the previous state, nevertheless I have the impression that applying
 this patch adds to a proper 'cleanup' of the current source code.

Does anyone of FlightGear's CVS commit people have an opinion about
this patch ?

Martin.
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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Curtis Olson
On Sat, Nov 8, 2008 at 10:30 PM, Manuel Massing wrote:

 Hi Stuart,

 Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
 I think the sorting problem stems from the osg idiosyncracy
 to store transposed matrices...so the intuitive

osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(),
 1.0f);

 needs to be replaced with...

osg::Vec4f p =
 vm.preMult(osg::Vec4f(_cloudsprites[i]-position.osg(), 1.0f);

 The patch also optimizes the distance calculation - it evaluates the
 distances
 in model space instead of eye space, which reduces computation to a dot-
 product instead of a matrix multiplication.


Hi Manuel,

I've committed this patch, it seems to be a very big improvement in cloud
sprite sorting.

Here are a couple comments for those that have their heads in the 3d cloud
code right now.

It appears that the clouds are drawn with alpha test turned on.  This
ignores and skips drawing any part of the texture where the alpha value is
greater than some threshold.  It may make sense to look at that value
closely, because if it's set too low, it may lead to harsher edges in the
clouds.  This isn't a big deal for green trees drawn on top of greenish
terrain, but for clouds, we need really soft and subtle blending into the
sky.  We might want to turn off alpha test entirely for drawing clouds?

Mipmapping: this has been brought up before, but we need to be really
careful with automatic   mipmapping schemes and textures with an alpha
channel.  The alpha channel is also mipmapped with the same algorithm, but
this leads to partial transparency in transparent areas (as neighboring
pixels are averaged together) which can result in poor looking clouds.
There are better mipmapping algorithms to deal with transparency, but I
don't know what they are specifically and if anything fancy is available
within OSG?

Texture repeat: I don't know know what this is set to in our clouds, but
it's another thing that can get us in trouble.  If you see a row of odd
pixels on the edge of the texture that somehow seem to match the texture on
the opposite side, that's probably what is happening.  This is something
that you can turn off if it's on, and probably makes sense to do it for
cloud textures.

There is definitely a draw order problem with regular 2d cloud layers.
Again, because of transparency issues, anything (anything) with transparency
needs to be sorted and drawn back to front.  That means that a 3d cloud
layer needs to be interleaved and drawn in the correct order relative to any
2d cloud layers.  If we draw all the 2d layers, then draw the 3d layers (or
visa versa) there will always be situations where the result is way wrong.

All that said, if we can get a set of cloud textures that have softer blends
around the edges, then I think the clouds will start looking *really* nice
in many situations.

When I was playing around with 2d cloud layers years ago, what I found often
worked pretty good was to keep the entire color channels as fully saturated
white, and then do all the interesting cloud shape and blending work in the
alpha channel.  That seemed to work out the best, especially if we wanted to
color the clouds at dawn/dusk.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Torsten Dreyer
 It is only first try, but its look like we can make it better than in
 plib-fg.
Oh - they look good!
Thanks to all of you working on 3d clouds. I have assembled some in flight 
pictures showing various types of clouds that might aid in creating textures.
Find it here: http://www.t3r.de/flightpics/clouds/

 Torsten

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Stuart Buchanan
Tatsuhiro Nishioka wrote:

 By the way, I found a very interesting thing that the clouds always face to 
 the 
 aircraft.
 I placed ufo in the middle of clouds and made a spin by pressing left cursor.
 Then all the clouds were turning toward me, changing their order.
 I don't complain about this. it's rather cute to see these are facing me and 
 say 
 Hi! :-)

Unfortunately the billboarding scheme isn't perfect. Effectively the texture is
rotated so that it is at right angles to the viewing direction, with the 
bottom
of the texture pointing down in the world-coordinate system. This works pretty
well most of the time, but if your view direction is close to vertical, and you
rotate the viewpoint, it is very obvious that the textures rotate with you.

The easiest way to see this is to do an aileron roll in a vertical dive.

-Stuart



  

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread gerard robin
On dimanche 09 novembre 2008, Torsten Dreyer wrote:
  It is only first try, but its look like we can make it better than in
  plib-fg.

 Oh - they look good!
 Thanks to all of you working on 3d clouds. I have assembled some in flight
 pictures showing various types of clouds that might aid in creating
 textures. Find it here: http://www.t3r.de/flightpics/clouds/

  Torsten


Since it is easier to criticize (sorry  :)  )
 i wonder which clouds are supposed to be shown, they  seems to be surrounded   
by a smog, 
Here when i look at the sky ( i look at it very often)  i can see the shape of 
the clouds.
The actual texture ( which can be improved ) , gives to me that real result.

I know that we can do better than with Plib, however the effect was (is) very 
representative of the reality ( that one,  i can see).

In any case bravo for the work  :)

Cheers


-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
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Re: [Flightgear-devel] SimGear SGMutex - OpenThreads patch by

2008-11-09 Thread Martin Spott
Martin Spott wrote:

 Well, this patch to SimGear is one piece of a set of two, of which the
 FlightGear-related part had been applied long ago - and which,
 apparently, lead to no implications at all:
 
   
 http://mapserver.flightgear.org/git/gitweb.pl?p=flightgear;a=commitdiff;h=baa5a4adc495a6343bd6a909128cfccbebbc2546

FYI, here's a reference to the list discussion earlier this year, it
might me worth reading in this context - especially wrt. other people's
opinion on threading robustness of the existing implementation:

  
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16687.html

Cheers,
Martin.
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Re: [Flightgear-devel] SimGear SGMutex - OpenThreads patch by

2008-11-09 Thread Martin Spott
Curtis Olson wrote:
 On Sun, Nov 9, 2008 at 9:44 AM, Martin Spott wrote:
  Martin Spott wrote:

   for a rather long time now I have always been applying this patch to my
   SimGear builds:
  
 http://blaniel.free.fr/pub/flightgear/patches/ot_simgear.patch

 My opinion which I've stated before is that I'm extremely nervous about
 anyone messing with the thread structure of FlightGear because this can lead
 to bugs that are extremely subtle and extremely hard to find and reproduce.

Well, this patch to SimGear is one piece of a set of two, of which the
FlightGear-related part had been applied long ago - and which,
apparently, lead to no implications at all:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=flightgear;a=commitdiff;h=baa5a4adc495a6343bd6a909128cfccbebbc2546

Furthermore, I've been applying the above SimGear-patch to my working
copy for the time being and it has shown to be pretty robust during use
- including running the three-monitor-setup at the FGseekend show last
weekend. Therefore, from a users point of view, I see no reason why it
should not get applied.

There may be other reasons hiding, therefore I'm asking.

Cheers,
Martin.
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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Stuart Buchanan
Heiko Schulz wrote:
 For now I which a bit more documentation about making the cloudshapes.
 I did understand that there are layers with Boxes with a set of clouds. 
 But I have problems with these coordinates: 
 
 box
x3200/x
y0/y
z2400/z
typest-large/type
/box

 and grid sizes.

I've checked in a new data/Docs/README.3DClouds, which should explain how
the cloudlayers.xml file works. Please let me know if any of it is unclear.

Thanks very much for all the feedback and help everyone has provided in the
past week. I've been humbled by the help and encouragement everyone has shown,
and the 3D clouds have improved greatly due to this. A superb example of FG
community development at its best!

Best regards to all,

-Stuart



  

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread gerard robin
On dimanche 09 novembre 2008, Stuart Buchanan wrote:
 Gerard Robin wrote:
  I do like that new version , i hope that  the next one without that
  ordering problem will be perfect.

 It appears that Manuel has solved the ordering bug.


Yeah, change nothing it is perfect, and the textures are right, with it.

  http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
 
  with that screenshot we may identify where the problem is:
 
  -no clouds layer behind it is very good  ( bottom part of the sky )
  - with clouds layers behind  ( upper part of the sky ) we get that ugly
  blue color

 I think this might be something to do with the draw order relative to the
 cloud layers. I'm sure Tim will know :)

 -Stuart





Cheers


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[Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread Pep Ribal
Hi all,

my name is Pep Ribal. I belong to the Software Development department of the 
IVAO network. Some of you might remember me, as I was involved in a project 
regarding IVAO-FlightGear interconnection time ago.

That specific project was discontinued, but we at IVAO have not forgotten 
about the idea of making FlightGear drop in the network in a future. We 
think this is a good moment to give it a serious try, though changing the 
approach, i.e., not via a separate application.

It would be really positive either for the FG community as well as for the 
IVAO community. FG would benefit from the real life human controllers, as 
well as the big amount of virtual pilots available at the same time, sharing 
a common airspace between pilots running either FG or other simulators. And 
IVAO would become the first flight sim network that would accept FlightGear 
simmers, which in our opinion would be a huge plus for the network.

I'd like to ask you developers what do you think it would be the best way to 
proceed, and what help could we expect from you. The situation is as 
follows:

We are not willing to publish our server protocol. That means that a 
possible module for connecting FG to the servers shouldn't be open source.

We have developed a shared library called the INL (IVAO Network Library), 
freely available at no charge (IVAO freeware), but not open source, that 
would encapsulate all accesses to our servers. A potential FG module for 
connecting to the IVAO servers should link and use this library.

What I would like is to know what do you think it can be done technically, 
what license problems could arise, and see if there's any of you willing to 
help in the possible development of such a software module.

Once I had a clear idea of the best way to proceed, I would hand the project 
to IVAO for approval. We would provide you developers with the INL binaries, 
and all necessary documentation and other files. Any suggestion is really 
welcome.

Hope something can be done. Thanks to all.

Pep.


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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread Curtis Olson
Hi Pep,

I haven't personally flown in the IVAO network, but if it is staffed by
realistic real world controllers and maintains similar standards of
professionalism as in the real aviation world, then I could see this being a
really nice option for FlightGear pilots.

The biggest challenge here is the constraint imposed by IVAO that your
protocols must be closed and the only access to your network is through a
dll you provide.

FlightGear is licensed under terms of the GPL and the GPL specifically
disallows linking to a proprietary library simply for the purpose of
avoiding the terms of the GPL which state among other things that any
derivative work must have the same terms of open access as the original work
(applied to the entire application.)  There may be some discussion about it
being ok to link to operating system level libraries, but the answer to that
question might depend on if you are speaking with RMS himself or someone who
is a little more pragmatic about life.

The other big issue for us is that if we must live with your shared library,
will you provide an equivalent version for windows, linux, macintosh,
freebsd, solaris, sgi, and all the other platforms that flightgear
supports?  If not, which platforms would you be willing to support (or which
platforms do you already support?)

There is nothing wrong with imposing strict closed source requirements
around the use of your work if that is what you chose to do.  And likewise
if you do not wish to disclose the details of your communication protocol.
However makes things really tough to try to find a way to integrate your
proprietary work into FlightGear's open structure.

Because of this clash between license terms of closed and open source
software we can't link your library into our code.  And because you have
chosen to hide your protocols in addition to the source code, we don't have
a chance to write our own interface to your network.

So what options does that leave?

One possible option I can see at this point is to implement a seperate
gateway process that runs along side FlightGear.  (I think this was a
solution that was proposed in the past.)  FlightGear would talk to this
proprietary gateway application, which is linked to your DLL and then that
would in turn relay information to and from the IVAO network.  The downside
is that this is much more complicated for the user since they would have
another application they'd have to start on their machine along with
FlightGear.

Another possible option might be to write a gateway application that relays
information between the IVAO network and FlightGear's multiplayer network.
That could even live on your server and you could have complete end-to-end
control over it.  That should theoretically be possible if your protocols
and dll provide the capability for and end application to report data for
more than one aircraft.  It occurs to me that you might not like this option
since it would reduce the level of control you have over individual clients
in the FlightGear world.

So to summarize, I'd love to see some developers push forward with this, but
due to the very strict closed-source requirements of IVAO, we don't have
many options for bridging the gap.

Regards,

Curt.


On Sun, Nov 9, 2008 at 5:11 PM, Pep Ribal wrote:

 Hi all,

 my name is Pep Ribal. I belong to the Software Development department of
 the
 IVAO network. Some of you might remember me, as I was involved in a project
 regarding IVAO-FlightGear interconnection time ago.

 That specific project was discontinued, but we at IVAO have not forgotten
 about the idea of making FlightGear drop in the network in a future. We
 think this is a good moment to give it a serious try, though changing the
 approach, i.e., not via a separate application.

 It would be really positive either for the FG community as well as for the
 IVAO community. FG would benefit from the real life human controllers, as
 well as the big amount of virtual pilots available at the same time,
 sharing
 a common airspace between pilots running either FG or other simulators. And
 IVAO would become the first flight sim network that would accept FlightGear
 simmers, which in our opinion would be a huge plus for the network.

 I'd like to ask you developers what do you think it would be the best way
 to
 proceed, and what help could we expect from you. The situation is as
 follows:

 We are not willing to publish our server protocol. That means that a
 possible module for connecting FG to the servers shouldn't be open source.

 We have developed a shared library called the INL (IVAO Network Library),
 freely available at no charge (IVAO freeware), but not open source, that
 would encapsulate all accesses to our servers. A potential FG module for
 connecting to the IVAO servers should link and use this library.

 What I would like is to know what do you think it can be done technically,
 what license problems could arise, and see if there's any of you willing to
 help 

Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread Csaba Halász
On Mon, Nov 10, 2008 at 1:00 AM, Martin Spott [EMAIL PROTECTED] wrote:
 BTW, I'm not sure if I really should trust the statistics on this page:

  http://www.ivao.org/network/servers.php

Nope. Try: http://network.ivao.aero/ao/aio.cgi
Currently (01:25 UTC) 24 controllers and 202 pilots.

-- 
Csaba/Jester

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Stuart Buchanan
Gerard Robin wrote:

 I do like that new version , i hope that  the next one without that ordering 
 problem will be perfect.

It appears that Manuel has solved the ordering bug.

 http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
 
 with that screenshot we may identify where the problem is:
 
 -no clouds layer behind it is very good  ( bottom part of the sky )
 - with clouds layers behind  ( upper part of the sky ) we get that ugly blue 
 color  

I think this might be something to do with the draw order relative to the cloud
layers. I'm sure Tim will know :) 

-Stuart



  

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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread Pep Ribal
Thanks for your comments and suggestions.

In the first place, I need to tell you that personally, I'm a free
software guy, and I agree that the best possible solution is always
the GPL license. But this is personal.

BTW, you can find information about IVAO at www.ivao.aero, for those that asked.

The reason why I wanted to start a discussion about this was to
achieve a project proposal or roadmap that we can hand to IVAO Softdev
directors for approval. I know their preference is to use the INL
library, that's why I suggested this. What I really want is the IVAO
approval, and with the use of the INL I think that was guaranteed. But
I'm not a salesman; my only interest is just get FG and IVAO join,
whatever means that please all.

So, as the INL library poses a few important problems, and I see your
preference (and my personal one as well) is to go for an open
solution, I think we should work on this idea. The thing is, whatever
solution is finally pointed out, I'd like to hand them a document
about this best solution, well reasoned and clearly explained, so that
it helps convince not only software development directors, but the
board of governors as well.

So yes, the solution that some of you have pointed out of opening a
different gateway inside IVAO servers for FG users, had crossed my
mind as well time ago. But I need a bunch of arguments and
explanations to convince the rest of IVAO that this is the best
solution possible. I know Softdev directors are really interested in
getting FG join the network, so if we can hand a good explanation
there shouldn't be any problem (I'm always optimistic).

Regarding why IVAO keeps their protocols closed being a free
community, what I've been always answered is that's for security
reasons. So explaining them that the mentioned open gateway for FG
wouldn't be a security issue is crucial. Developing it in a way that
takes security into consideration would be important. I need to tell
them how security issues will be addressed.

I think the best way to proceed, after reading your posts, is to focus
on this solution: a different (open) protocol for FlightGear inside
IVAO servers. So what I'd ask you is a set of reasons why we should go
for this solution and forget the INL: techical reasons
(security-related above all), license reasons, etc. Please help me
prepare an interesting proposal.

I'm aware the worst hurdle to overcome will be this agreement between
two communities with different points of view, but if we could address
this specific issue successfully, I'm sure the outcome would be very
interesting for the community in general.

I'll be waiting for your answers. Best regards,

Pep.

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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread Arnt Karlsen
On Mon, 10 Nov 2008 01:11:01 +0200, Pep wrote in message 
[EMAIL PROTECTED]:

 Hi all,
 
 my name is Pep Ribal. I belong to the Software Development department

..this is a business enterprise, no?

 of the IVAO network.  Some of you might remember me, as I was involved
 in a project regarding IVAO-FlightGear interconnection time ago.
 
 That specific project was discontinued, but we at IVAO have not
 forgotten about the idea of making FlightGear drop in the network in
 a future. We think this is a good moment to give it a serious try,
 though changing the approach, i.e., not via a separate application.
 
 It would be really positive either for the FG community as well as
 for the IVAO community. FG would benefit from the real life human
 controllers, as well as the big amount of virtual pilots available at
 the same time, sharing a common airspace between pilots running
 either FG or other simulators. And IVAO would become the first flight
 sim network that would accept FlightGear simmers, which in our
 opinion would be a huge plus for the network.
 
 I'd like to ask you developers what do you think it would be the best
 way to proceed, and what help could we expect from you. The situation
 is as follows:
 
 We are not willing to publish our server protocol. That means that a 
 possible module for connecting FG to the servers shouldn't be open
 source.

..ok, so you're not hiring me the GPLv3 fundamentalist to do it. ;o)
Pity.  You could sell my binaries in full compliance with the GPLv3.  

 We have developed a shared library called the INL (IVAO Network
 Library), freely available at no charge (IVAO freeware), but not open
 source, that would encapsulate all accesses to our servers. A
 potential FG module for connecting to the IVAO servers should link
 and use this library.
 
 What I would like is to know what do you think it can be done
 technically, what license problems could arise, and see if there's
 any of you willing to help in the possible development of such a
 software module.
 
 Once I had a clear idea of the best way to proceed, I would hand the
 project to IVAO for approval. We would provide you developers with
 the INL binaries, and all necessary documentation and other files.

..I would reject any such delivery.  What you propose, 
is a potential, but quite serious litigation trap.  

..if we FG'ers figure out how to talk IVAOese, I see we now risk 
litigation, we don't even have to agree on _anything_ here, all
it takes, is your offer to provide you developers with the INL 
binaries, and all necessary documentation and other files.

..reverse engineering is less risky, than entering into some agreement 
with you Pep on IVAO's behalf, it's either legal or not, depending on
your jurisdiction.  If illegal, it may be a felony.  If not, reverse
engineering is perfectly legal.  
Agreements like e.g. NDA's, are always litigation bait under contract
law.  

..IVAO sounds like a big bureaucratical commercial enterprise to me.  
It would, or should have guidelines on how to do these things.  Urls? 

..whoses' other flight simulators are on IVAO, anyway?
And what policy do they have on publishing protocols or file formats?
Not to mention their contributions to case law and litigation 
settlement history?  And how _are_ they doing now, with the recent
finance crisis etc chasing away IT purchases such as MS Office?

..this is what made http://groklaw.net/ a necessary tool to us.

 Any suggestion is really welcome.

..write a _detailed_ specification on what library you want written, 
and _publish_ that spec, so it becomes possible to read it on e.g.
http://groklaw.net/ with no NDA and so we can have e.g. some Samba 
type do it for us all.  
(Could backfire if he becomes a FG developer though. ;o) )

..expect to have Groklaw and FG people recommend changes to your spec.
You will also find Groklaw people helpful in convincing you GPLv3 
is _the_ license to use, even if it takes a wee while to get your 
lawyers embracing it, we can help. ;o) 

..maybe you (IVAO) could have your INL learn the FG protocols 
instead?  Our protocols are open, just like the code.
Or, you (IVAO) could write a FG specific interface lib to INL?  

..nice firm straight borders between FG's and your stuff would 
keep both your lawyers happy, and all us FG'ers happy and safe 
from the risky kinda litigation that made http://groklaw.net/ 
necessary.

 Hope something can be done. Thanks to all.

..me, I'm hoping for some Samba style signals guru to do it.
An external reverse engineer guru is much safer for all of us, as 
there will be two clear nice firm borders, rather than just one.

..would the IVAO community help sponsor such a guy to do it, Pep?
I can see the Groklaw community do that.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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.


Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread James Sleeman
On Sun, 2008-11-09 at 18:40 -0600, Curtis Olson wrote:

  It occurs to me that you might not like this option since it would
 reduce the level of control you have over individual clients in the
 FlightGear world.

One might suggest that this would be easily resolved by IVAO by simply
ignoring the data about multiplayer entities who they don't want to know
about?



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Re: [Flightgear-devel] stall horn sound

2008-11-09 Thread Curtis Olson
I've done some work on the sound system in main.cxx and have attached a
patch for folks to review if they want to look at what I did.

I made a simplifying assumption that the listener is either stationary
(stationary enough) or it is tracking with the aircraft model position.

The existing code does a good job of transforming the listener and model
velocities into the correct coordinate frame.  This is required for doppler
effects to work, so I didn't want to change that.

However, the mechanism for computing model and listener velocities (current
position - last position) leads to enough jitter/variability that it causes
noticeable defects or artificats in the audio output.

So what I have done is to grab the velocity vector from the FDM in NED
coordinates, compute the length, and use this to scale the existing
model_vel vector to the correct length.  This should remove velocity jitter
artifacts from the previous scheme and result in a smooth consistent
velocity vector.

Then I used my simplifying assumption to set the listener velocity vector to
(a) zero if the listener is stationary or (b) the model_vel if the listener
is moving.

This seems to really help clean up the stall horn sound (and hopefully the
marker beacon sounds which suffered the same effect.)

But at the same time, the doppler effects are maintained as they were.

I'm not sure this is the final solution, but I think it's a step in the
right direction.

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/


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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Stuart Buchanan
Manuel Massing wrote:
 Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
 I think the sorting problem stems from the osg idiosyncracy
 to store transposed matrices...so the intuitive
 
 osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(), 1.0f);
 
 needs to be replaced with...
 
 osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]-position.osg(), 
 1.0f);
 
 The patch also optimizes the distance calculation - it evaluates the 
 distances 
 in model space instead of eye space, which reduces computation to a dot-
 product instead of a matrix multiplication.

Great - I was wondering if my sorting was working properly. Obviously it wasn't!

Thank-you very much for taking the time to look at the problem and for the 
patch. 
I really appreciate you taking the time to correct my programming errors.

-Stuart


  

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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread Martin Spott
Pep Ribal wrote:

 We are not willing to publish our server protocol. That means that a 
 possible module for connecting FG to the servers shouldn't be open source.

BTW, I'm not sure if I really should trust the statistics on this page:

  http://www.ivao.org/network/servers.php

According to this page there is not a single active user on sunday
evening (23:57 UTC) while the FlightGear multiplayer network has
approx. 20 pilots on-line. If this is really the case, then I wonder
for which reason FlightGear developers and/or users should bite the
bullet of tolerating a multiplayer solution which involves linking to a
binary-only library.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-09 Thread Csaba Halász
On Mon, Nov 10, 2008 at 12:11 AM, Pep Ribal [EMAIL PROTECTED] wrote:

 We are not willing to publish our server protocol. That means that a
 possible module for connecting FG to the servers shouldn't be open source.

 We have developed a shared library called the INL (IVAO Network Library),
 freely available at no charge (IVAO freeware), but not open source, that
 would encapsulate all accesses to our servers.

Given that IVAO seems to be a free community, can you explain why you
are insisting on closed protocols and source code?

-- 
Csaba/Jester

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-09 Thread Stuart Buchanan
Ron Jensen wrote:

 Well, that seems to have solved the alpha blending issues!  Thanks!
 
 Is this applicable to the trees, too?

The cloud code does a single bubble sort pass per frame, to avoid the
performance penalty of sorting the entire cloud set each frame.

We could do something similar for the trees if we were within a given distance
of the tree set. However, I'm not sure if it worth the performance penalty.

-Stuart



  

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