Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Flightgear-commitlogs wrote:
 The branch, next has been updated
 
 - Log -
[...]
 commit 1dfde64ac2e6ed0af91cf986cad8808c0182d408
 Author: Frederic Bouvier
 Date:   Wed Jan 25 23:42:10 2012 +0100
 
Use bigger point sprites for airport lighting
[...]
 - Diff 
[...]
 diff --git a/simgear/scene/tgdb/obj.cxx b/simgear/scene/tgdb/obj.cxx
 index 1d41422..9b8e75d 100644
 --- a/simgear/scene/tgdb/obj.cxx
 +++ b/simgear/scene/tgdb/obj.cxx
 @@ -756,7 +756,7 @@ SGLoadBTG(const std::string path, const 
 simgear::SGReaderWriterOptions* options
   if (!tileGeometryBin.vasiLights.empty()) {
 EffectGeode* vasiGeode = new EffectGeode;
 Effect* vasiEffect
 -= getLightEffect(6, osg::Vec3(1, 0.0001, 0.01), 1, 6, true);
 += getLightEffect(32, osg::Vec3(1, 0.0001, 0.01), 1, 32, true);
 vasiGeode-setEffect(vasiEffect);
 SGVec4f red(1, 0, 0, 1);
 SGMaterial* mat = 0;

On my (my wife's) system (Linux Nvidia proprietary driver) this change
turns PAPI/VASI lights into huge, illuminated baloons.  Therefore I
strongly propose to just revert this change.

Cheers,
Martin.
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread thorsten . i . renk
 I think that you have to add new techniques (an XML element) to
 existing effect file. You leave the current technique intact and
 copy/paste it in the same file, add or change what is needed and
 Modify its predicate.

 Look at model-default.eff that implements 2 techniques.

 Techniques can have a predicate that can test a property. Yesterday,
 I implemented the not operator that was creating syntax errors
 until then. Techniques (with their predicate) are tested in
 ascending order of their index (the n attribute), so you can
 create a new technique with a lower index than the one for the
 current technique and add a predicate that test (for example)
 /sim/rendering/lightfield.

Okay, that looks sort of doable - I'll have a try.

How does the parameter section at the beginning of the file change then?
Simply declare all parameters which any of the techniques listed later
might use?

And what do the different passes do?

Thanks,

* Thorsten


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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Martin Spott wrote:

 On my (my wife's) system (Linux Nvidia proprietary driver) this change
 turns PAPI/VASI lights into huge, illuminated baloons.  Therefore I
 strongly propose to just revert this change.

The same applies to the other runway lights which are affected by the
same commit.
Anyhow I do acknowledge that there will be no proper solution for all
the other ones as long as runway edge lights, approach lights,
centerline, threshold and so on all use the same type of light source.

One might argue that approach lights are still looking slightly
reasonable from distance , but all the others are way too big. 
Therefore I think it would be a good idea to revert the entire commit
as a whole and to leave this place as-is until a better implementation
of airport lights comes up.

Cheers,
Martin.
P.S.: I've never ever seen such a fat rabbit  ;-)
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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Gijs de Rooy

 Martin wrote:







 On my (my wife's) system (Linux Nvidia proprietary driver) this change
 turns PAPI/VASI lights into huge, illuminated baloons.  Therefore I
 strongly propose to just revert this change.

Same here on Nvidia Geforce GT 540M, see screenshot at:
https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0ZI1_Wk/s1024/fgfs-screen-055.png

Gijs

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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Erik Hofman
On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote:
  Martin wrote:
 
  On my (my wife's) system (Linux Nvidia proprietary driver) this
 change
  turns PAPI/VASI lights into huge, illuminated baloons. Therefore I
  strongly propose to just revert this change.
 
 Same here on Nvidia Geforce GT 540M, see screenshot at:
 https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0ZI1_Wk/s1024/fgfs-screen-055.png

I believe their size used to be distance dependent in the past.

Erik



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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Frederic Bouvier
 De: Erik Hofman
 
 On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote:
   Martin wrote:
  
   On my (my wife's) system (Linux Nvidia proprietary driver) this
  change
   turns PAPI/VASI lights into huge, illuminated baloons. Therefore
   I
   strongly propose to just revert this change.
  
  Same here on Nvidia Geforce GT 540M, see screenshot at:
  https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0ZI1_Wk/s1024/fgfs-screen-055.png
 
 I believe their size used to be distance dependent in the past.

The change is mine, and is not specific to Rembrandt. Maybe the size should be 
tweaked again, and maybe some shared size should be segregated. But my opinion 
is that their size was ridiculously small on the runway.

Just wanted to break the statu quo

Regards,
-Fred

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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Erik Hofman wrote:

 I believe their size used to be distance dependent in the past.

It still is.  When looking from the startup position on 07 at EDDS at
the PAPI, the light 'balloons' appear as being much taller than a
Cessna.  From the centerline at PAPI position the still look like
spheres of more than half a meter in radius.

Cheers,
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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Frederic Bouvier wrote:

 Just wanted to break the statu quo

I confirm, you've been successful  :-)
Anyhow I think you've just replaced one flaw by another - and the new
one is even more inappropriate than the previous state.

Cheers,
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[Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread thorsten . i . renk
 Techniques (with their predicate) are tested in
 ascending order of their index (the n attribute), so you can
 create a new technique with a lower index than the one for the
 current technique and add a predicate that test (for example)
 /sim/rendering/lightfield.

Thanks Frederic - this seems to be (sort of) working.

I can only get it to work properly if I throw the new technique at index 7
(or lower) though. Otherwise all terrain types which have a special shader
do not accept lightfield shading even if that special shader is off, and
only by dragging down the index to 7 does this problem go away. No wonder
I couldn't make it work before...

I'll test this and rebase it with current GIT, then get it online, and
then hopefully someone can commit it (and do the elegant implementations
later). In the meantime, to iron out the edges, can someone help me with a
few things:

I need the true camera altitude above MSL as a shader-readable property
(otherwise the scheme breaks in many custom sceneries). Currently I am
doing this from Nasal, which means lightfields require Advanced Weather to
run, but apart from that, I guess everything would run with Basic Weather
as well. Is this information somewhere in the tree? - it somehow sounds
like it could be, but I haven't found anything. Even if there's anything
proportional to it, I think I could add a property rule, but I need
something to work with, currently I'm using geo.viewer_position().

Do we have a list of what properties should control shader behaviour? I've
now linked the whole lightfield to /sim/rendering/shaders/skydome because
everything only makes sense together with the skydome scattering shader.
But should we check for /sim/rendering/shader-effects or
/sim/rendering/shaders/generic or any other properties in addition?

Anyway, it's nice to see direct comparison screenshots for the two schemes
- that makes it easier to spot weaknesses and problems.

Thanks in advance,

* Thorsten


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread Frederic Bouvier
 De: thorsten i renk
 
  I think that you have to add new techniques (an XML element) to
  existing effect file. You leave the current technique intact and
  copy/paste it in the same file, add or change what is needed and
  Modify its predicate.
 
  Look at model-default.eff that implements 2 techniques.
 
  Techniques can have a predicate that can test a property.
  Yesterday,
  I implemented the not operator that was creating syntax errors
  until then. Techniques (with their predicate) are tested in
  ascending order of their index (the n attribute), so you can
  create a new technique with a lower index than the one for the
  current technique and add a predicate that test (for example)
  /sim/rendering/lightfield.
 
 Okay, that looks sort of doable - I'll have a try.
 
 How does the parameter section at the beginning of the file change
 then?
 Simply declare all parameters which any of the techniques listed
 later might use?
 
 And what do the different passes do?

You don't have to create a parameter for the properties you want to test
in the predicate. But you're right, all the parameters of all pass of 
all techniques of an effect need to be declared in a single section.

A pass is a state set: all the OpenGl attribute of the geometry. When 
you declare multiple pass, it's because you want the same geometry be 
drawn several times. You may want to initialize the stencil buffer 
in one pass (you don't need material properties then) and then draw
the object with the stencil test enabled. If you play with the 
render bins and the draw order that are settable in each pass you 
can achieve effect such as the light cone (pre - Rembrandt)

Regards,
-Fred

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Re: [Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread Frederic Bouvier
  Techniques (with their predicate) are tested in
  ascending order of their index (the n attribute), so you can
  create a new technique with a lower index than the one for the
  current technique and add a predicate that test (for example)
  /sim/rendering/lightfield.
 
 Thanks Frederic - this seems to be (sort of) working.
 
 I can only get it to work properly if I throw the new technique at
 index 7 (or lower) though. Otherwise all terrain types which have a special
 shader do not accept lightfield shading even if that special shader is off,
 and only by dragging down the index to 7 does this problem go away. No
 wonder I couldn't make it work before...

Techniques are tested in ascending index order. The first technique with 
a predicate that succeed is used for the effect. If you want your technique
be the first tested, you have to use the lowest number possible. But
beware, there is an inheritance scheme (with the keyword inherits-from)
where, for example, the urban effect inherits from the terrain-default
effect. If terrain-default use 10 and 11 for technique index, urban has to 
use 9 at most. And someone can create an effect that inherits from the 
urban effect. It would have to use an index lower than the one used by 
the urban effect. If you use 0, you leave no room for inheritance.

Regards,
-Fred

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[Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Lauri Peltonen
Hi all.

 3. define an XML format for describing the two possible rendering pipelines 
 (the current and new). The format will introduce optional elements (such as 
 shadows, ambient occlusion, glow).

I want to point out my work on my newcameras branch:
https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras which
allows user to define the rendering pipeline in preferences.xml. It
does not (yet?) have everything Rembrandt's pipeline needs, but most
likely is easily enhanced to support those things.

Basically this version adds support for multiple camera passes,
texture targets, texture formats, passing textures from one pass to
another etc, while preserving the standard rendering line if user
wants that.

I wish this work could be extended (or maybe even I can extend it ;)
to handle the Rembrandt camera system. This will not solve all
problems in the merge, but some of them.

Cheers, Lauri, Zan

P.s. anyone know how to reply in the thread, when having the daily
digest of this list?
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Frederic Bouvier
Hi Lauri,

 
 Hi all.
 
  3. define an XML format for describing the two possible rendering
  pipelines (the current and new). The format will introduce
  optional elements (such as shadows, ambient occlusion, glow).
 
 I want to point out my work on my newcameras branch:
 https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras
 which
 allows user to define the rendering pipeline in preferences.xml. It
 does not (yet?) have everything Rembrandt's pipeline needs, but most
 likely is easily enhanced to support those things.
 
 Basically this version adds support for multiple camera passes,
 texture targets, texture formats, passing textures from one pass to
 another etc, while preserving the standard rendering line if user
 wants that.
 
 I wish this work could be extended (or maybe even I can extend it ;)
 to handle the Rembrandt camera system. This will not solve all
 problems in the merge, but some of them.

I would like to extend the format to avoid duplicating the stages when
you have more than one viewport. What I see is to specify a pipeline
as a template, with conditions like in effects, and have the current
camera layout refer the pipeline that would be duplicated, resized and
positioned for each declared viewport

Regards,
-Fred

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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-07 Thread Martin Spott
Martin Spott wrote:

 As far as I can tell there's still a functional gap in the current
 implementation of shader control.  When I start FlightGear with:
 
  --prop:/sim/rendering/shaders/quality-level=0
 
  (that's what is controlled by the slider, correct ?) then I still
 get the full truckload of shaders, despite the fact that the slider is
 on the left, the Rendering options menu says (0) and Adjust he
 slider to enable shaders and the Experimental effects is greyed out. 
 The Shader Options sub-menue confirms that all the shaders are still
 active.
 
 Disabling the shaders requires moving the slider forth and back at
 runtime in order to take effect - that's inconsistent, I'd say  ;-)

As far as I can tell, that's still the case in the current state of
GIT:

  http://foxtrot.mgras.net/bitmap/FGFS/Menu-no-Shaders.png

Actually this slider doesn't override anything, instead it's being
overridden by the defaults.

Cheers,
Martin.
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[Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
Hi everybody,
 it's a few weeks I'm dealing with a few analog to digital converters, I'm 
using them to convert external analog signals and use them as inputs to 
FlightGear controls.

I'm wondering which resolution is best when dealing with properties of type 
double. My analog values get converted to digital ones before being fed to 
FGFS. I see FGFS likes doubles, that's ok, I am converting those digital inputs 
to appropriate double values.

I'm talking about stuff like /controls/flight/aileron or 
/controls/engines/enigne/throttle.

I'll try and be as precise as possible with my hardware so that I get 
reliable/stable/consistent readings to feed to FGFS, I'm getting closer to make 
rid of any unwanted highres noise, still I am going to deal with 8, 10 or 
12-bit resolution digital values. That may be too much and useless. I'd like to 
crop them down to more reasonable resolution if possible/usefull.

I see FGFS keyboard/mouse interface uses 7/8bit resolution. I'd like to know if 
someone can help me figuring out what input resolution should I use for:
/controls/flight/aileron
/controls/flight/aileron-trim
/controls/flight/elevator
/controls/flight/elevator-trim
/controls/flight/rudder
/controls/flight/rudder-trim
/controls/gear/brake-parking
/controls/engines/enigne/throttle
/controls/engines/engine/cowl-flaps-norm
/controls/engines/engine/propeller-pitch

I'd prefer keep using 8bit resolution (cheap and reliable solution). I'm open 
to use 10bit resolution if usefull. I'm willing to go with a 12bit resolution 
input only if _really_ needed. That's how I see it now.

I don't want to discard usefull information, nor I want to use useless 
over-precise values. I'm looking for a reasonable compromise here, but I don't 
know the internals of FGFS.

Cheers,
  Roberto


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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Mathias Fröhlich

Hi,

On Wednesday, March 07, 2012 11:54:39 Gijs de Rooy wrote:
 Same here on Nvidia Geforce GT 540M, see screenshot at:
 https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0
 ZI1_Wk/s1024/fgfs-screen-055.png

No screenshot here, but I also agree that the current lights are way too big.
May be they were too small before, but with this commit I think they are now  
just too big.

Greetings

Mathias

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Torsten Dreyer
Am 07.03.2012 18:14, schrieb Roberto Inzerillo:
 Hi everybody,
   it's a few weeks I'm dealing with a few analog to digital converters, I'm 
 using them to convert external analog signals and use them as inputs to 
 FlightGear controls.

 I'm wondering which resolution is best when dealing with properties of type 
 double. My analog values get converted to digital ones before being fed to 
 FGFS. I see FGFS likes doubles, that's ok, I am converting those digital 
 inputs to appropriate double values.

 I'm talking about stuff like /controls/flight/aileron or 
 /controls/engines/enigne/throttle.

 I'll try and be as precise as possible with my hardware so that I get 
 reliable/stable/consistent readings to feed to FGFS, I'm getting closer to 
 make rid of any unwanted highres noise, still I am going to deal with 8, 10 
 or 12-bit resolution digital values. That may be too much and useless. I'd 
 like to crop them down to more reasonable resolution if possible/usefull.

 I see FGFS keyboard/mouse interface uses 7/8bit resolution. I'd like to know 
 if someone can help me figuring out what input resolution should I use for:
 /controls/flight/aileron
 /controls/flight/aileron-trim
 /controls/flight/elevator
 /controls/flight/elevator-trim
 /controls/flight/rudder
 /controls/flight/rudder-trim
 /controls/gear/brake-parking
 /controls/engines/enigne/throttle
 /controls/engines/engine/cowl-flaps-norm
 /controls/engines/engine/propeller-pitch

 I'd prefer keep using 8bit resolution (cheap and reliable solution). I'm open 
 to use 10bit resolution if usefull. I'm willing to go with a 12bit resolution 
 input only if _really_ needed. That's how I see it now.

 I don't want to discard usefull information, nor I want to use useless 
 over-precise values. I'm looking for a reasonable compromise here, but I 
 don't know the internals of FGFS.

 Cheers,
Roberto


Hi Roberto,

for my poor mens procedure trainer, I use 10bit for the flight controls 
and found 8bit by far to coarse. Currently I use 8bits for the toe 
breaks and the engine controls and see some jitter at times. I'll use 
10bit when I update the firmware the next time. Parking brake is just a 
on/off flag (1bit).

HTH

Torsten


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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Mathias Fröhlich

Hi,

On Wednesday, March 07, 2012 14:58:26 Lauri Peltonen wrote:
  3. define an XML format for describing the two possible rendering
  pipelines (the current and new). The format will introduce optional
  elements (such as shadows, ambient occlusion, glow).
 I want to point out my work on my newcameras branch:
 https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras which
 allows user to define the rendering pipeline in preferences.xml. It
 does not (yet?) have everything Rembrandt's pipeline needs, but most
 likely is easily enhanced to support those things.
 
 Basically this version adds support for multiple camera passes,
 texture targets, texture formats, passing textures from one pass to
 another etc, while preserving the standard rendering line if user
 wants that.
 
 I wish this work could be extended (or maybe even I can extend it ;)
 to handle the Rembrandt camera system. This will not solve all
 problems in the merge, but some of them.

I was not aware of your work. But given what you write here, this looks pretty 
promising. Fred mentioned your name in an offline mail.

IMO the complexity of this kind of rendering method in terms of requirements 
to the driver makes me frighten a bit when I think that we have currently no 
fallback to the old style renderer. Even back to the fixed function pure oldest 
style stuff which is still the fastest thing we have.
Keep in mind that plenty of people will likely trade speed/deterministic frame 
rates for any eye candy. And beyond that all people that cannot see anything 
with rembrandt but a black window will love to have something that at least 
shows the old style stuff (may be just fixed function?).

So, wherever we end, I would highly apprechiate that we do not lock out low 
end graphics boards by not having any fallback.

May you both should combine forces?
From what I read, I think both are heading in the same global direction and 
both implementations have some benefits over the other?

Hmm, I should really look into the code ...

Greetings

Mathias

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Gene Buckle
On Wed, 7 Mar 2012, Roberto Inzerillo wrote:

 I see FGFS keyboard/mouse interface uses 7/8bit resolution. I'd like to 
 know if someone can help me figuring out what input resolution should I 
 use for: /controls/flight/aileron /controls/flight/aileron-trim 
 /controls/flight/elevator /controls/flight/elevator-trim 
 /controls/flight/rudder /controls/flight/rudder-trim 
 /controls/gear/brake-parking /controls/engines/enigne/throttle 
 /controls/engines/engine/cowl-flaps-norm 
 /controls/engines/engine/propeller-pitch

Roberto, the _minium_ ADC resolution I'd use is 10 bit with 12 bit being 
preferred.

8 bit is just too coarse to give a good result.

g.

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread castle . 64
Hi, 

I've been using 12 bit resolution. Need it since I'm also operating with a 
control force loading system and autopilot. If you go to 12 bits suggest you 
get some high res, multi-turn pots or some other systems (like magnetic) to 
give you the precision that warrants 12 bits. If you're using low cost single 
270 degree turn pots, might as well stick with a lower bit resolution. 

Incidentially, those same 12 bits boards are used to fly the Global Observer 
UAV built by AeroVironment, so I guess they're good enough ;-) 

Think of it this way, determine the angular travel of your control stick; for 
8bits divide by 256; for 12 bits divide by 4096. That defines the resoluion., 
i.e. degrees per bit. So then you have to decide how good is your sensor in 
defining the control stick location. If you can't sense 4096 discrete positions 
your wasting time and money using 12 bits. 

Regards 
John 

- Original Message -
From: Roberto Inzerillo rob...@gmx.net 
To: flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, March 7, 2012 10:14:44 AM 
Subject: [Flightgear-devel] Double Input Resolution? 

Hi everybody, 
it's a few weeks I'm dealing with a few analog to digital converters, I'm using 
them to convert external analog signals and use them as inputs to FlightGear 
controls. 

I'm wondering which resolution is best when dealing with properties of type 
double. My analog values get converted to digital ones before being fed to 
FGFS. I see FGFS likes doubles, that's ok, I am converting those digital inputs 
to appropriate double values. 

I'm talking about stuff like /controls/flight/aileron or 
/controls/engines/enigne/throttle. 

I'll try and be as precise as possible with my hardware so that I get 
reliable/stable/consistent readings to feed to FGFS, I'm getting closer to make 
rid of any unwanted highres noise, still I am going to deal with 8, 10 or 
12-bit resolution digital values. That may be too much and useless. I'd like to 
crop them down to more reasonable resolution if possible/usefull. 

I see FGFS keyboard/mouse interface uses 7/8bit resolution. I'd like to know if 
someone can help me figuring out what input resolution should I use for: 
/controls/flight/aileron 
/controls/flight/aileron-trim 
/controls/flight/elevator 
/controls/flight/elevator-trim 
/controls/flight/rudder 
/controls/flight/rudder-trim 
/controls/gear/brake-parking 
/controls/engines/enigne/throttle 
/controls/engines/engine/cowl-flaps-norm 
/controls/engines/engine/propeller-pitch 

I'd prefer keep using 8bit resolution (cheap and reliable solution). I'm open 
to use 10bit resolution if usefull. I'm willing to go with a 12bit resolution 
input only if _really_ needed. That's how I see it now. 

I don't want to discard usefull information, nor I want to use useless 
over-precise values. I'm looking for a reasonable compromise here, but I don't 
know the internals of FGFS. 

Cheers, 
Roberto 


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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Rob Dosogne
On Wed, Mar 7, 2012 at 04:54, Martin Spott martin.sp...@mgras.net wrote:
 Therefore I think it would be a good idea to revert the entire commit
 as a whole and to leave this place as-is until a better implementation
 of airport lights comes up.

On a slightly related note, this makes me think of bug #232
(point-sprites on ATI).  The PAPI lights look great with point-sprites
on, but the runway lights don't show up.  With point-sprites off (and
the light size change), everything shows, but they are massive.

My ATI card does support GL_ARB_point_sprite and
GL_ARB_point_parameters, so I think there is actually something broken
in how runway/taxi lights are drawn versus PAPI.  Even the OSG
point-sprite example app works.  The fix for bug #232 was to simply
turn that technique off with an option, although I think that was more
of a finger in the dike fix.. everything looks fine, but the problem
still exists.  I'm hoping this will spark someone with time/knowledge
to investigate the way each of the lights are drawn—not really my
realm, but I will help test.

cheers,

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo

 Parking brake is just a on/off flag (1bit).

Well, right, but not totally. I've seen aircrafts accepting a double 
value, and I'd like to make it consistent. Intermediate values make 
sense here since it's a lever that moves along a path (or at least 
rotates around a hinge). It's not a two positions switch. Anyway, that's 
not the point, I'm just disgressing :-)




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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Martin Spott
Roberto Inzerillo wrote:

 Well, right, but not totally. I've seen aircrafts accepting a double 
 value, and I'd like to make it consistent. Intermediate values make 
 sense here since it's a lever that moves along a path (or at least 
 rotates around a hinge). It's not a two positions switch.

The ancient C175 for example and the more recent DR400 are having a
knob which arrests the toe brakes in the current position upon pulling
- on the C175 via a mechanical link, on the DR400 it's a hydraulic
valve.

Cheers,
Martin.
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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Gene Buckle
On Wed, 7 Mar 2012, castle...@comcast.net wrote:

 Hi,

 I've been using 12 bit resolution. Need it since I'm also operating with 
 a control force loading system and autopilot. If you go to 12 bits 
 suggest you get some high res, multi-turn pots or some other systems 
 (like magnetic) to give you the precision that warrants 12 bits. If 
 you're using low cost single 270 degree turn pots, might as well stick 
 with a lower bit resolution.

Scratch building hall effect sensor input assemblies is very, very easy.
See here: http://www.simpits.org/geneb/?p=299

Here's a more detailed how-to that I posted:
http://simhq.com/forum/ubbthreads.php/topics/3225807/DIY_hall_sensor.html#Post3225807

I've been told by a guy that built a set of these for his cockpit that he 
gets a wider voltage range by using a single magnet instead of an opposed 
pair.  I haven't had a chance to try that idea myself however.

g.


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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
 Think of it this way, determine the angular travel of your control
 stick; for 8bits divide by 256; for 12 bits divide by 4096. That defines
 the resoluion., i.e. degrees per bit. So then you have to decide how
 good is your sensor in defining the control stick location. If you can't
 sense 4096 discrete positions your wasting time and money using 12 bits.

Well, I'll choose the proper sensor depending on the expected resolution 
(but not only!), no doubt about that. The method used to measure this 
value has its role too.

I've read a good deal about hall sensors for high res sensors (I already 
started investigating those one too).

You see I try and choose considering various factors here; FGFS needs 
are a part of this decision process. There's costs, easy of usage, and 
reliability also.

I'd like to know what FGFS developers think it has to be expected from a 
decent input device, the other aspects are up to me.

Torsten's right when it says the Parking Brake needs only 1bit 
resolution. He's got a valid point: it's his point of view :-)

I'm not using a joystick since I installed Windows7 so I can't see 
what's the default input res used by FGFS with a Joystick. Could someone 
help me there?
That's the res people using FGFS are generally expecting for basic 
elevator/aileron/rudder actions. And I guess it's enough for them. I 
wonder if more is needed.

Then again, engine controls may work flawless with an 8bit res input. 
Anybody thinks a 10bit res is needed here?

I'm not talking about what people are currently doing (I'd go with 24bit 
on everything ... joking!), I'm asking about reasons (technical aspects, 
facts) that can help me decide for high-res against low-res.
That would help me a lot in making good choices with respect to what 
FGFS is expecting from an input device.


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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Torsten Dreyer
Am 07.03.2012 20:59, schrieb Roberto Inzerillo:
 I'm not talking about what people are currently doing (I'd go with 24bit
 on everything ... joking!), I'm asking about reasons (technical aspects,
 facts) that can help me decide for high-res against low-res.
 That would help me a lot in making good choices with respect to what
 FGFS is expecting from an input device.

I can tell you from experience with many users during our LinuxTag and 
FSweekend presentations that you need
- for throttle: 1 bit (full/idle)
- for Mixture: 1 bit(full rich/cutoff)
- for RPM: allway full (constant)

Flight controls depend on user experience:
first time user: 2 bit (full-left, more-or-less-centered, full-right)
space cadets (those, who always know better): 32bit is not enough.

;-)

Torsten


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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo

 I can tell you from experience with many users during our LinuxTag and
 FSweekend presentations that you need
 - for throttle: 1 bit (full/idle)
 - for Mixture: 1 bit(full rich/cutoff)
 - for RPM: allway full (constant)

:D :D :D :D :D

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Curtis Olson
On Wed, Mar 7, 2012 at 2:46 PM, Torsten Dreyer tors...@t3r.de wrote:

 I can tell you from experience with many users during our LinuxTag and
 FSweekend presentations that you need
 - for throttle: 1 bit (full/idle)
 - for Mixture: 1 bit(full rich/cutoff)
 - for RPM: allway full (constant)

 Flight controls depend on user experience:
 first time user: 2 bit (full-left, more-or-less-centered, full-right)
 space cadets (those, who always know better): 32bit is not enough.

 ;-)


Well said Thorsten, and make your controls and switches out of titanium or
steel -- it's amazing how much damage a 7 year old can do when he doesn't
realize the control or switch only goes so far and then is supposed to stop.

Curt.
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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread TDO Brandano

If you plan to do any formation flight, then you need all the resolution you 
can get from engine controls. 
Anyway, I would try to dimension the resolution on the minimum amount of play 
that can be obtained on the controls. 
Just build one sensor and edit the input file so that you can map it to a 
different channel every time, then check the FGFS property it is mapped to and 
see if you can hold it to a set value and move it smoothly between the extremes.

Alessandro

 Date: Wed, 7 Mar 2012 20:59:18 +0100
 From: rob...@gmx.net
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Double Input Resolution?
 
  Think of it this way, determine the angular travel of your control
  stick; for 8bits divide by 256; for 12 bits divide by 4096. That defines
  the resoluion., i.e. degrees per bit. So then you have to decide how
  good is your sensor in defining the control stick location. If you can't
  sense 4096 discrete positions your wasting time and money using 12 bits.
 
 Well, I'll choose the proper sensor depending on the expected resolution 
 (but not only!), no doubt about that. The method used to measure this 
 value has its role too.
 
 I've read a good deal about hall sensors for high res sensors (I already 
 started investigating those one too).
 
 You see I try and choose considering various factors here; FGFS needs 
 are a part of this decision process. There's costs, easy of usage, and 
 reliability also.
 
 I'd like to know what FGFS developers think it has to be expected from a 
 decent input device, the other aspects are up to me.
 
 Torsten's right when it says the Parking Brake needs only 1bit 
 resolution. He's got a valid point: it's his point of view :-)
 
 I'm not using a joystick since I installed Windows7 so I can't see 
 what's the default input res used by FGFS with a Joystick. Could someone 
 help me there?
 That's the res people using FGFS are generally expecting for basic 
 elevator/aileron/rudder actions. And I guess it's enough for them. I 
 wonder if more is needed.
 
 Then again, engine controls may work flawless with an 8bit res input. 
 Anybody thinks a 10bit res is needed here?
 
 I'm not talking about what people are currently doing (I'd go with 24bit 
 on everything ... joking!), I'm asking about reasons (technical aspects, 
 facts) that can help me decide for high-res against low-res.
 That would help me a lot in making good choices with respect to what 
 FGFS is expecting from an input device.
 
 
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[Flightgear-devel] scenery loading cleanup

2012-03-07 Thread Mathias Fröhlich

Hi,

Also for the breginning of the development cycle, I started working on 
improoving fgviewer and cleanup scenery/model loading.

I have now checked in a change that should fix some long standing problems with 
modelss that appear to have z-fighting. This change should not harm and works 
so far for all I have tested. But it slightly changes the way stg files paths 
are handled.
So if this really introduces a problem, please tell me.

Greetings

Mathias

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[Flightgear-devel] Two small weather issues

2012-03-07 Thread thorsten . i . renk

I still have two small (weather-related) issues which I can't resolve myself:

* rain is still 'smart' i.e. de-activates above the lowest cloud layer.
Since Advanced Weather has its own precipitation region control, I'd need
a dumb version which just rains when I set the property

* for visibility  1000 m, the skydome seems to unload. This is not a
problem in the default rendering scheme, but it is with terrain haze and
scattering shader, because the terrain haze is made seamless with what
goes on in the skydome shader, not with background light. Thus, for 1.1 km
visibility everything is fine, but if it deteriorates further suddenly
rendering artefacts appear. Can we just not unload the skydome?

Thanks,

* Thorsten


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