Re: [Flightgear-devel] tree textures

2008-02-11 Thread Stuart Buchanan
--- Csaba Halász wrote:
 On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote:
 
  I would be pleasantly surprised if condition worked in materials.xml
 
 Here you go :)
 
 As a side effect, we could get rid of the ugly code that makes
 Terrain.season out of Terrain at the expense of some more xml.
 
 I attached a patch against Syd's new materials.xml as well.

This is fantastic - thank you very much!

I have been thinking for a while that it would be good to have some way to have 
a
finer granularity within materials.xml. 

For example:
- Towns and villages in different countries/continents are quite different in
terms of the buildings, and it would be good to reflect this.
- Tropical forests are quite different from that of temperate climates
- I did a virtual flight over Denali recently, and due to the limitations of the
current terrain definitions, large parts of it were forest.

I think that as well as a property defining the season, it would be good to have
a set of properties based on the geographical region, for example:

/sim/geography/continent (africa, europe...)
/sim/geography/climate (tropical, temperate, arctic...)

I'm sure we can think of some more. 

If we could define these regions based on lat/lon (in an XML file?), FG could 
set
them, and they could be easily used within materials.xml.

-Stuart


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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Stuart Buchanan

--- Melchior FRANZ wrote:
 * R. van Steenbergen -- Friday 15 February 2008:
  Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast submodel,
   and check where and at which altitude it lands.
 
  Don't they call that 'radar' in real life? :) (The very fast, 
  lightweight submodels being microwave photons in that case)
 
 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

Photons colliding with cows - isn't that a microwave oven?

TING! Burger anyone? ;)

-Stuart


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[Flightgear-devel] Generic Blackout/Redout

2008-02-16 Thread Stuart Buchanan
Hi All,

We currently have a number of aircraft which feature blackout and redout due to
the G-force on the pilot. 

Blackout occurs when the pilot is subject to high positive G-loading, as the
blood is drained from the head. Red-out occurs when the pilot is subject to high
negative G-loading, as extra blood pools in the head. The effects can be
mitigated by tensing the muscles of the legs (for blackout) or wearing a G-suit.

I've just committed a generic, configurable version which means that all 
aircraft
now have G-force blackout, and the aircraft-specific versions can now be 
retired.
As G-force affects all pilots, it seems appropriate to have a single solution 
for
everyone as part of the core simulator, rather than only specific aircraft.

Notes:

1) There is a G-force Options dialog under the View menu, which allows the user
to enabled/disable blackout and set the G-force at which blackout and red-out
occur, and are complete (i.e. the screen is completely black/red).

2) Whether or not blackout is enabled is controlled by
/sim/rendering/redout/enabled. This is a userarchive property. The intention is
that the user will configure this.

3) The points at which blackout/redout start and are complete are configured by
the following properties:

/sim/rendering/redout/blackout-onset
/sim/rendering/redout/blackout-complete
/sim/rendering/redout/redout-onset
/sim/rendering/redout/redout-complete

These are not userarchive. The intention is that aircraft designers can 
configure
these appropriately to take into account the resilience of the pilot. For
example, the default values are probably appropriate for a civilian pilot, while
a military pilot in a G-suit will have a much higher tolerance.

4) The blackout/redout only occur within in-cockpit views (the view/internal
property), so have no effect on chase or tower views.

5) The properties and dialogs are under redout as this is the name .cxx file
and that implements the blackout/redout, and also the property which is used to
control the current blackout/redout itself. Yes, we could change it to
blackout.

6) This is OSG only, so isn't applicable to the plib data branch.

Comments are, as always, very welcome.

-Stuart


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Re: [Flightgear-devel] Generic Blackout/Redout

2008-02-16 Thread Stuart Buchanan

--- Stuart Buchanan wrote:
 I've just committed a generic, configurable version which means that all
 aircraft
 now have G-force blackout, and the aircraft-specific versions can now be
 retired.
 As G-force affects all pilots, it seems appropriate to have a single solution
 for
 everyone as part of the core simulator, rather than only specific aircraft.

I've committed some changes to this, based on feedback from Melchior.

The only change in function is that the property names have changed to the
following:

/sim/rendering/redout/parameters/blackout-onset-g
/sim/rendering/redout/parameters/blackout-complete-g
/sim/rendering/redout/parameters/redout-onset-g
/sim/rendering/redout/parameters/redout-complete-g

The other changes make it more efficient (by using listeners instead of reading
properties every iteration) and smoother (by updating the blackout level every
frame).

-Stuart



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Re: [Flightgear-devel] tree problems ...

2008-03-02 Thread Stuart Buchanan
--- SydSandy wrote:
 I know the differences between tree species , LeeE ,thats not the problem ...
  if I set a certain tree texture for a terrain type ... for example , I have  
 2
 meter high shrub trees for the ShrubCover/ShrubGrassCover/ScrubCover. When I
 fly over the area , it is covered by mixed forest...  I few south 
 and there are shrub cover trees on a DeciduousNeedleCover material patch. The
 ground texture changes accordingly , just not the tree textures ... and yet I
 see tree sizes change correctly at the material boundaries  
 
 I hadn't reaaly noticed this effect until I started flying around and checking
 terrain using geod.info 
 so didn't expect it to jump out at anyone else 

Sorry for the delay in replying, I've been away ski-touring all week, so haven't
been on email.

Though I've still to look at the code in detail, I'm almost certain that this
will be a bug in my tree shader code. I suspect that the same tree texture strip
is being used for all the trees on a tile/quad.

Could you give me a starting lon/lat and a flightplan that shows the problem?

-Stuart




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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Stuart Buchanan
--- On Wed, 9/4/08, Melchior FRANZ wrote:
 We certainly don't want redundant texture duplicates in
 $FG_ROOT/AI/.
 Did you scale them down or do anything else that justifies
 this step?
 If not, then just refer to the original textures
 (converting those to PNG if you want).

As I mentioned in my reply to Vivian, I don't want any dependency on the 
Aircraft tree, as the user may not have the full aircraft present on their 
system.

One of my aims is that a user with just the base package will be able to see 
all the aircraft in MP sessions without having to download them.

I haven't scaled any of the textures down, though the conversion from .rgb to 
.png reduced the size quite significantly.  I will look at resizing them. 

-Stuart





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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Stuart Buchanan
--- On Wed, 9/4/08, Melchior FRANZ wrote:
 * Stuart Buchanan -- Wednesday 09 April 2008:
  As I mentioned in my reply to Vivian, I don't want
 any dependency
  on the Aircraft tree,
 
 You don't want that, fine. And *I* don't want a
 parallel structure of aircraft with megabytes of duplicated files.

I could have worded that better as the following: I don't think there is any 
benefit to adding AI aircraft if they have a dependency on the Aircraft tree.

 So, please let's discuss that first, before anyone
 dumps more of that stuff into $FG_ROOT/AI/!

Hence my original post - discussion is good.

In my opinion, adding AI version of the aircraft I maintain was reasonable, 
they are fairly small anyway, and converting to png etc. makes them smaller. 

 Do we really want MP support for all aircraft in the base
 package, at a cost of an extra 200 MB of data? Wrappers are fine
 (like Vivian described), but do we want a complete concorde.ac with all
 textures *again* in the AI/ dir? If someone wants the Concorde
 displayed, then s/he can install it, no? 

Yes, I strongly think that there would be a real benefit for everyone who uses 
the base package to be able to see all MP aircraft. As well as making the MP 
experience faster (which everyone would benefit from), I think it would make it 
richer for new users. 

Even though I have a fairly fast machine, MP flying around KSFO is still 
marginal. It is likely to get worse as the number and complexity of aircraft 
increase. Creating AI models (and also promoting a culture of creating AI 
models for all new aircraft) would go a long to helping this.

In that context, another 50 - 100MB of data in the base package seems 
reasonable. 

I think it should be possible to create AI aircraft at less than, say, 500KB 
per aircraft, which would grow the base package by less than 100MB. For 
example, the Vulcan AI model is around 200KB.

Some aircraft are going to be much easier to make AI versions of than others, 
and some may require the .ac file to be edited. Most of my aircraft are 
almost trivial in complexity.

 I'd prefer fgfs to show better information about which
 aircraft
 couldn't be shown because they aren't installed,
 and a better LOD
 concept (LOD in the aircraft dir, where it belongs). And if
 we really
 want the independence, then we should make sure that this
 is cheap.
 Textures should be scaled down a *lot*, the model should be
 drastically
 poly-reduced, the whole aircraft shouldn't take more
 than 250 kB (or
 something). And we don't need MP-versions of Ogel,
 wrightfligher and
 others.

How about the following

- Maximum size 250KB.
- All textures converted to PNG and scaled to 1/4 size in both dimensions.

Does that seem reasonable?

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
--- On Wed, 9/4/08, Durk Talsma wrote:
 I do forsee that adding loads of AI aircraft could add to
 the size of the 
 release version of the base package.  That being the case,
 we could consider 
 spawning off a separately downloadable, optional AI
 aircraft package 
 (including not only aircraft, but also traffic files, etc
 etc). 

Without wanting to put words into his mouth, I assume that is Melchior's (and 
others) main concern, rather than the size of our CVS repository itself. 
Frankly, if we are worried about the size of the repository, we need to create 
a repository for new aircraft. But that is a different discussion...

A separate AI download is a nice idea, but I think it has some issues itself:
- It would increase the user workload, and realistically the support workload 
on here and the forums. I've found that user's rarely read our manual, wiki or 
FAQ before posting questions. 
- We (well, probably you Durk!) would have an extra package to manage during 
the release cycle.
- We'd have to document installing it, which is quite a bit harder than you'd 
expect when dealing with MacOS and people who exclusively use the wizard.

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
-- On Wed, 9/4/08, AJ MacLeod  wrote:
 On Wednesday 09 April 2008 16:20:05 Stuart Buchanan wrote:
  How about the following
 
  - Maximum size 250KB.
  - All textures converted to PNG and scaled to 1/4 size
 in both dimensions.
 
  Does that seem reasonable?
 
 I think we have two slightly differing concepts of what the
 MP/AI aircraft are 
 all about.  In my view, they are a nice way of providing
 (at minimal effort 
 to modellers) versions of each aircraft which are visually
 complete from 
 external views while being very significantly quicker to
 load than their full 
 counterparts (the vast majority of textures, animations and
 polys are 
 generally found in the cockpits of most of our more
 complete models.)

Well, this was my original idea behind creating them by chopping out the bits 
that weren't required. My assumption was that the cost of making these 
available to all users was sufficiently low to make it a no-brainer. That 
assumption appears to be false.

 I don't, however, see any harm in someone providing an
 optional MP aircraft 
 pack download that provides what Stuart would like to
 achieve, for those who 
 want it...

That would suggest simply providing AI/Aircraft as a separate download.

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
--- On Wed, 9/4/08, Vivian Meazza wrote:
 1. A long time ago in the early days of MP the policy was
 agreed: If you
 don't have it you don't see it. No glider, no
 ufo, nothing. And AFAIK
 that's still the case. IF we want to depart from this
 long standing policy,
 then that's a slightly different debate.

I think the v1.0 release has seen a step-change in the use of FG.

There are a large number of new (often quite young) users who are generally 
inhabit the forums rather than the lists. They are tending to use MP all the 
time, as it is part of their expectations of the system (I'm guessing because 
they have a background in games like World of Warcraft). 

Given this, making all the aircraft easily and cheaply available of MP seems a 
no-brainer to me. IMO the argument is really about how large these aircraft 
should be, and whether they should be part of the release base-package or not.

 4. We don't seriously think that OSG is fit for a
 release this side of
 Christmas do we? Should we really be using .png in anything
 other than osg
 only models such as the Buccaneer, and even then I think I
 removed all .png
 textures from the AI/MP version. (And now I'm going to
 have to :-))

Yes, I think OSG is going to be fit for release, and quite soon. 

In fact, setting a target for an OSG release sometime this summer might be a 
good way to encourage the bugs and rough edges to be smoothed out. 

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
--- On Wed, 9/4/08, Melchior FRANZ wrote:
 * Stuart Buchanan -- Wednesday 09 April 2008:
  --- On Wed, 9/4/08, Melchior FRANZ wrote:
   So, please let's discuss that first, before
 anyone
   dumps more of that stuff into $FG_ROOT/AI/!
  
  Hence my original post - discussion is good.
 
 Yes, discussion is good. But the original post was already
 a bit
 past the point where an RFC would have been in order. You
 had
 already started with copying textures and asked others to
 do the
 same. Time to take a break.

Mea culpa. I screwed up and should have posted before committing. My apologies 
to all. This idea was a lot more contentious than I expected at the time...

  In that context, another 50 - 100MB of data in the
 base package seems reasonable. 
 
 Sound like a rather low estimation to me. Especially
 considering
 that helijah adds 5 aircraft every week.  :-)

Well, I'm not sure I can keep up with that rate ;)

  How about the following
  
  - Maximum size 250KB.
  - All textures converted to PNG and scaled to 1/4 size
 in both dimensions.
  
  Does that seem reasonable?
 
 Maybe. I'd like others to comment on that. I never
 claimed that it's
 on me to decide. But I'd like to have such things
 discussed beforeI don't think that's likely in the near term. Also
 they are done. You probably know that committing a file
 means that
 it will be in CVS *forever*, even if you cvs rm
 it right after that.

No I didn't know that, but thinking about it for 5 minutes should have made me 
realize that it was probably the case.

 Whatever we come up with,I don't think that's likely in the near term. Also 
 it would be nice if the LOD
 handling could
 always load the full aircraft version if you are very
 close. Seeing
 a blurry box parked next to you isn't pretty either.

I guess that's a possibility, but I'd prefer not to have a huge new model load 
just as I start flying formation with another aircraft... ;)

-Stuart


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[Flightgear-devel] Generic Headshake/G-compression

2008-04-20 Thread Stuart Buchanan
Hi All,

Enthused by a comment on the forum by snork 
(http://www.flightgear.org/forums/viewtopic.php?t=1333), I've been working on 
an extension to the generic blackout/redout script which attempts to simulate 
the feeling of compression due to g-forces, by moving the pilot viewpoint 
vertically depending on the apparent g-force.

This is a simplified version of what vivian, Josh et al. created for the 
Buccaneer and other aircraft.

Of course, the main advantage of this is that it is completely generic, and 
pretty lightweight too. The overhead ontop of the redout/blackout is minimal: 
one extra property read/write per frame, only when the feature is enabled and 
in cockpit view.

A patch for this is available from 
http://www.nanjika.co.uk/flightgear/headshake.patch

Comments are very welcome, but I'm particularly interested in peoples views on 
the following:

1) Obviously this duplicates some aircraft-specific code, and one can argue 
that this sort of feature is only important for high-energy jets, where it 
should be modelled in more detail than I have done. I've been playing with this 
code on the Stampe, A4-F and Pitts, and have felt that it has improved the 
feeling of realism, but then I wrote it ;) Do people feel it is worth providing 
a generic implementation, given that for most GA flying is at 2g or less, and 
this will move the pilot viewpoint 5cm!

2) Currently the redout and headshake enabling properties are userarchive, 
which (as I understand it) means that the user's preference will over-write any 
aircraft setting. Given that both these generic features duplicate existing 
aircraft-specific code, I think I should remove this flag, so aircraft 
designers can over-ride it. Any comments?

3) At the moment, this feature is limited to the y-offset of the pilot 
viewpoint. For non-military aircraft,  the most significant g-forces will be 
felt in the y-axis (in the pilots frame of reference), as they cannot yaw fast 
enough to cause any in the x-axis, and they don't have enough power to cause 
any in the z-axis. If it is worth providing a generic feature, is it worth 
making it multi-dimensional?

-Stuart


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Re: [Flightgear-devel] Generic Headshake/G-compression

2008-04-23 Thread Stuart Buchanan
--- On Sun, 20/4/08, Ron Jensen wrote:
 On Sun, 2008-04-20 at 12:55 -0700, Stuart Buchanan wrote:
  Hi All,
  
  Enthused by a comment on the forum by snork
 
 (http://www.flightgear.org/forums/viewtopic.php?t=1333),
 I've been
  working on an extension to the generic blackout/redout
 script which
  attempts to simulate the feeling of compression due to
 g-forces, by
  moving the pilot viewpoint vertically depending on the
 apparent
  g-force.

This has now been checked in.

  2) Currently the redout and headshake enabling
 properties are
  userarchive, which (as I understand it) means that the
 user's
  preference will over-write any aircraft setting. Given
 that both these
  generic features duplicate existing aircraft-specific
 code, I think I
  should remove this flag, so aircraft designers can
 over-ride it. Any
  comments?
 
 STRONGLY OPPOSE.  User preference should absolutely
 outweigh the
 aircraft designer.  While I might feel, as an aircraft
 designer, that a
 function adds a degree of realism, I can't and
 don't test on different
 hardware, monitor resolutions, multi-head setups, hardware
 simulator
 setups, etc.  which head-shake may cause problems with.
 
 I personally find it annoying to have the panels jumping
 around during
 IFR flight.

OK. I've left the enabling properties as userarchive.

However, aircraft designers can _disable_ it by simply settings 
/sim/rendering/headshake/rate-m-g=0

I think that should satisfy both users and aircraft designers.

-Stuart


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Re: [Flightgear-devel] Jon Stockill - please read this to protect your models database from copyright problems

2008-05-03 Thread Stuart Buchanan
--- On Thu, 1/5/08, Georg Vollnhals wrote:
 Jon Stockill - please read this to protect your models
 database from copyright problems

On a related note, we're going to have to be careful about textures too - see

http://www.flightgear.org/forums/viewtopic.php?t=1443

I'll make sure that the scenery FAQ and any appropriate wiki pages make 
licensing issues clear.

-Stuart


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[Flightgear-devel] Texture contribution

2008-05-08 Thread Stuart Buchanan
Hi All,

The maintainer of a textures website has offered some of his textures to be 
GPL'd and contributed to the project:

http://www.flightgear.org/forums/viewtopic.php?p=10163

On the assumption that we should take up his kind offer, who would like to be 
the point of contact?

As anyone who has seen my attempts at aircraft texturing will attest, I'm 
certainly not an artist, and don't feel best placed to handle this.

-Stuart


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Re: [Flightgear-devel] Texture contribution

2008-05-08 Thread Stuart Buchanan
--- On Thu, 8/5/08, Arnt Karlsen wrote:
 ..maybe he could join us here?  ;o)

I don't think he has any interest in FG - he was approached by another forum 
member who wanted to use his textures in a building.

 ..I believe he is wrong in his opinion of being unable to 
 make a good living off his texture web site.  And I too am 
 happy to help convince him.  And the best part is how he 
 starts with a limited set of textures.  He will be able 
 to tell us how this impacts his web site
 business.  ;o)

I hope he can make a living from his texture website, and I think GPLing some 
textures is a good marketing tool. However, I can't see any commercial 
justification for GPLing all the textures, given that they are already fairly 
free for end-user use.

In this case the textures themselves represent a very large part of his IP and 
business. In contrast, a lot of OSS businesses have professional services ontop 
of the GPL'd IP as the actual business, so the core software is not as 
important to them.

Anyway, I am not familiar with his business, and it would be presumptious (if 
not rather rude) of me to comment further. I'm just very thankful he has 
offered as much as he has.

On a more technical note - if we are offered a choice, it might be a good idea 
to discuss the sort of textures that would be particularly useful to the 
project. I've had a quick look through the site, and there aren't any that look 
particularly applicable as ground textures, but there are some nice elevation 
views of buildings which could be useful.

-Stuart


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[Flightgear-devel] Patch to perform airport searches case-insensitively

2008-05-31 Thread Stuart Buchanan
Hi All,

Someone on the Forum (or was it here?) mentioned a problem where they couldn't 
use the Airport Search dialog easily because some airports in apt.dat are named 
in mixed case while some are in all-caps.

Rather than attempt to fix apt.dat (I'm not completely mad ;) ), I've created a 
small patch to our airport search function so that this search is done 
case-insensitively. I've done some minimal testing, and it at least appears to 
be functionally correct.

However:
a) As I'm sure many people are already aware, I'm not a very good C programmer, 
so there may be a better way to do this that I'm missing
b) This uses the strcasestr() function, which is part of the GNU C library in 
string.h. What is the best way to check that such a function is available on 
all our platforms?

-Stuart

Index: AirportList.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/GUI/AirportList.cxx,v
retrieving revision 1.18
diff -u -p -r1.18 AirportList.cxx
--- AirportList.cxx 11 Mar 2008 15:58:57 -  1.18
+++ AirportList.cxx 31 May 2008 21:12:34 -
@@ -30,7 +30,8 @@ AirportList::create_list ()
 const FGAirport *apt = _airports-getAirport(i);
 STD::string entry(apt-getName() +( + apt-getId() + ')');
 
-if (!_filter.empty()  entry.find(_filter) == STD::string::npos)
+// Perform filter check case-insensitively
+if (!_filter.empty()  (strcasestr(entry.c_str(), _filter.c_str()) == 
NULL))
 continue;
 
 content[n] = new char[entry.size() + 1];



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Re: [Flightgear-devel] Patch to perform airport searches case-insensitively

2008-06-02 Thread Stuart Buchanan
--- On Sun, 1/6/08, Frederic Bouvier wrote:
 I confirm there in no strcasestr or equivalent in MS
 runtime.
 The patch below should be portable, although more
 convoluted.

From reading the patch, I don't think this does quite what we want either. My 
reading is that this ensures that the identifier of the airport is in upper 
case. However, thanks for pointing out another approach to the problem.

What we really want is to ensure that any search is completely case-insensitive.

For example, apt.dat contains the following lines:

1 400 1 1 KLVK LIVERMORE MUNI
1 425 0 1 4AK2 Livengood Camp
13982 0 0 LIVD Dobbiaco

Currently, searching for LIV returns the first and last lines, while 
searching for Livermore returns nothing, despite being what most people would 
search for.

I think a use searching for liv would expect to see all the results above, 
and more.

One issue that is worth discussion is that if we make the search completely 
case-insensitive, we obviously increase the number of results returned. 

In the example above, searching for liv would return a total of 54 results. A 
much less unique string, such as san would return over 400. 

Note that this assumes that the user has the entire world scenery installed, 
which is pretty unlikely.

Nevertheless, I think these are acceptable numbers for a 3 character string. 
The user can easily perform a more specific search on receiving a large number 
of results.

I will continue looking at this, though if anyone else would like to jump in 
with suggestions, that would be very welcome.

-Stuart


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Re: [Flightgear-devel] Patch to perform airport searches case-insensitively

2008-06-02 Thread Stuart Buchanan
--- On Mon, 2/6/08, Melchior FRANZ wrote:
 * Stuart Buchanan -- Monday 02 June 2008:
  Nevertheless, I think these are acceptable numbers for
 a 3 character
  string. The user can easily perform a more specific
 search on receiving
  a large number of results.  
 
 As I told on IRC already, the current case-sensitive
 behavior wasn't an accident or laziness. 

I must have missed that. I have not been paying enough attention to the IRC 
channel when logged on recently. My apologies.

 BTW: that ICAO codes are output in parentheses is also not
 just a
 cosmetic issue: this was done to allow searching for all
 French airports
 with (LF, for (almost) all Austrian military
 airports with (LOX etc.

Thanks for pointing that out. I will ensure that this behaviour is unaffected 
by any changes.

-Stuart


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Re: [Flightgear-devel] Patch to perform airport searches case-insensitively

2008-06-02 Thread Stuart Buchanan
--- On Mon, 2/6/08, Stuart Buchanan wrote:
 I will continue looking at this, though if anyone else
 would like to jump in with suggestions, that would be very
 welcome.

... and here's the patch, based on Fred's original patch.

Assuming it passes muster, could someone review and commit please?

-Stuart


Index: AirportList.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/GUI/AirportList.cxx,v
retrieving revision 1.18
diff -u -p -r1.18 AirportList.cxx
--- AirportList.cxx 11 Mar 2008 15:58:57 -  1.18
+++ AirportList.cxx 2 Jun 2008 21:05:01 -
@@ -1,4 +1,4 @@
-
+#include locale
 #include Main/globals.hxx
 #include Airports/simple.hxx
 
@@ -22,6 +22,7 @@ AirportList::~AirportList ()
 void
 AirportList::create_list ()
 {
+const std::ctypechar ct = std::use_facetstd::ctypechar 
(std::locale() );
 int num_apt = _airports-size();
 char **content = new char *[num_apt + 1];
 
@@ -30,8 +31,13 @@ AirportList::create_list ()
 const FGAirport *apt = _airports-getAirport(i);
 STD::string entry(apt-getName() +( + apt-getId() + ')');
 
-if (!_filter.empty()  entry.find(_filter) == STD::string::npos)
+if (!_filter.empty()) {
+  // Perform filter check case-insensitively
+  std::string cientry(apt-getName() +( + apt-getId() + ')');
+  ct.toupper( (char *) cientry.data(), (char *) cientry.data() + 
cientry.size() );
+  if (cientry.find(_filter) == std::string::npos)
 continue;
+}
 
 content[n] = new char[entry.size() + 1];
 strcpy(content[n], entry.c_str());
@@ -60,7 +66,12 @@ AirportList::destroy_list ()
 void
 AirportList::setValue (const char *s)
 {
-STD::string filter(s);
+std::string filter(s);
+const std::ctypechar ct = std::use_facetstd::ctypechar 
(std::locale() );
+
+// convert filter to upper-case for case-insensitive matching
+ct.toupper( (char *) filter.data(),  (char *) filter.data() + 
_filter.size() );
+
 if (filter != _filter) {
 _filter = filter;
 create_list();
Index: AirportList.hxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/GUI/AirportList.hxx,v
retrieving revision 1.7
diff -u -p -r1.7 AirportList.hxx
--- AirportList.hxx 11 Mar 2008 15:58:57 -  1.7
+++ AirportList.hxx 2 Jun 2008 21:05:01 -
@@ -9,10 +9,6 @@
 #include plib/puAux.h
 #include dialog.hxx
 
-
-
-SG_USING_STD(string);
-
 class FGAirportList;
 
 class AirportList : public puaList, public GUI_ID
@@ -28,7 +24,7 @@ class AirportList : public puaList, publ
  private:
 FGAirportList * _airports;
 char ** _content;
-STD::string _filter;
+std::string _filter;
 };
 
 #endif // __AIRPORTLIST_HXX



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[Flightgear-devel] Scotland Scenery

2008-06-05 Thread Stuart Buchanan
Hi All,

For my own amusement, I generated some scenery for Scotland using the GSHHS 
coastline and OpenStreetMap for roads. Scotland greatly benefits from using 
GSHHS coastline, as the VMAP0 data doesn't include many of the small islands on 
the west coast. There are sufficiently few roads that the OSM dataset works 
quite well also - you can even see some roundabouts!

For those who might be interested in doing some flying in Scotland, it is 
available here:

http://flightgear.mxchange.org/stuart/scotland.tar.gz (35MB)

Many thanks to Roland Haeder for hosting it.

Note that the scenery package is only the Terrain part, and doesn't include 
any Objects. It should be uncompressed into the Terrain sub-directory of your 
$FG_SCENERY (e.g. data/Scenery).

As always, objects should be downloaded from http://scenemodels.flightgear.org/.

For those unfamiliar with Scotland, there is a small suggested flight around my 
home city of Edinburgh here:
As suggested flight for those who have downloaded both the scenery and objects 
is this: 
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Suggested_Flights#Scotland_-_Edinburgh_to_Dundee

I'd also highly recommend taking off from Oban and As suggested flight for 
those who have downloaded both the scenery and objects is this: flying in the 
mountains in a fast military jet. After all, that's what the RAF do!

The fact that I was able to generate scenery using TerraGear for amusement is 
a testament to the effort that the Custom Scenery team 
(http://www.custom-scenery.org/) have made to make TerraGear easier to use. 
Many thanks to Martin and Ralf for their work.

-Stuart


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Re: [Flightgear-devel] FlightGear OSG

2008-07-24 Thread Stuart Buchanan
--- On Wed, 23/7/08, Vivian Meazza wrote:
 3d clouds have not been ported to osg. At the current rate
 of progress - sometime in the next decade :-).

Progress is marginally better than that - I've ported the code and have even 
got it to compile. 

I'm now at the stage of crashes-on-startup which will entertain me for some 
time while I remember how to write C++ code properly :) 

I expect to progress through the  random-black-squares-underneath-the-terrain, 
thirty-minutes-to-start and one-frame-per-second phases over the next month or 
so.

At this point, Tim will helpfully point out how I can make things much more 
efficient, and make the squares of texture actually look like clouds. Then 
finally we'll have 3-D clouds, and everyone will wonder what the fuss was about 
in the first place.

So, I wouldn't stay up late waiting for CVS commit messages, but equally I 
don't think things are quite as bad as they might seem. 

Finally, if anyone wants to help out, OSG isn't all that scary ... it is 
certainly easier to write for than plib!

-Stuart


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Re: [Flightgear-devel] new Cockpit View Options dialog

2008-07-27 Thread Stuart Buchanan



--- On Sun, 27/7/08, Ron Jensen wrote:
http://cvs.flightgear.org/viewvc/data/gui/menubar.xml?view=loghideattic=1
 Log of /data/gui/menubar.xml
 
 Revision 1.80 - 
 Wed Jun 11 21:20:43 2008 UTC (6 weeks, 3 days ago) by
 stuart 
 Branch: MAIN 
 Changes since 1.79: +2 -15 lines 
 
 Collate Dynamic Cockpit view toggle with blackout and
 G-compression toggles into a new Cockpit View Options
 dialog.
 
 I can't find the cockpit view dialog box anywhere...

That'll be because I forgot to commit the changes to the gui/dialogs/ 
directory. I've now committed them. 

Apologies for the inconvenience.

-Stuart


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[Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Stuart Buchanan
Hi All,

Just to keep everyone up to date on where I am with porting 3D clouds to FG OSG:

http://www.nanjika.co.uk/flightgear/clouds.jpg

Obviously there is still a lot of work to be done before they are complete, but 
progress is being made. 

I'm hoping that once I've completed the OSG part of the work  I can get my 
changes checked in and other people will be able to enhance it further for 
things like weather radar.

-Stuart


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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Stuart Buchanan
--- On Sat, 9/8/08, John Wojnaroski wrote:
 just 2 more cts.
 
 if you're porting to OSG why not consider Mark
 Harris' cloud code?  far 
 superior in texture, appearance, extendibility,
 transparency, lighting, 
 etc, etc,might require a tad more work but IMHO the
 results are 
 worth the effort
 
 JW

I did consider it, but given the problems I've had simply trying to port the 
existing code, I felt it was too much of a challenge for the moment.

-Stuart


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Re: [Flightgear-devel] black out behavior

2008-08-16 Thread Stuart Buchanan
--- On Sat, 16/8/08, gerard robin wrote:
 Coming back to the Erik, Alexis remark and my crazy first
 answer.
 
 Won't it be possible,
  to include in the Cockpit view parameters the additional
 parameters delay  
 which gives the delay for 5g blackout and 9 g blackout ? 

All the code calculating the blackout is in Nasal/redout.nas. Adding a delay 
should be pretty easy. Please go ahead.

 and why not,  if we want or not want,  to have the Hud
 visible or not during blackout/redout ?

That's probably a side-effect of where the redout is applied in the scenegraph. 
I'll take a look once I've finished 3D clouds.

-Stuart



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[Flightgear-devel] 3D Clouds - Update on (lack of) progress

2008-09-21 Thread Stuart Buchanan
Hi All,

I was hoping that I'd be able to provide a positive update on my work on 3-D 
clouds this weekend. 

Unfortunately, I've hit what appears to be an OSG issue that is beyond my 
knowledge to solve.

The problem I've hit relates to Impostors and Billboards. Impostors are used to 
reduce the impact of creating large billboarded clouds.

The combination of Impostors and Billboards appears to hit a resource limit on 
my graphics card (even though it is a NVidia 7600GS with 512MB of memory) and 
produces large numbers of X11 errors:

  Got an X11ErrorHandling call display=0x9a63a70 event=0xbfea0944
  BadAlloc (insufficient resources for operation)
  Major opcode: 80
  Minor opcode: 1b
  Error code: b
  Request serial: 14c8
  Current serial: 14c9
  ResourceID: 1a3

(Often I get a Major opcode of 128 rather than 80)

I don't think this is (just) my bad coding, as I've repro'd this in the example 
osgimpostor application by replacing line 159 of 
examples/osgimpostor/osgimposter.cpp with the following and rotating the camera 
for a minute or so:

 //osg::Geode * geode = new osg::Geode();
osg::Billboard * geode = new osg::Billboard();
geode-setMode(osg::Billboard::POINT_ROT_EYE);
geode-setNormal(osg::Vec3(0.0f,-1.0f,0.0f));

Due to other commitments I don't expect to have sufficient time in next 6-12 
months to be able to make any more progress on this, so I've uploaded my 
current patch to http://www.nanjika.co.uk/flightgear/clouds.tar.gz. There is a 
README file describing the patch within the tarball.

In addition to the major Impostor issue, there are a number of other bugs that 
I'm aware of (and probably many more I haven't discovered yet!):

1) On start-up 3-D clouds aren't be visible - you need to manually select a 
weather scenario to display them.
2) Currently 3-D clouds are always used if 3D clouds are enabled. The type of 
cloud used should depend on the cloud cover as well as the user's preference.
3) The cloud tiling code is bugged. Specifically, if you travel far enough in 
one direction, the clouds start getting lower. This is fairly minor - you'll 
get a METAR update before you hit this in most cases.
4) The clouds have no effect other than sprite display - visibility doesn't 
drop when you enter them, they don't appear on radar.
5) Billboards should be probably be replaced with a custom transform that stops 
billboarding when the camera gets close to the cloud and instead modifies the 
alpha value so the cloud disappears as the camera intersects it.

If someone with some OSG knowledge and sufficient time on their hands would 
like to pick it up, I'd be very grateful. 

I realize that this will be quite disappointing, especially given the rapid 
progress in OSG random objects and trees. Sadly, 3D clouds have turned out to 
be a lot harder to re-implement than I had expected.

-Stuart



  

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Re: [Flightgear-devel] updrafts...

2008-09-25 Thread Stuart Buchanan
--- On Thu, 25/9/08, Syd wrote:
  I 've been pondering an idea of adding
 updraft/downdrafts to the 
 environment, probably as a part of turbulence , so it can
 be 
 enabled/disabled...
 My idea is to calculate wind-speed-from -down , by checking
 wind speed , 
 direction , and the normal of the
 scenery triangle directly beneath the aircraft , sampling
 every second 
 or so.Also with a scenery material  and time of day check
 for updrafts 
 over flat country .
 Ive tried to find a starting point in the code , but get
 more 
 discouraged as I get lost in it.

Hi Syd,

I tried doing this a couple of years ago. As I recall, I was able to get the 
normal informaton from the scenery triangle fairly easily, and calculate the 
up/down draft. The problem came when I tried to have the affect the aircraft. 

Unfortunately I can't remember where I inserted the normal calculation code.

Sorry I can't be of more help - but at least you know that part of your 
solution is possible ;)

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress

2008-09-30 Thread Stuart Buchanan
(Resend - my previous reply got lost in the ether)

--- On Mon, 22/9/08, Csaba Halász wrote:
 Patch is broken in multiple places (missing line breaks,
 parts of lines)

Sorry you are having problems.

I did a comparison between the results of a straight cvs diff and what is in 
my patch, and they match (apart from date changes, and ignoring some other 
changes I've been making and removed from the .diff file).

I've also checked that I've not got any sticky tags set, so I'm at a loss as to 
what the problem can be. Any help would be appreciated.

For reference, my .cvsrc file looks like this:

cvs -z3 -q
diff -up
update -dP
checkout -P
rdiff -u

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress

2008-09-30 Thread Stuart Buchanan
--- On Tue, 30/9/08, Csaba Halász wrote:
 In flightgear.diff, however, the hunk at line 36 concerning
 environment_mgr.hxx doesn't have any modifications even
 though the
 line count says a line should have been added:
 
 @@ -58,6 +58,7 @@ public:
virtual void bind ();
virtual void unbind ();
virtual void update (double dt);
 
/**
 * Get the environment information for the plane's
 current position.

That is my fault for not removing some of my other changes properly - sorry for 
 wasting your time.

 Removing this hunk makes the patch apply. It does crash at
 runtime, like you described, just with different numbers. So I guess
 that means it's okay :)

Yes - if you ever want some patches that crash at runtime, just ask. I'm an 
expert ;)

-Stuart


  

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Re: [Flightgear-devel] Prospects for a new release

2008-10-04 Thread Stuart Buchanan
--- On Sat, 4/10/08, Melchior FRANZ wrote:
 * Durk Talsma -- Saturday 04 October 2008:
  Given that we have an OSG branch that has undergone
 significant
  development this year, and a PLIB branch, with little or no
  development, I would strongly urge that the main release would
  be OSG based.
 
 I agree. The PLIB branch was only kept alive for a short time
 after the 1.0 release, just for the case that we missed some
 really bad bugs and needed to make a bugfix release. Making
 another release from that would be rather pointless, and not
 help to convince people that fgfs is not dead.
 Rather the opposite.

I think a release is a great idea. Thanks in advance for all the work you will 
be doing!

I'll second Melchior's comments on PLIB vs. OSG - even  with the known 
deficiencies, an OSG release would be by far the best.

  PLIB based maintenance release: 1.0.1
  OSG based main release: 1.1.0 (or 1.2.0)
 
 I like the idea of an 1.9 release from the OSG branch. This
 makes clear that it's one step before a major release 2.0,
 and that there were fundamental changes (additions and also
 temporary losses). We could easily explain why clouds/shadows
 are missing there, and it might attract new developers who
 are interested and knowledgable in OSG. 

I think this numbering scheme makes sense.

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress

2008-10-04 Thread Stuart Buchanan
--- On Mon, 22/9/08, Csaba Halász wrote:
 Patch is broken in multiple places (missing line breaks,
 parts of lines)

Sorry you are having problems.

I did a comparison between the results of a straight cvs diff and what is in 
my patch, and they match (apart from date changes, and ignoring some other 
changes I've been making and removed from the .diff file).

I've also checked that I've not got any sticky tags set, so I'm at a loss as to 
what the problem can be. Any help would be appreciated.

For reference, my .cvsrc file looks like this:

cvs -z3 -q
diff -up
update -dP
checkout -P
rdiff -u

-Stuart


  

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Re: [Flightgear-devel] Back-porting to the pre-OSG branch (was Re: Only to remember)

2008-10-04 Thread Stuart Buchanan
--- On Fri, 3/10/08, James Turner wrote:
 On 3 Oct 2008, at 14:01, Tim Moore wrote:
  Stuart has run into a bug in OSG with respect to Imposters, which  
  manage the cached rendering of the individual cloud sprites.
  It's unclear if this ever
  worked well in OSG. Unfortunately I haven't had the chance to really  look 
  at the problem.
 
 Yeah, his comments about crashes in a (modified) osgimpostor example  
 make me very nervous. I am going to look at the code anyway, and test  
 the osgimpostor issue locally (on Mac) to see if it behaves any  
 differently from GLX.

James - if you could take a look, that would be great. It is entirely possible 
that I've completely missed something obvious (say, defining the Impostor 
texture size) and this is user error.

In the meantime, I may spend a little time looking at implementing a shader 
approach. That worked wonders for the tree performance, so it might work for 
clouds too.

-Stuart


  

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[Flightgear-devel] 3D Clouds - progress report

2008-10-04 Thread Stuart Buchanan
Hi All,

As I mentioned in my mail yesterday, I'm taking another look at 3D clouds.

Rather than using Impostors, I instead looked at what I could do by using GPU 
shaders - basically offloading as much processing onto the graphics card as 
possible. This worked very well for the random-forests, which is in some ways a 
similar problem - needing to generate huge numbers of very similar pieces of 
simple geometry.

Here's a current screenshot showing my progress:

http://www.nanjika.co.uk/flightgear/clouds.jpg

So far, I haven't noticed any effect on performance at all.

There are still quite a few bugs to be ironed out, but I think I will be 
finished by Christmas.

-Stuart


  

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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-05 Thread Stuart Buchanan
Heiko Schulz wrote:
 Martin wrote:
  Durk Talsma wrote:
   So, with these criteria in mind, what would be your
  current top 10 of 
   aircraft?
  
  I'd be very happy to see Heiko's overhauled C172
  model included in the
  release. The outer hull is waaay better than the old one,
  yet the
  inners still need a little bit more touch,
  
  Martin.
 
 Very thanks for that. Not today, but till middle of this week, I should be 
 ready 
 with the interior and the new, really 3d-panel.

That is great news. I look forward to trying it out!

If you are doing all that work, it might be worth de-coupling the c172p from 
all the other c172 Aircraft in CVS (c172, c172r), so it is self-contained and 
we only have to include a single directory.

-Stuart



  

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Re: [Flightgear-devel] Multiplayer Chat Frequencies?

2008-10-06 Thread Stuart Buchanan
Csaba/Jester wrote:

 On Mon, Oct 6, 2008 at 5:51 PM, Michael Smith wrote:
  Is it possible in Flightgear to chat on mutliplayer though frequencies?
 
  Gijs and Natovr found this line in preferences.xml under the mutliplay
  section:  
  type=string11850
  but they changed the line and they still could see others messages. Is
  this suppost to work or is it something there for a futute feature or what?
 
 It doesn't check for frequency match AFAICT, but seems to be pretty
 easy to add to multiplayer.nas.
 Might be advisable to change default comm frequency to some magic
 number meaning all frequencies. Not realistic, I know. So maybe
 GUARD? And display a simulated ATC warning about that, directing
 pilots to switch to a proper frequency.

When I originally wrote the MP chat, I had quite a lot of difficulty doing the 
frequency matching between the sender and receiver, possibly because I was 
doing a float comparison, or because the property is transfered as a float, or 
because the radio frequency was a float. 

I'm sure it would be pretty easy to sort out, but I never returned to it. If 
anyone wants to take a look, they are more than welcome.

-Stuart



  

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Re: [Flightgear-devel] Random trees

2008-10-17 Thread Stuart Buchanan
Gérard wrote:

 Hello,
 
 Is it only me ? or is there a funny behaviour  with the random objects ?
 
 I have found  trees into the stadium  :)  
 http://pagesperso-orange.fr/GRTux/RandomTreesAndStadium.jpg

No, it isn't just you :)

The random objects, including trees, are placed randomly based on the terrain 
type of the scenery, as defined in materials.xml. 

IIRC there is no attempt to stop multiple objects being placed at the same 
location - just the random function - and each object type is considered 
independantly. 

Objects from the scenery objects databased are placed as defined in the 
.stg/.btg files. Again, there is no attempt by the random object code to avoid 
placing random objects at the same location.

In general this isn't a problem - we don't use object densities high enough to 
see collisions regularly, and usually a larger object will completely obscure 
a smaller one.

If we decide to increase the density of random objects significantly so that 
collisions become a problem, we'll probably need to change to a different 
scheme, particularly for towns and cities. One possibility is to use a bitmap 
to determine possible object locations. This can then be aligned with the 
texture, so our buildings align with the streets, trees appear on the edges of 
fields, cows in the middle etc.

However, I have enough work on my plate before the 1.9 release to start 
thinking about that just now!

-Stuart


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[Flightgear-devel] 3D Clouds - patch and progress report

2008-10-25 Thread Stuart Buchanan
Hi All,

After a lot of effort, and help from Tim, I've finally got some 3D shader-based 
clouds that work acceptably:

http://www.nanjika.co.uk/flightgear/clouds.jpg

A patch is available from here: http:/www.nanjika.co.uk/flightgear/clouds.tar.gz

I've put quite a bit of effort into making the clouds as configurable as 
possible. The cloudlayers.xml file should allow any cloud-artists to create 
much prettier clouds than I have managed.

There are quite a few bugs to be ironed out:-
1) The cloud grid should shift when the camera moves out of range, to simulate 
and infinite set of clouds. This doesn't work very well ATM.
2) Currently the only well-defined clouds are cu's (used in the Fair Weather 
scenario). Better clouds need to be defined for all the other types. This 
should be possible with some new textures and editing of cloudlayer.xml
3) The alpha-blending isn't working properly
4) Rolling the camera while pointing vertically down on the cloud causes 
rotation of the texture.
5) The clouds are bit too transparent at medium distances.

Nevertheless, I think it would be worth committing the code with these bugs 
present, if only so other people can have a look and comment. :)

Thanks to Tim and also Heiko who provided some nice cloud textures.

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
LeeE wrote: 

 On Saturday 25 October 2008, Stuart Buchanan wrote:
  Hi All,
 
  After a lot of effort, and help from Tim, I've finally got some
  3D shader-based clouds that work acceptably:
 
  http://www.nanjika.co.uk/flightgear/clouds.jpg
 
  A patch is available from here:
  http:/www.nanjika.co.uk/flightgear/clouds.tar.gz
 
  I've put quite a bit of effort into making the clouds as
  configurable as possible. The cloudlayers.xml file should allow
  any cloud-artists to create much prettier clouds than I have
  managed.
 
  There are quite a few bugs to be ironed out:-
  3) The alpha-blending isn't working properly
 
 This looks like a z-ordering issue.  Is z-ordering used in the cloud 
 routines?

It is, but I'm not sure it is working on the level of individual sprites. The
clouds are in the correct rendering bin (I think), but because of the use
of shaders we currently just render them in an arbitary order within each
cloud.

I wonder if the problem is the CouldShaderGeometry::drawImplementation().
Does that seem likely?

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
George wrote:

 1. I started FG with --enable-real-weather-fetch, then 2. enabled
 3-D-clouds in the Rendering Options submenu - and did not see anything
 like you.
 Until I  3. enabled Environment = Weather scenerio from none to
 METAR.  Does also work if I enable Thunderstorm or fair weather.
 
 As I don't know how Stuart intended it to work I only know that step 3
 is absolute necessary.

Initially I thought this was because we didn't have the appropriate clouds 
defined in cloudlayers.xml, but looking again that is not the case.

I will investigate.

-Stuart



  

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Re: [Flightgear-devel] Flightgear contest

2008-10-26 Thread Stuart Buchanan


James Sleeman wrote:

 On Sat, 2008-10-25 at 23:55 -0400, Ampere K. wrote:
  On October 24, 2008 12:38:46 pm Curtis Olson wrote:
   1. Do we like the idea of a scavenger hunt type contest?  If so, what 
   types
 ...
  If you want a scavenger hunt, then this is one idea.  Through an add-on 
  package, the company's logos can be placed in a few places on the scenery, 
  or 
 ...
  (free as in freedom).  This is a legal aspect that will have to be worked 
 
 Forgive me if I'm wrong, but wouldn't the main flaw in a scavenger hunt
 be that it would be fairly easy for somebody to dig through the scenery
 definition to find what they are looking for?

If someone is prepared to learn enough about the scenery definitions to do that,
then I think we've achieved our own goal of getting people involved :)

The target here is people who haven't used FG before downloading v1.9 and
having a play.

If we put the advertisement on a relatively generic mode (say, the sign on
top of the FBO), I'm sure Melchior can come up with some appropriately 
obfuscated 
Nasal code to make it very unlikely anyone will be able to work it out which FBO
it is without visiting them all :)

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
Fred wrote:

 I missed the Weather scenario thing. But when enabling Fair weather
 I got :
 
 VERTEX glCompileShader  FAILED
 VERTEX Shader  infolog:
 (1) : error C0201: unsupported version 120
 
 glLinkProgram  FAILED
 Program  infolog:
 Vertex info
 ---
 (1) : error C0201: unsupported version 120
 
 on the console. Luckily, a driver update fixed the problem. Now
 committing ...

Thanks for committing this.

I may be able to change the shader to get around the unsupported version 120, 
if lots of people are seeing it. The only GLSL v120 function I'm using is a 
sub-matrix that I can derive in other ways.

I'll update the rendering dialog to remove the now redundant options.

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
Ron Jensen wrote:

 I could never see the clouds with --enable-real-weather-fetch set

There's an interaction between the real weather fetch code and the 3D cloud that
I'm still working out. I think the root problem is that the 3D clouds are 
bolted onto
the side of the 2D ones, and don't always get updated in sync.

   Until I  3. enabled Environment = Weather scenerio from none to
   METAR.  Does also work if I enable Thunderstorm or fair weather.
   
   As I don't know how Stuart intended it to work I only know that step 3
   is absolute necessary.
 
 Once I perform step 3 (without --enable-real-weather-fetch set) I see an
 extreme drop in frame rate, from around 70 fps to  under 20 fps.

That's bad. What happens if you disable the 3D clouds after this point?

 Also, I started at KSFO and flew the UFO to Ogden, UT.  (Lat 41.1, Long
 -111.1) somewhere along the trip, the 3d clouds disappeared, although
 frame rates stayed very low.

That's one of the bugs. The 3D layer is repeated in a 3x3 grid, and there is
code to designed to handle when you move out of the middle layer, shifting
the grid across. 

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
Martin wrote:

 Surprisingly, if you set another weather scenario via the menu, this is
 going to find its proper represenation, as seen in the property
 browser, in the /environment/weather-scenario property. If I set a
 different scenario via the property browser, this does not have any
 effect on the visual representation   therefore I'm also unable to
 set a weather scenario via the
 
   --prop:/environment/weather-scenario=METAR
 
 command line switch. TO me this looks a bit confusing to the user.

I think it's a bug, rather than confusing :)

 To be honest, I'd be very happy if someone who thinks she/he has
 understood how the weather-related options are supposed to work, would
 write this down as a chapter for The Manual.

Me too ;)

-Stuart


  

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Re: [Flightgear-devel] 3d clouds

2008-10-30 Thread Stuart Buchanan
Roman Grigoriev wrote:

 I try to dig clouds problem and come across to this situation Clouds 
 particles 
 are improperly sorted from back to front So DepthRenderBin doesn’t sort cloud 
 particles Here is to screen shots First I made by manual placing clouds 
 particles so 1st particle is near to viewer and 10th is far Here we have 
 incorrect.jpg but when I placed 1 particle far from viewer and 10th near you 
 see 
 correct picture correct.jpg Maybe if we are using shaders and osg::Drawable  
 depthrenderbin sorting in osg doesn't work?
 And we have to do sorting manually?

I have come to the same conclusion.

The depthrenderbin sorting doesn't work in this case because the draw order
of the sprites is defined by the CloudShaderGeometry itself.

The solution as you have pointed out is to do the sorting manually before
rendering. Unfortunately this needs to happen every frame (in 
CloudShaderGeometry::drawImplementation)

The sort needs to be on the z axis of the view fustrum, which can be derived
by passing the sprite positions through the Camera ViewMatrix.

I'm working on code to do all this, but don't expect to have code available 
until
sometime next week. If anyone wants to look at it before then, they are very
welcome!

-Stuart



  

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[Flightgear-devel] Improved 3D Clouds patch

2008-11-06 Thread Stuart Buchanan
Hi All,

I've put together an improved 3D clouds patch, available from here: 
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz

It fixes the following issues (to a greater or lesser extent):
1) Performance. Quad trees used to improve culling, and the sprites are placed 
on the surface of a sphere rather than
randomly throughout the cloud, requiring fewer textures. This saves about 
5-10fps on my machine.
2) Disabled 3D clouds have no performance impact. Previously they were still in 
the scenegraph. Now they are removed.
3) Clouds are now loaded on start-up, and don't require the scenario to be 
changed, they also work with METAR.
4) The cloud field is shifted as you travel. There's a small bug in that the 
clouds jump as you reach the edge of the field.
5) Iterative sorting of sprites. This doesn't appear to solve the alpha 
blending problem completely, but may help a bit.

Could someone please check it in?

On a related note, it would be great if people could create cloud textures. The 
cl_cu.png texture appears to work quite
well, but the cl_st.png shows very bad alpha blending. If someone could take 
the time to improve it, that would be great.

Feedback is very welcome, particularly if you are seeing performance problems, 
or if the shaders don't work on your
graphics card.

-Stuart


  

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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 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 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] 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] 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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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-10 Thread Stuart Buchanan
Heiko Schulz wrote:
 There is only thing I miss, or can't see it really- are the clouds moving due 
 to 
 the wind?
 I know that the old clouds did this...

Not yet.That's on my list of things to solve next.

-Stuart


  

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Re: [Flightgear-devel] TerraSync/SVN should be ready to use

2008-11-13 Thread Stuart Buchanan
Frederic Bouvier wrote:
  I'll be able to build Unix binaries for the most common platforms.
  Would someone do us the honour of providing a standalone 'terrasync'
  binary for Win32 - statically linked against libsvn in order to save
  the users from installing yet another dependency ?
 
 Terrasync/SVN is already included in the win32 builds I push to 
 ftp.ihg.uni-duisburg.de

That's great news.

I think it would be very good to have this documented in The Manual
for windows users, as it should make using new scenery easier for
them, and reduce the load on our FTP sites.

Could someone with a Windows system take a little time to use
this with FGRun, and write up some simple instructions ?

If they want to write them to the wiki that is fine - I'll convert them
to Latex for The Manual afterwards.

Thanks

-Stuart



  

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Stuart Buchanan
Heiko Schulz wrote:

 I began with making new cloud textures and shaping via xml. Creating clouds 
 is 
 easier than I thought though it is a lot of work- like building an aircraft! 
 ;-)
 
 Here is a video featuring the 3d-clouds with new textures. I need still work 
 on 
 shaping and creating the other cloud types- in the moment I have only Cumulus:
 
 http://de.youtube.com/watch?v=li8nb3rGuHA
 
 Unfortunately the video is too compressed- It still needed an hour for upload 
 and another one for processing...

They look fantastic !

Thanks for taking the time to improve them. Could you make them available
for check-in?

BTW I have been working on some minor code improvements for the 3D clouds:
- placing the sprites on a sphere rather than a cylinder (a code bug)
- Only checking for repositioning of the cloud layer every 60 frames.
- Improving the culling heuristic to remove sprites that are too close together.
- Performing better shading of the bottom of the cloud.

None of these things should affect the work you have been doing.

I hope to get these checked in soon - but the weather today is nice so I'm
going out to fly my microlight first. I'll make sure to take some photos of 
clouds!

-Stuart



  

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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-20 Thread Stuart Buchanan
--- On Thu, 20/11/08, Curtis Olson wrote:
 Someone pointed out this site to me.  It probably falls into
 the category of just barely ok, but I thought I'd post the link 
 here to get some more eyes on it.
 
 http://flight-aviator.com/
 

One way to discourage this sort of thing would be to include 
www.flightgear.org prominently in the startup screens, in the 
same way that we include initializing sub-systems, 
initializing scenery.

Possibly with an added message along the lines of Welcome to FlightGear, the 
free open source flight simulator.

That would force the rip-off merchants to at least compile the code, 
rather than simply replacing some .pngs!

-Stuart


  

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[Flightgear-devel] Further 3D Clouds updates

2008-11-22 Thread Stuart Buchanan
Hi All,

Attached is a small patch for 3D clouds.

It provide the following:
1) Proper spherical distribution of sprites (previously they were distributed 
cylindrically - whoops)
2) Better shading, so the bottom of the cloud is darker than the top.
3) Fixed a couple of texture sizing bugs.

I don't think any of these are controversial, so if someone would commit it, 
I'd be grateful.

Thanks,

-Stuart



  

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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-23 Thread Stuart Buchanan
James Sleeman wrote:
 Arnt Karlsen wrote: 
  [a whole bunch of stuff cut]
 
 Sigh, I'm sorry Arnt but trying to debate this with you seems to be a 
 waste of time, and it's just getting off topic in my opinion.
 
 For once and for all, I have nothing to do with this other than as an 
 observant bystander trying to be helpful, I am not a sock puppet of this 
 fellow Casey as you seem clearly to think I am, I have never so much as 
 met the guy.

 And with that, I bid you adieu, I hope that a resolution can be made 
 between the developers and Mr Casey quickly so FlightGear developers can 
 sleep easy again, but I can't and won't waste further time on this.

Thanks very much for your efforts to find a resolution to this. I really 
appreciate
that you took the time to contact Andrew and bring him onto the list. 

BTW, don't think Arnts opinion carries any particular weight on this list.
AFAIK he has not contributed anything to FG other than the occasional 
request for dynamic sea-levels (nice idea, but way down the priority list) 
and noise about GPL violations liberally sprinkled with groklaw URLs and 
paranioa. 

 PS: I apologise to the list unreservedly if I have upset readers in any 
 way or dragged this so far off topic, my intention was to help, not 
 cause an argument.  I'll just go back to lurking now in the perhaps vain 
 hope that one day FlightGear may need something done which is in my 
 small realm of skill that I may render assistance to this noble project.

I'm sure you'll find something :)



  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-23 Thread Stuart Buchanan
Frederic Bouvier wrote:
 I applied your patch. I noticed this message being repeated endlessly
 when clouds are activated :
 
 Warning: detected OpenGL error 'valeur non valide' after RenderBin::draw(,)

I'm not sure what is going on here. I'm seeing the same warning, but I haven't 
yet
managed to track it down.

 I also noticed that even in the Thunderstorm scenario, the cloud
 coverage is very sparse. Maybe the message tells us it doesn't draw
 every cloud instance. 

Possibly, though there is an existing bug that not all cloud tiles are being 
drawn.

 In fair weather, I have no clouds ( my cloud
 density is set at 100% in the rendering options )

This is a new bug, but I don't think it has been introduced by the patch.

Still working on it :)

-Stuart



  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-23 Thread Stuart Buchanan
Frederic Bouvier wrote:
 Stuart Buchanan a écrit :
  Hi All,
 
  Attached is a small patch for 3D clouds.
 
  It provide the following:
  1) Proper spherical distribution of sprites (previously they were 
  distributed 
 cylindrically - whoops)
  2) Better shading, so the bottom of the cloud is darker than the top.
  3) Fixed a couple of texture sizing bugs.
 
  I don't think any of these are controversial, so if someone would commit 
  it, 
 I'd be grateful.
   
 
 I applied your patch. I noticed this message being repeated endlessly
 when clouds are activated :
 
 Warning: detected OpenGL error 'valeur non valide' after RenderBin::draw(,)

Fixed in the patch below. For some reason the shader didn't like index 16 being 
used...

The patch also fixes the chequer-board effect that was causing very sparse 
cloud cover.

I've still to work out why the Fair Weather scenario isn't displaying clouds 
consistently. 

-Stuart

Index: CloudShaderGeometry.hxx
===
RCS file: 
/var/cvs/SimGear-0.3/source/simgear/scene/sky/CloudShaderGeometry.hxx,v
retrieving revision 1.3
diff -u -p -r1.3 CloudShaderGeometry.hxx
--- CloudShaderGeometry.hxx23 Nov 2008 12:14:57 -1.3
+++ CloudShaderGeometry.hxx24 Nov 2008 01:19:56 -
@@ -42,12 +42,12 @@ class CloudShaderGeometry : public osg::
 {
 public:
 
+const static unsigned int CLOUD_HEIGHT = 10;
 const static unsigned int TEXTURE_INDEX_X = 11;
 const static unsigned int TEXTURE_INDEX_Y = 12;
 const static unsigned int WIDTH = 13;
 const static unsigned int HEIGHT = 14;
 const static unsigned int SHADE = 15;
-const static unsigned int CLOUD_HEIGHT = 16;
 
 CloudShaderGeometry()
 { 
Index: cloudfield.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/cloudfield.cxx,v
retrieving revision 1.22
diff -u -p -r1.22 cloudfield.cxx
--- cloudfield.cxx23 Nov 2008 12:14:56 -1.22
+++ cloudfield.cxx24 Nov 2008 01:19:56 -
@@ -157,14 +157,16 @@ SGCloudField::SGCloudField() :
 }
 }
 
+int leafs = QUADTREE_SIZE / BRANCH_SIZE;
+
 for (int x = 0; x  QUADTREE_SIZE; x++) {
 for (int y = 0; y  QUADTREE_SIZE; y++) {
 field_group[x][y]= new osg::Switch;
 field_group[x][y]-setName(3D cloud group);
 
 // Work out where to put this node in the quad tree
-int i = (int) (BRANCH_SIZE * ((float) x) / ((float) 
QUADTREE_SIZE));
-int j = (int) (BRANCH_SIZE * ((float) y) / ((float) 
QUADTREE_SIZE));
+int i = x / leafs;
+int j = y / leafs;
 quad[i][j]-addChild(field_group[x][y].get(), 0.0f, 2.0f);
 }
 }


  

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Re: [Flightgear-devel] 3d-clouds- Texture updates

2008-11-25 Thread Stuart Buchanan

Heiko Schulz wrote:
 To: FGFS Developers Mail List flightgear-devel@lists.sourceforge.net
 Sent: Monday, 24 November, 2008 23:24:52
 Subject: [Flightgear-devel] 3d-clouds- Texture updates
 
 Hi,
 
 There is a lot of improvement left- some days ago I used for testing the 
 cloudstextures from X-pLane, and they worked better.
 So we just need better textures.
 
 So I did my try and finished today the cl-cumulus textures, and added some 
 first 
 nimbustratus and stratos-textures.
 
 -Well with the last one I'm not satisfied- and there is still the issue with 
 the 
 ugly borders.
 But they only appear on near clouds- not on far distance clouds. Maybe a 
 hint...

I've still to work on that issue...

 -I still need to shape the clouds- If I had knowledge about using Phython I 
 would make a script for Blender
 
 Here some pics:
 http://www.flightgear.org/forums/download/file.php?id=379
 http://www.flightgear.org/forums/download/file.php?id=378
 http://www.flightgear.org/forums/download/file.php?id=377

Looks good. Thanks for your work on this.

 I didn't use the latest snapshots with the improvements, but there should be 
 not 
 much change.

I don't expect to change the XML format or the cloud modeling from now. Mainly 
I'll be bug-fixing and making performance improvement.

-Stuart



  

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Re: [Flightgear-devel] Fwd: Astrasim Expo Flight Simulation Shows 2009

2008-11-25 Thread Stuart Buchanan
James Turner wrote:

 On 24 Nov 2008, at 20:30, Curtis Olson wrote:
 
  I received this email today and am forwarding it to our devel list  
  so all our UK based developers can see.
 
 Assuming the packs are free, worth considering. We have enough people  
 in the UK (or close to it). Depends if they're offering free space or  
 paid space, however.

I suspect they may be expecting us to pay for space - the Sherburn event is free
to attend, and they've got to make money somehow.

Unfortunately these are both probably a bit too far for me to travel. However, 
if they
were to run one in Scotland  ;)

-Stuart



  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-25 Thread Stuart Buchanan
Stuart Buchanan wrote:
 Vivian Meazza wrote:
 
  And I have yet to see any 3d clouds. Any clues on where I should be looking
  (yes the box is checked :-))
 
 Something has changed in the environment manager which means that clouds 
 generateion is now inconsistent. I'm still tracking it down, as my recent 
 changes shouldn't have affected this. 

Well, the cause was a bug in my code, but it didn't expose itself until we moved
to multiple cameras. The attached patch fixes the problem.

I've also put in a new heuristic to improve the frame-rate. Clouds that are 
already sorted
are likely to still be sorted in subsequent frames. Therefore I've put in a 
back-off
mechanism for the bubble-sort pass. This should mean that if you stay 
completely 
stationary, once the clouds become sorted they will eventually only perform a
bubble sort pass every 128 frames.

It would be good to get a feel for how bad performance is with 3D clouds. At 
the moment
I don't have a handle on whether performance is almost good enough, or 
completely 
unacceptable. I'd appreciate it if people would post their observations, 
providing 
details of their machine spec, graphics options and the frame-rate with and 
without 3D clouds - ideally with a description of the general load on the 
machine.

Thanks,

-Stuart


  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-26 Thread Stuart Buchanan
Frederic Bouvier wrote:

 I cheched your patch in but I still have the checkerboard :
 http://frbouvi.free.fr/flightsim/fgfs_clouds_checker.jpg
 but only when the weather scenario is set to none.
 
 -Fred

Thanks for checking in all my patches. 

I'm aware that there are still checkerboard issues. That's next on my list :)

-Stuart



  

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Re: [Flightgear-devel] 3d clouds interaction with overcast layer

2008-11-27 Thread Stuart Buchanan
Hi James,

James Sleeman wrote:
 Sorry if this has already been noted, I don't remember seeing it in the 
 recent discussions. A picture is worth 1000 words...
 
 http://sirius.gogo.co.nz/fgfs-invisible-cloud.png
 
 Taken from about 7000ft, 1500 ft thick overcast layer at low level,  
 scattered 3d clouds with bases a couple thousand feet above the overcast 
 top.  The areas of overcast which are drawn under the 3d clouds are 
 rendered transparent.

No, I hadn't seen that bug before. Very amusing (OK, I'm easily amused...)

Thanks very much for posting it.

I guess the problem is the draw order of the different cloud layers, but I must 
admit that we're
reaching the limits of my graphics programming knowledge again.

Question for Tim: What's going on there - do I need to put the 3D clouds in a 
different rendering bin perhaps?

-Stuart


  

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Re: [Flightgear-devel] 3d clouds interaction with overcast layer

2008-11-27 Thread Stuart Buchanan
Tim Moore wrote:
 The 2D layers are drawn in that order, relative to each other. I didn't 
 consider 
 
 3D clouds when I implemented that in OSG.
 
 Grep for setRenderBinDetails in simgear/scene/sky/cloud.cxx to see how to 
 insert 
 
 the 3d clouds into the cloud layer rendering order.
 
 Tim

Thanks Tim. I'll take a look.

I suspect that, as usual, a quick point in the correct direction from you will 
solve me hours of work :)

-Stuart



  

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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-11-30 Thread Stuart Buchanan
Durk Talsma wrote:

 I just placed the sources and base package for the pending FlightGear 1.9 
 release on my webserver:
 
 http://durktalsmal.xs4all.nl/SimGear-1.99.5.tar.gz
 http://durktalsmal.xs4all.nl/FlightGear-1.99.5.tar.gz
 http://durktalsmal.xs4all.nl/FlightGear-data-1.99.5.tar.bz2

Thanks!

 Please note that I made an aircraft selection that was based on various 
 suggestions made on the list, but that -as far as I'm concerned - this 
 selection is not yet final. I've been trying to cut down the total number of 
 aircraft in the base package, yet preserve the variety in feature richness 
 that we originally had. Based on this, I came to the following list:
 
 777ER   : Fairly Complete Airliner
 B1900d  : Very complete Commuter jet, Twin Turbo Prop.
 bocian  : Our most complete SailPlane
 c17p: Light Single GA; our default aircraft
 dhc2: Versatile Tail Dagger, with Aerotowing Capability
 Concorde: Supersonic Transport
 Dragonfly   : Nice ultralight.
 F14 : Omnipowerful Jet Fighter; has so many features, it is very 
 well capable of representing the category Fighter Jet
 CitationX   : Small Commuter Jet
 SopwithCamel: Historic Aircraft
 UFO : Classified
 Zeppelin NT : Airship
 Zero: WW-II Fighter

The lack of a helicopter seems like an omission.

I note that the base package size above is 200MB.

I did a quick look at the (uncompressed) size in KB of 
each of these aircraft, excluding the CVS directories. 

5564777-200
6208b1900d
13528   bocian
17708   c172p
6752dhc2
20656   Concorde
876 Dragonfly
29428   f-14b
4360CitationX
14464   sopwithCamel
232 ufo
2148ZLT-NT
3968A6M2

As can be seen, there is a huge variation, and some pretty huge planes. I would 
suggest:
- Dropping Concorde It is very nice, but also very advanced for new users.
- Replace the Sopwith Camel with the Stampe. The Stampe is much easier to fly, 
and saves us 6.5MB
- Look at reducing the size of the c172p. The Liveries directory is 9MB, and 
each tailplane texture is currently 1MB.
- Adding the bo105. This means we have a helicopter, and the aircraft is only 
3MB in size.

-Stuart


  

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[Flightgear-devel] Yet Another Clouds Patch

2008-11-30 Thread Stuart Buchanan
Hi All,

Attached is another clouds patch. This does the following:
1) Puts the 3D clouds in a cloud rendering bin, to reduce the transparent edge 
problem. Viewing 3d clouds against a 2D layer _above_ it now blends correctly. 
There is still a problem when viewing a layer below the 3d clouds, and I'm not 
sure if/how I'll manage to solve that. Thanks to Tim for pointing me at the 
correct code (again).
2) Performance improvement by calculating the Bounding box when the cloud is 
generated rather than ever time it is requested.

Could someone please apply it to CVS.

As always, please let me know of any (new) bugs you find. I'd also be 
interested if anyone sees a major performance improvement with this patch - I 
got a decent improvement with it (30 - 35fps)

I am aware of bug causing chess-boarding on stratus layers. I've still to track 
that down.

-Stuart



  

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[Flightgear-devel] Aircraft inter-dependencies for sound and OpenAL

2008-11-30 Thread Stuart Buchanan
Hi Guys,

On some systems (in particular Windows I think), if an aircraft refers to a 
.wav file in another, not installed aircraft, OpenAL prints the following error 
and FG exits:

 (AL_INVALID_VALUE): constructor (alBufferData)
Fatal error: Failed to buffer data.

This makes diagnosis particularly difficult, and has generated a couple of 
topics on the Forums: e.g. 
http://www.flightgear.org/forums/viewtopic.php?f=2t=2191

I've tried putting together a patch for this, but my OpenAL version doesn't 
suffer from this problem, and I've currently got my hands full trying to get 3D 
clouds into an acceptable state for the release.

If someone is just itching for a bug to fix, they might want to take a look. I 
think it would be sufficient simply to output the path of the missing .wav file.

Additionally, aircraft designers may want to bear this in mind, and suggest 
that common sounds (the dc3 sounds are often used by other prop planes) are 
moved into data/Sounds/.

-Stuart



  

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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-01 Thread Stuart Buchanan
James wrote:

 A light sport aircraft or something close would be good, there is a 
 big gap between the Dragonfly and a 172, this in fact is probably the 
 biggest growth area of aviation these days so seems a shame to skip over 
 it. 
 
 Likely candidates (one of):
 
   Lionceau
   Skyranger
   J3

Personally, I've always had a soft spot for the J3 Cub. It doesn't have a 
high-poly model
or an advanced 3D cockpit, bit it something that people with low-spec machines
can run, and it is pretty small (400kb gzipped). It has also been in the base 
package
for as long as I can remember, so provides some continuity.

 Don't know about the Camel, it doesn't have good sound, the wheel chocks 
 don't appear to disappear, having engine throttle is really not 
 realistic etc... I'd prefer the Stampe or AN-2 to be the biplane, both 
 are very nice.

I'm not at my main machine right now, so I can't check, but I think the AN-2 is
about 30MB in size, so probably a bit big for the base package.

-Stuart



  

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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-01 Thread Stuart Buchanan
James Turner wrote:
 On 30 Nov 2008, at 22:23, gerard robin wrote:
 
  For instance, yes, the Stampe is easy to fly but not realistic  
  regarding  the FDM.
  Don't forget  we don't make a Game.

I think the Stampe has fairly good FDM. From my limited experience,
it flies as described here: 

http://www.airbum.com/pireps/PirepStampe.html

I am quite aware that we do not make a game. I've actually used 
FG for some cross-country flight planning in real life 
- it was useful to be able to visualize the terrain prior to flying it.

 But equally, the C172, and the 777 handle 'predictably'. Giving new  
 users aircraft which they might *want* to fly, but which are difficult  
 to fly (without, for example, reading a tutorial) are not the best  
 choice for the base package. Concorde and the P51-d are both in this  
 category I think - they have excellent, well-developed and complete  
 models, but neither are a great choice for a new user to pick up and  
 get into the air with. They will produce lots of 'I tried FG, but all  
 I do is crash and crash and crash' feedback. Unlike other sims we have  
 no 'easy' mode in terms of FDM realism to solve this. (And look at all  
 the P-factor feedback even in the C172)

Exactly my thoughts.

The Concorde may have changed since I last tried it, but as I recall, it
starts with quite limited fuel. This is appropriate for a landing, but means
that it runs out after about 15 minutes on full throttle/afterburner. A new 
user is likely to load the Concorde from the launcher, take off on full 
throttle, 
fly around of 10 minutes annd then run out of fuel without realizing it and 
crash. They won't have read the README file, noticed the Flight Engineer 
view, or understood the fuel dials, fuel transfer system, advanced autopilot 
etc.

Flying the Concorde well requires a lot of study and effort. A completely
new user of FG needs to be offered a set of aircraft that they can have a
positive experience flying. Once we've got them hooked, they will then be
prepared to put the time into flying the challenging planes like the Concorde.

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds Check Board

2008-12-04 Thread Stuart Buchanan
gerard robin wrote:

 Hello,
 I recently succeeded to build FG CVS with osg 2.7.5  and boost ( ouf , but on 
 only one  computer) .
 I get that  strange 3D clouds   mapping , is it just me ?
 http://pagesperso-orange.fr/GRTux/checkboard.jpg

No, it's not just you. It is a (rather poor) attempt by the code to handle 
cloud coverage.

I have a fix for this, along with some further performance tweaks I expect to 
have them available shortly.

-Stuart



  

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Re: [Flightgear-devel] Aircraft inter-dependencies for sound and OpenAL

2008-12-04 Thread Stuart Buchanan
Geoff Air wrote:
 (AL_INVALID_VALUE): constructor (alBufferData)
 Fatal error: Failed to buffer data.
I think the ONLY reason you would get this not very helpful specific message 
is that the FG/SG is compiled against an ALUT previous to version 1, if it 
still exists?, or the header alut.h has NOT been included - see CVS 
simgear\sound\sample_openal.cxx, around line 147 and above for later code ...

OK. Is this a likely scenario v1.99 then?

In particular I'm thinking about the pre-built Windows binaries. Perhaps Fred 
can comment?

-Stuart


  

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[Flightgear-devel] Yet another Clouds Patch (again)

2008-12-04 Thread Stuart Buchanan
Hi All,

Attached is yet another patch for 3D clouds. Could someone please apply it to 
CVS?

This provides the following enhancements  bug fixes
- Fix the chequer-board bug.
- Add proper cloud coverage function - so scattered clouds are now truly 
scattered.
- Add real-time control for visibility range.
- Use a limited set of clouds rather than generating a completely new Geode for 
each cloud. This saves sorting and display time.
- Add controls to Rendering dialog to allow fine-tuning of the number of 
sprites, cloud visibility and the number of different types of cloud.
- Add some variance to the sort back-off to avoid all clouds being sorted at 
the same time.
- Pack attributes into vectors for performance
- Re-order the cloud type determination code so that if a cloud layer could 
either be stratus or cumulus, cumulus is used.
- Lowered the cloud level in the standard cloud configuration slightly so a 
cumulus layer is generated rather than stratus.

These last two mean that you should see some 3D cumuli if disabling real 
weather fetch.

My thanks to Yon Uriarte for his help with performance work.

On my system, this has saved around 10fps - I'm now getting around 38fps 
instead of 28fps.

As always, feedback is appreciated.

-Stuart


  

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Re: [Flightgear-devel] Yet another Clouds Patch (again)

2008-12-05 Thread Stuart Buchanan
Curt wrote:
 I did think of that after scratching my head a while ... the metar reported 
 several cloud layers and 
 I did try to switch to a new location as well as switching to fair weather 
 and thunderstorm ... 
 I did get snow and rain, but with a perfectly clear sky. 

I think there's a bug. I've repro'd it here. I _think_ it may be related to the 
weather interpolation
code I added in the last release.

BTW - I've found the source of a long-standing bug were changing the 
weather scenario when real-weather-fetch was enabled didn't work.


  

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[Flightgear-devel] Final (?) 3D clouds patch

2008-12-06 Thread Stuart Buchanan
Hi All,

Attached is what I'm hoping will be the final 3D clouds patch.

It does the following:
- Replaces simple shader attributes with vectors (this was missed out of the 
last patch by mistake)
- Includes Yon's Fog update code (Thanks!)
- Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the other 
weather scenarios from working.

Let me know of any bugs.

-Stuart


  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-06 Thread Stuart Buchanan
I wrote: 

 Hi All,
 
 Attached is what I'm hoping will be the final 3D clouds patch.

Nope, it wasn't attached, because I hit Send rather than Attach.

This time it is attached.

Sorry for the noise.

 It does the following:
 - Replaces simple shader attributes with vectors (this was missed out of the 
 last patch by mistake)
 - Includes Yon's Fog update code (Thanks!)
 - Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the other 
 weather scenarios from working.
 
 Let me know of any bugs.
 
 -Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Heiko wrote:

 The clouds looking great now- the order problem is 99% solved so much as I 
 can 
 see!

Yes - I think we're pretty much done.

 I see only some few problems still:
 
 -against a second 3d-clouds layer, the problem with z-drawing appears again

I don't know how to solve this at the moment. Sorry :(

 -setting thunderstorm: the clouds has this transparency problem again, 
 perfomance is weak, no lightning and thunder back (o.k. missing feature)
 maybe (just an idea) we can create a special set of a thunderstorm which is 
 loaded instead the usual set which seems to be changed for fitting.

The Thuderstorm scenario has a very specific METAR. We could easily change this
to something that looks better.

One of the enhancements I'd like to make after the release is to allow the 
scenario
METAR strings to be defined in a properties file, so a user can save METARs 
they
want to fly in the future.

 -ns and st-layers covers now full, but also decrease dramatically the fps. 
 Even 
 on my fast machine I only get around 8-12fps- not usuable!
 Maybe it helps a bit if we couple the cloud visibility range with the 
 generell 
 visibility.
 Or we should use of the old, 2d-layers instead!

I don't think we're likely to find massive performance improvements, so 
I think using 2-D layers for stratus might be the best solution for the moment. 

This is very easy to do : The 3D cloud code defaults to a 2D layer if it can't 
find an appropriate cloud definition in the cloudlayers.xml file. So, you can 
simple remove the st and ns sections from cloudlayers.xml. 

If you agree, I'll look at doing that tonight. This may also help with the 
Thunderstorm
scenario.

-Stuart


  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Dave Perry wrote:

 The 3D cloud appearance is much improved.  Thanks to all involved!
 Several questions and comments.
 1.  At night, the emmissive seems very very bright.
 2.  Are you intending that the 3D cloud base should match the lowest 
 level in the current METAR?  I just flew with a KDSM METAR using real 
 weather fetch
 (current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130 
 OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )
 
 This gives a broken layer at 13000 ft AGL but the 3D clouds started at 
 2000 AGL.

Was the weather scenario set to METAR as well - one of the bugs I fixed with the
latest patch was that previously --enable-real-weather-fetch over-wrote the 
various
scenarios. Now, you will only get METAR if you have METAR as the scenario, as
well as --enable-real-weather-fetch.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Curt wrote:
 I wonder if there is some sort of floating point resolution / rounding 
 problem with the sort?  
 I see a lot of flickering myself.  Also if I look some particular direction 
 and the clouds get 
 sorted ok, then look away for even a second, and then look back (by changing 
 the view 
 direction) the clouds seem to have totally lost their previous correct sort 
 and need to be 
 sorted again ... but that doesn't happen until the clouds come back in view.  
 I'm not sure 
 what the sort criteria is, but it seems strange that the sort order would get 
 messed up in 
 a brief second of not having a particular set of clouds in view.

One of the performance improvements introduced with the last patch is to re-use 
clouds rather
than generating unique clouds for each position. This makes a significant 
performance difference
on my system (about 5fps IIRC), but means that occasionally you end up between 
two instances
of the same cloud, and the sprites need resorting as you change the view.

You can avoid this by increasing the number of cloud types in the Rendering 
Options dialog, then
toggling Enable 3D clouds to cause re-generation. At the moment the slider 
goes to 20, which
minimizes the probability of hitting this issue. Obviously, we could increase 
the limit still further 
if required.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-10 Thread Stuart Buchanan
gerard robin wrote:
 However i am , now, a bit disappointed with these flickering   ( too often, 
 may be it is my graphics cards NVIDIA 7800 GS 512 mo) which decrease 
 dramatically the result (mainly with Metar) . And which make me to come back 
 to the 2D clouds, with the GUI preference.
 
 I can understand that, with that last patch you have tried to answer to the 
 low cpu performance, when we are using old computers. 
 It was the case with the old 3D clouds version and nobody apologized about it 
 since we had ever the choice 2D clouds or 3D clouds. 
 
 I did like better one of your previous version. Yes we had that ugly blue 
 edge 
 ( sometime only when we had a 2d Clouds layer behind), but now,  i have blue 
 edge randomly coming on and flickering, which is worth.
 
 Wont it be possible to have a version which will come to a better eye candy, 
 even if it is more cpu eater.   ?  

Hi Gerard,

Thanks for the feedback - much appreciated.

I'll put in an extra option this evening so you can toggle whether the 
number of cloud types is limited or not.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-10 Thread Stuart Buchanan


dave perry wrote:

 You were correct.  I had not set the weather scenario to METAR.  I ran 
 fgfs once with 3D clouds and once w/o 3D clouds, both with 
 real-weather-fetch and scenario METAR.  I only got 1 fps with the 3D 
 clouds.  Earlier with 3D clouds, I got about 21 fps.  

I assume you mean Earlier with 2D clouds, I got about 21fps ?

That's very low. I'd expect a drop of about 10fps. 

What graphics card are you using?

 Also for both 2D 
 and 3D clouds, the field elevation is not accounted for in applying the 
 cloud base MSL height.  The METAR for these 2 runs showed broken at 011 
 (translates to 1,100 ft AGL) but leaving KDSM field elevation of 957 ft 
 MSL, I was in the clouds by 1100 ft MSL or only about 150 ft AGL.  Are 
 we not applying the metar field elevation + metar AGL to get the cloud 
 level?

This sounds like a bug, though I thought I saw something adding the field 
elevation. 
I'll check. Thanks for pointing it out.

-Stuart



  

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[Flightgear-devel] More 3D cloud changes

2008-12-10 Thread Stuart Buchanan
Hi All,

Those keeping an eye on CVS will notice that Tim Moore has committed some 
changes to the clouds code. His changes massively improve performance - way 
above what I've been achieving with my attempts to re-use cloud definitions. I 
am very grateful to Tim for showing me once again how performance improvements 
should be done!

Attached is yet another clouds patch.

This one
- Removes the cloud type re-use code - I think they aren't worth the graphical 
artefacts that they cause in light of Tim's improvements
- Changes the transparency of the clouds. Previously, the clouds were 
transparent at 0m distance, opaque at 200m, then gradually more transparent to 
the fog limits. This meant they were generally quite transparent. Now, they are 
opaque from 200m to 15km, then become transparent at 20km. A side effect of 
this is that the current textures could probably benefit from being made 
slightly transparent to improve the blending of the sprites against each other.

-Stuart



  

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Stuart Buchanan
Heiko wrote:

 since when are the 2d-clouds moving?
 Well exactly- the clouds aren't moving- but there is something between the 2d 
 and 3d-clouds - maybe this explains some renderings bugs Gerad found?

This is the weather being interpolated between METAR states.

Rather than immediately changing the cloudsbase from 1000ft to 1400ft, the 
cloudbases are slowly raised.

-Stuart



  

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Stuart Buchanan
Heiko wrote:

 Flickering -o.k. I can live with that. I noticed the same issue on the MSFS 
 x-Demo with their clouds. But it seems that they interpolate the color and 
 alpha 
 values of the sprites which makes the clouds soft and maybe prevent this 
 visible 
 sorting we still have. And well- MSFS has money and a lot more people working 
 on 
 the clouds than we have! (X-pLane has these flickerings too- you can notice 
 on a 
 video on youtube)
 If I can see right- you have a fps of 26- that's rather high- how you did 
 this? 
 With this clouds I have around 6fps- and I have usually about 60fps.

Is this with Tim Moore's latest patch?

On my system it increases frame-rates significantly with 3D clouds enabled.

 I really have big fps troubles with stratus and nimbus cloud layers here and 
 usually I have no problems to reach 60-100 fps with all features enabled. In 
 the 
 moment I don't see that we can get this with 3d-clouds and from the 
 commercial 
 (game)sims I know, that they even use 2d-layers instead.
 So we should use the 2d-layers instead. Maybe we can improve the textures for 
 these 2d-clouds.

OK. I'll comment out the stratus and nimbus 3D cloud layers in cloudlayers.xml

 Generelly the clouds appearence is better though of course we should add some 
 alpha to the textures. I will try this to make this weekend. 

Thanks. If that doesn't work very well, I can add some alpha within the shader.

 The only thing I don't like, that is that the cloud visibility range is only 
 to 
 20km and at the horizon they look very blueish- never seen in reality.

This is due to the fog blending. They should still be affected by the sun 
position, colour etc.

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-14 Thread Stuart Buchanan
Csaba wrote:

 Also, add one new bug reported by Jano: even if you are using METAR
 scenario, METAR updates don't affect the visuals. That is, if you fly
 to another airport, or wait for the 15 minute update interval, nothing
 changes even though the new values show in the property browser.

The attached patch fixes this - the 3D clouds now respect changes to 
the environment caused by updated METAR etc.

It also increases the AlphaFunc as suggested by Tim.

I've also committed Heiko's latest cloud changes. Please let me know 
if these improve things. 

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-15 Thread Stuart Buchanan
Martin Spott wrote:

 Not meaning to complain or trying to urge anyone, I just wanted to
 report back that setting:
 
   --prop:/environment/weather-scenario=METAR
 
 either on the command line or in the ~/-fgfsrc file still does neither
 set the Weather source to METAR in the Weather Scenario menu nor
 does it set the respective entry in the property tree (according to the
 Property Browser). When setting the string to METAR in the Property
 Browser I _do_ experience a visible change in the cloud scenario and
 the Weather source indeed lists METAR, but the clouds still look
 different from those which I get by selecting the respective Weather
 source again, directly in the Weather Scenario menu.

Hi Martin,

I agree that this is a serious bug, and is next on my list to fix. I hope to 
get 
around to it on Tuesday evening, but if anyone has too much time on their hands
in the meatime ... :)

I think the root of the problem is that the Weather Scenario dialog forces a 
rebuild of
all the clouds. I think this should be done whenever the 
/environment/weather-scenario
is changed.

-Stuart



  

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Nasal globals.nas, 1.42, 1.43

2008-12-17 Thread Stuart Buchanan
Melchior FRANZ wrote:

 * James Turner -- Wednesday 17 December 2008:
   + var KT2MPS = 0.51; # knots to m/s
 
  Personally I think all these constants would be easier to
  read if they were written the same way as the Simgear ones,
  i.e MPS_TO_KT, NM_TO_M and so on.
 
 I find them equally easy to read and decided to use the way
 that YASim uses (from the same author as Nasal, as you probably
 know). See ./src/FDM/YASim/FGFDM.cpp. I only made the DEG2RAD
 even shorter (which might indeed have been a mistake). But you
 can easily do something like this in your Nasal code (once there
 is something like your Nasal code, that is ;-):
 
   var MPS_TO_KT = MPS2KT;
 
 What do other Nasal developers think? I'm willing to change
 it if others have problems with that, too. (And to change all
 occurrences in the repository.)

Well, it's been a while since I wrote some Nasal code, but I personally
prefer the longer names. But then my code tends to be very verbose
anyway. :)

 BTW (or BY_THE_WAY, as some say): 

LAUGH_OUT_LOUD

-Stuart



  

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[Flightgear-devel] (no subject)

2008-12-17 Thread Stuart Buchanan
Hi All,

Attached is a very small patch that fixes the issue reported by Martin where  
--prop:/environment/weather-scenario=METAR had no effect.

I think this is a pretty safe patch that should be included in the release.

-Stuart



  

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[Flightgear-devel] METAR Patch (was : no subject)

2008-12-17 Thread Stuart Buchanan
I wrote:

 Subject: 
 
 Hi All,
 
 Attached is a very small patch that fixes the issue reported by Martin where  
 --prop:/environment/weather-scenario=METAR had no effect.
 
 I think this is a pretty safe patch that should be included in the release.
 
 -Stuart


Sorry for the lack of subject.

-Stuart


  

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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-18 Thread Stuart Buchanan
John Denker wrote:

 On 12/17/2008 08:04 PM, Csaba Halász wrote:
 
  I assume you are not using sync-to-vblank or fps throttle. 
 
 That's a correct assumption.  Forsooth, I've never heard of 
 sync-to-vblank or fps throttle in this context.  The names
 sound nice, but
 -- They are not mentioned in --help --verbose
 -- They do not appear in the drop-down menus AFAICT.
 -- They do not appear in the getstart manual or in
   any of the plain-text documents in data/Docs AFAICT.

Good point.

If I get the chance before the release I'll check the manual 
and make sure they are mentioned.

 I mention this because I'm trying to test things from
 the user's point of view.  If these features are going
 to be important to users, it would be useful to put
 them where users can find them.
 
 Or ... maybe turn them on by default.  Recomputing the
 image at a rate that exceeds the refresh rate of the
 display seems kinda pointless, unless I'm overlooking
 something.

That is a fair point, but I don't think we have any easy way
to determine the refresh rate of the display.

Setting the fps throttle by default in preferences.xml might be
worthwhile. I don't have it set myself, but I believe that many 
people use it to provide more consistent frame-rates.

-Stuart



  

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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-18 Thread Stuart Buchanan
Durk Talsma wrote:

 Okay, of the people who responded, the vote was unanimously against this 
 idea. 
 If it's up to me, I vote for going back to our original consensus, and 
 releasing this version as 1.9.0. As far as I can tell, this number has the 
 majority vote, and although not Curt's preference, he can live with it. 

OK. I'll update the manual source to say 1.9.0 rather than 1.99.5.

Durk - if you change your mind right before the release, can you make sure
that Martin has checked in a new version of the manual with the new version
number.

Martin - I'll assume you are happy to generate the manual for the release and
check it in. Let me know if you're too busy.

-Stuart



  

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Re: [Flightgear-devel] Further 3D clouds patch

2008-12-19 Thread Stuart Buchanan
Vivian wrote:
 I hope I'm doing something wrong with cvs-head source and data as of this
 morning. I'm seeing this (using METAR at KSFO):
 
 ftp://ftp.abbeytheatre2.dyndns.org/fgfs/Screen-shots/clouds.jpg
 
 apart from this the recent cloud update is working well. Cumulus looks
 particularly well, and the frame rate hit is just bearable.

Could you post the METAR you had when you saw this?

The white layer looks like stratus, which should have been disabled by the 
latest changes to cloudlayers.xml. I'm not sure what the dark gray boxes are - 
possible nimbo-stratus. We may need to disable everything by Cu and Cb for the 
release.

-Stuart



  

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Re: [Flightgear-devel] Further 3D clouds patch

2008-12-19 Thread Stuart Buchanan
Vivian wrote:

 Of course, by the time I looked the METAR had changed. No matter - this
 gives a very similar effect:
 
 SCTO36 BKN047 OVC060
 
 Don't suppose that helps much

Yes, it helps. I can put together the appropriate cloud layers from that 
information.

Thanks,

-Stuart



  

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Re: [Flightgear-devel] METAR interpolation?

2008-12-19 Thread Stuart Buchanan
Curt wrote:

 I just did a cross country flight with the latest CVS cloud/weather/metar 
 changes and I noticed that the weather interpolation that smoothed out
 abrubt changes to wind and clouds when a new METAR report comes 
 in seems to have now been lost.  We are back to abrubt wind and cloud 
 changes.  I haven't had a chance to dig in myself, but thought I'd mention 
 this to the folks that currently have their heads immersed in that section of 
 the code.

Thanks for the bug report.

The culprit as you guessed is some of the 3D cloud changes. The attached patch
reverts one of my changes which ensured that the 3D clouds were updated with 
METAR. Unfortunately this had the side-effect of over-writing the environment
properties, and therefore nuking the interpolation work.

The patch below backs out that change. Unfortunately this means the change
to the cloud coverage due to changing METAR will not be reflected in the 3D 
clouds
(2D clouds are unaffected). Unfortunately I don't think it will be possible to 
fix
this before the release.

Could someone please commit this? Thanks.

-Stuart


Index: environment_ctrl.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Environment/environment_ctrl.cxx,v
retrieving revision 1.58
diff -u -p -r1.58 environment_ctrl.cxx
--- environment_ctrl.cxx19 Dec 2008 07:42:13 -1.58
+++ environment_ctrl.cxx19 Dec 2008 22:36:48 -
@@ -502,7 +502,6 @@ FGMetarEnvironmentCtrl::update_env_confi
 double aircraft_alt = fgGetDouble(/position/altitude-ft);
 char s[128];
 int i;
-bool rebuild_clouds = false;
 
 for (i = 0, layer = layers.begin(); layer != layers_end; ++layer, i++) 
{
 double currentval;
@@ -520,7 +519,6 @@ FGMetarEnvironmentCtrl::update_env_confi
 const char* coverage = (*layer)-getStringValue(coverage, 
clear);
 if (strncmp(fgGetString(s), coverage, 128) != 0) {
 fgSetString(s, coverage);
-rebuild_clouds = true;
 }
 
 snprintf(s, 128, cl, i);
@@ -570,10 +568,6 @@ FGMetarEnvironmentCtrl::update_env_confi
 }
 }
 
-if (rebuild_clouds) {
-// Force an update of the 3D clouds
-fgSetDouble(/environment/rebuild-layers, 1.0);
-}
 } else {
 // We haven't already loaded a METAR, so apply it immediately.
 dir_from = fgGetDouble(/environment/metar/base-wind-range-from);


  

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Re: [Flightgear-devel] METAR interpolation?

2008-12-19 Thread Stuart Buchanan

Csaba wrote:
 On Fri, Dec 19, 2008 at 11:38 PM, Stuart Buchanan wrote:
 
  The patch below backs out that change. Unfortunately this means the change
  to the cloud coverage due to changing METAR will not be reflected in the 3D 
 clouds
  (2D clouds are unaffected). Unfortunately I don't think it will be possible 
  to 
 fix
  this before the release.
 
 I personally consider that a show-stopper (unless we disable 3d clouds
 in the release).

Just to be clear:

a) The patch I provided fixes METAR interpolation.

b) However, it means that 3D clouds are not completely interpolated. A change in
cloudbase will be interpolated (quite nicely). However, a change in cloud 
coverage
(including the removing or adding of layers) will _not_ have any effect.

I agree that its bad. Unfortunately I don't have time to fix it this weekend 
before the
release.

If someone else wants to look, the place to start is the fgclouds.cxx code, in 
particular
update_metar_properties() and update_env_config(). There is currently a split 
between
fgclouds and the environment manager setting up these properties. 

-Stuart


  

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Re: [Flightgear-devel] METAR interpolation?

2008-12-21 Thread Stuart Buchanan
I wrote :

 Csaba wrote:
  On Fri, Dec 19, 2008 at 11:38 PM, Stuart Buchanan wrote:
  
   The patch below backs out that change. Unfortunately this means the change
   to the cloud coverage due to changing METAR will not be reflected in the 
   3D 
  clouds
   (2D clouds are unaffected). Unfortunately I don't think it will be 
   possible 
 to 
  fix
   this before the release.
  
  I personally consider that a show-stopper (unless we disable 3d clouds
  in the release).
 
 Just to be clear:
 
 a) The patch I provided fixes METAR interpolation.
 
 b) However, it means that 3D clouds are not completely interpolated. A change 
 in
 cloudbase will be interpolated (quite nicely). However, a change in cloud 
 coverage
 (including the removing or adding of layers) will _not_ have any effect.
 
 I agree that its bad. Unfortunately I don't have time to fix it this weekend 
 before the release.

I've managed to fix this by differentiating rebuilding the 3D layers
(e.g. due to METAR updates) from rebuilding the entire environment (due to a 
change in scenario).

Could someone apply the attached patch please?

Thanks

-Stuart


  

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Re: [Flightgear-devel] screenshots for v1.9

2008-12-23 Thread Stuart Buchanan
Heiko Schulz wrote

 Hi,
 
 Here are some of my screenies for the gallery! Feel free to take one or more 
 of 
 them.
 
 http://www.hoerbird.net/galerie/FGFS1.9.0/index.htm

Absolutely superb!

 Merry Christmas and a happy new year to all!
 HHS

And to you too.

-Stuart



  

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Re: [Flightgear-devel] RFC : FlightGear Roadmap for 2.0 and further

2008-12-25 Thread Stuart Buchanan
Tat wrote:

 I'm very happy that we finally released 1.9.0.

Thanks for your hard work in making it happen!

 According to the discussions before the release, I believe that many of us 
 are 
 willing to release FlightGear more often, like semiannually or quarterly (or 
 even more often). To release more than once a year, I believe that we need to 
 have clearer roadmap, versioning policy, and the release process.
 Here are my opinions so please give me comments and feedback please.

A roadmap would be a great idea. However, I'm not sure a quarterly release cycle
is realistic. Allowing for a 2 week RC test, you're talking about less than 3 
months
of actual development between releases. That's not much time. 

For example, I think we've had 3D clouds in CVS for 3 months at least, and 
we certainly haven't ironed out all the bugs yet.

 1) The version numbers and release dates
 Here's an example list of version numbers and release dates when FlightGear 
 will 
 be released quarterly.
 
 2.0 - at the end of March, 2009
 2.1 - at the end of June, 2009
 2.2 - at the end of September, 2009
 2.3 - at the end of December, 2009
 
 0.1 is increased on every release until it reaches the goal of 3.0.0 (it can 
 be 
 2.10.0 or 2.150.0 :-p)

I'd prefer to name something 2.0 or 3.0 when we think we are producing a major
release, with significant new features. Producing 3.0 simply because the last
release was 2.9 will set false expectations for users - they will be expecting
significant feature improvements.

Much better would be 2.01, 2.02 ... that gives us much more leeway before the
next major release.

 I think incrementing minor version number on each release is enough for our 
 project, and micro version number can be reserved for bug-fix releases 
 between 
 two releases. 

That's certainly sensible.

 2) Milestones (Goal for each release)
 Here's an example list of must-achieve things for 2.0.0 (based on 
 discussion 
 on the list, I believe).
 
 [2.0.0 - at the end of March, 2009]
 Functionality:
   - Landing Lights
   - Shadows
   - More improvements in 3D clouds (I don't know the exact goal on this 
 though...)

These seem like sensible goals for a 2.0 release. However, they appear to be
very dependant on Tim and myself.

Regarding 3D clouds: - There are significant ordering issues, quite apart
from the challenge posed by creating stratus layers. Frankly, unless someone 
else is intending to spend significant time writing 3D clouds _code_, I don't 
think 3 months is going to be enough time for me to fix all the issues.

I made myself enough of a hostage to fortune last time by saying I'd
have them ready by Christmas - I'm not making that mistake again ;)

I believe Tim has spent some time working on Shadows (don't know about
landing lights). He's much more sensible than me and hasn't said when
he'll have any code ready ;)

Pushing for a release in 3 months without any commitment from the
developers involved in the main feature improvements is pretty high risk.

[We'll gloss over the fact I'd be a bit disgruntled being told when to have 
something
ready. That's far to close to work, and FG dev is pretty close already ;) ]

 Reliability:
   - NaN things must be eliminated

I completely agree on this one. 

 We can add more items on each category (I took these categories from 
 ISO-9126, 
 but we can express the must-achieve things in a different categorization) 
 Maybe 
 we need to separate general FG things from per aircraft things.
 
 It is also very good to organize the must-achieve items for each release 
 based 
 on the following documents:
 - http://wiki.flightgear.org/index.php/Long_Term_Goals
 - http://wiki.flightgear.org/index.php/FGFS_Todo
 - http://wiki.flightgear.org/index.php/Feature_Requests_/_Proposals_/_Ideas

As far as I am aware, none of those documents is up to date, or reflects current
development.

I think a roadmap checked into CVS would be more sensible. We have a docs
repository for exactly this sort of thing. At the very least it would mean that 
some random user can't just add features to the roadmap.

snip

 3) Release branch
 I believe that we need to have a release branch for both developers and 
 release 
 organizers.
 The main reason is to separate bug fixes from implementing a new features. 
 This 
 way, developers don't have to wait for the release
 to check in attractive but likely buggy code to cvs. Usually you must not 
 include a new feature to the release branch once it is created.
 However, if many developers want to include one to the release branch, then 
 we 
 can discuss it in the list.
 After each release, we'll merge the bug fixes to trunk. If we get used to 
 this 
 release process, maybe a branch exists only for a few weeks,
 and thus merging changes to trunk is not gonna be that hard.

I think cutting a release branch just prior to the release makes sense, but 
having long-term
release branches and only merging from trunk when you're confident a feature is 

Re: [Flightgear-devel] 1.9.0 feedback

2008-12-27 Thread Stuart Buchanan
James Turner wrote:

 I'm noticing quite a few people on the forums with difficulty running  
 1.9.0 - either long delays on startup, hangs while loading scenery,  
 crashes or rendering issues. Some of these are certainly driver  
 issues, especially with ATI and the dreaded Intel chipsets. And of  
 course people who're having problems are the most vocal on forums :)

In fact, sadly it seems pretty difficult to find a positive comment about 1.9 :(

Unfortunately, it appears that nowadays pretty much every FG developer runs
NVidia, and often Linux, so we're simply not using the same platform as a
lot of our users.

I think it's something we need to bear in mind for the next release. We'll need
to put more effort to get external testing of RCs on Windows/ATI.

 It does seem as if the message that 1.9.0 is a release *leading  
 towards* 2.0 has not been communicated very clearly outside this list,  
 though - I'm not sure if there's any way that could be achieved? We  
 need people to run the code to get feedback, obviously, but some  
 people seem to think that 1.0 has been 'replaced', and while that's  
 sort of true, I figured both would remain available in parallel until  
 the 2.0 timeframe.

Except that the aircraft downloads etc. on the flightgear website are now
only 1.9...

Given that the only announcement for 1.9 is a single line on the website,
this isn't surprising. As far as I am aware, we haven't really announced
1.9 either through the -user mailing list, or the Forum. Durk - do we have
a change-log we can advertize yet?

-Stuart



  

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Re: [Flightgear-devel] 1.9.0 feedback

2008-12-28 Thread Stuart Buchanan
Durk wrote:

 In the mean time, here is the changelog.

A couple of comments on reading this again. 

 rendering bugs). The switch to OpenSceneGraph marks an important milestone
 for FlightGear, as it allows us to make full use of the advanced rendering
 options already available in OpenSceneGraph, such as stereographic view modes
 on screen statistics, easy definition of cameras for multiscreen systems, 
 onscreen statistics, native OpenSceneGraph 3D model loaders and much more.

onscreen statistics is mentioned twice.

 Major new developments and features:
 - Major overhaul of the graphics code. FlightGear 1.9.0 makes use of the
 OpenSceneGraph library
 - Easy setup of multidisplay systems using multiple OpenSceneGraph Cameras
driven by one single instance of FlightGear.
 - Multithreaded 3D model loader leads to much smoother performance
 - New particle system based precipitation code
 - configurable XML particle animations for smoke, spray, fire, etc
 - New dynamically configurable 3D Clouds.
 - pick animations, which allow for better clickable instrument panels
 - multiplayer specific on-screen menu
 - AI code can generate wingmen
 - At selected airports, it is now possible to start at a predefined parking
position, as an alternative to starting at the runway.
 - Support for Lighter than air vehicles
 - Shader based tree rendering. This new feature allows For much denser tree

Reads better as This new feature allows for much higher tree density without 
any
reduction in frame rate

-Stuart



  

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