Andy Ross wrote:
+ At 192 triangles and 6 128x128 textures, this is an expensive
instrument. There were no significant effect on frame rate on my
machine, but we can't be sprinkling gadgets like this around the
panel without hurting someone.
Well, it spoiled the fun for me. FPS from
Andy Ross writes:
+ This one really annoys me: the AC3D file format apparently doesn't
allow you to specify normals explicitly, it wants to calculate them
itself. This works fine for the vertices inside the texture, but
texture boundaries show up as sharp edges because the polygons in
Andy Ross writes:
+ It's so close to the near clip plane that the precision errors cause
nasty jittering; this happens to the rest of the cockpit geometry
too. Honestly, I think this is probably unavoidable. We should
really look at solutions for drawing the cockpit into a
Erik Hofman [EMAIL PROTECTED] said:
Well, it spoiled the fun for me. FPS from 10-15 down to 1 fps :-(
Erik
Hmmm...that seems a bit extreme. The model as a whole is a lot more complex.
Best,
Jim
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I lied again:
The perl scripts that generated the ball are attached. The ball.pl
script spits out the .ac file, while balltex.pl generates the texture
Postscript in a very similar manner to the gauge stuff I posted
earlier. Pass it an argument of north/south/east/west/top/bottom to
tell it
Jim Wilson wrote:
Andy Ross wrote:
What might be easier, though, is allowing for a optional 6-element
vertex line that included the normal.
We should be able to load into ac3d. But if we embedded commands
into the name tags we'd be ok.
Ah, I see what you're saying. You're right, your
Andy Ross writes:
You know, that's not a bad idea. What might be easier, though, is
allowing for a optional 6-element vertex line that included the
normal. For this application, this is simpler since we already know
the normal. Code changes to plib would be limited to detecting the
David Megginson wrote:
For now, Andy, why not just generate a single object containing all of
the surfaces, rather than 6 separate objects? Then plib will have
less trouble with the normals.
Unless I've misunderstood the file format, this won't work. You only
get one texture per object; so
David Megginson [EMAIL PROTECTED] said:
Andy Ross writes:
You know, that's not a bad idea. What might be easier, though, is
allowing for a optional 6-element vertex line that included the
normal. For this application, this is simpler since we already know
the normal. Code
I spent ten minutes before my flight this morning snapping 51 quick
interior and exterior photos with my digital camera. I've put the
some of the photos from that shoot (the panel portion) together on a
Web page:
http://www.megginson.com/flightsim/c172p/
This page contains high-resolution
Andy Ross writes:
Unless I've misunderstood the file format, this won't work. You only
get one texture per object; so I need at least 6 objects.
You can combine all six 128x128 textures into a single 512x512
attitude.rgb file. I think that autoscaling in plib is working now,
so old
On Friday 21 June 2002 8:41 am, Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
Well, it spoiled the fun for me. FPS from 10-15 down to 1 fps :-(
Erik
Hmmm...that seems a bit extreme. The model as a whole is a lot more
complex.
Best,
Jim
Andy Ross writes:
Jim Wilson wrote:
Andy Ross wrote:
What might be easier, though, is allowing for a optional 6-element
vertex line that included the normal.
We should be able to load into ac3d. But if we embedded commands
into the name tags we'd be ok.
Ah, I see what you're saying.
I can get hires photos of a Warrior, Archer, Arrow, Grumman Tiger,
Beechcraft Sierra, C182, C172R, C172RG, Mooney 201, Saratoga II and possibly
an Aztec F.
I love my new flying club!
What do we have and what do we need? Would it also be helpful to get hires
photos of the outsides of planes and
Ryan Larson writes:
I can get hires photos of a Warrior, Archer, Arrow, Grumman Tiger,
Beechcraft Sierra, C182, C172R, C172RG, Mooney 201, Saratoga II and possibly
an Aztec F.
I love my new flying club!
Sounds good. We have an Arrow as well, but I don't think they'll let
me close to
David Megginson wrote:
Andy Ross writes:
Unless I've misunderstood the file format, this won't work. You
only get one texture per object; so I need at least 6 objects.
You can combine all six 128x128 textures into a single 512x512
attitude.rgb file.
Oh. Duh. Yeah, I can do that. :)
I
after the merge of the cube sides in the attitude ball i now have one
huge ball sitting in the middle of the panel. you can find a picture
at http://caliban.lbl.gov/fgfs-screen-002.ppm.
also, i looked at pictures of the a4 panel and i didn't see such an
instrument.
--alex--
--
| I believe the
Alex Romosan wrote:
after the merge of the cube sides in the attitude ball i now have one
huge ball sitting in the middle of the panel. you can find a picture
at http://caliban.lbl.gov/fgfs-screen-002.ppm.
I goofed the radius, sorry. It's currently a 7cm wide ball, which is
too small, but
Andy Ross [EMAIL PROTECTED] said:
The seams are gone, and it looks better, although the lighting issues
and jitter are still to be fixed.
This looks a lot better. Just checked in a start on some adjustments to the
cockpit geometry and a bezel for the attitude ball. How sure are you that
On Thursday, June 20, 2002, at 01:19 PM, ima sudonim wrote:
I got VIM (that's a GREAT tutorial that came with), joe (a wordstar
klone -- I used to use Borland sidekick tsr to do my compiles so I don't
have to memorize the commands at least), nedit give errors:
NEdit: Locale not
> I have submitted a patch to David. Here is what is needed :
>
> SG_USING_STD(find);
> SG_USING_STD(vectorSGPropertyChangeListener *>);
> SG_USING_STD(vectorSGPropertyNode *>);
>
> around line 29 of props.cxx
>
> -Fred
I just entered the changes and everything builds just fine. I'll wait for
Hi,
another nasty question from a user who hasn't bothered browsing
through the source code: I have found in the CVS of FlightGear
recently that the autopilot's altitude function doesn't work. It
reliably steers me into the ground no matter what altitude I set
(tried 3000, 5000, 15000, etc.),
On Friday 21 June 2002 10:06 pm, Major A wrote:
Hi,
another nasty question from a user who hasn't bothered browsing
through the source code: I have found in the CVS of FlightGear
recently that the autopilot's altitude function doesn't work. It
reliably steers me into the ground no matter
You -are- engaging it and not just setting a target, right?
I ask because I'm not seeing a problem, but I only checked the 172
Sure. F11, then 3000ft or so. It takes over the trim for me. Try with
747-yasim, take off, around 1000ft engage the AP to 3000ft and hope
you haven't got too many
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