Re: [Flightgear-devel] City signs

2005-05-14 Thread Jon Stockill
Dave Culp wrote: I made a large (1000 meter) sign to place over the coordinates for Sembach and Enkenbach, Germany, because the scenery data for that area is not good enough for finding towns visually. http://home.comcast.net/~davidculp2/city_sign.jpg It would be possible to put these over

Re: [Flightgear-devel] City signs

2005-05-14 Thread Harald JOHNSEN
Dave Culp wrote: I made a large (1000 meter) sign to place over the coordinates for Sembach and Enkenbach, Germany, because the scenery data for that area is not good enough for finding towns visually. http://home.comcast.net/~davidculp2/city_sign.jpg It would be possible to put these over

Re: [Flightgear-devel] City signs

2005-05-14 Thread Paul Surgeon
On Saturday, 14 May 2005 12:50, Jon Stockill wrote: It's easy enough to do using the date from GNS (http://earth-info.nga.mil/gns/html/) the biggest quiestion is how to generate the signs - imagemagick could be used to generate a texture to add to a standard model (and an appropriate xml file

[Flightgear-devel] Simgear props dialogs

2005-05-14 Thread Harald JOHNSEN
The last commit on props.cxx and prios_io.cxx has a side effect on dialogs. They appear correctly the first time you invoke them, but on the second time they are drawn in the bottom left corner of the screen with a transparent background. A roll back on these 3 files corrected the problem.

[Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Melchior FRANZ
* Harald JOHNSEN -- Saturday 14 May 2005 14:11: The last commit on props.cxx and prios_io.cxx has a side effect on dialogs. They appear correctly the first time you invoke them, but on the second time they are drawn in the bottom left corner of the screen with a transparent background. I'll

[Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 14 May 2005 14:29: * Harald JOHNSEN -- Saturday 14 May 2005 14:11: The last commit on props.cxx and prios_io.cxx has a side effect on dialogs. They appear correctly the first time you invoke them, but on the second time they are drawn in the bottom left corner

Re: [Flightgear-devel] City signs

2005-05-14 Thread Dave Culp
How did you made that ? Is it a scenari object inserted in the .stg or a run time generated poly from a text string ? I made a simple 1000m long rectangle to form the sign. The texture is a 256x256 rgb that can contain about 8 city names (depending on font size, of course). I put it in the

Re: [Flightgear-devel] City signs

2005-05-14 Thread Dave Culp
http://home.comcast.net/~davidculp2/city_sign.jpg It's easy enough to do using the date from GNS (http://earth-info.nga.mil/gns/html/) the biggest quiestion is how to generate the signs - imagemagick could be used to generate a texture to add to a standard model (and an appropriate xml

Re: [Flightgear-devel] City signs

2005-05-14 Thread Curtis L. Olson
Dave Culp wrote: That sounds interesting. Also, I wonder if the HUD could generate and place text strings instead? Here are possibilities: 1) Allow each .stg file to have one 256x256 texture, hand made, containing the names of the biggest 8 (or 16, or whatever) towns. The signs and their

Re: [Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Roy Vegard Ovesen
On Saturday 14 May 2005 14:56, Melchior FRANZ wrote: * Melchior FRANZ -- Saturday 14 May 2005 14:29: * Harald JOHNSEN -- Saturday 14 May 2005 14:11: The last commit on props.cxx and prios_io.cxx has a side effect on dialogs. They appear correctly the first time you invoke them, but on

[Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Melchior FRANZ
* Roy Vegard Ovesen -- Saturday 14 May 2005 16:24: On Saturday 14 May 2005 14:56, Melchior FRANZ wrote: Unfortunately, something in the dialog code seems to rely on that bug. Working on it ... I'll add that reloading the gui (Debug-Reload GUI) at runtime fixes the dialogs. Hope this info

Re: [Flightgear-devel] City signs

2005-05-14 Thread Arnt Karlsen
On Sat, 14 May 2005 08:02:42 -0500, Dave wrote in message [EMAIL PROTECTED]: How did you made that ? Is it a scenari object inserted in the .stg or a run time generated poly from a text string ? I made a simple 1000m long rectangle to form the sign. The texture is a 256x256 rgb that

Re: [Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Andy Ross
Melchior FRANZ wrote: I've found the bug already. In dialog.cxx: // Remove automatically generated properties, so the layout looks // the same next time around. if(!userx) props-removeChild(x); if(!usery) props-removeChild(y); if(!userw) props-removeChild(width);

Re: [Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Frederic Bouvier
Andy Ross a écrit : Melchior FRANZ wrote: I've found the bug already. In dialog.cxx: // Remove automatically generated properties, so the layout looks // the same next time around. if(!userx) props-removeChild(x); if(!usery) props-removeChild(y); if(!userw)

[Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Melchior FRANZ
* Andy Ross -- Saturday 14 May 2005 19:07: I'm confused, those properties are removed only if they did not exist originally (i.e., they were created by the layout process). Only Nasal dialogs are generated new every time. The ones in $FG_ROOT/gui/dialogs/ are only read once and then remain in

[Flightgear-devel] City signs

2005-05-14 Thread ImaSudonim
Dave, Interesting you should mention that. This would be great for those of us who fly fgfs using VFR. Have you seen my mail from a while back http://mail.flightgear.org/pipermail/flightgear-devel/2003-February/015331.html? If I remember correctly this MSFS add-on allows you to do something

Re: [Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Andy Ross
Melchior FRANZ wrote: Only Nasal dialogs are generated new every time. The ones in $FG_ROOT/gui/dialogs/ are only read once and then remain in the property tree, no? When such a dialog is displayed next time, it will again read x/y/width/height ... which were removed at the end of the first

[Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Melchior FRANZ
* Andy Ross -- Saturday 14 May 2005 19:35: The real question is: what is the code that is reading from the removed node? For example, the removed x value on second display is read again: Here: --- dialog.cxx 6 May 2005 11:46:52 - 1.30 +++ dialog.cxx 14 May 2005 18:10:05 - @@

Re: [Flightgear-devel] City signs

2005-05-14 Thread Dave Culp
As I'm very visually challenged, a sign in the air over an airport saying KJFK 2.5 miles or some such would be a big help finding my way around. Identifying particular buildings in the air would be nice too. (Golden Gate bridge, Washington Monument, landmarks like large cemetaries and parks).

Re: [Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Andy Ross
Melchior FRANZ wrote: For example, the removed x value on second display is read again: Both of those circumstances have a default value specified, for precicely the reason that the nodes may not exist. Calling getIntValue(node, default) on a node that had previously been deleted with

[Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Melchior FRANZ
* Andy Ross -- Saturday 14 May 2005 20:28: Calling getIntValue(node, default) on a node that had previously been deleted with removeChild() should *never* return anything but the default value specified (that is, after all, the whole point of having a default value in the first place). That

[Flightgear-devel] Re: City signs

2005-05-14 Thread Melchior FRANZ
Hey, I had something like that implemented: http://members.aon.at/mfranz/marker.jpeg [60 kB] It popped up balloons over the nearest 5 airports. Was all done by my late metar script written in Perl. I would just need to add some text ... :-) m.

[Flightgear-devel] City signs

2005-05-14 Thread ImaSudonim
Dave, Yes, that's invaluable. You're fast! 8-) That's EXACTLY what I was looking for! Now if it only said, Alcatraz 2.5 miles @ 255 degrees. Oh, but I can dream can't I? 8-) You can get prices of sectional charts here, they're about 8 dollars or so each. Here's a price list:

Re: [Flightgear-devel] Re: City signs

2005-05-14 Thread Dave Culp
http://members.aon.at/mfranz/marker.jpeg [60 kB] It popped up balloons over the nearest 5 airports. Was all done by my late metar script written in Perl. I would just need to add some text ... :-) You win the prize for style :) Those look nice. Dave

[Flightgear-devel] Re: City signs

2005-05-14 Thread Melchior FRANZ
* Dave Culp -- Saturday 14 May 2005 21:08: http://members.aon.at/mfranz/marker.jpeg [60 kB] You win the prize for style :) Those look nice. Sorry, I can't accept that prize. It's just colored squeres. No text. :-) The only nice thing is that not a single line in the source or even the

[Flightgear-devel] City signs

2005-05-14 Thread ImaSudonim
Melchior, That's also very nice! Either would work very well for me. Yours is very colorful! I can see the balls working also as the circles do in the msoft flightsimulator tutorial. In the tutorial, you can fly down hoops to catch the right glideslope for landing. It helps to hold my

[Flightgear-devel] Re: City signs

2005-05-14 Thread Melchior FRANZ
* [EMAIL PROTECTED] -- Saturday 14 May 2005 21:46: [http://members.aon.at/mfranz/marker.jpeg [60 kB]] Is all this neat stuff in CVS or the scenery data? 8-) No. And I never adapted it to the new airport database format. So it isn't functional at the moment. Maybe I'll fix it later (in some

[Flightgear-devel] Re: City signs

2005-05-14 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 14 May 2005 22:36: I never adapted it to the new airport database format. So it isn't functional at the moment. That is: it would have to be changed to read locations from another list, that contains name type lon lat elevation for each city etc. Should be easy to

Re: [Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Erik Hofman
Melchior FRANZ wrote: So, should we sweep the ... worms ... under the rug, again? And pretend everything is fine? Carelessly reading from removed nodes, as we always did? I think this might have something to do with a recent GUI code change. In the past the dialogs got read every time the dialog

[Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Melchior FRANZ
* Erik Hofman -- Saturday 14 May 2005 23:18: I think this might have something to do with a recent GUI code change. No. It was one part of my bugfix for the property system. I had explained this a few messages earlier in this thread. I explain again. Although we (or I at least) didn't know it,

Re: [Flightgear-devel] Re: Simgear props dialogs

2005-05-14 Thread Andy Ross
Melchior FRANZ wrote: (0) removeChild() didn't *really* remove the node, but only mark it as REMOVED (which is OK and done for performance reasons) Well, that's the bug certainly. In fact, a quick grep through the property code shows that flagging the node as removed is, in fact, the sole

Re: [Flightgear-devel] City signs

2005-05-14 Thread Chris Metzler
On Sat, 14 May 2005 14:04:17 +0200 Paul Surgeon wrote: A better way would be to generate the textures dynamically at runtime. Dynamic scenery in FG ... I must be smoking grass seeing as we can't even do multitexturing yet. I suppose you'll be working on that, then. -c -- Chris Metzler

Re: [Flightgear-devel] Re: City signs

2005-05-14 Thread Jon Stockill
Melchior FRANZ wrote: * [EMAIL PROTECTED] -- Saturday 14 May 2005 21:46: [http://members.aon.at/mfranz/marker.jpeg [60 kB]] Is all this neat stuff in CVS or the scenery data? 8-) No. And I never adapted it to the new airport database format. So it isn't functional at the moment. Maybe I'll fix

[Flightgear-devel] Re: City signs

2005-05-14 Thread Melchior FRANZ
* Jon Stockill -- Sunday 15 May 2005 01:45: Just out of interest, how do you create position models through the telnet interface? This'd be really handy for testing models. You should read flightgear-users! :-) http://baron.flightgear.org/pipermail/flightgear-users/2005-May/010974.html

[Flightgear-devel] Re: City signs

2005-05-14 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 15 May 2005 02:12: BTW: my script is functional again, and shows the balloons over airports. Now I'll make the billboarding rectangles, and finally create text textures (dynamically generated by e.g. ImageMagick, and maybe cached) OK. Here's one first real-time