Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-12 Thread David Luff
On 11/11/03 at 6:55 PM Seamus Thomas Carroll wrote: I have the timings you asked for. The output from my GroundActivity class is as follows: 1) Total Time: 221.99 2) total calc of lon, lat: 0.52 3) total calc of elev: 116.74 4) total model placement time: 0.95 1 is the total

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-12 Thread Andy Ross
Dave Luff wrote: Thanks for posting those. As you say, the time spent in DoGroundElev() looks quite frightening. I'm afraid I have no idea how to make the function call more efficient - walking hit lists and so forth isn't really my forte. However, it does look as though you are hitting it

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-11 Thread Seamus Thomas Carroll
I have the timings you asked for. The output from my GroundActivity class is as follows: 1) Total Time: 221.99 2) total calc of lon, lat: 0.52 3) total calc of elev: 116.74 4) total model placement time: 0.95 1 is the total time flightgear has been running. 2 is the total time

RE: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-07 Thread Norman Vine
Seamus Thomas Carroll writes: Can you direct me to where i can find HitList::fgCurrentElevation()? i have run grep on simgear and flightgear plus searched in google and I still cant find mention of this function. FGFS_SRC / Scenery / HitList Norman

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-07 Thread David Luff
On 11/6/03 at 2:28 PM Seamus Thomas Carroll wrote: I now have cubes and cylinders of various colours moving around in the flightgear world. Currently I specify a starting lon, lat and the roaming distance in meters in either the lon, lat direction. I can have about 100 vehicles being

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-06 Thread Seamus Thomas Carroll
I now have cubes and cylinders of various colours moving around in the flightgear world. Currently I specify a starting lon, lat and the roaming distance in meters in either the lon, lat direction. I can have about 100 vehicles being updated 3 times a second each before my p4 1.4ghz really

RE: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-06 Thread Norman Vine
Seamus Thomas Carroll writes: Is it possible to determine if a vehicle is in the viewing area of the plane using the lon, lat of the vehicle? No FWIW Using a Lat Lon representation of your position is horribly inefficient So I recommend doing all your motion relative to a local plane

RE: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-06 Thread Seamus Thomas Carroll
Can you direct me to where i can find HitList::fgCurrentElevation()? i have run grep on simgear and flightgear plus searched in google and I still cant find mention of this function. Seamus On Thu, 6 Nov 2003, Norman Vine wrote: Seamus Thomas Carroll writes: Is it possible to determine

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-04 Thread David Luff
On 11/3/03 at 7:39 PM Seamus Thomas Carroll wrote: I just found the bug. DoGroundElev obtains a value in meters but the update in FGAIEntity expects a value in feet. I fixed the units and now the models are viewing correctly. Does anyone know why the code needs to feet and meters? Hi

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-03 Thread Seamus Thomas Carroll
Hi, I am following the code in FGAILocalTraffic::DoGroundElev() to get the elevation of an object in space at a particular lon, lat. When I display the model it is placed under the ground and is not visible. If i add elevation to the value returned from DoGroundElev the model becomes

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-03 Thread Seamus Thomas Carroll
I just found the bug. DoGroundElev obtains a value in meters but the update in FGAIEntity expects a value in feet. I fixed the units and now the models are viewing correctly. Does anyone know why the code needs to feet and meters? Seamus On Mon, 3 Nov 2003, David Culp wrote: I am

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-10-23 Thread Seamus Thomas Carroll
This is great, thanks for the reply. I have now started and will be asking questions as needed. What is the best way to create a simple vehicle taking into account I have no experience with graphics? Seamus On Thu, 23 Oct 2003, David Luff wrote: On 10/22/03 at 12:41 PM Seamus Thomas

Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-10-23 Thread David Luff
Seamus Thomas Carroll writes: This is great, thanks for the reply. I have now started and will be asking questions as needed. What is the best way to create a simple vehicle taking into account I have no experience with graphics? You could try Torcs (car racing program also using Plib,