On 11/07/2009 08:03 PM, John Denker wrote:
I wrote:
I'm gradually figuring out a little bit of what the viewer
code is doing.
In particular: As for the basic cockpit lookfrom view,
the viewer.cxx reference frame for attitudes is as follows:
Suppose you are over the Gulf of Guinea, at
I wrote:
I'm gradually figuring out a little bit of what the viewer
code is doing.
In particular: As for the basic cockpit lookfrom view,
the viewer.cxx reference frame for attitudes is as follows:
Suppose you are over the Gulf of Guinea, at (lat,lon) = (0,0).
Then the reference
Erik Hofman wrote:
Thanks to the help of Tim I am now really close to properly aligned,
positioned and orientated sounds.
Now for the bad part, except for Tower View and Fly-By View the
orientation (and relative position) seem to have no effect?
At least I've found the reason for this; I
Erik Hofman wrote:
Erik Hofman wrote:
Thanks to the help of Tim I am now really close to properly aligned,
positioned and orientated sounds.
Now for the bad part, except for Tower View and Fly-By View the
orientation (and relative position) seem to have no effect?
At least I've found
On 3 Nov 2009, at 13:01, Erik Hofman wrote:
And now the Doppler effect is also fixed (sort of). I needed to
multiply
the velocity vector by 100 to get some sort of Doppler effect going
on.
Calculating the length of the velocity vector gave me 10 times lower
than expected already.
James Turner wrote:
On 3 Nov 2009, at 13:01, Erik Hofman wrote:
And now the Doppler effect is also fixed (sort of). I needed to
multiply
the velocity vector by 100 to get some sort of Doppler effect going
on.
Calculating the length of the velocity vector gave me 10 times lower
than
Hi Erik,
Erik Hofman schrieb am 03.11.2009 14:01:
And now the Doppler effect is also fixed (sort of). I needed to multiply
the velocity vector by 100 to get some sort of Doppler effect going on.
Maybe you are calculating the velocity as m/frame instead of m/s?
Or you transformed the m/frame
Maik Justus wrote:
Hi Erik,
Erik Hofman schrieb am 03.11.2009 14:01:
And now the Doppler effect is also fixed (sort of). I needed to multiply
the velocity vector by 100 to get some sort of Doppler effect going on.
Maybe you are calculating the velocity as m/frame instead of m/s?
Or you
Hi Tim and John,
First, thanks for looking at this, it has really given me headaches.
Tim Moore wrote:
Assuming you want the orientation and position of the listener, and the
positions of the sources, to match those in the visual world, you
should just use the absolute position and
John Denker wrote:
A possibly helpful discussion of rotations can be found at
http://www.av8n.com/physics/rotations.htm
Thanks for the hints and links John, I really appreciate it.
It covers various ways of representing rotations, including
product-of-vectors i.e. Clifford algebra i.e.
Tim Moore wrote:
Assuming you want the orientation and position of the listener, and the
positions of the sources, to match those in the visual world, you
should just use the absolute position and orientation in the corresponding
FGViewer object i.e., what you get from
Thanks to the help of Tim I am now really close to properly aligned,
positioned and orientated sounds.
Now for the bad part, except for Tower View and Fly-By View the
orientation (and relative position) seem to have no effect?
Erik
At this time I've tried about everything to get the listener orientation
aligned properly. What's needed it converting the ViewOrientation matrix
(quaternation) and/or ViewOrientationOffset matrix (quaternation) to
align with OpenGL and get the look-at and look-up vector from it.
the look-at
On Sun, 2009-11-01 at 18:28 +0100, Erik Hofman wrote:
At this time I've tried about everything to get the listener orientation
aligned properly. What's needed it converting the ViewOrientation matrix
(quaternation) and/or ViewOrientationOffset matrix (quaternation) to
align with OpenGL and
Ron Jensen wrote:
Erik,
I'm not good at this stuff at all, but I just remembered that the mpmap
code recovers yaw, pitch and roll from the quaternion passed in the
multiplayer message... Is that what you need? Or is that where you
started from?
Not really, I need a (normalized) 3d vector
On 11/01/2009 10:28 AM, Erik Hofman wrote:
At this time I've tried about everything to get the listener orientation
aligned properly. What's needed it converting the ViewOrientation matrix
(quaternation) and/or ViewOrientationOffset matrix (quaternation) to
align with OpenGL and get the
John Denker wrote:
/**
* Description: ORIENTATION is a pair of 3-tuples representing the
* 'at' direction vector and 'up' direction of the Object in
* Cartesian space. AL expects two vectors that are orthogonal to
Hm that's an oversight, it should not be in Cartesian space
On 10/18/2009 02:04 AM, Erik Hofman wrote:
I suspect there still is a positioning or orientation problem hiding
somewhere that's causing it. My speed lessons in quaternations don't pay
out just yet I guess.
A possibly helpful discussion of rotations can be found at
On 11/01/2009 06:28 PM, Erik Hofman wrote:
At this time I've tried about everything to get the listener orientation
aligned properly. What's needed it converting the ViewOrientation matrix
(quaternation) and/or ViewOrientationOffset matrix (quaternation) to
align with OpenGL and get the
On 11/01/2009 06:28 PM, Erik Hofman wrote:
At this time I've tried about everything to get the listener orientation
aligned properly. What's needed it converting the ViewOrientation matrix
(quaternation) and/or ViewOrientationOffset matrix (quaternation) to
align with OpenGL and get the
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