* Mathias Fröhlich -- Friday 07 July 2006 11:25:
I did not yet find time to look into that. And I doubt that I
will find this weekend.
No problem. While comments are, of course, very welcome already,
I wouldn't be all that happy about other involvement at this time,
anyway. I'd prefer if I
On Tuesday 04 July 2006 18:14, Melchior FRANZ wrote:
* Erik Hofman -- Monday 03 July 2006 13:45:
What you could do right now is committing the new HUD code [...]
Done. It can be activated via /sim/hud/visibility[1] and can be used
at the same time as the old HUD (/sim/hud/visibility[0]).
* Erik Hofman -- Monday 03 July 2006 13:45:
What you could do right now is committing the new HUD code [...]
Done. It can be activated via /sim/hud/visibility[1] and can be used
at the same time as the old HUD (/sim/hud/visibility[0]). It's not
identical, but in the end it should (almost) be.
* Mathias Fröhlich -- Saturday 01 July 2006 10:48:
On Saturday 01 July 2006 10:44, Melchior FRANZ wrote:
But it's not finished, and I'm not sure if I want to waste more time.
Why 'waste time'?
What do you have and what do you still need to do in your opinion?
You apparently missed that I had
Melchior FRANZ wrote:
This new code still requires several more hours of work. Tapes don't currently
work for the F16, everything needs more cleanup etc. A few FIXMEs to fix,
some TODOs to do. But now that I know that you are working on yet another
implementation, I consider every minute
* Erik Hofman -- Monday 03 July 2006 08:58:
I didn't have the impression that Mathias has been working on another
implementation at all. He just seemed to have looked over the code and
*did* try some workarounds for the HUD symbols to end up in the
scenegraph. Which doesn't sound like
* Melchior FRANZ -- Monday 03 July 2006 08:23:
Tapes don't currently work for the F16 [...]
BTW: the reason for this is that the F16 altitude tape uses this
setting:
input
property/position/altitude-ft/property
factor0.001/factor
max100/max
min-100/min
/input
Melchior FRANZ wrote:
BTW: the reason for this is that the F16 altitude tape uses this
setting:
input
property/position/altitude-ft/property
factor0.001/factor
max100/max
min-100/min
/input
major-divs1/major-divs
minor-divs0.1/minor-divs
* Erik Hofman -- Monday 03 July 2006 13:45:
I *think* I see what you mean.
What you could do right now is committing the new HUD code and activate
it in the f16at-set.xml only (if that's possible) then more developers
can look at it and try to figure out the problem.
No, no. You
Melchior FRANZ wrote:
* Erik Hofman -- Monday 03 July 2006 13:45:
What you could do right now is committing the new HUD code [...]
... but I should probably do that anyway, just so we have concrete
code to discuss, and maye even to work on. It should just be noted
Agreed.
that this is
On Monday 03 July 2006 08:23, Melchior FRANZ wrote:
You apparently missed that I had started to work on a new HUD
implementation in src/Instrumentation/HUD/. It is based on the old HUD, but
heavily changed, cleaned up, extended. I spent at least 20 hours work on
that, and you didn't bother to
On Monday 03 July 2006 09:08, Melchior FRANZ wrote:
OK, but how should I go on with the broken F16 tape?! Mathias will probably
change that anyway, so is it worth spending time to fix it now?
To make that clear: I very much agree with Mathias plans, at least so
far as I know them. Putting the
On Monday 03 July 2006 14:09, Erik Hofman wrote:
Melchior FRANZ wrote:
* Erik Hofman -- Monday 03 July 2006 13:45:
What you could do right now is committing the new HUD code [...]
... but I should probably do that anyway, just so we have concrete
code to discuss, and maye even to work
* Mathias Fröhlich -- Monday 03 July 2006 21:32:
Either by submitting patches between us or by using cvs for that task.
But before that we should really have a plan. I for one am against
using animations and textures for HUD symbols, and also against a
mixture of two techniques. An inhomogenous
Melchior FRANZ a écrit :
The question would then only
be, how to draw lines if not with gl* commands, and how to transfer
that into the scenegraph?!
You can make a new ssgVtxTable with GL_LINES type :
ssgLeaf *leaf = new ssgVtxTable( GL_LINES, vertexList, normalList,
texCoordList,
On Monday 03 July 2006 21:37, Melchior FRANZ wrote:
But before that we should really have a plan. I for one am against
using animations and textures for HUD symbols, and also against a
mixture of two techniques. An inhomogenous solution will cause nothing
but problems, starting with different
* Mathias Fröhlich -- Monday 03 July 2006 22:10:
May be we can implement a special leaf node that provides some vector drawing
primitives like lines or something like that. [...]
sounds good
To see if this path is worthwhile, it would be good to see the cleaned up
code ...
I hope I can
On Monday 03 July 2006 22:18, Melchior FRANZ wrote:
To see if this path is worthwhile, it would be good to see the cleaned up
code ...
I hope I can commit tomorrow. But the drawing code didn't change much
at all. My changes are mostly about cleaning up the classes, removing
redundant code,
* Melchior FRANZ -- Saturday 01 July 2006 09:14:
http://www.hf.faa.gov/docs/milstd1787b.zip
The newest version should be 1878c, though ...
1787c, of course. :-)
m.
Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with pre-integrated
* Mathias Fröhlich -- Saturday 01 July 2006 09:28:
So you are currently redoing the hud geometries?
Possiblty some of it. But first I wanted to have the source that the original
author reportedly used, because I hoped that this would make the messy code
easier to understand. Not sure yet if this
On Saturday 01 July 2006 09:38, Melchior FRANZ wrote:
* Mathias Fröhlich -- Saturday 01 July 2006 09:28:
So you are currently redoing the hud geometries?
Possiblty some of it. But first I wanted to have the source that the
original author reportedly used, because I hoped that this would make
* Mathias Fröhlich -- Saturday 01 July 2006 09:28:
What do you think about putting that stuff into the scenegraph [...]
BTW: this is already doable via render-to-texture. Unfortunately, I
can't find the reason why the contents appear quite dark and the
settings that work well on the 2D/3D HUD
* Mathias Fröhlich -- Saturday 01 July 2006 10:19:
I have already looked into that some time ago. I believe I understand more or
less what is done there.
So do I. But that's not enough.
m.
Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with
On Saturday 01 July 2006 10:20, Melchior FRANZ wrote:
* Mathias Fröhlich -- Saturday 01 July 2006 09:28:
What do you think about putting that stuff into the scenegraph [...]
BTW: this is already doable via render-to-texture. Unfortunately, I
can't find the reason why the contents appear
On Saturday 01 July 2006 10:20, Melchior FRANZ wrote:
BTW: this is already doable via render-to-texture. Unfortunately, I
can't find the reason why the contents appear quite dark and the
settings that work well on the 2D/3D HUD don't work there.
And keep in mind, that our rendertexture
* Mathias Fröhlich -- Saturday 01 July 2006 10:30:
I would like to get rid of the direct opengl calls in the hud. Drawing the
hud
with some kind of multi stage rendering is an other different thing we can
think about. See the remark in the other mail.
OK, so I shall stop any further work
Melchior FRANZ wrote:
OK, so I shall stop any further work on the HUD? No problem. Done.
Would have been nice if you had spoken up a little sooner. We are
discussing the HUD now since a long time.
It would already be an improvement to add what you have now (using
properties and such) and
* Erik Hofman -- Saturday 01 July 2006 10:39:
It would already be an improvement to add what you have now (using
properties and such) and take care of using the scenegraph at some later
time IMHO.
But it's not finished, and I'm not sure if I want to waste more time.
m.
Using Tomcat but
On Saturday 01 July 2006 10:36, Melchior FRANZ wrote:
* Mathias Fröhlich -- Saturday 01 July 2006 10:30:
I would like to get rid of the direct opengl calls in the hud. Drawing
the hud with some kind of multi stage rendering is an other different
thing we can think about. See the remark in
Melchior FRANZ wrote:
* Erik Hofman -- Saturday 01 July 2006 10:39:
It would already be an improvement to add what you have now (using
properties and such) and take care of using the scenegraph at some later
time IMHO.
But it's not finished, and I'm not sure if I want to waste more time.
On Saturday 01 July 2006 10:44, Melchior FRANZ wrote:
But it's not finished, and I'm not sure if I want to waste more time.
Why 'waste time'?
What do you have and what do you still need to do in your opinion?
Greetings
Mathias
--
Mathias Fröhlich, email: [EMAIL PROTECTED]
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