Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Flightgear-commitlogs wrote: The branch, next has been updated - Log - [...] commit 1dfde64ac2e6ed0af91cf986cad8808c0182d408 Author: Frederic Bouvier Date: Wed Jan 25 23:42:10 2012 +0100 Use bigger point sprites for

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread thorsten . i . renk
I think that you have to add new techniques (an XML element) to existing effect file. You leave the current technique intact and copy/paste it in the same file, add or change what is needed and Modify its predicate. Look at model-default.eff that implements 2 techniques. Techniques can

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Martin Spott wrote: On my (my wife's) system (Linux Nvidia proprietary driver) this change turns PAPI/VASI lights into huge, illuminated baloons. Therefore I strongly propose to just revert this change. The same applies to the other runway lights which are affected by the same commit. Anyhow

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Gijs de Rooy
Martin wrote: On my (my wife's) system (Linux Nvidia proprietary driver) this change turns PAPI/VASI lights into huge, illuminated baloons. Therefore I strongly propose to just revert this change. Same here on Nvidia Geforce GT 540M, see screenshot at:

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Erik Hofman
On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote: Martin wrote: On my (my wife's) system (Linux Nvidia proprietary driver) this change turns PAPI/VASI lights into huge, illuminated baloons. Therefore I strongly propose to just revert this change. Same here on Nvidia Geforce GT

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Frederic Bouvier
De: Erik Hofman On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote: Martin wrote: On my (my wife's) system (Linux Nvidia proprietary driver) this change turns PAPI/VASI lights into huge, illuminated baloons. Therefore I strongly propose to just revert this change.

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Erik Hofman wrote: I believe their size used to be distance dependent in the past. It still is. When looking from the startup position on 07 at EDDS at the PAPI, the light 'balloons' appear as being much taller than a Cessna. From the centerline at PAPI position the still look like spheres of

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Martin Spott
Frederic Bouvier wrote: Just wanted to break the statu quo I confirm, you've been successful :-) Anyhow I think you've just replaced one flaw by another - and the new one is even more inappropriate than the previous state. Cheers, Martin. -- Unix _IS_ user friendly - it's just

[Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread thorsten . i . renk
Techniques (with their predicate) are tested in ascending order of their index (the n attribute), so you can create a new technique with a lower index than the one for the current technique and add a predicate that test (for example) /sim/rendering/lightfield. Thanks Frederic - this seems to

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread Frederic Bouvier
De: thorsten i renk I think that you have to add new techniques (an XML element) to existing effect file. You leave the current technique intact and copy/paste it in the same file, add or change what is needed and Modify its predicate. Look at model-default.eff that implements 2

Re: [Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread Frederic Bouvier
Techniques (with their predicate) are tested in ascending order of their index (the n attribute), so you can create a new technique with a lower index than the one for the current technique and add a predicate that test (for example) /sim/rendering/lightfield. Thanks Frederic - this

[Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Lauri Peltonen
Hi all. 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my newcameras branch:

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Frederic Bouvier
Hi Lauri, Hi all. 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my newcameras branch:

Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-07 Thread Martin Spott
Martin Spott wrote: As far as I can tell there's still a functional gap in the current implementation of shader control. When I start FlightGear with: --prop:/sim/rendering/shaders/quality-level=0 (that's what is controlled by the slider, correct ?) then I still get the full

[Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
Hi everybody, it's a few weeks I'm dealing with a few analog to digital converters, I'm using them to convert external analog signals and use them as inputs to FlightGear controls. I'm wondering which resolution is best when dealing with properties of type double. My analog values get

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Mathias Fröhlich
Hi, On Wednesday, March 07, 2012 11:54:39 Gijs de Rooy wrote: Same here on Nvidia Geforce GT 540M, see screenshot at: https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0 ZI1_Wk/s1024/fgfs-screen-055.png No screenshot here, but I also agree that the current lights are

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Torsten Dreyer
Am 07.03.2012 18:14, schrieb Roberto Inzerillo: Hi everybody, it's a few weeks I'm dealing with a few analog to digital converters, I'm using them to convert external analog signals and use them as inputs to FlightGear controls. I'm wondering which resolution is best when dealing with

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Mathias Fröhlich
Hi, On Wednesday, March 07, 2012 14:58:26 Lauri Peltonen wrote: 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Gene Buckle
On Wed, 7 Mar 2012, Roberto Inzerillo wrote: I see FGFS keyboard/mouse interface uses 7/8bit resolution. I'd like to know if someone can help me figuring out what input resolution should I use for: /controls/flight/aileron /controls/flight/aileron-trim /controls/flight/elevator

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread castle . 64
Hi, I've been using 12 bit resolution. Need it since I'm also operating with a control force loading system and autopilot. If you go to 12 bits suggest you get some high res, multi-turn pots or some other systems (like magnetic) to give you the precision that warrants 12 bits. If you're using

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Rob Dosogne
On Wed, Mar 7, 2012 at 04:54, Martin Spott martin.sp...@mgras.net wrote: Therefore I think it would be a good idea to revert the entire commit as a whole and to leave this place as-is until a better implementation of airport lights comes up. On a slightly related note, this makes me think of

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
Parking brake is just a on/off flag (1bit). Well, right, but not totally. I've seen aircrafts accepting a double value, and I'd like to make it consistent. Intermediate values make sense here since it's a lever that moves along a path (or at least rotates around a hinge). It's not a two

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Martin Spott
Roberto Inzerillo wrote: Well, right, but not totally. I've seen aircrafts accepting a double value, and I'd like to make it consistent. Intermediate values make sense here since it's a lever that moves along a path (or at least rotates around a hinge). It's not a two positions switch.

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Gene Buckle
On Wed, 7 Mar 2012, castle...@comcast.net wrote: Hi, I've been using 12 bit resolution. Need it since I'm also operating with a control force loading system and autopilot. If you go to 12 bits suggest you get some high res, multi-turn pots or some other systems (like magnetic) to give

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
Think of it this way, determine the angular travel of your control stick; for 8bits divide by 256; for 12 bits divide by 4096. That defines the resoluion., i.e. degrees per bit. So then you have to decide how good is your sensor in defining the control stick location. If you can't sense 4096

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Torsten Dreyer
Am 07.03.2012 20:59, schrieb Roberto Inzerillo: I'm not talking about what people are currently doing (I'd go with 24bit on everything ... joking!), I'm asking about reasons (technical aspects, facts) that can help me decide for high-res against low-res. That would help me a lot in making good

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
I can tell you from experience with many users during our LinuxTag and FSweekend presentations that you need - for throttle: 1 bit (full/idle) - for Mixture: 1 bit(full rich/cutoff) - for RPM: allway full (constant) :D :D :D :D :D

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Curtis Olson
On Wed, Mar 7, 2012 at 2:46 PM, Torsten Dreyer tors...@t3r.de wrote: I can tell you from experience with many users during our LinuxTag and FSweekend presentations that you need - for throttle: 1 bit (full/idle) - for Mixture: 1 bit(full rich/cutoff) - for RPM: allway full (constant)

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread TDO Brandano
If you plan to do any formation flight, then you need all the resolution you can get from engine controls. Anyway, I would try to dimension the resolution on the minimum amount of play that can be obtained on the controls. Just build one sensor and edit the input file so that you can map it

[Flightgear-devel] scenery loading cleanup

2012-03-07 Thread Mathias Fröhlich
Hi, Also for the breginning of the development cycle, I started working on improoving fgviewer and cleanup scenery/model loading. I have now checked in a change that should fix some long standing problems with modelss that appear to have z-fighting. This change should not harm and works so

[Flightgear-devel] Two small weather issues

2012-03-07 Thread thorsten . i . renk
I still have two small (weather-related) issues which I can't resolve myself: * rain is still 'smart' i.e. de-activates above the lowest cloud layer. Since Advanced Weather has its own precipitation region control, I'd need a dumb version which just rains when I set the property * for