On Tuesday 18 January 2005 14:26, Oliver C. wrote:
> On Tuesday 18 January 2005 08:21, Paul Surgeon wrote:
> > On Tuesday, 18 January 2005 04:40, Ampere K. Hardraade wrote:
> > > On January 17, 2005 02:25 pm, Paul Surgeon wrote:
> > > > We already have too many "empty" 3D models in FG without
> > > > working FMCs, FMSs, ECAMs, NDs, etc.
> > > >
> > > > Paul
> > >
> > > It will be nice if you can implement these systems,
> > > perferablely by Nasal so that they can be flexible.
> >
> > Running Nasal code in the rendering loop to do tons of work
> > would not be a very good idea in my opinion.
> > I've looked through an A320 FCOM manual and it would take
> > many thousands of lines of C++ to accomplish a half
> > functional aircraft. I don't think Nasal is the tool for the
> > job.
> >
> > What I would need to create a aircraft with glass cockpits
> > is :
> >
> > 1.
> > A way to code self rendering OpenGL intruments. i.e. The
> > renderer loops through the intruments and lets them do their
> > own rendering.
> >
> > 2.
> > A central processing "blackbox" that contains all the logic
> > for the aircraft that also get's updated in the rendering
> > loop. The blackbox will simulate/handle the hydraulic and
> > electrical systems, generate and feed the display data to
> > the intruments, handle the logic for failures, receive input
> > from all the simulated aircraft sensors and cockpit
> > switches, etc.
> > There are far too many aircraft specific systems than could
> > ever be handled by FG properly. An aircraft like this is a
> > simulation of its own.
> >
> > How would I model for instance the ECAM switching on an A340
> > at the moment? The switches are located on the center
> > pedestal but the displays are on the center panel. Would I
> > have to add them to the properties tree? How do I control
> > the logic of those switches? If there is a failure I must be
> > able to override those switch settings and display the
> > failure without changing the position of the switch. Then
> > the pilot must be able to acknowledge and override (yet
> > again) those failures on the display. How do I tell the PFD
> > or ND to display the ECAM screens? (This can be done on real
> > Airbus aircraft)
> > How do I close solenoid X if switch A is in postion Z but
> > hydraulic pressure is between 1000 and 1500 psi and there is
> > a failure on the blue hydraulic system?
> > FlightGear cannot and should not ever have to handle all
> > these aircraft operating procedures.
> >
> > 3.
> > A generic communications bus that can be used to hook
> > instruments/switches and the blackbox together. Using a
> > handful of sockets is not a good way to do it and properties
> > maybe be a bit messy and I would require hundreds of them.
> >
> > Unfortunately this is going to sit on the backburner for a
> > long time as it's tons of work to implement, I'm already too
> > busy with other projects and I doubt anybody else would be
> > willing to tackle it in the near future.
> >
> > Paul
>
> Is it possible to implement a sort of virtual screen (like a
> texture but vector driven not bitmap driven) inside the
> Flightgear Window that can be put anywhere in the flightgear
> 3d world, for example inside of a cockpit as a instrument
> display.
> Flightgear should then offer this screen to outside
> applications and do the rendering  but the commands what
> should be rendered is given by the outside application which
> are running outside of flightgear?
>
> The commands that are sent to flightgear should be simple 2d
> vector primitives, to make sure that this solution is flexible
> enough to display everything.
> FlightGear receives the 2d vectors primitives and put those on
> a virtual screen inside the FlightGear 3d world. For example a
> screen display in the cockpit.
>
> Doing it this way would allow to do the complexity of such
> glass cockpits outside of flightgear.
>
> And if we change atlas from bitmap to vector graphics
> we could just sent from atlas the 2d primitives that
> flightgear could than render on a virtual screen inside
> flightgear.
>
>
> As a 2d vector describing language we could use SVG.
> FlightGear then needs only a SVG parser that puts the visuals
> on a screen inside flightgear.
> There are allready SVG libarys available that do render SVG
> primitives in OpenGL, maybe we could use such a library
> instead of writing an own SVG parser.
>
> Take a look at this one:
> http://svgl.sourceforge.net/
>
>
> What do you think about such a solution?
> Is this possible?
>
> Best Regards.
>  Oliver C.

The HUDs do something like this, don't they?

LeeE

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