Re: [Flightgear-devel] msvc7.1 compiling problem
eagle monart wrote : I can succesfully compile fg.0.9.8 in release mod under msvc71 . Now I am trying to compile latest version of flightgear I . compiled latest version of simgear but in flightgear source i ve some errors first error was about config.h...compiler couldnt locate config.h and I dont understand which file it needs. I disable config.h and continue then I get gl.h errors. I didnt understand whats going on... i attach the log config.h is normally generated by the configure script. With msvc, we don't use it, so we must provide one manually tweaked. For that, copy /src/Include/config.h-msvc6.in to config.h in the same directory, edit it and replace @VERSION@ by the current version number and tweak the options yourself. You can also look at ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/FG-ProjectFiles-msvc71.zip . There is the config.h I use. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Native-Ctrls UDP packet structure
Hi all, I finally did manage to get some sort of data transfer from a joystick to flightgear through Matlab using Native-Ctrls. I still got some questions remaining. 1. I do see variations in the elevator and ailerons axes in the cockpit of the Cessna, but I don't see these variations reflection in the control surface positions. I checked in the remote browser and none of them get updated. 2. I was wondering if the throttle axes varies from -1 to +1 or from 0 to 1. Right now all the throttle knob does is fluctuate between the two extreme points when I vary the axis on the joystick. 3. I send 0s for all the other properties that I do not want to control. I realize now that it was a bad idea... the aircraft sits frozen (none of the usual JSBsim vibration either) on the runway. I guess I need a way to make flightgear ignore variables I do not want to control. Is there a way to do that? Thanks all!! ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] JSBSim Crash Animation Handling
I would like to present what i am developing for crash animation handling, with JSBSim That exemple is only a skeleton. It use Nasal, and should be tailor made for the Aircraft. It is only based on AC_GEAR contact points (CP) definitions, test of values for each CP and decision or not to start the crash processing (in the exemple we only use WOW). Once the crash detected an animation process can be started which look like "bo105 animation" (in that case everything is possible). This is only working with FG-9.8 The last CVS modification which activate a Pause on AGL test makes it impossible. The contact points become unusable. Nasal exemple as attached document -- Gerard #CRASH_ANIMATION_WITH_JSBSim_FDM #===INITIALIZATION state = getprop("sim/model/f4u/state"); print ("state: " , state); type = getprop("sim/aircraft"); print ("type: " , type); #=Init_SENSORS==each_one_being_defined_in_JSBAircraft.xml== setprop("gear/gear[3]/wow",0); setprop("gear/gear[4]/wow",0); setprop("gear/gear[5]/wow",0); setprop("gear/gear[6]/wow",0); setprop("gear/gear[7]/wow",0); setprop("gear/gear[8]/wow",0); setprop("gear/gear[9]/wow",0); setprop("gear/gear[10]/wow",0); setprop("gear/gear[11]/wow",0); setprop("gear/gear[12]/wow",0); #== delay = 4; print ("delay crash: ", delay); crashstart = 0; # ==CRASH MANAGEMENT crash = func { setprop("controls/engines/engine[0]/magnetos",0); print ("moteur coupé"); crashstart = getprop("/sim/time/elapsed-sec"); #every_animations_we_want print ("start", crashstart); crashdeb(); } #==Delay_before_Stop crashdeb = func { now = getprop("sim/time/elapsed-sec"); if (now - crashstart > delay ) { print ("now", now); crashend(); } else { settimer (crashdeb,1); print ("boucle"); } } #===fin_crash= crashend = func { print ("crash actif"); setprop("sim/freeze/clock", 1); setprop("sim/freeze/main", 1) } #==another_quick_end_without_delay crashgr = func { setprop("controls/engines/engine[0]/magnetos",0); print ("moteur coupé"); setprop("sim/freeze/clock", 1); } # ==CRASH_DETECTION main_loop = func { crashedgr = props.globals.getNode("gear/gear[12]/wow",1); crashed3 = props.globals.getNode("gear/gear[3]/wow",1); crashed4 = props.globals.getNode("gear/gear[4]/wow",1); crashed5 = getprop("gear/gear[5]/wow"); crashed6 = getprop("gear/gear[6]/wow"); crashed7 = getprop("gear/gear[7]/wow"); crashed8 = getprop("gear/gear[8]/wow"); crashed9 = getprop("gear/gear[9]/wow"); crashed10 = getprop("gear/gear[10]/wow"); crashed11 = getprop("gear/gear[11]/wow"); if (crashed3.getValue()) { print ("sensor3"); crashgr(); } elsif (crashed4.getValue()) { print ("sensor4"); crashgr(); } elsif (crashed5 == 1) { print ("sensor5"); crash(); } elsif (crashed6 == 1) { print ("sensor6"); crash(); } elsif (crashed7 == 1) { print ("sensor7"); crash(); } elsif (crashed8 == 1) { print ("sensor8"); crash(); } elsif (crashed9 == 1) { print ("sensor9"); crash(); } elsif (crashed10 == 1) { print ("sensor10"); crash(); } elsif (crashed11 == 1) { print ("sensor11"); crash(); } elsif (crashedgr.getValue()) { print ("sensorgr"); setprop("controls/gear/brake-parking",1); crash(); } else { settimer(main_loop,2); } } main_loop(); ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New turbo/supercharger code
On Saturday 18 June 2005 01:09, Andy Ross wrote: > > mp-pascals: Is this needed? The standard so far for manifold pressure >has always been inHg. Having lots of duplicate units around >complicates things; we can always do conversions in the panel >animations or Nasal code. In this case inch Hg is wrong, because it is not an SI-unit. Pascal (Pa) is a SI-Unit so that should be used in the base code. Conversion from none SI-Unit can still be done in nasal code. We should really try to use only SI-units everywhere in the base code. If this is not the case, we should start to correct that. > > boost-pressure-psi-gauge: This looks to have been hardcoded to sea >level; it should be using ambient, no? Also, must the units be >PSI, or can I change them to inhg? Both is wrong, the SI-Unit Pascal (Pa) should be used. Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New turbo/supercharger code
Vivian Meazza wrote: > Engines/engine/boost-pressure-psi-gauge = 46.00167 (correct order of > boost) Can you try it with the CVS code? This may be interacting badly with your local changes, which makes debugging difficult. Nothing in this mechanism should require any of the new code. Also on this subject: I started integrating the RPM-based supercharger attenuation, and noticed that your code added three new engine properties: mp-pascals: Is this needed? The standard so far for manifold pressure has always been inHg. Having lots of duplicate units around complicates things; we can always do conversions in the panel animations or Nasal code. boost-pressure-psi-gauge: This looks to have been hardcoded to sea level; it should be using ambient, no? Also, must the units be PSI, or can I change them to inhg? The final name would then be "boost-gauge-inhg" (units go last, and "pressure" is implicit in the units). boost-pressure-inhg: Reading the code, this looks like an absolute manifold pressure, and not a boost at all. Is this a mistake, it looks like a synonym for mp-inhg to me. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] msvc7.1 compiling problem
Le vendredi 17 juin 2005 à 22:33 +, eagle monart a écrit : > Hi all > > I can succesfully compile fg.0.9.8 in release mod under msvc71 . Now I am > trying to compile latest version of flightgear I . compiled latest > version of simgear but in flightgear source i ve some errors first > error was about config.h...compiler couldnt locate config.h and I dont > understand which file it needs. I disable config.h and continue then I get > gl.h errors. I didnt understand whats going on... i attach the log > > _ O sorry, you did my first message was truncated (i have pb with pop) -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] msvc7.1 compiling problem
Le vendredi 17 juin 2005 à 22:33 +, eagle monart a écrit : > Hi all > > I can succesfully compile fg.0.9.8 in release mod under msvc71 . Now I am > trying to compile latest version of flightgear I . compiled latest > version of simgear but in flightgear source i ve some errors first > error was about config.h...compiler couldnt locate config.h and I dont > understand which file it needs. I disable config.h and continue then I get > gl.h errors. I didnt understand whats going on... i attach the log > Have you first build Simgear CVS ? -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] msvc7.1 compiling problem
Hi all I can succesfully compile fg.0.9.8 in release mod under msvc71 . Now I am trying to compile latest version of flightgear I . compiled latest version of simgear but in flightgear source i ve some errors first error was about config.h...compiler couldnt locate config.h and I dont understand which file it needs. I disable config.h and continue then I get gl.h errors. I didnt understand whats going on... i attach the log _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ Compiling... tmp.cxx src\Time\tmp.cxx(25) : fatal error C1083: Cannot open include file: 'config.h': No such file or directory sunpos.cxx src\Time\sunpos.cxx(38) : fatal error C1083: Cannot open include file: 'config.h': No such file or directory moonpos.cxx src\Time\moonpos.cxx(40) : fatal error C1083: Cannot open include file: 'config.h': No such file or directory light.cxx src\Time\light.cxx(26) : fatal error C1083: Cannot open include file: 'config.h': No such file or directory fg_timer.cxx src\Time\fg_timer.cxx(25) : fatal error C1083: Cannot open include file: 'config.h': No such file or directory Generating Code... Build log was saved at "file://c:\Documents and Settings\Barracuda\Desktop\FlightGear\Release\BuildLog.htm" FlightGear - 5 error(s), 0 warning(s) skipping defin of config.h and then ... C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2144: syntax error : 'void' should be preceded by ';' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2501: 'WINGDIAPI' : missing storage-class or type specifiers C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2146: syntax error : missing ';' before identifier 'glAccum' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2182: 'APIENTRY' : illegal use of type 'void' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2144: syntax error : 'void' should be preceded by ';' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2501: 'WINGDIAPI' : missing storage-class or type specifiers C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2086: 'int WINGDIAPI' : redefinition C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'WINGDIAPI' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2146: syntax error : missing ';' before identifier 'glAlphaFunc' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2182: 'APIENTRY' : illegal use of type 'void' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2086: 'int APIENTRY' : redefinition C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'APIENTRY' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2146: syntax error : missing ';' before identifier 'GLboolean' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2501: 'WINGDIAPI' : missing storage-class or type specifiers C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2086: 'int WINGDIAPI' : redefinition C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'WINGDIAPI' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2146: syntax error : missing ';' before identifier 'glAreTexturesResident' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2371: 'APIENTRY' : redefinition; different basic types C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'APIENTRY' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : error C2144: syntax error : 'void' should be preceded by ';' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : error C2501: 'WINGDIAPI' : missing storage-class or type specifiers C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : error C2086: 'int WINGDIAPI' : redefinition C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'WINGDIAPI' C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : erro
RE: [Flightgear-devel] New turbo/supercharger code
I wrote: > > Andy Ross wrote > > > > > I'm quite certain this technique works. It's been in there, and > > actively used, since day one. > > Yes, I know it should work, and I'm familiar with its use elsewhere: this > was behind my query yesterday. It seems to partially work. Odd. Well, I'll > just have to eliminate all possibilities one by one. I think > PropEngine.cpp > is a likely candidate, but I haven't had time to look in depth yet. > > I'm very keen to make this work: it looks like the right way to proceed. > Here's the result of a short experiment: This is the entry in the config file Here is the setting in the property browser Controls/engines/engine/boost-control= 1.0 Here is the output in the property browser Engines/engine/boost-pressure-psi-gauge = 46.00167 (correct order of boost) Engines/engine/mp-inhg = 123.613 Engines/engine/prop-thrust = 4655.708495 Velocities/airspeed-kt = 49.599 Something very odd is going on. V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Forgive my annoyance, but here are a few more questions. =) First of all, I am seeing a potential problem when the sun is below the horizon (during dawn and dusk) and doesn't cast any shadow onto the ground. Does your code handle this special case at the moment? If so, how? Secondly, do objects with illumination (such as the flame from the f-16's exhaust) disrupt shadows? Finally, is there a potential for this technique of generating shadow to be used on generating the effects of spot lights (eg. landing light, taxi light, logo light, etc.)? Thanks, Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Opengl rendering
Le vendredi 17 juin 2005 à 22:37 +0100, Lee Elliott a écrit : > I had to patch FG, because i need a hight speed graphic card, > > I don't hope any come back from NVidia. > > The graphics card suplyer, don't take care with the old > > releases, they answer to the instant mass request. > > With FG Beware OpenGL 2.0. > > There is/was definite problem with the 7xxx nVidia drivers & FG. > Reverting back to the 69xx drivers works ok. There is a patch > to the nVidia supplied source code that will enable it to be > compiled on 2.6.11 kernels. > > LeeE > Thanks for your help, BUT Sorry we are not talking the same subject and the same target. For my usage i need an operational video card with Open GL V2.0 fully operational, with the higher speed. Only the last driver gives that performance (7664). About old drivers i did used it a long time ago without patch first (old linux release) and with patch after (new linux release), with an "other old NVidia Card". (just for the fun i benchmark my old video card and the new one both with the same old driver, the benchmark gave slightly the same performance) You are talking to reduce the performance of my last video card by using that old driver only to make FG running (sorry instead of degrading the video card performance, if choose to reduce the functionalities of FG). In the future, others will have to do that choice. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
On Friday 17 Jun 2005 20:02, Harald JOHNSEN wrote: > I have started to add some volumetric shadows in Flightgear. > It uses the standard stencil method to count shadow volume > (let me know if you want an implementation > without stencil, it can also be done with the alpha buffer). > A few days ago I thought that it would be overkill for the > processor or the graphic card to add this effect, but with > a few optimisations the impact on frame rate - while still > noticeable - is acceptable. > I can render the Concorde with a debug build so all is not > lost if your computer is not 10 years old. > Some screenshots here : > http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html > Let me know what you think of that. > > nb: only the AC is casting shadows atm, I still need to verify > how are handled other objects in the scene graph > (tile objects, AI objects, etc). > > Harald. That looks very very good:) LeeE ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear
On Friday 17 Jun 2005 15:24, Andy Ross wrote: > Clifford Yue wrote: > > Andy Ross wrote: > > > Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: > > > > > > What was the subject again? Someone's mail client is > > > obviously very angry... > > > > any one can give me some hint about how to run the MS FS > > models under flightgear? > > Of all the messages to reply to to create a new thread, you > picked this one? ... > LOL:) LeeE ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
On Friday 17 Jun 2005 09:43, Harald JOHNSEN wrote: > BONNEVILLE David wrote: > >>From the Quadro FX 3000 : > > > >* 60 Hz refresh > >* vertical synchro forced > >* no AntiAlias > >* no Anisotropic filtering > >* 1280*1024 > >* 32 bpp > >* visibility 5 meters > > > > > >--- Message d'origine --- > > > >>De : "Ampere K. Hardraade" <[EMAIL PROTECTED]> > >>À : FlightGear developers discussions > >> Sujet : Re: > >> [Flightgear-devel] getting the best perfo with FG Date : > >> ven 17 jun 2005 10:11:46 CEST > >> > >>On June 17, 2005 03:17 am, BONNEVILLE David wrote: > >>>Hi again people, > >>> > >>>problem solved ! :D > >>> > >>>I've just recompiled the latest cvs of plib, simgear and > >>> FlightGear, > >> > >>turned > >> > >>>on the threads flags, and now I have a FG running up to 60 > >>> fps (i have forced the synchro with the vertical refresh). > >>> > >>>Cuold somebody explain me the way to tune FG options to get > >>> the best perfo ? visibility, threads, dynamic terrain > >>> loading ... > >>> > >>>Thanks > >>> > >>>David > >> > >>Well, 30 fps isn't that bad in my opinion, considering I > >> only have 15 fps if I > >>am lucky. > >> > >>What other options did you use beside vertical > >> synchronization? > >> > >> > >> > >>Ampere > >> > >>___ > >>Flightgear-devel mailing list > >>Flightgear-devel@flightgear.org > >>http://mail.flightgear.org/mailman/listinfo/flightgear-devel > >>2f585eeea02e2c79d7b1d8c4963bae2d > > Your 60 Hz refresh seems too low, you should try 80-85, it > will be more confortable for your eyes. > But now that your fps is maxed you want to know how to lower > it ? ;) > > Harald. I wonder if it's running non-interlaced at that refresh... LeeE ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Shadows
Harald JOHNSEN > > I have started to add some volumetric shadows in Flightgear. > It uses the standard stencil method to count shadow volume (let me know > if you want an implementation > without stencil, it can also be done with the alpha buffer). > A few days ago I thought that it would be overkill for the processor or > the graphic card to add this effect, but with > a few optimisations the impact on frame rate - while still noticeable - > is acceptable. > I can render the Concorde with a debug build so all is not lost if your > computer is not 10 years old. > Some screenshots here : > http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html > Let me know what you think of that. > > nb: only the AC is casting shadows atm, I still need to verify how are > handled other objects in the scene graph > (tile objects, AI objects, etc). > Looks great, now some penumbra would be nice ... just teasing ... Vivian ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Ampere K. Hardraade wrote: Finally, there is shadow in FlightGear. =) Couple of questions: Do the authors of the aircrafts have to specify the objects that can cast shadow, or is it all done automatically? It's automatic. All sub models of the aircraft (the ssg Vtx nodes) are preprocessed to extract the edges used by the shadow computation. <>On aircrafts that have multiple level of details, such as the MD-11, majority of the objects are made invisible. If these invisible objects cast shadow as well, it might produce huge overhead. Is your code intelligent enough to leave these invisible objects out of the calculations? This case is handled, I check the value of the ssgSelector in the object tree so select and range animations are correctly rendered. <> Unlike other aircrafts where everthing is put into a single mesh file, the A380 model is split into multiple files to allow meshes of different format to work together. Does shadow work on the A380? It should be ok if all your files are tied to the aircraft branch in the scene graph. <> Finally, what is the minimal graphic card requirment to be able to see shadow? It's hard to say, I just changed my graphic card but with the previous one - a Ti 4200 - I was not under the impression that I was fill rate limited. But the cpu has some impact too. There is a few computation needed to determine what to draw. The result of this computation is cached and updated when needed (when the sun moves or when an animation is doing a rotation for example). At the end it all depends on the model used, the Concord has like 30.000 polys, the c172p has less than 2000 polys. Dave Culp wrote: Does the canopy frame cast a shadow on the cockpit interior? Yes ;) Do transparent surfaces cast shadows? ( I don't mean to be annoying, just curious. This would add a whole new level of realism to 3D cockpits :) I didn't do anything special for transparent surface atm. So yes they cast shadows but I can't tell if this is a good or a bad thing. Martin Spott wrote: Do you need _any_ changes to the aircraft models (like Melchior did for the BO-105) or does it just work right out of the box with the existing models ? It's a bit early to reply that question. Perhaps we need to make the current model shadows conditioned by a property so that we have either the volumetric shadow or the one from the model. Anyway, this looks really great and I think your effort is definitely worth being added to FG, maybe switched off by default - for users like me :-) with a property to toggle it on demand Yes of course it will be optional ;) Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Opengl rendering
On Friday 17 Jun 2005 00:12, Gerard Robin wrote: > Le jeudi 16 juin 2005 à 23:01 +0200, Oliver C. a écrit : > > On Thursday 16 June 2005 20:34, Harald JOHNSEN wrote: > > > I was thinking of using some pixel shader for one or two > > > effects. This would be with the arbvp1 & arbfp1 type > > > shader. Of course I won't write them in assembler by would > > > use Cg to produce the assembler source. > > > The use or arb type program should limit the dependencies > > > on standard opengl driver. > > > > The GLSL is part of OpenGL 2.0 and NVidia has allready > > OpenGL 2.0 compliant drivers for Linux and Windows. So > > OpenGL 2.0 with GLSL is IMHO the way to go. > > > > > But before starting anything like that I first want to > > > know if : 1) people have program shader capable cards (ie > > > FX5200+ or ati9500+) No need to code lot of things if only > > > 5% of the user can see them. Normaly a good percentage > > > should have correct > > > cards (or will have in the next 6 month) but I feel that > > > some still use olders cards. > > > > I have a Geforce 4 Ti but that's not a problem, i can > > upgrade later when it makes sense. :) > > The only thing that is important for me now, is an option to > > turn it off and it must stay vendor neutral and > > crossplatform compatible. So, please don't use specific > > OpenGL Extensions that only run on specific hardware. > > Instead use only what OpenGL 2.0 offers in a neutral way. > > > > > No need to code lot of things if only 5% of the user can > > > see them. > > > > You can be sure, that i will be able to see it some day (in > > a couple of months -> next videocard is allready planned). > > So this shouldn't hinder you. > > > > > 2) you think it's a good idea to enhance a bit some visual > > > aspect of Flightgear or you think that only simulation > > > count and all the rest is useless eye candy ;) > > > > No, i like eye candy very much and see it as an important > > factor for flightgear beside the physic code and other > > things. So when you can improve it, then please, improve it. > > :) > > > > > > > > Best Regards, > > Oliver C. > > Whe must pay attention about the New OpenGL 2.0. > You probably remember, recently i have been fighting with my > new NVidia GT6600 (OpenGL 2.0) and the last Linux driver > (OpenGL 2.0), those are perfectly working. > BUT An Exception FG, does not. > I have found in FG itself a functionality about lighting > animation which makes the problem. > It was working with the older drivers (OpenGL 1.5). > I had to patch FG, because i need a hight speed graphic card, > I don't hope any come back from NVidia. > The graphics card suplyer, don't take care with the old > releases, they answer to the instant mass request. > With FG Beware OpenGL 2.0. There is/was definite problem with the 7xxx nVidia drivers & FG. Reverting back to the 69xx drivers works ok. There is a patch to the nVidia supplied source code that will enable it to be compiled on 2.6.11 kernels. LeeE ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] New turbo/supercharger code
Andy Ross > Vivian Meazza wrote: > > Good news: I've got Andy's code to run. Just a few minor changes. > > Bad news: It doesn't work. > > > > I've set the property "/controls/engines/engine[0]/boost-control" to > > a fixed value. Yasim shows the correct Boost value. But there's no > > power. > > What does "show the correct boost value" mean? You mean the property > is set, or that YASim is seeing the throttle setting but somehow not > acting on it? Yes, more or less - PistonEngine.cpp seems to be seeing it, and you can see the boost going up and down with the throttle setting, but the power isn't which seems to eliminate the typo theory. > My only suggestion is to look harder for a typo or somesuch; make sure > the property you are setting is the one you are reading. I had a typo at one stage: I eliminated that one. I've eliminated the nasal code by substituting a single value for "/controls/engines/engine[0]/boost-control". The previous email was a direct paste from the code. > Note that > higher up in the same file you are already using the same trick: > > >control="FLAP0"/> > > I'm quite certain this technique works. It's been in there, and > actively used, since day one. Yes, I know it should work, and I'm familiar with its use elsewhere: this was behind my query yesterday. It seems to partially work. Odd. Well, I'll just have to eliminate all possibilities one by one. I think PropEngine.cpp is a likely candidate, but I haven't had time to look in depth yet. I'm very keen to make this work: it looks like the right way to proceed. V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Opengl rendering
On Thursday 16 Jun 2005 21:52, Vivian Meazza wrote: > Harald JOHNSEN > > > I was thinking of using some pixel shader for one or two > > effects. This would be with the arbvp1 & arbfp1 type shader. > > Of course I won't write them in assembler by would > > use Cg to produce the assembler source. > > The use or arb type program should limit the dependencies on > > standard opengl driver. > > > > But before starting anything like that I first want to know > > if : 1) people have program shader capable cards (ie FX5200+ > > or ati9500+) No need to code lot of things if only 5% of the > > user can see them. Normaly a good percentage should have > > correct > > cards (or will have in the next 6 month) but I feel that > > some still use olders cards. > > 2) you think it's a good idea to enhance a bit some visual > > aspect of Flightgear or you think that only simulation count > > and all the rest is useless eye candy ;) > > We should have the most realism that we can collectively > produce, that's what sets us apart from other sims. (and being > open of course). > > The advice I received here when I built demanding aircraft > models was go right ahead: the hardware will soon catch up. It > has. > > Just ensure that whatever you do can be switched off or > degrades gracefully (preferably). > > V. I think that a design philosophy that incorporates backwards compatibility is A Very Good Thing. It's harder to start with but makes things much easier and more flexible in the longer term. I guess I'm thinking about how FG is pretty monolithic and wondering how much of an over-head there might be in making it more modular. Might also be worth thinking about parallelism aspects. LeeE ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] getting the best perfo with FG
BONNEVILLE David a écrit : Hi people, I have a bi Xeon 3.2 GHz with 3.25 Go RAM and a NVidia Quadro FX 3000 on WinXP. Without any anysotropic and antialiasing, i get FG running 30 fps and sometimes 20 fps. Here are the option i use in my command line : --airport-id=LFMI --aircraft=ufo --control=mouse --enable-game-mode --enable-horizon-effect --geometry=1280x1024 --visibility=5 --bpp=32 that means i have also "specular highlight" and i don't have "enhanced runway lighting". The FG version is the one Fred put on a webpage with the process splash screen. I had the same performances with the official 0.9.8 release. I am currently downloading the latest NVidia quadro driver for XP to check if it is the main cause. Do you have any idea, suggestion, to improve FG perfo ? Thanks This is the kind of framerate I have right now ( in fact I have numbers between 15 and 60 but average is 30 ) with my single Athlon 64 3400+, 1Gb -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Harald JOHNSEN wrote: > I can render the Concorde with a debug build so all is not lost if your > computer is not 10 years old. > Some screenshots here : > http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html > Let me know what you think of that. I don't even think of flying the Concorde even without any bells 'n whistles Do you need _any_ changes to the aircraft models (like Melchior did for the BO-105) or does it just work right out of the box with the existing models ? Anyway, this looks really great and I think your effort is definitely worth being added to FG, maybe switched off by default - for users like me :-) with a property to toggle it on demand Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Shadows
* Harald JOHNSEN -- Friday 17 June 2005 21:02: > I have started to add some volumetric shadows in Flightgear. [...] > http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html Wow. Very nice. I can't wait to see the bo105's rotor shadow on its fuselage. :-) m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
> I have started to add some volumetric shadows in Flightgear. Does the canopy frame cast a shadow on the cockpit interior? Do transparent surfaces cast shadows? ( I don't mean to be annoying, just curious. This would add a whole new level of realism to 3D cockpits :) Dave ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] typo
Contents of "/instrumentation/slip-skid-ball" serviceable (true) indicated-slip-skid (0.321742) iverride () ^ I think there's a typo in the code somewhere :) Josh ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
On June 17, 2005 03:02 pm, Harald JOHNSEN wrote: > I have started to add some volumetric shadows in Flightgear. > It uses the standard stencil method to count shadow volume (let me know > if you want an implementation > without stencil, it can also be done with the alpha buffer). > A few days ago I thought that it would be overkill for the processor or > the graphic card to add this effect, but with > a few optimisations the impact on frame rate - while still noticeable - > is acceptable. > I can render the Concorde with a debug build so all is not lost if your > computer is not 10 years old. > Some screenshots here : > http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html > Let me know what you think of that. > > nb: only the AC is casting shadows atm, I still need to verify how are > handled other objects in the scene graph > (tile objects, AI objects, etc). > > Harald. Finally, there is shadow in FlightGear. =) Couple of questions: Do the authors of the aircrafts have to specify the objects that can cast shadow, or is it all done automatically? On aircrafts that have multiple level of details, such as the MD-11, majority of the objects are made invisible. If these invisible objects cast shadow as well, it might produce huge overhead. Is your code intelligent enough to leave these invisible objects out of the calculations? Unlike other aircrafts where everthing is put into a single mesh file, the A380 model is split into multiple files to allow meshes of different format to work together. Does shadow work on the A380? Finally, what is the minimal graphic card requirment to be able to see shadow? Thanks, Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Harald JOHNSEN wrote: I have started to add some volumetric shadows in Flightgear. Here's a real life airplane shadow (shadow is at the end of the runway) from my flying adventure yesterday evening ... http://www.flightgear.org/~curt/Models/Current/EGN-1/Flying/Link/img_2637.html And ... http://www.flightgear.org/~curt/front-image-1.jpg Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
Harald JOHNSEN wrote: I have started to add some volumetric shadows in Flightgear. It uses the standard stencil method to count shadow volume (let me know if you want an implementation without stencil, it can also be done with the alpha buffer). A few days ago I thought that it would be overkill for the processor or the graphic card to add this effect, but with a few optimisations the impact on frame rate - while still noticeable - is acceptable. I can render the Concorde with a debug build so all is not lost if your computer is not 10 years old. Some screenshots here : http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html Let me know what you think of that. nb: only the AC is casting shadows atm, I still need to verify how are handled other objects in the scene graph (tile objects, AI objects, etc). Looks awsome! It's probably worth adding especially if we can let the users turn it off/on to tune their own performance. Regards, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
> http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html > Let me know what you think of that. Wow, that looks great. How much of a frame rate hit did you get? Dave ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Shadows
I have started to add some volumetric shadows in Flightgear. It uses the standard stencil method to count shadow volume (let me know if you want an implementation without stencil, it can also be done with the alpha buffer). A few days ago I thought that it would be overkill for the processor or the graphic card to add this effect, but with a few optimisations the impact on frame rate - while still noticeable - is acceptable. I can render the Concorde with a debug build so all is not lost if your computer is not 10 years old. Some screenshots here : http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html Let me know what you think of that. nb: only the AC is casting shadows atm, I still need to verify how are handled other objects in the scene graph (tile objects, AI objects, etc). Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear
On June 17, 2005 10:53 am, yue xianf wrote: > hi Gerard: > > Thanks lot, I found the hope to finish my project. > > Clifford What aircraft is it that you intent to port over? Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New turbo/supercharger code
Vivian Meazza wrote: > Good news: I've got Andy's code to run. Just a few minor changes. > Bad news: It doesn't work. > > I've set the property "/controls/engines/engine[0]/boost-control" to > a fixed value. Yasim shows the correct Boost value. But there's no > power. What does "show the correct boost value" mean? You mean the property is set, or that YASim is seeing the throttle setting but somehow not acting on it? My only suggestion is to look harder for a typo or somesuch; make sure the property you are setting is the one you are reading. Note that higher up in the same file you are already using the same trick: I'm quite certain this technique works. It's been in there, and actively used, since day one. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] New turbo/supercharger code
I wrote: > > > Additive? I.e. are the input axes added? > > > > Yes, all control axes are added to get the final value (clamped to the > > natural output range, of course); this is how trim works, for example. > > > > I thought so, thanks. > Good news: I've got Andy's code to run. Just a few minor changes. Bad news: It doesn't work. This doesn't work: ... ... I've set the property "/controls/engines/engine[0]/boost-control" to a fixed value. Yasim shows the correct Boost value. But there's no power. ... ... Works (of course) - I can set the throttle to produce the boost at which the controller is set as above. The same boost is produced, and the right power. ... control-input axis="/controls/engines/engine[0]/boost-control" control="THROTTLE"/> ... I've set the value to an appropriate number - the correct boost is shown, but there's no power. I suspect that ="/controls/engines/engine[0]/boost-control" is not being read somewhere. I deduce that there's no problem in pistonengine.cxx as the right boost is shown. I'm now looking elsewhere. V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear
Le vendredi 17 juin 2005 à 22:53 +0800, yue xianf a écrit : > hi Gerard: > > Thanks lot, I found the hope to finish my project. > > Clifford > Be careful, don't hope to much, we meet limitations, we cannot work with every .mdl format, don't wait for miracle. I will try to explain that in a DOC next week. A question: which operating system are you using with? -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] AI for Ground Units
Found it. In modelmgr.hxx: /** * A dynamically-placed model using properties. * * The model manager uses the property nodes to update the model's * position and orientation; any of the property node pointers may * be set to zero to avoid update. Normally, a caller should * load the model by instantiating SGModelPlacement with the path * to the model or its XML wrapper, then assign any relevant * property node pointers. * * @see SGModelPlacement * @see FGModelMgr#add_instance */ On 6/17/05, Erik Hofman <[EMAIL PROTECTED]> wrote: > Drew wrote: > > Is there an existing interface to allow non-ownship objects to be > > positioned using the propery system? If there's an easy way to > > specify lat, long, alt, roll, pitch, and heading, that would be really > > helpful. > > > > I just read the documentation on AI models, and it doesn't seem like > > any of the AI types tie models to properties. > > I suppose you mean "properties to control the craft"? > No, that's not what the AIModel code was designed for, it supplies some > properties themselves, mostly for debugging and n=animation but also for > updating RADAR info. > > Erik > > ___ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] AI for Ground Units
Right, that's exactly what I mean. I actually want to control certain ground items via a network interface. Dave suggested looking at the multiplayer model, which I'm about to do. Drew On 6/17/05, Erik Hofman <[EMAIL PROTECTED]> wrote: > Drew wrote: > > Is there an existing interface to allow non-ownship objects to be > > positioned using the propery system? If there's an easy way to > > specify lat, long, alt, roll, pitch, and heading, that would be really > > helpful. > > > > I just read the documentation on AI models, and it doesn't seem like > > any of the AI types tie models to properties. > > I suppose you mean "properties to control the craft"? > No, that's not what the AIModel code was designed for, it supplies some > properties themselves, mostly for debugging and n=animation but also for > updating RADAR info. > > Erik > > ___ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear
* Gerard Robin -- Friday 17 June 2005 17:07: > Le vendredi 17 juin 2005 à 16:54 +0200, Melchior FRANZ a écrit : > > * Gerard Robin -- Friday 17 June 2005 16:45: > > > Yes I can help in detail, > > > It will be rather a long way to explain in detail, and i fear that > > > Melchior will accept that kind of DOC taking place here. > > > > Can you elaborate? > I can, just need a delay: next week. Just for the record: I've never tried to prevent anyone from posting any contents, and I wouldn't if I were in the position, which I am not. I only remind people once in a while to follow some very basic netiquette rules, when threads and quote levels grow and grow and grow, when people quote 200 lines just to add a "me too" on top, when basic formal requirements aren't met that mail user agents depend on (e.g. the standard ">" quote character for syntax coloring of quotes, etc.). I can't force anyone, anyway. I just fix a few messages via procmail rule, and throw some (very few) away. People who don't like to follow rules or to read my quarterly reminders are free to block my messages in turn. Simple, isn't it? m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear
Le vendredi 17 juin 2005 à 16:54 +0200, Melchior FRANZ a écrit : > * Gerard Robin -- Friday 17 June 2005 16:45: > > Yes I can help in detail, > > It will be rather a long way to explain in detail, and i fear that > > Melchior will accept that kind of DOC taking place here. > > Can you elaborate? > > m. > I can, just need a delay: next week. > -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear
* Gerard Robin -- Friday 17 June 2005 16:45: > Yes I can help in detail, > It will be rather a long way to explain in detail, and i fear that > Melchior will accept that kind of DOC taking place here. Can you elaborate? m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear
hi Gerard: Thanks lot, I found the hope to finish my project. Clifford From: Gerard Robin <[EMAIL PROTECTED]> Reply-To: FlightGear developers discussions To: FlightGear developers discussions Subject: Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear Date: Fri, 17 Jun 2005 16:45:22 +0200 < Le vendredi 17 juin 2005 à 22:13 +0800, yue xianf a écrit : < Hi every one: < any one can give me some hint about how to run the MS FS models under < flightgear? < I have searched for long time, It is said Wolfram's manual can help, < http://home.t-online.de/home/Wolfram.Kuss/,this websit looks < and also is Germany < I don't understand. < I very appreciate your help. < Clifford Yue Yes I can help in detail, It will be rather a long way to explain in detail, and i fear that Melchior will accept that kind of DOC taking place here. Anyway if necessary in can try to make a little doc. It needs some delay. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear
< Le vendredi 17 juin 2005 à 22:13 +0800, yue xianf a écrit : < Hi every one: < any one can give me some hint about how to run the MS FS models under < flightgear? < I have searched for long time, It is said Wolfram's manual can help, < http://home.t-online.de/home/Wolfram.Kuss/,this websit looks < and also is Germany < I don't understand. < I very appreciate your help. < Clifford Yue Yes I can help in detail, It will be rather a long way to explain in detail, and i fear that Melchior will accept that kind of DOC taking place here. Anyway if necessary in can try to make a little doc. It needs some delay. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear
Am Freitag 17 Juni 2005 16:13 schrieb yue xianf: > Hi every one: > > any one can give me some hint about how to run the MS FS models under > flightgear? > I have searched for long time, It is said Wolfram's manual can help, > http://home.t-online.de/home/Wolfram.Kuss/,this websit looks something > else and also is Germany > I don't understand. > > I very appreciate your help. Basically the site says that the original site does no longer exist. Apparently the hoster had changed their systems and informed all customers to move their sites. Yet their is no link pointing to the maybe moved site. Looks like this link may rest in peace... Thomas ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear
Clifford Yue wrote: > Andy Ross wrote: > > Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: > > > > What was the subject again? Someone's mail client is obviously > > very angry... > > any one can give me some hint about how to run the MS FS models > under flightgear? Of all the messages to reply to to create a new thread, you picked this one? ... Unfortunately, no, I can't help. FlightGear and MSFS have diverged to the point that you will be much happier working with or developing native aircraft. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear
Hi every one: any one can give me some hint about how to run the MS FS models under flightgear? I have searched for long time, It is said Wolfram's manual can help, http://home.t-online.de/home/Wolfram.Kuss/,this websit looks something else and also is Germany I don't understand. I very appreciate your help. Clifford Yue _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear
Hi every one: any one can give me some hint about how to run the MS FS models under flightgear? I have searched for long time, It is said Wolfram's manual can help, http://home.t-online.de/home/Wolfram.Kuss/,this websit looks something else and also is Germany I don't understand. I very appreciate your help. Clifford Yue From: Andy Ross <[EMAIL PROTECTED]> Reply-To: FlightGear developers discussions To: FlightGear developers discussions Subject: [Flightgear-devel] Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re :Re: Date: Fri, 17 Jun 2005 06:52:00 -0700 Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: What was the subject again? Someone's mail client is obviously very angry... Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re:
Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: What was the subject again? Someone's mail client is obviously very angry... Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] material animation and alpha channel
Josh wrote, > Jim Wilson wrote: > >>From: Josh Babcock > >> > >>Melchior, (or anybody else) > >> > >>It seems that the material animation nullifies the alpha channel of .rgb > >>files mapped to the objects being animated. Here is an example. The > >>objects face and ball both have alpha channels which go away when this > >>animation is commented back in. Since I stole this from the mustang, you > >>should be able to see the problem there as well (though the original > >>ball is a solid object, not an alpha-mapped card). Example is attached. > >> > > > > > > If that is true, I may have fixed that locally. In any case, Melchior's > response is correct. > > > > The solution probably is not documented this way, but you can avoid > these problems completely by defining "groups" as the first animation > entries. > > > > Take a look at David Megginson's example work in pa28-161/Models/pa28- > 161.xml. The first couple entries are animation groups with no defined > types. They are named for the purpose of doing a manual "alpha sort" (see > the "PanelAlphaOrderGroup" animation entry). > > > > I believe that the same technique could be used for actual rotate, > translate or texture animations. > > > > Predefine all the groupings as the first "animation" entries with a name > but no type. Omit the type, and no call back will be linked. Further > down in the xml code, you can set the real animations up in whatever order > works best for you, referencing the predefined groups by name with a > single "object-name" tag per animation. Nothing gets merged (again) > because all the merging was done when the groups were predefined. The > only thing you'll have to remember is to put your larger groups first if > there are single objects appearing in multiple levels of grouping (not a > common requirement, but can happen). > > > > Best, > > > > Jim > > > > > > > > ___ > > Flightgear-devel mailing list > > Flightgear-devel@flightgear.org > > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > > 2f585eeea02e2c79d7b1d8c4963bae2d > > > > Well, embarrassingly this has become a moot point. After I fixed it > using the above techniques, I realized that that wasn't even the > behavior that I wanted. I'm pretty sure looking at pictures of surplus > instruments that these weren't illuminated, but rather used radium. If > that's the case, I should be able to do this with no animation at all, > and just have the faces and needles emissive all the time. > It can be done quite simply - just look at any Hurricane instrument. The ordering of the elements in the .ac file is important, or as Jim said it can be done with an tag. Sometimes you can get away with just one tag, and sometimes you will need more. In addition to instrument lighting, the Hurricane also has 'floodlighting' of the panels and some 'stray' lighting around bits of the cockpit. Not real of course, just a tad of emission as required. This ordering thing is something we aircraft designers just have to get our heads around - there's no easy way, and when it comes to transparency ... HTH V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] material animation and alpha channel
Jim Wilson wrote: >>From: Josh Babcock >> >>Melchior, (or anybody else) >> >>It seems that the material animation nullifies the alpha channel of .rgb >>files mapped to the objects being animated. Here is an example. The >>objects face and ball both have alpha channels which go away when this >>animation is commented back in. Since I stole this from the mustang, you >>should be able to see the problem there as well (though the original >>ball is a solid object, not an alpha-mapped card). Example is attached. >> > > > If that is true, I may have fixed that locally. In any case, Melchior's > response is correct. > > The solution probably is not documented this way, but you can avoid these > problems completely by defining "groups" as the first animation entries. > > Take a look at David Megginson's example work in > pa28-161/Models/pa28-161.xml. The first couple entries are animation groups > with no defined types. They are named for the purpose of doing a manual > "alpha sort" (see the "PanelAlphaOrderGroup" animation entry). > > I believe that the same technique could be used for actual rotate, translate > or texture animations. > > Predefine all the groupings as the first "animation" entries with a name but > no type. Omit the type, and no call back will be linked. Further down in > the xml code, you can set the real animations up in whatever order works best > for you, referencing the predefined groups by name with a single > "object-name" tag per animation. Nothing gets merged (again) because all the > merging was done when the groups were predefined. The only thing you'll have > to remember is to put your larger groups first if there are single objects > appearing in multiple levels of grouping (not a common requirement, but can > happen). > > Best, > > Jim > > > > ___ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > Well, embarrassingly this has become a moot point. After I fixed it using the above techniques, I realized that that wasn't even the behavior that I wanted. I'm pretty sure looking at pictures of surplus instruments that these weren't illuminated, but rather used radium. If that's the case, I should be able to do this with no animation at all, and just have the faces and needles emissive all the time. Josh ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] getting the best perfo with FG]
> Using SCSI (and disk striping) would help also. > > Erik > SCSI has ever been, surely, the best way, i do use it with the best results. May be an other way: Does anybody tried to preload scenery in virtual memory disk ? I Do mean RAMDISK. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
Le vendredi 17 juin 2005 à 13:19 +0200, Erik Hofman a écrit : > Harald JOHNSEN wrote: > > BONNEVILLE David wrote: > > > >> I forced 60 Hz because I will use a projection system ;) > >> > >> Well for the moment, I don't think I need to lower my fps, but maybe, > >> what would > >> be nice is if I could force FG to run at a given fps which prevents me > >> from > >> "little freezes"... ;) > > > I see... There is something weird somewhere in the code, don't know if > > someone has allready investigated that or > > perhaps it is simply by design but those freeze are a real pain. The fps > > can drop by 50 or 90% for a few frames > > for no reason. Is it caused by the 360° scan done every 500 frames, or > > some side effect of the autogen or > > perhaps some other piece of code (atc, ai, fdm, etc) ? > > You can only effectively reduce them by using a dual processor system > and with threads enabled. Reading the scenery from disk does take time, > whether you like it or not. > > Using SCSI (and disk striping) would help also. > > Erik > SCSI has ever been, surely, the best way, i do use it with the best results. May be an other way: Does anybody tried to preload scenery in virtual memory disk ? -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
Harald JOHNSEN wrote: BONNEVILLE David wrote: I forced 60 Hz because I will use a projection system ;) Well for the moment, I don't think I need to lower my fps, but maybe, what would be nice is if I could force FG to run at a given fps which prevents me from "little freezes"... ;) I see... There is something weird somewhere in the code, don't know if someone has allready investigated that or perhaps it is simply by design but those freeze are a real pain. The fps can drop by 50 or 90% for a few frames for no reason. Is it caused by the 360° scan done every 500 frames, or some side effect of the autogen or perhaps some other piece of code (atc, ai, fdm, etc) ? You can only effectively reduce them by using a dual processor system and with threads enabled. Reading the scenery from disk does take time, whether you like it or not. Using SCSI (and disk striping) would help also. Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Re : Re: Re : Re: getting the best perfo with FG
* Harald JOHNSEN -- Friday 17 June 2005 12:37: > >Hi again people, > > > >problem solved ! :D > > > >I've just recompiled the latest cvs of plib, simgear and FlightGear, Would it be possible to stop this full-quoting orgy? There's enough traffic without this. Remember: we have an archive, and not every single message needs to contain the whole thread! Grrr m. -- /"\ ASCII Ribbon Campaign \ / - Say NO to HTML in email x - Say NO to Word documents in email / \ - Say NO to full-quoting and top-posting ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
BONNEVILLE David wrote: I forced 60 Hz because I will use a projection system ;) Well for the moment, I don't think I need to lower my fps, but maybe, what would be nice is if I could force FG to run at a given fps which prevents me from "little freezes"... ;) David --- Message d'origine --- De : Harald JOHNSEN <[EMAIL PROTECTED]> À : FlightGear developers discussions Sujet : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG Date : ven 17 jun 2005 10:45:48 CEST BONNEVILLE David wrote: From the Quadro FX 3000 : * 60 Hz refresh * vertical synchro forced * no AntiAlias * no Anisotropic filtering * 1280*1024 * 32 bpp * visibility 5 meters --- Message d'origine --- De : "Ampere K. Hardraade" <[EMAIL PROTECTED]> À : FlightGear developers discussions Sujet : Re: [Flightgear-devel] getting the best perfo with FG Date : ven 17 jun 2005 10:11:46 CEST On June 17, 2005 03:17 am, BONNEVILLE David wrote: Hi again people, problem solved ! :D I've just recompiled the latest cvs of plib, simgear and FlightGear, turned on the threads flags, and now I have a FG running up to 60 fps (i have forced the synchro with the vertical refresh). Cuold somebody explain me the way to tune FG options to get the best perfo ? visibility, threads, dynamic terrain loading ... Thanks David Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps if I am lucky. What other options did you use beside vertical synchronization? Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d Your 60 Hz refresh seems too low, you should try 80-85, it will be more confortable for your eyes. But now that your fps is maxed you want to know how to lower it ? ;) Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d I see... There is something weird somewhere in the code, don't know if someone has allready investigated that or perhaps it is simply by design but those freeze are a real pain. The fps can drop by 50 or 90% for a few frames for no reason. Is it caused by the 360° scan done every 500 frames, or some side effect of the autogen or perhaps some other piece of code (atc, ai, fdm, etc) ? Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
I forced 60 Hz because I will use a projection system ;) Well for the moment, I don't think I need to lower my fps, but maybe, what would be nice is if I could force FG to run at a given fps which prevents me from "little freezes"... ;) David --- Message d'origine --- > De : Harald JOHNSEN <[EMAIL PROTECTED]> > À : FlightGear developers discussions > Sujet : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG > Date : ven 17 jun 2005 10:45:48 CEST > > BONNEVILLE David wrote: > > >>From the Quadro FX 3000 : > >* 60 Hz refresh > >* vertical synchro forced > >* no AntiAlias > >* no Anisotropic filtering > >* 1280*1024 > >* 32 bpp > >* visibility 5 meters > > > > > >--- Message d'origine --- > > > > > >>De : "Ampere K. Hardraade" <[EMAIL PROTECTED]> > >>À : FlightGear developers discussions > >>Sujet : Re: [Flightgear-devel] getting the best perfo with FG > >>Date : ven 17 jun 2005 10:11:46 CEST > >> > >>On June 17, 2005 03:17 am, BONNEVILLE David wrote: > >> > >> > >>>Hi again people, > >>> > >>>problem solved ! :D > >>> > >>>I've just recompiled the latest cvs of plib, simgear and FlightGear, > >>> > >>> > >>turned > >> > >> > >>>on the threads flags, and now I have a FG running up to 60 fps (i have > >>>forced the synchro with the vertical refresh). > >>> > >>>Cuold somebody explain me the way to tune FG options to get the best > perfo > >>>? visibility, threads, dynamic terrain loading ... > >>> > >>>Thanks > >>> > >>>David > >>> > >>> > >>Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps > if > >>I > >>am lucky. > >> > >>What other options did you use beside vertical synchronization? > >> > >> > >> > >>Ampere > >> > >>___ > >>Flightgear-devel mailing list > >>Flightgear-devel@flightgear.org > >>http://mail.flightgear.org/mailman/listinfo/flightgear-devel > >>2f585eeea02e2c79d7b1d8c4963bae2d > >> > >> > Your 60 Hz refresh seems too low, you should try 80-85, it will be more > confortable for your eyes. > But now that your fps is maxed you want to know how to lower it ? ;) > > Harald. > > > ___ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: "old" 3d clouds code
Martin Spott wrote: Erik Hofman wrote: http://gpgpu.sourceforge.net/ Well, now that I have an NVidia chip in the Octane - still I don't believe FlightGear can use it for such purpose, If you can see the 3d clouds you already are using it ... Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: "old" 3d clouds code
Erik Hofman wrote: > http://gpgpu.sourceforge.net/ Well, now that I have an NVidia chip in the Octane - still I don't believe FlightGear can use it for such purpose, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
BONNEVILLE David wrote: From the Quadro FX 3000 : * 60 Hz refresh * vertical synchro forced * no AntiAlias * no Anisotropic filtering * 1280*1024 * 32 bpp * visibility 5 meters --- Message d'origine --- De : "Ampere K. Hardraade" <[EMAIL PROTECTED]> À : FlightGear developers discussions Sujet : Re: [Flightgear-devel] getting the best perfo with FG Date : ven 17 jun 2005 10:11:46 CEST On June 17, 2005 03:17 am, BONNEVILLE David wrote: Hi again people, problem solved ! :D I've just recompiled the latest cvs of plib, simgear and FlightGear, turned on the threads flags, and now I have a FG running up to 60 fps (i have forced the synchro with the vertical refresh). Cuold somebody explain me the way to tune FG options to get the best perfo ? visibility, threads, dynamic terrain loading ... Thanks David Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps if I am lucky. What other options did you use beside vertical synchronization? Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d Your 60 Hz refresh seems too low, you should try 80-85, it will be more confortable for your eyes. But now that your fps is maxed you want to know how to lower it ? ;) Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: "old" 3d clouds code
Erik Hofman wrote > > Ok. > > In this case sory for the noise. > > No problem, there is nothing like a good discussion :-) > > Erik > And this was nothing like a good discussion :-). No, actually, I think we all developed our knowledge of this subject. V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re : Re: [Flightgear-devel] getting the best perfo with FG
>From the Quadro FX 3000 : * 60 Hz refresh * vertical synchro forced * no AntiAlias * no Anisotropic filtering * 1280*1024 * 32 bpp * visibility 5 meters --- Message d'origine --- > De : "Ampere K. Hardraade" <[EMAIL PROTECTED]> > À : FlightGear developers discussions > Sujet : Re: [Flightgear-devel] getting the best perfo with FG > Date : ven 17 jun 2005 10:11:46 CEST > > On June 17, 2005 03:17 am, BONNEVILLE David wrote: > > Hi again people, > > > > problem solved ! :D > > > > I've just recompiled the latest cvs of plib, simgear and FlightGear, > turned > > on the threads flags, and now I have a FG running up to 60 fps (i have > > forced the synchro with the vertical refresh). > > > > Cuold somebody explain me the way to tune FG options to get the best perfo > > ? visibility, threads, dynamic terrain loading ... > > > > Thanks > > > > David > > Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps if > I > am lucky. > > What other options did you use beside vertical synchronization? > > > > Ampere > > ___ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: "old" 3d clouds code
Ampere K. Hardraade wrote: I am also seeing these errors when I am running FlightGear under 16 bits color: RenderTexture Error: Couldn't find a suitable pixel format. WARNING: ssgLoadAC: Failed to open '/usr/local/FlightGear/share/FlightGear/Aircraft/c172r/Models/c172-dpm.ac' for reading This is with the latest version of the CVS. Could the problems be related? No, the first problem tries to tell it can't find a proper pbuffer object using the specified settings (which also might mean it is running out of video ram). Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: "old" 3d clouds code
Mathias Fröhlich wrote: On Donnerstag 16 Juni 2005 09:58, Erik Hofman wrote: Again, I don't believe this part of the code is actually implemented for FlightGear and the new code has some early implementation for doings the same. It really requires much more work to make the old code plib aware, improve plib to support impostors and additionally to add the airflow code into the picture (I haven't even talked about making it METAR aware). Unless one of you starts to implement it now, it will probably be removed. Ok. In this case sory for the noise. No problem, there is nothing like a good discussion :-) Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: "old" 3d clouds code
Mathias Fröhlich wrote: On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote: I have short circuted that with an unconditional false return in line 461 in RenderTexture.cpp. The crash happens in the first call to glXCreateGLXPbufferSGIX a few lines later. Is the error fixable? I just started the debugger to see where it happens. Dont' know so far. Are we sure that the pbuffer extension initialization/usage is entierly correct? It should be, The RenderTexture code is adapted from the RenderTexture class written by Mark Harris: http://www.markmark.net/misc/rendertexture.html http://gpgpu.sourceforge.net/ As far as I know it is used by several other projects. Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] getting the best perfo with FG
On June 17, 2005 03:17 am, BONNEVILLE David wrote: > Hi again people, > > problem solved ! :D > > I've just recompiled the latest cvs of plib, simgear and FlightGear, turned > on the threads flags, and now I have a FG running up to 60 fps (i have > forced the synchro with the vertical refresh). > > Cuold somebody explain me the way to tune FG options to get the best perfo > ? visibility, threads, dynamic terrain loading ... > > Thanks > > David Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps if I am lucky. What other options did you use beside vertical synchronization? Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] AI for Ground Units
Drew wrote: Is there an existing interface to allow non-ownship objects to be positioned using the propery system? If there's an easy way to specify lat, long, alt, roll, pitch, and heading, that would be really helpful. I just read the documentation on AI models, and it doesn't seem like any of the AI types tie models to properties. I suppose you mean "properties to control the craft"? No, that's not what the AIModel code was designed for, it supplies some properties themselves, mostly for debugging and n=animation but also for updating RADAR info. Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: "old" 3d clouds code
On June 17, 2005 01:17 am, Mathias Fröhlich wrote: > On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote: > > > I have short circuted that with an unconditional false return in line > > > 461 in RenderTexture.cpp. > > > The crash happens in the first call to glXCreateGLXPbufferSGIX a few > > > lines later. > > > > Is the error fixable? > > I just started the debugger to see where it happens. > Dont' know so far. > > Are we sure that the pbuffer extension initialization/usage is entierly > correct? > > Greetings Mathias I am also seeing these errors when I am running FlightGear under 16 bits color: RenderTexture Error: Couldn't find a suitable pixel format. WARNING: ssgLoadAC: Failed to open '/usr/local/FlightGear/share/FlightGear/Aircraft/c172r/Models/c172-dpm.ac' for reading This is with the latest version of the CVS. Could the problems be related? Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re : Re: [Flightgear-devel] getting the best perfo with FG
Hi again people, problem solved ! :D I've just recompiled the latest cvs of plib, simgear and FlightGear, turned on the threads flags, and now I have a FG running up to 60 fps (i have forced the synchro with the vertical refresh). Cuold somebody explain me the way to tune FG options to get the best perfo ? visibility, threads, dynamic terrain loading ... Thanks David --- Message d'origine --- > De : Gerard Robin <[EMAIL PROTECTED]> > À : FlightGear developers discussions > Sujet : Re: [Flightgear-devel] getting the best perfo with FG > Date : jeu 16 jun 2005 17:29:09 CEST > > Le jeudi 16 juin 2005 à 17:15 +0200, Gerard Robin a écrit : > > Le jeudi 16 juin 2005 à 15:12 +0200, BONNEVILLE David a écrit : > > > Hi people, > > > > > > I have a bi Xeon 3.2 GHz with 3.25 Go RAM and a NVidia Quadro FX 3000 on > WinXP. > > > Without any anysotropic and antialiasing, i get FG running 30 fps and > sometimes > > > 20 fps. > > > Here are the option i use in my command line : > > > --airport-id=LFMI --aircraft=ufo --control=mouse --enable-game-mode > > > --enable-horizon-effect --geometry=1280x1024 --visibility=5 --bpp=32 > > > > > > that means i have also "specular highlight" and i don't have "enhanced > runway > > > lighting". > > > > > > The FG version is the one Fred put on a webpage with the process splash > screen. > > > I had the same performances with the official 0.9.8 release. > > > I am currently downloading the latest NVidia quadro driver for XP to > check if it > > > is the main cause. > > > Do you have any idea, suggestion, to improve FG perfo ? > > > > > > Thanks > > > > > > David > > > > > > > > > > > Your --visibility=5 seems very high more than usual > > > > AND with Metar on LFMI we get only 12000 , the visibility is pretty > good. > > -- > Gerard > > > ___ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d