Re: [Flightgear-devel] DC-3 model 3D file

2002-01-31 Thread Jon Stockill

On Wed, 30 Jan 2002, Jeff wrote:

 David wrote:

  Looks good.  Are you planning to texture it?

 Good question. I was going to at a later date. Below is kind of my personal
 plan.

 1. Make the DC-3 with no textures (done)

 2. Make some buildings for cities with textures.

 3. Make another aircraft with no textures.

 4. More buildings

 5. Maybe another aircraft with no textures.

 6. More buildings

 7. Go back and texture the aircraft.

I'm happy to help out with buildings (I have a registered version of AC3D
lying around from another project). Is there a any documentation anywhere
on how to include the buildings I design in the scenery? Presumably it
needs including in the airport files, but I've yet to work out how.

-- 
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[Flightgear-devel] JSBSim retractable gear problem

2002-01-31 Thread Erik Hofman



Hi,

I've noticed both th c310 and c182 give a problem at load time.
The problem is related to the retractable landing gear because it dumpt 
core right after:

9: GEAR_CONTACT 0
20: GEAR_CONTACT 1
21: GEAR_CONTACT 1
22: GEAR_CONTACT 0
23: GEAR_CONTACT 0
24: GEAR_CONTACT 0
25: GEAR_CONTACT 0
26: GEAR_CONTACT 1
27: GEAR_CONTACT 1
28: GEAR_CMemory fault(coredump)

A test with the c310 changing RETRACT to FIXED did actually fix the problem.

Erik


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RE: [Flightgear-devel] Sun and Moon reflections on water

2002-01-31 Thread Vallevand, Mark K

Shadows done the traditional way with shadow volumes are 
pretty expensive:  Two passes through the scene graph for
objects and 2 passes for the shadows.  I'd guess that
reflections are about the same expense.  But, there are
many short cuts, especially for relatively static scenes
like the moon or sun reflecting on the water.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.



 -Original Message-
 From: David Findlay [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, January 31, 2002 1:13 AM
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Sun and Moon reflections on water
 
 
 Now that would be a cool feature. Can it be done though 
 without killing frame 
 rate too much? Thanks,
 
 David
 
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Re: [Flightgear-devel] Sun and Moon reflections on water

2002-01-31 Thread Christian Mayer

Vallevand, Mark K wrote:
 
 Shadows done the traditional way with shadow volumes are
 pretty expensive:  Two passes through the scene graph for
 objects and 2 passes for the shadows.  I'd guess that
 reflections are about the same expense.  But, there are
 many short cuts, especially for relatively static scenes
 like the moon or sun reflecting on the water.

1) If you want *only* moon an sun it's very cheap.

2) If you want moon and sun and bumpmapping (there are usually waves on
the water) it's more expensive (dunno how much).

3) If you want the scenery it's exactly the doubled amount of work and
thus should drecrease frame rates dramatically.

4) If you want the scenery and bump mapping it's even worse.

If you want 2) and 4) it might help a hot to learn how to use the vertex
and pixel shaders in the new hardware.

CU,
Christian

--
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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Martin Spott writes:
 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 

Well in that case you are probably then better off just taking that
$1000 and buying a modern PC which for most applications will probably
beat the socks off the Octane anyways.

In my last job we ran a simulator using an old SGI Onyx.  We could buy
3 very high end PC's every year for what we paid in yearly hardware
support contract costs.  And each of those 3 PC's individually would
beat the socks off the onyx.

I like sgi, I wish they were doing better as a company.  But,
unfortunately I just don't see a lot of advantage in buying their
hardware these days, and there are very few applications these days
that run on sgi only.  There are still a few uses where sgi makes the
most sense, but these are getting fewer and fewer.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Erik Hofman

Curtis L. Olson wrote:

 Martin Spott writes:
 
To explain what Erik's talking about: You don't get an appropriate video
card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
FlightGear's textured scenerey without TRAM 

 
 Well in that case you are probably then better off just taking that
 $1000 and buying a modern PC which for most applications will probably
 beat the socks off the Octane anyways.
 
 In my last job we ran a simulator using an old SGI Onyx.  We could buy
 3 very high end PC's every year for what we paid in yearly hardware
 support contract costs.  And each of those 3 PC's individually would
 beat the socks off the onyx.
 
 I like sgi, I wish they were doing better as a company.  But,
 unfortunately I just don't see a lot of advantage in buying their
 hardware these days, and there are very few applications these days
 that run on sgi only.  There are still a few uses where sgi makes the
 most sense, but these are getting fewer and fewer.


So you're basically saying I am wasting my time ...
I doubt that the 40 people downloading FlightGear 0.7.7 each month could 
be conviced to use crappy PC hardware just because it's cheap. I realy 
don't like that attitude and prefer to leave the hardware choice to 
everyone who wishes to chose.

Ergo, we should stick with support for old hardware or remove the line 
multi platfrom and state the change on the website.

Then at least *I* would know what to do.

Erik





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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Christian Mayer

Erik Hofman wrote:
 
 Curtis L. Olson wrote:
 
  Martin Spott writes:
 
 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 
 
 
  Well in that case you are probably then better off just taking that
  $1000 and buying a modern PC which for most applications will probably
  beat the socks off the Octane anyways.
 
  In my last job we ran a simulator using an old SGI Onyx.  We could buy
  3 very high end PC's every year for what we paid in yearly hardware
  support contract costs.  And each of those 3 PC's individually would
  beat the socks off the onyx.
 
  I like sgi, I wish they were doing better as a company.  But,
  unfortunately I just don't see a lot of advantage in buying their
  hardware these days, and there are very few applications these days
  that run on sgi only.  There are still a few uses where sgi makes the
  most sense, but these are getting fewer and fewer.
 
 So you're basically saying I am wasting my time ...
 I doubt that the 40 people downloading FlightGear 0.7.7 each month could
 be conviced to use crappy PC hardware just because it's cheap. I realy
 don't like that attitude and prefer to leave the hardware choice to
 everyone who wishes to chose.
 
 Ergo, we should stick with support for old hardware or remove the line
 multi platfrom and state the change on the website.
 
 Then at least *I* would know what to do.

Well, the modern SGIs shouldn't have trouble running a recent version of
FGFS. So we run on a SGI.

You don't expect a software rendering 386 to give decent frame rates, do
you?

But we could offer a minimum recomended SGI configuration.

CU,
Christian

PS: Is there a way to install FGFS (+SimGear + PLIB + GLUT) on a Indy
w/o root privileges? I'd like to try it at the university.

--
The idea is to die young as late as possible.-- Ashley Montague

Whoever that is/was; (c) by Douglas Adams would have been better...

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 You don't expect a software rendering 386 to give decent frame rates, do
 you?

Haven't tried that yet, because just the FGFS base is 50MB ... and that PC
only has a 100MB HD.  My 486 doesn't do very well, due to software 3D.
If I come across an ISA 3D card spare, I try it ... it might be usable!


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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 

  In my last job we ran a simulator using an old SGI Onyx.  We could buy
  3 very high end PC's every year for what we paid in yearly hardware
  support contract costs.  And each of those 3 PC's individually would
  beat the socks off the onyx.

 So you're basically saying I am wasting my time ...
 I doubt that the 40 people downloading FlightGear 0.7.7 each month could 
 be conviced to use crappy PC hardware just because it's cheap. I realy 
 don't like that attitude and prefer to leave the hardware choice to 
 everyone who wishes to chose.

It's also worth bearing in mind that
(a) FGFS is currently not taking advantage of some SGI hardware features
(b) A big benefit of SGI support is the visual hardware that is plugged in

I think we should continue to support the untextured scenery for FGFS,
partly because when used for IFR, people will want every ounce of performance
going into the panel.  On machines with 810 style chipsets, having all that
texture memory floating around really hurts performance to no benefit.

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Erik,

I want to clarify that I wasn't trying to speak ill of sgi or those
who use sgi computers.  I was just responding to Martin Spott's
suggestion that it would cost $1000 to turn an Octane SSI into
something that could reasonably run FlightGear.  And then pointing out
that for that $1000 you could buy an entire PC which would run
FlightGear splendidly.

SGI has it's place in the world, they do some things very well, but
also at a very high price.  I hope FlightGear can continue to support
their platform.

Back a couple years ago I got a very early version of FlightGear
running on SGI.  My department had tons of sgi's all over the place so
it seemed like a great idea since sgi *is* *the* 3d graphics company
(or at least was back then.)

I was shocked then to find out that there was only one sgi machine in
the entire building (out of about 30) capable of running flightgear
decently.  This was a $250,000 Onyx which was not for playing games.
The rest of the sgi's around here either had no graphics hardware
acceleration at all (i.e. Indies) or had some minimal 3d acceleration
but didn't support basic things like texturing.  After that, I
personally stopped investing time on the sgi port because as I
unfortunately discovered, I didn't have convenient access to any sgi
machines that could run it.

These days you can get a Voodoo2 (with two texture engines) for $10 on
ebay.  I certainly hope sgi isn't *still* selling machines without
hardware texturing support.

Any, my real point here is that I personally do not care to work very
hard to support a non-textured flightgear mode simply for the sake of
old sgi hardware.  However, if there are other reasons as well
... supporting notebook (few of which have 3d graphics), or to still
support cards with very little texture ram ... then I have no problem
with continuing on with our support of a non-textured world mode.

However, with respect to the current bug in coloring, someone else is
going to have to volunteer to look into the problem.

Regards,

Curt.


Erik Hofman writes:
 Curtis L. Olson wrote:
 
  Martin Spott writes:
  
 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 
 
  
  Well in that case you are probably then better off just taking that
  $1000 and buying a modern PC which for most applications will probably
  beat the socks off the Octane anyways.
  
  In my last job we ran a simulator using an old SGI Onyx.  We could buy
  3 very high end PC's every year for what we paid in yearly hardware
  support contract costs.  And each of those 3 PC's individually would
  beat the socks off the onyx.
  
  I like sgi, I wish they were doing better as a company.  But,
  unfortunately I just don't see a lot of advantage in buying their
  hardware these days, and there are very few applications these days
  that run on sgi only.  There are still a few uses where sgi makes the
  most sense, but these are getting fewer and fewer.
 
 
 So you're basically saying I am wasting my time ...
 I doubt that the 40 people downloading FlightGear 0.7.7 each month could 
 be conviced to use crappy PC hardware just because it's cheap. I realy 
 don't like that attitude and prefer to leave the hardware choice to 
 everyone who wishes to chose.
 
 Ergo, we should stick with support for old hardware or remove the line 
 multi platfrom and state the change on the website.
 
 Then at least *I* would know what to do.
 
 Erik
 
 
 
 
 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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RE: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Paul Deppe

 Any, my real point here is that I personally do not care to work very
 hard to support a non-textured flightgear mode simply for the sake of
 old sgi hardware.  However, if there are other reasons as well
 ... supporting notebook (few of which have 3d graphics), or to still
 support cards with very little texture ram ... then I have no problem
 with continuing on with our support of a non-textured world mode.

Here's another scenario in which a non-textured world is useful:  We develop
IRIX software on an (old) Indy R5K and an Indigo II to run on our Onyx RE2
because the Onyx is not always available for development.  It's much more
productive to have a non-textured mode available on the slower machines.

I agree with Curt's comments concerning SGI vs. modern PC graphics hardware,
but hope that the efforts of Erik and others to keep FGFS alive on IRIX will
continue.

Regards,

Paul

Paul R. Deppe
Veridian Engineering (formerly Calspan)
Flight  Aerospace Research Group
150 North Airport Drive
Buffalo, NY  14225
(716) 631-6898
(716) 631-6990 FAX
[EMAIL PROTECTED]


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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Erik Hofman

Curtis L. Olson wrote:

 Erik,
 
 I want to clarify that I wasn't trying to speak ill of sgi or those
 who use sgi computers.  I was just responding to Martin Spott's
 suggestion that it would cost $1000 to turn an Octane SSI into
 something that could reasonably run FlightGear.  And then pointing out
 that for that $1000 you could buy an entire PC which would run
 FlightGear splendidly.


Hmm, maybe I didn't understand it quite well then.
Anyway, I've discovered that allmost all of the ambient and diffuse 
colors in the materials.xml file hive the same value for r, g an b.

I guess there has gone something wrong in the conversion of the file.
Does anybody have the original still laying around?

I have one from FLightGear-0.7.6 which is probably too old (but usable 
if there are no other options).

Erik





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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Erik Hofman writes:
 Anyway, I've discovered that allmost all of the ambient and diffuse 
 colors in the materials.xml file hive the same value for r, g an b.
 
 I guess there has gone something wrong in the conversion of the
 file.

Ahhh, that actually looks like the source of the problem r = g = b =
value will be a shade of grey.  Looks like something did get lost in
the conversion.

 Does anybody have the original still laying around?
 
 I have one from FLightGear-0.7.6 which is probably too old (but usable 
 if there are no other options).

The 0.7.8 base package should be on ftp.flightgear.org and should
contain a fairly recent materials file.

Someone should actually go through all the entries and pick
appropriate non-texture colors for each material.  I thought it would
be intresting to taket the average of all the pixels in the texture,
but never got around to seeing how well that would work.  But it's
something you could then automate to handle future textures or texture
updates pretty easily.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Cameron Moore

* [EMAIL PROTECTED] (Erik Hofman) [2002.01.31 14:14]:
 Curtis L. Olson wrote:
 
 Erik,
 
 I want to clarify that I wasn't trying to speak ill of sgi or those
 who use sgi computers.  I was just responding to Martin Spott's
 suggestion that it would cost $1000 to turn an Octane SSI into
 something that could reasonably run FlightGear.  And then pointing out
 that for that $1000 you could buy an entire PC which would run
 FlightGear splendidly.
 
 
 Hmm, maybe I didn't understand it quite well then.
 Anyway, I've discovered that allmost all of the ambient and diffuse 
 colors in the materials.xml file hive the same value for r, g an b.
 
 I guess there has gone something wrong in the conversion of the file.
 Does anybody have the original still laying around?
 
 I have one from FLightGear-0.7.6 which is probably too old (but usable 
 if there are no other options).
 
 Erik

Yes, this is definately wrong.  I have a copy, but I'm not sure how old
it is (prolly a couple months).  I don't think it has all of the changes
up to when it was removed.  Anybody know how to retrieve it from the CVS
Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
server?  ;-)
-- 
Cameron Moore
[ There's no place like $HOME ]

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread David Megginson

Erik Hofman writes:

  I guess there has gone something wrong in the conversion of the file.
  Does anybody have the original still laying around?

The colours in the original were mostly not filled in either,
unfortunately.  When you tweak the colours around, do you get anything
useful?


All the best,


David

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Cameron Moore

* [EMAIL PROTECTED] (David Megginson) [2002.01.31 15:32]:
 Cameron Moore writes:
 
   Yes, this is definately wrong.  I have a copy, but I'm not sure how old
   it is (prolly a couple months).  I don't think it has all of the changes
   up to when it was removed.  Anybody know how to retrieve it from the CVS
   Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
   server?  ;-)
 
 To get the version from, say, November 30 2001, try something like
 
   cvs update -D20011130 materials

Okay, I was trying to use '-r 1.11' and it wasn't working.  This should
get you the last version prior to the XML switch-over:

  cvs update -D20011227 materials

 That said, it's my mess, so I'll clean it up.  I don't think I have
 the perl script I used for that conversion any more though.

Well, if you find it, it looks like you were dropping the BG values and
just converting everything to RRR instead of RGB.
-- 
Cameron Moore
/ If a person with multiple personalities threatens \
\  suicide, is that considered a hostage situation? /

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[Flightgear-devel] Re: 0.7.9 release schedule

2002-01-31 Thread Melchior FRANZ

* Cameron Moore -- Thursday 31 January 2002 22:09:
 Yes, this is definately wrong.  I have a copy, but I'm not sure how old
 it is (prolly a couple months).  I don't think it has all of the changes
 up to when it was removed.  Anybody know how to retrieve it from the CVS
 Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
 server?  ;-)

You should still be able to get the log entries with:

  cvs log materials.xml

after which you can look up the revision number that you are interested in, e.g.

  cvs up -p -r1.5 materials.xml  materials.xml.1.5

m.

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Martin Spott

 Well, the modern SGIs shouldn't have trouble running a recent version of
 FGFS. So we run on a SGI.

Yep, as long as you have lots of CPU cycles. I believe an R10k at 300 MHz is
minimum, also a MaxImpact/MXI graphics subsystem with maximum TRAM should be
recommended.

 PS: Is there a way to install FGFS (+SimGear + PLIB + GLUT) on a Indy
 w/o root privileges? I'd like to try it at the university.

Yes, you could place the binary in your home directory and adjust 'fg-root'.
That's it. But be warned: My first SGI was a 175 MHz Indigo2 MaxImpact
(somewhat Indy's successor) wit 2x 1 MByte TRAM. CPU was too slow and TRAM
was too little. Now I have an 195 MHz Octane SSI. CPU is still somewhat too
slow and SSI has _no_ TRAM. I doubt you'll be lucky on an Indy,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Re: 0.7.9 release schedule

2002-01-31 Thread Cameron Moore

* [EMAIL PROTECTED] (Melchior FRANZ) [2002.01.31 16:24]:
 * Cameron Moore -- Thursday 31 January 2002 22:09:
  Yes, this is definately wrong.  I have a copy, but I'm not sure how old
  it is (prolly a couple months).  I don't think it has all of the changes
  up to when it was removed.  Anybody know how to retrieve it from the CVS
  Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
  server?  ;-)
 
 You should still be able to get the log entries with:
 
   cvs log materials.xml

cvs log materials

 after which you can look up the revision number that you are interested in, e.g.
 
   cvs up -p -r1.5 materials.xml  materials.xml.1.5
 
 m.

That doesn't work for materials since it was deleted from the
repository.  The XML file is not what we're after.  Thanks
-- 
Cameron Moore
[ Where do forest rangers go to get away from it all? ]

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Christian Mayer

Martin Spott wrote:
 
 From: Alex Perry [EMAIL PROTECTED]
 
  It's also worth bearing in mind that
  (a) FGFS is currently not taking advantage of some SGI hardware features
 
 Do you believe it might make sense to take these features into account for
 FlightGear ? I had the impression that by using several 'abstraction layers'
 like 'glut' and 'plib' there's not much room to take advantage of OpenGL
 specifics. 

That's no problem. AFAIK is our only need for GLUT to tell us the
dimension of the OpenGL window that the window manager created for us.

PLIB gives us a scenegraph. And PLIB should work *very* well on SGI as
the author has a very strong SGI background (and SSG was strongly
inspired by performer). PLIB also let's us call our own OpenGL calls
(that's e.g. the way we draw our sky) and only need a few informations
from us which aren't limiting us in any way.
Oh, and we can allways inherit classes from PLIB to have out very custom
OpenGL calls.

So no trouble here. But *I* think it's not worth the hazle.

CU,
Christian

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Re: [Flightgear-devel] DC-3 model 3D file

2002-01-31 Thread Jeff

Jon wrote:

 I'm happy to help out with buildings (I have a registered version of AC3D
 lying around from another project). Is there a any documentation anywhere
 on how to include the buildings I design in the scenery? Presumably it
 needs including in the airport files, but I've yet to work out how.


Well, with my version 0.7.8 of FlightGear, the instruction in the 
FlightGear_FAQ.html has a few bugs. So I just add my models to the file 
Scenery/w08n40/w076n45. Thats the example in the FAQ (  I hope). Then I edit 
the file 1712601.stg as below.

OBJECT_BASE 1712601.btg
OBJECT CYRO.btg
OBJECT_STATIC rr-hanger-od_v2.ac -75.73100 45.40 57 0
OBJECT_STATIC rr-hanger-od_v1.ac -75.73100 45.4005 57 0
OBJECT_STATIC wat-tower-bl_v1.ac -75.7295 45.40 57 0
OBJECT_STATIC wat-tower-wh_v1.ac -75.729 45.3999 57 0
OBJECT_STATIC wat-tower-rd_v1.ac -75.7301 45.39 57 0
OBJECT_STATIC con-tower_v1.ac -75.7302 45.40 55 0
OBJECT_STATIC rr-hanger_v1.ac -75.7290 45.4001 57 0
OBJECT_STATIC rr-hanger_v2.ac -75.7270 45.3900 70 0
OBJECT_STATIC hanger_v2.ac -75.7302 45.4003 55 0
OBJECT_STATIC rad-tower.ac -75.73203 45.4003 54 0
OBJECT_STATIC hanger2.ac -75.73403 45.4005 54 0
OBJECT_STATIC rad-tower_v2.ac -75.73210 45.4004 54 0
OBJECT_STATIC rad-tower_v3.ac -75.73220 45.4005 54 0
OBJECT_STATIC hanger3.ac -75.73403 45.4015 54 0

I can't place the models where I would like. I can only use the above example 
to test my models. If I had to figure out how to place models say by ERI, I 
wouldn't get the time to work on the models. I don't think the instruction 
are 100% for version 0.7.8.


Later 

Jeff

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

David Megginson writes:
 Erik Hofman writes:
 
   I guess there has gone something wrong in the conversion of the file.
   Does anybody have the original still laying around?
 
 The colours in the original were mostly not filled in either,
 unfortunately.  When you tweak the colours around, do you get anything
 useful?

Some of them had been carefully tweaked at one point, but new
additions probably weren't tweaked.  Clearly the actual/original rgb
values did not get brought over in the conversion to xml.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Martin Spott writes:
 From: Alex Perry [EMAIL PROTECTED]
 
  It's also worth bearing in mind that
  (a) FGFS is currently not taking advantage of some SGI hardware
  features

Alex, what sgi hardware features are you referring to, and are these
available on any of the machines our developers have access to?

 Do you believe it might make sense to take these features into account for
 FlightGear ? I had the impression that by using several 'abstraction layers'
 like 'glut' and 'plib' there's not much room to take advantage of OpenGL
 specifics. Anyways, as my insight in FlightGear's 'mechanics' is limited I
 easily might be wrong.

For the most part glut and plib do not hinder you from using raw
opengl commands.  They don't necessarily provide an abstraction for
the fancy new card features and opengl extensions coming out, but they
don't get in the way of you writing raw opengl calls yourself.

 Anyway, even if someone optimizes FlightGear's use of unusual
 graphics hardware there will ever be the lack of CPU cycles, as even
 modern SGI Workstations run at moderate CPU speed. This gets pretty
 obvious when comparing frame rates of FlightGear running LaRCsim or
 JSBSim,

I'm still not sure what special graphics features sgi provides (that
something like a mid-hi level geforce card doesn't) that we'd be
interested in.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread John Check

On Thursday 31 January 2002 04:09 pm, you wrote:
 * [EMAIL PROTECTED] (Erik Hofman) [2002.01.31 14:14]:
  Curtis L. Olson wrote:
  Erik,
  
  I want to clarify that I wasn't trying to speak ill of sgi or those
  who use sgi computers.  I was just responding to Martin Spott's
  suggestion that it would cost $1000 to turn an Octane SSI into
  something that could reasonably run FlightGear.  And then pointing out
  that for that $1000 you could buy an entire PC which would run
  FlightGear splendidly.
 
  Hmm, maybe I didn't understand it quite well then.
  Anyway, I've discovered that allmost all of the ambient and diffuse
  colors in the materials.xml file hive the same value for r, g an b.
 
  I guess there has gone something wrong in the conversion of the file.
  Does anybody have the original still laying around?
 
  I have one from FLightGear-0.7.6 which is probably too old (but usable
  if there are no other options).
 
  Erik

 Yes, this is definately wrong.  I have a copy, but I'm not sure how old
 it is (prolly a couple months).  I don't think it has all of the changes
 up to when it was removed.  Anybody know how to retrieve it from the CVS
 Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
 server?  ;-)

I'll look into it next week. I'm scheduling an overhaul of that machine
soon.  Probably after the next release.

John

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[Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread David Megginson

Aside from stabilizing our current flight models, I think that the
absolute top priority for 0.8 should be at least a minimal level of
runway lighting.  While the general scenery lighting makes night
flying nice (and makes roads look great), landing at night is too hard
right now.  All of us (including me) have our own pet projects, but
perhaps we can pull together and get this one problem out of the way
once we have 0.7.9 out.

Comments?  Objections?


All the best,


David

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Re: [Flightgear-devel] Urgent: Network and external flight model

2002-01-31 Thread Jonathan Polley

David,

At work, I run a proprietary FDM on a Sun Workstation and feed the 
data to FlightGear.  I use the '--fdm=external' and '--native_fdm=...' 
options (--native_fmd= uses the same parameters as --native).  I did 
make some changes to Network/native_fdm.cxx to properly manage the 
byte-order issues, but it works like a champ.  IMHO, --native_fdm= has a 
cleaner interface than does --native=.  To see the data structure that 
the FDM needs to generate, look in  Network/raw_fdm.hxx.

Jonathan Polley

p.s.  I have submitted my edits.

On Thursday, January 31, 2002, at 06:37 PM, David Findlay wrote:

 Just checking a couple of details - you can run an external flight 
 model on a
 machine other than the one running FGFS right? Thanks,

 David

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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread David Findlay

On Fri, 1 Feb 2002 11:44, you wrote:
 Aside from stabilizing our current flight models, I think that the
 absolute top priority for 0.8 should be at least a minimal level of
 runway lighting.  While the general scenery lighting makes night
 flying nice (and makes roads look great), landing at night is too hard
 right now.  All of us (including me) have our own pet projects, but
 perhaps we can pull together and get this one problem out of the way
 once we have 0.7.9 out.

 Comments?  Objections?

I think the other thing needed is stabilising all current features. There's 
lots of little annoying bugs that need to be reported and fixed. 0.7.9 should 
be released soon, then everyone could bug hunt that version. Then release 
0.8pre1 and have everyone look for bugs in it. That way we can have a nice 
stable version 0.8 then go and completely stuff it with new features after 
that.

David

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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread John Check

On Thursday 31 January 2002 09:02 pm, you wrote:
 On Fri, 1 Feb 2002 11:44, you wrote:
  Aside from stabilizing our current flight models, I think that the
  absolute top priority for 0.8 should be at least a minimal level of
  runway lighting.  While the general scenery lighting makes night
  flying nice (and makes roads look great), landing at night is too hard
  right now.  All of us (including me) have our own pet projects, but
  perhaps we can pull together and get this one problem out of the way
  once we have 0.7.9 out.
 
  Comments?  Objections?

 I think the other thing needed is stabilising all current features. There's
 lots of little annoying bugs that need to be reported and fixed. 0.7.9
 should be released soon, then everyone could bug hunt that version. Then
 release 0.8pre1 and have everyone look for bugs in it. That way we can have
 a nice stable version 0.8 then go and completely stuff it with new features
 after that.

 David


Okay heres a bug. When flying towards the sun/moon, the body in question 
will jump down  ~45 degrees for a frame or two. When ever this happens the
time jumps ahead on the clock. Uh... ok... so the time stutters.




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Re: [Flightgear-devel] LWCE notes

2002-01-31 Thread Jon S. Berndt

 I'm getting a lot of positive responses in the booth to the current
 feature set. The pilots in the bunch are well pleased with JSBsim.

That's a relief [ said Jon, not quite able to hide the slight surprise in
his voice]. Any particular comments made? I would suspect perhaps a comment
on gyroscopic effects and P-Factor?

Jon



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Re: [Flightgear-devel] New Screenshots?

2002-01-31 Thread David Findlay

On Fri, 1 Feb 2002 12:30, you wrote:
 On Thursday 31 January 2002 08:56 pm, you wrote:
  Anyone got any new screenshots of coming features or anything special
  that I could show during my talk next week? Thanks,
 
  David

 I can post the foils from my presentation, but I lifted a lot of those
 from the FGFS screenshots page. The photorealistic scenery
 shots with the DC3 are a crowd pleaser. Also, the fisheye lens shot of the
 3 screen setup goes over big. Theres a not bad screendump with the C310
 flying past KSFO on my website

Okay I'll have a look at that one. Anyone got a recent shot of the NetworkOLK 
code in use? Thanks,

David

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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread David Megginson

David Findlay writes:

  I think the other thing needed is stabilising all current
  features. There's lots of little annoying bugs that need to be
  reported and fixed. 0.7.9 should be released soon, then everyone
  could bug hunt that version. Then release 0.8pre1 and have everyone
  look for bugs in it. That way we can have a nice stable version 0.8
  then go and completely stuff it with new features after that.

Yes, I agree that bug-swatting is also important.  We should aim to
have 0.8 build clean with -Wall (under G++), and run clean with all
FPEs enabled.  The latter will involve some coordination with the PLIB
folks (I don't think they test with FPE's enabled).


All the best,


David

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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread David Megginson

John Check writes:

  Okay heres a bug. When flying towards the sun/moon, the body in question 
  will jump down  ~45 degrees for a frame or two. When ever this happens the
  time jumps ahead on the clock. Uh... ok... so the time stutters.

Yes, I see the time stutter as well -- it seems to happen on tile
loading.

We should go back to using the SF bug tracker for these.


All the best,


David

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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread David Megginson

John Wojnaroski writes:

  Question? You mention roads. Are there features (objects) not enabled by the
  CVS version?

TerraGear can build scenery with roads, rivers, railroads, small
towns, etc. from the vmap0 CDs, but Curt hasn't included that in the
official scenery distro yet.


All the best,


David

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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread Tony Peden

On Thu, 2002-01-31 at 18:51, David Megginson wrote:
 David Findlay writes:
 
   I think the other thing needed is stabilising all current
   features. There's lots of little annoying bugs that need to be
   reported and fixed. 0.7.9 should be released soon, then everyone
   could bug hunt that version. Then release 0.8pre1 and have everyone
   look for bugs in it. That way we can have a nice stable version 0.8
   then go and completely stuff it with new features after that.
 
 Yes, I agree that bug-swatting is also important.  We should aim to
 have 0.8 build clean with -Wall (under G++), and run clean with all
 FPEs enabled.  The latter will involve some coordination with the PLIB
 folks (I don't think they test with FPE's enabled).

This would require getting them to actually work which, AFAICT, they
don't with the current FG code.  I'd love to hear different, however.


 
 
 All the best,
 
 
 David
 
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 [EMAIL PROTECTED]
 
 
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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread David Findlay

On Fri, 1 Feb 2002 12:51, you wrote:
 David Findlay writes:
   I think the other thing needed is stabilising all current
   features. There's lots of little annoying bugs that need to be
   reported and fixed. 0.7.9 should be released soon, then everyone
   could bug hunt that version. Then release 0.8pre1 and have everyone
   look for bugs in it. That way we can have a nice stable version 0.8
   then go and completely stuff it with new features after that.

 Yes, I agree that bug-swatting is also important.  We should aim to
 have 0.8 build clean with -Wall (under G++), and run clean with all
 FPEs enabled.  The latter will involve some coordination with the PLIB
 folks (I don't think they test with FPE's enabled).

What is -Wall and what are FPEs? Thanks,

David

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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread Tony Peden

On Thu, 2002-01-31 at 19:26, David Findlay wrote:
 On Fri, 1 Feb 2002 12:51, you wrote:
  David Findlay writes:
I think the other thing needed is stabilising all current
features. There's lots of little annoying bugs that need to be
reported and fixed. 0.7.9 should be released soon, then everyone
could bug hunt that version. Then release 0.8pre1 and have everyone
look for bugs in it. That way we can have a nice stable version 0.8
then go and completely stuff it with new features after that.
 
  Yes, I agree that bug-swatting is also important.  We should aim to
  have 0.8 build clean with -Wall (under G++), and run clean with all
  FPEs enabled.  The latter will involve some coordination with the PLIB
  folks (I don't think they test with FPE's enabled).
 
 What is -Wall and what are FPEs? Thanks,
enable all compiler warnings 
floating point exceptions -- if set up correctly, the CPU will flag a
bad math op such as divide by zero or overflow and send your program
a signal rather than simply returning NaN or inf.

 
 David
 
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Re: [Flightgear-devel] core dump with latest cvs

2002-01-31 Thread Curtis L. Olson

This is weird.  Your back trace isn't showing where exactly in the
options.cxx:fgSetDefaults() routine you are crashing.  But, the value=
shows -110.6642444 so this is clearly dying on the first
fgSetDouble():

fgSetDouble(/position/longitude-deg, -110.6642444);

So somehow your property manager isn't getting initialized correctly.
This should happen when the FGGlobals class is created which has
definitely already happened.

What platform/compiler/etc. did you say you were using?

Curt.


Alex Romosan writes:
 i've just updated everything and now when i try to rung fgfs i get:
 
 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 1024 (LWP 11729)]
 0x40104e48 in SGPropertyNode::getNode (this=0x0, relative_path=@0xb2b4, 
 create=true) at props.cxx:1327
 1327  if (_path_cache == 0)
 (gdb) where
 #0  0x40104e48 in SGPropertyNode::getNode (this=0x0, 
 relative_path=@0xb2b4, create=true) at props.cxx:1327
 #1  0x401059ac in SGPropertyNode::setDoubleValue (this=0x0, 
 relative_path=@0xb2b4, value=-110.6642444) at props.cxx:1509
 #2  0x08089198 in fgSetDefaults () at fg_props.hxx:328
 #3  0x0806b809 in fgInitConfig (argc=2, argv=0xb6f4) at fg_init.cxx:219
 #4  0x0805d9cf in mainLoop (argc=2, argv=0xb6f4) at main.cxx:1487
 #5  0x08061d8a in main (argc=2, argv=0xb6f4) at main.cxx:1816
 #6  0x4051a6cf in __libc_start_main () from /lib/libc.so.6
 
 i am not sure why i get multiple threads since flightgear was
 configured without threads.
 
 --alex--
 
 -- 
 | I believe the moment is at hand when, by a paranoiac and active |
 |  advance of the mind, it will be possible (simultaneously with  |
 |  automatism and other passive states) to systematize confusion  |
 |  and thus to help to discredit completely the world of reality. |
 
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Re: [Flightgear-devel] Post 0.7.9 priorities

2002-01-31 Thread Cameron Moore

* [EMAIL PROTECTED] (David Megginson) [2002.01.31 20:56]:
 David Findlay writes:
 
   I think the other thing needed is stabilising all current
   features. There's lots of little annoying bugs that need to be
   reported and fixed. 0.7.9 should be released soon, then everyone
   could bug hunt that version. Then release 0.8pre1 and have everyone
   look for bugs in it. That way we can have a nice stable version 0.8
   then go and completely stuff it with new features after that.
 
 Yes, I agree that bug-swatting is also important.  We should aim to
 have 0.8 build clean with -Wall (under G++), and run clean with all
 FPEs enabled.  The latter will involve some coordination with the PLIB
 folks (I don't think they test with FPE's enabled).

I agree with you David M. on the narrow scope for post 0.7.9.  We've
accumilated a lot of features over the past year, and I think it would
be wise to level off and clean up a lot of the known issues with our
current codebase.

I've sort of delegated myself to simply fixing warnings and tracking
down bugs because it looks like I'll never have time to really learn to
be a hardcore C++ programmer.  :-)  I do my best to keep everyone's code
warning free.

The major issues *I* have with FG right now are:

- no runway lighting
- no rivers, roads or railways (I haven't figure our IFR yet ;-)
- not FPE-safe
- threads are completely unsafe
- the telnet and httpd property browsers don't understand indexed
  objects

If we could tackle those problems, I think 8.0 would be a pretty
impressive accomplishment.
-- 
Cameron Moore
[ Anything that's worth having is worth working for. ]

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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 Alex, what sgi hardware features are you referring to, and are these
 available on any of the machines our developers have access to?

 I'm still not sure what special graphics features sgi provides (that
 something like a mid-hi level geforce card doesn't) that we'd be
 interested in.

I'm thinking of the video that is genlock capable, their graphics cards
that can do true 3D textures, and the like.  Much of this was add-ons
on the earlier machines.  My point of view is that those machines are
physically installed in existing Sim settings, so if we want to be
able to make inroads into those systems (and get to play with them)
then we also have to be able to run (as best we can) on the unfeatured
machines beforehand, to establish feasibility and get that access.


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Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 Someone should actually go through all the entries and pick
 appropriate non-texture colors for each material.  I thought it would
 be intresting to taket the average of all the pixels in the texture,
 but never got around to seeing how well that would work.  But it's
 something you could then automate to handle future textures or texture
 updates pretty easily.

A quick way to see how well it works is to have a script iterate through
all the texture files, and have a program compute the average RGB value
of all the pixels then replace all the pixels with that average and save.
Then run FGFS normally and see what the scenery looks like ...

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Re: [Flightgear-devel] Post 0.7.9 priorities (lights)

2002-01-31 Thread Roman Grigoriev


- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: FlightGear Development [EMAIL PROTECTED]
Sent: Friday, February 01, 2002 4:44 AM
Subject: [Flightgear-devel] Post 0.7.9 priorities


 Aside from stabilizing our current flight models, I think that the
 absolute top priority for 0.8 should be at least a minimal level of
 runway lighting.  While the general scenery lighting makes night
 flying nice (and makes roads look great), landing at night is too hard
 right now.  All of us (including me) have our own pet projects, but
 perhaps we can pull together and get this one problem out of the way
 once we have 0.7.9 out.

 Comments?  Objections?
Okey guys, I'm trying to implement runway lights but I have some
mathematical trouble:
I know  4 corners of runway in local tile coordinates O1 O2 O3 O4 {x,y,z}
And I have runway sheme of lights for example let O1 will have {100,100,100}
in FG coordinates and {0,0,0} in local lights coordinate system. All I need
to have formulas to convert this local lights coordinates to tile fg
coordinates. I know that I can construct plane by 3 points using plib sg
routine  but wthat formulas?
O2O3
y
|
0--00
||
||
||
0--00--x
O1O4
so in runway coordinate system we have 6 points
{0,0,0}{100,0,0}{200,0,0},{0,50,0},{100,50,0},{200,50,0} and have simple
routine to convert it to tile coordinate system
I try many formulas but no success :((
So if some on do it we HAVE runway lights
because you simply construct it using tileentry.cxx routines





 All the best,


 David

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Re: [Flightgear-devel] Urgent: Network and external flight model

2002-01-31 Thread Roman Grigoriev

Guys I propose to use multicast for multiply windows visualisation
Now we can only use tcp and udp but it now very usefull to have same data on
multiply image generators
so I propose to include in simgear multicast networking
for example for fdm server we can use this
option --native=socket,out,30,224.0.0.250,8139,multicast
and for image generator
--view-offset=LEFT --fdm=external --native=socket,in,30,224.0.0.250,8139,mul
ticast
--view-offset=CENTER --fdm=external --native=socket,in,30,224.0.0.250,8139,m
ulticast
--view-offset=RIGHT --fdm=external --native=socket,in,30,224.0.0.250,8139,mu
lticast
one minus in multicast data can flow in ONE direction
If no objections I try to implement multicast


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