[Flightgear-devel] Pictures of flight over Jura

2002-07-16 Thread Frederic Bouvier

Hello,

in case someone is interested, here are the photos taken during my
first solo flight in a PA-28 around LFLK. It was my 90th hour of
flight. Mont Blanc is supposed to be on one picture or two but it
didn't impressed the digital film very well.

http://perso.wanadoo.fr/frbouvi/photos/020708/

I can send 2272x1704 versions by PM to those interested.

Cheers,

-Fred




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RE: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Gouthas, Themie

I dont think the alpha sorting code was ever comitted, so currently
I dont beleive PLIB will alpha sort.

-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, 16 July 2002 9:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] ANN: a new dimension to FlightGear


David Megginson writes:
> David Findlay writes:
> 
>  > Just noted one problem. The billboard backgrounds are transparent
>  > only for the ground, not other objects. This doesn't look great
>  > when you're buzzing through the forest. Other than that it looks
>  > great. Thanks,
> 
> Noted.  Unfortunately, alpha transparency is a nightmare -- only
> things drawn *before* the object with transparency will show through.
> I draw the dynamically-placed objects after the ground, so you can
> always see the ground through them, but they are drawn before the
> clouds in the sky (since you will want to see them through the gaps in
> the clouds).  It will be (apparently) random whether any individual
> tree shows up through the alpha portion of any other individual
> tree's texture.  I know of no appropriate solution for this problem.
> The current arrangement works best for the normal situation, flying
> above 100ft AGL, but you're right that it can cause problems when
> you're buzzing cows.

David,

What you need to do is set the transparent flag in the ssgSimpleState
for these objects.  That way plib can sort them and draw them back to
front.

Regards,

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] LaSRS++ Framework

2002-07-16 Thread Tony Peden

LaSRS++ is not used by FG.  We do use its predecessor, LaRCsim.  It is
implemented purely in C.

JSBSim is implemented in C++ and is fully OO.  You might take a look:
http://jsbsim.sf.net

On Tue, 2002-07-16 at 21:11, thomas k wrote:
> 
> Hello Guyz,
> 
> while reading the discussions at FlightGear,I came to knpw that it has used LaSRS++ 
>as its core framework. As for my final year project, I all require this kind of 
>framework . So plz tell me from where to find it or any kind of it ?
> 
> Looking forword for ur cool suggestions
> 
> Thomas
> 
> 
> 
> -
> Post your ad for free now! Yahoo! Canada Personals
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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Christian Stock

At 01:36 PM 16/07/2002 -0400, you wrote:
>Curtis L. Olson writes:
>
>  > Your cows are hideous but humorous.  On my computer they are missing
>  > the head. :-)
>
>If you're flying close enough to notice, you're flying too low (I've
>been waiting almost 24 hours to make that comment).
>
>  > In real life you'd likely see clustered groups of cows rather than
>  > randomly spread out over a field.
>
>Ditto for trees -- you'll tend to see stands of trees of the same type
>grouped together rather than, say, pine and maple mixed randomly.  Any
>suggestions?

FS2K2 solves this problem with using the placement info in the textures. 
All you need is a 2bit texture where bit 1 means place an object here and 
bit 0 means no object here. You'd need these masks for each ground texture 
you have. Placing the objects manually on top of each texture is not that 
much work, unless you really have a lot of textures. It also has the 
advantage that 3D trees are above the trees in the image...

>I suppose I should make some sheep for our friends in the UK and Eire
>-- as I recall, sheep account for about 75% of the scenery over there.

Please don't forget New Zealand (probably about 90% :) )!!!

Cheers, Christian


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[Flightgear-devel] LaSRS++ Framework

2002-07-16 Thread thomas k
Hello Guyz,
while reading the discussions at FlightGear,I came to knpw that it has used LaSRS++ as its core framework. As for my final year project, I all require this kind of framework . So plz tell me from where to find it or any kind of it ?
Looking forword for ur cool suggestions
ThomasPost your ad for free now! Yahoo! Canada Personals

Re: [Flightgear-devel] AC_VTAILAREA

2002-07-16 Thread Tony Peden

You aren't missing anything.  Not every parameter will get used with
every aircraft (and this one isn't used by any at the moment)

On Tue, 2002-07-16 at 12:19, [EMAIL PROTECTED] wrote:
> Hi there!
> 
> I´m trying to understand some of the FlightGear´s source code, and I´m
> stuck in this:
> in the aircraft config file tehre is the AC_VTAILAREA parameter whitch is
> stored in the variable VTailArea in the FGAircraft class. VTailArea then
> is used to calculate the variable vbarv defined as following:
> vbarv = VTailArm*VTailArea / (cbar*WingArea);
> 
> then the value of VTailArea is associated with the property "metrics/Sv-sqft"
> 
> and the value of vbarv is associated with the property "metrics/vbarv-norm".
> 
> then these two properties seem to never be used again.
> 
> What am I missing? Thanks in advance
> 
> Tony Lampada
> 
> 
> 
> 
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Re: [Flightgear-devel] MP RFC protocols v0.01

2002-07-16 Thread Derrell . Lipman

ace project <[EMAIL PROTECTED]> writes:

> I've attached a (Word generated) HTML-file with the 
> proposed protocols/headers to be used. Plz bomb them
> :)

I have only a few comments right now.  More as I have time to delve into this 
further...

1. If you establish a TCP/IP connection, then provide a way to pass a
   "protocol version number" upon connection establishment.  If using UDP,
   then a protocol version number should be passed in each packet.  There are
   a few ways to do this:

   a. Add two extra bytes in the Level 1 or Level 2 header.  You likely don't
  want to add extra bytes, so the other options are probably better right
  now.

   b. Allocate 3 bits in FLAGS as a version number, with '111' reserved for
  versions greater than 6 (with some place to put them added later and
  known to exist because of the reserved '111' value.

   c. Allocate 1 bit in FLAGS to mean "initial protocol" (version 1.0).  If
  not enabled, then the non-initial protocol must define where/how the
  version number is encoded.  It should be well documented that any
  subsequent protocol version MUST define a way of specifying the protocol
  version number.

   If you don't provide for a protocol version number, you'll likely end up
   (in version 1.1 or 2.0) with things that you'd like to do but can't, while
   still maintaining backwards compatibility.

2. Providing only 12 bits of flags seems really skimpy to me.  This isn't
   really an issue, though, when you add the protocol version number feature
   described above.  If more bits are needed for a future protocol version,
   they can be added by that version.

3. FDM is declared as 50b in one place, and 20b in another.  Ditto for
   Nickname.

4. Flight Dynamics Model as text sounds risky.  What about having FDMs
   registered at FlightGear.org (with a numerical identifier assigned to them)
   and then just passing the appropriate FDM id?

5. Why is a termination character ('\r') required for plane and FDM when
   there's a length field provided?  It shouldn't be necessary.

6. Eight players seems like a severe limitation.  I can see the potential for
   hundreds of players.  It would be nice to design the protocol such that
   there's no limit on number of players.

You've got a really nice start here!

Cheers,

Derrell

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[Flightgear-devel] MP RFC protocols v0.01

2002-07-16 Thread ace project

I've attached a (Word generated) HTML-file with the 
proposed protocols/headers to be used. Plz bomb them
:)

I will be making them smaller, but I'm not going to
'bit fuck' too much, so it will be byte-level profit
or no profit.

Most notable, position protocol is still missing,
guess why ?

Leon


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Title: Level 1 protocol








 

Level 1 protocol

Main header (for compression test, may or may
not stay, depending on profit gained by the compression)


 
  
  16b Lengte bericht
  
  
  8b Compression identifyer (and endian check
  atm)
  
  
   
  
 
 
  
  Block data, current maximum +/- 512
  bytes(see 2nd level protocol)
  
 


The first 4 bytes will be compressed back in
2.

 

 

Level 2 protocol


 
  
  0
  
  
  15
  
  
  16
  
  
  31
  
 
 
  
  4b size header
  
  
  12b FLAGS
  
  
  16b TOS (Type of Service)
  
 
 
  
  16b
  Sequence nr (from client per TOS)
  
  
  16b
  Sequence nr (from server per TOS)
  
 
 
  
  Dataveld
  (maximaal 512 bytes)
  
 
 
 
  
  
  
  
  
 
 


‘b’ as in bit !

 

List of found FLAGS (bit level, left to right)


 
  
  0
  
  
  Confirm msg
  
  
  Packet should be confirmed by server/client
  
 
 
  
  1
  
  
  Do NOT parse
  
  
  Server should NOT try to interprete the
  message (on the lower level) 
  
 
 
  
  2
  
  
  To Server
  
  
  Packet only meant for the server
  
 
 
  
  3
  
  
  To ALL
  
  
  Packet should be sent to all clients on this
  server
  
 
 
  
  4
  
  
  To FOV
  
  
  Packet should be sent to all clients withing
  field of view
  
 
 
  
  5
  
  
  Loopback
  
  
  Packet should be loopbacked WITH
  interpretion (‘without’ can be set with ‘do not parse’ flag)
  
 
 
  
  6
  
  
   
  
  
  Reserved flags (or slack)
  
 
 
  
  7
  
  
   
  
  
   
  
 
 
  
  8
  
  
   
  
  
   
  
 
 
  
  9
  
  
   
  
  
   
  
 
 
  
  10
  
  
   
  
  
   
  
 
 
  
  11
  
  
   
  
  
   
  
 


 

 

Level 3 protocols (Client to Server [C2S]
and/or Server to Client[S2C]):

 

[C2S] Requesting a connection


 
  
  0
  
  
  15
  
  
  16
  
  
  31
  
 
 
  
  8b flags
  
  
  8b Minimal major version sender
  
  
  8b major version sender
  
  
  8b minor version sender
  
 
 
  
   
  
  
  16b
  Sequence number question/response
  
 
 
  
  8b
  len
  nick
  
  
  Nickname(max
  50bytes)
  
 
 
  
  8b
  len
  fdm
  
  
  Flight
  Dynamics model used (max 50bytes)
  
 
 
  
  8b
  Max traffic downstream (kB/s)
  
  
  8b
  Max traffic upstream (kB/s)
  
  
   
  
 
 
  
  8b
  update/sec
  
  
  8b
  reserved
  
  
  16b
  Vliegtuig FOV
  
 
 
 
  
  
  
  
  
  
  
  
 
 


‘b’ als in bit !

 

FLAGS(in order):


 
  
  0
  
  
  New connection
  
  
  Create a
  new connection, if a connection already existed then alle history will be
  terminated and reinitialised.
  
 
 
  
  1
  
  
  Mutate
  connection
  
  
  Alteration
  of the static parameters given by the client, history will be kept intact
  (when possible).
  
 
 
  
  2
  
  
  Drop connection
  
  
  Drop
  connection and all corresponding objects, if no such message was received,
  automatic clean up will happen after 10(?)seconds of idling.
  
 
 
  
  3
  
  
  Confirmation
  
  
  [S2C]
  Confirm initialisation/mutation/drop connection
  
 
 
  
  4
  
  
  Denial
  
  
  [S2C]
  Deny initialisation/mutation connection
  
 
 
  
  5
  
  
  Error
  
  
  [S2C]
  error in message 
  
 
 
  
  6
  
  
  Reserved
  
  
   
  
 
 
  
  7
  
  
  Reserved
  
  
   
  
 





[S2C] Giving the static parameters of the
other clients on the server (or within FOV ?):


 
  
  8b # players
  
  
  Reserved
  
  
  Reserved
  
  
  Reserved
  
 
 
  
  8b
  len
  nick
  
  
  8b
  Client ID
  
  
  (x)b
  Nickname (char ‘\r’ terminates) maximum 20 characters (buffer limit)
  
 
 
  
  8b
  len plane
  
  
  (x)b
  Nickname (char ‘\r’ terminates) maximum 20 characters (buffer limit)
  
 
 
  
  8b
  len fdm
  
  
  (x)b
  Flight Model (char ‘\r’ terminates) maximum 20 characters (buffer limit)
  
 
 
 
  
  
  
  
  
 
 


This should allow for at least 8 players.

 

 

[C2S] Ping


 
  
  32b A test long (is same as int on my
  platform)
  
 
 
  
  32b A test float 
  
 
 
  
  64b A test double
  
 
 
  
  xBytes string “Multiplayer Engine Version
  [...]” (char ‘\r’ terminates)
  
 


 

[S2C] Pong

Same message, but recompiled by server (going
through all layers)

 

 

Minimal protocols yet to define:

Full position updates, Delta position updates,
chatmessage-exchange protocols, server-info protocol, ack/neg protocols.

 

 








Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Frederic Bouvier

Hello,

first I would say that dynamic objects are very cool. But I can testify
that it eats a lot of memory and it leaks it. I am under Win2k, compile
with MSVC a debug version. On startup it takes 586 Mb (read Mega) but
stay still while sitting on the runway (LFLK is surrounded by forest
of SomeSort material ). Then I take off and engage AP, flying A4. It
then leaks 80Mb from time to time, saturating the 1Gb of ram and
begins to take swap memory. I stop it before all my hardisk eaten by
the Windows PageFile. CPU is 100% of my Athlon XP1800+ before beginning
swaping.

By comparision, startup consumes 220Mb without dynamic objects and
no more memory is reclaimed after. CPU is about 50-60%.

Cheers,

-Fred

- Original Message -
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 16, 2002 7:29 PM
Subject: Re: [Flightgear-devel] ANN: a new dimension to FlightGear


> David Megginson wrote:
> > Erik Hofman writes:
> >
> >  > If it would be 27Mb only, there wouldn't be a problem for me because
> >  > FlightGear without dynamic objects leaves 39Mb spare memory.
> >
> > The problem seems to be that there are a lot of extra SSG nodes
> > attached to every tile in the cache (one ssgTransform and one ssgRange
> > for every dynamic object, whether currently visible or not).  The
> > solution, I think, will involve using callbacks under the group LOD
> > node to manage things so that SSG nodes are created only when needed.
> > During a high-speed cross-country magic carpet ride, the memory usage
> > got as high as 180MB before stabilizing (vs. 80MB without
> > dynamically-placed objects).
>
> Ouch, that's too much for me. I've 192 Mb internal memory which is
> shared with the video adaptor (and textures).
>
> Erik
>
> (Does anybody have an Octane/MXE to give away?)
> :-)
>
>
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[Flightgear-devel] AC_VTAILAREA

2002-07-16 Thread tony

Hi there!

I´m trying to understand some of the FlightGear´s source code, and I´m
stuck in this:
in the aircraft config file tehre is the AC_VTAILAREA parameter whitch is
stored in the variable VTailArea in the FGAircraft class. VTailArea then
is used to calculate the variable vbarv defined as following:
vbarv = VTailArm*VTailArea / (cbar*WingArea);

then the value of VTailArea is associated with the property "metrics/Sv-sqft"

and the value of vbarv is associated with the property "metrics/vbarv-norm".

then these two properties seem to never be used again.

What am I missing? Thanks in advance

Tony Lampada




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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Curtis L. Olson writes:

 > The randomized objects are very cool, but I'm seeing one problem on
 > longer flights.  After flying maybe 100 miles or so (?) the tile
 > loader locks up and the entire program hangs.  I haven't had a chance
 > to debug this, but you might try upping the acceleration factor and go
 > for a quick, but longer flight and see if you can replicate this.  It
 > doesn't appear to be a problem with RAM, but appears as if the program
 > goes into an infinite loop somewhere ...

Ditto.  It could be that very small triangles are causing problems, or
it could be that we're just creating too many nodes.  I'll keep
playing around and see what I can find.


All the best,


David

-- 
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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

David,

The randomized objects are very cool, but I'm seeing one problem on
longer flights.  After flying maybe 100 miles or so (?) the tile
loader locks up and the entire program hangs.  I haven't had a chance
to debug this, but you might try upping the acceleration factor and go
for a quick, but longer flight and see if you can replicate this.  It
doesn't appear to be a problem with RAM, but appears as if the program
goes into an infinite loop somewhere ...

This does not happen with the random objects turned off.

Regards,

Curt.

David Megginson writes:
> Over the weekend, I finished my first take on dynamically-placed
> scenery objects.  I'm attaching two screenshots:
> 
> 1. Approaching a city over some woods, with a pasture in-between.
> 
>http://www.megginson.com/flightsim/dynamic-01.png
> 
> 2. Sitting on a lake, pretending to be a floatplane.
> 
>http://www.megginson.com/flightsim/dynamic-02.png
> 
> This is not, primarily, designed to be eye candy (well, only a bit of
> it is).  Dynamic objects like buildings and trees serve several very
> important purposes during VFR flight:
> 
> a. They give some indication of altitude AGL and groundspeed.  Even at
>low altitude Trees get very small very fast; if they're big and
>there's not a runway in your windshield, add power and pull up.
> 
> b. They provide aiming points for turns and straight flight (i.e. to
>turn 90 degrees, look off your wing, pick and object, and then fly
>towards it).  For example, it is much easier to hold a compass
>heading if you turn to the heading, pick an object off the nose,
>then keep that object off the nose than if you constantly chase the
>compass around.
> 
> c. (not so nice) They cause very confusing illusions because of drift
>when flying near the ground.  It is easy for a pilot to get into a
>spin or spiral by banking too steeply because the plane doesn't
>seem to be turning much.
> 
> Right now, I've added only a few dynamic object types, so it's a bit
> monotonous.  Over the next week or two, I'll try to introduce a
> greater variety of buildings and trees, at least, and maybe a few pure
> eye-candy things like boats out in lakes.  All non-billboarded dynamic
> objects also currently face the same way; I plan to fix that in the
> next day or two.
> 
> I've made very aggressive use of LOD to keep the framerates up; for
> example, trees are visible only from a range of 2000m and large
> buildings from 1m; I also slap a range on all the objects on each
> triangle or fan, so that plib won't have to do hundreds or thousands
> of LOD calculations for objects that are far out of range.  Even then,
> trees cannot be too dense.
> 
> NOTE: Dynamic objects are off by default.  After you update the
> FlightGear and base-package CVS, you will have to set the property
> /sim/rendering/dynamic-objects to true to see anything (if you change
> it during the program run, you'll have to reload the scenery).
> Depending on the terrain, visibility, and altitude AGL, you may
> experience slow framerates for a few seconds while FlightGear places
> dynamic objects on all the tiles; just wait, and everything will speed
> up again shortly.
> 
> Special thanks to Curt, whose ground-lighting code I
> stole^H^H^H^H^Hused as inspiration to calculate object placement.
> 
> 
> All the best,
> 
> 
> David
> 
> -- 
> David Megginson, [EMAIL PROTECTED], http://www.megginson.com/
> 
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-- 
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] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

David Megginson writes:
> This is a great idea, but it will make the memory problem even worse,
> at least until I have a chance to implement the suggestion in my last
> posting.
> 
>  > I moved the code that creates the object LOD node over to obj.cxx
>  > where the object is actually positioned.  Now every instance of every
>  > 'random' object has it's own unique LOD node.  The LOD range is
>  > calculated as range/(random(0,1)*range) + range.
>  > 
>  > So if the specified object range was 2000m you would get a
>  > distribution that follows the form of 1/x.  The minimum range would be
>  > 2000m, but a few would be much higher than that.
> 
> That sounds like an excellent idea.

I tweaked the random distribution a bit, but feel free to play with the
formula and coefficients.

>  > The visual result is that you'd get a few objects way out in the
>  > distance and then others would fill in between more and more as you
>  > got closer in.  It looks very similar to what you had originally but
>  > with a bit more variety and a few interesting objects in the distance,
>  > and there isn't a 'hard line' where all the objects pop in.  You still
>  > see popping but it is maybe a slight fraction less noticable.
>  > 
>  > I think this change makes the random objects look really good.  Do you
>  > mind if I commit them (you can always back them out if you don't like
>  > them, or think of a better way do do this.)
> 
> Sure, you can either commit it now, before I start working on the
> memory problem, or wait a day or two (or more) for my restructuring.

Ok, before I forget all about the changes, I have committed them.

Regards,

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] Re: MP what data to send (summary 1)

2002-07-16 Thread Erik Hofman

Martin Spott wrote:
>>Billy Verreynne wrote:
>>
>>>"ace project" <[EMAIL PROTECTED]> wrote:
>>
> 
- I will post the encaptulation protocols tommorrow,
when I have translated their essence to English (they
are in Dutch atm, anybody wants them in Dutch ?)
> 
>>Geen probleem.

> Ik zal da ook kunnen lezen - zo doe maar   Een mooie tekst in nederlands
> is heelemal beter dan geen tekst in engels  ;-)
>

Hehe :-)

> 
>>I think you all should promote the South African language, it's a nice 
>>language and it's easy to follow for us in The Netherlands. :-)
> 
> But speaking this language is much more difficult, because in many cases you
> don't know in which one should to stick to english and in which you'd better
> use the dutch   ;-)

Ah, so *that's* the problem. I've never realized that.
Anyway, back to non-political discussions.
(Hi Curt).

:-)

Erik



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Re: [Flightgear-devel] Re: MP what data to send (summary 1)

2002-07-16 Thread Martin Spott

> Billy Verreynne wrote:
>> "ace project" <[EMAIL PROTECTED]> wrote:

>>>- I will post the encaptulation protocols tommorrow,
>>>when I have translated their essence to English (they
>>>are in Dutch atm, anybody wants them in Dutch ?)

> Geen probleem.

Ik zal da ook kunnen lezen - zo doe maar   Een mooie tekst in nederlands
is heelemal beter dan geen tekst in engels  ;-)

> I think you all should promote the South African language, it's a nice 
> language and it's easy to follow for us in The Netherlands. :-)

But speaking this language is much more difficult, because in many cases you
don't know in which one should to stick to english and in which you'd better
use the dutch   ;-)

Martin.
-- 
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--

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Curtis L. Olson writes:

 > Right now you have the individual object LOD node attached to the
 > model so there is only one copy of it in memory.

Right -- so the memory problem is only the transform nodes.

 > It might be
 > interesting to make a per instance LOD node above each instance of the
 > object so that we could vary the range for each instance of the
 > object.  This would allow us to see just a few of the random objects
 > way out in the distance, but not too many to kill frame rates.

This is a great idea, but it will make the memory problem even worse,
at least until I have a chance to implement the suggestion in my last
posting.

 > I moved the code that creates the object LOD node over to obj.cxx
 > where the object is actually positioned.  Now every instance of every
 > 'random' object has it's own unique LOD node.  The LOD range is
 > calculated as range/(random(0,1)*range) + range.
 > 
 > So if the specified object range was 2000m you would get a
 > distribution that follows the form of 1/x.  The minimum range would be
 > 2000m, but a few would be much higher than that.

That sounds like an excellent idea.

 > The visual result is that you'd get a few objects way out in the
 > distance and then others would fill in between more and more as you
 > got closer in.  It looks very similar to what you had originally but
 > with a bit more variety and a few interesting objects in the distance,
 > and there isn't a 'hard line' where all the objects pop in.  You still
 > see popping but it is maybe a slight fraction less noticable.
 > 
 > I think this change makes the random objects look really good.  Do you
 > mind if I commit them (you can always back them out if you don't like
 > them, or think of a better way do do this.)

Sure, you can either commit it now, before I start working on the
memory problem, or wait a day or two (or more) for my restructuring.


Thanks, and all the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Erik Hofman writes:

 > Ouch, that's too much for me. I've 192 Mb internal memory which is 
 > shared with the video adaptor (and textures).

I've figured out the solution, but will need some time to implement
it.

Right now, I have top level transformation and range nodes for groups
of objects on every surface -- that way, if a tri-fan (for example) is
more than, say, 10km away, all of the objects on it will be skipped,
saving hundreds or thousands of individual LOD tests.

My plan is to extend the ssgRangeSelector to have an additional member
for over the maximum distance, so the range array would look something
like this:

  float ranges = {0, 1f, f};

Under the ssgRangeSelector, I will put two empty ssgBranch nodes, one
for within the range (i.e. <=1m) and one for outside the range
(i.e. >1m).  Each of these will have a reference to the same user
data structure containing information about the objects should should
be generated and a flag indicating whether the objects currently
exist.

I will then add a pre-traversal callback to each branch that examines
the user data.  The callback for the in-range branch will check
whether the dynamic objects currently exist; if not, it will generate
them, add them to itself, and set the flag in the user data.  The
callback for the out-of-range branch will check whether the dynamic
objects currently exist; if so, it will remove them from the in-range
branch (so that their memory is freed) and clear the flag in the user
data.  As surfaces move out of the user-specified range for dynamic
objects, their memory will be freed automatically, and then
reallocated later if needed.

Any comments or suggestions?


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

David Megginson writes:
> Curtis L. Olson writes:
> 
>  > Your cows are hideous but humorous.  On my computer they are missing
>  > the head. :-) 
> 
> If you're flying close enough to notice, you're flying too low (I've
> been waiting almost 24 hours to make that comment).

I want to see the fear in their eyes as they scatter.  But seriously,
I really like cows, I would never try to scare them like that.  :-)

>  > In real life you'd likely see clustered groups of cows rather than
>  > randomly spread out over a field.
> 
> Ditto for trees -- you'll tend to see stands of trees of the same type
> grouped together rather than, say, pine and maple mixed randomly.  Any
> suggestions?

Tough problem.  I think it will be likely that if we go beyond
something simple, we'd be better off letting a human place the trees
(or come up with some sort of image processing util that can pick off
every tree position from a aerial/satellite image.)

> I suppose I should make some sheep for our friends in the UK and
> Eire -- as I recall, sheep account for about 75% of the scenery over
> there.

-- 
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] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Curtis L. Olson writes:

 > Your cows are hideous but humorous.  On my computer they are missing
 > the head. :-) 

If you're flying close enough to notice, you're flying too low (I've
been waiting almost 24 hours to make that comment).

 > In real life you'd likely see clustered groups of cows rather than
 > randomly spread out over a field.

Ditto for trees -- you'll tend to see stands of trees of the same type
grouped together rather than, say, pine and maple mixed randomly.  Any
suggestions?

I suppose I should make some sheep for our friends in the UK and Eire
-- as I recall, sheep account for about 75% of the scenery over there.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Erik Hofman

Curtis L. Olson wrote:
> Erik Hofman writes:

>>Ouch, that's too much for me. I've 192 Mb internal memory which is 
>>shared with the video adaptor (and textures).
>>
>>Erik
>>
>>(Does anybody have an Octane/MXE to give away?)
> 
> 
> Perhaps we could add a property that specifies a percentage of the
> random objects to create.  Those with lower end systems could turn
> down the amount of random objects.  Those with insane amounts of
> power, could turn up the number ...

That might be a good idea. In the mean time I'll see if I can handle 2 
dynamic objects (Just to be sure).

Erik


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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

Erik Hofman writes:
> David Megginson wrote:
> > Erik Hofman writes:
> > 
> >  > If it would be 27Mb only, there wouldn't be a problem for me because 
> >  > FlightGear without dynamic objects leaves 39Mb spare memory.
> > 
> > The problem seems to be that there are a lot of extra SSG nodes
> > attached to every tile in the cache (one ssgTransform and one ssgRange
> > for every dynamic object, whether currently visible or not).  The
> > solution, I think, will involve using callbacks under the group LOD
> > node to manage things so that SSG nodes are created only when needed.
> > During a high-speed cross-country magic carpet ride, the memory usage
> > got as high as 180MB before stabilizing (vs. 80MB without
> > dynamically-placed objects).
> 
> Ouch, that's too much for me. I've 192 Mb internal memory which is 
> shared with the video adaptor (and textures).
> 
> Erik
> 
> (Does anybody have an Octane/MXE to give away?)

Perhaps we could add a property that specifies a percentage of the
random objects to create.  Those with lower end systems could turn
down the amount of random objects.  Those with insane amounts of
power, could turn up the number ...

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] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

David Megginson writes:
> Erik Hofman writes:
> 
>  > If it would be 27Mb only, there wouldn't be a problem for me because 
>  > FlightGear without dynamic objects leaves 39Mb spare memory.
> 
> The problem seems to be that there are a lot of extra SSG nodes
> attached to every tile in the cache (one ssgTransform and one ssgRange
> for every dynamic object, whether currently visible or not).  The
> solution, I think, will involve using callbacks under the group LOD
> node to manage things so that SSG nodes are created only when needed.
> During a high-speed cross-country magic carpet ride, the memory usage
> got as high as 180MB before stabilizing (vs. 80MB without
> dynamically-placed objects).

David,

Right now you have the individual object LOD node attached to the
model so there is only one copy of it in memory.  It might be
interesting to make a per instance LOD node above each instance of the
object so that we could vary the range for each instance of the
object.  This would allow us to see just a few of the random objects
way out in the distance, but not too many to kill frame rates.



Ok, I think I have something working that I like:

I moved the code that creates the object LOD node over to obj.cxx
where the object is actually positioned.  Now every instance of every
'random' object has it's own unique LOD node.  The LOD range is
calculated as range/(random(0,1)*range) + range.

So if the specified object range was 2000m you would get a
distribution that follows the form of 1/x.  The minimum range would be
2000m, but a few would be much higher than that.

The visual result is that you'd get a few objects way out in the
distance and then others would fill in between more and more as you
got closer in.  It looks very similar to what you had originally but
with a bit more variety and a few interesting objects in the distance,
and there isn't a 'hard line' where all the objects pop in.  You still
see popping but it is maybe a slight fraction less noticable.

I think this change makes the random objects look really good.  Do you
mind if I commit them (you can always back them out if you don't like
them, or think of a better way do do this.)

Regards,

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] ANN: a new dimension to FlightGear

2002-07-16 Thread Erik Hofman

David Megginson wrote:
> Erik Hofman writes:
> 
>  > If it would be 27Mb only, there wouldn't be a problem for me because 
>  > FlightGear without dynamic objects leaves 39Mb spare memory.
> 
> The problem seems to be that there are a lot of extra SSG nodes
> attached to every tile in the cache (one ssgTransform and one ssgRange
> for every dynamic object, whether currently visible or not).  The
> solution, I think, will involve using callbacks under the group LOD
> node to manage things so that SSG nodes are created only when needed.
> During a high-speed cross-country magic carpet ride, the memory usage
> got as high as 180MB before stabilizing (vs. 80MB without
> dynamically-placed objects).

Ouch, that's too much for me. I've 192 Mb internal memory which is 
shared with the video adaptor (and textures).

Erik

(Does anybody have an Octane/MXE to give away?)
:-)


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Re: [Flightgear-devel] Re: MP what data to send (summary 1)

2002-07-16 Thread Erik Hofman

Billy Verreynne wrote:
> "ace project" <[EMAIL PROTECTED]> wrote:

>>- I will post the encaptulation protocols tommorrow,
>>when I have translated their essence to English (they
>>are in Dutch atm, anybody wants them in Dutch ?)

Geen probleem.

> I can read Dutch without too much of a problem. But then (too my shame) I read
> and write English better than my native language, never mind Dutch. :-)

I think you all should promote the South African language, it's a nice 
language and it's easy to follow for us in The Netherlands. :-)

Erik


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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

David Megginson writes:
> Erik Hofman writes:
> 
>  > If it would be 27Mb only, there wouldn't be a problem for me because 
>  > FlightGear without dynamic objects leaves 39Mb spare memory.
> 
> The problem seems to be that there are a lot of extra SSG nodes
> attached to every tile in the cache (one ssgTransform and one ssgRange
> for every dynamic object, whether currently visible or not).  The
> solution, I think, will involve using callbacks under the group LOD
> node to manage things so that SSG nodes are created only when needed.
> During a high-speed cross-country magic carpet ride, the memory usage
> got as high as 180MB before stabilizing (vs. 80MB without
> dynamically-placed objects).

David,

Your cows are hideous but humorous.  On my computer they are missing
the head. :-)  In real life you'd likely see clustered groups of cows
rather than randomly spread out over a field.

Regards,

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] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Erik Hofman writes:

 > If it would be 27Mb only, there wouldn't be a problem for me because 
 > FlightGear without dynamic objects leaves 39Mb spare memory.

The problem seems to be that there are a lot of extra SSG nodes
attached to every tile in the cache (one ssgTransform and one ssgRange
for every dynamic object, whether currently visible or not).  The
solution, I think, will involve using callbacks under the group LOD
node to manage things so that SSG nodes are created only when needed.
During a high-speed cross-country magic carpet ride, the memory usage
got as high as 180MB before stabilizing (vs. 80MB without
dynamically-placed objects).


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Erik Hofman

David Megginson wrote:
> Erik Hofman writes:
> 
>  > I've tried it and it looks quite nice. It seems to have a very low 
>  > footprint (concerning framerate) so that's excelent as well. The only 
>  > problem I have is it either leaks memory like crazy (about 4Mb per 
>  > second) or it ernlarges the FlightGear memory footprint by more than 225 
>  > Mb. :-(
>  > 
>  > I've looked at the code but couldn't find a place where memory leaks 
>  > might happen.
> 
> Do you see this sitting still or flying across tile boundaries?  I

Both. I even renamed the Textures.high directory to give me some more 
memory (the O2 processes the textures from main memory because it 
doesn't have any video memory).

This gives the same result. It looks like it stabilizes around 50Mb free 
memory but after about ten seconds it starts to count down again, until 
all the (180 Mb) swap is used.

> tried running FlightGear with and without dynamic objects, and sitting
> still at the default location, RSS stabilized quickly at 79MB without
> dynamic objects and 106MB with, and stayed there for over a minute in
> each case.  I'm using G++ 3.0.

Irix 6.5.14m and MipsPro 7.2.1.3

> The 27MB inflation is, of course, still unacceptable.  I can think of
> some ways to decrease it by quite a bit when I have time:

If it would be 27Mb only, there wouldn't be a problem for me because 
FlightGear without dynamic objects leaves 39Mb spare memory.

Erik


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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Christian Mayer

David Megginson wrote:
> 
> Seriously, I am planning on adding the occasional barn, farmhouse,
> silo, and blue aluminum storage shed.  This points to another problem,
> though -- as with textures, buildings will look very different in
> different parts of the world and even in different parts of the same
> country, province, state, or county.
> 
> What we need is conditions in materials.xml; for example, within a
> certain lat/lon rectangle, use a tumbled-down stone building for a
> barn; within another, use a North-American wooden barn; and so on.  We
> already have XML conditions, so it's doable, but it will be a bit of
> work all the same.  Instead of allowing full conditions, we might
> allow only a few criteria (maybe time of year, lat/lon, elevation,
> slope).

IMO it's better to use a lat/lon and a weighting value instead of a
rectangles.

So you can e.g. place a "all farms look like Object1 at lat/lon,
standard weighting" in the middle of the US and place a "all farms look
like Object2 at lat2/lon2, strong weighting" at a special place where
the farms look a bit different.

The result would be, that all farms are Object1, exept in a circle
around lat2/lon2 where they are Object2.

The decicion about which object should be generated is easy, just look
which weight/distance_to_lat_lon is gratest...

CU,
Christian

PS: This will automatically generate voronoii diagrams...

--
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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Billy Verreynne writes:

 > Dave (the other one :-), are you considering dynamic moving
 > objects? You mentioned yachts in passing... Collision detection
 > eats CPU cycles, but still without that dynamic objects IMO are
 > relegated to mainly eye candy.

I think that those will need to be handled differently.  Static
objects are attached to a tile, and will be freed when the tile falls
out of the cache; moving objects can cross tile boundaries.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

David Findlay writes:

 > Of course! Mind you in Africa the the baboons will sit on a runway,
 > fly away as you buzz them, then sit back on the runway while you go
 > around the circuit for landing. They are happy to do that all
 > afternoon, so you just have to land and try and miss them. :-) We
 > should be able to implement this, although you'll have to watch
 > that the baboons don't bite you on the backside as you get out of
 > the plane. :-P

In Canada, a bull moose will charge at a car's headlights or,
presumably, a small plane's landing lights.  Moose have very large
bodies on high legs and can do a lot of damage, and a few drivers die
every year from encounters.  Standard driving practice when you see a
moose (in time) is to turn off your headlights, stop, and wait very
quietly.  Natural selection tends to take care of the idiots who honk
their horns and flash their lights to try to get a moose off the road.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Martin Spott writes:

 > > We need a farmer and a tractor for the farm fields here in MN.  If the
 > > farmer's name was "Nic" then we could have a "Scenic overlook, [...]
 > 
 > Hehe, we're also having really new sort of trouble with these trees - like
 > having one standing right in front of the runway:
 > 
 > http://document.ihg.uni-duisburg.de/bitmap/FGFS/tree-approach.png
 > 
 > 
 > Fortunately one can fly through these trees  ;-)

This is where we need to make TerraGear smarter.  We've always had
forest right up to the threshold of many runways, but as long as it
was a flat texture, nobody minded much.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Erik Hofman writes:

 > I've tried it and it looks quite nice. It seems to have a very low 
 > footprint (concerning framerate) so that's excelent as well. The only 
 > problem I have is it either leaks memory like crazy (about 4Mb per 
 > second) or it ernlarges the FlightGear memory footprint by more than 225 
 > Mb. :-(
 > 
 > I've looked at the code but couldn't find a place where memory leaks 
 > might happen.

Do you see this sitting still or flying across tile boundaries?  I
tried running FlightGear with and without dynamic objects, and sitting
still at the default location, RSS stabilized quickly at 79MB without
dynamic objects and 106MB with, and stayed there for over a minute in
each case.  I'm using G++ 3.0.

The 27MB inflation is, of course, still unacceptable.  I can think of
some ways to decrease it by quite a bit when I have time:

1. Make sure that objects used by multiple materials are loaded only
   once.

2. Do some callback trickery to cull the SSG nodes for dynamic objects
   when they are out of range (i.e. LOD keeps them from being
   rendered, but we don't even want them to stay in memory).
   Otherwise, the branch nodes for objects are kept in memory until the tile
   leaves the cache.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Curtis L. Olson writes:

 > I could see that turning the materials.xml file into a complicated
 > nightmare.  However, it would be a nice feature to have.  Perhaps the
 > top level materials.xml could include a .xml for each material that
 > has a long list of conditionals.  That might keep things a little
 > cleaner ... (?)

Sure.  We can do that already, if someone wants to go to the trouble;
just create an $FG_ROOT/Materials/ directory, put one file for each
material in it, then make materials.xml look like this:

  
   
   
   
   ...
  

It will look exactly the same to FlightGear, so no C++ modifications
will be required.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Billy Verreynne

"David Findlay" <[EMAIL PROTECTED]> wrote:

> Of course! Mind you in Africa the the baboons will sit on a runway,
> fly away as you buzz them, then sit back on the runway while you go
> around the circuit for landing. They are happy to do that all afternoon,
> so you just have to land and try and miss them. :-)

Yes, and then not even to mention the problems that animal life causes for
aviators. ;-)

Hey, as a native of Africa I'm allowed to make these non-pc jokes. Besides,
where else in the world will someone actually steal a NDB but in Cape Town? :-)

> We should be able to implement this, although you'll have to watch
> that the baboons don't bite you on the backside as you
> get out of the plane. :-P

Maybe a bite on the backside is exactly what the US legislators and media need
for their treatment of GA in the US. After a solid kick in the nuts. Er.. make
that several kicks.

ObOnTopic:
Dave (the other one :-), are you considering dynamic moving objects? You
mentioned yachts in passing... Collision detection eats CPU cycles, but still
without that dynamic objects IMO are relegated to mainly eye candy.

--
Billy


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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Findlay

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Tue, 16 Jul 2002 20:38, David Megginson entered data into a CPU register 
that indicated:
> Actually, you might want to animate these; it would be annoying if the
> kangaroo always blocked the same runway.

Of course! Mind you in Africa the the baboons will sit on a runway, fly away 
as you buzz them, then sit back on the runway while you go around the circuit 
for landing. They are happy to do that all afternoon, so you just have to 
land and try and miss them. :-) We should be able to implement this, although 
you'll have to watch that the baboons don't bite you on the backside as you 
get out of the plane. :-P

David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Jim Wilson

David Megginson <[EMAIL PROTECTED]> said:

> What we need is conditions in materials.xml; for example, within a
> certain lat/lon rectangle, use a tumbled-down stone building for a
> barn; within another, use a North-American wooden barn; and so on.  We
> already have XML conditions, so it's doable, but it will be a bit of
> work all the same.  Instead of allowing full conditions, we might
> allow only a few criteria (maybe time of year, lat/lon, elevation,
> slope).

That would be useful for defining more realistic shoreline textures, rock
colors, etc as well.

Best,

Jim

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Re: [Flightgear-devel] I have a Saitek Cyborg 3D Gold USB Stick

2002-07-16 Thread Jim Wilson

"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> Once the kernel boots you might be able to grab something out of
> /proc/pci (or other /proc entries.)  There are probably hardware
> detection software out there too.  I think RedHat does a lot of that
> (and I think Debian does hardware detection on a more limited scale.)
> 
Kudzu is probing the package that does it, and it must use /proc/pci.  You
probably can build a module.conf on the fly with it, given good data.

Best,

Jim

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Re: [Flightgear-devel] MP Who has DIS-specs ?

2002-07-16 Thread Martin Spott

> Does anyone here have the exact DIS-specs ? I don't
> like 'stealing' from a implementation, I rather build
> it from scratch by specs, [...]

You might try this as a starting point:

http://www.pitch.se/fmv/default.htm


Unfortunately the mentioned DMSO site is not availabe, but you will have success
with searching for  HLA High Level Architecture  on Google,

Martin.
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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Martin Spott

> We need a farmer and a tractor for the farm fields here in MN.  If the
> farmer's name was "Nic" then we could have a "Scenic overlook, [...]

Hehe, we're also having really new sort of trouble with these trees - like
having one standing right in front of the runway:

http://document.ihg.uni-duisburg.de/bitmap/FGFS/tree-approach.png


Fortunately one can fly through these trees  ;-)

Martin.
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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

Erik Hofman writes:
> David Megginson wrote:
> > Over the weekend, I finished my first take on dynamically-placed
> > scenery objects. 
> 
> I've tried it and it looks quite nice. It seems to have a very low 
> footprint (concerning framerate) so that's excelent as well. The only 
> problem I have is it either leaks memory like crazy (about 4Mb per 
> second) or it ernlarges the FlightGear memory footprint by more than 225 
> Mb. :-(
> 
> I've looked at the code but couldn't find a place where memory leaks 
> might happen.

I suspected from all the extra disk activity that some sort of memory
leaking might go on, but I only had a couple minutes to play last
night so I didn't get a chance to take a closer look.

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] ANN: a new dimension to FlightGear

2002-07-16 Thread Erik Hofman

David Megginson wrote:
> Over the weekend, I finished my first take on dynamically-placed
> scenery objects. 

I've tried it and it looks quite nice. It seems to have a very low 
footprint (concerning framerate) so that's excelent as well. The only 
problem I have is it either leaks memory like crazy (about 4Mb per 
second) or it ernlarges the FlightGear memory footprint by more than 225 
Mb. :-(

I've looked at the code but couldn't find a place where memory leaks 
might happen.

Erik


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Re: [Flightgear-devel] I have a Saitek Cyborg 3D Gold USB Stick

2002-07-16 Thread Curtis L. Olson

Martin Spott writes:
> [... Curt wrote ...]
> > Something I've always thought would be cool to mess around with (but
> > never even have come close to having the time) would be to put
> > together a custom linux distribution on a bootable cd that
> > detected/supported a couple of the major 3d graphics cards.
> 
> Some time ago I did a small Linux system, designed to run from a 16 MByte
> read-only medium (flash disk, network, whatever you want). It would not be
> difficult to put FlightGear on top.
> 
> The difficulty is to detect the necessary hardware connected to the machine,
> especially considering the graphics board. Does anyone have a link
> describing hardware autodetection on Linux ? I don't 

Once the kernel boots you might be able to grab something out of
/proc/pci (or other /proc entries.)  There are probably hardware
detection software out there too.  I think RedHat does a lot of that
(and I think Debian does hardware detection on a more limited scale.)

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] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

David Megginson writes:
> Seriously, I am planning on adding the occasional barn, farmhouse,
> silo, and blue aluminum storage shed.  This points to another problem,
> though -- as with textures, buildings will look very different in
> different parts of the world and even in different parts of the same
> country, province, state, or county.
> 
> What we need is conditions in materials.xml; for example, within a
> certain lat/lon rectangle, use a tumbled-down stone building for a
> barn; within another, use a North-American wooden barn; and so on.  We
> already have XML conditions, so it's doable, but it will be a bit of
> work all the same.  Instead of allowing full conditions, we might
> allow only a few criteria (maybe time of year, lat/lon, elevation,
> slope).

I could see that turning the materials.xml file into a complicated
nightmare.  However, it would be a nice feature to have.  Perhaps the
top level materials.xml could include a .xml for each material that
has a long list of conditionals.  That might keep things a little
cleaner ... (?)

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] ANN: a new dimension to FlightGear

2002-07-16 Thread Curtis L. Olson

David Megginson writes:
> David Findlay writes:
> 
>  > Just noted one problem. The billboard backgrounds are transparent
>  > only for the ground, not other objects. This doesn't look great
>  > when you're buzzing through the forest. Other than that it looks
>  > great. Thanks,
> 
> Noted.  Unfortunately, alpha transparency is a nightmare -- only
> things drawn *before* the object with transparency will show through.
> I draw the dynamically-placed objects after the ground, so you can
> always see the ground through them, but they are drawn before the
> clouds in the sky (since you will want to see them through the gaps in
> the clouds).  It will be (apparently) random whether any individual
> tree shows up through the alpha portion of any other individual
> tree's texture.  I know of no appropriate solution for this problem.
> The current arrangement works best for the normal situation, flying
> above 100ft AGL, but you're right that it can cause problems when
> you're buzzing cows.

David,

What you need to do is set the transparent flag in the ssgSimpleState
for these objects.  That way plib can sort them and draw them back to
front.

Regards,

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] ANN: a new dimension to FlightGear

2002-07-16 Thread Michael Basler

David,

> What we need is conditions in materials.xml; for example, within a
> certain lat/lon rectangle, use a tumbled-down stone building for a
> barn; within another, use a North-American wooden barn; and so on.  We

Splended idea. Besides, it would set us ahead of MS FS, which (AFAIK)
basically does lack such a mechanism.

Regards, Michael

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[EMAIL PROTECTED]
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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

David Findlay writes:

 > Just noted one problem. The billboard backgrounds are transparent
 > only for the ground, not other objects. This doesn't look great
 > when you're buzzing through the forest. Other than that it looks
 > great. Thanks,

Noted.  Unfortunately, alpha transparency is a nightmare -- only
things drawn *before* the object with transparency will show through.
I draw the dynamically-placed objects after the ground, so you can
always see the ground through them, but they are drawn before the
clouds in the sky (since you will want to see them through the gaps in
the clouds).  It will be (apparently) random whether any individual
tree shows up through the alpha portion of any other individual
tree's texture.  I know of no appropriate solution for this problem.
The current arrangement works best for the normal situation, flying
above 100ft AGL, but you're right that it can cause problems when
you're buzzing cows.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

David Findlay writes:

 > Very nice. I tried to also do this ages ago but couldn't figure it
 > out. :-) What is the framework for creating the objects like? If a
 > good framework API could be developed, it would be easy for scenery
 > designers to add new objects that are locally appropiate. For
 > instance, kangaroos on runways in australia :-). Thanks,

See my last posting.  For my part of North America, it would be
groundhogs on the runway, with the occasional deer or moose on smaller
strips.

Actually, you might want to animate these; it would be annoying if the
kangaroo always blocked the same runway.



All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-16 Thread David Megginson

Curtis L. Olson writes:

 > We need a farmer and a tractor for the farm fields here in MN.  If the
 > farmer's name was "Nic" then we could have a "Scenic overlook, he's
 > outstanding in his field."  Ok, sorry about that, it was painful to
 > say, even for me. :-)

Seriously, I am planning on adding the occasional barn, farmhouse,
silo, and blue aluminum storage shed.  This points to another problem,
though -- as with textures, buildings will look very different in
different parts of the world and even in different parts of the same
country, province, state, or county.

What we need is conditions in materials.xml; for example, within a
certain lat/lon rectangle, use a tumbled-down stone building for a
barn; within another, use a North-American wooden barn; and so on.  We
already have XML conditions, so it's doable, but it will be a bit of
work all the same.  Instead of allowing full conditions, we might
allow only a few criteria (maybe time of year, lat/lon, elevation,
slope).


All the best,


David

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Re: [Flightgear-devel] Re: MP what data to send (summary 1)

2002-07-16 Thread Billy Verreynne

"ace project" <[EMAIL PROTECTED]> wrote:

> - Multicasting and broadcasting will NOT be in this
> prototype, but base protocol should be able to handle
> broacasting (without any change with current specs)

Broadcasting should be there by default - all you need to do is give the peer IP
as a broadcast address.

> - Another question popped up, what Endian do we want ?

Network byte order please. This ensures there are no confusion. Does not require
a hack like in X-Plane where the packets are marked (wasting 2x4 byte int's)
with the byte order markers.

Also, network byte order to native o/s byte order conversion routines are part
of the socket API. So no messing around writing custom byte swap routines (on
any of these o/s's) when the language does not support it.

> - I will post the encaptulation protocols tommorrow,
> when I have translated their essence to English (they
> are in Dutch atm, anybody wants them in Dutch ?)

I can read Dutch without too much of a problem. But then (too my shame) I read
and write English better than my native language, never mind Dutch. :-)

> - There is another totally different design possible
> Delayed transmission, delay EVERYBODY 1 sec and the
> will all they exactly 1 sec out of sync. I dont think
> its the way to go, but its worth mentioning it.

Flying in the past...? Interesting... Curt, how about adding sub space anomolies
too FG and get Dave to add support for warp engines. I'm sure we can do some
very interesting TNG quantum stuff with this. :-)

> BTW 2, don't look at typos, English is *not* my
> primary language :)

Not a problem. My Klingon spelling is a lot worse. :-)

q'apla
--
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[Flightgear-devel] MP Who has DIS-specs ?

2002-07-16 Thread ace project

> AFAIK this is pretty similar to the algorithms used
> in DIS 
>
> Martin.

Does anyone here have the exact DIS-specs ? I don't
like 'stealing' from a implementation, I rather build
it from scratch by specs, then messing around it other
peoples low-level code.

I also prefer open protocols, how else should one
learn to make their own as good or better ?


Leon

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RE: [Flightgear-devel] A real C172 cockpit

2002-07-16 Thread Michael Basler

Curt,

> I poked around for a few minutes but couldn't find a price on a full
> panel package ... did you find one or were you just commenting on the
> individual instrument prices?

Go to the online store any try to buy some of the stuff. Aside the basic
instruments (i/o circuit board, altimeter...), most of the stuff (switches,
cover) is not yet available (they say in fall).

Regards, Michael


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