Re: [Flightgear-devel] lighting

2002-07-22 Thread David Megginson

Frederic Bouvier writes:

  Wait... the tower-hexa only glow on certain faces and not on others.
  It's going strangers...

Did you apply colour materials to some of the surfaces in Blender
before you exported your model?


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] lighting

2002-07-22 Thread Jürgen Marquardt

Lighting in opengl is not only specified by an abient and a diffuse component, 
but also by an emission and a specular.
These four components are added together before rendering a primitive.

Emission ( which I think is enabled on the C172) is a color component 
independet of any ambient or diffuse light setting. That's why it glows or
shines even at night. I am pretty sure that when you remove that component
the C172 will look ok.

The specular component is the reflection of the light on the surface.
You see this component only if you are looking to the surface and it's 
reflection hits the sun. 

I try do some ASCII arts to make clear:

sun  viewpoint
  \/
   \  /
\/
--- surface


Juergen



Am Sonntag, 21. Juli 2002 16:58 schrieb Frederic Bouvier:

  Curtis L. Olson writes:
However, the C172 still stays fully illuminated all the time, even in
the dead of night.  Futhermore it is not shaded at all during the day
relative to sun position.  So, I my theory at this point is that this
model must have the emmissive property set so it is always fully
self illuminating?
 
  The glow (as opposed to sun illumination) is the result of a different
  and strange effect -- it depends on the non-textured rgb value of the
  surface, even though the surface is textured.  Set rgb in the *.ac
  file to 1 1 1 (the default for many AC3D models exported from Blender)
  and the model glows at night; set rgb to 0 0 0 and the model is always
  black, even in the day time; set it to .5 .5 .5 and the model is
  always grey, etc.
 
  But wait, there's more ...
 
  For reasons unknown, the effect is different depending on whether
  you're inside or outside the plane.  This is best illustrated by two
  screenshots of the same buildings, one from inside view and one from
  outside view:
 
http://www.megginson.com/flightsim/inside-lighting.jpg
 
http://www.megginson.com/flightsim/outside-lighting.jpg
 
  Notice that not only the plane starts to glow, but also the water
  tower and most of the buildings.  For some reason, the rgb colour gets
  blended with the texture in external view (also in the two tower
  views) but not in cockpit view.

 I have just noticed that too, but models I send you yesterday are not
 glowing. Compare small-glass-office-building and cube-apartment.
 The first glow and not the second in the external (chase) view.
 I think your textures are rgba while mine are only rgb. Going to verify
 that point.

 Wait... the tower-hexa only glow on certain faces and not on others.
 It's going strangers...

 Cheers,

 -Fred




 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: lighting

2002-07-22 Thread Melchior FRANZ

[glowing c172]
* David Megginson -- Sunday 21 July 2002 16:31:
 For reasons unknown, the effect is different depending on whether
 you're inside or outside the plane.

To spread even more confusion: The same day I noticed the glowing
c172, all fog was gone for me and my outdated tdfx V3. This happens
for all FDMs and models except the UFO and both yasim's and uiuc's
747!

m.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] not getting dynamic-objects

2002-07-22 Thread Erik Hofman

David Megginson wrote:
 Dave Perry writes:
 
   1.When I run fgfs with the switch
   --prop:/sim/rendering/dynamic-objects=true
   per David Meggison's posting, I don't get any buildings or 
   trees.  I do get the
   photo real scenery.
 
 There will be no objects over the photoreal scenery because it doesn't
 use regular materials.  The property /sim/rendering/dynamic-objects
 was renamed to /sim/rendering/random-objects in my last checkin, but
 that shouldn't matter, because true also became the default.

When I had the same problem, the materials.xml file of the base package 
was out of date.

Erik




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] lighting

2002-07-22 Thread Frederic BOUVIER

The list seems back...

   Wait... the tower-hexa only glow on certain faces and not on others.
   It's going strangers...

 Did you apply colour materials to some of the surfaces in Blender
 before you exported your model?

No, I only applied texture with the UV editor

Cheers,

-Fred



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Enhancements to random objects

2002-07-22 Thread Erik Hofman

David Megginson wrote:
 Erik Hofman writes:
 
   Not to be picky here, but what's the deal with the lolly-pop thingy? I 
   think it's better placed in the built-up area only if you'd ask me.
 
 It's a water tower -- in North America you typically get one in a
 small town (usually with the town's name in giant letters) and several
 in a larger city, and they are very visible from the air.  Better
 versions are welcome.

You know, I happened to drive in Germany and Belgium yesterday and saw 
the same objects (only they where in blank metal color) and just then I 
realized they were water towers! Over here in The Netherlands water 
towers aren't used for decades now, and instead were replaced by 
turbines to keep the pressure.

I don't know why they choose to do so, bu I guess the brick built water 
towers we used to have became too expensive.

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Random scenery objects now the default

2002-07-22 Thread Alex Perry

 Simon Fowler writes:
   Aside from that nitpick, dynamic objects really rock. Particularly
   the trees - they're far more realistic than I would have thought
   three polygons and a couple of textures could look ;-)
 Thanks.  The trees are actually billboards -- each one is a
 single-sided quad (which plib splits into two triangles) and a 32x64
 rgba texture, and plib keeps turning it to face the camera.  I have to
 give full credit to plib for what appears to be extremely efficient
 billboarding code (in ssgCutout).

David, if you only use the texture space within (0,0) (1,0) (0.5,1)
and use a single triangle for the billboard, does it save a vertex ?
That might let you use a lot more trees, even though it won't help 
other stuff such as buildings.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] CVS for FGFS down ?

2002-07-22 Thread Alex Perry

I can ping the server, but an attempt to cvs update hangs indefinitely.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



re: [Flightgear-devel] lighting

2002-07-22 Thread David Megginson

Curtis L. Olson writes:

  Actually this is the way it is supposed to work.  We GL_MODULATE the
  texture on top of a colored polygon and the underlying color is
  modulated with the texture.  This way we can draw our objects in all
  white and have them properly shaded, then modulate that with the
  actual textures so the textured surfaces also appear shaded.  This is
  not unlike using multi-texturing to achieve lighting effects, except
  we are using opengl's shading model rather than providing our own
  light mask.

Here are the opening lines of c172-dpm.ac:

AC3Db
MATERIAL NoName rgb 1 1 1  amb 1 1 1  emis 0 0 0  spec 0 0 0 shi 72 trans 0

The rgb values are the only ones that seem to affect the model's
appearance.

 http://www.megginson.com/flightsim/inside-lighting.jpg
   
 http://www.megginson.com/flightsim/outside-lighting.jpg
   
   Notice that not only the plane starts to glow, but also the water
   tower and most of the buildings.  For some reason, the rgb colour gets
   blended with the texture in external view (also in the two tower
   views) but not in cockpit view.
  
  You may be seeing two different surfaces (inside vs. out) which may
  account for some of this???

That does not seem likely.  For pilot view, I'm not in a 3D cockpit,
so we're looking at the same buildings from about the same angle each
time.  Something changes in the OpenGL lighting state between pilot
view and chase view.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] new random ground cover objects

2002-07-22 Thread David Findlay

I think something that will need to be done is to make sure that forest 
textures blend in with the trees we are putting on them. That way the 
distinction where billboarded trees are shown, and where they aren't would be 
less visible. At the moment the dark conifers do not fit in with the forest 
texture we are using near KSFO. Anyone got any forrest textures we could use 
that could be better? Thanks,

David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Melchior FRANZ writes:
 [glowing c172]
 * David Megginson -- Sunday 21 July 2002 16:31:
  For reasons unknown, the effect is different depending on whether
  you're inside or outside the plane.
 
 To spread even more confusion: The same day I noticed the glowing
 c172, all fog was gone for me and my outdated tdfx V3. This happens
 for all FDMs and models except the UFO and both yasim's and uiuc's
 747!

Do we know what day that was, or what major things were changed that
day?  This could be some weird opengl state management problem
introduced by one of our modules ... I hope not because these can be
among the toughest problems to debug, but it would be good to know
when this was introduced.  I don't think any GeForce users are having
fog problems though.

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Night lighting revisited

2002-07-22 Thread Andy Ross

Norman Vine wrote:
 For example the a4 behaves differently then the c172 in this
 respect.  Discover what is different and the lighting problem should
 be 'illuminated'.

Curtis L. Olson wrote:
 People who understand the opengl lighting model better than I do
 might notice that I haven't mentioned the specular lighting
 compenent, which opengl supports as a way to emulate 'reflective'
 surfaces.  If we are seeing some strange lighting effects perhaps
 the models have some kind of specular component that isn't getting
 turned off properly at night?

Good catch, both of you.  All of the materials in the a4-blue.ac file
have a 50% specular coefficient, the c172 file has 0.  While some
specular probably isn't wrong for the A-4 (the Blue Angel's used
glossy paint, of course), 50% is certainly way to high.

It's also used for stuff like the cockpit panel, which is clearly not
specular.  I think perhaps the original author misunderstood what
specular means -- even the lights (which are, by definition, 100%
emissive) are listed at 100% specular.  I changed all the specular
components to zero, and things look much saner in my copy.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Curtis L. Olson writes:
 Melchior FRANZ writes:
  [glowing c172]
  * David Megginson -- Sunday 21 July 2002 16:31:
   For reasons unknown, the effect is different depending on whether
   you're inside or outside the plane.
  
  To spread even more confusion: The same day I noticed the glowing
  c172, all fog was gone for me and my outdated tdfx V3. This happens
  for all FDMs and models except the UFO and both yasim's and uiuc's
  747!
 
 Do we know what day that was, or what major things were changed that
 day?  This could be some weird opengl state management problem
 introduced by one of our modules ... I hope not because these can be
 among the toughest problems to debug, but it would be good to know
 when this was introduced.  I don't think any GeForce users are having
 fog problems though.

Some more thoughts ...

Could anyone pull an earlier version of the C172 3d model out of CVS
to see if the problem was a change in the 3d model or a change in the
source code?

The 3d aircraft drawing code changes the near/far clip planes which
could account for why you have lost your fog.  I seem to remember this
as a being a bug in the mesa/3dfx driver.  (i.e. the fog tables are
calculated for a specific near/far clip and if you change the clip
planes, the fog tables aren't updated and you get weird results.)
This isn't a big deal if you nudge the clip planes a bit, but could be
a very big deal if they are changed radically.

We could be looking at two separate problems here ...

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: lighting

2002-07-22 Thread Melchior FRANZ

* Curtis L. Olson -- Monday 22 July 2002 14:24:
 Melchior FRANZ writes:
  To spread even more confusion: The same day I noticed the glowing
  c172, all fog was gone for me and my outdated tdfx V3. This happens
  for all FDMs and models except the UFO and both yasim's and uiuc's
  747!
 
 Do we know what day that was, or what major things were changed that
 day?  This could be some weird opengl state management problem
 introduced by one of our modules ...

I don't know exactly the date, but it must have been between the 28th
and the 30th of june, because I reported back then:

| Re: 3d Panel problem
| Date: Sun, 30 Jun 2002 10:16:39 +0200
| From: Melchior FRANZ [EMAIL PROTECTED]
|
| * Andy Ross -- Friday 28 June 2002 21:47:
|  But the Voodoo cards have thinner depth buffers, and
|  I'm using a pretty large offset value to begin with.  Let me tune a
|  little and see how much smaller I can make it.
| 
| So that is why fgfs doesn't work right any more on my Voodoo3.  :-(
| 
| I don't see any fog/haze now. [...]

... and the c172 started to glow the same day! I could track down the
very patch that broke it, if necessary. I only have a slooow net
connection, though, and I'd rather get along without that pain.   :-]

m. 



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Lighting

2002-07-22 Thread Frederic BOUVIER

[ The lists seems to have been down last 20 hours. I apologize if it already appeared ]

I discovered that only textures with an alpha channel are glowing at night, and only 
when the c172 is in the view. Try the 4th view ( free tower view ) and the magic fdm. 
When the 172 is viewed, trees around are emitting light but when you move to clip it 
away, trees stop shining.

I modified my tower-hexa-2.rgb texture to remove the alpha channel ( export to bmp and 
reimport ) and the tower stopped glowing.

Cheers,

-Fred



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Lighting

2002-07-22 Thread Curtis L. Olson

Frederic BOUVIER writes:
 [ The lists seems to have been down last 20 hours. I apologize if it
 already appeared ] 
 
 I discovered that only textures with an alpha channel are glowing at
 night, and only when the c172 is in the view. Try the 4th view (
 free tower view ) and the magic fdm. When the 172 is viewed, trees
 around are emitting light but when you move to clip it away, trees
 stop shining. 
 
 I modified my tower-hexa-2.rgb texture to remove the alpha channel (
 export to bmp and reimport ) and the tower stopped glowing. 

Very interesting observation.  I can confirm this too.  The other
objects (trees/bldgs) only appear to glow when the 3d c172 is in view.
I don't know if this is a specific problem with the c172 though.  I
see the same effect with the a4 and c310.  I don't see this problem
with the dc3 or 747.

So, it seems an awful lot like an opengl state management issue
related to drawing the 3d aircraft model.

The question I am asking myself is what is different between the
a4/c310/c172 and the dc3/747 models?  Do the a4/c310/c172 do something
different from the the other two models which plib isn't accounting
for?  Is it a problem in the aircraft model drawing code?  Panel
drawing code?  A bug in plib, not reseting state correctly?

The problem only seems to happen when the 3d model is in the view.  To
me, that would point to a problem with the model, or a problem with
plib's handling of the model.  For instance if the 3d model tickles
some material or lighting feature that plib doesn't normally handle or
doesn't handle at all.  But, I would be (maybe very) surprised to find
such a bug in plib that no one else has discovered previously.

I'm going to guess that more likely, we are setting some opengl state
someplace in the code which by chance, some 3d models might cause to
be reset, and others not.  Plib has a 'lazy' state evaluator so it
only changes the states it thinks need to be changed.  If we change
state ourselves separately, then plib might not change a state when it
needs to (very bad.)

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Lighting

2002-07-22 Thread Norman Vine

Curtis L. Olson writes:

The problem only seems to happen when the 3d model is in the view.  To
me, that would point to a problem with the model, or a problem with
plib's handling of the model.  For instance if the 3d model tickles
some material or lighting feature that plib doesn't normally handle or
doesn't handle at all.  But, I would be (maybe very) surprised to find
such a bug in plib that no one else has discovered previously.

It might be informative to dump out or use gdb to look at the the actual
OpenGL state values being used
i.e the ambient, emissive, specular ect
in the pre and post callbacks for the 3d model

If one of these is being 'tromped on' then funny things are bound to happen
!

Norman


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] preferences.xml

2002-07-22 Thread Jonathan Polley

I would like to update the preferences.xml file to include comments 
telling folks like myself how to read/modify the file.  I have commented 
my local version (mirrors CVS), but would like to insert it into CVS.  To 
take a look at an earlier instrumentation, look at:

http://homepage.mac.com/eq_fidget/FG_Dox/preferences_xml.html

Would this be possible?

Thanks,

Jonathan Polley


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: lighting

2002-07-22 Thread Melchior FRANZ

* Melchior FRANZ -- Monday 22 July 2002 15:32:
 I don't know exactly the date, but it must have been between the 28th
 and the 30th of june, because I reported back then:
 
 | Re: 3d Panel problem
 | Date: Sun, 30 Jun 2002 10:16:39 +0200
 | From: Melchior FRANZ [EMAIL PROTECTED]
 |
 | * Andy Ross -- Friday 28 June 2002 21:47:
 |  But the Voodoo cards have thinner depth buffers, and [...]

... and given that Andy posted this on the 28th, the suspicious
changes could be these:

| CVS: FlightGear/src/Cockpit panel.cxx,1.72,1.73 panel.hxx,1.41,1.42
| Date: Fri, 28 Jun 2002 07:17:44 -0500
| From: David Megginson [EMAIL PROTECTED]
| Log Message: 3D panel support from Andy Ross

m.   ??

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] lighting

2002-07-22 Thread Frederic Bouvier

From: Frederic Bouvier [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, July 21, 2002 4:58 PM
Subject: Re: [Flightgear-devel] lighting


 From: David Megginson [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, July 21, 2002 4:31 PM
 Subject: re: [Flightgear-devel] lighting


  Curtis L. Olson writes:
 
However, the C172 still stays fully illuminated all the time, even in
the dead of night.  Futhermore it is not shaded at all during the day
relative to sun position.  So, I my theory at this point is that this
model must have the emmissive property set so it is always fully
self illuminating?
 
  The glow (as opposed to sun illumination) is the result of a different
  and strange effect -- it depends on the non-textured rgb value of the
  surface, even though the surface is textured.  Set rgb in the *.ac
  file to 1 1 1 (the default for many AC3D models exported from Blender)
  and the model glows at night; set rgb to 0 0 0 and the model is always
  black, even in the day time; set it to .5 .5 .5 and the model is
  always grey, etc.
 
  But wait, there's more ...
 
  For reasons unknown, the effect is different depending on whether
  you're inside or outside the plane.  This is best illustrated by two
  screenshots of the same buildings, one from inside view and one from
  outside view:
 
http://www.megginson.com/flightsim/inside-lighting.jpg
 
http://www.megginson.com/flightsim/outside-lighting.jpg
 
  Notice that not only the plane starts to glow, but also the water
  tower and most of the buildings.  For some reason, the rgb colour gets
  blended with the texture in external view (also in the two tower
  views) but not in cockpit view.

 I have just noticed that too, but models I send you yesterday are not
 glowing. Compare small-glass-office-building and cube-apartment.
 The first glow and not the second in the external (chase) view.
 I think your textures are rgba while mine are only rgb. Going to verify
 that point.

 Wait... the tower-hexa only glow on certain faces and not on others.
 It's going strangers...

Confirmed: when the tower-hexa-2.rgb is rgba, it glows, and when it is
only rgb, it don't glow anymore. Only in external views. Perhaps because
in the inside view, we are looking through the window !

Cheers,

-Fred




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] FlightGear make produces errors

2002-07-22 Thread r w

Good day, hello, and help.

When I 'make' FlightGear' I get an error: 
/usr/local/source/FlightGear-0.7.10/tests/test-env-map.cxx:237:
undefined reference to `glutInitWindowSize'

 and several other glut commands.

 I figure that the make cannot find the headers or
libraries of glut 3.7, but where is it looking? any
help is appreciated and needed.

__
Do You Yahoo!?
Yahoo! Health - Feel better, live better
http://health.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: [Plib-devel] ANN: new version of the BGL loader in plib

2002-07-22 Thread Wolfram Kuss

Great!

I tested the BGL loader only a bit. Most of the time it works *GREAT*.
I will post some screenshots once I have time. I would be good
to have some for the PLIB and FGFS websites.

However, I also got some crashes. From avsim.com, get eddt2k_v2.zip. 
It says: FATAL: [ssgLoadBGL] Op-code out of range: 49932x.

Do you know whether you can read gmax-generated BGL files?
For the MDL loader, this is IMO the biggest limitation.
BTW, I used the MDL loader intensively the last week or two and 
it works very similar to the old one, which is good news :).

One of the major problems for the MDL loader was that it put every
vertex into
every leaf, so if you have 100 leaves with 10 vertices each (often
they have 
even less...) you get 100 * 1000 vertices instead of 100 * 10 and
often reading 
a 1MB MDL and writing as ssg or ase etc resulted in a 1GB file! I
comitted a new 
function removeUnusedVertices and call it in the MDL loader, which
cures 
the problem. I also put it into the BGL loader, although it only
reduces the 
resulting file from 333kB to 296kB. Have a look. Any idea why it is
only a 
small problem for BGLs?

So when you load a BGL file you will see correctly piled gound layers 
(like asphalt on grass etc..) with no flickers anymore:)

How do you do it, do you cut a hole into the lower layer?

Bye bye,
Wolfram.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Website updates

2002-07-22 Thread Norman Vine

David Megginson writes:

Erik Hofman writes:

  It might be usefull to rearrange the website, to let the Table of
  Contents show up first on the page. It would be a good idea to add the
  News and Project Overview sections to the table of contents then.

I'd suggest that starting with screenshots is a better idea -- we
don't want to waste a lot of screenspace or bandwidth, but we do want
to give a first-time visitor an idea of why it's worth spending more
than 3 seconds looking at FlightGear.  The pictures show the current
state of the project much more efficiently than text could.

FWIW IMHO pictures do not belong on the main page at all  !!!

I am in complete agreement with Eric's suggestion that 'index.html' should
be just
our Logo, Table of Contents, Search Form, Counter and Credits.

Norman


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Frederic BOUVIER

The problem appears when we are in an outside view, not when the panel obsure half the 
screen. So I can be wrong but I wouldn't search there first.

Cheers,

-Fred

Messsage du 22/07/2002 18:56
De :  [EMAIL PROTECTED]
A :  [EMAIL PROTECTED]
Copie à :
Objet : Re: [Flightgear-devel] Re: lighting

 Melchior FRANZ wrote:
  ... and given that Andy posted this on the 28th, the suspicious
  changes could be these:
 
  | Log Message: 3D panel support from Andy Ross

 Could be.  These changes moved the panel rendering into the main scene
 graph.  If the panel code changes any OpenGL lighting state without
 setting it back, then this could cause symptoms like this.  We just
 need to find out what's wrong and where it's being set.

 I'm fuzzy on what the exact problem is, though.  Could you post a
 screenshot?

 Andy

 --
 Andrew J. RossNextBus Information Systems
 Senior Software Engineer  Emeryville, CA
 [EMAIL PROTECTED]  http://www.nextbus.com
 Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



re: [Flightgear-devel] Lighting

2002-07-22 Thread David Megginson

Frederic BOUVIER writes:

  I discovered that only textures with an alpha channel are glowing
  at night, and only when the c172 is in the view. Try the 4th view (
  free tower view ) and the magic fdm. When the 172 is viewed, trees
  around are emitting light but when you move to clip it away, trees
  stop shining.
  
  I modified my tower-hexa-2.rgb texture to remove the alpha channel
  ( export to bmp and reimport ) and the tower stopped glowing.

OK, here's how plib sets up the states in src/ssg/ssgLoadAC.cxx.  In
AC3D format, textures and materials are separate: each object in a
model can have only one texture, but it can use a different
material for each surface.  Each materials is defined with a line like
this near the top of the file:

  MATERIAL NoName rgb 1 1 1  amb 1 1 1  emis 0 0 0  spec 0 0 0 shi 72  trans 0

The static get_state function actually builds the ssgState for each
part of the model.  It immediately sets the specular, emissive, and
shininess properties directly from the parameters in the line (but
they have no apparent effect in FlightGear).  Next, it enables colour
material with GL_AMBIENT_AND_DIFFUSE, together with lighting and
smooth shading.

If there is a texture defined, it then sets GL_TEXTURE_2D.  Finally,
it checks the alpha value (1.0 - transparency), and if it is less than
1 *or* the texture file has an alpha channel, it disables
GL_ALPHA_TEST and enables GL_BLEND.

The rgb value is copied to the vertex table for each of the vertices.

So what's the interaction?  Frederic identified the difference between
a texture with and without an alpha channel.  Why does enabling
GL_BLEND seem to have this effect?

In any case, I also have alpha channels in the textures for a couple
of the buildings, and they don't start glowing unless the C172 is
visible as well.  Here's a different possibility -- the C172 has one
texture with an alpha channel (which would cause GL_BLEND to be
enabled), and one without (which would cause GL_BLEND to be
disabled).  Could that be the culprit?


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] FlightGear can't find glut

2002-07-22 Thread Curtis L. Olson

r w writes:
 I try to 'make' FlightGear-0.7.10 and I get this
 error:
 
 
 /usr/local/source/FlightGear-0.7.10/tests/test-env-map.cxx:237:
 undefined reference to `glutInitWindowSize'
-and several other similar errors-
 
 What file is FlightGear looking for and where is
 it looking at?

Could you provide a bit more information such as what OS, platform,
compiler, and a bit more of the output before and after this message
to give a bit of context?

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Andy Ross writes:
 Melchior FRANZ wrote:
  ... and given that Andy posted this on the 28th, the suspicious
  changes could be these:
 
  | Log Message: 3D panel support from Andy Ross
 
 Could be.  These changes moved the panel rendering into the main scene
 graph.  If the panel code changes any OpenGL lighting state without
 setting it back, then this could cause symptoms like this.  We just
 need to find out what's wrong and where it's being set.

When you say moved panel rendering into the main scene graph, do you
mean that you ssg-ified the entire panel so it is automatically drawn
in the main ssgCullAndDraw() along with everything else, or do you
mean the panel rendering code get's executed as a call back from some
ssg node, or do you mean something else? 

 I'm fuzzy on what the exact problem is, though.  Could you post a
 screenshot?

With the latest cvs code, look at an external view of the C172 at
night ... it should be bright white ...

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Andy Ross writes:
 Melchior FRANZ wrote:
  ... and given that Andy posted this on the 28th, the suspicious
  changes could be these:
 
  | Log Message: 3D panel support from Andy Ross
 
 Could be.  These changes moved the panel rendering into the main scene
 graph.  If the panel code changes any OpenGL lighting state without
 setting it back, then this could cause symptoms like this.  We just
 need to find out what's wrong and where it's being set.
 
 I'm fuzzy on what the exact problem is, though.  Could you post a
 screenshot?

Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
line #248 and comment out the Load panels section of code, the C172
becomes shaded again and the objects no longer glow at night.

So something about the panel drawing is messing up the opengl state.
Is there stuff in there that happens via callbacks, or is it all done
in pure ssg?

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Andy Ross

Curtis L. Olson wrote:
 When you say moved panel rendering into the main scene graph, do you
 mean [...] or do you mean the panel rendering code get's executed as
 a call back from some ssg node [...] ?

I mean that one. :)

There's a tiny FGPanelNode ssgLeaf class that wraps an FGPanel
object.  It sets up the matrix stack appropriately and then calls the
panel renderer as normal.

Does anyone know off the top of their heads if the panel code changes
the OpenGL lighting or material state?  If it does, then this will be
a really simple fix.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Lighting

2002-07-22 Thread Norman Vine

Norman Vine writes:

Curtis L. Olson writes:

The problem only seems to happen when the 3d model is in the view.  To
me, that would point to a problem with the model, or a problem with
plib's handling of the model.  For instance if the 3d model tickles
some material or lighting feature that plib doesn't normally handle or
doesn't handle at all.  But, I would be (maybe very) surprised to find
such a bug in plib that no one else has discovered previously.

It might be informative to dump out or use gdb to look at the
the actual
OpenGL state values being used
i.e the ambient, emissive, specular ect
in the pre and post callbacks for the 3d model

If one of these is being 'tromped on' then funny things are
bound to happen !

Not really sure what all it means and / or how they get there but ...
There are some 'interesting values in the file this generates

void
FGAircraftModel::init ()
{
  _aircraft = new FGModelPlacement;
  string path = fgGetString(/sim/model/path, Models/Geometry/glider.ac);
  try {
_aircraft-init(path);
  } catch (const sg_exception ex) {
SG_LOG(SG_GENERAL, SG_ALERT, Failed to load aircraft from   path);
SG_LOG(SG_GENERAL, SG_ALERT, (Falling back to glider.ac.));
_aircraft-init(Models/Geometry/glider.ac);
  }
  _scene-addKid(_aircraft-getSceneGraph());
  _selector-addKid(_aircraft-getSceneGraph());
  globals-get_scenery()-get_aircraft_branch()-addKid(_selector);
#if 0
  FILE *fp;
  fp = fopen(model.ascii, wt);
  _aircraft-getSceneGraph()-print(fp);
  fclose(fp);
#endif
}


e.g.
ssgVtxTable: Name=NoName
  Userdata = 0x0
  Num Parents=1
  ssgSimpleState: Name=NoName
Userdata = 0x0
Translucent  = True
ExternalProp = 0
Don't Care   = CULLFACE
Enabled  = TEXTURE2D COLOR_MATERIAL BLEND LIGHTING
TexHandle= 3
TexFilename  =
'/home/nhv/FlightGear/Aircraft/c172/Models/c172-01.rgb'
Shade Model  = 7425
Shininess= 2.00
AlphaClamp   = -0.326197
ColourMatMode= GL_AMBIENT_AND_DIFFUSE
Ambient  : (-0.455241,-0.326197,0.526312,-0.455241)
Diffuse  : (-0.326197,-0.468420,-0.832415,-0.326197)
Specular : (0.00,0.00,0.00,1.00)
Emission : (0.00,0.00,0.00,1.00)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: lighting

2002-07-22 Thread Melchior FRANZ

* Andy Ross -- Monday 22 July 2002 18:56:
 I'm fuzzy on what the exact problem is, though.  Could you post a
 screenshot?

Just look at http://www.flightgear.org/images/farm.jpg  ;-)

m.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Lighting

2002-07-22 Thread Frederic Bouvier

do you mean this kind of data :

 ssgSimpleState: Name=NoName
   Userdata = 
   Translucent  = False
   ExternalProp = 0
   Don't Care   = CULLFACE
   Enabled  = TEXTURE2D COLOR_MATERIAL LIGHTING
   TexHandle= 2
   TexFilename  =
'c:/flightgear/cvs/fgfsbase/Aircraft/c172/Models/c172-02.rgb'
   Shade Model  = 7425
   Shininess= 72.00
   AlphaClamp   = -431602080.00
   ColourMatMode= GL_AMBIENT_AND_DIFFUSE
   Ambient  :
(-431602080.00,-431602080.00,-431602080.00,-431602080.00)
   Diffuse  :
(-431602080.00,-431602080.00,-431602080.00,-431602080.00)
   Specular : (0.00,0.00,0.00,1.00)
   Emission : (0.00,0.00,0.00,1.00)

Shouldn't the values of color component in the range [0..1] ?

-Fred

- Original Message -
From: Norman Vine [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, July 22, 2002 8:21 PM
Subject: RE: [Flightgear-devel] Lighting


 Norman Vine writes:
 
 Curtis L. Olson writes:
 
 The problem only seems to happen when the 3d model is in the view.  To
 me, that would point to a problem with the model, or a problem with
 plib's handling of the model.  For instance if the 3d model tickles
 some material or lighting feature that plib doesn't normally handle or
 doesn't handle at all.  But, I would be (maybe very) surprised to find
 such a bug in plib that no one else has discovered previously.
 
 It might be informative to dump out or use gdb to look at the
 the actual
 OpenGL state values being used
 i.e the ambient, emissive, specular ect
 in the pre and post callbacks for the 3d model
 
 If one of these is being 'tromped on' then funny things are
 bound to happen !

 Not really sure what all it means and / or how they get there but ...
 There are some 'interesting values in the file this generates

 void
 FGAircraftModel::init ()
 {
   _aircraft = new FGModelPlacement;
   string path = fgGetString(/sim/model/path,
Models/Geometry/glider.ac);
   try {
 _aircraft-init(path);
   } catch (const sg_exception ex) {
 SG_LOG(SG_GENERAL, SG_ALERT, Failed to load aircraft from   path);
 SG_LOG(SG_GENERAL, SG_ALERT, (Falling back to glider.ac.));
 _aircraft-init(Models/Geometry/glider.ac);
   }
   _scene-addKid(_aircraft-getSceneGraph());
   _selector-addKid(_aircraft-getSceneGraph());
   globals-get_scenery()-get_aircraft_branch()-addKid(_selector);
 #if 0
   FILE *fp;
   fp = fopen(model.ascii, wt);
   _aircraft-getSceneGraph()-print(fp);
   fclose(fp);
 #endif
 }


 e.g.
 ssgVtxTable: Name=NoName
   Userdata = 0x0
   Num Parents=1
   ssgSimpleState: Name=NoName
 Userdata = 0x0
 Translucent  = True
 ExternalProp = 0
 Don't Care   = CULLFACE
 Enabled  = TEXTURE2D COLOR_MATERIAL BLEND LIGHTING
 TexHandle= 3
 TexFilename  =
 '/home/nhv/FlightGear/Aircraft/c172/Models/c172-01.rgb'
 Shade Model  = 7425
 Shininess= 2.00
 AlphaClamp   = -0.326197
 ColourMatMode= GL_AMBIENT_AND_DIFFUSE
 Ambient  : (-0.455241,-0.326197,0.526312,-0.455241)
 Diffuse  : (-0.326197,-0.468420,-0.832415,-0.326197)
 Specular : (0.00,0.00,0.00,1.00)
 Emission : (0.00,0.00,0.00,1.00)


 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Re: lighting

2002-07-22 Thread Norman Vine

Curtis L. Olson writes:

Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
line #248 and comment out the Load panels section of code, the C172
becomes shaded again and the objects no longer glow at night.

Good one !

Looks like we need something like

void
FGPanel::draw()
{
 glPushAttrib( GL_ENABLE_BIT | GL_POLYGON_BIT | GL_COLOR_BUFFER_BIT |
GL_LIGHTING_BIT ) ;
.
 glPopAttrib();
}

Not sure if I got them all

Norman


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: [Flightgear-users] Extracting mesh from BGL

2002-07-22 Thread Jürgen Marquardt

Hi David,

I just found this in the users archive:
Satpac has a great freeware mesh for the whole of australia, that looks m=
uch=20
better than ours. I was just wondering if there is any way to extract the=
=20
mesh from the BGL files, and use it in FlightGear. Thanks,

Check out the latest version of PLIB.
I recently implemented the support for bgl elevation maps.
By this you could convert it to all formats plib writers support.
May be this helps already

regards,

Juergen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: [Plib-devel] ANN: new version of the BGL loader in plib

2002-07-22 Thread Jürgen Marquardt

Hi Wolfram,

Am Montag, 22. Juli 2002 17:35 schrieb Wolfram Kuss:
 Great!

 I tested the BGL loader only a bit. Most of the time it works *GREAT*.
 I will post some screenshots once I have time. I would be good
 to have some for the PLIB and FGFS websites.
That's nice to hear :) 
If Curtis likes to put them I'll do some.

 However, I also got some crashes. From avsim.com, get eddt2k_v2.zip.
 It says: FATAL: [ssgLoadBGL] Op-code out of range: 49932x.
I use the same scenery for my researches.
eddt2k uses a somehow compressed/encrypted file format which I can not 
decompress and at the moment even can not recognize.
A work around for this problem is to decomplie and recomplie the bgl file.
I use scdis (V2.2) and fsc of from http://www.freesc.org. 
For decomression you have to use the dos/windows version though.  The 
decompression algorithm is only available to the windows version. (You can 
use wine if you like to stay in linux)
This works with lots of bgl files, unfortunately not with all. That's because 
of scdis/fsc can not cope with all bgl statements. 


 Do you know whether you can read gmax-generated BGL files?
 For the MDL loader, this is IMO the biggest limitation.
 BTW, I used the MDL loader intensively the last week or two and
 it works very similar to the old one, which is good news :).
Sorry to say that the MDL loader is still the original version but this is one
of my next tasks, promised.


 One of the major problems for the MDL loader was that it put every
 vertex into
 every leaf, so if you have 100 leaves with 10 vertices each (often
 they have
 even less...) you get 100 * 1000 vertices instead of 100 * 10 and
 often reading
 a 1MB MDL and writing as ssg or ase etc resulted in a 1GB file! I
 comitted a new
 function removeUnusedVertices and call it in the MDL loader, which
 cures
 the problem. I also put it into the BGL loader, although it only
 reduces the
 resulting file from 333kB to 296kB. Have a look. Any idea why it is
 only a
 small problem for BGLs?
BGL files usually define a point array to which it refers later on for drawing 
polygons. For each polygon the MDL loader assigns the 
complete point array to  the leaf. 
The BGL loader assigns only such vertices to the leaf that 
were used. But obviously there is still some room for improvement...

 So when you load a BGL file you will see correctly piled gound layers
 (like asphalt on grass etc..) with no flickers anymore:)

 How do you do it, do you cut a hole into the lower layer?
Well, actually I don't cut the layers I sort them and write them
from back to front while disabling the depth buffer for writing.



Juergen



 Bye bye,
 Wolfram.

 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread David Megginson

Andy Ross writes:

  Does anyone know off the top of their heads if the panel code changes
  the OpenGL lighting or material state?  If it does, then this will be
  a really simple fix.

Yes, it does -- it was designed to work outside of the SSG scene
graph.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread David Megginson

Curtis L. Olson writes:

  Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
  line #248 and comment out the Load panels section of code, the C172
  becomes shaded again and the objects no longer glow at night.

The funny thing is that this happens even when no panel is visible.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
   line #248 and comment out the Load panels section of code, the C172
   becomes shaded again and the objects no longer glow at night.
 
 The funny thing is that this happens even when no panel is visible.

I just committed a fix to save/restore state before drawing the '3d'
panel.

I should point out a little opengl background for those that care:

Querying the current opengl state is really bad because opengl can
pipeline commands and is a 'single' state engine.  To properly answer
a query, the driver must flush the pipeline and then answer the
query.  This can be very disruptive to performance, especially if done
many times per frame.

Just the act of changing opengl state (i.e. different color mode,
blend mode, changing lighting, fog, clip planes, etc.) can have an
impact on performance ... especially on systems that implement more of
the opengl pipeline in hardware.  I will say that modern cards/systems
seem to be have much more optimized state changers that systems from a
a few years ago.

Even so, once you through a zillion objects into your scene each with
different textures, etc. you can imagine a zillion state changes are
needed per rendered frame.  This will impact performance on any
system.

So, there are two rules of thumb when writing opengl programs.  1)
Minimize your state changes 2) never query for the current value of an
opengl state.

ssg has built in state management which does a really nice job of
minimizing state changes.  It keeps track of the more common states
for you in software and effeciently checks if something needs to be
changed when ever a new ssgSimpleState is applied.

If we could do all our state management in plib/ssg, that would be
ideal.  Unfortunately: the real world creeps in once in a while and we
may need to change state variables not managed by plib.  So we need to
do some of our own state management which means we need to be really
careful not to confuse ssg's lazy state changer.

This means a) we need to reset any state we change when we are done,
or b) force plib/ssg to completely reset the state.  Usually a) is
more efficient than b)

But, remember the 2nd rule of thumb above, *NEVER* query for the
current opengl state.  So now what?  The state could be anything
and we need to set it back after we change it.  Enter glPushAttrib() /
glPopAttrib()

There are 23 attrib bits that opengl defines for use with
gl{Push,Pop}Attrib().  Each attribute bit covers several related
opengl state variables.  (See the red book for more info.)

If we plan to change a lighting related state variable and a color
related state variable in our routine we can first do:

  glPushAttrib( GL_COLOR_BUFFER_BIT GL_LIGHTING_BIT );

This pushes those related state variables onto the stack.  We don't
care what they are, we aren't querying their value, but we are saving
them.

Then the routine can proceed to do whatever it needs to do.

Finally at the end we do:

  glPopAttrib();

So there you go, we saved and restored the opengl state so we didn't
confuse plib/ssg or leave some weird state value set that screws up
some other rendering portion of the code.  We hopefully have minimized
any needed state changes.  And we managed to do it all without
querying for a specific state value and thus disrupting the pipeline.

Again all this is said with apologies to those that know more about
this than I do. :-)

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
   line #248 and comment out the Load panels section of code, the C172
   becomes shaded again and the objects no longer glow at night.
 
 The funny thing is that this happens even when no panel is visible.

Are you still seeing this sort of weirdness with my most recent patch?

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Norman Vine writes:
 Curtis L. Olson writes:
 
 Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
 line #248 and comment out the Load panels section of code, the C172
 becomes shaded again and the objects no longer glow at night.
 
 Good one !
 
 Looks like we need something like
 
 void
 FGPanel::draw()
 {
  glPushAttrib( GL_ENABLE_BIT | GL_POLYGON_BIT | GL_COLOR_BUFFER_BIT |
 GL_LIGHTING_BIT ) ;
 .
  glPopAttrib();
 }
 
 Not sure if I got them all

I added a couple more, just to be safe, but that pretty much did it I
think.

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Gene Buckle

Ahhh, rectangular livestock!  Must make them easy to stack for shipment,
eh? :)

g.


On Mon, 22 Jul 2002, Melchior FRANZ wrote:

 * Andy Ross -- Monday 22 July 2002 18:56:
  I'm fuzzy on what the exact problem is, though.  Could you post a
  screenshot?

 Just look at http://www.flightgear.org/images/farm.jpg  ;-)

 m.



 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Gene Buckle writes:
 Ahhh, rectangular livestock!  Must make them easy to stack for shipment,
 eh? :)
 
 g.
 
 
 On Mon, 22 Jul 2002, Melchior FRANZ wrote:
 
  * Andy Ross -- Monday 22 July 2002 18:56:
   I'm fuzzy on what the exact problem is, though.  Could you post a
   screenshot?
 
  Just look at http://www.flightgear.org/images/farm.jpg  ;-)

Either that, or David does some side consulting for Gateway...

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Website updates

2002-07-22 Thread Norman Vine

Norman Vine wrote:

  FWIW IMHO pictures do not belong on the main page at all  !!!

Instead IMHO we should present a 'well organized' entry point
that is viewable on one page so as to impress our visitors with our
'professionalism'

FWIW - One of my favorite sites is http://www.google.com

Which I believes demonstrates well that a 'minimalist' front page can
be quite successful as it is the 'content served' and 'navigational ease' 
that is most important to a projects popularity and usefulness. 

Cheers

Norman
 
 

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: lighting

2002-07-22 Thread Melchior FRANZ

* Curtis L. Olson -- Monday 22 July 2002 20:00:
 If you go to src/Model/model.cxx, line #248 and comment out the
 Load panels section of code, the C172 becomes shaded again and
 the objects no longer glow at night.

Unfortunately, it doesn't fix my fog problem.

m.  :-(

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread David Megginson

Curtis L. Olson writes:

   Ahhh, rectangular livestock!  Must make them easy to stack for shipment,
   eh? :)

  Either that, or David does some side consulting for Gateway...

Nah -- I'm promoting Monsanto's new genetically-modified cows.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Melchior FRANZ writes:
 * Curtis L. Olson -- Monday 22 July 2002 20:00:
  If you go to src/Model/model.cxx, line #248 and comment out the
  Load panels section of code, the C172 becomes shaded again and
  the objects no longer glow at night.
 
 Unfortunately, it doesn't fix my fog problem.

I kind of guessed that may have been a separate issue.  I think this
is likely a side effect of changing the near/far clip planes in the
middle of rendering a frame.  I don't think the mesa/3dfx drivers
handle that well or at all.

You could look through src/Model/*.cxx and find the place[s] that
reset the clip planes and comment those out to see if your fog comes
back.

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Frederic Bouvier

From: Curtis L. Olson [EMAIL PROTECTED]
 David Megginson writes:
  Curtis L. Olson writes:
 
Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
line #248 and comment out the Load panels section of code, the C172
becomes shaded again and the objects no longer glow at night.
 
  The funny thing is that this happens even when no panel is visible.

 I just committed a fix to save/restore state before drawing the '3d'
 panel.

Yes, no more chrismas trees at night ...

Cheers,

-Fred




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Curtis L. Olson

Frederic Bouvier writes:
 From: Curtis L. Olson [EMAIL PROTECTED]
  David Megginson writes:
   Curtis L. Olson writes:
  
 Ok, that was definitely helpful.  If you go to src/Model/model.cxx,
 line #248 and comment out the Load panels section of code, the C172
 becomes shaded again and the objects no longer glow at night.
  
   The funny thing is that this happens even when no panel is visible.
 
  I just committed a fix to save/restore state before drawing the '3d'
  panel.
 
 Yes, no more chrismas trees at night ...

I do very much want to thank everyone who participated in quickly
tracking down and nailing this problem.  Opengl state management
problems can be a *huge* bear to find and debug (for many of the same
reasons that goto's are usually bad.)  It is quite a relief to have
found and fixed this one so quickly, but it never could have been done
without everyone pitching in.  Open-source in action. :-)

Thanks!

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: lighting

2002-07-22 Thread Melchior FRANZ

* Curtis L. Olson -- Monday 22 July 2002 22:07:
 Melchior FRANZ writes:
  Unfortunately, it doesn't fix my fog problem.
 
 You could look through src/Model/*.cxx and find the place[s] that
 reset the clip planes and comment those out to see if your fog comes
 back.

OK, thanks. I'll try.   :-)

m.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] preferences.xml

2002-07-22 Thread John Check

On Monday 22 July 2002 12:13 am, Jonathan Polley wrote:
 I would like to update the preferences.xml file to include comments
 telling folks like myself how to read/modify the file.  I have commented
 my local version (mirrors CVS), but would like to insert it into CVS.  To
 take a look at an earlier instrumentation, look at:

 http://homepage.mac.com/eq_fidget/FG_Dox/preferences_xml.html

 Would this be possible?

 Thanks,

 Jonathan Polley

I gotta get the instrument styles out of there first.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Website updates

2002-07-22 Thread Cameron Moore

* [EMAIL PROTECTED] (David Megginson) [2002.07.22 11:48]:
 Norman Vine writes:
 
   FWIW IMHO pictures do not belong on the main page at all  !!!
 
 I'm not a graphics fan myself.  I hate Flash pages (with an intensity
 that would scare many of you), I hate big logos, I hate complex
 layout, etc. etc.  I like to make my own Web pages work well not only
 under lynx but on my cell phone text display.
 
 On the other hand, when I go looking at other open-source projects'
 home pages, what I almost always want to find is
 
 1. a screenshot
snip/

I agree with both of you.  I don't like the current homepage.  It's
rather ugly with the 8 thumbnails spread out over the page.  I do like
having a 'state of our art' screenshot though.  I'd suggest adding one
or two thumbnails just before the ToC.  If you want to see more, then go
to the galleries where all other screenshots should go.

A related nit I have with the current homepage snapshots is that they
show things we don't currently have in FG, ie. rivers, roads, etc.  I
think we should stick with what is actually in CVS, not what David (or
anyone) has cooked up on their home box.  We should show people what
they should expect to see when they download FG, not what they will see
after an overnight scenery building process...
-- 
Cameron Moore
[ How do they get the deer to cross at that yellow road sign? ]

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Website updates

2002-07-22 Thread Curtis L. Olson

Cameron Moore writes:
 * [EMAIL PROTECTED] (David Megginson) [2002.07.22 11:48]:
  Norman Vine writes:
  
FWIW IMHO pictures do not belong on the main page at all  !!!
  
  I'm not a graphics fan myself.  I hate Flash pages (with an intensity
  that would scare many of you), I hate big logos, I hate complex
  layout, etc. etc.  I like to make my own Web pages work well not only
  under lynx but on my cell phone text display.
  
  On the other hand, when I go looking at other open-source projects'
  home pages, what I almost always want to find is
  
  1. a screenshot
 snip/
 
 I agree with both of you.  I don't like the current homepage.  It's
 rather ugly with the 8 thumbnails spread out over the page.  I do like
 having a 'state of our art' screenshot though.  I'd suggest adding one
 or two thumbnails just before the ToC.  If you want to see more, then go
 to the galleries where all other screenshots should go.
 
 A related nit I have with the current homepage snapshots is that they
 show things we don't currently have in FG, ie. rivers, roads, etc.  I
 think we should stick with what is actually in CVS, not what David (or
 anyone) has cooked up on their home box.  We should show people what
 they should expect to see when they download FG, not what they will see
 after an overnight scenery building process...

If someone wants to work on improving the web pages, please feel free
to contribute.  My main constraint is that you stick to plain old
html, keep it simple, clean, and fairly low bandwidth.  And it would
be nice if it continued to be relatively navigable by a text browser.

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Arnt Karlsen

On Sun, 21 Jul 2002 18:01:01 +0200, 
Melchior FRANZ [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 [glowing c172]
 * David Megginson -- Sunday 21 July 2002 16:31:
  For reasons unknown, the effect is different depending on whether
  you're inside or outside the plane.
 
 To spread even more confusion: The same day I noticed the glowing
 c172, all fog was gone for me and my outdated tdfx V3. This happens
 for all FDMs and models except the UFO and both yasim's and uiuc's
 747!

..uhmmm, both UFO's (We still have both the new and old UFO?) and both
the YaSim and UIUC jumbos hide in the fog too?  Foggy today. ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Website updates

2002-07-22 Thread Jon Berndt

 What does it take to build the scenery?  I have a dual Athlon 1.2 Ghz
 Machine with lots of disk space and a Netra T1 (Sun Box)
 available to build
 scenery.  Is there a guide on how to do this somewhere??

 Ryan

If you are talking about buildings, see the response David Megginson made
to my post:

--- cut here ---

  WE NEED BUILDINGS!
 

Jon S Berndt writes:

  Can you explain:
 
  1) Which tools would one make these with?
  2) What format should they be saved in?
  3) What guidelines should be followed regarding
  complexity, textures, etc.?

David replied:

1. Tools

For Posix-based operating systems like Linux, the best two candidates
are AC3D and Blender (my preference); under Windows, there are many
more choices, still including Blender and (I think) AC3D.  Blender is
free-as-in-beer, and may be free-as-in-speech soon if they can raise
$100K or so to buy out the NaN shareholders.

2. Format

Plib supports a variety of 3D formats, but AC3D support seems the most
solid (I export my Blender models in AC3D format).  The VRML loader
doesn't seem to handle textures, which is a big pain.

3. Guidelines

For most buildings, I'm trying to keep the polygon count very low --
one quad for a tree, five for a basic building, 9 for a barn, and so
on.  I'm using mostly 64x64 SGI RGB-format textures, with 32x32 for
small things like cows.  Be creative -- most of the time the viewer
will be pretty far away anyway.  For scaling, FlightGear uses the
convention that one unit = one meter.  Try to keep the colours dull
and the design generic (i.e. no adobe churches, cabanas, or maple
sugar shacks).


All the best,


David

--- cut here ---

If you are talking about scenery other than buildings, I have even less to
offer in the way of answers, but isn't that what TerraGear is for? Maybe
you should visit that site? www.terragear.org?

Jon



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] compiling error on MSVC

2002-07-22 Thread Christian Stock

Thanks, Jonathan

That may be a good idea (I had a project file already, but accidently 
deleted it during a massive cleanup). Will it build the latest cvs files 
(ie plib, simgear, flightgear)?

Send to [EMAIL PROTECTED]

Thanks, Christian


At 08:47 PM 22/07/2002 -0500, you wrote:
Christian,

 If you are interested, I can send you my MSVC project files.  You 
 will have to edit the paths to match your directory structure, but they 
 are building just fine for me.

Jonathan Polley

On Monday, July 22, 2002, at 08:20 PM, Christian Stock wrote:

It's been a while, but I got a bit side tracked with other things

Thanks for the help on getting my FG compiled with VC6 on win xp, but I 
still haven't succeeded. I think I'm a bit stuck with the compiler 
options. Maybe someone can give me a quick rundown on the libraries and 
options I need to use?

I have compiled plib and simgear, but flightgear won't find the plib and 
simgear functions in the linking process. I have included the paths to 
the libs in my options, so flightgear should find the libs. Should I use 
the /MTd option and why (I recently learned what MTd means, and it 
actually makes sense to my to use this, but how does this work, do I have 
to copy all the libs into one dir? It would just be nice to learn a bit 
about the options I have and how they work)? I think the standard options 
in the project files that come with cvs are different... Although I have 
a lot of coding experience, I'm a newbie when it comes to set complex 
projects up properly, so maybe someone on this list can give a quick 
rundown on whats important to know when setting things up in VC6?

Cheers, Christian



At 12:39 PM 10/06/2002 +0200, you wrote:

Did you compile all libraries (and fgfs.exe) with the same
run-time libs (LIBCMTD.LIB: /MTd compiler option)?

regards

georg


  -Original Message-
  From: Christian Stock [mailto:[EMAIL PROTECTED]]
  Sent: Montag, 10. Juni 2002 04:02
  To: [EMAIL PROTECTED]
  Subject: Re: [Flightgear-devel] compiling error on MSVC
 
 
  Thanks, Fred.
 
  I have downloaded the CVS version now, and as you said this
  has been fixed.
  However, I get a lot of link errors when I compile flightgear
  (simgear cvs
  compiled fine). Do I have to be aware where to put the plib
  and simgear
  libs? Or are the incompatibilities between version, eg
  simgear cvs doesn't
  work with flightgear cvs?
 
  Cheers, Christian
 
 
  At 09:58 AM 9/06/2002 +0200, you wrote:
  This error has been fixed in CVS. MSVC6 is not able to
  choose between two
  member functions, one const and the other not const, so you
  have to cast
  the 4th argument :
  
 PropertyManager-Tie(atmosphere/p-turb-rad_sec, this,1,
  FGAtmosphere::GetTurbPQR);
  
  becomes:
  
 PropertyManager-Tie(atmosphere/p-turb-rad_sec, this,1,
(double (FGAtmosphere::*PMF)(int)
  const)FGAtmosphere::GetTurbPQR);
  
  and so on for different classes in different files.
  
  Cheers,
  
  -Fred
  
  _
  Frederic Bouvier
  Maintainer of the FlightGear Scenery Designer project
  http://fgsd.sourceforge.net
  
  
  - Original Message -
  From: Christian Stock [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, June 09, 2002 5:18 AM
  Subject: [Flightgear-devel] compiling error on MSVC
  
  
I just downloaded flightgear 0.7.10 and I'm trying to get
  it to compile on
Windoze MSVC 6.0.
   
I got glut, plib, sim-gear compiled w/o any probs. For FG
  I get this error
at quite a few places.
   
error C2661: 'Tie' : no overloaded function takes 4 parameters
   
I had a look at the Tie functions in FGPropertyManager,
  but couldn't work
out what's wrong. Maybe I have to include a cast or so
  (doesn't really
  make
sense because those functions use templates anyway)?
   
Anyone come across this and knows how to fix it?
   
Cheers, Christian
   
   
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
   
  
  
  
  ___
  Flightgear-devel mailing list
  [EMAIL PROTECTED]
  http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 
 
  ___
  Flightgear-devel mailing list
  [EMAIL PROTECTED]
  http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel