Re: [Flightgear-devel] ADF change?

2002-10-26 Thread David Megginson
John Check writes:

  In reality I can't think of a case, because you'd know what
  stations to tune in advance, but if you classify fgfs as a game,
  you might want to be able to search for ground stations. I seem to
  recall something about some units having an AM reception mode also.

It's not a separate mode -- the AM frequencies just happen to fall in
their range: instead of

  DAH-dih-DAH-DAH dih-dih-dih dih-dih-dih-dih

you get Bob the DJ or the baseball game.  If anyone has a lot of spare
time and nothing else that interests them, we could emulate that very
roughly with a few short nonsensical audio loops and a recording of
each letter of the alphabet being sung (for station identification on
the hour).

Before GPS receivers were common, I think that people actually tracked
to AM transmission towers sometimes in VFR cross-countries off the
airways.


All the best,


David

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Re: [Flightgear-devel] Built-in Commands

2002-10-26 Thread David Megginson
Bernie Bright writes:

  There was a discussion some months ago about adding command
  properties, that is, tying a property to a command such that
  writing to the property triggers the command. Such commands then
  become available to external scripts as well as the binding
  interface.  Should we investigate this further?

The alternative is to make the commands available through the external
interface as well.  Let's develop some examples and use cases and see
which works best -- I'm not strongly prejudiced either way.


All the best,


David

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RE: [Flightgear-devel] FlightGear 0.8.0 on Win98SE

2002-10-26 Thread Christopher S Horler
I've been following this for a while now, inactively because I don't use
windows.  I have to ask the question why not write a quick replacement
for the command window, if all we are interested in is logging calls? 
It would be possible to do this in Assembler I'm guessing - using NAsm
and using windows calls.  If all it has to do is log output.  Presumably
we would come up with something that works on Windows 98 through XP? and
then include the executable in the release?

Later,

Chris



On Fri, 2002-10-25 at 08:42, Richard Bytheway wrote:
 In my experience, worst case is having the terminal (console) window open but 
covered (partially or completely) by another window, least bad is to have the console 
window selected. Best case for when the console window is not selected is to have it 
minimised.
 On NT like systems, it feels as if it helps to reduce the size of the console window 
as well.
 
 Since I have never used game mode, I have no data points, but I would think that it 
is comparable to open and covered.
 
 Yes even a few lines really is a problem, I have seen characters appearing at about 
2 a second when things get really bad.
 
 Try the logging options that other people have mentioned.
 
 Richard
 
  I'm not very experienced here ... but are you sure that the problem is
  just writing to the terminal window ?
  From what I can see ... when it happens ... there are about 
  20 lines of
  text written (something like ... Updating Sun position ... is among
  them). That is not very much ! Moreover ... If I remember 
  well the problem
  seems to exist also when the terminal window is minimized 
  and when FGFS
  runs in full screen mode - in both cases the terminal window is
  invisible (writing to it should be fast).
  I tried to set JSBSIM_DEBUG=0, but it does not seem to help much.
  In any case ... is there anywhere any option in Win98SE that I could
  try to activate in order to get it faster ?
  
  Best regards,
  Jacek.
  
  
 
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Panel interaction (was Re: [Flightgear-devel] ADF change?)

2002-10-26 Thread James Turner

On Saturday, October 26, 2002, at 02:23  am, David Megginson wrote:


Curtis L. Olson writes:


What would be really useful when you get into modeling push buttons is
to be able to model a switch where it is true while the mouse is
depressed and then immediately returns to false when the mouse button
is released.  Currently you need to click a second time to return the
button to false.


One feature I'd love is the ability to spin dials by hovering over and 
using the mouse wheel, though I assume GLUT may not support this 
(unless the wheel is mapped as buttons 4 and 5, which I think is common 
under X?). MSFS does this (at least the newest version) and it's very 
intuitive and quick to work with.

HH
James

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re: Panel interaction (was Re: [Flightgear-devel] ADF change?)

2002-10-26 Thread David Megginson
James Turner writes:

  One feature I'd love is the ability to spin dials by hovering over and 
  using the mouse wheel, though I assume GLUT may not support this 
  (unless the wheel is mapped as buttons 4 and 5, which I think is common 
  under X?). MSFS does this (at least the newest version) and it's very 
  intuitive and quick to work with.

Currently, I have the mouse wheel in X mapped to the trim wheel, which
is very useful.  I don't know if we could usefully mix the two.


All the best,


David

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Re: [Flightgear-devel] ADF change?

2002-10-26 Thread Julian Foad
Curtis L. Olson wrote:
...

What would be really useful when you get into modeling push buttons is
to be able to model a switch where it is true while the mouse is
depressed and then immediately returns to false when the mouse button
is released.  Currently you need to click a second time to return the
button to false.

...

mod-up would seem to be the appropriate syntax.  If that doesn't work 
for mouse buttons, perhaps making it work for mouse buttons would be 
better than inventing a new type of action.

- Julian



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Re: [Flightgear-devel] ADF change?

2002-10-26 Thread John Check
On Saturday 26 October 2002 5:30 pm, Julian Foad wrote:
 Curtis L. Olson wrote:
 ...

  What would be really useful when you get into modeling push buttons is
  to be able to model a switch where it is true while the mouse is
  depressed and then immediately returns to false when the mouse button
  is released.  Currently you need to click a second time to return the
  button to false.

 ...

 mod-up would seem to be the appropriate syntax.  If that doesn't work
 for mouse buttons, perhaps making it work for mouse buttons would be
 better than inventing a new type of action.


That approach would work for me.

 - Julian



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Re: Panel interaction (was Re: [Flightgear-devel] ADF change?)

2002-10-26 Thread John Check
On Saturday 26 October 2002 10:08 am, James Turner wrote:
 On Saturday, October 26, 2002, at 02:23  am, David Megginson wrote:
  Curtis L. Olson writes:
  What would be really useful when you get into modeling push buttons is
  to be able to model a switch where it is true while the mouse is
  depressed and then immediately returns to false when the mouse button
  is released.  Currently you need to click a second time to return the
  button to false.

 One feature I'd love is the ability to spin dials by hovering over and
 using the mouse wheel, though I assume GLUT may not support this
 (unless the wheel is mapped as buttons 4 and 5, which I think is common
 under X?). MSFS does this (at least the newest version) and it's very
 intuitive and quick to work with.

 HH
 James

I'd just be happy to use the mouse wheel to scroll the properties window.

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Re: [Flightgear-devel] Built-in Commands

2002-10-26 Thread Bernie Bright
On Sat, 26 Oct 2002 07:29:30 -0400
David Megginson [EMAIL PROTECTED] wrote:

 Bernie Bright writes:
 
   There was a discussion some months ago about adding command
   properties, that is, tying a property to a command such that
   writing to the property triggers the command. Such commands then
   become available to external scripts as well as the binding
   interface.  Should we investigate this further?
 
 The alternative is to make the commands available through the external
 interface as well.  Let's develop some examples and use cases and see
 which works best -- I'm not strongly prejudiced either way.
 

I tried adding commands to the props/telnet interface but it was agreed
it was better to add them as properties so they would be available to all
external interfaces.

As an example, I added the following to fgInitCommands():

  typedef bool (*dummy)();
  fgTie( /command/view/next, dummy(0), do_view_next );
  fgTie( /command/view/prev, dummy(0), do_view_prev );

The implementation of void do_view_next(bool) and void do_view_prev(bool) is
essentially the same as the existing do_view_cycle().  As a further test I
added a new key binding to keyboard.xml:

 key n=86
  nameV/name
  descPrev View/desc
  binding
   commandproperty-assign/command
   property/command/view/prev/property
   value type=booltrue/value
  /binding
 /key

So now V and Shift-V cycle forwards and backwards through the available views.

Bernie

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[Flightgear-devel] building cvs on Red Hat 8.0

2002-10-26 Thread Jim Wilson
Well this happened to be a dot O release from redhat that I actually decided
to try on a computer in a batch we picked up from an off-lease reseller. 
Without having a lot of time to spend on it, my original goal was to go with
their highly touted install routine and if it failed to work I'd clean the
disk and move on.  Well it worked.  Amazingly enough.

Their pre-done package selections (workstation or server--some others in 8.0)
never do what I want so I did custom install and basically added everything
except a few server items I don't need.

Building Flight Gear on a fresh install of RH8.0 went quite smoothly, with
basically the same issues as previous releases:

1) Even with all the package groups I had selected the glut package still
didn't get installed.  Then after looking a bit I noticed that the glut
package isn't anywhere on the fancy add/remove package menu that pops up
everytime you insert disk 1.  So you'll have to install them some other way.
BTW, they are on distribution Disc #3.  Note that both glut-3.7-8 and
glut-devel-3.7-8 need to installed.  Do that and now you can build plib.

2) Red Hat doesn't include metakit, so you'll have to build the one in the
src-libs directory of the SimGear project.  Extract it.  Change into the 
metakit-2.4.3/builds directory.

Run the configure by typing 
./unix/configure --prefix=/usr

Then build and install it.  After you do that you can build SimGear and then
FlightGear.

Best,

Jim

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Re: [Flightgear-devel] Networked Sound / Networked Input

2002-10-26 Thread ace project

--- Manuel Bessler [EMAIL PROTECTED] wrote:
 On Mon, Oct 21, 2002 at 06:12:33AM -0700, ace
 project wrote:
  Our upcoming network module can support the
 network
  joystick input part. Just make a nice
 'packet-layout'
  (max packet size 512bytes) that contains the info
 you
  need, a few functions to fill the variables in
 Flight
  Gear and a small program that implements my beta
  mpeClientHandler-module and you will be all set
 (not
  quit that easely, but easy enough).
 
 How much effort would this take ?
 Quick Hack or more like 'a couple days programming'?

'a couple days programming for you, quick hack for me
(to intergrate it)

You need a function that handles what sounds to play
and calls a sendMessage() function to tell the server
that and it broadcasts your sound to sound 'slaves'.

And then you need a slave that takes my messages and
makes sure the sounds get played the way you want.

This should be intergradeble begin December.
 
  Networked sound is out of reach for now, I can not
  guarantee packet delivery yet and out-of-order is
  deadly for sound, you'll have to use the telnet
  interface, but even that is less that optimal.
  
  Unless! Ofcourse! If you only want to send what
  file(s) to play, then it can be supported without
 much
  difference from the above example.
 
 I should have stated that more clearly: It was my
 idea,
 just to send what to play, when, and at what volume
 and 
 pitch.
 
 I had another idea: how about the Y Sound Server
 Library ?
 http://wolfpack.twu.net/YIFF/
 I know that a few linux games make use of it. 
 (I don't know whether it is multiplatform, though)
 
 Manuel

Not my place really, but I think the rule was:
Not portable, not usable for Flight Gear.

 
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=
My Flight Gear Multiplayer Stuff (work-in-progress):
http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/

OK, I admit it: My girlfriend's just an object to me. 
Unfortunately, there is some information hiding, but 
thankfully, she's fairly encapsulated, nicely modular, and 
has a very well defined interface!

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[Flightgear-devel] TerraGear build failure: global_logstream/rstrip

2002-10-26 Thread Julian Foad
With GCC 3.2 I get:

Making all in DemChop
make[3]: Entering directory 
`/home/julianfoad/src/TerraGear/src/Prep/DemChop'
saveoutp c++  -O1 -finline-limit-256 -finline-functions  -Wall -pedantic 
-Wpointer-arith  -L/usr/X11R6/lib -o demchop  demchop.o 
../../../src/Lib/DEM/libDEM.a -lsgbucket -lsgmisc -lsgdebug -lsgxml -lz -lm
demchop.o: In function `main':
demchop.o(.text+0x52): undefined reference to `global_logstream'
demchop.o(.text+0x7f): undefined reference to `global_logstream'
demchop.o(.text+0x8c): undefined reference to `global_logstream'
demchop.o(.text+0xa4): undefined reference to `global_logstream'
demchop.o(.text+0xe9): undefined reference to `global_logstream'
demchop.o(.text+0xef): more undefined references to `global_logstream' 
follow
../../../src/Lib/DEM/libDEM.a(dem.o): In function `FGDem::read_a_record()':
dem.o(.text+0x423): undefined reference to 
`simgear::strutils::rstrip(std::basic_stringchar, 
std::char_traitschar, std::allocatorchar  const)'
collect2: ld returned 1 exit status

PLIB and SimGear were built from today's CVS, and installed.

- Julian


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re: [Flightgear-devel] screen shots lights

2002-10-26 Thread David Megginson
Jim Wilson writes:

  The new airport lighting is really impressive.  At dusk it looked pretty good
  on the screen so here's a couple shots:
  
  http://www.spiderbark.com/fgfs/cubsightseeing.png
  http://www.spiderbark.com/fgfs/towerview.png

They do look great, but I find it disturbing that the lights float so
high above the runway (especially when they come flying through the
window during the takeoff roll) -- could it have to do with a
disparity between the published airport elevation and the actual DEM
elevation?


All the best,


David

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[Flightgear-devel] TerraGear bits and pieces

2002-10-26 Thread Julian Foad
I am carrying some local changes to TerraGear which probably ought to go 
into CVS.  Patch attached.  They are just minor and cosmetic fixes; 
nothing that affects the generated scenery.

- Julian
Index: acinclude.m4
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/acinclude.m4,v
retrieving revision 1.1
diff -u -3 -p -d -r1.1 acinclude.m4
--- acinclude.m428 Aug 2002 14:13:51 -  1.1
+++ acinclude.m424 Oct 2002 14:26:38 -
 -102,7 +102,7  for exdir in $exdirs ; do
mylibdir=${exdir}/lib${subexdir}
wi_EXTRA_LDIR($mylibdir)
 
-   progdir=${exdir}/bin${subexdirr}
+   progdir=${exdir}/bin${subexdir}
wi_EXTRA_PDIR($progdir)
fi
 done
Index: configure.ac
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/configure.ac,v
retrieving revision 1.5
diff -u -3 -p -d -r1.5 configure.ac
--- configure.ac18 Oct 2002 22:25:45 -  1.5
+++ configure.ac24 Oct 2002 14:26:40 -
 -240,6 +240,8  fi
 AC_MSG_CHECKING(for proper simgear version)
 
 AC_TRY_RUN([
+#include stdio.h
+
 #include simgear/version.h
 
 #if !defined(SIMGEAR_VERSION)
 -256,7 +258,8  AC_TRY_RUN([
 int main() {
 int major, minor, micro;
 
-printf(%d.%d.%d or greater... , MIN_MAJOR, MIN_MINOR, MIN_MICRO);
+printf(need %d.%d.%d, have %s... , MIN_MAJOR, MIN_MINOR, MIN_MICRO,
+STRINGIFY(SIMGEAR_VERSION));
 
 sscanf( STRINGIFY(SIMGEAR_VERSION), %d.%d.%d, major, minor, micro );
 
Index: src/Airports/GenAirports/rwy_prec.cxx
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/src/Airports/GenAirports/rwy_prec.cxx,v
retrieving revision 1.3
diff -u -3 -p -d -r1.3 rwy_prec.cxx
--- src/Airports/GenAirports/rwy_prec.cxx   22 Mar 2002 15:05:54 -  1.3
+++ src/Airports/GenAirports/rwy_prec.cxx   24 Oct 2002 14:26:41 -
 -88,7 +88,7  void gen_precision_rwy( const FGRunway 
 double length = rwy_info.length / 2.0;
 if ( length  3075 ) {
 SG_LOG(SG_GENERAL, SG_ALERT,
-  This runway is not long enough for precision markings!);
+  Runway   rwy_info.rwy_no   is not long enough (  
+rwy_info.length  ) for precision markings!);
 }
 
 double start_pct = 0;
Index: src/BuildTiles/Parallel/client.cxx
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/src/BuildTiles/Parallel/client.cxx,v
retrieving revision 1.11
diff -u -3 -p -d -r1.11 client.cxx
--- src/BuildTiles/Parallel/client.cxx  30 Jan 2002 14:10:00 -  1.11
+++ src/BuildTiles/Parallel/client.cxx  24 Oct 2002 14:26:43 -
 -200,7 +200,7  bool construct_tile( const SGBucket b,
for (int i = 0; i  (int)load_dirs.size(); i++) {
  command = command +   + load_dirs[i];
}
-   command = command +   + result_file +  21;
+   command = command ++ result_file +  21;
cout  command  endl;

system( command.c_str() );
 -253,7 +253,8  usage (const string name)
   cout--host=address  endl;
   cout--port=number  endl;
   cout--rude  endl;
-  cout--cover=landcover-raster ]  endl;
+  cout--cover=landcover-raster  endl;
+  cout--min-angle=degrees ]  endl;
   cout  load directory...  endl;
   exit(-1);
 }
Index: src/Lib/Geometry/line.cxx
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/src/Lib/Geometry/line.cxx,v
retrieving revision 1.4
diff -u -3 -p -d -r1.4 line.cxx
--- src/Lib/Geometry/line.cxx   14 Aug 2002 15:41:54 -  1.4
+++ src/Lib/Geometry/line.cxx   24 Oct 2002 14:26:46 -
 -48,7 +48,7  Line::addPoint (const Point3D point)
   _points.push_back(point);
 }
 
-const Rectangle
+Rectangle
 Line::getBounds () const
 {
   Point3D min;
 -68,11 +68,9  Line::getBounds () const
   if (_points[i].y()  max.y())
max.sety(_points[i].y());
 }
-return Rectangle(min, max);
   }
 
-  Rectangle bounds;
-  return bounds;
+  return Rectangle(min, max);
 }
 
 };
Index: src/Lib/Geometry/line.hxx
===
RCS file: /var/cvs/TerraGear-0.0/TerraGear/src/Lib/Geometry/line.hxx,v
retrieving revision 1.3
diff -u -3 -p -d -r1.3 line.hxx
--- src/Lib/Geometry/line.hxx   14 Aug 2002 15:41:54 -  1.3
+++ src/Lib/Geometry/line.hxx   24 Oct 2002 14:26:46 -
 -82,7 +82,7  public:
*
* return The bounding rectangle.
*/
-  virtual const Rectangle getBounds () const;
+  virtual Rectangle getBounds () const;
 
 private:
   vectorPoint3D _points;



[Flightgear-devel] I've got a few minutes to spare

2002-10-26 Thread Jon Berndt
I've got a few minutes to spare this evening, so I'm going to try again to
build the latest development flightgear.

Questions:

1) I plan on using the latest bleeding edge flightgear sources from
development CVS. Which base package do I download?

2) Does the base package from #1 (above) work with the latest simgear and
plib?

3) Any issues with Cygwin and trying the above approach?

Jon



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Description: application/pkcs7-signature


[Flightgear-devel] Clickable cockpit

2002-10-26 Thread Andy Ross
OK, I *finally* got a chance this weekend to sit down and crank on
FlightGear code.  It's been a while.  Attached are three patches for
review.  Complete files for Curt are available at:
http://www.plausible.org/fgfs-andy-2002Oct26.tar.gz.

The first is just a port of an old 3D HUD patch to the new view code.
This pans the HUD with the view, by pasting it onto a quad fixed in
front of the viewer.  It also fixes the awful, arbitrary scaling
problems the HUD code has.  The old HUD only looks right when viewed
at 1024x768 and 55 degree FOV.  This works the scale out magically so that it
looks right in all views.  It also redefines the
compression-factor tag in the ladder to (1) mean compression
instead of expansion and (2) have non-psychopathic units (now 1
means 1 degree per degree).  Fix this in your existing HUD ladder
files before reporting bugs.  It's definitely a cosmetic win -- the
velocity vector points at the right thing and the horizon lines up
properly.

The second adds angular rate information to the FDM output properties.
I needed this to get autostabilization working on the Harrier model
(more on this soon in a post to the flightmodel list).  Very trivial.

The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios.  This ended up requiring
significant modifications outside of the 3D cockpit code.  Stuff folks
will want to look at:

+ The list of all 3D cockpits is stored statically in the
  panelnode.cxx file.  This is clumsy, and won't migrate well to a
  multiple-aircraft feature.  Really, there should be a per-model list
  of 3D panels, but I couldn't find a clean place to put this.  The
  only handle you get back after parsing a model is a generic ssg
  node, to which I obviously can't add panel-specific methods.

+ The aircraft model is parsed *very* early in the initialization
  order.  Earlier, in fact, than the static list of allowable command
  bindings is built in fgInitCommands().  This is bad, as it means
  that mouse bindings on the instruments can't work yet.  I moved the
  call to fgInitCommands, but someone should look carefully to see
  that I picked the right place.  There's a lot of initialization
  code, and I got a little lost in there... :)

+ I added yet another update hook to the fgRenderFrame routine to
  hook the updates for the 3D panels.  This is only required for
  mouse press delay, and it's a fairly clumsy mechanism based on
  frame rate instead of real time.  There appears to be delay handling
  already in place in the Input stuff, and there's a discussion going
  on about different mouse behavior right now.  Maybe this is a good
  time to unify these two (now three) approaches?

Anyway, try it out and see what breaks.

Andy

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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)

Index: src/Cockpit/hud.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Cockpit/hud.cxx,v
retrieving revision 1.1.1.1
diff -u -r1.1.1.1 hud.cxx
--- src/Cockpit/hud.cxx 10 Sep 2002 01:13:59 -  1.1.1.1
+++ src/Cockpit/hud.cxx 26 Oct 2002 22:05:24 -
@@ -171,6 +171,8 @@
 static instr_item * readCard ( const SGPropertyNode * node);
 static instr_item * readLabel( const SGPropertyNode * node);
 static instr_item * readTBI( const SGPropertyNode * node);
+static void drawHUD();
+static void fgUpdateHUDVirtual();
 //$$$ end   - added, Neetha, 28 Nov 2k
 
 void fgHUDalphaInit( void );
@@ -310,6 +312,11 @@
 nadir  = node-getIntValue(nadir);  //suma
 hat= node-getIntValue(hat);
 
+// The factor assumes a base of 55 degrees per 640 pixels.
+// Invert to convert the compression factor to a
+// pixels-per-degree number.
+if(factor == 0) factor = 1;
+factor = (640./55.) / factor;
 
 SG_LOG(SG_INPUT, SG_INFO, Done reading instrument   name);

@@ -1038,7 +1045,12 @@
 // all C++.
 //
 void fgUpdateHUD( void ) {
-   
+
+if(1) {
+fgUpdateHUDVirtual();
+return;
+}
+
 static const float normal_aspect = float(640) / float(480);
 // note: aspect_ratio is Y/X
 float current_aspect = 1.0f/globals-get_current_view()-get_aspect_ratio();
@@ -1053,9 +1065,78 @@
 }
 }
 
+void fgUpdateHUDVirtual()
+{
+FGViewer* view = globals-get_current_view();
+
+// Standard fgfs projection, with essentially meaningless clip
+// planes (we'll map the whole HUD plane to z=-1)
+glMatrixMode(GL_PROJECTION);
+glPushMatrix();
+glLoadIdentity();
+gluPerspective(view-get_v_fov(), 1/view-get_aspect_ratio(), 0.1, 10);
+
+glMatrixMode(GL_MODELVIEW);
+glPushMatrix();
+glLoadIdentity();
+
+// Standard fgfs view direction computation
+float 

Re: [Flightgear-devel] I've got a few minutes to spare

2002-10-26 Thread Norman Vine
Jon Berndt

 I've got a few minutes to spare this evening, so I'm going to try again to
 build the latest development flightgear.

 Questions:

 1) I plan on using the latest bleeding edge flightgear sources from
 development CVS. Which base package do I download?

 2) Does the base package from #1 (above) work with the latest simgear and
 plib?

 3) Any issues with Cygwin and trying the above approach?

If you are using a VERY recent cygwin which BTW is VERY GOOD
make sure you do this first

% export CC=gcc-2
% export CXX=c++-2

so as to use gcc-2.95.2

There are some issues with the STL3.2 that is shipping with WIN32
I believe most easily solved by adding

#if (__GNUC__ == 3  __GNUC_MINOR__ = 2  __CYGWIN__)
#  include iostream
#endif

to the top of simgear/compiler.h

Norman


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Re: [Flightgear-devel] Clickable cockpit

2002-10-26 Thread Norman Vine
Andy Ross writes:

 OK, I *finally* got a chance this weekend to sit down and crank on
 FlightGear code.  It's been a while.  Attached are three patches for
 review.  Complete files for Curt are available at:
 http://www.plausible.org/fgfs-andy-2002Oct26.tar.gz.
 
 The first is just a port of an old 3D HUD patch to the new view code.
 This pans the HUD with the view, by pasting it onto a quad fixed in
 front of the viewer.  

Andy 

Your scrollable HUD is GREAT but can you make this a 'preferences'
controled option so that we can keep the older HUD as there are 
many reasons for having a 'fixed' fullscreen HUD too.

Cheers

Norman



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