Re: [Flightgear-devel] Website status

2003-07-28 Thread WillyB
Andrei or Curt...

On this page:
http://www.flightgear.org/Docs/fgfs-model-howto.html

There is a spot that says:
* roll is a rotation around the x-axis, where positive is clockwise 
viewed from behind
[[TODO: will someone volunteer to draw diagrams?]]
This mini-HOWTO contains three parts:

Here is a jpg of for the diagram if you all want to include it in the docs.
http://24.121.17.106/misc/axis.jpg

Re's
WillyB


On Sunday 27 July 2003 17:56, Andrei Barbu wrote:
 Website's done,
 I emailed curt with the files for it.
 Features page is the only one that stands not
 finished, because I couldn't think of enough to put there.

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Re: [Flightgear-devel] Re: Bug#185558: fgfs-base: part II not in h2

2003-07-28 Thread Martin Spott
Ove Kaaven [EMAIL PROTECTED] wrote:
 Here's a small fgfs-base bug report from the Debian bug tracker. It's
 against fgfs-base 0.8.0, but I see the problem still exist on
 http://www.flightgear.org/Docs/InstallGuide/getstart.html, so I guess
 it's still current.

Thanks for the hint. I can't tell by now if we'll manage to change this
because I don't know by now how much influence I have on the HTML generator
(the manual is written in LaTeX),

Martin.
-- 
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--

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec











  
5) Around the default KFSO, the framerate is way slower than in e.g. 
Slovenia. Is there any way to fix that (I know there are way more 
objects, but still I think it should be faster than 6 FPS when looking 
to the city or airfield)

  
  
Is that fps in cockpit view or chase view?  I get that sort of fps in chase 
view at KSFO too, but if in chase view there's also the a/c texture overhead 
as well.  KSFO is pretty heavy especially if you've still got the high res 
textures.
  

In 3d cockpit view. That leads me to another question. Is there any way
we
can optimize the graphic engine, not to be so slow in 3d cockpit view?
I know we had similar problems with the engine in Falcon, but were
never solved due to untouchable source code later (license issues). Why
does it work so slow, when viewing a 3D object from close distance
anyway?

What about the outer views: Does FlightGear use seperated 3D cockpit
files for inner view or does it use aircraft's model cockpit? In
Falcon, we had completely different files for 3D cockpit and aircaft
model ... I'm asking this, because the cockpit of every aircraft can be
as complex as all the other parts of the aircraft together. So when
showing, say 10 aircrafts together someday with their own intelligence
and properties, framerate will very drop but you'll hardly see the
canopies of the aircrafts, let alone the inner cockpits. I think
breaking free the 3D cockpit from the aircraft model isn't a bad idea.
Has anyone give this a thought already?


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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec








Jim Wilson wrote:

  Matevz Jekovec [EMAIL PROTECTED] said:

  
  
1) In mode 24 bpp, FlightGear ran faster than in 16 bpp (I also switched 
the Xfree depth to 24 and 16 then). Is there any known explanation (I 
haven't made benchmark, but judging by the eye I thought it was faster) 
for this. I think it's the textures fault as they are in 32 bit palette 
maybe? (including alpha channel) And FlightGear needs to calculate 
approximates to 24 output palette then?

  
  
I wonder where the 16 bit dithering overhead comes in?  Might this become a
CPU speed (as opposed to interface) issue if there was a lot of texture
swapping going on?  I would think that any dithering would be cached...but...

Best,

Jim
  

My suspicions were not correct. I benchmarked the framerate again
yesterday and had 7 FPS in 24bpp mode and 9 FPS in 16bpp mode. I'm
pretty sure the 16bpp mode worked faster in all views and positions in
comparison to 24 bpp.



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[Flightgear-devel] New key bindings for managing the views

2003-07-28 Thread Matevz Jekovec
I was intensively thinking about changing the current keys sets for 
viewing around. By combining Falcon and Flanker key sets, I've come to 
the following conclution:
Joystick hat:
- stays as it is, just that it is to slow and the factor should be 
increased for 8 times (that's just ok for my MS Precision pro)
- inverted lateral hat for outside view (if you're looking the aircraft 
from the outside, it should rotate the view in the direction you move 
and not inverted like now)

Mouse:
- mouse cursor disappears if not moved in certain period. The 
coordinates of the cursor stay
- mouse cursor changed when moved over a clickable/setable item in the 
cockpit
- inverted lateral rotate for mouse in outside views.
- only one mode for mouse: clickable cockpit mode. To fly with the 
mouse, you would hit ctrl+m or something like that and this will switch 
you to this steer mode. By hitting ctrl+m again, it will jump back to 
the clickable cockpit mode.
   - in clickable cockpit mode, left click clicks a button or increases 
value. Holding left mouse button and moving mouse increases/decreases 
the value in mouse direction. Right click decreases value.
   - panning view with mouse is possible (for more precise pan of the 
joystick hat) by holding down right mouse button and move the mouse 
around then.
- scroll wheel moves in and out the view (not increasing/decreasing 
FOV!) in outside views and increasing/decreasing FOV in the cockpit.

Keyboard:
- numeric numbers rotate the view
- inverted lateral rotate in outside view
- numeric 9 and 3 walks in and out
- numeric + and - increases/decreases FOV
- no more V key for views, but seperate keys for all of them on number keys:
   inside views:
   1 - inside view without the 2d and 3d cockpit. Just you and your HUD 
and maybe MFDs (able to turn of) later
   2 - inside 2D panel view. Here you are able to really click the 
buttons with the mouse etc.
   3 - inside 3D cockpit view. You are not able to press buttons yet 
(hm... this would be really cool!:)). But is meant for panning around 
(2D panel view should be still or should have preset possible positions 
of views)
   4 - inside 3D padlock view. The same as the 3 key, but center a 
desired object and tracks it (turns the head to its direction and leave 
the cockpit rotate) all the time. Multiple 4 presses will walk through 
the objects in the screen. Shift+4 will walk back through the objects. 
Hat of the joystick breaks the padlock view and return to 3 key view.
   outside views:
   (left key of 1) - outside satellite view. Top-down very far away 
view of your aicraft. Multiple key presses toggles between top-down and 
botom-up satellite views.
   0 - outside tracking aircraft view. Joystick hat, mouse drag of 
right button and numeric keys work. By turning aircraft around, the view 
stays and doesn't turn along the aircraft. When multiple hits, it walks 
through the objects from your aircraft to the farest away.
   ctrl + 0 - same as 0, but walks through just air objects.
   shift + 0 - same as 0, but walks through just ground objects.
   ctrl + shift + 0 - walks back through the current objects.
   9 - outside chasing view. Same as 0 key view, but turns with the 
aircraft.
   shift + 9 - flyby view. Camera is still, placed somewhere in front 
of the aircraft. Then the aircraft flies through or very close to it.
   ctrl + 9 - tower view. Current tower view. Multiple presses walk 
through the nearst to the farest tower from your aicraft.

   when wanting to select a flyby view for not your aircraft, you'd 
have to firstly get to desired aircraft with 0 key and then hit shift+9 
key to get in flyby view.

I think I've covered the most of the views. However, the main idea is to 
have inside views from key 1 to the right and outside views from key 0 
to the left (ok, satellite view is an exception).
- Matevz

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Curtis L. Olson
Matevz Jekovec writes:
 In 3d cockpit view. That leads me to another question. Is there any way 
 we can optimize the graphic engine, not to be so slow in 3d cockpit 
 view? I know we had similar problems with the engine in Falcon, but were 
 never solved due to untouchable source code later (license issues). Why 
 does it work so slow, when viewing a 3D object from close distance anyway?

3d rendering performance really has nothing to do with how closely you
view an item.  It has more to do with how much geometry you are
drawing, how much texture ram is consumed by the objects you are
drawing, and how much layering is done (i.e. how many total pixels do
you need to draw to paint the entire scene.)

- When looking at a 3d cockpit, you probably have more geometry to
  draw because of the complexities of the inside of the cockpit.  To
  draw a lot of geometry you want a fast CPU and a fast AGP buss.

- You also could have increased texture ram use because all the
  instruments are made from textures attached to polygons.  To draw
  lots of textures without having to swap memory around, you want a
  card with lots of texture ram.

- You could have increased layering as well.  Think about it this way.
  If are pointed up and the sky takes up the whole view, I have to
  draw the blue sky background.  Then I may need to redraw the entire
  screen again to add a semi-transpant cloud texture that covers the
  whole sky.  Maybe there are 2 layers so I need to repaint the whole
  screen again for the 2nd layer.  That means I had to draw 1024x768
  pixels for the blue sky (or whatever your resolution is.)  Then I
  have to update those 1024x768 pixels for each cloud texture.

  For panels it is a similar issue because instruments are made up of
  layers that are drawn over the top of each other (the HSI has many
  layers.)  When the instrument panel takes up the whole screen you
  may have to update a particular pixel several times to get the
  finished scene.

  To handle this sort of situation well, you want a video card with
  high fill rate.

That won't necessarily help you get faster frame rates and won't
necessarily help people afford faster video cards, but those are some
of the issues ...

 What about the outer views: Does FlightGear use seperated 3D cockpit 
 files for inner view or does it use aircraft's model cockpit? In Falcon, 
 we had completely different files for 3D cockpit and aircaft model ... 
 I'm asking this, because the cockpit of every aircraft can be as complex 
 as all the other parts of the aircraft together. So when showing, say 10 
 aircrafts together someday with their own intelligence and properties, 
 framerate will very drop but you'll hardly see the canopies of the 
 aircrafts, let alone the inner cockpits. I think breaking free the 3D 
 cockpit from the aircraft model isn't a bad idea. Has anyone give this a 
 thought already?
 !DOCTYPE html PUBLIC -//W3C//DTD HTML 4.01 Transitional//EN
 html
 head
   meta http-equiv=Content-Type content=text/html;charset=ISO-8859-1
   title/title
 /head
 body text=#00 bgcolor=#ff
 meta http-equiv=Content-Type content=text/html;charset=ISO-8859-1
 title/title
 meta http-equiv=Content-Type content=text/html;charset=iso-8859-1
 title/title
 br
 blockquote type=cite
  cite=[EMAIL PROTECTED]
   pre wrap=  /pre
   blockquote type=cite
 pre wrap=5) Around the default KFSO, the framerate is way slower than in 
 e.g. 
 Slovenia. Is there any way to fix that (I know there are way more 
 objects, but still I think it should be faster than 6 FPS when looking 
 to the city or airfield)
 /pre
   /blockquote
   pre wrap=!
 Is that fps in cockpit view or chase view?  I get that sort of fps in chase 
 view at KSFO too, but if in chase view there's also the a/c texture overhead 
 as well.  KSFO is pretty heavy especially if you've still got the high res 
 textures.
   /pre
 /blockquote
 In 3d cockpit view. That leads me to another question. Is there any way
 we
 can optimize the graphic engine, not to be so slow in 3d cockpit view?
 I know we had similar problems with the engine in Falcon, but were
 never solved due to untouchable source code later (license issues). Why
 does it work so slow, when viewing a 3D object from close distance
 anyway?br
 br
 What about the outer views: Does FlightGear use seperated 3D cockpit
 files for inner view or does it use aircraft's model cockpit? In
 Falcon, we had completely different files for 3D cockpit and aircaft
 model ... I'm asking this, because the cockpit of every aircraft can be
 as complex as all the other parts of the aircraft together. So when
 showing, say 10 aircrafts together someday with their own intelligence
 and properties, framerate will very drop but you'll hardly see the
 canopies of the aircrafts, let alone the inner cockpits. I think
 breaking free the 3D cockpit from the aircraft model isn't a bad idea.
 Has anyone give this a thought already?br
 /body
 /html
 

[Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread Innis Cunningham
Thanks Fred
Nice aircraft also the 100 to.Noticed that it (f50) seemed a little touchey 
on pitch but nothing bad.
Also on a different subject.The maintance hangar at KSFO does not seem to be 
in the stg file yet.If not what are its co ordinates.Is it the United 
airlines hangar.If so which one.
You must have Blender just about worn out LOL.

Thanks again.

Cheers
Innis
_
Hot chart ringtones and polyphonics. Go to  
http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=174referral=Hotmail_taglines_plainURL=http://ninemsn.com.au/mobilemania/default.asp

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[Flightgear-devel] Binary scenery file format

2003-07-28 Thread Harald Haspl
Hello,
can you tell me the format of the .btg-files, and if it is possible to get a 
more detailed shape of the mountains by manually adding some points to the 
landscape definition?

Harald.


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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Ove Kaaven
man, 28.07.2003 kl. 14.03 skrev Curtis L. Olson:
 - When looking at a 3d cockpit, you probably have more geometry to
   draw because of the complexities of the inside of the cockpit.  To
   draw a lot of geometry you want a fast CPU and a fast AGP buss.

For geometry-limited situations, a fast AGP bus does not necessarily
help all that much if you're using TL hardware and vertices are not
actually stored in AGP memory, since then the drivers have to use system
resources to transfer the vertex data from system memory to the card on
every rendering call (in case the app changed the data between them),
instead of letting the card fetch the vertices it needs straight from
AGP memory on its own. In some situations, EXT_compiled_vertex_array can
be useful to reduce the frequency of redundant transfers. But it's also
possible to use the ARB_vertex_buffer_object, NV_vertex_array_range, or
ATI_vertex_array_object extensions to store vertices directly in AGP
memory where the card can get at it when it wants to. Trust me, for high
geometry, it *really* makes a difference.



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[Flightgear-devel] Re: Fokker 50 turboprop commuter

2003-07-28 Thread Melchior FRANZ
* Innis Cunningham -- Monday 28 July 2003 14:38:
 The maintance hangar at KSFO does not seem to be 
 in the stg file yet.

It is!  -  $FG_ROOT/Scenery/w130n30/w123n37/942058.stg

m.

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Re: [Flightgear-devel] Binary scenery file format

2003-07-28 Thread Frederic Bouvier
Harald Haspl wrote:
 Hello,
 can you tell me the format of the .btg-files, and if it is possible to get
a
 more detailed shape of the mountains by manually adding some points to the
 landscape definition?

This is the purpose of fgsd ( http://fgsd.sourceforge.net/ ). Still work in
progress though.

-Fred



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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread Frederic Bouvier
Innis Cunningham wrote:
 Thanks Fred

Full credits should go to Erik for the Fokker family !
I am only responsible for the Airbus A320.

 Nice aircraft also the 100 to.Noticed that it (f50) seemed a little
 touchey on pitch but nothing bad.
 Also on a different subject.The maintance hangar at KSFO does not seem
 to be in the stg file yet.If not what are its co ordinates.Is it the
 United airlines hangar.If so which one.

This is not the United Airlines hangar. Just the one in from of the central
terminal. It is in 942058.stg, as well as the Candlestick Park Stadium.

Here is a long url that shows it :
http://www.airliners.net/open.file?id=277445WxsIERv=TWNEb25uZWxsIERvdWdsYXMgTUQtODcgKERDLTktODcpWdsYXMg=UHJpdmF0ZQ%3D%3DQtODMg=U2FuIEZyYW5jaXNjbyAtIEludGVybmF0aW9uYWwgKFNGTyAvIEtTRk8pERDLTkt=VVNBIC0gQ2FsaWZvcm5pYQ%3D%3DktODMp=QXByaWwgMTk5OA%3D%3DWNEb25u=TWFyayBEdXJiaW4%3DxsIERvdWdsY=TjNIBP=0MgTUQtODMgKE=YXMgTUQtODMgKERD=MjA5NEb25uZWxs=MjAwMi0wOS0yNg%3D%3Dstatic=yessize=M

 You must have Blender just about worn out LOL.

Blender is a very productive tool. Worth the time it takes to learn the
basics.

-Fred



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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread Jon Stockill
On Mon, 28 Jul 2003, Frederic Bouvier wrote:

 Blender is a very productive tool. Worth the time it takes to learn the
 basics.

Agreed - Initial attempts at using it left me wondering what sort of
substances the people who designed the UI were abusing, but once you get
the hang of it it's rather productive.

I'm just trying to get my head around the UV editor now.

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread Curtis L. Olson
Jon Stockill writes:
 On Mon, 28 Jul 2003, Frederic Bouvier wrote:
 
  Blender is a very productive tool. Worth the time it takes to learn the
  basics.
 
 Agreed - Initial attempts at using it left me wondering what sort of
 substances the people who designed the UI were abusing, but once you get
 the hang of it it's rather productive.
 
 I'm just trying to get my head around the UV editor now.

I'm no 3d modeling expert, but I have yet to see any 3d modeler with a
comprehensible gui.  3d modeling is a very complex process and so the
gui's are also necessarily complex.  But with most of them, you can be
very productive once you learn the various tricks and keyboard
accelerators, and what the 300+ 8x8 icons stand for.  And then if you
leave the program for a month or two you have to learn it all from
scratch again. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Jim Wilson
If you are in 3D move the view to the right or left and you'll see the rate go
right back up.  The reason this works is the panel items are culled from the
view and I presume their textures can be swapped out by the card.  The hit in
the cockpit is primarily the texture ram, and a little bit more geometry
(quite a bit more in the case of the p51d).  In any case this little test
suggests that breaking aircraft into two models won't necessarily work.  And
if you want to be able to see the exterior parts from inside the cockpit
(which I definately do) then you will need to render both anyway.

Generally if aircraft models are used in a multiple aircraft situation, we
need to do at least one of two things.  One is have simplified aircraft models
(separate model which just has less polys and no cockpit).   The other thing
is to put LOD selectors in the animation xml for the model.  Some of the
aircraft already have xml that does this by selecting out the cockpit and
maybe gear when they are viewed from a certain distance.  In that case the
cockpit would be removed as well as other interior geometry.  I think the
first option is probably the most effective.  This is maybe a little different
than some other approaches, but my guess is we'll find that we'll need 
separate models for other aircraft (AI and multiplayer) that are simplified
with much less geometry and smaller textures.

Best,

Jim

Matevz Jekovec [EMAIL PROTECTED] said:

 
 In 3d cockpit view. That leads me to another question. Is there any way 
 we can optimize the graphic engine, not to be so slow in 3d cockpit 
 view? I know we had similar problems with the engine in Falcon, but were 
 never solved due to untouchable source code later (license issues). Why 
 does it work so slow, when viewing a 3D object from close distance anyway?
 
 What about the outer views: Does FlightGear use seperated 3D cockpit 
 files for inner view or does it use aircraft's model cockpit? In Falcon, 
 we had completely different files for 3D cockpit and aircaft model ... 
 I'm asking this, because the cockpit of every aircraft can be as complex 
 as all the other parts of the aircraft together. So when showing, say 10 
 aircrafts together someday with their own intelligence and properties, 
 framerate will very drop but you'll hardly see the canopies of the 
 aircrafts, let alone the inner cockpits. I think breaking free the 3D 
 cockpit from the aircraft model isn't a bad idea. Has anyone give this a 
 thought already?
 


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RE: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread Jon Berndt

 I'm no 3d modeling expert, but I have yet to see any 3d modeler with a
 comprehensible gui.  3d modeling is a very complex process and so the
 gui's are also necessarily complex.  But with most of them, you can be
 very productive once you learn the various tricks and keyboard
 accelerators, and what the 300+ 8x8 icons stand for.  And then if you
 leave the program for a month or two you have to learn it all from
 scratch again. :-)

 Curt.

Moray is excellent, IMHO, but it's aimed more at 3D ray-tracing than 3D
modeling for realtime.

Jon


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Re: [Flightgear-devel] Instrument help

2003-07-28 Thread Matthew Law
 If ther eis a switch for CHT .. would this be so you can manually 
adjust the 
 temp if needed?

No. Cylinder Head Temp is usually used to help you assess the health of
your engine.  If it is running too hot it is likely to shorten the life
of the engine.  If it is running really hot then it's probably about to
die very soon.  IIRC, running lean at high power settings increases CHT.
Running rich decreases it since there is more fuel to help dissipate
heat.  In the context of a racer, CHT is helpful in knowing if you can
push your engine a little harder without blowing it I suppose.

Then again, I might be totally wrong!

Cheers,

Matt.



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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec
Jim Wilson wrote:

If you are in 3D move the view to the right or left and you'll see the rate go
right back up.  The reason this works is the panel items are culled from the
view and I presume their textures can be swapped out by the card.  The hit in
the cockpit is primarily the texture ram, and a little bit more geometry
(quite a bit more in the case of the p51d).  In any case this little test
suggests that breaking aircraft into two models won't necessarily work.  And
if you want to be able to see the exterior parts from inside the cockpit
(which I definately do) then you will need to render both anyway.
 

We added wings and tails objects, taken from the aircraft you are in, to 
that 3d cockpit. Then you were able to see the wings and tails. However, 
these were seperated models and have nothing in common with the aircraft 
model (except the textures, so you'd think this is really the aircraft 
model itself).

Generally if aircraft models are used in a multiple aircraft situation, we
need to do at least one of two things.  One is have simplified aircraft models
(separate model which just has less polys and no cockpit).   The other thing
is to put LOD selectors in the animation xml for the model.  Some of the
aircraft already have xml that does this by selecting out the cockpit and
maybe gear when they are viewed from a certain distance.  In that case the
cockpit would be removed as well as other interior geometry.  I think the
first option is probably the most effective.  This is maybe a little different
than some other approaches, but my guess is we'll find that we'll need 
separate models for other aircraft (AI and multiplayer) that are simplified
with much less geometry and smaller textures.
 

Yes, LODs are a good idea. We had those in Falcon too (actually, every 
more complex game uses LODs to increase the framerate anyway).
About that LOD selector, do you mean we can set a property for every 
object if it should be rendered or not at certain distance and not us 
having the whole simplified aircraft model for long distance?

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Jim Wilson
Matevz Jekovec [EMAIL PROTECTED] said:

 Yes, LODs are a good idea. We had those in Falcon too (actually, every 
 more complex game uses LODs to increase the framerate anyway).
 About that LOD selector, do you mean we can set a property for every 
 object if it should be rendered or not at certain distance and not us 
 having the whole simplified aircraft model for long distance?
 

You can, yes.  Though it might be useful to simplify the geometry of the
objects that you select to show as well.

Best,

Jim

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[Flightgear-devel] away for the week

2003-07-28 Thread Curtis L. Olson
In case anybody cares, I will be off to LA, California all this
week.  I'll have very limited email access so hopefully anything that
involves me can wait until I return.

Best regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build

2003-07-28 Thread Lukasz Szift Hejnak
so just today I downloaded the plib, SimGear and FlightGear
all CVS,
the plib didn't compile at start, I had to comment out line 146
from the file plib/src/ssg/ssg.cxx
ssgAddModelFormat ( .asc,   NULL, ssgSaveASC ) ;

after that the plib compiled ok, the SimGear compiled out of the box..
and finally I started the Flight Gear... it stopped with this error:

main.cxx: In function `bool fgMainInit(int, char**)':
main.cxx:1771: error: no matching function for call to `SGSky::build(double, 
   double, int, double (*)[3], double, int, double (*)[3], double)'
/usr/local/include/simgear/scene/sky/sky.hxx:240: error: candidates are: void 
   SGSky::build(double, double, double, double, int, double (*)[3], int, double 
   (*)[3])

my OS is GNU/Linux Debian 3.0, XFree 4.3, WindowMaker 0.81 (CVS)
with GeForce 4 MX 420 and the newest nVidia drivers
kernel version: 2.4.22-pre8
gcc 3.3, glibc 2.2.3

my Flight Gear config summary:
Prefix: /usr/local
Plib PSL scripting: yes
Debug messages: yes
Automake version: automake (GNU automake) 1.4-p4
Using FGEnvironment
Using default multiplayer support
threads: no

any ideas?

with regards
Lukasz Hejnak
[EMAIL PROTECTED]

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Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build

2003-07-28 Thread Erik Hofman
Lukasz Szift Hejnak wrote:
so just today I downloaded the plib, SimGear and FlightGear
all CVS,
the plib didn't compile at start, I had to comment out line 146
from the file plib/src/ssg/ssg.cxx
ssgAddModelFormat ( .asc,   NULL, ssgSaveASC ) ;
after that the plib compiled ok, the SimGear compiled out of the box..
and finally I started the Flight Gear... it stopped with this error:
main.cxx: In function `bool fgMainInit(int, char**)':
main.cxx:1771: error: no matching function for call to `SGSky::build(double, 
   double, int, double (*)[3], double, int, double (*)[3], double)'
/usr/local/include/simgear/scene/sky/sky.hxx:240: error: candidates are: void 
   SGSky::build(double, double, double, double, int, double (*)[3], int, double 
   (*)[3])
It looks like you are mixing a CVS version of FlightGear with the stable 
version of SimGear. It could be that SimGear was already available on 
your system, but on a different location than where you have placed the 
new version.

Try removing all simgear related files from your system and install it 
again to see if that solves this problem.

Erik

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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread WillyB
On Monday 28 July 2003 06:25, Jon Stockill wrote:
 On Mon, 28 Jul 2003, Frederic Bouvier wrote:
  Blender is a very productive tool. Worth the time it takes to learn the
  basics.

 Agreed - Initial attempts at using it left me wondering what sort of
 substances the people who designed the UI were abusing, but once you get
 the hang of it it's rather productive.

 I'm just trying to get my head around the UV editor now.

LOL !!! 
I was thinking it was a combination of substances!

These have been helping me a lot:

http://docs.artun.ee/blender/blenderboard-us2.gif
http://blender.excellentwhale.com/
http://reblended.com/tutorials/uvmapping.html

On the chance you have not found them yet.

Re's
WillyB

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Re: [Flightgear-devel] Instrument help

2003-07-28 Thread Alex Perry
From: Matthew Law [EMAIL PROTECTED]
  If ther eis a switch for CHT .. would this be so you can manually 
  adjust the 
  temp if needed?
 
 No. Cylinder Head Temp is usually used to help you assess the health of
 your engine.

CHT itself doesn't have a switch, it is purely a measurement. _However_ ...
* Some people put EGT and CHT on the same dial and need a switch to
  select which output is being shown at any given time.
* Like EGT, it is often useful to have a peak hold feature, 
  in which case you need a switch to disable the peak hold.
* You normally have one CHT sensor per cylinder (sometimes two),
  so you either need to have lots of dials, or a switch to select
  among them, or an electronic display to cycle through them, etc.
* On a racing aircraft, I might be tempted to connect an autothrottle
  to the CHT (with a switch to disable it), just like a lot of acft
  have an autolean that operates the mixture on carburated engines.


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Re: [Flightgear-devel] Instrument help

2003-07-28 Thread WillyB
H

Ok, I'm probably confusing the switch then.

I resized and enhanced the photos and have attached the new one I made from 
it.

Is that 4 position switch for the C HT or am I totally wrong on that?

Re's
WillyB



On Monday 28 July 2003 11:42, Alex Perry wrote:
 From: Matthew Law [EMAIL PROTECTED]

   If ther eis a switch for CHT .. would this be so you can manually
   adjust the
   temp if needed?
 
  No. Cylinder Head Temp is usually used to help you assess the health of
  your engine.

 CHT itself doesn't have a switch, it is purely a measurement. _However_ ...
 * Some people put EGT and CHT on the same dial and need a switch to
   select which output is being shown at any given time.
 * Like EGT, it is often useful to have a peak hold feature,
   in which case you need a switch to disable the peak hold.
 * You normally have one CHT sensor per cylinder (sometimes two),
   so you either need to have lots of dials, or a switch to select
   among them, or an electronic display to cycle through them, etc.
 * On a racing aircraft, I might be tempted to connect an autothrottle
   to the CHT (with a switch to disable it), just like a lot of acft
   have an autolean that operates the mixture on carburated engines.


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Re: [Flightgear-devel] Instrument help

2003-07-28 Thread Kris Feldmann
The engine has four cylinders and the four-position switch in question 
allows the pilot to select between four Cylinder Head Temperature 
sensors (one in each cylinder head).

 Kris

WillyB wrote:
H

Ok, I'm probably confusing the switch then.

I resized and enhanced the photos and have attached the new one I made from 
it.

Is that 4 position switch for the C HT or am I totally wrong on that?

Re's
WillyB


On Monday 28 July 2003 11:42, Alex Perry wrote:

From: Matthew Law [EMAIL PROTECTED]

If ther eis a switch for CHT .. would this be so you can manually
adjust the
temp if needed?
No. Cylinder Head Temp is usually used to help you assess the health of
your engine.
CHT itself doesn't have a switch, it is purely a measurement. _However_ ...
* Some people put EGT and CHT on the same dial and need a switch to
 select which output is being shown at any given time.
* Like EGT, it is often useful to have a peak hold feature,
 in which case you need a switch to disable the peak hold.
* You normally have one CHT sensor per cylinder (sometimes two),
 so you either need to have lots of dials, or a switch to select
 among them, or an electronic display to cycle through them, etc.
* On a racing aircraft, I might be tempted to connect an autothrottle
 to the CHT (with a switch to disable it), just like a lot of acft
 have an autolean that operates the mixture on carburated engines.


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Re: [Flightgear-devel] Instrument help

2003-07-28 Thread Alex Perry
From: WillyB [EMAIL PROTECTED]
 Ok, I'm probably confusing the switch then.
 I resized and enhanced the photos and have
 attached the new one I made from it.
 Is that 4 position switch for the C HT or am I totally wrong on that?
 Url : http://mail.flightgear.org/pipermail/flightgear-devel/\
 attachments/20030728/02418d4a/chtimg.jpg

Aha! Nicely enhanced; it resolves the confusion.
The two switches lower left are the magnetos as you've already figured out.
The rotary analog display is labelled CYL HEAD TEMP and only has one
needle (white) and the redline (which is irrelevant to the discussion).

From: Alex Perry [EMAIL PROTECTED]
 * You normally have one CHT sensor per cylinder (sometimes two),
   so you either need to have lots of dials, or a switch to select
   among them, or an electronic display to cycle through them, etc.

The metal control (without a knob) is shown, in both the drawing and the
panel, with four positions and, in the drawing, is labelled CHT select.
I therefore assert that this aircraft has a four cylinder engine and this
selects which cylinder measurement is going to be seen on the dial.

Individual cylinders have slightly more or less airflow cooling (due to
the pattern of baffles in front of the firewall) and receive slightly 
different richness in the mixture (due to fuel injection differences,
or uneven atomization after the carbureter as appropriate).  For each
engine (and baffle layout), the pattern of differences is generally
well known and the behavior is pretty consistent across most of the fleet.
After enough experience in an aircraft, many owners know which cylinder
is going to be hottest for a given phase of flight and therefore can leave
the switch in a single position, just changing it (eg) after climb ends.
Periodically, the pilot will cycle through all the cylinders to make sure
they all read as expected, as a way of detecting some imminent failures.

As far as simulating it is concerned, there are standard models for how
CHT changes as a function of operating conditions for a given cylinder.
Therefore, we could easily have per-cylinder parametrics for the cooling
and for the mixture (in the engine file) that drive a standard CHT model.
Those parametric values, plus the broken status of each CHT sensor,
would be accessible to the instructor through the property tree.

Hope that helps ...

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Re: [Flightgear-devel] Instrument help

2003-07-28 Thread WillyB
Thanks Kris

That makes sense :)

WillyB


On Monday 28 July 2003 12:34, Kris Feldmann wrote:
 The engine has four cylinders and the four-position switch in question
 allows the pilot to select between four Cylinder Head Temperature
 sensors (one in each cylinder head).

   Kris

 WillyB wrote:
  H
 
  Ok, I'm probably confusing the switch then.
 
  I resized and enhanced the photos and have attached the new one I made
  from it.
 
  Is that 4 position switch for the C HT or am I totally wrong on that?
 
  Re's
  WillyB
 
  On Monday 28 July 2003 11:42, Alex Perry wrote:
 From: Matthew Law [EMAIL PROTECTED]
 
 If ther eis a switch for CHT .. would this be so you can manually
 adjust the
 temp if needed?
 
 No. Cylinder Head Temp is usually used to help you assess the health of
 your engine.
 
 CHT itself doesn't have a switch, it is purely a measurement. _However_
  ... * Some people put EGT and CHT on the same dial and need a switch to
  select which output is being shown at any given time.
 * Like EGT, it is often useful to have a peak hold feature,
   in which case you need a switch to disable the peak hold.
 * You normally have one CHT sensor per cylinder (sometimes two),
   so you either need to have lots of dials, or a switch to select
   among them, or an electronic display to cycle through them, etc.
 * On a racing aircraft, I might be tempted to connect an autothrottle
   to the CHT (with a switch to disable it), just like a lot of acft
   have an autolean that operates the mixture on carburated engines.

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Re: [Flightgear-devel] CVS: main.cxx error: no matching functionfor call to `SGSky::build

2003-07-28 Thread Lukasz Szift Hejnak
Mon, 28 Jul 2003 19:19:32 +0200
Erik Hofman [EMAIL PROTECTED] napisal:
 Lukasz Szift Hejnak wrote:
  so just today I downloaded the  FlightGear
  all CVS,it stopped at compile..
cut
 Try removing all simgear related files from your system and install it
 again to see if that solves this problem.
I tried that, and it didn't help, but I took a look into those files
(main.cxx and sky.hxx) and found out, what might be the error..

flightgear/src/Main/main.cxx
lines: 1767-1771 looked like this
thesky-build( 550.0, 550.0,
   globals-get_ephem()-getNumPlanets(),
   globals-get_ephem()-getPlanets(), 6.0,
   globals-get_ephem()-getNumStars(),
   globals-get_ephem()-getStars(), 6.0);

and in the sky.hxx the function took a bit different order of
those arguments:
/usr/local/include/simgear/scene/sky/sky.hxx
line: 237
void build( double h_radius_m, double v_radius_m,
double sun_size, double moon_size,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data );

so I changed the order of the args in main.cxx and ended up with:
flightgear/src/Main/main.cxx
lines: 1767-1771
thesky-build( 550.0, 550.0, 6.0, 6.0,
   globals-get_ephem()-getNumPlanets(), 
   globals-get_ephem()-getPlanets(), 
   globals-get_ephem()-getNumStars(),
   globals-get_ephem()-getStars() );

it solved the compile problem..
no it's for testing, but judging from the var names I think it will work
ok
dunno how come this passed compiling for the outhers though...
thx anyway for the response :)

-- 
with regards
Lukasz Hejnak
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread Matthew Law
 Agreed - Initial attempts at using it left me wondering what sort of
 substances the people who designed the UI were abusing, but once you get
 the hang of it it's rather productive.

 I'm just trying to get my head around the UV editor now.

Can you guys recommend any tutorial resources for the likes of myself who have 
a little 3DS Max experience but are still cluless when it comes to Blender?

Anyone feel like doing a FGFS-only aircraft modelling with blender tutorial by 
any chance?

Cheers,

Matt.

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Re: [Flightgear-devel] Fokker 50 turboprop commuter

2003-07-28 Thread WillyB
Besides the urls I posted earlier in this thread, there's this page:
http://www.blender3d.org/Education/

and this whole site here is very good as well. probably better actually ;)
http://www.elysiun.com/

I've gotten pretty good at the basics.. but there's still a lot more I don't 
know than I do know about Blender.

Aside:
At the moment I'm trying to get the manifolds? of the cassutt racer put on the 
3d model.. but, I can't seem to make them look right at all .. period! lol
(they stick out the front sides of the fusilage for the engine)
As soon as those are done I'll put the model up for public bashing ;)

Re's
William B McRaven
WillyB


On Monday 28 July 2003 15:12, Matthew Law wrote:
  Agreed - Initial attempts at using it left me wondering what sort of
  substances the people who designed the UI were abusing, but once you get
  the hang of it it's rather productive.
 
  I'm just trying to get my head around the UV editor now.

 Can you guys recommend any tutorial resources for the likes of myself who
 have a little 3DS Max experience but are still cluless when it comes to
 Blender?

 Anyone feel like doing a FGFS-only aircraft modelling with blender tutorial
 by any chance?

 Cheers,

 Matt.

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec




Jim Wilson wrote:

  Matevz Jekovec [EMAIL PROTECTED] said:

  
  
Yes, LODs are a good idea. We had those in Falcon too (actually, every 
more complex game uses LODs to increase the framerate anyway).
About that LOD selector, do you mean we can set a property for every 
object if it should be rendered or not at certain distance and not us 
having the whole simplified aircraft model for long distance?


  
  
You can, yes.  Though it might be useful to simplify the geometry of the
objects that you select to show as well.

Best,

Jim
  

But we can use a combination of both, right? If you will look at an
aircraft at range of 15 feets, you see nothing. At 100k feets, you
see a dot. At 7, you would see a triangle. At 5, you would see
a rough shape. At 25000, the next one and at 1 a complete model
without inner instruments. At 10 feet, you would see the inner
instruments as well. I think LOD selector is very usable because
instruments like radar, weapon control, radio controls etc. can really
eat up lots of CPU for calculating and GPU for rendering it. So, when
we implement all this some day, this might save lots of FPS then. We
can assign a simple texture for e.g. radar behind the real calculated
radar display to fill the whole between 100 and 1 feet.


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Re: [Flightgear-devel] CVS: main.cxx error: no matching function forcall to `SGSky::build

2003-07-28 Thread Jim Wilson
Lukasz Szift Hejnak [EMAIL PROTECTED] said:

 so I changed the order of the args in main.cxx and ended up with:
 flightgear/src/Main/main.cxx
 lines: 1767-1771
 thesky-build( 550.0, 550.0, 6.0, 6.0,
globals-get_ephem()-getNumPlanets(), 
globals-get_ephem()-getPlanets(), 
globals-get_ephem()-getNumStars(),
globals-get_ephem()-getStars() );
 
 it solved the compile problem..
 no it's for testing, but judging from the var names I think it will work
 ok
 dunno how come this passed compiling for the outhers though...
 thx anyway for the response :)
 

That really does look like it is an out of date SimGear function you are
building against.  If you are using cvs is there any chance you've got a file
or  two tagged so they won't update (e.g. specific version from a past rollback)?

Best,

Jim

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Re: [Flightgear-devel] away for the week

2003-07-28 Thread Matevz Jekovec
Curtis L. Olson wrote:

In case anybody cares, I will be off to LA, California all this
week.  I'll have very limited email access so hopefully anything that
involves me can wait until I return.
Best regards,

Curt.
 

We wish you a good trip Curt. I hope you know that we do care if you 
leave even for a week and that FGFS would never come so far without you 
(or at least I see you like FGFS meister:))

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Jim Wilson
Matevz Jekovec [EMAIL PROTECTED] said:

 Jim Wilson wrote:
 
 Matevz Jekovec [EMAIL PROTECTED] said:

 
 Yes, LODs are a good idea. We had those in Falcon too (actually, every 
 more complex game uses LODs to increase the framerate anyway).
 About that LOD selector, do you mean we can set a property for every 
 object if it should be rendered or not at certain distance and not us 
 having the whole simplified aircraft model for long distance?
 
 You can, yes.  Though it might be useful to simplify the geometry of the
 objects that you select to show as well.
 
 
 But we can use a combination of both, right? If you will look at an 

Yes, absolutely.

Best,

Jim

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RE: [Flightgear-devel] away for the week

2003-07-28 Thread Norman Vine
Matevz Jekovec writes:
 
 (or at least I see you like FGFS meister:))

FWIW
AFAIK Curt *is* the 'official' FlightGear BDFL
 Benevolent Dictator For Life 

at-least-until-he-resign'ly yr's

Cheers

Norman

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