Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Gordan Sikic
Hi,
I agree with Norman. As long as control system is of concern, it is much 
better to use normalized units.

 surface deflections in degrees, and for good reason: it's natural, it's
 physical. From the point of view of JSBSim, normalized aerosurface
Degrees are not natural, nor physical. We may argude that *radians* 
might be natural, but *not* degrees.

This would lead us to another class of problems, what system of 
measurements is used? (I'm used to SI system)
or
what about input (I mean stick, pedals positions...)?
Should the input be expressed in natural or normalized units?

And about FDM itself, aerodata to be used are not unified... I have seen 
 some using degrees as a control surface deflections units, and others 
using radians. What would you choose as a natural?

I think normalized deflections *are* the best solution.
just my 2$ :)
cheers,
Gordan


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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Erik Hofman
Curtis L. Olson wrote:
I think we are limiting the discussion here to only flying control
surface positions, i.e.
- left aileron deflection
- right aileron deflection
- elevator deflection
- rudder deflection
- nose/tail wheel deflection.
I wouldn't like this one to end up in degrees. Not because it isn't 
possible, but because it is very hard to match the 3d model with the 
real number. You will always need to cheat with the deflection angles to 
get it properly inside the fuselage.


- various flap deflections
- various spoiler deflections.
However, what about slats which often deploy linearly rather than via a 
rotation.  What about speed brakes that deploy linearly rather than via 
rotation.  Even flaps themselves can be a complex combination of pieces 
that move together and don't necessarily have one particular angle you 
can assign to them.
Yep, getting slotted flaps to animate properly using animations is quite 
a bit harder using degrees.

Personally, I would be in favor of using angles to describe the 
positions of left/right aileron, elevator, rudder and nose/tail wheel.
Please, not for the wheels. Really.
Erik
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[Flightgear-devel] ..can FG be run on graphics card rather than the CPU?

2004-12-16 Thread Arnt Karlsen
Hi

..another way to run code: http://gpgpu.org/ , for a wee quick intro,
chk out: 
http://www.ece.ucdavis.edu/~jowens/talks/owens-hpec04-gpgpu.pdf

..note how they waaail for killer apps.  ;-)

..formation flight: http://wwwx.cs.unc.edu/~tgamblin/gpgp/  ;-)

...more gory details:  http://gamma.cs.unc.edu/GPGP/ 
http://www.daimi.au.dk/~mosegard/GPGPU_E04 

..and, ahem, an app: http://flightgear.org/   ;-)

..so, if I cheat, by stuffing in 5 pci nVidea math cards beside my
new 1xAGP 9250, my trusty 5 yr old AMD K6-2 450MHz can run 
in circles around anything on the market for another 5 years?  ;-)

-- 
..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.



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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Martin Spott
David Luff wrote:

 http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.html
 
 It requires openGL-1.2 for the patch to take effect, which I don't have on
 Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see if
 it makes any difference on your system?

I'll have a look tonight,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Jon Stockill
Arnt Karlsen wrote:
..FG-lawfully.  ;-)  Gamers obviously wanna buzz the White House in 
an X-15 or in 747 formations, or touch-and-go the Space Shuttle on any 
nice wee town's drag strip.  We have the Shuttle launching?
Set it up as a submodel on top of the 747? :-)
How about dropping the X-15 from a B52
--
Jon Stockill
[EMAIL PROTECTED]
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[Flightgear-devel] Re: Next release planning ...

2004-12-16 Thread Melchior FRANZ
* Erik Hofman -- Thursday 16 December 2004 14:26:
 Melchior FRANZ wrote:
  z-offset-m alias=/sim[0]/chase-distance-m[0]/
 
 In the archives I noticed you had a patch for this.

No. I said it's fixed and I'd send you the patch after some more testing.
The bug is in the load function, but While working on this I noticed that
there's also a writing bug. Hold on until tomorrow.

m.

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Arnt Karlsen
On Thu, 16 Dec 2004 14:28:12 +, Jon wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..FG-lawfully.  ;-)  Gamers obviously wanna buzz the White House
  in an X-15 or in 747 formations, or touch-and-go the Space Shuttle
  on any nice wee town's drag strip.  We have the Shuttle launching?
 
 Set it up as a submodel on top of the 747? :-)

..too easy, I wanna buzz town with all 5 rockets going nuts!  ;-)

..the shuttle that broke up, could have aborted the launch had they
learned about the wing hole in time, and that would left them with
enough fuel to buzz a lot of the lower 48.  ;-)

 How about dropping the X-15 from a B52
 
..we have all the bits to do it, no?  :-)

-- 
..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.


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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Curtis L. Olson
Erik Hofman wrote:
Personally, I would be in favor of using angles to describe the 
positions of left/right aileron, elevator, rudder and nose/tail wheel.

Please, not for the wheels. Really.
It doesn't probably matter too much for 3d animation if your conversion 
factor get's you close.  However, the FAA tests actually do care about 
nose wheel deflection angle, so that's a good thing to get out of the 
FDM in degrees, not normalized values.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Oliver C.
On Thursday 16 December 2004 10:38, Thomas Förster wrote:
 Am Mittwoch 15 Dezember 2004 14:48 schrieb Oliver C.:
  On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
   I hope we either drop PUI (plib's UI) or at least do a major upgrade to
   it. We use PUI in the menus at the moment and in my opinion the widgets
   look absolutely GHASTLY.
 
  What could we use instead of PUI?
  What gui library uses OpenGL?

 For integration with existing desktops it's possibly best to use their
 native libs. QT for example provides an OpenGL widget, so all of the gui
 (menu, dialogs) could be native QT Widgets.

 Also if the sim runs in the context of a GUI it will be easy to switch
 between them at startup, i.e. 'fgfs --gui-gnome' runs a GTK based GUI,
 whereas 'fgfs --gui-qt' runs a qt based one.

 Don't know about possible performance issues, though. :-(

Using native none OpenGL GUI APIs for a in game menu ist not a good idea,
this might be acceptable for a remote display menu but not for a in game menu.
The reason is, that openGL GUIs allow to display the menu in game in front of 
the 3d scenery that's not possible with none openGL Guis because 
you need to switch from OpenGL to a 2d mode to display them.
This is mainly a comfort, performance and usability issue.

The other reason is, QT is not free on MS windows systems (only the X-Window 
version is under GPL) and GTK does offer OpenGL support only with an addional 
GTK OpenGL library which depends on 3 other gtk related librarys for OpenGL 
support, the next problem is that the OpenGL Window runs on top of the GTK 
window and not the other way.
Using QT and win32 for each plattform makes no sense, we need
a GUI API that is crossplattform compatible and runs directly in a OpenGL 
window.
Gigi the library Dave proposed could do that job.

Best Regards,
 Oliver C.








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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Oliver C.
On Thursday 16 December 2004 05:13, Ampere K. Hardraade wrote:

 A user may be able to access a lot of planes due to his/her experience
 points, but it will be necessary to pass the tests before he/she can truly
 unlock these planes.  Similarly, a user may unlocked a lot of scenarios,
 but enough experience points must be gained so that the required aircrafts
 in some of the scenarios can be unlocked.

Personaly i don't like it when features (especially things like airports or 
areas) are looked and require to do some other things first.
But it would be ok to lock only the learn to fly lessons, so that
everyone needs to fly each lessons in the correct order first.


 As for the Scenario Flight option, I think it will be better to include
 it within the Learn to Fly experience or the Quick Flight option, and
 leave the space for an option to the multiplayer menu in the future.

I think there is enough space to put the multiplayer option below or above the 
Sceneraio Flight options.


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Gordan Sikic
Hi,

Control law block diagrams I have seen take stick input in pounds force (pilot 
inputs) and
output in degrees to actuators. I've never seen one that output control 
commands to an
aerosurface actuator in a range from 0 to 1. Have you?
I have seen (and I've seen more than few) control law diagrams taking
some generalized input (0-1 range), taking target speed, or attitude, or
something,... but havent seen any, taking as a input force that pilot
has to produce. Could you pls give some pointers? I'd like to take a
look; it's never to late to learn something new :)
As far as the force in the stick is of concern, I've seen exactly
oposite situation: one has position of the stick, speed of the stick,
dynamic properties of the linkage, and all data from FDM. Using those as
input, force to be produced on the stick is calculated, and generated.
By natural I mean that it's: the most commonly seen angular command unit for
aerosurfaces, that it's what is used by the rendering routines to rotate 3D 
objects, that
it completely specifies the commanded angular position without the need for a 
range (a
range of 0 to 1 by itself specifies nothing without the definition of what the 
maximum
is - there is no standard here for that), and much aero data is 
non-dimensionalised using
degrees (or radians, see below). So, sorry, but based on the above description, 
for this
application, yes, degrees are natural.
Ok, I see your point as: natural -- most common.
But IMO, degrees are wrong choice; in that case I would use radians. 
After all, isn't the standard that RAD-ians are used deep in CPU math 
unit, meaning the need for yet another conversion?

best regards,
Gordan
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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Jon S Berndt
On Thu, 16 Dec 2004 11:15:52 -0800
 Richard Harke [EMAIL PROTECTED] wrote:
A rotation whether in degrees or radians only makes sense if the 
axis of rotation is specified. This would have to be on a per aircraft 
basis. Also I'm sure that many if not most control surfaces do not
simply rotate about a single axis but involve sliding motion and
rotation of multiple parts and often, rotation while sliding.
No, this is only really relevant for the 3D model. But even 
complicated multi-segment flaps are indexed by degrees with respect to 
aero coefficients. Further, the flight control system still outputs 
degrees - not normalized units. Once you get to a certain level of 
detail of course the signal to an actuator might be in volts. How do 
you normalize that? For any normalized aerosurface command, you still 
need two pieces of data to make an absolute: the normalized value and 
the travel range. Plus, as I've mentioned before, if you output in 
degrees (or radians) you are outputting an absolute, which is also 
eeffectively what is require for the rendering system directly. When I 
did IRIX GL programming ten years ago the API call used degrees to 
rotate. Converting to a normalized value, then back again is a waste.

Jon
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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff


On 12/16/04 at 12:16 PM Curtis L. Olson wrote:

David Luff wrote:

I've commited a work-around to the base that wraps all the symetrical
runway panels in the v direction (everything except the threshold panel
has
identical upper and lower borders, and so can safetly be wrapped in v
given
that we're only wrapping a handfull of pixels).  This removes the vast
majority of the lines (all except at the threshold, and the longitudional
line where rwy numbers are made of 2 digits).  You can still test Andy's
plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will
almost certainly exhibit panel jointing problems if you've been seeing
runway lines.
  


Dave,

Based on all my knowledge of OpenGL, this is the wrong thing to do and 
will introduce additional (although possibly less visible) artifacts at 
the edges.  The visual results should be examined *very* carefully.  I 
don't think this is what we want to do.


Hi Curt,

I had a feeling I'd cop some flak for this ;-)  I'm quite prepared to be
proved wrong and to revert it if need be.  Lets look at the benefits first
though and give it a couple of days to see if there really are some
downsides.

Here's some screenshots to look at - 2 before the change, and 2 after.
KDPA screenshots from my Cygwin build, KSFO from the official binary, both
with an ATI Radeon 7200 32Meg card.

http://www.nottingham.ac.uk/~eazdluf/KSFO-default.jpg
http://www.nottingham.ac.uk/~eazdluf/KSFO-new.jpg
http://www.nottingham.ac.uk/~eazdluf/KDPA-default.jpg
http://www.nottingham.ac.uk/~eazdluf/KDPA-new.jpg

Without any change thousand of users who download the official binary and
use (an unknown but significant subset of) non-NVidia cards are going to be
seeing those lines in the runway.  They don't look good :-(

Explanation of the ATI vs. NVidia differences is given by Andy Ross, a full
two years ago:

http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.h
tml

http://sourceforge.net/mailarchive/forum.php?forum_id=4479max_rows=25style
=nestedviewmonth=200212

His patch never got included in Plib though (looking at the current
source), and even if it did I don't have the knowhow to get OpenGL-1.2
stuff working under Windows.  I can think of 3 possible avenues for fixing
this:

1 - Look at the airport generator.  Perhaps we've got tiny over or
underruns on the tex co-ords.  Maybe lining them up perfectly or even with
slight overlap would fix it.  Disadvantage - need to regenerate scenery to
see benefits - not practical for this release.

2 - Fred compiles Plib with Andy's patch and gets the official binary to
use GL_CLAMP_TO_EDGE if available.  Apparently most modern cards should
handle this.  Disadvantage - AFAICT using 1.2 extensions on Windows is
possibly somewhat non-trivial - win32api supplies openGL 1.1 by default if
I'm not mistaken.

3 - My, erm, hack.  I can't theoretically see where it's going to cause
artifacts.  AFAICT, I'm just wrapping in one direction where the bottom and
top pixels of the texture are practically the same anyway.  That's why I
can't do the threshold piece.  I'm quite prepared to be proved wrong though
- I thought I'd better do this with enough time before the release to back
it out if need be ;-)  We could almost certainly wrap all the full width
pieces in u and v if it's the 1D wrapping you're concerned about, since the
left and right are identical, as long as we don't overrun the small runway
shoulder.  Can't do the 9r, 7l etc bits in that direction though.

I guess I'd better go and see what it looks like on an NVidea card now...

Cheers - Dave


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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Jon S Berndt
On Thu, 16 Dec 2004 18:21:24 +0100
 Gordan Sikic [EMAIL PROTECTED] wrote:
I have seen (and I've seen more than few) control law diagrams 
taking some generalized input (0-1 range), taking target speed, or 
attitude, or something,... but havent seen any, taking as a input
force that pilot has to produce. Could you pls give some pointers? I'd
like to take a look; it's never to late to learn something new :)

As far as the force in the stick is of concern, I've seen exactly
oposite situation: one has position of the stick, speed of the 
stick, dynamic properties of the linkage, and all data from FDM. Using 
those as input, force to be produced on the stick is calculated, and 
generated.
Look here at the X-15 data and FCS diagram: 
http://jsbsim.sourceforge.net/X-15Aero.html

The USAF F-16 (Block 40) FCS diagram is the same way: stick force is 
the input. Same with Space Shuttle control Law diagrams.

The JSBSim X-15 model simulates the X-15 control laws as shown in the 
link above. We take the -1 to +1 joystick input from FlightGear and 
turn it into a stick force, mapping to the force range described in 
Etkin's book as a sort of standard.

Jon
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[Flightgear-devel] [OT] Spectacular ground transport

2004-12-16 Thread Durk Talsma
Tonight an old  KLM-747 will be shipped through the canals of Amsterdam on 
it's way from Schiphol Airport (EHAM) to the new Aviodrome 
(http://www.aviodrome.nl) museum at Lelystad airport (EHLE). 

I found some pictures at:
http://www.ruudleeuw.com/phbuk-15dec04.htm

The transport will pass near where I live in a few hours, so I'm tying to see 
if I can catch a glimpse.

Cheers,
Durk


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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Jon S Berndt
On Thu, 16 Dec 2004 20:47:03 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Jon's concern is quite valid, but there are problems.   As I work 
through
these concepts in my mind,  I can see that although the current 
method sounds
more complicated for the 3D animator,  having to deal with the real 
values
could be a lot worse (at least with the current architecture).
For simple aerosurface movements I fail to see how it could be 
anything but easier. For more difficult cases, whether you are scaling 
an angle or a normalized value, it should be similar.

It might be useful for someone to work through the values as that 
would be
report for the various stages of deployment on a 747 flap system. 
As Richard
message suggests here the detail required by the 3D modeler is 
sometimes quite
a bit more than what is required by the FDM.
Also, ask yourself the question, does the normalized value of, say, 
0.5 really correspond to 30 degrees of flaps when the total range is 0 
to 60?

Also, to have some objects reported normalized and other objects 
reported
actual would be too confusing...even if the distinctions and reasons 
were
logically sensible.  In the long run we'll benefit the most from 
consistency
even if it means more work at the FDM interface.
Not sure I agree here. It should not be a big deal to have two 
subclasses, one to handle normalized and one to handle not normalized.

It's not such a big deal to me except in that I don't want the FDM to 
be dealing with things it does not need to be dealing with - I want to 
work towards reducing excess baggage from JSBSim proper. I'd be 
content with moving normalization into the interface class.

Jon
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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Jim Wilson
Jon S Berndt said:

 Also, ask yourself the question, does the normalized value of, say, 
 0.5 really correspond to 30 degrees of flaps when the total range is 0 
 to 60?

No telling.  How many angles can you discern at 50 meters on a 1600 pixel
screen (not to mention 800)? :-)
 
  Also, to have some objects reported normalized and other objects 
 reported
  actual would be too confusing...even if the distinctions and reasons 
 were
  logically sensible.  In the long run we'll benefit the most from 
 consistency
  even if it means more work at the FDM interface.
 
 Not sure I agree here. It should not be a big deal to have two 
 subclasses, one to handle normalized and one to handle not normalized.

The 3D modeler would need to know which class object X belonged to.  Well...I
suppose...as usual I'm just too easily confused :-)
 
 It's not such a big deal to me except in that I don't want the FDM to 
 be dealing with things it does not need to be dealing with - I want to 
 work towards reducing excess baggage from JSBSim proper. I'd be 
 content with moving normalization into the interface class.
 
That's an option.

Best,

Jim


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[Flightgear-devel] Regards aircraft 3d modelling and CVS

2004-12-16 Thread Dave Martin
Just a brief question, 

I'm getting back into 3d modelling and would like to contribute geometry 
corrections for the C172P (I have a fairly extensive library of 
photos/drawings for the type).

I'm just getting into AC3D as it seems rather pleasant to use compared to my 
usual tool, Blender, which while excruciatingly powerful is also slower to 
work with.

My question is, can I commit changes to the C172 without 'stepping on someones 
toes' ? (I promise to make changes as accurate as my measurements and 
knowledge will allow).

Or if there someone I should contact who is leading design for the model?.

Thanks.


Notes: Geometries I am looking to correct are the struts to the last spar 
before the wing taper, the thickness of the strut as viewed from the side 
(+30%), the angle of the exhaust, the nose leg and wheel and possible 
addition of the P's port-wing dual landing lights.

I do not intend to add extra vertices except in the case of the port-wing 
landing lights.

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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Gordan Sikic
Hi Jon,
I see you are really mad :)
Look here at the X-15 data and FCS diagram: 
http://jsbsim.sourceforge.net/X-15Aero.html

The USAF F-16 (Block 40) FCS diagram is the same way: stick force is the 
input. Same with Space Shuttle control Law diagrams.

The JSBSim X-15 model simulates the X-15 control laws as shown in the 
link above. We take the -1 to +1 joystick input from FlightGear and turn 
it into a stick force, mapping to the force range described in Etkin's 
book as a sort of standard.

These are 3 particular examples only.
(about F16)
AFAIK, it has nonmoving joystick, and force transducers, and it is 
normal for that plane to ise output from the transduced as a input.

(about X15)
AFAIK, it had 2 completely different (unconnected?) sticks, one for 
lower speeds (usual stick), and the other one (joystick actually) used 
for control in higer speeds regimes. Does it apply for both sticks?

As I mentioned, these are 3 particular examples only, not a general rule .
cheers, :)
Gordan
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Re: [Flightgear-devel] [OT] Spectacular ground transport

2004-12-16 Thread Ampere K. Hardraade
More picutures can be found here:
http://www.airliners.net/search/photo.search?regsearch=PH-BUKdistinct_entry=true

Ampere

On December 16, 2004 03:43 pm, Durk Talsma wrote:
 Tonight an old  KLM-747 will be shipped through the canals of Amsterdam on
 it's way from Schiphol Airport (EHAM) to the new Aviodrome
 (http://www.aviodrome.nl) museum at Lelystad airport (EHLE).

 I found some pictures at:
 http://www.ruudleeuw.com/phbuk-15dec04.htm

 The transport will pass near where I live in a few hours, so I'm tying to
 see if I can catch a glimpse.

 Cheers,
 Durk


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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff
David Luff writes:

 
 I guess I'd better go and see what it looks like on an NVidea card now...
 

Well, I've had a very good pan round the Chicago scenery in the ufo with both 
the old and new materials.xml on a Linux box with a Geforce3, and I can't find 
a shred of difference in any of the runways, regardless of surface or marking 
type.

Cheers - Dave

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Re: [Flightgear-devel] [OT] Spectacular ground transport

2004-12-16 Thread Christian Mayer
Well, I can only respond with an air transport:
  http://www.flugzeugbilder.de/show.php?id=256867
(I haven't scanned my own pictures yet; if you search for Beluga and MUC 
you'll find lots of pictures on the net)

There an A310 (history of this plane: 
http://www.planemad.net/Production_List/Airbus/A310/276.html) was cut 
and the front part was brought to the Fraunhofer Institute in 
Holzkirchen to serve as an laboratory for research of the effects of 
long distance flying on humans.

The first part of the plane was carried by an Beluga to MUC (EDDM) and 
from there by a extra heavy road transport to its destination.

As my dad is/was responsible for this laboratory (the last thing before 
retirement) I could be at the airport as the Beluga arrived and unloaded 
the plane.

Currently I'm trying to convince them to use FlightGear for their visuals...
CU,
Christian
Ampere K. Hardraade schrieb:
More picutures can be found here:
http://www.airliners.net/search/photo.search?regsearch=PH-BUKdistinct_entry=true
Ampere
On December 16, 2004 03:43 pm, Durk Talsma wrote:
Tonight an old  KLM-747 will be shipped through the canals of Amsterdam on
it's way from Schiphol Airport (EHAM) to the new Aviodrome
(http://www.aviodrome.nl) museum at Lelystad airport (EHLE).
I found some pictures at:
http://www.ruudleeuw.com/phbuk-15dec04.htm
The transport will pass near where I live in a few hours, so I'm tying to
see if I can catch a glimpse.

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Re: [Flightgear-devel] [OT] Spectacular ground transport

2004-12-16 Thread Ampere K. Hardraade
On December 16, 2004 06:11 pm, Christian Mayer wrote:
 Currently I'm trying to convince them to use FlightGear for their
 visuals...

You will need to write a technical report for that.

Ampere

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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Chris Metzler
On Thu, 16 Dec 2004 23:04:30 +
David Luff [EMAIL PROTECTED] wrote:

 Well, I've had a very good pan round the Chicago scenery in the ufo with
 both the old and new materials.xml on a Linux box with a Geforce3, and I
 can't find a shred of difference in any of the runways, regardless of
 surface or marking type.

FWIW, I just did the same with a GF4 Ti4600, checked asphalt and concrete
rwys with both materials.xml's, took snapshots from identical perspectives
so I could compare them directly, and I can't see any differences . . .

-c

-- 
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Re: [Flightgear-devel] [OT] Spectacular ground transport

2004-12-16 Thread Dave Martin
Any more background on why the aircraft is being transported this way?

The obvious solution to getting the aircraft there would be to fly it in.

EHLE has 4,265ft of runway; more than enough to get a 747 down with nil 
payload and a light fuel load. (A 747 with payload + light fuel can reputedly 
stop in 3,000ft).

Was there a major mechanical problem with the A/C while it was at EHAM? Or had 
it just been out of service there for a long time?

Anecdotally; Several VC-10s were mothballed in the UK for years and then flown 
out for recomissioning to the RAF with nothing more than a basic VFR panel 
and still wearing their protective coat of storing-wax.


On Thursday 16 Dec 2004 20:43, Durk Talsma wrote:
 Tonight an old  KLM-747 will be shipped through the canals of Amsterdam on
 it's way from Schiphol Airport (EHAM) to the new Aviodrome
 (http://www.aviodrome.nl) museum at Lelystad airport (EHLE).

 I found some pictures at:
 http://www.ruudleeuw.com/phbuk-15dec04.htm

 The transport will pass near where I live in a few hours, so I'm tying to
 see if I can catch a glimpse.

 Cheers,
 Durk


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Re: [Flightgear-devel] Regards aircraft 3d modelling and CVS

2004-12-16 Thread Dave Martin
On Friday 17 Dec 2004 01:30, Curtis L. Olson wrote:

 Dave,

 Is the the default aircraft?  The current C172 models are very
 functional, but pretty basic.  They certainly could be spiffed up a
 bit.  I'm not opposed to adding a few polygons if they contribute to the
 model.  Part of the trick of 3d modeling is figuring out the most
 effective places to spend your polygon budget.  As far as I know, no one
 is currently working on updating the c172 3d models, so I would say feel
 free to move forward.   You could always work with a copy, leaving the
 original intact, and then we could vote or if it's clearly better, we
 could just replace the current model.  You will have to send your
 changes to one of the core developers in order to get them committed to
 cvs.

 Best regards,

 Curt.

Yes, its the default 172 which I believe represents the 'P' model.

Initially (while I get used to AC3D) I'd like to just get the geometries right 
compared to photos and diagrams that I have of a real 172P.

I think your idea would be best that I work on a duplicate of the aircraft 
which can later be merged or be a seperate model.

Working on a seperate model would also allow for accidental breakages of the 
model in CVS while the default aircraft remains sound.

I shall get what I can done and then contact a core developer and massage 
their soul into letting my design into FlightGear ;)

Also In the pipeline I've been working out how to produce other variants of 
the piper 'Indians' from the Warrior PA28 in FG. 

A Warrior can quite easily be converted to represent a Cherokee (chocolate-bar 
wing), Arrow or an Apache. A twin-engine Seminole is even possible with 
slightly more intense modifications. Following the methods used by Piper to 
develop the real aircraft, the Cherokee 6 and Saratoga could be derived from 
the same model and that, of course, paves the way for a Seneca.

(Of course, all of the above would take a lot of time so it is something to be 
anticipated for the future I hope).

Hopefully, I will have plenty of time over Christmas to work on the Geometries 
of the 172 - Time I will need as I am only just getting used to the XML model 
animation format used by FlightGear which is thankfully fairly intuitive.

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[Flightgear-devel] PATCH: two changes to data/Aircraft/737/Instruments/pfd2.xml

2004-12-16 Thread Chris Metzler

The first:  In going from version 1.3 to 1.4, Melchior Franz
noted that there was no /velocities/vertical-speed-fpm
property to display, and changed the property referenced to
/velocities/vertical-speed-fps, which does exist.  But the
display should show fpm; so a scale parameter is inserted
to make what's displayed feet-per-minute.

The second:  In going from version 1.1 to 1.2, properties with
'[0]' indices had the '[0]' dropped.  But for some reason, a
reference to property dme/indicated-distance-nm[0] got changed
to dme/distance-nm.  In other words, not only did [0] get dropped,
but 'indicated-' got dropped from the property name.  This broke
DME on the 737 -- there is no 'dme/distance-nm' property.  This
patch fixes it back.

Index: pfd2.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/737/Instruments/pfd2.xml,v
retrieving revision 1.4
diff -u -r1.4 pfd2.xml
--- pfd2.xml13 Dec 2004 20:35:34 -  1.4
+++ pfd2.xml17 Dec 2004 01:51:56 -
@@ -353,6 +353,7 @@
  chunk
   typenumber-value/type
   property/velocities/vertical-speed-fps/property
+  scale60/scale
   format%6.0f/format  
  /chunk
 /chunks
@@ -387,7 +388,7 @@
 chunks
  chunk
   typenumber-value/type
-  property/instrumentation/dme/distance-nm/property
+  property/instrumentation/dme/indicated-distance-nm/property
   format%6.1f/format
  /chunk
 /chunks


-- 
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(remove snip-me. to email)

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[Flightgear-devel] CVS Build error

2004-12-16 Thread John Wojnaroski
Hi,
Building  CVs pre-release:
  FGNozzle.cpp:74: implicit declaration of function  'int 
JSBSim::snprintf(...)'

what's missing?   library?  upgrade compiler?  still running with 2.95.4
Moving up from 0.9.5 which works fine, skipped 0.9.6.  Did I miss 
something that happened in 0.9.6?

Regards
John W.
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Arnt Karlsen
On Wed, 15 Dec 2004 23:13:05 -0500, Ampere wrote in message 
[EMAIL PROTECTED]:

 On December 14, 2004 10:39 pm, Oliver C. wrote:
  What would you think about the following options:
 
  - Learn to Fly
  - Quick Flight
  - Scenario Flight
  - Configuration or Settings
  - Quit
 
  Best Regards,
  Oliver C.
 I think the Learn to Fly option is an excellent idea.  As you have
 pointed out, the tutorial can be educational as well as keeping the
 users' interests in FlightGear.  I actually expanded on this idea a
 bit.  Tell me what you think.
 
 Here is a general idea of mine:

 - Multiple scenarios (lessons) should be grouped together to form a
 course.  Each course has a topic and objective(s), and the lessons in
 the course will teach the user about the important knowledge regarding
 the subject.  We all went through school, so this is pretty self
 explanatory and I won't make any example.

 - As the user progress through the course, he/she will be rewarded
 with experience points.  These will be useful later.

 - The last scenario of each course should be (dun dun dun) a test.
 In these tests, the user will have to complete some tasks, say: fly
 one  circuit with a cessna and land dead on the center line of the
 runway. safely.  The user will earn points on 1) safety 2) following 
 regulations 3) completing the tasks.

 - When a course is passed, new course(s)/scenarios will be unlocked. 
 Also, the more experience points the user has, the more aircrafts
 he/she will have access to.

..FG-lawfully.  ;-)  Gamers obviously wanna buzz the White House in 
an X-15 or in 747 formations, or touch-and-go the Space Shuttle on any 
nice wee town's drag strip.  We have the Shuttle launching?
 
 The purpose of the above idea is not only to be educational and fun,
 but to also give motivation and provide encouragement to the users so
 that they will utilize the tutorials.  It can also prevent newbies
 from flying a 747 before he/she can handle a cessna.
  
 A user may be able to access a lot of planes due to his/her experience
 points, but it will be necessary to pass the tests before he/she can
 truly unlock these planes.  Similarly, a user may unlocked a lot of
 scenarios, but enough experience points must be gained so that the
 required aircrafts in some of the scenarios can be unlocked.
 
 Of course, being developers, we will definately want to bypass the
 above mess.  To do so, we may want to have:
 a) special codes to unlock some or everything.
 b) the ability to boot into FlightGear directly by including any
 parameters in the command line.
 
 As for the Scenario Flight option, I think it will be better to
 include it within the Learn to Fly experience or the Quick Flight
 option, and leave the space for an option to the multiplayer 

..ahem; traffic, advanced flight traing and formation flight.  ;-)

 menu in the future.
 
 Ampere


-- 
..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.


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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Erik Hofman
Andrew Midosn wrote:
It seems slightly odd to me to feel that 'serious'
users don't want/need a decent user interface, while
gamers do. As a Linux user, and a developer who is
happy to use command line tools, I'm certainly not
afraid of not having a GUI available. But if someone

I'm talking about full-blown simulators here, where there is no keyboard 
(or mouse) in sight of the visual system and everything has to be done 
remote, using an instructor station. Often this implies multiple display 
systems. That's one of the audiences we are targeting at. Not just the 
Joe Regular home user.

Erik
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Thomas Förster
Am Mittwoch 15 Dezember 2004 14:48 schrieb Oliver C.:
 On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
  I hope we either drop PUI (plib's UI) or at least do a major upgrade to
  it. We use PUI in the menus at the moment and in my opinion the widgets
  look absolutely GHASTLY.

 What could we use instead of PUI?
 What gui library uses OpenGL?

For integration with existing desktops it's possibly best to use their native 
libs. QT for example provides an OpenGL widget, so all of the gui (menu, 
dialogs) could be native QT Widgets.

Also if the sim runs in the context of a GUI it will be easy to switch between 
them at startup, i.e. 'fgfs --gui-gnome' runs a GTK based GUI, whereas 'fgfs 
--gui-qt' runs a qt based one.

Don't know about possible performance issues, though. :-(

Thomas

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Dave Martin
On Thursday 16 Dec 2004 09:07, Erik Hofman wrote:

 I'm talking about full-blown simulators here, where there is no keyboard
 (or mouse) in sight of the visual system and everything has to be done
 remote, using an instructor station. Often this implies multiple display
 systems. That's one of the audiences we are targeting at. Not just the
 Joe Regular home user.

 Erik

I second this.

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[Flightgear-devel] Re: Next release planning ...

2004-12-16 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 15 December 2004 22:38:
 fgfs doesn't like *.sav files with property alias (see below). It doesn't
 really crash, but abort.
 
 z-offset-m alias=/sim[0]/chase-distance-m[0]/

fixed. Need to make some more tests before sending to Erik.

m.

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RE: [Flightgear-devel] control surface normalization

2004-12-16 Thread Jon Berndt
 Hi,

 I agree with Norman. As long as control system is of concern, it is much
 better to use normalized units.

Control law block diagrams I have seen take stick input in pounds force (pilot 
inputs) and
output in degrees to actuators. I've never seen one that output control 
commands to an
aerosurface actuator in a range from 0 to 1. Have you?

   surface deflections in degrees, and for good reason: it's natural, it's
   physical. From the point of view of JSBSim, normalized aerosurface

 Degrees are not natural, nor physical. We may argude that *radians*
 might be natural, but *not* degrees.

By natural I mean that it's: the most commonly seen angular command unit for
aerosurfaces, that it's what is used by the rendering routines to rotate 3D 
objects, that
it completely specifies the commanded angular position without the need for a 
range (a
range of 0 to 1 by itself specifies nothing without the definition of what the 
maximum
is - there is no standard here for that), and much aero data is 
non-dimensionalised using
degrees (or radians, see below). So, sorry, but based on the above description, 
for this
application, yes, degrees are natural.

 This would lead us to another class of problems, what system of
 measurements is used? (I'm used to SI system) or
 what about input (I mean stick, pedals positions...)?
 Should the input be expressed in natural or normalized units?

I've said several times that we expect INPUTS in a range from zero to 1. We can 
process
the inputs to arrive at a force unit to match the FCS block diagram. Note that 
for JSBSim
we are also changing the config file format. When the next major version of 
JSBSim is
released (early next year) supporting the new configuration file format, many 
items will
now take a UNIT= attribute, allowing aircraft to be defined in different unit 
systems.

 And about FDM itself, aerodata to be used are not unified... I have seen
   some using degrees as a control surface deflections units, and others
 using radians. What would you choose as a natural?

True, I've seen both. JSBSim has used both, and we accept both, but 
normalized units are
anything but normal - you have to provide a range for it to mean anything, and 
as far as I
can tell, there is no standard here. It's defined on a per-aircraft basis. And, 
as I have
pointed out above, for aerosurfaces it requires an intermediate conversion 
twice.

Jon


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Re: [Flightgear-devel] Re: Next release planning ...

2004-12-16 Thread Erik Hofman
Melchior FRANZ wrote:
* Chris Metzler -- Wednesday 15 December 2004 19:15:
- attempting to load a saved state from the menu crashes the program.

fgfs doesn't like *.sav files with property alias (see below). It doesn't
really crash, but abort.
z-offset-m alias=/sim[0]/chase-distance-m[0]/
In the archives I noticed you had a patch for this.
My email eems to be a bit slow today, so could you post an URL to the 
patch, then I'll fetch it from the list archives.

Erik
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Christian Mayer
Thomas Förster schrieb:
Am Mittwoch 15 Dezember 2004 14:48 schrieb Oliver C.:
On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
I hope we either drop PUI (plib's UI) or at least do a major upgrade to
it. We use PUI in the menus at the moment and in my opinion the widgets
look absolutely GHASTLY.
What could we use instead of PUI?
What gui library uses OpenGL?
Well, I don't think that replacing PUI has a high priority.
I doesn't look that bad (but doesn't mirror the OS style). And it get's 
drawn by OpenGL with a low overhead.

So we should improve the underlaying functionality first, bevore we 
consider exchanging PUI.

For integration with existing desktops it's possibly best to use their native 
libs. QT for example provides an OpenGL widget, so all of the gui (menu, 
dialogs) could be native QT Widgets.

Also if the sim runs in the context of a GUI it will be easy to switch between 
them at startup, i.e. 'fgfs --gui-gnome' runs a GTK based GUI, whereas 'fgfs 
--gui-qt' runs a qt based one.

Don't know about possible performance issues, though. :-(
This sounds like unlimited resources where you can afford the luxurity 
to code a GNOME, as Qt, a Windows, a MacOS, a [...] interface...

A Qt only interface sounds good - but Qt isn't free for Windows (you'll 
only get an 30 day evaluation copy IIRC), so we can't use it :(

CU,
Christian
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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff


On 12/16/04 at 11:43 AM Martin Spott wrote:

David Luff wrote:


http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.
html
 
 It requires openGL-1.2 for the patch to take effect, which I don't have
on
 Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see
if
 it makes any difference on your system?

I'll have a look tonight,

I've commited a work-around to the base that wraps all the symetrical
runway panels in the v direction (everything except the threshold panel has
identical upper and lower borders, and so can safetly be wrapped in v given
that we're only wrapping a handfull of pixels).  This removes the vast
majority of the lines (all except at the threshold, and the longitudional
line where rwy numbers are made of 2 digits).  You can still test Andy's
plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will
almost certainly exhibit panel jointing problems if you've been seeing
runway lines.

Cheers - Dave


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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Curtis L. Olson
David Luff wrote:
On 12/16/04 at 11:43 AM Martin Spott wrote:
 

David Luff wrote:
   

http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.
   

html
 

It requires openGL-1.2 for the patch to take effect, which I don't have
 

on
   

Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see
 

if
 

it makes any difference on your system?
 

I'll have a look tonight,
   

I've commited a work-around to the base that wraps all the symetrical
runway panels in the v direction (everything except the threshold panel has
identical upper and lower borders, and so can safetly be wrapped in v given
that we're only wrapping a handfull of pixels).  This removes the vast
majority of the lines (all except at the threshold, and the longitudional
line where rwy numbers are made of 2 digits).  You can still test Andy's
plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will
almost certainly exhibit panel jointing problems if you've been seeing
runway lines.
 

Dave,
Based on all my knowledge of OpenGL, this is the wrong thing to do and 
will introduce additional (although possibly less visible) artifacts at 
the edges.  The visual results should be examined *very* carefully.  I 
don't think this is what we want to do.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Richard Harke
On Thursday 16 December 2004 04:06, Jon Berndt wrote:
 True, I've seen both. JSBSim has used both, and we accept both, but
 normalized units are anything but normal - you have to provide a range
 for it to mean anything, and as far as I can tell, there is no standard
 here. It's defined on a per-aircraft basis. And, as I have pointed out
 above, for aerosurfaces it requires an intermediate conversion twice.
A rotation whether in degrees or radians only makes sense if the axis
of rotation is specified. This would have to be on a per aircraft basis. Also 
I'm sure that many if not most control surfaces do not simply rotate about
a single axis but involve sliding motion and rotation of multiple parts
and often, rotation while sliding.
I think a normalized value makes good sense. For complicated cases, on the FDM 
side, it can be converted into an index into a table of effective force while 
on the GUI side, it could index into a table of drawing routines.

Just my 2 cents.

Richard Harke

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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Jim Wilson
Richard Harke said:

 A rotation whether in degrees or radians only makes sense if the axis
 of rotation is specified. This would have to be on a per aircraft basis. Also 
 I'm sure that many if not most control surfaces do not simply rotate about
 a single axis but involve sliding motion and rotation of multiple parts
 and often, rotation while sliding.
snip

This is just what was going through my mind when reading this discussion. 
Jon's concern is quite valid, but there are problems.   As I work through
these concepts in my mind,  I can see that although the current method sounds
more complicated for the 3D animator,  having to deal with the real values
could be a lot worse (at least with the current architecture).

It might be useful for someone to work through the values as that would be
report for the various stages of deployment on a 747 flap system.  As Richard
message suggests here the detail required by the 3D modeler is sometimes quite
a bit more than what is required by the FDM.

Also, to have some objects reported normalized and other objects reported
actual would be too confusing...even if the distinctions and reasons were
logically sensible.  In the long run we'll benefit the most from consistency
even if it means more work at the FDM interface.

Best,

Jim


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Re: [Flightgear-devel] control surface normalization

2004-12-16 Thread Adam Dershowitz
Pilots are taught to think in terms of pressure on stick not displacement.
That is part of the reason that the F-16 is built the way it is.


-- Adam Dershowitz, Ph.D., CFI, MEI




 From: Gordan Sikic [EMAIL PROTECTED]
 Reply-To: FlightGear developers discussions [EMAIL PROTECTED]
 Date: Thu, 16 Dec 2004 23:08:30 +0100
 To: FlightGear developers discussions [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] control surface normalization
 
 Hi Jon,
 
 I see you are really mad :)
 Look here at the X-15 data and FCS diagram:
 http://jsbsim.sourceforge.net/X-15Aero.html
 
 The USAF F-16 (Block 40) FCS diagram is the same way: stick force is the
 input. Same with Space Shuttle control Law diagrams.
 
 The JSBSim X-15 model simulates the X-15 control laws as shown in the
 link above. We take the -1 to +1 joystick input from FlightGear and turn
 it into a stick force, mapping to the force range described in Etkin's
 book as a sort of standard.
 
 
 These are 3 particular examples only.
 
 (about F16)
 AFAIK, it has nonmoving joystick, and force transducers, and it is
 normal for that plane to ise output from the transduced as a input.
 
 (about X15)
 AFAIK, it had 2 completely different (unconnected?) sticks, one for
 lower speeds (usual stick), and the other one (joystick actually) used
 for control in higer speeds regimes. Does it apply for both sticks?
 
 
 As I mentioned, these are 3 particular examples only, not a general rule .
 
 cheers, :)
 Gordan
 
 
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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Martin Spott
David Luff wrote:

 It requires openGL-1.2 for the patch to take effect, which I don't have on
 Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see if
 it makes any difference on your system?

Hmmm   this is IRIX-6.5.22:

sirius: 22:33:55 ~ glxinfo
display: :0.0
server glx vendor string: SGI
server glx version string: 1.3 Irix 6.5
server glx extensions (GLX_):
EXT_import_context, EXT_visual_info, EXT_visual_rating,
SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig,
SGIX_pbuffer, SGIX_swap_group.
client glx version 1.3
client glx extensions (GLX_):
EXT_import_context, EXT_visual_info, EXT_visual_rating,
SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig,
SGIX_pbuffer, SGIX_swap_group.
OpenGL vendor string: SGI
OpenGL renderer string: IMPACT/2/2/4
OpenGL version string: 1.1 Irix 6.5
[...]


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

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