Re: [Flightgear-devel] 2D-Panel for A320

2005-02-01 Thread David Culp
> I started to create a 2D-panel for the A320.
> ...
> But now i got stuck, because I have 3 questions:


Nice work Hans-Georg!   It seems to me that the FlightGear developers who have 
OpenGL experience have lost interest in the 2D panel code some time ago,  and 
their answer to you will be to switch to 3D panels.

I prefer the 2D panels, so I'm hoping you know C++ and OpenGL?



Dave

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Re: [Flightgear-devel] Fun with the FAA DOF.

2005-02-01 Thread Dale E. Edmons
Chris Metzler wrote:
Chris,
Is there code we can grab to test and look at other areas?  Even what 
you have is okay for a lot of stuff.

I like the screenshots.  Thanks.
Dale
With building positions and heights from the FAA Digital Obstruction
File, and a few new buriable (thus, height-adjustable) models, here's
an approach into La Guardia Rwy 04, starting over Staten Island.
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_001.jpg
 

--clip--
Re: frame rates.  You can see the frame rates I was getting in
the lower-right-hand corner.  This is with a Gf4 Ti4600, but
at 1600x1200.  I did this approach again without the buildings
in the scene, and got framerates that were 1-4 fps larger.  And
Manhattan is a worst-case scenario.  So I don't think framerates
are going to be much of a problem.
-c
 


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[Flightgear-devel] 2D-Panel for A320

2005-02-01 Thread Hans-Georg Wunder
Hi all,
I started to create a 2D-panel for the A320.
First I send this Email to the Users lists, but there I got the hint
to send it to the devel-list.
Here I am

Here is the first shot:
http://home.t-online.de/home/wunder.hans-georg/A320-200_31012005.jpg
You can download it from :
http://home.t-online.de/home/wunder.hans-georg/A320-200_31012005.tar.gz
You also need to install the 747, because the A320-modell refers to it.
But now i got stuck, because I have 3 questions:
 - How can I pass a waypoint to the route-manager with Nasal ?
   (I want to enter the waypoint in the MCDU and pass it via
Nasal to the route manager)
 - How can I display only a part of the speed ribbon ?
 - How can I improve the fonts ?
   (I am using Linux. I saw in the afternoon, the the fonts are much
   better under windows)
Thank you for help.
PS: Some details of the panel:
Open items:
Generell:
- Bad fonts !!!
- No photo-realistic textures
- Dokumentation
Primary flight display:
- speed ribbon
- altitude ribbon
- speed marker
- Vertical speed indictor
 Navigation display:
- Incomplete LS-Mode
- No VOR-Mode
- No NAV-Mode
- ARC-Mode incomplete
- No PLAN-Mode
EFIS-Control Panel
-
FCU- Flight Control Unit:
- No Speed- and Auto-Throttle
- No Course-Mode
- No approach control
Engine/Warning-Display:
- Redesign is necessary
- No warnings yet
System Display:
Only Flight Controls exist, but needs redesign
MCDU:
Connection between Route-Manager and MCDU
and . and  and...
---
Primary Flight Display:
- Autopilot displays Heading, Altitude, Waypoint
- Indicated Airspeed, Altitude,
---
Navigation Display
ILS-Mode:   Switch on EFIS-Control-Panel
GS  = Ground Speed
= Heading
DME = DME from NAV1, HOLD, NAV-2
NAV1/2-Freq = Switchable between standy and selected
  adjust direct on the NAV-Display
ADF = Switchable between standy and selected
  adjust direct on the NAV-Display
NAV/ADF Switch on EFIS-Control-Panel
ARC-Mode:   Switch on EFIS-Control-Panel
NAV1= Switchable between standy and selected
  adjust direct on the NAV-Display
ADF = Switchable between standy and selected
  adjust direct on the NAV-Display
WPT = Waypoint name and distance
-
MCDU:
Type the value in the scratch pad
then transfer the value per Line select key in
the corresponding field
ON/OF   = Switch ON/OFF
INIT
CO-Route= Company route (can be set)
FUEL-PRED
FOB CENTER  = Fuel on board center tank (can be set)
FOB LEFT= Fuel on board left wing (can be set)
FOB RIGHT   = Fuel on board right wing (can be set)
FOB SUM = Fuel on sum
CONSUMED= Fuel consumed since fuel set
F-PLN   Shows the entries of the route manager
---
Engine Starter:
RUN Indicates, wether the engines runs or not
SEL You have to select the engines before you can
start or stop it
START   Starts the engines, the CUTOFF switch has to be set
The engine speeds up to 7 % N1, the you have to unset the
CUT OFF switch

Power Switch:
Switches of the power. Not all instruments have a depency on this
switch
Autopilot:
AltitudeWorks more or less
Heading Works more or less

Kind regards
Hans-Georg
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Re: [Flightgear-devel] [Fwd: Dreamcast porting competition]

2005-02-01 Thread Martin Spott
Dave Martin wrote:

> The Dreamcast is RISC based which may be a hurdle but the specs are *really* 
> low.
> 
> SH-4 RISC CPU @ 206Mhz
> 8MB PowerVR2 Graphics
> 16MB RAM
> 12speed GD-ROM.

I think the CPU is not the limiting factor - FlightGear actually 'runs'
pretty nice on a 195 MHz MIPS R1 (RISC) CPU as long as the scenery
is not too complex. A 300 MHz R12000 (still with 1 MByte 2nd level
cache) doesn't make that much difference.
Unfortunately the video RAM will not be large enough to store all those
textures that you need for a nice scenery,

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

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Re: [Flightgear-devel] [Fwd: Dreamcast porting competition]

2005-02-01 Thread Curtis L. Olson
Dave Martin wrote:
You been smoking the 'whacky-baccy?' ;-P
 

I prefer the tomacco.
The Dreamcast is RISC based which may be a hurdle but the specs are *really* 
low.

SH-4 RISC CPU @ 206Mhz
8MB PowerVR2 Graphics
16MB RAM
12speed GD-ROM.
Who knows, perhaps FG would 'run' but I can't see it running 'fast' ;-)
 

I'm just passing this along in case someone else finds it interesting.
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] [Fwd: Dreamcast porting competition]

2005-02-01 Thread Dave Martin
On Tuesday 01 Feb 2005 20:26, Curtis L. Olson wrote:
> I suspect a flightgear dreamcast port is outside the realm of
> possibility, but I am forwarding this to our developers list in case
> someone wants to take a whack at it.  It looks like you can get a
> dreamcast unit for pretty cheap, and it looks like the development tools
> are open source.  However, the dreamcast has pretty wimpy specs by
> today's standards and I'm not sure the amount of main RAM and video RAM
> is even close to big enough to run flightgear without severe
> modifications or rearchitecting the code.  There appears to be an SDL
> port for the dreamcast, but I suspect that there is no opengl available.
>
> If anyone is interested, feel free to run with this and contact Max
> directly for more information.
>
> Regards,
>
> Curt.

You been smoking the 'whacky-baccy?' ;-P

The Dreamcast is RISC based which may be a hurdle but the specs are *really* 
low.

SH-4 RISC CPU @ 206Mhz
8MB PowerVR2 Graphics
16MB RAM
12speed GD-ROM.

Who knows, perhaps FG would 'run' but I can't see it running 'fast' ;-)

Dave Martin

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[Flightgear-devel] [Fwd: Dreamcast porting competition]

2005-02-01 Thread Curtis L. Olson
I suspect a flightgear dreamcast port is outside the realm of 
possibility, but I am forwarding this to our developers list in case 
someone wants to take a whack at it.  It looks like you can get a 
dreamcast unit for pretty cheap, and it looks like the development tools 
are open source.  However, the dreamcast has pretty wimpy specs by 
today's standards and I'm not sure the amount of main RAM and video RAM 
is even close to big enough to run flightgear without severe 
modifications or rearchitecting the code.  There appears to be an SDL 
port for the dreamcast, but I suspect that there is no opengl available.

If anyone is interested, feel free to run with this and contact Max 
directly for more information.

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




Hi Curtis!
 
My name is Max Scharl and I'm the C.E.O. of the 
non-commercial organisation Dreamcast-Scene (www.dreamcast-scene.com) which also 
has an online database based on the Wiki system.
 
Currently we're in the early stages of preparing a 
"Dreamcast porting competition". The goal is to port a game (in your case: 
your game) to the Dreamcast and the best game and porting skills 
win. The winner receives prices worth approx. US$850 plus the 10 best 
productions will be added to the professional pressed CD "Dreamcast Demo Disc". 
2.000 units will be produced (incl. case and all that stuff) and it's a free (!) 
giveaway.
 
Okay, my question now is if you and your team is 
interested in this competition. I'm giving you all that info in advance because 
it would be a shame if we would set up such a competition and nobody would 
participate, plus I think your project is a bit more complex and it's worth to 
give it some extra time. :)
 
If you like some short information about the 
Dreamcast system:
* The Dreamcast is the one and only (!) videogame console which has a 
free, open source development kit called KallistiOS: http://www.dreamcast-scene.com/index.php/Main/KallistiOS
* Beside the normal controller, there's also an official keyboard (like a 
normal PC keyboard), mouse, broadband adapter and modem available.
* Specs: http://www.dreamcast-scene.com/index.php/Main/DreamcastMainSystem (scroll 
a bit down)
* There are SDL libraries for Dreamcast out there: http://sdl-dc.sourceforge.net/#SDL
* A Dreamcast system is available for 50 Euros / US$ 40 on eBay.com / 
eBay.co.uk / etc.
 
If you have any questions left, please mail me. I'm interested in your 
opinion on this.
 
Best regards,
-Max
--- End Message ---
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[Flightgear-devel] Re: Real weather fetch

2005-02-01 Thread Melchior FRANZ
* Pablo J. -- Wednesday 12 January 2005 01:23:
> Regarding real weather processing from live METAR reports, please
> consider providing the capability to load the weather conditions from
> a file, not only from live stations.
> 
> It may be possible for someone to wish to fly FGFS right now but using
> the "actual" weather from some day in the past, and those particular
> conditions are available through the respective METAR file. That
> capability will allow for example, that someone take-off from his
> local airport with the stormy and rainy nigth conditions from four
> days ago, just right now that the sun is shinning!!

This is now implemented. You just start a METAR proxy server and direct
fgfs to it. A sample implementation for such a server is in utils/metarproxy/.
See the README file in this dir for details. The protocol for the
fgfs<-->proxy interaction is simple. It's pure HTTP with two special
headers:

fgfs sends such a request (no matter if noaa.gov or the proxy is on the other 
end):

  GET http://weather.noaa.gov/pub/data/observations/metar/stations/EGLL.TXT 
HTTP/1.0
  X-Time: 1105534805

and noaa, which doesn't know what to do with an X-Time header and, thus, ignores
it, sends the very last METAR string. The proxy knows that X-Time is the POSIX
epoch time (seconds since 1970/1/1 00:00) for when the METAR string should be 
sent.
The proxy returns an answer like this:

   Content-Type: text/plain
   X-MetarProxy: whatever

   2005/01/12 12:50
   EGLL 121250Z 25019G30KT  SCT032 09/02 Q1020 NOSIG

Which is what noaa.gov would send, too, *plus* an X-MetarProxy header, whose
contents are currently ignored -- only its existence counts. This header is
used in fgfs to determine the reference time for the age calculation: If the
info came from such a caching proxy, then the age is (simulated GMT)-(report 
time).
If there's no such header and the information is (likely) from noaa.gov, then
the age is (real GMT)-(report time). METAR strings older than 4 hours are
currently dismissed. (The proxy server, however, will never really send old
METAR strings, but will re-send the last useful METAR information. This is
to avoid that fgfs turns off METAR fetching after a series of failures.)

Quick instructions to download the world weather for the last 3 hours
and run proxy and fgfs with it (2-3 MB download; for less bandwidth
consumption see the --record mode):

  $ metarproxy --download 3h
  $ metarproxy -v -c &
  $ fgfs --enable-real-weather-fetch --proxy=localhost:5509 --time-offset=-2

m.

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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Adam Dershowitz
If you have any luck building Atlas on a Mac, please let me know.  I have
had problems with the automake stuff, and I have not yet managed to get it
to compile.

-- Adam




> From: James Turner <[EMAIL PROTECTED]>
> Reply-To: FlightGear developers discussions 
> Date: Tue, 1 Feb 2005 15:23:50 +
> To: FlightGear developers discussions 
> Subject: Re: [Flightgear-devel] Mac os x simgear build break with
> RenderTexture.cpp
> 
> 
> On 1 Feb 2005, at 15:11, Erik Hofman wrote:
> 
>> It is not yet used. I've put the code in CVS in different stages to
>> get developers the chance to get things working without being
>> overwhelmed with changes.
>> 
>> At least Atlas can use this code to render the maps (accelerated) in
>> the background though.
> 
> Ok. I note that Manuel's excellent looking terrain code is using
> impostors, and hence will need this too, but also that GL 1.5 has
> finally ratified the render buffer object extension, so coding up the
> pbuffer stuff will be a temporary measure, with a bit of luck - render
> buffers are platform independent.
> 
> Assuming I was to add support, is there a simple test-case? Or do I
> need to build Atlas?
> 
> H&H
> James
> --
> They are laughing with me, not at me.
> 
> 
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Frederic Bouvier
Quoting David Luff :

> I have an inkling in the back of my mind that it might also possibly be
> useful for drawing impostors for the 3D cloud rendering, but that's just a
> wild guess.

Mark Harris, who wrote both RenderTexture and 3d clouds, used the framebuffer to
do the latter's impostors. But the resulting image has to be copied to the
texture memory and this could be avoided by the use of pbuffer. Note that if we
are careful to render to texture *before* the initial glClear, we could use this
path ( drawing to frame back buffer and then copy image to texture memory ) for
systems that will not support pbuffer.

-Fred

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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Erik Hofman
James Turner wrote:
Ok. I note that Manuel's excellent looking terrain code is using 
impostors, and hence will need this too, but also that GL 1.5 has 
finally ratified the render buffer object extension, so coding up the 
pbuffer stuff will be a temporary measure, with a bit of luck - render 
buffers are platform independent.
I'm afraid there will be no support for those extensions for my O2 (or 
rather any affordable sgi machine). So backward compatibility would be nice.

Assuming I was to add support, is there a simple test-case? Or do I need 
to build Atlas?
There is a file called TestRendertexture.cpp in the 
SimGear/simgear/screen directory that can be used to test it.

Erik
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread David Luff


On 01/02/2005 at 11:45 James Turner wrote:
>
>I'm in the middle of trying to resurrect my FG build (right now it's  
>dying during startup, oh well), but getting this integrated should be  
>ok, assuming I can clone the existing WGL / GLX code.
>

Atlas currently contains a copy of the SimGear render-to-texture code (to
avoid depending on SimGear CVS) - you could possibly get this working in
Atlas if FG won't start for you - and then it should also work in
SimGear/FlightGear.

>Question, though : what is FG using render-to-texture *for*?
>

Atlas is using render-to-texture to avoid image corruption due to overlaid
windows, and to allow the creation of images larger than the screen
resolution (on some hardware).

I don't know what Erik has in mind, but I think that render-to-texture
would be useful in FG for procedurally drawing complex 2D images into a
texture in real-time (eg. gps unit / glass cockpit display), and then using
that to texture a 3D instrument face.

I have an inkling in the back of my mind that it might also possibly be
useful for drawing impostors for the 3D cloud rendering, but that's just a
wild guess.

Cheers - Dave


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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Steven Beeckman
James Turner wrote:
On 1 Feb 2005, at 10:34, Erik Hofman wrote:
I've done some work to make this code at least compile on MacOS. It's  
obvious I can't really test it myself so any patches needed to get it  
compiling are accepted.

Those who want to implement a real render-to-texture implementation  
for MacOS might find the following example helpful:

http://developer.apple.com/samplecode/Carbon_Pbuffer_Shared/ 
Carbon_Pbuffer_Shared.html

I'm in the middle of trying to resurrect my FG build (right now it's  
dying during startup, oh well), but getting this integrated should be  
ok, assuming I can clone the existing WGL / GLX code.

Question, though : what is FG using render-to-texture *for*?

To draw the instruments in the 3D cockpit. If I've followed the mailing 
list well enough, it's too costly (or too difficult) to draw the 
instruments through OpenGL, and easier to draw the instruments to a 
texture, which is used in the 3D cockpit.

Steven
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread James Turner
On 1 Feb 2005, at 15:11, Erik Hofman wrote:
It is not yet used. I've put the code in CVS in different stages to 
get developers the chance to get things working without being 
overwhelmed with changes.

At least Atlas can use this code to render the maps (accelerated) in 
the background though.
Ok. I note that Manuel's excellent looking terrain code is using 
impostors, and hence will need this too, but also that GL 1.5 has 
finally ratified the render buffer object extension, so coding up the 
pbuffer stuff will be a temporary measure, with a bit of luck - render 
buffers are platform independent.

Assuming I was to add support, is there a simple test-case? Or do I 
need to build Atlas?

H&H
James
--
They are laughing with me, not at me.
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Erik Hofman
James Turner wrote:
Question, though : what is FG using render-to-texture *for*?
It is not yet used. I've put the code in CVS in different stages to get 
developers the chance to get things working without being overwhelmed 
with changes.

At least Atlas can use this code to render the maps (accelerated) in the 
background though.

Erik
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread James Turner
On 1 Feb 2005, at 10:34, Erik Hofman wrote:
I've done some work to make this code at least compile on MacOS. It's  
obvious I can't really test it myself so any patches needed to get it  
compiling are accepted.

Those who want to implement a real render-to-texture implementation  
for MacOS might find the following example helpful:

http://developer.apple.com/samplecode/Carbon_Pbuffer_Shared/ 
Carbon_Pbuffer_Shared.html
I'm in the middle of trying to resurrect my FG build (right now it's  
dying during startup, oh well), but getting this integrated should be  
ok, assuming I can clone the existing WGL / GLX code.

Question, though : what is FG using render-to-texture *for*?
H&H
James
--
Whenever a friend succeeds, a little something in me dies.
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-02-01 Thread Erik Hofman
Arthur Wiebe wrote:
That's what happens when you don't read the whole thing. :)
I've done some work to make this code at least compile on MacOS. It's 
obvious I can't really test it myself so any patches needed to get it 
compiling are accepted.

Those who want to implement a real render-to-texture implementation for 
MacOS might find the following example helpful:

http://developer.apple.com/samplecode/Carbon_Pbuffer_Shared/Carbon_Pbuffer_Shared.html
Erik
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