Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread BONNEVILLE David

Hi again people,

problem solved ! :D

I've just recompiled the latest cvs of plib, simgear and FlightGear, turned on
the threads flags, and now I have a FG running up to 60 fps (i have forced the
synchro with the vertical refresh).

Cuold somebody explain me the way to tune FG options to get the best perfo ?
visibility, threads, dynamic terrain loading ...

Thanks

David


--- Message d'origine ---
 De : Gerard Robin [EMAIL PROTECTED]
  : FlightGear developers discussions flightgear-devel@flightgear.org
 Sujet : Re: [Flightgear-devel] getting the best perfo with FG
 Date : jeu 16 jun 2005 17:29:09 CEST
 
 Le jeudi 16 juin 2005   17:15 +0200, Gerard Robin a crit :
  Le jeudi 16 juin 2005   15:12 +0200, BONNEVILLE David a crit :
   Hi people,
   
   I have a bi Xeon 3.2 GHz with 3.25 Go RAM and a NVidia Quadro FX 3000 on
 WinXP.
   Without any anysotropic and antialiasing, i get FG running 30 fps and
 sometimes
   20 fps.
   Here are the option i use in my command line :
   --airport-id=LFMI --aircraft=ufo --control=mouse --enable-game-mode
   --enable-horizon-effect --geometry=1280x1024 --visibility=5 --bpp=32
   
   that means i have also specular highlight and i don't have enhanced
 runway
   lighting.
   
   The FG version is the one Fred put on a webpage with the process splash
 screen.
   I had the same performances with the official 0.9.8 release.
   I am currently downloading the latest NVidia quadro driver for XP to
 check if it
   is the main cause.
   Do you have any idea, suggestion, to improve FG perfo ?
   
   Thanks
   
   David
   
   
   
  Your --visibility=5 seems very  high  more than usual
   
 AND with Metar on LFMI we get only 12000  , the visibility is pretty
 good.
 
 -- 
 Gerard
 
 
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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Ampere K. Hardraade
On June 17, 2005 01:17 am, Mathias Frhlich wrote:
 On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote:
   I have short circuted that with an unconditional false return in line
   461 in RenderTexture.cpp.
   The crash happens in the first call to glXCreateGLXPbufferSGIX a few
   lines later.
 
  Is the error fixable?

 I just started the debugger to see where it happens.
 Dont' know so far.

 Are we sure that the pbuffer extension initialization/usage is entierly
 correct?

   Greetings Mathias
I am also seeing these errors when I am running FlightGear under 16 bits 
color:

RenderTexture Error: Couldn't find a suitable pixel format.
WARNING: ssgLoadAC: Failed to open 
'/usr/local/FlightGear/share/FlightGear/Aircraft/c172r/Models/c172-dpm.ac' 
for reading

This is with the latest version of the CVS.  Could the problems be related?



Ampere

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Re: [Flightgear-devel] AI for Ground Units

2005-06-17 Thread Erik Hofman

Drew wrote:

Is there an existing interface to allow non-ownship objects to be
positioned using the propery system?  If there's an easy way to
specify lat, long, alt, roll, pitch, and heading, that would be really
helpful.

I just read the documentation on AI models, and it doesn't seem like
any of the AI types tie models to properties.


I suppose you mean properties to control the craft?
No, that's not what the AIModel code was designed for, it supplies some 
properties themselves, mostly for debugging and n=animation but also for 
updating RADAR info.


Erik

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Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread Ampere K. Hardraade
On June 17, 2005 03:17 am, BONNEVILLE David wrote:
 Hi again people,

 problem solved ! :D

 I've just recompiled the latest cvs of plib, simgear and FlightGear, turned
 on the threads flags, and now I have a FG running up to 60 fps (i have
 forced the synchro with the vertical refresh).

 Cuold somebody explain me the way to tune FG options to get the best perfo
 ? visibility, threads, dynamic terrain loading ...

 Thanks

 David

Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps if I 
am lucky.

What other options did you use beside vertical synchronization?



Ampere

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Mathias Frhlich wrote:

On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote:


I have short circuted that with an unconditional false return in line 461
in RenderTexture.cpp.
The crash happens in the first call to glXCreateGLXPbufferSGIX a few
lines later.


Is the error fixable?


I just started the debugger to see where it happens.
Dont' know so far.

Are we sure that the pbuffer extension initialization/usage is entierly 
correct?


It should be, The RenderTexture code is adapted from the RenderTexture 
class written by Mark Harris:


http://www.markmark.net/misc/rendertexture.html
http://gpgpu.sourceforge.net/

As far as I know it is used by several other projects.

Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Mathias Frhlich wrote:

On Donnerstag 16 Juni 2005 09:58, Erik Hofman wrote:


Again, I don't believe this part of the code is actually implemented for
FlightGear and the new code has some early implementation for doings the
same. It really requires much more work to make the old code plib aware,
 improve plib to support impostors and additionally to add the airflow
code into the picture (I haven't even talked about making it METAR aware).

Unless one of you starts to implement it now, it will probably be removed.


Ok.
In this case sory for the noise.


No problem, there is nothing like a good discussion :-)

Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Ampere K. Hardraade wrote:

I am also seeing these errors when I am running FlightGear under 16 bits 
color:


RenderTexture Error: Couldn't find a suitable pixel format.
WARNING: ssgLoadAC: Failed to open 
'/usr/local/FlightGear/share/FlightGear/Aircraft/c172r/Models/c172-dpm.ac' 
for reading


This is with the latest version of the CVS.  Could the problems be related?


No, the first problem tries to tell it can't find a proper pbuffer 
object using the specified settings (which also might mean it is running 
out of video ram).


Erik

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Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread BONNEVILLE David

From the Quadro FX 3000 :
* 60 Hz refresh
* vertical synchro forced
* no AntiAlias
* no Anisotropic filtering
* 1280*1024
* 32 bpp
* visibility 5 meters


--- Message d'origine ---
 De : Ampere K. Hardraade [EMAIL PROTECTED]
  : FlightGear developers discussions flightgear-devel@flightgear.org
 Sujet : Re: [Flightgear-devel] getting the best perfo with FG
 Date : ven 17 jun 2005 10:11:46 CEST
 
 On June 17, 2005 03:17 am, BONNEVILLE David wrote:
  Hi again people,
 
  problem solved ! :D
 
  I've just recompiled the latest cvs of plib, simgear and FlightGear,
 turned
  on the threads flags, and now I have a FG running up to 60 fps (i have
  forced the synchro with the vertical refresh).
 
  Cuold somebody explain me the way to tune FG options to get the best perfo
  ? visibility, threads, dynamic terrain loading ...
 
  Thanks
 
  David
 
 Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps if
 I 
 am lucky.
 
 What other options did you use beside vertical synchronization?
 
 
 
 Ampere
 
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RE: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Vivian Meazza
Erik Hofman wrote

  Ok.
  In this case sory for the noise.
 
 No problem, there is nothing like a good discussion :-)
 
 Erik
 

And this was nothing like a good discussion :-). 

No, actually, I think we all developed our knowledge of this subject.

V.



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Re: Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread Harald JOHNSEN

BONNEVILLE David wrote:


From the Quadro FX 3000 :

* 60 Hz refresh
* vertical synchro forced
* no AntiAlias
* no Anisotropic filtering
* 1280*1024
* 32 bpp
* visibility 5 meters


--- Message d'origine ---
 


De : Ampere K. Hardraade [EMAIL PROTECTED]
 : FlightGear developers discussions flightgear-devel@flightgear.org
Sujet : Re: [Flightgear-devel] getting the best perfo with FG
Date : ven 17 jun 2005 10:11:46 CEST

On June 17, 2005 03:17 am, BONNEVILLE David wrote:
   


Hi again people,

problem solved ! :D

I've just recompiled the latest cvs of plib, simgear and FlightGear,
 


turned
   


on the threads flags, and now I have a FG running up to 60 fps (i have
forced the synchro with the vertical refresh).

Cuold somebody explain me the way to tune FG options to get the best perfo
? visibility, threads, dynamic terrain loading ...

Thanks

David
 


Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps if
I 
am lucky.


What other options did you use beside vertical synchronization?



Ampere

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Your 60 Hz refresh seems too low, you should try 80-85, it will be more 
confortable for your eyes.

But now that your fps is maxed you want to know how to lower it ? ;)

Harald.


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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Martin Spott
Erik Hofman wrote:

 http://gpgpu.sourceforge.net/

Well, now that I have an NVidia chip in the Octane - still I don't
believe FlightGear can use it for such purpose,

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

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Martin Spott wrote:

Erik Hofman wrote:



http://gpgpu.sourceforge.net/



Well, now that I have an NVidia chip in the Octane - still I don't
believe FlightGear can use it for such purpose,


If you can see the 3d clouds you already are using it ...

Erik

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Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread BONNEVILLE David

I forced 60 Hz because I will use a projection system ;)

Well for the moment, I don't think I need to lower my fps, but maybe, what would
 be nice is if I could force FG to run at a given fps which prevents me from
little freezes...  ;)

David


--- Message d'origine ---
 De : Harald JOHNSEN [EMAIL PROTECTED]
  : FlightGear developers discussions flightgear-devel@flightgear.org
 Sujet : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
 Date : ven 17 jun 2005 10:45:48 CEST
 
 BONNEVILLE David wrote:
 
 From the Quadro FX 3000 :
 * 60 Hz refresh
 * vertical synchro forced
 * no AntiAlias
 * no Anisotropic filtering
 * 1280*1024
 * 32 bpp
 * visibility 5 meters
 
 
 --- Message d'origine ---
   
 
 De : Ampere K. Hardraade [EMAIL PROTECTED]
  : FlightGear developers discussions flightgear-devel@flightgear.org
 Sujet : Re: [Flightgear-devel] getting the best perfo with FG
 Date : ven 17 jun 2005 10:11:46 CEST
 
 On June 17, 2005 03:17 am, BONNEVILLE David wrote:
 
 
 Hi again people,
 
 problem solved ! :D
 
 I've just recompiled the latest cvs of plib, simgear and FlightGear,
   
 
 turned
 
 
 on the threads flags, and now I have a FG running up to 60 fps (i have
 forced the synchro with the vertical refresh).
 
 Cuold somebody explain me the way to tune FG options to get the best
 perfo
 ? visibility, threads, dynamic terrain loading ...
 
 Thanks
 
 David
   
 
 Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps
 if
 I 
 am lucky.
 
 What other options did you use beside vertical synchronization?
 
 
 
 Ampere
 
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 Your 60 Hz refresh seems too low, you should try 80-85, it will be more 
 confortable for your eyes.
 But now that your fps is maxed you want to know how to lower it ? ;)
 
 Harald.
 
 
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Re: Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread Harald JOHNSEN

BONNEVILLE David wrote:


I forced 60 Hz because I will use a projection system ;)

Well for the moment, I don't think I need to lower my fps, but maybe, what would
be nice is if I could force FG to run at a given fps which prevents me from
little freezes...  ;)

David


--- Message d'origine ---
 


De : Harald JOHNSEN [EMAIL PROTECTED]
 : FlightGear developers discussions flightgear-devel@flightgear.org
Sujet : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
Date : ven 17 jun 2005 10:45:48 CEST

BONNEVILLE David wrote:

   


From the Quadro FX 3000 :

* 60 Hz refresh
* vertical synchro forced
* no AntiAlias
* no Anisotropic filtering
* 1280*1024
* 32 bpp
* visibility 5 meters


--- Message d'origine ---


 


De : Ampere K. Hardraade [EMAIL PROTECTED]
 : FlightGear developers discussions flightgear-devel@flightgear.org
Sujet : Re: [Flightgear-devel] getting the best perfo with FG
Date : ven 17 jun 2005 10:11:46 CEST

On June 17, 2005 03:17 am, BONNEVILLE David wrote:
  

   


Hi again people,

problem solved ! :D

I've just recompiled the latest cvs of plib, simgear and FlightGear,


 


turned
  

   


on the threads flags, and now I have a FG running up to 60 fps (i have
forced the synchro with the vertical refresh).

Cuold somebody explain me the way to tune FG options to get the best
 


perfo
   


? visibility, threads, dynamic terrain loading ...

Thanks

David


 


Well, 30 fps isn't that bad in my opinion, considering I only have 15 fps
   


if
   

I 
am lucky.


What other options did you use beside vertical synchronization?



Ampere

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Your 60 Hz refresh seems too low, you should try 80-85, it will be more 
confortable for your eyes.

But now that your fps is maxed you want to know how to lower it ? ;)

Harald.


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I see... There is something weird somewhere in the code, don't know if 
someone has allready investigated that or
perhaps it is simply by design but those freeze are a real pain. The fps 
can drop by 50 or 90% for a few frames
for no reason. Is it caused by the 360 scan done every 500 frames, or 
some side effect of the autogen or

perhaps some other piece of code (atc, ai, fdm, etc) ?

Harald.


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FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread Erik Hofman

Harald JOHNSEN wrote:

BONNEVILLE David wrote:


I forced 60 Hz because I will use a projection system ;)

Well for the moment, I don't think I need to lower my fps, but maybe, 
what would
be nice is if I could force FG to run at a given fps which prevents me 
from

little freezes...  ;)


I see... There is something weird somewhere in the code, don't know if 
someone has allready investigated that or
perhaps it is simply by design but those freeze are a real pain. The fps 
can drop by 50 or 90% for a few frames
for no reason. Is it caused by the 360 scan done every 500 frames, or 
some side effect of the autogen or

perhaps some other piece of code (atc, ai, fdm, etc) ?


You can only effectively reduce them by using a dual processor system 
and with threads enabled. Reading the scenery from disk does take time, 
whether you like it or not.


Using SCSI (and disk striping) would help also.

Erik

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Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread Gerard Robin
Le vendredi 17 juin 2005  13:19 +0200, Erik Hofman a crit :
 Harald JOHNSEN wrote:
  BONNEVILLE David wrote:
  
  I forced 60 Hz because I will use a projection system ;)
 
  Well for the moment, I don't think I need to lower my fps, but maybe, 
  what would
  be nice is if I could force FG to run at a given fps which prevents me 
  from
  little freezes...  ;)
 
  I see... There is something weird somewhere in the code, don't know if 
  someone has allready investigated that or
  perhaps it is simply by design but those freeze are a real pain. The fps 
  can drop by 50 or 90% for a few frames
  for no reason. Is it caused by the 360 scan done every 500 frames, or 
  some side effect of the autogen or
  perhaps some other piece of code (atc, ai, fdm, etc) ?
 
 You can only effectively reduce them by using a dual processor system 
 and with threads enabled. Reading the scenery from disk does take time, 
 whether you like it or not.
 
 Using SCSI (and disk striping) would help also.
 
 Erik
 
  SCSI has ever been,  surely, the best way, i do use it with the best
results.
May be an other way: Does anybody tried to preload scenery in virtual
memory disk ?
-- 
Gerard


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Re: [Flightgear-devel] getting the best perfo with FG]

2005-06-17 Thread Gerard Robin

 Using SCSI (and disk striping) would help also.
 
 Erik
 
  SCSI has ever been,  surely, the best way, i do use it with the best
results.
May be an other way: Does anybody tried to preload scenery in virtual
memory disk ?
I Do mean RAMDISK.
-- 
Gerard


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Re: [Flightgear-devel] material animation and alpha channel

2005-06-17 Thread Josh Babcock
Jim Wilson wrote:
From: Josh Babcock

Melchior, (or anybody else)

It seems that the material animation nullifies the alpha channel of .rgb
files mapped to the objects being animated. Here is an example. The
objects face and ball both have alpha channels which go away when this
animation is commented back in. Since I stole this from the mustang, you
should be able to see the problem there as well (though the original
ball is a solid object, not an alpha-mapped card). Example is attached.

 
 
 If that is true, I may have fixed that locally.  In any case, Melchior's 
 response is correct.  
 
 The solution probably is not documented this way, but you can avoid these 
 problems completely by defining groups as the first animation entries.  
 
 Take a look at David Megginson's example work in 
 pa28-161/Models/pa28-161.xml.  The first couple entries are animation groups 
 with no defined types.  They are named for the purpose of doing a manual 
 alpha sort (see the PanelAlphaOrderGroup animation entry).  
 
 I believe that the same technique could be used for actual rotate, translate 
 or texture animations.
 
 Predefine all the groupings as the first animation entries with a name but 
 no type.  Omit the type, and no call back will be linked.  Further down in 
 the xml code, you can set the real animations up in whatever order works best 
 for you, referencing the predefined groups by name with a single 
 object-name tag per animation.  Nothing gets merged (again) because all the 
 merging was done when the groups were predefined.  The only thing you'll have 
 to remember is to put your larger groups first if there are single objects 
 appearing in multiple levels of grouping (not a common requirement, but can 
 happen).
 
 Best,
 
 Jim
 
 
 
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Well, embarrassingly this has become a moot point. After I fixed it
using the above techniques, I realized that that wasn't even the
behavior that I wanted. I'm pretty sure looking at pictures of surplus
instruments that these weren't illuminated, but rather used radium. If
that's the case, I should be able to do this with no animation at all,
and just have the faces and needles emissive all the time.

Josh

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RE: [Flightgear-devel] material animation and alpha channel

2005-06-17 Thread Vivian Meazza
Josh wrote,
 
 Jim Wilson wrote:
 From: Josh Babcock
 
 Melchior, (or anybody else)
 
 It seems that the material animation nullifies the alpha channel of .rgb
 files mapped to the objects being animated. Here is an example. The
 objects face and ball both have alpha channels which go away when this
 animation is commented back in. Since I stole this from the mustang, you
 should be able to see the problem there as well (though the original
 ball is a solid object, not an alpha-mapped card). Example is attached.
 
 
 
  If that is true, I may have fixed that locally.  In any case, Melchior's
 response is correct.
 
  The solution probably is not documented this way, but you can avoid
 these problems completely by defining groups as the first animation
 entries.
 
  Take a look at David Megginson's example work in pa28-161/Models/pa28-
 161.xml.  The first couple entries are animation groups with no defined
 types.  They are named for the purpose of doing a manual alpha sort (see
 the PanelAlphaOrderGroup animation entry).
 
  I believe that the same technique could be used for actual rotate,
 translate or texture animations.
 
  Predefine all the groupings as the first animation entries with a name
 but no type.  Omit the type, and no call back will be linked.  Further
 down in the xml code, you can set the real animations up in whatever order
 works best for you, referencing the predefined groups by name with a
 single object-name tag per animation.  Nothing gets merged (again)
 because all the merging was done when the groups were predefined.  The
 only thing you'll have to remember is to put your larger groups first if
 there are single objects appearing in multiple levels of grouping (not a
 common requirement, but can happen).
 
  Best,
 
  Jim
 
 
 
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 Well, embarrassingly this has become a moot point. After I fixed it
 using the above techniques, I realized that that wasn't even the
 behavior that I wanted. I'm pretty sure looking at pictures of surplus
 instruments that these weren't illuminated, but rather used radium. If
 that's the case, I should be able to do this with no animation at all,
 and just have the faces and needles emissive all the time.
 

It can be done quite simply - just look at any Hurricane instrument. The
ordering of the elements in the .ac file is important, or as Jim said it can
be done with an animation/animation tag. Sometimes you can get away with
just one material/material tag, and sometimes you will need more. 

In addition to instrument lighting, the Hurricane also has 'floodlighting'
of the panels and some 'stray' lighting around bits of the cockpit. Not real
of course, just a tad of emission as required.

This ordering thing is something we aircraft designers just have to get our
heads around - there's no easy way, and when it comes to transparency ...

HTH

V.



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[Flightgear-devel] Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re:

2005-06-17 Thread Andy Ross
Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re:

What was the subject again?  Someone's mail client is obviously
very angry...

Andy

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[Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread yue xianf

Hi every one:

any one can give me some hint about how to run the MS FS models under 
flightgear?

I have searched for long time, It is said Wolfram's manual can help,
http://home.t-online.de/home/Wolfram.Kuss/,this websit  looks something else 
and also is Germany

I don't understand.

I very appreciate your help.

Clifford Yue



From: Andy Ross [EMAIL PROTECTED]
Reply-To: FlightGear developers discussions 
flightgear-devel@flightgear.org

To: FlightGear developers discussions flightgear-devel@flightgear.org
Subject: [Flightgear-devel] Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re 
:Re:

Date: Fri, 17 Jun 2005 06:52:00 -0700

Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re:

What was the subject again?  Someone's mail client is obviously
very angry...

Andy

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[Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread yue xianf

Hi every one:

any one can give me some hint about how to run the MS FS models under 
flightgear?

I have searched for long time, It is said Wolfram's manual can help,
http://home.t-online.de/home/Wolfram.Kuss/,this websit  looks something else 
and also is Germany

I don't understand.

I very appreciate your help.

Clifford Yue

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Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread Andy Ross
Clifford Yue wrote:
 Andy Ross wrote:
  Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re:
 
  What was the subject again?  Someone's mail client is obviously
  very angry...

 any one can give me some hint about how to run the MS FS models
 under flightgear?

Of all the messages to reply to to create a new thread, you picked
this one? ...

Unfortunately, no, I can't help.  FlightGear and MSFS have diverged to
the point that you will be much happier working with or developing
native aircraft.

Andy


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Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread Thomas Förster
Am Freitag 17 Juni 2005 16:13 schrieb yue xianf:
 Hi every one:

 any one can give me some hint about how to run the MS FS models under
 flightgear?
 I have searched for long time, It is said Wolfram's manual can help,
 http://home.t-online.de/home/Wolfram.Kuss/,this websit  looks something
 else and also is Germany
 I don't understand.

 I very appreciate your help.

Basically the site says that the original site does no longer exist. 
Apparently the hoster had changed their systems and informed all customers to 
move their sites. Yet their is no link pointing to the maybe moved site.

Looks like this link may rest in peace...

Thomas

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Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread Gerard Robin
 Le vendredi 17 juin 2005  22:13 +0800, yue xianf a crit :


 Hi every one:

 any one can give me some hint about how to run the MS FS models under 
 flightgear?
 I have searched for long time, It is said Wolfram's manual can help,
 http://home.t-online.de/home/Wolfram.Kuss/,this websit  looks 
 and also is Germany
 I don't understand.

 I very appreciate your help.

 Clifford Yue

 Yes I can help in detail, 
It will be rather a long way to explain in detail, and i fear that
Melchior will accept that kind of DOC taking place here.
Anyway if necessary in can try to make a little doc. It needs some
delay.
-- 
Gerard


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Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear

2005-06-17 Thread yue xianf

hi Gerard:

Thanks lot, I found the hope to finish my project.

Clifford


From: Gerard Robin [EMAIL PROTECTED]
Reply-To: FlightGear developers discussions 
flightgear-devel@flightgear.org

To: FlightGear developers discussions flightgear-devel@flightgear.org
Subject: Re: [Flightgear-devel] need help for convertion(importing) fron 
MSFS into Flightgear

Date: Fri, 17 Jun 2005 16:45:22 +0200

 Le vendredi 17 juin 2005  22:13 +0800, yue xianf a crit :


 Hi every one:

 any one can give me some hint about how to run the MS FS models under
 flightgear?
 I have searched for long time, It is said Wolfram's manual can help,
 http://home.t-online.de/home/Wolfram.Kuss/,this websit  looks
 and also is Germany
 I don't understand.

 I very appreciate your help.

 Clifford Yue

 Yes I can help in detail,
It will be rather a long way to explain in detail, and i fear that
Melchior will accept that kind of DOC taking place here.
Anyway if necessary in can try to make a little doc. It needs some
delay.
--
Gerard


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[Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread Melchior FRANZ
* Gerard Robin -- Friday 17 June 2005 16:45:
  Yes I can help in detail, 
 It will be rather a long way to explain in detail, and i fear that
 Melchior will accept that kind of DOC taking place here.

Can you elaborate?

m.

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Re: [Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread Gerard Robin
Le vendredi 17 juin 2005  16:54 +0200, Melchior FRANZ a crit :
 * Gerard Robin -- Friday 17 June 2005 16:45:
   Yes I can help in detail, 
  It will be rather a long way to explain in detail, and i fear that
  Melchior will accept that kind of DOC taking place here.
 
 Can you elaborate?
 
 m.
 
 I can, just need a delay: next week.
 
-- 
Gerard


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[Flightgear-devel] Re: need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread Melchior FRANZ
* Gerard Robin -- Friday 17 June 2005 17:07:
 Le vendredi 17 juin 2005  16:54 +0200, Melchior FRANZ a crit :
  * Gerard Robin -- Friday 17 June 2005 16:45:
Yes I can help in detail, 
   It will be rather a long way to explain in detail, and i fear that
   Melchior will accept that kind of DOC taking place here.
  
  Can you elaborate?

  I can, just need a delay: next week.

Just for the record: I've never tried to prevent anyone from posting any
contents, and I wouldn't if I were in the position, which I am not. I only
remind people once in a while to follow some very basic netiquette rules,
when threads and quote levels grow and grow and grow, when people quote
200 lines just to add a me too on top, when basic formal requirements
aren't met that mail user agents depend on (e.g. the standard  quote
character for syntax coloring of quotes, etc.). I can't force anyone,
anyway. I just fix a few messages via procmail rule, and throw some
(very few) away. People who don't like to follow rules or to read my
quarterly reminders are free to block my messages in turn. Simple,
isn't it?

m.

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Re: [Flightgear-devel] AI for Ground Units

2005-06-17 Thread Drew
Right, that's exactly what I mean.  I actually want to control certain
ground items via a network interface.  Dave suggested looking at the
multiplayer model, which I'm about to do.

Drew

On 6/17/05, Erik Hofman [EMAIL PROTECTED] wrote:
 Drew wrote:
  Is there an existing interface to allow non-ownship objects to be
  positioned using the propery system?  If there's an easy way to
  specify lat, long, alt, roll, pitch, and heading, that would be really
  helpful.
 
  I just read the documentation on AI models, and it doesn't seem like
  any of the AI types tie models to properties.
 
 I suppose you mean properties to control the craft?
 No, that's not what the AIModel code was designed for, it supplies some
 properties themselves, mostly for debugging and n=animation but also for
 updating RADAR info.
 
 Erik
 
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Re: [Flightgear-devel] AI for Ground Units

2005-06-17 Thread Drew
Found it.  In modelmgr.hxx:

  /**
   * A dynamically-placed model using properties.
   *
   * The model manager uses the property nodes to update the model's
   * position and orientation; any of the property node pointers may
   * be set to zero to avoid update.  Normally, a caller should
   * load the model by instantiating SGModelPlacement with the path
   * to the model or its XML wrapper, then assign any relevant
   * property node pointers.
   *
   * @see SGModelPlacement
   * @see FGModelMgr#add_instance
   */


On 6/17/05, Erik Hofman [EMAIL PROTECTED] wrote:
 Drew wrote:
  Is there an existing interface to allow non-ownship objects to be
  positioned using the propery system?  If there's an easy way to
  specify lat, long, alt, roll, pitch, and heading, that would be really
  helpful.
 
  I just read the documentation on AI models, and it doesn't seem like
  any of the AI types tie models to properties.
 
 I suppose you mean properties to control the craft?
 No, that's not what the AIModel code was designed for, it supplies some
 properties themselves, mostly for debugging and n=animation but also for
 updating RADAR info.
 
 Erik
 
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Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear

2005-06-17 Thread Gerard Robin
Le vendredi 17 juin 2005  22:53 +0800, yue xianf a crit :
 hi Gerard:
 
 Thanks lot, I found the hope to finish my project.
 
 Clifford
 
 Be careful, don't hope to much, we meet limitations, we cannot work
with every .mdl format, don't wait for miracle.
I will try to explain that in a DOC next week.
A question: which operating system are you using with?
-- 
Gerard


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Re: [Flightgear-devel] New turbo/supercharger code

2005-06-17 Thread Andy Ross
Vivian Meazza wrote:
 Good news: I've got Andy's code to run. Just a few minor changes.
 Bad news: It doesn't work.

 I've set the property /controls/engines/engine[0]/boost-control to
 a fixed value. Yasim shows the correct Boost value. But there's no
 power.

What does show the correct boost value mean?  You mean the property
is set, or that YASim is seeing the throttle setting but somehow not
acting on it?

My only suggestion is to look harder for a typo or somesuch; make sure
the property you are setting is the one you are reading.  Note that
higher up in the same file you are already using the same trick:

  control-input axis=/controls/flight/elevator control=FLAP0/
  control-input axis=/controls/flight/elevator-trim control=FLAP0/

I'm quite certain this technique works.  It's been in there, and
actively used, since day one.

Andy

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Re: [Flightgear-devel] need help for convertion(importing) fron MSFS into Flightgear

2005-06-17 Thread Ampere K. Hardraade
On June 17, 2005 10:53 am, yue xianf wrote:
 hi Gerard:

 Thanks lot, I found the hope to finish my project.

 Clifford

What aircraft is it that you intent to port over?


Ampere

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[Flightgear-devel] Shadows

2005-06-17 Thread Harald JOHNSEN

I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me know 
if you want an implementation

without stencil, it can also be done with the alpha buffer).
A few days ago I thought that it would be overkill for the processor or 
the graphic card to add this effect, but with
a few optimisations the impact on frame rate - while still noticeable - 
is acceptable.
I can render the Concorde with a debug build so all is not lost if your 
computer is not 10 years old.
Some screenshots here : 
http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html

Let me know what you think of that.

nb: only the AC is casting shadows atm, I still need to verify how are 
handled other objects in the scene graph

(tile objects, AI objects, etc).

Harald.


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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Dave Culp
 http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
 Let me know what you think of that.

Wow, that looks great.  How much of a frame rate hit did you get?

Dave

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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Curtis L. Olson

Harald JOHNSEN wrote:


I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me 
know if you want an implementation

without stencil, it can also be done with the alpha buffer).
A few days ago I thought that it would be overkill for the processor 
or the graphic card to add this effect, but with
a few optimisations the impact on frame rate - while still noticeable 
- is acceptable.
I can render the Concorde with a debug build so all is not lost if 
your computer is not 10 years old.
Some screenshots here : 
http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html

Let me know what you think of that.

nb: only the AC is casting shadows atm, I still need to verify how are 
handled other objects in the scene graph

(tile objects, AI objects, etc).



Looks awsome!  It's probably worth adding especially if we can let the 
users turn it off/on to tune their own performance.


Regards,

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] Shadows

2005-06-17 Thread Curtis L. Olson

Harald JOHNSEN wrote:


I have started to add some volumetric shadows in Flightgear.



Here's a real life airplane shadow (shadow is at the end of the runway) 
from my flying adventure yesterday evening ...


   
http://www.flightgear.org/~curt/Models/Current/EGN-1/Flying/Link/img_2637.html


And ...

   http://www.flightgear.org/~curt/front-image-1.jpg

Curt.

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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Ampere K. Hardraade
On June 17, 2005 03:02 pm, Harald JOHNSEN wrote:
 I have started to add some volumetric shadows in Flightgear.
 It uses the standard stencil method to count shadow volume (let me know
 if you want an implementation
 without stencil, it can also be done with the alpha buffer).
 A few days ago I thought that it would be overkill for the processor or
 the graphic card to add this effect, but with
 a few optimisations the impact on frame rate - while still noticeable -
 is acceptable.
 I can render the Concorde with a debug build so all is not lost if your
 computer is not 10 years old.
 Some screenshots here :
 http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
 Let me know what you think of that.

 nb: only the AC is casting shadows atm, I still need to verify how are
 handled other objects in the scene graph
 (tile objects, AI objects, etc).

 Harald.
Finally, there is shadow in FlightGear. =)

Couple of questions:

Do the authors of the aircrafts have to specify the objects that can cast 
shadow, or is it all done automatically?

On aircrafts that have multiple level of details, such as the MD-11, majority 
of the objects are made invisible.  If these invisible objects cast shadow as 
well, it might produce huge overhead.  Is your code intelligent enough to 
leave these invisible objects out of the calculations?

Unlike other aircrafts where everthing is put into a single mesh file, the 
A380 model is split into multiple files to allow meshes of different format 
to work together.  Does shadow work on the A380?

Finally, what is the minimal graphic card requirment to be able to see shadow?



Thanks,
Ampere

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[Flightgear-devel] typo

2005-06-17 Thread Josh Babcock
Contents of /instrumentation/slip-skid-ball
serviceable (true)
indicated-slip-skid (0.321742)
iverride () 
^

I think there's a typo in the code somewhere :)

Josh

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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Dave Culp
 I have started to add some volumetric shadows in Flightgear.

Does the canopy frame cast a shadow on the cockpit interior?

Do transparent surfaces cast shadows?

( I don't mean to be annoying, just curious.  This would add a whole new level 
of realism to 3D cockpits :)


Dave

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[Flightgear-devel] Re: Shadows

2005-06-17 Thread Melchior FRANZ
* Harald JOHNSEN -- Friday 17 June 2005 21:02:
 I have started to add some volumetric shadows in Flightgear.
[...]
 http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html

Wow. Very nice. I can't wait to see the bo105's rotor shadow on its
fuselage.  :-)

m.

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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Martin Spott
Harald JOHNSEN wrote:

 I can render the Concorde with a debug build so all is not lost if your 
 computer is not 10 years old.
 Some screenshots here : 
 http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
 Let me know what you think of that.

I don't even think of flying the Concorde even without any bells 'n
whistles 

Do you need _any_ changes to the aircraft models (like Melchior did for
the BO-105) or does it just work right out of the box with the existing
models ?
Anyway, this looks really great and I think your effort is definitely
worth being added to FG, maybe switched off by default - for users like
me  :-)  with a property to toggle it on demand 

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

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Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread Frederic Bouvier

BONNEVILLE David a crit :


Hi people,

I have a bi Xeon 3.2 GHz with 3.25 Go RAM and a NVidia Quadro FX 3000 on WinXP.
Without any anysotropic and antialiasing, i get FG running 30 fps and sometimes
20 fps.
Here are the option i use in my command line :
--airport-id=LFMI --aircraft=ufo --control=mouse --enable-game-mode
--enable-horizon-effect --geometry=1280x1024 --visibility=5 --bpp=32

that means i have also specular highlight and i don't have enhanced runway
lighting.

The FG version is the one Fred put on a webpage with the process splash screen.
I had the same performances with the official 0.9.8 release.
I am currently downloading the latest NVidia quadro driver for XP to check if it
is the main cause.
Do you have any idea, suggestion, to improve FG perfo ?

Thanks
 



This is the kind of framerate I have right now ( in fact I have numbers 
between 15 and 60 but average is 30 ) with my single Athlon 64 3400+, 1Gb


-Fred



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Re: [Flightgear-devel] Opengl rendering

2005-06-17 Thread Lee Elliott
On Thursday 16 Jun 2005 21:52, Vivian Meazza wrote:
 Harald JOHNSEN

  I was thinking of using some pixel shader for one or two
  effects. This would be with the arbvp1  arbfp1 type shader.
  Of course I won't write them in assembler by would
  use Cg to produce the assembler source.
  The use or arb type program should limit the dependencies on
  standard opengl driver.
 
  But before starting anything like that I first want to know
  if : 1) people have program shader capable cards (ie FX5200+
  or ati9500+) No need to code lot of things if only 5% of the
  user can see them. Normaly a good percentage should have
  correct
  cards (or will have in the next 6 month) but I feel that
  some still use olders cards.
  2) you think it's a good idea to enhance a bit some visual
  aspect of Flightgear or you think that only simulation count
  and all the rest is useless eye candy ;)

 We should have the most realism that we can collectively
 produce, that's what sets us apart from other sims. (and being
 open of course).

 The advice I received here when I built demanding aircraft
 models was go right ahead: the hardware will soon catch up. It
 has.

 Just ensure that whatever you do can be switched off or
 degrades gracefully (preferably).

 V.

I think that a design philosophy that incorporates backwards 
compatibility is A Very Good Thing.  It's harder to start with 
but makes things much easier and more flexible in the longer 
term.

I guess I'm thinking about how FG is pretty monolithic and 
wondering how much of an over-head there might be in making it 
more modular.  Might also be worth thinking about parallelism 
aspects.

LeeE

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RE: [Flightgear-devel] New turbo/supercharger code

2005-06-17 Thread Vivian Meazza
Andy Ross

 Vivian Meazza wrote:
  Good news: I've got Andy's code to run. Just a few minor changes.
  Bad news: It doesn't work.
 
  I've set the property /controls/engines/engine[0]/boost-control to
  a fixed value. Yasim shows the correct Boost value. But there's no
  power.
 
 What does show the correct boost value mean?  You mean the property
 is set, or that YASim is seeing the throttle setting but somehow not
 acting on it?

Yes, more or less - PistonEngine.cpp seems to be seeing it, and you can see
the boost going up and down with the throttle setting, but the power isn't
which seems to eliminate the typo theory.

 My only suggestion is to look harder for a typo or somesuch; make sure
 the property you are setting is the one you are reading. 

I had a typo at one stage: I eliminated that one. I've eliminated the nasal
code by substituting a single value for
/controls/engines/engine[0]/boost-control. The previous email was a direct
paste from the code.
 
 Note that
 higher up in the same file you are already using the same trick:
 
   control-input axis=/controls/flight/elevator control=FLAP0/
   control-input axis=/controls/flight/elevator-trim
 control=FLAP0/
 
 I'm quite certain this technique works.  It's been in there, and
 actively used, since day one.

Yes, I know it should work, and I'm familiar with its use elsewhere: this
was behind my query yesterday. It seems to partially work. Odd. Well, I'll
just have to eliminate all possibilities one by one. I think PropEngine.cpp
is a likely candidate, but I haven't had time to look in depth yet. 

I'm very keen to make this work: it looks like the right way to proceed.

V.



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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Harald JOHNSEN

Ampere K. Hardraade wrote:


Finally, there is shadow in FlightGear. =)

Couple of questions:

Do the authors of the aircrafts have to specify the objects that can cast 
shadow, or is it all done automatically?


 

It's automatic. All sub models of the aircraft (the ssg Vtx nodes) are 
preprocessed to extract the edges used

by the shadow computation.

On aircrafts that have multiple level of details, such as the MD-11, 
majority
of the objects are made invisible. If these invisible objects cast 
shadow as
well, it might produce huge overhead. Is your code intelligent enough 
to leave these invisible objects out of the calculations?


This case is handled, I check the value of the ssgSelector in the object 
tree so select and range animations are

correctly rendered.



Unlike other aircrafts where everthing is put into a single mesh file, 
the
A380 model is split into multiple files to allow meshes of different 
format

to work together. Does shadow work on the A380?


It should be ok if all your files are tied to the aircraft branch in the 
scene graph.




Finally, what is the minimal graphic card requirment to be able to see 
shadow?


It's hard to say, I just changed my graphic card but with the previous 
one - a Ti 4200 - I was not under the impression
that I was fill rate limited. But the cpu has some impact too. There is 
a few computation needed to determine what
to draw. The result of this computation is cached and updated when 
needed (when the sun moves or when an
animation is doing a rotation for example). At the end it all depends on 
the model used, the Concord has like 30.000 polys, the c172p has less 
than 2000 polys.



Dave Culp wrote:


Does the canopy frame cast a shadow on the cockpit interior?
 


Yes ;)


Do transparent surfaces cast shadows?

( I don't mean to be annoying, just curious.  This would add a whole new level 
of realism to 3D cockpits :)


 

I didn't do anything special for transparent surface atm. So yes they 
cast shadows but I can't tell if this is a good or a bad thing.


Martin Spott wrote:


Do you need _any_ changes to the aircraft models (like Melchior did for
the BO-105) or does it just work right out of the box with the existing
models ?
 

It's a bit early to reply that question. Perhaps we need to make the 
current model shadows conditioned by a
property so that we have either the volumetric shadow or the one from 
the model.



Anyway, this looks really great and I think your effort is definitely
worth being added to FG, maybe switched off by default - for users like
me  :-)  with a property to toggle it on demand 

 


Yes of course it will be optional ;)

Harald.


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RE: [Flightgear-devel] Shadows

2005-06-17 Thread Vivian Meazza
Harald JOHNSEN

 
 I have started to add some volumetric shadows in Flightgear.
 It uses the standard stencil method to count shadow volume (let me know
 if you want an implementation
 without stencil, it can also be done with the alpha buffer).
 A few days ago I thought that it would be overkill for the processor or
 the graphic card to add this effect, but with
 a few optimisations the impact on frame rate - while still noticeable -
 is acceptable.
 I can render the Concorde with a debug build so all is not lost if your
 computer is not 10 years old.
 Some screenshots here :
 http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
 Let me know what you think of that.
 
 nb: only the AC is casting shadows atm, I still need to verify how are
 handled other objects in the scene graph
 (tile objects, AI objects, etc).
 


Looks great, now some penumbra would be nice ... just teasing ...

Vivian



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Re: Re : Re: [Flightgear-devel] getting the best perfo with FG

2005-06-17 Thread Lee Elliott
On Friday 17 Jun 2005 09:43, Harald JOHNSEN wrote:
 BONNEVILLE David wrote:
 From the Quadro FX 3000 :
 
 * 60 Hz refresh
 * vertical synchro forced
 * no AntiAlias
 * no Anisotropic filtering
 * 1280*1024
 * 32 bpp
 * visibility 5 meters
 
 
 --- Message d'origine ---
 
 De : Ampere K. Hardraade [EMAIL PROTECTED]
  : FlightGear developers discussions
  flightgear-devel@flightgear.org Sujet : Re:
  [Flightgear-devel] getting the best perfo with FG Date :
  ven 17 jun 2005 10:11:46 CEST
 
 On June 17, 2005 03:17 am, BONNEVILLE David wrote:
 Hi again people,
 
 problem solved ! :D
 
 I've just recompiled the latest cvs of plib, simgear and
  FlightGear,
 
 turned
 
 on the threads flags, and now I have a FG running up to 60
  fps (i have forced the synchro with the vertical refresh).
 
 Cuold somebody explain me the way to tune FG options to get
  the best perfo ? visibility, threads, dynamic terrain
  loading ...
 
 Thanks
 
 David
 
 Well, 30 fps isn't that bad in my opinion, considering I
  only have 15 fps if I
 am lucky.
 
 What other options did you use beside vertical
  synchronization?
 
 
 
 Ampere
 
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 Your 60 Hz refresh seems too low, you should try 80-85, it
 will be more confortable for your eyes.
 But now that your fps is maxed you want to know how to lower
 it ? ;)

 Harald.

I wonder if it's running non-interlaced at that refresh...

LeeE

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Re: [Flightgear-devel] need help for convertion(importing) fron MS FS into Flightgear

2005-06-17 Thread Lee Elliott
On Friday 17 Jun 2005 15:24, Andy Ross wrote:
 Clifford Yue wrote:
  Andy Ross wrote:
   Re: Re: FW: Re: Fwd: FW: Re: Re: Re : Re: Re : Re:
  
   What was the subject again?  Someone's mail client is
   obviously very angry...
 
  any one can give me some hint about how to run the MS FS
  models under flightgear?

 Of all the messages to reply to to create a new thread, you
 picked this one? ...


LOL:)

LeeE

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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Lee Elliott
On Friday 17 Jun 2005 20:02, Harald JOHNSEN wrote:
 I have started to add some volumetric shadows in Flightgear.
 It uses the standard stencil method to count shadow volume
 (let me know if you want an implementation
 without stencil, it can also be done with the alpha buffer).
 A few days ago I thought that it would be overkill for the
 processor or the graphic card to add this effect, but with
 a few optimisations the impact on frame rate - while still
 noticeable - is acceptable.
 I can render the Concorde with a debug build so all is not
 lost if your computer is not 10 years old.
 Some screenshots here :
 http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
 Let me know what you think of that.

 nb: only the AC is casting shadows atm, I still need to verify
 how are handled other objects in the scene graph
 (tile objects, AI objects, etc).

 Harald.

That looks very very good:)

LeeE

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Re: [Flightgear-devel] Opengl rendering

2005-06-17 Thread Gerard Robin
Le vendredi 17 juin 2005  22:37 +0100, Lee Elliott a crit :
 I had to patch FG, because i need a hight speed graphic card,
  I don't hope any come back from NVidia.
  The graphics card suplyer, don't take care with the old
  releases, they answer to the instant mass request.
  With FG Beware OpenGL 2.0.
 
 There is/was definite problem with the 7xxx nVidia drivers  FG.  
 Reverting back to the 69xx drivers works ok.  There is a patch 
 to the nVidia supplied source code that will enable it to be 
 compiled on 2.6.11 kernels.
 
 LeeE
 
Thanks for your help, BUT

  Sorry we are not talking the same subject and the same target.

For my usage i need an operational video card with Open GL  V2.0 fully
operational, with the higher speed. Only the last driver gives that
performance (7664). 

About old drivers i did used it a long time ago without patch first (old
linux release) and with patch after (new linux release), with an other
old NVidia Card. (just for the fun i benchmark my old video card and
the new one both with the same old driver, the benchmark gave slightly
the same performance)

You are talking to reduce the performance of my last video card by using
that old driver only to make FG running (sorry instead of degrading the
video card performance, if choose to reduce the functionalities of FG).
In the future, others will have to do that choice.

-- 
Gerard


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Re: [Flightgear-devel] Shadows

2005-06-17 Thread Ampere K. Hardraade
Forgive my annoyance, but here are a few more questions. =)

First of all, I am seeing a potential problem when the sun is below the 
horizon (during dawn and dusk) and doesn't cast any shadow onto the ground.  
Does your code handle this special case at the moment?  If so, how?

Secondly, do objects with illumination (such as the flame from the f-16's 
exhaust) disrupt shadows?

Finally, is there a potential for this technique of generating shadow to be 
used on generating the effects of spot lights (eg. landing light, taxi light, 
logo light, etc.)?



Thanks,
Ampere

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RE: [Flightgear-devel] New turbo/supercharger code

2005-06-17 Thread Vivian Meazza
I wrote:

 
 Andy Ross wrote
 
 
  I'm quite certain this technique works.  It's been in there, and
  actively used, since day one.
 
 Yes, I know it should work, and I'm familiar with its use elsewhere: this
 was behind my query yesterday. It seems to partially work. Odd. Well, I'll
 just have to eliminate all possibilities one by one. I think
 PropEngine.cpp
 is a likely candidate, but I haven't had time to look in depth yet.
 
 I'm very keen to make this work: it looks like the right way to proceed.
 
Here's the result of a short experiment:

This is the entry in the config file

control-input axis=/controls/engines/engine[0]/boost-control
control=THROTTLE/

Here is the setting in the property browser

Controls/engines/engine/boost-control= 1.0

Here is the output in the property browser

Engines/engine/boost-pressure-psi-gauge = 46.00167 (correct order of boost)
Engines/engine/mp-inhg = 123.613
Engines/engine/prop-thrust = 4655.708495
Velocities/airspeed-kt = 49.599

Something very odd is going on.

V.





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[Flightgear-devel] msvc7.1 compiling problem

2005-06-17 Thread eagle monart


Hi all

I can succesfully compile fg.0.9.8 in release mod under msvc71 . Now I am 
trying to compile latest version of flightgear I . compiled latest 
version of simgear but in flightgear source  i ve some errors first 
error was about config.h...compiler couldnt locate config.h and I dont 
understand which file it needs.  I disable config.h and continue then  I get 
gl.h errors. I didnt understand whats going on... i attach the log


_
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Compiling...
tmp.cxx
src\Time\tmp.cxx(25) : fatal error C1083: Cannot open include file: 
'config.h': No such file or directory

sunpos.cxx
src\Time\sunpos.cxx(38) : fatal error C1083: Cannot open include file: 
'config.h': No such file or directory

moonpos.cxx
src\Time\moonpos.cxx(40) : fatal error C1083: Cannot open include file: 
'config.h': No such file or directory

light.cxx
src\Time\light.cxx(26) : fatal error C1083: Cannot open include file: 
'config.h': No such file or directory

fg_timer.cxx
src\Time\fg_timer.cxx(25) : fatal error C1083: Cannot open include file: 
'config.h': No such file or directory

Generating Code...

Build log was saved at file://c:\Documents and 
Settings\Barracuda\Desktop\FlightGear\Release\BuildLog.htm

FlightGear - 5 error(s), 0 warning(s)



skipping defin of config.h and then ...



C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2144: syntax error : 
'void' should be preceded by ';'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2501: 'WINGDIAPI' : 
missing storage-class or type specifiers
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2146: syntax error : 
missing ';' before identifier 'glAccum'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : error C2182: 'APIENTRY' : 
illegal use of type 'void'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2144: syntax error : 
'void' should be preceded by ';'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2501: 'WINGDIAPI' : 
missing storage-class or type specifiers
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2086: 'int WINGDIAPI' : 
redefinition
   C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'WINGDIAPI'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2146: syntax error : 
missing ';' before identifier 'glAlphaFunc'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2182: 'APIENTRY' : 
illegal use of type 'void'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1153) : error C2086: 'int APIENTRY' : 
redefinition
   C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'APIENTRY'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2146: syntax error : 
missing ';' before identifier 'GLboolean'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2501: 'WINGDIAPI' : 
missing storage-class or type specifiers
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2086: 'int WINGDIAPI' : 
redefinition
   C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'WINGDIAPI'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2146: syntax error : 
missing ';' before identifier 'glAreTexturesResident'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1154) : error C2371: 'APIENTRY' : 
redefinition; different basic types
   C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'APIENTRY'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : error C2144: syntax error : 
'void' should be preceded by ';'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : error C2501: 'WINGDIAPI' : 
missing storage-class or type specifiers
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : error C2086: 'int WINGDIAPI' : 
redefinition
   C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1152) : see declaration of 'WINGDIAPI'
C:\Program Files\Microsoft Visual Studio .NET 
2003\Vc7\PlatformSDK\Include\gl\GL.h(1155) : error 

Re: [Flightgear-devel] msvc7.1 compiling problem

2005-06-17 Thread Gerard Robin
Le vendredi 17 juin 2005  22:33 +, eagle monart a crit :
 Hi all
 
 I can succesfully compile fg.0.9.8 in release mod under msvc71 . Now I am 
 trying to compile latest version of flightgear I . compiled latest 
 version of simgear but in flightgear source  i ve some errors first 
 error was about config.h...compiler couldnt locate config.h and I dont 
 understand which file it needs.  I disable config.h and continue then  I get 
 gl.h errors. I didnt understand whats going on... i attach the log
 
Have you first build Simgear CVS ?

-- 
Gerard


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Re: [Flightgear-devel] msvc7.1 compiling problem

2005-06-17 Thread Gerard Robin
Le vendredi 17 juin 2005  22:33 +, eagle monart a crit :
 Hi all
 
 I can succesfully compile fg.0.9.8 in release mod under msvc71 . Now I am 
 trying to compile latest version of flightgear I . compiled latest 
 version of simgear but in flightgear source  i ve some errors first 
 error was about config.h...compiler couldnt locate config.h and I dont 
 understand which file it needs.  I disable config.h and continue then  I get 
 gl.h errors. I didnt understand whats going on... i attach the log
 
 _
O sorry, you did my first message was  truncated (i have pb with pop) 
-- 
Gerard


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Re: [Flightgear-devel] New turbo/supercharger code

2005-06-17 Thread Andy Ross
Vivian Meazza wrote:
 Engines/engine/boost-pressure-psi-gauge = 46.00167 (correct order of
 boost)

Can you try it with the CVS code?  This may be interacting badly with
your local changes, which makes debugging difficult.  Nothing in this
mechanism should require any of the new code.

Also on this subject: I started integrating the RPM-based supercharger
attenuation, and noticed that your code added three new engine
properties:

mp-pascals: Is this needed?  The standard so far for manifold pressure
   has always been inHg.  Having lots of duplicate units around
   complicates things; we can always do conversions in the panel
   animations or Nasal code.

boost-pressure-psi-gauge: This looks to have been hardcoded to sea
   level; it should be using ambient, no?  Also, must the units be
   PSI, or can I change them to inhg?  The final name would then be
   boost-gauge-inhg (units go last, and pressure is implicit in
   the units).

boost-pressure-inhg: Reading the code, this looks like an absolute
   manifold pressure, and not a boost at all.  Is this a mistake, it
   looks like a synonym for mp-inhg to me.

Andy




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Re: [Flightgear-devel] New turbo/supercharger code

2005-06-17 Thread Oliver C.
On Saturday 18 June 2005 01:09, Andy Ross wrote:

 mp-pascals: Is this needed?  The standard so far for manifold pressure
has always been inHg.  Having lots of duplicate units around
complicates things; we can always do conversions in the panel
animations or Nasal code.

In this case inch Hg is wrong, because it is not an SI-unit.
Pascal (Pa) is a SI-Unit so that should be used in the base code.
Conversion from none SI-Unit can still be done in nasal code.

We should really try to use only SI-units everywhere in the base code.
If this is not the case, we should start to correct that.



 boost-pressure-psi-gauge: This looks to have been hardcoded to sea
level; it should be using ambient, no?  Also, must the units be
PSI, or can I change them to inhg?
Both is wrong, the SI-Unit Pascal (Pa) should be used.

Best Regards,
 Oliver C.


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[Flightgear-devel] JSBSim Crash Animation Handling

2005-06-17 Thread Gerard Robin
I would like to present what i am developing  for crash animation
handling, with JSBSim
That exemple is only a skeleton. It use Nasal, and should be tailor made
for the Aircraft.

It is only based on AC_GEAR contact points (CP)  definitions, test of
values for each CP and decision or not to start the crash processing (in
the exemple we only use WOW).
Once the crash detected an animation process can be started which look
like bo105 animation (in that case everything is possible).

This is only working with FG-9.8
The last CVS modification which activate a Pause on AGL test makes it
impossible. The contact points become unusable.

Nasal exemple as attached document

-- 
Gerard

#CRASH_ANIMATION_WITH_JSBSim_FDM
#===INITIALIZATION

state = getprop(sim/model/f4u/state);
print (state:  , state);

type = getprop(sim/aircraft);
print (type:  , type);



#=Init_SENSORS==each_one_being_defined_in_JSBAircraft.xml==

setprop(gear/gear[3]/wow,0);
setprop(gear/gear[4]/wow,0);
setprop(gear/gear[5]/wow,0);
setprop(gear/gear[6]/wow,0);
setprop(gear/gear[7]/wow,0);
setprop(gear/gear[8]/wow,0);
setprop(gear/gear[9]/wow,0);
setprop(gear/gear[10]/wow,0);
setprop(gear/gear[11]/wow,0);
setprop(gear/gear[12]/wow,0);



#==

delay = 4;
print (delay crash: , delay);
crashstart = 0;

# ==CRASH MANAGEMENT
crash = func {
setprop(controls/engines/engine[0]/magnetos,0);   
print (moteur coup);
crashstart = getprop(/sim/time/elapsed-sec);  
#every_animations_we_want
print (start, crashstart);
crashdeb();
}

#==Delay_before_Stop
crashdeb = func {
now  = getprop(sim/time/elapsed-sec); 
if (now - crashstart  delay ) {
print (now, now); 
crashend(); 
} else {
settimer (crashdeb,1);
print (boucle);
}   
}
#===fin_crash=
crashend = func {   
print (crash actif);  
setprop(sim/freeze/clock, 1); 
setprop(sim/freeze/main, 1)
}
#==another_quick_end_without_delay  
crashgr = func {
setprop(controls/engines/engine[0]/magnetos,0);
print (moteur coup);
setprop(sim/freeze/clock, 1); 
}






# ==CRASH_DETECTION



main_loop = func {
crashedgr = props.globals.getNode(gear/gear[12]/wow,1);
crashed3 = props.globals.getNode(gear/gear[3]/wow,1); 
crashed4 = props.globals.getNode(gear/gear[4]/wow,1);
crashed5 = getprop(gear/gear[5]/wow); 
crashed6 = getprop(gear/gear[6]/wow);
crashed7 = getprop(gear/gear[7]/wow); 
crashed8 = getprop(gear/gear[8]/wow);
crashed9 = getprop(gear/gear[9]/wow); 
crashed10 = getprop(gear/gear[10]/wow);
crashed11 = getprop(gear/gear[11]/wow);

if (crashed3.getValue()) {
print (sensor3);
crashgr();  
} 
elsif (crashed4.getValue()) {
print (sensor4);
crashgr();  
} 
elsif (crashed5 == 1) {
print (sensor5);
crash();
}
elsif (crashed6 == 1) {
print (sensor6);
crash();
}   
elsif (crashed7 == 1) {
print (sensor7);
crash();
} 
elsif (crashed8 == 1) {
print (sensor8);
crash();
} 
elsif (crashed9 == 1) {
print (sensor9);
crash();
}
elsif (crashed10  == 1) {
print (sensor10); 
crash();
}
elsif (crashed11 == 1) {
print (sensor11);
crash();
}   
elsif (crashedgr.getValue()) {
print (sensorgr);
setprop(controls/gear/brake-parking,1);
crash();
} 
else {
settimer(main_loop,2);
}
}
main_loop();





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