[Flightgear-devel] Re: gui theming

2005-07-13 Thread Melchior FRANZ
* Jim Wilson -- Wednesday 13 July 2005 01:11:
[dialog transparency]
 As far as making it user adjustable,  that sounds great.

It *is* user adjustable, just like most of fgfs:

  (1) Edit the XML file.  :-)
  (2) $ fgfs --prop:/sim/gui/colors/background/alpha=0.8
  (3) change this value in the property browser and re-init the GUI
  (could be automated with a key binding)

But there was a bug that I introduced very late, after which I hadn't
tested transparency any more. This is fixed in CVS, but I'm sure there
are other bugs left. The style is still available as

   http://members.aon.at/mfranz/test-style.xml  [3 kB]

and can be tested like this:

   $ fgfs --config=/tmp/test-style.xml

updating plib to CVS/HEAD is recommended. (Otherwise text starting
from negative coordinates disappears.) Further plib fixes to come.

m.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: gui theming

2005-07-13 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 13 July 2005 08:51:
 [dialog transparency]

The GUI style is now switchable at runtime. I've put the two available
styles into $FG_ROOT/gui/styles/ -- Shift-F10 cycles through all (two)
styles in this directory. Of course, the new style can be chosen from
the command line or ~/.fgfsrc, too:

  $ fgfs --prop:/sim/current-gui=1

But why not simply replace the old style with the new?

- the old style is faster -- two or three frames per second on my
  archaic graphics card!
- in bright environments the old style may be better suited
- for hysterical raisins

I didn't intend $FG_ROOT/gui/styles/ to become a collection of dozens
of styles. Just two or three for different purposes (and as many local
styles as people want to have there, of course :-).

m.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Scenery files triangles

2005-07-13 Thread Harald JOHNSEN


While looking at the scene graph I saw that the .btg files are 
generating a lot of leafs.
This is not new, but perhaps it is becoming worse each time the source 
data resolution used to build the

tile becomes finer.
I have added a few traces in simgear's sgBinObjLoad functions, an example :

sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/942058.btg)
   get_wgs84_nodes.size=1543
   get_tris_v.size=0
   get_strips_v.size=0
   get_fans_v.size=928
   leafMap.size=12
   local_terrain-getNumKids()=928
sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/942043.btg)
   get_wgs84_nodes.size=1671
   get_tris_v.size=0
   get_strips_v.size=0
   get_fans_v.size=1045
   leafMap.size=14
   local_terrain-getNumKids()=1045
sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/KNUQ.btg)
   get_wgs84_nodes.size=3500
   get_tris_v.size=43
   get_strips_v.size=3
   get_fans_v.size=0
   leafMap.size=33
   local_terrain-getNumKids()=46
sgBinObjLoad (F:/FlightGear/data/Scenery/Terrain/w130n30/w123n37/KPAO.btg)
   get_wgs84_nodes.size=685
   get_tris_v.size=11
   get_strips_v.size=3
   get_fans_v.size=0
   leafMap.size=10
   local_terrain-getNumKids()=14

We can see that :
- tile objects use only fans
- airport objects use strips and regular tris
- for an equal number of triangles a tile object uses 50 times more 
leafs than an airport object ;
- the number of leafs from a tile has nothing to do with the number of 
materials ( leafMap )


When the leafs are inserted in the scene graph they are sorted by 
materials, so my concern is not about
OpenGl material switching but rather on the number of calls needed to 
draw a few triangles.
The use of display list has divided the number of calls to opengl, 
that's why there was a substancial gain.
If we do one call per material we can divide this number of calls by 50 
for tile objects.
And yes I know strips or fans are supposed to be faster than triangles, 
but no this is not true in
the current situation (1000 calls to draw a 10 triangle strips/fans 
can't be faster than 10 call to draw 1000

regular triangles).

Is there a reason why we are using fans and not strips for tile objects ?

Harald.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Erik Hofman

Harald JOHNSEN wrote:


Is there a reason why we are using fans and not strips for tile objects ?


http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html

Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Harald JOHNSEN

Erik Hofman wrote:


Harald JOHNSEN wrote:

Is there a reason why we are using fans and not strips for tile 
objects ?



http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html 



Erik


lol ok, I didn't saw that ;)

Harald.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] Shadows

2005-07-13 Thread Vivian Meazza
Harald JOHNSEN wrote

... snip ...

 Perhaps can we use a real ogl light for the aircraft landing light and
 fake light for the airport lights,
 and since the view is centered on the aircraft the hack could be good
 enought.
 

Are you going to progress OGL lights for aircraft landing lights?

I'm holding off doing fake landing lights on my models pending a better
solution (that's my excuse anyway :-) )

Regards

V.



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread Andy Ross
Harald JOHNSEN wrote:
 Is there a reason why we are using fans and not strips for tile
 objects ?

These days, it's usually faster to use indexed vertices.  Strips and
fans are faster because they reduce the number of vertices that need
to be transformed by (and sent to) the hardware by saving 1 or 2
from the last triangle drawn.  But modern cards have vertex caches
that are much (!) larger than 1 or 2 entries.

If someone wants to change the terrain format, I'd suggest trying
indexed vertices first -- it's simpler, too.

Andy

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery files triangles

2005-07-13 Thread James Turner
On 13 Jul 2005, at 15:36, Andy Ross wrote:These days, it's usually faster to use indexed vertices.  Strips and fans are faster because they reduce the number of vertices that need to be transformed by (and sent to) the hardware by "saving" 1 or 2 from the last triangle drawn.  But modern cards have vertex caches that are much (!) larger than 1 or 2 entries.  If someone wants to change the terrain format, I'd suggest trying indexed vertices first -- it's simpler, too. Whilst wishing to avoid a 'me too' post, I fully agree with this; writing a strip-ifier is a complex job, storing each tile as several, or maybe even one vertex array with indices is easier to generate, involves fewer SSG nodes, and is easier for drivers to optimise on the card, than either fans or strips.James___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Re: [Flightgear-devel] Airport LFPO Paris Orly Update

2005-07-13 Thread Gerard Robin
Rather than keeping on my side a new version of the Airport Paris Orly
I guess that you could be interested to get it. 

That Airport in the existing Scenery is wrong regarding the apt.dat
Here an update  which suit to that apt.dat and the Scenery File e000n40
The Airport and the corresponding tile as been rebuilt.

Everything done with Terragear.
You only have to replace the old files by these new ones.
http://ghours.club.fr/LFPO-update.tar.gz
-- 
Gerard


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] New super/turbo MP code is in

2005-07-13 Thread Vivian Meazza
Andy Ross

 Vivian Meazza wrote:
  Meanwhile, you are distracting Andy from updating the awaited
  supercharger code.
 
 Heh, fair enough.  This is checked in now, with a general rewrite
 to clarify things and fix the bug where MP was reported before
 the wastegate application.
 
 The only new property is boost-gauge-inhg, which represents the
 delta between the actual MP and ambient pressure (not strictly
 correct, of course, but good enough for a first cut).
 
 I ran the solver over a bunch of piston planes, and didn't see
 much change, so I think this should be OK.  If everyone could fly
 a circuit or two in their favorite piston-engined plane and
 report success, that would be helpful.
 

Back from a holiday in France. The modified software tests OK here. One
small snag: the MP is not ambient when the engine is not running. Strictly,
this should be turning, I suppose, because a wind-milling supercharger will
produce some pressure. Near enough though.

I've wasted a couple of days coming to the conclusion that the published
graphs for the Merlin show the so-called boost pressure in psi absolute,
with zero at 1 atmosphere. Illogical, but by making that assumption, I can
readily adjust the turbo-mul parameter to make the full-throttle height
accord with the published figures. Once this is adjusted, the rest of the
simulation seems very close. Overall, most satisfying.

Moving on, the Boost Control/Boost Control Cutout has been written in Nasal.
This works well, but YASim needs to be told to ignore the wastegate. I tried
setting an improbable value for the wastegate, but of course, YASim uses the
wastegate value when solving, so this doesn't work. 

I attach a patch which addresses both issues. This adds a Boolean parameter
supercharger to the config file. If this is true, the wastegate function
is skipped over, so that the supercharger output can be controlled by the
Boost Controller via the throttle.

Vivian 


yasim4.diff
Description: Binary data
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Re: [Flightgear-devel] New super/turbo MP code is in

2005-07-13 Thread Andy Ross
Vivian Meazza wrote:
 Back from a holiday in France. The modified software tests OK
 here. One small snag: the MP is not ambient when the engine is not
 running. Strictly, this should be turning, I suppose, because a
 wind-milling supercharger will produce some pressure. Near enough
 though.

Yeah, good point.  But it's more complicated than running vs. not
running I think.  If a normally aspirated engine is turning with the
throttle closed (whether or not it is burning fuel), it will try to
suck a vacuum in the manifold.  Superchargers will produce the same
RPM-to-boost curve as they do when the engine is running, because
their impeller is being driven at the same speed.  But turbochargers
don't, because their impeller is driven by exhaust pressure; in a
windmilling situation, the exhaust pressure is going to be *less* than
ambient and the turbo will want to turn backwards! (No idea if this
actually happens or not -- is there a relief system to prevent this?)

Anyway, the bug here is obvious: playing with the throttle on the
ground with the engine shut down cause the manifold pressure gauge to
move up and down, which clearly doesn't happen in reality.  But a fix
is going to be subtle and hard, so I'm willing to live with this until
we can come up with a realistic set of requirements.

While we're listing obvious shortcomings of the current model, note
that it also doesn't handle intercooling, which I'd argue is more
important than getting idle/windmilling manifold pressure correct. :)

 I've wasted a couple of days coming to the conclusion that the
 published graphs for the Merlin show the so-called boost pressure
 in psi absolute, with zero at 1 atmosphere.

You mean gauge, right?  Normally absolute pressure connotes
interpreting zero as vacuum.

 Moving on, the Boost Control/Boost Control Cutout has been written
 in Nasal.  This works well, but YASim needs to be told to ignore the
 wastegate. I tried setting an improbable value for the wastegate,
 but of course, YASim uses the wastegate value when solving, so this
 doesn't work.

I'm a little confused.  The boost cutout works by mapping a property
name to the wastegate setting.  You can set that property to any value
you like (say, 100) during solution.  Note that the improbably
high wastegate mechanism is actually the way that YASim implements
this internally.  For a normally aspirated engine, the _maxMP value is
set to 1.0e06, so I know that this will work.

The supercharger boolean isn't a bad idea in principle, as it will be
needed eventually to handle the difference between turbocharging and
supercharging.  But I'd rather wait until we have an actual
implementation in mind before adding it.  I'm pretty sure your current
requirements can be met with existing code.

Andy

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Linux Expo, UK

2005-07-13 Thread Christopher Horler
Hi All,

Although I've not recently been active, I've just spotted something.

After last years success I was wondering if anyone was interested in returning 
to the .org Village again?

This year I can bring some hardware.

Hotel arrangements - If anyone needs a hotel, I might be able to help out.

Regards,

Chris

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] France file Signs : France South Est available

2005-07-13 Thread Gerard Robin
Dedicated to Signs users:
A first part of France territory is available = France South-Est
at http://ghours.club.fr/france-SE.tar.gz

I divided the task in four parts, will come later on =  
North-Est, South-Ouest, North-Ouest. 
-- 
Gerard


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] 3dconvert.exe

2005-07-13 Thread Curtis L. Olson
Does anyone have a copy of 3dconvert.exe built for dos/windows that they 
can send me [offline]?


Thanks,

Curt.

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


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d