[Flightgear-devel] Compiling from source

2005-10-06 Thread Vance Souders
I'm trying to compile FG from the latest CVS and I'm getting two unresolved
externals:

 

error LNK2019: unresolved external symbol __imp__alutUnloadWAV referenced in
function public: __thiscall SGSoundSample::SGSoundSample(char const *,char
const *,bool) (??0SGSoundSample@@[EMAIL PROTECTED]@Z)SimGear.lib

 

error LNK2019: unresolved external symbol __imp__alutLoadWAVFile referenced
in function public: __thiscall SGSoundSample::SGSoundSample(char const
*,char const *,bool) (??0SGSoundSample@@[EMAIL PROTECTED]@Z)
SimGear.lib

 

I'm compiling under Visual Studio 2005 Beta 2 and I have included ALut.lib.
I'm also building OpenAL, PLib and SimGear from the latest CVS without
issues.  Any ideas?

 

Thanks,

Vance

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[Flightgear-devel] Simgear

2005-08-23 Thread Vance Souders








Has anyone tried compiling the latest simgear CVS code? The
visual studio solution is looking for a bunch of source files in
\scene\sky\clouds3d that seem to be missing. Is this just a case where the
Visual Studio solution file is out of sync? 



-Vance






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[Flightgear-devel] Autopilot

2005-05-27 Thread Vance Souders








I want to implement an acrobatic AI autopilot and was
debating a few different ways of tackling the problem. I was thinking of
either creating a spline based system or tuning the current autopilot to fit my
needs. In a spline based system, the user can sit in the cockpit as the
plane flies the spline  if I do it this way, I would
ignore the FDM and provide the gauges with bogus data that would most likely be
interpolated from values specified at nodes along the spline. It seems to
me that the spline system would be easier than getting the autopilot to do
exactly what I need (precision formation flying, landing, taxiing). 



Im still investigating different ways of handling
this, so Im open to any suggestions people can provide.



Thanks,

Vance






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[Flightgear-devel] Autopilot oscillation

2005-04-12 Thread Vance Souders








Ive written a small class to load waypoints into the
autopilot from an XML file. Its working but the aircraft will severely oscillate
on occasion. Any ideas where I should start to minimize the oscillations?



Thanks,

Vance 






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[Flightgear-devel] Autopilot waypoints

2005-04-11 Thread Vance Souders








Is there a way to specify autopilot waypoints via an XML configuration
file?



Thanks,

Vance






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[Flightgear-devel] Building js_demo

2005-02-24 Thread Vance Souders
I'm trying to build the 0.9.8 js_demo utility under Windows using nmake and
I keep getting:
 
fatal error u1035: syntax error : expected ':' or '=' seperator Stop.
 
I'm running nmake from the man directory using [nmake Makefile.in install].
 
Any ideas?
 
Thanks,
Vance
 

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[Flightgear-devel] Moving to 0.9.8 kills model rotations

2005-02-02 Thread Vance Souders








Ive been working on an aircraft model under 0.9.5 and
after moving it over to 0.9.8 the models rotating parts fail to move.
This includes all of the gauges, although the parts of gauges animated with
textranslate still function properly. Im building Flightgear against plib
1.8.4 and the latest release of simgear. Any idea what might be causing this? 



-Vance






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RE: [Flightgear-devel] ver. 0.9.8 run-time error using VisualC++

2005-02-02 Thread Vance Souders
I had the same problem; isspace was interpreting the copyright symbol as a
negative number, raising the assert.

I changed the calls to isspace(...) in strutils.cxx to

... std::isspace((unsigned char)str[i], std::locale()) ...

You'll also need to include locale.

-Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Drew
Sent: Wednesday, February 02, 2005 3:29 PM
To: FlightGear developers discussions
Subject: [Flightgear-devel] ver. 0.9.8 run-time error using VisualC++

I compiled the version 0.9.8 release of flightgear using Fredric's
project files, and I get the following error.

Debug Assertion Failed!

File: isctype.c
Line: 68

Expression: (unsigned)(c + 1) = 256


A brief online search mentioned something along the lines of Windows'
using a signed character type causing a problem.  Any idea what can be
causing this?

I tried compiling the source without the _DEBUG preprocessor flag, but
that didn't seem to change anything.  I may not have done this
correctly, though, as I'm new to Visual Studio.

Thanks,
Drew

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RE: [Flightgear-devel] Moving to 0.9.8 kills model rotations

2005-02-02 Thread Vance Souders
That's what I thought at first as well, but the same property is used for
the altimeter's digits and needle; the digits move but the needle does not.
I traced the execution and the appropriate rotations are being created in
simgear and the rotation update function is getting called.

I'll double check the property names just to be sure.

Thanks,
Vance 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Hofman
Sent: Wednesday, February 02, 2005 4:01 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Moving to 0.9.8 kills model rotations

Vance Souders wrote:
 I've been working on an aircraft model under 0.9.5 and after moving it 
 over to 0.9.8 the model's rotating parts fail to move.  This includes 
 all of the gauges, although the parts of gauges animated with 
 textranslate still function properly.  I'm building Flightgear against 
 plib 1.8.4 and the latest release of simgear. Any idea what might be 
 causing this?

There has been quite some effort between 0.9.5 and 0.9.8 to increase 
flexibility for creating aircraft specifics. My best bet is that the 
property names have changed, or did move to another location.

For an example you might want to check the default c172p model end 
reference what properties are used there.

Erik

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[Flightgear-devel] Rendering AI Waypoints

2005-01-13 Thread Vance Souders








Im looking into rendering the flight plan waypoints
and Im having some trouble getting the geometry to display in Flightgear.
Just to test things out Im catching the waypoints as theyre loaded
in by FGAIFlightPlan, creating geometry and positioning it using the waypoints
lat/lon/altitude and the SGModelPlacement class. Looking at other
examples from FG, this seems reasonable but it looks like Im missing
something because the teapot is never visible. Thats not totally
true, if I dont call update() the teapot is visible but always
appears in the wrong spot with incorrect orientation. Any help would be appreciated.
Thanks! Heres some code:



ssgBranch* point_branch = new ssgBranch();

ssgaTeapot* cube = new ssgaTeapot();



sgVec4 colour = {0.0,1.0,0.0,1.0};

cube-setColour(colour);



point_branch-addKid(cube);

point_branch-ref();



SGModelPlacement* mp_waypoint = new SGModelPlacement();



mp_waypoint-init(point_branch);



mp_waypoint-setElevationFt(waypoint-altitude);

mp_waypoint-setLatitudeDeg(waypoint-latitude);

mp_waypoint-setLongitudeDeg(waypoint-longitude); 

mp_waypoint-setOrientation(0.0,0.0,0.0);



Point3D scenery_center = globals-get_scenery()-get_center();

mp_waypoint-update(globals-get_scenery()-get_center() );



mp_waypoint-setVisible(true);



globals-get_scenery()-get_scene_graph()-addKid(mp_waypoint-getSceneGraph());






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[Flightgear-devel] AI Chase View

2005-01-07 Thread Vance Souders








Im trying to create a view to chase an AI aircraft.
Im not sure how to specify the model index of the AI craft for the
lookat code. If I specify index 0, the camera moves with the AI craft but is
always facing the users plane.



Heres a snippit:



typelookat/type

config

from-model
type=booltrue/from-model

from-model-idx type=int0/from-model-idx

eye-lat-deg-path/position/latitude-deg/eye-lat-deg-path 

eye-lon-deg-path/position/longitude-deg/eye-lon-deg-path

eye-alt-ft-path/position/altitude-ft/eye-alt-ft-path

eye-pitch-deg-path/orientation/pitch-deg/eye-pitch-deg-path

eye-roll-deg-path/orientation/roll-deg/eye-roll-deg-path

eye-heading-deg-path/orientation/heading-deg/eye-heading-deg-path



at-model type=booltrue/at-model

at-model-idx
type=int0/at-model-idx //this points to the players plane. Bad.



at-model-roll-damping type=double1.8/at-model-roll-damping

at-model-pitch-damping type=double1.8/at-model-pitch-damping

at-model-heading-damping type=double1.8/at-model-heading-damping

target-z-offset-m type=double0/target-z-offset-m





Thanks,

Vance










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RE: [Flightgear-devel] Nasal

2004-11-19 Thread Vance Souders
Vivian,

The interpolation table did the trick.  Thanks for the heads-up.

-Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vivian Meazza
Sent: Thursday, November 18, 2004 12:07 PM
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] Nasal



Roy Vegard Ovesen wrote:
 
 On Thursday 18 November 2004 16:53, Vance Souders wrote:
  Here's a snippet of code to convert the inhg property value to mbar and
  then use this to rotate the left-most digit on the mbar display.  The
 code
  doesn't seem to work; Is this the correct usage of the scale tag?  I
  can't find an example of its use for a 3D cockpit.
 
  animation
typetextranslate/type
object-namemb_digit_4/object-name
property/instrumentation/altimeter/setting-inhg/property
scale33.86/scale
factor.0001/factor
step1000/step
!--scroll20/scroll--
axis
 x0/x
 y1/y
 z0/z
/axis
   /animation
 
  Thanks again,
  Vance
 
 Hmmm... I guess that the factor tag does the same for 3d as the scale tag
 does
 for 2d, so you should put 33.86 inside the factor tag, and remove the
 scale
 tag completely. But I'm not sure about this.
 
 I wish I had a clue about how to add text chunks to the 3d animation code
 :-|
 

Here's another way of doing it: data/Aircraft/Spitfire/Models/boost.xml. The
data between the interpolate and /interpolate tags converts inHg to psi
and changes the output from absolute to gauge. You need to work out the
factors involved by hand though.

Regards,

Vivian 
 



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RE: [Flightgear-devel] Re: Nasal

2004-11-19 Thread Vance Souders
Melchior,

That was exactly what I needed 

Thanks,
Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Melchior FRANZ
Sent: Friday, November 19, 2004 12:05 PM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] Re: Nasal

* Vance Souders -- Friday 19 November 2004 17:33:
 I only want the script to run when the T6 Texan II is loaded.  From
 what I've looked at, it seems the best place for the script is under the
 nasal directory?

This directory is only for scripts that are generally useful. Not for
aircraft specific stuff. Look how the bo105 or the spitfire do it. In the
*-set.xml file, there's a definition like this, which loads the nasal
script:

PropertyList
...
nasal
bo105
fileAircraft/bo105/Models/bo105.nas/file
/bo105
/nasal
/PropertyList

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RE: [Flightgear-devel] Nasal

2004-11-18 Thread Vance Souders
Roy,

I didn't think of using the scale tag; I'll take that route for the mBar
conversion.   

Thanks,
Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roy Vegard
Ovesen
Sent: Thursday, November 18, 2004 5:31 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Nasal

On Thursday 18 November 2004 01:33, Boris Koenig wrote:
 sure, right - but putting nasal scripts into module tags like in other
 PropertyList encoded XML files isn't yet supported natively.

 Also, I don't think Vance wanted to link the Nasal script to a
 particular action ?

I don't want to lecture Vance about how he should go about doing the InHG to

mBar conversion, but I think that his Nasal script should _only_ be executed

when the altimeter setting is changed.

IMHO it would be simpler to use the scale tag.

-- 
Roy Vegard Ovesen

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RE: [Flightgear-devel] Nasal

2004-11-18 Thread Vance Souders
Here's a snippet of code to convert the inhg property value to mbar and then
use this to rotate the left-most digit on the mbar display.  The code
doesn't seem to work; Is this the correct usage of the scale tag?  I can't
find an example of its use for a 3D cockpit.  

animation
  typetextranslate/type
  object-namemb_digit_4/object-name
  property/instrumentation/altimeter/setting-inhg/property
  scale33.86/scale
  factor.0001/factor
  step1000/step
  !--scroll20/scroll--
  axis
   x0/x
   y1/y
   z0/z
  /axis
 /animation

Thanks again,
Vance


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Boris Koenig
Sent: Thursday, November 18, 2004 8:27 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Nasal

Roy Vegard Ovesen wrote:
 On Thursday 18 November 2004 01:33, Boris Koenig wrote:
 
sure, right - but putting nasal scripts into module tags like in other
PropertyList encoded XML files isn't yet supported natively.

Also, I don't think Vance wanted to link the Nasal script to a
particular action ?
 
 
 I don't want to lecture Vance about how he should go about doing the InHG
to 
 mBar conversion, but I think that his Nasal script should _only_ be
executed 
 when the altimeter setting is changed.
 
 IMHO it would be simpler to use the scale tag.

Sounds indeed very reasonable and less complicated if the conversion is
the only thing he needs to be done.

---
Boris



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RE: [Flightgear-devel] Nasal

2004-11-18 Thread Vance Souders
I have 4 3d quads that represent the 4 digits of a millibar display embedded
in a 3D altimeter.  I need to read inches HG from the property system,
convert it to mbar and then use that as a texture translation offset for the
quad digits.  There are lots of examples for 2D gauges, but none for 3D
gauges. 

Here's a portion of the code that drives the HG portion of the altimeter
(This works fine).

!-- inches HG display --
 
 animation
  typetextranslate/type
  object-namehg_digit_4/object-name
  property/instrumentation/altimeter/setting-inhg/property
  factor0.01/factor
  step10/step
  !--scroll20/scroll--
  axis
   x0/x
   y1/y
   z0/z
  /axis
 /animation

  animation
  typetextranslate/type
  object-namehg_digit_3/object-name
  property/instrumentation/altimeter/setting-inhg/property
  factor0.1/factor
  step1/step
  !--scroll20/scroll--
  axis
   x0/x
   y1/y
   z0/z
  /axis
 /animation 


Works fine.

Here's a bit of the code for the mbar digits (note that the conversion
factor is multiplied into the factor (.001 * 33.6)):

animation
  typetextranslate/type
  object-namemb_digit_3/object-name
  property/instrumentation/altimeter/setting-inhg/property
  factor0.0336/factor
  step100/step
  scroll20/scroll
  axis
   x0/x
   y1/y
   z0/z
  /axis
 /animation

This doesn't work one bit.

I initially thought, no problem, I'll embed some nasal into the altimeter's
xml file but that isn't supported.  I want to make the T6's cockpit fully
functional so any suggestions are welcome.

Thanks,
Vance  


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Boris Koenig
Sent: Thursday, November 18, 2004 11:59 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Nasal

Roy Vegard Ovesen wrote:
 On Thursday 18 November 2004 16:53, Vance Souders wrote:
 
 I wish I had a clue about how to add text chunks to the 3d animation code
:-|

What exactly do you want to do ?
Do you want to animate text ?
If you only want to add text layers, then there are numerous examples in
the instrument files - e.g. the ADF panel is a good example.



Boris



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[Flightgear-devel] Nasal

2004-11-17 Thread Vance Souders








I'm working on a new cockpit for the T6; the T6's
altimeter displays barometric pressure in both inches HG and MB. I want to add
a small amount of script that converts from the HG reading in the property tree
to MB for the gauge (I need this for the texture translation). After looking
at the docs, it's not clear to me where this code should reside. Can I
put script code directly in the gauge's XML file (I've tried this
and it doesn't seem to work)? 



Thanks,

Vance






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RE: [Flightgear-devel] Model animations

2004-11-09 Thread Vance Souders
Innis,

We brought the mdl T6 model into 3DS max and we're in the process of
cleaning up the geometry and skin (many of the small geometry issues are
likely due to errors during the import).  As far as I know, the T6 in
Flightgear never had any animations associated with it.  The reworked T6
should be pretty slick when it's finished.

-Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Innis
Cunningham
Sent: Tuesday, November 09, 2004 2:40 AM
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] Model animations

Hi Vance
If you could just clear something up for me.The last time the t6 was in FG 
it was
using an mdl (MSFS) to run.Is the model you are running using an .ac model 
file.If
not the animations won't work.
Anyway if you want to see the XML code to spin the fan on the 737 just have 
a
look at the boeing733.XML file.

Cheers
Innis

Vance Souders writes

Erik,

The prop is multiple triangles.  I've even tried spinning other parts of 
the
craft but have had no luck.  In fact, none of the animation commands seem 
to
be doing much of anything to the craft, which is what led me to believe 
that
there was something wrong with my syntax.

-Vance



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[Flightgear-devel] 3D cockpit authoring

2004-11-09 Thread Vance Souders








Is there an aircraft currently in flightgear that is a good
example of proper 3D cockpit construction? I looked over the p51's files
and it seemed fairly straightforward so following the p51's example I
added these lines to my cong file. With this simple config, the compass only
shows up when you're looking at the aircraft from an external view. Is
it necessary to define the hotspots for instruments to show in cockpit mode?



-Vance



PropertyList



pathT6Texan2.ac/path



!-- Front hotspots --

panel

pathAircraft/t6texan2/Models/t6-hotspots.xml/path

bottom-left

x-m3.705/x-m

y-m-0.30/y-m

z-m-0.30/z-m

/bottom-left

bottom-right

x-m3.705/x-m

y-m
0.30/y-m

z-m-0.30/z-m

/bottom-right

top-left

x-m3.705/x-m

y-m-0.30/y-m

z-m
0.62/z-m

/top-left

/panel



model

pathAircraft/t6texan2/Models/t6-compass.xml/path

offsets

x-m-1.5/x-m

y-m-0.10/y-m

z-m0.10/z-m

/offsets

/model



snip












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RE: [Flightgear-devel] Model animations

2004-11-08 Thread Vance Souders
Erik,

The prop is multiple triangles.  I've even tried spinning other parts of the
craft but have had no luck.  In fact, none of the animation commands seem to
be doing much of anything to the craft, which is what led me to believe that
there was something wrong with my syntax.

-Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Hofman
Sent: Monday, November 08, 2004 3:27 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Model animations

Vance Souders wrote:
 I've been trying unsuccessfully to spin the prop on a modified version 
 of the T6.  Here's a cut and paste from the model file.  Does anyone see 
 something that I am missing?  The props_spin shows up as a separate 
 object in both 3DStudio Max and AC3D (we are playing with the model in 
 3DS, importing it into AC3D and then finally exporting to ac format for 
 inclusion with FlightGear.).  If I remove the center section from the 
 XML, the prop fails to load so I'm sure the animation file is being 
 parsed.  Any ideas?

A limitation of plib dictates that an object must be at least two 
triangles. So one quad won't work ...

Erik

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[Flightgear-devel] T6 Texan II

2004-08-31 Thread Vance Souders








Any idea why the t6 aircraft was pulled from the latest
release? 



-Vance






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RE: [Flightgear-devel] FDM from file broken?

2004-08-20 Thread Vance Souders








I've looked into this further and it
seems that FGNative::process() fails when reading in FDM data from the file.
Process() calls io-read(...) asking for a 1704 byte chunks from the
input file. After one or two successful 1704 reads, io-read(...)
returns indicating that it couldn't read another 1704 bytes from the file
and FGNative::process() dies. This happens even though the total numbers
of bytes read from the file are no where near its total size. Unless I've
set something up incorrectly, it looks like this functionality is broken.
Does anyone know if this is a known issue? Replay functionality is very
important to me, so if it's broken I'll take the time to fix it; I
just want to make sure it's not something I've set up
incorrectly. Also, I'm running FlightGear on Windows XP.



Thanks,

Vance



-Original Message-
From: Vance Souders 
Sent: Thursday, August 19, 2004
3:53 PM
To:
[EMAIL PROTECTED]
Subject: [Flightgear-devel] FDM
from file broken?



I saved out FDM information using
-native=file,out,120,flight1.fgfs. When I try and read it back in using
-native=file,in,120,flight1.fgfs --fdm=external, the aircraft just sits
there. It looks like FGNative::process() is pulling data
out of the file. Any ideas on what might be causing this? I'm using
the latest source code release (0.9.5). 



Thanks,

Vance










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RE: [Flightgear-devel] FDM from file broken?

2004-08-20 Thread Vance Souders
I think I might have goofed... I compiled simgear without __MINGW32__
defined.  I'm in the process of recompiling the lib; I'm pretty sure that's
what was tripping things up.  

Thanks,
Vance

-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED] 
Sent: Friday, August 20, 2004 12:20 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FDM from file broken?

Vance Souders wrote:

 I've looked into this further and it seems that FGNative::process() 
 fails when reading in FDM data from the file.  Process() calls 
 io-read(...) asking for a 1704 byte chunks from the input file.  
 After one or two successful 1704 reads, io-read(...) returns 
 indicating that it couldn't read another 1704 bytes from the file and 
 FGNative::process() dies.  This happens even though the total numbers 
 of bytes read from the file are no where near its total size.  Unless 
 I've set something up incorrectly, it looks like this functionality is 
 broken.  Does anyone know if this is a known issue?  Replay 
 functionality is very important to me, so if it's broken I'll take the 
 time to fix it; I just want to make sure it's not something I've set 
 up incorrectly.  Also, I'm running FlightGear on Windows XP.

  


It could be that process() is reading the entire file the first time.

This makes sense in the context of a net connection where you want to 
grab all pending messages and just use the most recent one, but doesn't 
make sense in the context of a file obviously.  file should be special 
cased, but perhaps it's been overlooked for the native protocol?

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] FDM from file broken?

2004-08-20 Thread Vance Souders
Well, it still doesn't work.  I tried exporting and importing a flight using
-native... with the released windows binary and it exhibits the same
behavior as the source release.

-Vance

-Original Message-
From: Vance Souders 
Sent: Friday, August 20, 2004 12:30 PM
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] FDM from file broken?

I think I might have goofed... I compiled simgear without __MINGW32__
defined.  I'm in the process of recompiling the lib; I'm pretty sure that's
what was tripping things up.  

Thanks,
Vance

-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED] 
Sent: Friday, August 20, 2004 12:20 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FDM from file broken?

Vance Souders wrote:

 I've looked into this further and it seems that FGNative::process() 
 fails when reading in FDM data from the file.  Process() calls 
 io-read(...) asking for a 1704 byte chunks from the input file.  
 After one or two successful 1704 reads, io-read(...) returns 
 indicating that it couldn't read another 1704 bytes from the file and 
 FGNative::process() dies.  This happens even though the total numbers 
 of bytes read from the file are no where near its total size.  Unless 
 I've set something up incorrectly, it looks like this functionality is 
 broken.  Does anyone know if this is a known issue?  Replay 
 functionality is very important to me, so if it's broken I'll take the 
 time to fix it; I just want to make sure it's not something I've set 
 up incorrectly.  Also, I'm running FlightGear on Windows XP.

  


It could be that process() is reading the entire file the first time.

This makes sense in the context of a net connection where you want to 
grab all pending messages and just use the most recent one, but doesn't 
make sense in the context of a file obviously.  file should be special 
cased, but perhaps it's been overlooked for the native protocol?

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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[Flightgear-devel] FDM from file broken?

2004-08-19 Thread Vance Souders








I saved out FDM information using -native=file,out,120,flight1.fgfs.
When I try and read it back in using -native=file,in,120,flight1.fgfs
--fdm=external, the aircraft just sits there. It looks like FGNative::process() is pulling data
out of the file. Any ideas on what might be causing this? I'm
using the latest source code release (0.9.5). 



Thanks,

Vance










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