Re: [Flightgear-devel] 747 flight deck

2002-11-27 Thread Martin Dressler

 A few months back someone was looking at trying to integrate the
 OpenGC stuff into FlightGear as a panel-like object.  Did anything
 come of that?

It was me, but unfortunetly I wasn't succesfull. The one problem is in 
drawing lines. Cause we use polygon offset you must use polygons instead of 
lines. The second is that OpenGC use changing of projection in each Gauge 
component to clip out the stuff which doesn't belong to gauge. I tried 
changing of clipping planes, but when David M. mentioned that it makes big 
performance penalty, to change cliping planes in the middle of render cycle I 
stoped the project.
 IMHO it will be better to predraw Gauges in texture, before you start 
rendering and then use this texture in FGTexturedLayer, but I don't find time 
to explore how to do this. I'm now very busy with reworking of our catalogue 
database and unfortunetly this have more priority then FG.

Regards,
MaDr


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Re: [Flightgear-devel] 747 flight deck

2002-11-27 Thread Andy Ross
Martin Dressler wrote:
 It was me, but unfortunetly I wasn't succesfull. The one problem is in
 drawing lines. Cause we use polygon offset you must use polygons
 instead of lines.

This isn't entirely a showstopper.  Polygon offset works for lines,
but you have to enable it explicitly and there are some confusing
rules regarding wide lines.

 The second is that OpenGC use changing of projection in each Gauge
 component to clip out the stuff which doesn't belong to gauge.

Hrm.  That's nastier.  David is right, that clip planes can be very
slow on some hardware, and cause interactions on others.  NVidia cards
actually use one of the texture units to do user clip planes (which is
awfully elegant, but really weird).

If it's entirely 2D rendering, though, and all that it's drawing is
lines, then doing the clipping yourself is really easy and probably
not too slow.

But maybe you're right, that a custom-built FlightGear EFIS would be
simpler.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
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Re: [Flightgear-devel] 747 flight deck

2002-11-26 Thread Andy Ross
Jim Wilson wrote:
 Well this probably isn't very impressive.  But here it is.  First view
 from the pilot's seat.  Things are very rough at this point.

Oh, baby.  Someone get some instruments in that thing. :)

One nit that occurs to me: looking at the horizon, it looks like the
view down over the nose is only about 5° or so.  This means that the
runway will be hidden under the nose at a typical approach AoA of 8°.

I think, anyway.  That's the AoA that the YASim model likes to use for
approaches (i.e. solves for), in any case.  If anyone has better
figures on approach AoA or cockpit geometry/visibility, speak up and I
can fix the flight model.

Maybe the viewpoint needs to be moved up a few cm or so?

A few months back someone was looking at trying to integrate the
OpenGC stuff into FlightGear as a panel-like object.  Did anything
come of that?

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread David Megginson
Jim Wilson writes:

  Well this probably isn't very impressive.  But here it is.  First view 
  from the pilot's seat.  Things are very rough at this point.
  
  http://www.spiderbark.com/fgfs/roughflightdeck.png

Good start.  You'll be surprised how fast things go from there.


All the best,


David

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Re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread Jim Wilson
David Findlay [EMAIL PROTECTED] said:

 On Sun, 24 Nov 2002 02:41 pm, Jim Wilson wrote this piece of wisdom:
  Well this probably isn't very impressive.  But here it is.  First view
  from the pilot's seat.  Things are very rough at this point.
 
 Is that a 3D cockpit or a normal one? Thanks,
 

3D OR normal? :-)  It is 3d.

Best,

Jim




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re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Good start.  You'll be surprised how fast things go from there.
 

Thanks.  I hope you're right!  There is a lot more geometry inside than the
u3a and certainly the a4.  But yeah, getting this far is a bigger step than it
appears in the screenshot.

Best,

Jim

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Re: [Flightgear-devel] 747 flight deck

2002-11-24 Thread David Megginson
Jim Wilson writes:

  My thought at this point is that it should be possible to build an
  ac3d file with surfaces on it for the gc display components.  What
  I need is the ability to animate the textures using texture
  transforms.  Would that be difficult to do David?  I'd need to able
  to slide and rotate.  At some point we would need to be able to do
  some sort of multiple texturing or decals as well for more
  detail.

That's doable, but it might also be time to think about scripting.


All the best,


David

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Re: [Flightgear-devel] 747 flight deck

2002-11-23 Thread David Findlay
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Hash: SHA1

On Sun, 24 Nov 2002 02:41 pm, Jim Wilson wrote this piece of wisdom:
 Well this probably isn't very impressive.  But here it is.  First view
 from the pilot's seat.  Things are very rough at this point.

Is that a 3D cockpit or a normal one? Thanks,

David

- -- 
If you give someone a program, you will frustrate them for a day. If you teach 
them how to program, you will frustrate them for a lifetime.

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