Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-12-01 Thread David Luff


On 11/28/04 at 10:40 AM Durk Talsma wrote:


I have a question. Would it be an idea to add a gate or parking editor 
function to taxidraw? The reason I'm asking is that I'm starting to think 
about ways to improve AI parking at the major airports. So eventually, for

the major airports we would need to indicate at which exact coordinates 
aircraft could park. To me it seems this would be a logical extension of 
taxidraw. Any ideas?


Hi Durk,

This shouldn't be too much of a problem.  TaxiDraw was originally conceived
of as an Afcad like AI network editor, before morphing into a physical
taxiway editor.  Bear in mind that Bernie added something like this to
fgsd, which you might be able to get working more quickly.  Give me a shout
offlist about what you need and what format if you want it added to
TaxiDraw.

Cheers - Dave


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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-12-01 Thread David Luff


On 11/29/04 at 11:00 AM Martin Spott wrote:

Hello David,

David Luff wrote:

 This is purely a bug-fix release - there is another version in the works
 with some more features.

The instructions to the key commands tell us which key to use in order
to achieve which sort of movement (R,D,F,C for shifting objects around,
J,K for rotating). Would you consider adding the step size to these
instructions, for example how many minutes/seconds of shift or degrees
of rotation per keypress ?


OK, I'll try and remember to add that to the web and help docs before I do
another release.  

FWIW,

J,K = 0.1 degrees
Shift+J, K = 3 degrees
Ctrl+Shift+J, K = 0.01 degrees

R, D, F, C move objects 0.5 meters, or 10 meters with shift down.

Holding Shift whilst dragging a taxiway with the mouse constrains it to
move in it's longitudional axis only.

Cheers - Dave




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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-12-01 Thread Martin Spott
David Luff wrote:

 J,K = 0.1 degrees
 Shift+J, K = 3 degrees
 Ctrl+Shift+J, K = 0.01 degrees
 
 R, D, F, C move objects 0.5 meters, or 10 meters with shift down.

Thank you! Does anyone have a current copy of Robin's 'AptNavFAQ' ?
Robin's pages on the X-Plane site have disappeared and the copy on the
FlightGear pages is totally outdated,

Martin.
-- 
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-12-01 Thread Paul Surgeon
On Tuesday, 30 November 2004 23:04, Arnt Karlsen wrote:
 ..or, which video cards can , and, can not use these extensions?
 (I can use that info now, I'm looking for a new card now.)

Anything from the Geforce 256 era and up support most of the DXTC/S3TC texture 
compression formats whether it be ATI or nVidia.
The Geforce 256 only supports the most important 3 of the 5 texture 
compression formats. There are 5 formats in total but only DXT1, DXT3 and 
DXT5 are implemented and supported in most cases. There is little interest in 
DXT2 and DXT4 which are premultiplied alpha formats.

This extension is written against the OpenGL 1.2.1 specification.

It is impossible to run most of the newer games nowdays with a card that does 
not support texture compression. All the big titles like FS2004, Doom3, 
Unreal Tournament 2003 rely heavily on texture compression.

S3's texture compression scheme (S3TC) was licensed to Microsoft who 
incorporated it into DirectX. It is referred to as DXTC compression in 
Direct3D but S3TC in OpenGL.

Paul

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-12-01 Thread Chris Metzler
On Wed, 1 Dec 2004 17:39:43 + (UTC)
Martin Spott [EMAIL PROTECTED] wrote:
 David Luff wrote:
 
  J,K = 0.1 degrees
  Shift+J, K = 3 degrees
  Ctrl+Shift+J, K = 0.01 degrees
  
  R, D, F, C move objects 0.5 meters, or 10 meters with shift down.
 
 Thank you! Does anyone have a current copy of Robin's 'AptNavFAQ' ?
 Robin's pages on the X-Plane site have disappeared and the copy on the
 FlightGear pages is totally outdated,

They haven't disappeared; they just relocated (with a very slight
path change).  If you go off the links on the x-plane.org front page
you'll get to them.  Directly, for the FAQ, see:

http://x-plane.org/home/robinp/AptNavFAQ.htm

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-12-01 Thread Arnt Karlsen
On Wed, 1 Dec 2004 19:26:22 +0200, Paul wrote in message 
[EMAIL PROTECTED]:

 On Tuesday, 30 November 2004 23:04, Arnt Karlsen wrote:
  ..or, which video cards can , and, can not use these extensions?
  (I can use that info now, I'm looking for a new card now.)
 
 Anything from the Geforce 256 era and up support most of the DXTC/S3TC
 texture compression formats whether it be ATI or nVidia.
 The Geforce 256 only supports the most important 3 of the 5 texture 
 compression formats. There are 5 formats in total but only DXT1, DXT3
 and DXT5 are implemented and supported in most cases. There is little
 interest in DXT2 and DXT4 which are premultiplied alpha formats.
 
 This extension is written against the OpenGL 1.2.1 specification.
 
 It is impossible to run most of the newer games nowdays with a card
 that does not support texture compression. All the big titles like
 FS2004, Doom3, Unreal Tournament 2003 rely heavily on texture
 compression.
 
 S3's texture compression scheme (S3TC) was licensed to Microsoft who 
 incorporated it into DirectX. It is referred to as DXTC compression in
 Direct3D but S3TC in OpenGL.

..aha.  Thanks, Paul.  

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-30 Thread Arnt Karlsen
On Mon, 29 Nov 2004 23:50:36 -0500, Chris wrote in message 
[EMAIL PROTECTED]:

 On Tue, 30 Nov 2004 06:33:36 +0200
 Paul Surgeon [EMAIL PROTECTED] wrote:
 
  
  It's pretty neat technology. No decompression is required as reading
  a texture is done on the fly when it's required. If only a portion
  of the compressed texture is used in a scene then only the required
  pixels of the texture are decoded and used.
  
  One would be able to stick nearly 768MB of textures onto a video
  card with 128MB of VRAM. The IO saved is enormous if you were trying
  to send all those textures to the video card for each frame.
 
 It does sound really, really cool.  One concern:  how widespread is
 the availability of these two OpenGL extensions?

..or, which video cards can , and, can not use these extensions?
(I can use that info now, I'm looking for a new card now.)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Sun, 28 Nov 2004 20:34:51 -0600
Curtis L. Olson [EMAIL PROTECTED] wrote:

 I can think of 4 approaches to defining taxiways and lines.

[ snip ]


 2. Draw the taxi lines as separate polygons over the top of the taxiways
 
 and runways.
 [ snip ]
 But this scheme would burn a 
 lot of polygons and it would require some complex preprocessing of the 
 line polygons to clip them against all the underlying triangles.  That 
 would be no small task ... (writing the code to do that.)
 
 3. Cut the lines right into the geometry ... i.e. cut holes for the 
 lines.
[ snip ]
 . . .we'd still be burning a fairly high
 number of polygons.

So while #2 and #3 hold the most promise in the near term, the fact
is that they require a lot of polygons.  If I remember correctly,
the issue with using vmap1 data (rather than vmap0) to improve the
accuracy of roads/railroads/land use contours/etc. is also polygon
count, right?

What I'm wondering is how well known the constraints here are?  Presumably
some time in the past, someone created a scenery tile that had tons and
tons of polygons and their framerate went into the dirt.  Was it really
old hardware?  How high was the visible poly count, and how bad did their
framerate get hit?  That kind of thing.  IOW, do we know that fgfs
framerates are basically polygon-count-limited at this point?  Maybe this
is just a fool's hope on my part, but perhaps we worry about this more
than we need to?  Maybe everything will be fine.

-c

P.S.  Maybe even vmap1 would work.  Or has someone tried it recently,
and the results were awful?

-- 
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Martin Spott
Hello David,

David Luff wrote:

 This is purely a bug-fix release - there is another version in the works
 with some more features.

The instructions to the key commands tell us which key to use in order
to achieve which sort of movement (R,D,F,C for shifting objects around,
J,K for rotating). Would you consider adding the step size to these
instructions, for example how many minutes/seconds of shift or degrees
of rotation per keypress ?

Thanks,
Martin.
-- 
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--

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Paul Surgeon
On Monday, 29 November 2004 04:34, Curtis L. Olson wrote:
 2. Draw the taxi lines as separate polygons over the top of the taxiways
 and runways.  We would need to use glPolygonOffset, and make sure we
 split all the taxiway lines at the borders of all the underlying surface
 triangles so that the taxilines always lay in the perfect plane of the
 underlying surface triangles.

Number 2 is the route I was planning to take.
There would be no need for an unlimited set of textures and we could add the 
black tire marks too, not just the taxiway lines.
Clipping the lines against the underlying polygons is a bit tricky but not 
that hard.
I was just going to float the polygons on top of each other with a *very* 
small offset so that there would be no z fighting and yet no visible floating.
I'm not too sure how well this would work as I haven't reached that stage yet.

 round number.)  That's 28Mb worth of texture, and if you do mipmapping,
 that's more like 56Mb of texture ... just for one tile and not a very
 high resolution.  What do you do if you are near the corner and need 4
 tiles at high resolution ... either you need to break this down into
 much smaller tiles so that you have only a few small areas at the
 highest res, or you need a ton of video ram, because you still need all
 the other textures loaded along with these per tile textures.  And it
 would be nice to be able to do 1 or 2m per pixel which is just that much
 more video ram.

That's why MS use DXT texture compression.
The DXT (S3TC) texture compression formats use a form of lossy vector 
quantization to compress texture images by a ratio of 4:1 or 6:1. These 
formats are a standard part of Direct3D, and are available in OpenGL via the 
ARB_texture_compression and GL_EXT_texture_compression_s3tc extensions.
Texture compression works very well for color maps.
The textures are stored in compressed format which makes loading a lot quicker 
and saves lots of IO when being transferred to the video card.
Without texture compression technology FS2004's scenery would not be possible.

 Anyway, sorry for the tangent ...

  From a wysiwyg editor stand point, #2 or #3 would probably be the
 easiest, and probably equivalent from the editing side.  You define
 taxiway lines independent of the taxiway surface and you don't have to
 worry about combining basic textures with line primatives embedded in
 them.

Actually I would only define the taxiway lines seperately for non-standard 
stuff. The taxiway lines would normally be drawn automatically based on the 
properties of the taxiway segments.

 #4 is probably better
 left for next year or the year after. :-)

Number 4 would not be hard to implement later on.
I'm using OpenGL so it would just be a matter of rendering to a 
texture and exporting the elevation data.

Paul

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Arnt Karlsen
On Mon, 29 Nov 2004 12:53:43 -0600, Curtis wrote in message 
[EMAIL PROTECTED]:

 Paul Surgeon wrote:
 
 Number 2 is the route I was planning to take.
 There would be no need for an unlimited set of textures and we could
 add the black tire marks too, not just the taxiway lines.
 Clipping the lines against the underlying polygons is a bit tricky
 but not that hard.
 I was just going to float the polygons on top of each other with a
 *very* small offset so that there would be no z fighting and yet no
 visible floating. I'm not too sure how well this would work as I
 haven't reached that stage yet.
   
 
 
 Unfortunately, it doesn't work as well as you'd like ... the z-buffer
 is finite resolution (usually 24 or 16 bit depth depending on how you

..not 32?

 have your card/display configured.)  What this means is that a range
 of depths map to each possible depth buffer value.  Usually the
 z-buffer is implemented so that there is much finer grained precision
 up close versus far away.  Changing the near clip plane (pushing it
 away from you) has a big implact on z-buffer resolution.  Changing the
 far plane has minimal impact.  What you'll find then is at altitude,
 even a meter difference can map to the same depth buffer value, but
 with floating point rounding differences from frame to frame (as the
 view perspective moves),  you'll get z-buffer fighting.  You can use
 glPolygonOffset in some circumstances to work around the z-buffer
 problems but only if you are drawing polygons and only if the polygons
 really live in exactly the same plane factoring all floating point
 rounding possibilities.  I.e. if the polygons don't share exactly the
 same verticies they likely will round different directions in some
 situations and you are back to having z-buffer fights.  It's a nasty
 problem.  I've seen some applications that do a good job of handling
 it, but they have obviously put in a *ton* of time working out the
 issues (and are probably only running on a single specific kind of
 hardware/video card.)
 
  That's why MS use DXT texture compression.
  The DXT (S3TC) texture compression formats use a form of lossy
  vector quantization to compress texture images by a ratio of 4:1 or
  6:1. These formats are a standard part of Direct3D, and are
  available in OpenGL via the ARB_texture_compression and
  GL_EXT_texture_compression_s3tc extensions. Texture compression
  works very well for color maps. The textures are stored in
  compressed format which makes loading a lot quicker and saves lots
  of IO when being transferred to the video card. Without texture
  compression technology FS2004's scenery would not be possible.
   
  
 
 Do the textures stay compressed in video ram, does the texture render 
 unit render from the compressed texture, or does it have to uncompress
 it in video ram before rendering it?  If it can stay compressed all
 the time in video ram (I'm doubtful) then this would be a great
 savings.  But if it is only compressed on your HD, then this isn't all
 that great of a thing ... good for reducing disk space and disk IO,
 but doesn't help the run time rendering issues all that much.
 
  Number 4 would not be hard to implement later on.
  I'm using OpenGL so it would just be a matter of rendering to a 
  texture and exporting the elevation data.
   
 
 
 Yes, not so hard to do a naive implimentation that assumes infinite 
 resources.  But the difficulties arise with managing *huge* volumes of
 texture data on the video card, and to do that on todays hardware you 
 probably have to get extremely clever, and your nice pristine 
 implimentation would have to be hacked all over the place to work
 around real world limitations. :-(

..you guys are aware of these guys?:
http://www.gpgpu.org/developer/
http://www.cma.uio.no/conferences/2004/gpu_workshop.html
http://www.sintef.no/static/AM/gpu/
http://www.sintef.no/static/AM/gpu/webreferences.html


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Paul Surgeon
On Monday, 29 November 2004 20:53, Curtis L. Olson wrote:
 I.e. if the polygons don't share exactly the same verticies they likely will
 round different directions in some situations and you are back to having
 z-buffer fights.  It's a nasty problem.  I've seen some applications
 that do a good job of handling it, but they have obviously put in a
 *ton* of time working out the issues (and are probably only running on a
 single specific kind of hardware/video card.)

Hmmm ... that's not good news.
The only way to make sure the polygons share the exact same vertices is to  
slice the lines into the underlying polygons which is a whole lot more work 
and increases the polygon count too.
Plus you end up with seam artifacts which need to be worked around.  :-\

 Do the textures stay compressed in video ram, does the texture render
 unit render from the compressed texture, or does it have to uncompress
 it in video ram before rendering it?

I'm not sure about that - I'll have to makes some inquiries and find out how  
video cards actually handle the rendering of compressed textures.
There would be no point if all the textures were uncompressed at the same time 
into VRAM.
The nice thing with compressed textures is that they are fairly simple to 
implement. The loading is the hardest part.

Paul

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Tue, 30 Nov 2004 01:15:27 +0200
Paul Surgeon [EMAIL PROTECTED] wrote:
 On Monday, 29 November 2004 20:53, Curtis L. Olson wrote:

 Do the textures stay compressed in video ram, does the texture render
 unit render from the compressed texture, or does it have to uncompress
 it in video ram before rendering it?
 
 I'm not sure about that - I'll have to makes some inquiries and find out
 how  video cards actually handle the rendering of compressed textures.
 There would be no point if all the textures were uncompressed at the
 same time into VRAM.

From http://www.simforums.com/forums/forum_posts.asp?TID=4958PN=1

[ snip ]
} The compressions are not meant to save disk drive space (plenty of it)
} but to:
}
} -reduce the video card memory useage, as since the Geforce2, video
} cards can directly render a compressed texture on a 3D polygon without
} decompressing it
[ snip ]

-c

-- 
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RE: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Norman Vine
Chris Metzler writes:

 Paul Surgeon  wrote:
 
   Curtis L. Olson wrote:
 
  Do the textures stay compressed in video ram, does the texture render
  unit render from the compressed texture, or does it have to uncompress
  it in video ram before rendering it?
  
  I'm not sure about that - I'll have to makes some inquiries and find out
  how  video cards actually handle the rendering of compressed textures.
  There would be no point if all the textures were uncompressed at the
  same time into VRAM.
 
 From http://www.simforums.com/forums/forum_posts.asp?TID=4958PN=1
 
   [ snip ]
 } The compressions are not meant to save disk drive space (plenty of it)
 } but to:
 }
 } -reduce the video card memory useage, as since the Geforce2, video
 } cards can directly render a compressed texture on a 3D polygon without
 } decompressing it
   [ snip ]

This is true .
but don't forget the gain achieved by reducing the disk to memory
bandwith required

just-need-bigger-disks'ly yours

Norman 

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Mon, 29 Nov 2004 22:25:49 -0500
Norman Vine [EMAIL PROTECTED] wrote:
 
 This is true .
 but don't forget the gain achieved by reducing the disk to memory
 bandwith required

Absolutely; but this issue (whether the video card can render the
compressed textures without decompressing first) is what Paul and
Curt were unsure of, if I'm following this.

Of course, this also presumes that the guy I quoted knew what he
was talking about.  I know *I* don't know much about this stuff,
thus don't know enough to say.

-c

-- 
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Paul Surgeon
On Tuesday, 30 November 2004 01:54, Chris Metzler wrote:
   [ snip ]
 } The compressions are not meant to save disk drive space (plenty of it)
 } but to:
 }
 } -reduce the video card memory useage, as since the Geforce2, video
 } cards can directly render a compressed texture on a 3D polygon without
 } decompressing it
   [ snip ]

It's pretty neat technology. No decompression is required as reading a texture 
is done on the fly when it's required. If only a portion of the compressed 
texture is used in a scene then only the required pixels of the texture are 
decoded and used.

One would be able to stick nearly 768MB of textures onto a video card with 
128MB of VRAM. The IO saved is enormous if you were trying to send all those 
textures to the video card for each frame.

Paul

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Tue, 30 Nov 2004 06:33:36 +0200
Paul Surgeon [EMAIL PROTECTED] wrote:

 
 It's pretty neat technology. No decompression is required as reading a
 texture is done on the fly when it's required. If only a portion of the
 compressed texture is used in a scene then only the required pixels of
 the texture are decoded and used.
 
 One would be able to stick nearly 768MB of textures onto a video card
 with 128MB of VRAM. The IO saved is enormous if you were trying to send
 all those textures to the video card for each frame.

It does sound really, really cool.  One concern:  how widespread is the
availability of these two OpenGL extensions?

-c

-- 
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Durk Talsma
On Wednesday 24 November 2004 18:22, David Luff wrote:
 I've put TaxiDraw-0.2.4 up at
 http://www.nottingham.ac.uk/~eazdluf/taxidraw.html.

 This is purely a bug-fix release - there is another version in the works
 with some more features.  Changes from 0.2.3 to 0.2.4 are:


I just downloaded and installed taxidraw for the first time. Looks neat and 
fairly easy to use.

I have a question. Would it be an idea to add a gate or parking editor 
function to taxidraw? The reason I'm asking is that I'm starting to think 
about ways to improve AI parking at the major airports. So eventually, for 
the major airports we would need to indicate at which exact coordinates 
aircraft could park. To me it seems this would be a logical extension of 
taxidraw. Any ideas?

Cheers,
Durk


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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Frederic Bouvier
Durk Talsma a écrit :
On Wednesday 24 November 2004 18:22, David Luff wrote:
 

I've put TaxiDraw-0.2.4 up at
http://www.nottingham.ac.uk/~eazdluf/taxidraw.html.
This is purely a bug-fix release - there is another version in the works
with some more features.  Changes from 0.2.3 to 0.2.4 are:
   

I just downloaded and installed taxidraw for the first time. Looks neat and 
fairly easy to use.

I have a question. Would it be an idea to add a gate or parking editor 
function to taxidraw? The reason I'm asking is that I'm starting to think 
about ways to improve AI parking at the major airports. So eventually, for 
the major airports we would need to indicate at which exact coordinates 
aircraft could park. To me it seems this would be a logical extension of 
taxidraw. Any ideas?
 

That was the purpose of the taxi editor branch of fgsd. But this effort 
from Bernie B. has stalled now.

-Fred

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Martin Spott
Paul Surgeon wrote:

 In short we need a vastly improved TaxiDraw or a new replacement.
 The only hassle is that genairports cannot handle any new types of data so 
 that would need modifying too.

To my understanding is _not_ TaxiDraw or 'genairports' that produces
hassle - TaxiDraw is just an application that plays on the keyboard of
the current infrastructure. Instead, the key point is compatibility
with Robin's airport database which instantiates the ongoing dependency
of FlightGear on the X-Plane development. Although I heavily dislike
this dependency I realize that one would'nt easily discard such an
effort that has been so helpful over a long time.

Whatever you do on the FG side you still should keep some two-way data
exchange with X-Plane as an option. One could agree on the least common
denominator: The taxiway layout described by the center, orientation,
length, width and surface of a runway/taxiway. You always can add
additional information for FG, but you should still be able to generate
airports with 'basic' data - right from the X-Plane database - or
export to the X-Plane format.
I know, here I present that key argument _against_ my own beloved idea
of generating airports from shapfiles or similar data   :-/

I believe the first step is not to replace TaxiDraw but to
improve/rewrite the airport generator to handle the current X-Plane
format _plus_ whatever you'd like to add. If this is done, one could
think about what to do with TaxiDraw,

Martin.
-- 
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Curtis L. Olson
Please let me respond to a couple of these points ...
Paul Surgeon wrote:
First we need to get away from single line taxiways.
At the moment taxiways are handled like runways which limits them to 
rectangular shapes.
 

We only support these kind of taxiways because that is the only kind of 
data we have available.  If someone wanted to push forward with better 
taxiways, let's talk ... it's probably not too hard to add support to 
the genapts util, and hopefully not too hard to add something to taxidraw.

In short we need a vastly improved TaxiDraw or a new replacement.
The only hassle is that genairports cannot handle any new types of data so 
that would need modifying too.
 

Sure, these tools would have to be developed in tandom ... that would be 
a natural way to do it.  It doesn't necessarily make sense to support a 
bunch of formats in genapts that no one can create and for which no data 
exists.  Similarly it doesn't make sense to be able to create data if it 
can't be used when building airports ... these things have to happen 
together.

Ideally the taxiways, aprons, gates, etc should be able to be inserted into 
the scenery without the need to rebuild the scenery 

There are advantages and disadvantages to every approach ... to do a 
good job of inserting airports into the scenery, you need to know things 
about the airport. If these things change, it makes sense to rebuild the 
scenery around it.  But, for airport designers, there's not necessarily 
immediate feedback.  In the short term you can regenerate the airport 
model and copy it over the old one and that works, but if the apt 
outline changes at all there will be a border mismatch until the 
surrounding terrain is rebuilt.

which as I understand it 
is nearly impossible unless you own a super computer with gigs of RAM.
(See Jason Cox's hassles where he cannot even make a 1x1 degree tile with 700+ 
MB or RAM)
 

I don't know ... I happily build the world on two 512Mb machines ... and 
the only place where I wished I had more RAM was when I split up the 
global shore line database into FG tiles, but that is already done so I 
don't have to do it again.

Unfortunately all the 3D geometry and logic involved is time consuming and not 
trivial (at least not for my brain).
 

Exactly ... it's non-trivial stuff.  The basics aren't all that hard, 
but the details get tough ... edge matching tiles, working around and 
avoiding degenerate situations, etc.

In short the setup we have now sucks and there will be no near term solution.
One day someone will have a stab at it ... one day when the need becomes more 
pressing and someone is bored.  :)
I'm sure David would write us an excellent, feature filled TaxiDraw if he was 
paid to do it full time.
 

Useful code contributions are rarely rejected ...
Regards,
Curt.
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Curtis L. Olson
Erik Hofman wrote:
Paul Surgeon wrote:
First we need to get away from single line taxiways.
At the moment taxiways are handled like runways which limits them to 
rectangular shapes.

What would be nice is to be able to use AC3D files (for example) as 
taxiway imports (for example by handling it as 2D maps and skip the 
y-axis information), then we may and up with something like this:

http:/www.ehtw.info/images/layout.jpg

There's no reason why taxidraw (with a bit of hacking) couldn't draw a 
3d view of the data ... and export it in various formats.  It would be 
some effort, but wouldn't be rocket science.

Curt.
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Curtis L. Olson
Martin Spott wrote:
To my understanding is _not_ TaxiDraw or 'genairports' that produces
hassle - TaxiDraw is just an application that plays on the keyboard of
the current infrastructure. Instead, the key point is compatibility
with Robin's airport database which instantiates the ongoing dependency
of FlightGear on the X-Plane development. Although I heavily dislike
this dependency I realize that one would'nt easily discard such an
effort that has been so helpful over a long time.
Whatever you do on the FG side you still should keep some two-way data
exchange with X-Plane as an option. One could agree on the least common
denominator: The taxiway layout described by the center, orientation,
length, width and surface of a runway/taxiway. You always can add
additional information for FG, but you should still be able to generate
airports with 'basic' data - right from the X-Plane database - or
export to the X-Plane format.
I know, here I present that key argument _against_ my own beloved idea
of generating airports from shapfiles or similar data   :-/
I believe the first step is not to replace TaxiDraw but to
improve/rewrite the airport generator to handle the current X-Plane
format _plus_ whatever you'd like to add. If this is done, one could
think about what to do with TaxiDraw,
 

There has been some small amount of discussion with Robin about giving 
the FG project a code range that we would own.  Each line in the 
apt.dat has a key code saying the type of info it contains, and so we 
could have a range of codes that are dedicated to FG use and would be 
guaranteed never to conflict with X-Plane code expantion.  When Robin 
releases new data and Dave integrates our local changes that haven't yet 
been accepted by Robin, he could also integrate the specific FG info for 
all the airports we have specific FG info.  This would produce a FG 
specific apt.dat file which could easily be stripped of the extra FG 
codes to return it to pristine X-Plane format.  It also makes sense to 
talk with Robin about possible changes.  He holds much sway in the 
X-Plane community so if they are planning new codes or features, it 
might make the most sense to coordinate with them to avoid duplication 
of effort ... and only introduce a FG specific code when there is no 
other recourse.

Regards,
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] TaxiDraw-0.2.4 released

2004-11-28 Thread Martin Spott
Curtis L. Olson wrote:

 There has been some small amount of discussion with Robin about giving 
 the FG project a code range that we would own.  Each line in the 
 apt.dat has a key code saying the type of info it contains, and so we 
 could have a range of codes that are dedicated to FG use and would be 
 guaranteed never to conflict with X-Plane code expantion.

This sounds like a great chance: We could use these codes to define a
set of useful complex standard geometries like the rounded gaps
between taxiway intersections (center, orientation, distance between
center and the most inner point of the round shape, radius of the round
shape), curved taxiways with the option to implement a changing width
(conus) and sort of that.
If we select these geometries very careful the X-Plane folks might go
ahead and adopt these additions,

Martin.
-- 
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Paul Surgeon
On Sunday, 28 November 2004 23:22, Curtis L. Olson wrote:
 We only support these kind of taxiways because that is the only kind of
 data we have available.  If someone wanted to push forward with better
 taxiways, let's talk ... it's probably not too hard to add support to
 the genapts util, and hopefully not too hard to add something to taxidraw.

Well the data is available to do better taxiways.
It's called hand drawn data.  :)
I tried to use TaxiDraw but it was too frustrating building taxiways with 
thousands of little rectangles just to smooth corners.
It works but it's a painful process.

I did start coding a new taxiway and airport designer but it's long way from 
even the alpha stage.
My taxiways consist of several line segments joined together by nodes.
Each node has properties such as the radius of the corner, how the center and 
edge lines meet the next node/intersection/runway, etc.
Also there will be a manual mode where you can draw taxiways and taxiway lines 
of arbitary shapes and sizes to allow for non-standard taxiways and aprons.
In short we're talking about dynamic length records and lots of them per 
airport.
I do not know if it's a good idea to store all the data that I can generate 
into the XPlane database and would they want all our stuff rammed in there 
anyway?
On the other hand if this data was available XPlane would probably be upgraded 
to use it and the taxiway/airport tools could be used for both communities.

 In the short term you can regenerate the airport
 model and copy it over the old one and that works, but if the apt
 outline changes at all there will be a border mismatch until the
 surrounding terrain is rebuilt.

Unless of course you do a little trick that I was thinking about.
1. Find all the adjacent tiles that use the airport texture and cut them out 
leaving a big hole
2. Stitch in the new airport mesh
3. Fix up the holes around the edges

I haven't looked into it yet but I think it could work.
Maybe this is something that could be built into fgsd since it already has the 
basic framework in place for editing existing mesh.

Paul

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread David Luff
Paul Surgeon writes:

 First we need to get away from single line taxiways.
 At the moment taxiways are handled like runways which limits them to 
 rectangular shapes.
 
 In short we need a vastly improved TaxiDraw or a new replacement.
 The only hassle is that genairports cannot handle any new types of data so 
 that would need modifying too.

 Ideally the taxiways, aprons, gates, etc should be able to be inserted into 
 the scenery without the need to rebuild the scenery which as I understand it 
 is nearly impossible unless you own a super computer with gigs of RAM.
 (See Jason Cox's hassles where he cannot even make a 1x1 degree tile with 
 700+ 
 MB or RAM)
 
 Unfortunately all the 3D geometry and logic involved is time consuming and 
 not 
 trivial (at least not for my brain).

Hi Paul,

I keep meaning to reply to some of your (and Chris M's) posts about taxiways, 
but since they always seem to require a carefully considered reply I never seem 
to find the time.  I'll try to finish and post this one.  I very much belong to 
the 'keep putting one foot in front of the other' school of thought - TaxiDraw 
current aims to solve the immediate problem of being able to edit the data 
format that we have at the moment.  Now that it is largely functionally 
complete for this, I'm also keen to turn towards the problem of how to 
represent the taxiways better in the sim.  In particular, I'd like to see 
proper curved yellow lines at intersections, and curved edge radii at 
intersections, instead of the current kludge where multiple small segments can 
be used to approximate a curved edge at an intersection.

I don't see that it really makes a huge amount of difference whether this is 
accomplished via a wysiwyg type approach such as editing a 3D airport model 
directly in an openGL capable editor, or via a more 'latex' type approach in 
terms of specifying the layout with a tool such as TaxiDraw, and then compiling 
the output with genapts/TerraGear.  Somewhere along the line both approaches 
are going to have to solve a similar set of problems.

From here on, please bear in mind that my openGL knowledge is somewhat 
rudimentary.  I'm extremely open to suggestions and corrections.  The main 
problem that I can see is that the required texture set required to represent 
even a small number of all the possible combinations gets much larger than it 
is at the moment.  If the yellow turn off lines start on the runway for 
instance, then practically every runway segment needs to be duplicated twice, 
once with turn-offs in one direction only, once with crossroads style 
turnoffs.  When the taxiway texture gets stretched to make different width 
taxiways the centerline width will change, and may not match up well with the 
widths of the intersection textures.  Corners of different radii will require 
a number of different grass/surface textures.  All-in-all, this would greatly 
increase FlightGear's use of a finite texture budget in the current 'load them 
all at startup' scheme.  I haven't even mentioned hold-line, gate and parking 
markings.

The way I see it, we need some way to combine the taxiway and apron markings 
with the physical surface texture.  I don't know anything about doing this at 
runtime, and am open to ideas on this.  However, I can see ways (in my mind, 
admittedly!) of doing it at airport generation time, using genapts.  Genapts 
could interperate (sp?) hints from TaxiDraw in the extra codes about radiussed 
corners and intersection markings, and programatically generate custom textures 
from a mixture of airport grass, surface [concrete|asphalt], and taxiway 
marking textures.  These generated textures to be stored with the airport, not 
in the base texture directory.  The missing piece of the jigsaw is then dynamic 
texture loading.  This only works if FlightGear loads and unloads textures as 
needed, otherwise the texture budget is blown.  However, this is something 
desperately needed anyway, something I've been gradually looking at for a 
while, and something I'm keen to look at more rigorously.  So it's not a 
stopper problem.

Anyway, I'd be interested in constructive comment as the the feasability of the 
above proposed approach, or possibly other approaches to consider.  Once again, 
it's currently intersections I'm interested in - I'd like to be able to turn 
off the runway at the end of the roll-out on a curved yellow centerline.

 
 In short the setup we have now sucks and there will be no near term solution.
 One day someone will have a stab at it ... one day when the need becomes more 
 pressing and someone is bored.  :)
 I'm sure David would write us an excellent, feature filled TaxiDraw if he was 
 paid to do it full time.


I'd like to think that it's not too bad, and not too feature deficient at the 
moment for the job that it currently sets out to do ;-)
 
 Just my late night rant/opinion.

Your rants always seem eminently reasonable :-)

Cheers - Dave


Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Curtis L. Olson
Paul Surgeon wrote:
Well the data is available to do better taxiways.
It's called hand drawn data.  :)
I tried to use TaxiDraw but it was too frustrating building taxiways with 
thousands of little rectangles just to smooth corners.
It works but it's a painful process.
 

Sure, the closer to reality you want to get with curves and corners, the 
harder it is to do with the current system, and it still doesn't look 
all that great because the texturing scheme gives away that there are 
lots of little pieces overlaying each other.

I did start coding a new taxiway and airport designer but it's long way from 
even the alpha stage.
 

I would vote for adding features to the taxidraw app.  It sounds like 
Dave has been busy up to now just catching up with the existing format 
which is why he hasn't pushed forward with new stuff.

My taxiways consist of several line segments joined together by nodes.
Each node has properties such as the radius of the corner, how the center and 
edge lines meet the next node/intersection/runway, etc.
Also there will be a manual mode where you can draw taxiways and taxiway lines 
of arbitary shapes and sizes to allow for non-standard taxiways and aprons.
In short we're talking about dynamic length records and lots of them per 
airport.
 

Arbitrary polygons would be nice for many taxiway and tiedown areas.  It 
would also be nice to specify an arbitrary polygon border of the airport 
property.  The FG apt.dat parser can handle variable length records just 
fine.  The rigidity of the file format comes from limitations in the 
x-plane parser and Robin's preference towards outputting data in 
fixed-column format.  So we just live with that since it really doesn't 
hurt anything.  There's no reason why we can't add our own entries that 
have a more dynamic format.

The hard issue with taxiways is that it would be nice to define the 
arbitrary concrete/asphalt areas separately from the painted lines.  It 
would be nice from many perspectives to have these overlaid and drawn 
separately.   The issues are 1. avoiding z-fighting with something like 
glPolygonOffset() but that can only work reliably if the underlying 
polygon structure is cut into the lines so that a line polygon always 
lies in the plane of an underlying surface rectangle.  That get's a 
little hard to do.  Another approach would be to cut in the yellow lines 
as actual geometry (i.e. make holes for them.)  The down side to that is 
you get odd aliasing effects at a distance.  Runways/taxiways are really 
the worst case scenario for just about any scheme you could think up.  
FSAA and anisotropic texture filtering definitely help minimize these 
problem, but are only possible to use on higher end cards.

I do not know if it's a good idea to store all the data that I can generate 
into the XPlane database and would they want all our stuff rammed in there 
anyway?
 

No, they wouldn't want our stuff, but we can either strip it out before 
we submit to Robin, or perhaps Robin could know to strip the stuff out 
himself.

On the other hand if this data was available XPlane would probably be upgraded 
to use it and the taxiway/airport tools could be used for both communities.
 

I'm sure that X-Plane would never do anything that appeared like it was 
thought up by FlightGear, but if it didn't appear that there was a 
direct link, they'd probably be ok with it. :-)

Unless of course you do a little trick that I was thinking about.
1. Find all the adjacent tiles that use the airport texture and cut them out 
leaving a big hole
2. Stitch in the new airport mesh
3. Fix up the holes around the edges

I haven't looked into it yet but I think it could work.
Maybe this is something that could be built into fgsd since it already has the 
basic framework in place for editing existing mesh.
 

That sounds hard ... :-|
Curt.
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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Curtis L. Olson
David Luff wrote:
I keep meaning to reply to some of your (and Chris M's) posts about taxiways, but since they always seem to require a carefully considered reply I never seem to find the time.  I'll try to finish and post this one.  I very much belong to the 'keep putting one foot in front of the other' school of thought - TaxiDraw current aims to solve the immediate problem of being able to edit the data format that we have at the moment.  Now that it is largely functionally complete for this, I'm also keen to turn towards the problem of how to represent the taxiways better in the sim. 
 

Hi Dave,
I hope you know how much your efforts are appreciated.  As we move 
forward, it will be wonderful to have more and more FG users be able to 
submit airport upgrades to the FG/X-Plane airport data base.

Now that it is largely functionally complete for this, I'm also keen to turn 
towards the problem of how to represent the taxiways better in the sim.
I can think of 4 approaches to defining taxiways and lines.
1. Follow the same basic approach that we used for runway markings ... 
come up with a clever way to design a minimal set of textures that can 
be assembled into all the possible taxiway layout and marking schemes.  
As you suggest, this is almost an impossible task given the variety of 
marking schemes and intersections and such that exist ... plus taxi 
lines can run out into the runway which makes it even more problematic.  
We'd have to settle for some severe compromises if we went this direction.

2. Draw the taxi lines as separate polygons over the top of the taxiways 
and runways.  We would need to use glPolygonOffset, and make sure we 
split all the taxiway lines at the borders of all the underlying surface 
triangles so that the taxilines always lay in the perfect plane of the 
underlying surface triangles.  We could put a small amount of alpha on 
the edge of the lines to blend them in nicely with the underlying 
surface textures.  This also has the advantage that the lines exist 
separately from the taxiway and runway textures eliminating the texture 
usage and combinatorial problems of #1.  But this scheme would burn a 
lot of polygons and it would require some complex preprocessing of the 
line polygons to clip them against all the underlying triangles.  That 
would be no small task ... (writing the code to do that.)

3. Cut the lines right into the geometry ... i.e. cut holes for the 
lines.  This would probably be the easiest programatically because the 
code to do this priority clipping already exists.  We would just lay the 
lines down first and they would own their areas ... the runway/taxiway 
surface polygons would fill in around the lines.  This eliminates the 
need for doing glPolygonOffset (which isn't exactly platform independent 
and can have parameter tuning difficulties.)  But we couldn't use the 
alpha edge trick of #2 any more, and we'd still be burning a fairly high 
number of polygons.

4. This last one intrigues me, but I don't think we have the hardware or 
computer power to do it today.  We could draw the entire airport in 2D 
into a really large texture (or a couple large textures) and then create 
a fairly simple polygon mesh coverting  the airport area.  The large 
textures would be overlayed on the simple underlying mesh ... all the 
runways textures, lines, taxiways, etc. would be burned into this 
larger texture.  The large texture could be created at run time based 
off of a set of simple base textures.  We could really do any number of 
arbitrary layering and shapes and surface types all burned into the 
large airport texture.  This sort of approach probably wouldn't work so 
well until video cards with a 1/2 or whole Gb of video ram are common 
place ... but it's an idea that really intrigues me. 

Heading off on a tangent ...
MSFS does something sort of similar for the base terrain which allows 
them to do nice blending between land use types, but there are 
limitations to pulling off this technique on current consumer hardware 
... it's intriguing though ... sort of like doing photo/satellite based 
scenery, but generating the textures yourself on the fly ... you could 
burn in roads, buildings, trees, and other objects, then match the 
burned in objects with precisely positioned autogen objects ... it would 
allow you to distribute scenery in more of a base/component/layered form 
and then render at runtime in various LODs intriguing, but I'm not 
sure that most people would be happy with the performance.

Just a quick back of the envelope calculation for instance ... if we 
want 4 meter/pixel resolution (which isn't great) and we want to cover 
just a single tile, the memory requirements really balloon quickly.  
Let's say a tile is 8 miles x 8 miles.  That's about 13x13 km or 
13000x13000 meters.  At 4m/px res, we would need a texture of 3072x3072 
to cover that area (thats 3*1024 which is not quite 4m/px but is a nice 
round number.)  That's 28Mb worth 

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Ampere K. Hardraade
On November 28, 2004 09:34 pm, Curtis L. Olson wrote:
 I can think of 4 approaches to defining taxiways and lines.
 snip

In 3D Studio, there is an option to do face mapping, which allows the user to 
do something like the followings very easily.
http://www.cs.yorku.ca/~cs233144/sample1.jpg
http://www.cs.yorku.ca/~cs233144/sample2.jpg

The texture consists of one 32X32 bmp file.  As far as I can tell, each 
polygon is being treated individually, and the UV map is distorted and 
orientated to match the shape of the polygon.  This method allows the center 
line to remain center no matter how the taxiway twisted and change in width.  
Perhaps we can do the same in FlightGear?  If plib supports 3ds format as 
well as it should, it will just be a matter of finding the right function in 
plib to do the job.

As for runway/taxiway intersections and taxiway/taxiway intersections, we can 
use method 4 for these and only these areas.

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-24 Thread David Luff
Martin Spott writes:

 David Luff wrote:
  I've put TaxiDraw-0.2.4 up at
  http://www.nottingham.ac.uk/~eazdluf/taxidraw.html.
 
   ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/taxidraw-0.2.4-FreeBSD.bz2
   ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/taxidraw-0.2.4-IRIX.bz2
   ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/README.strange-binaries
 


Wow, that's quick!  I'll put a link up to them tomorrow.

Thanks - Dave

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-24 Thread Martin Spott
David Luff wrote:

 Wow, that's quick!

This was sort of a 'parallel build' - on three platforms  ;-)
It is primarily _your_ merit that the required changes for
different platforms are that small,

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

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