Re: [Flightgear-devel] jitters testing

2002-06-27 Thread David Megginson

Jim Wilson writes:

  Maybe anti-aliasing would fix the problem, but it seems that the
  only reasonable way to get rid of this is to make the cockpit a
  special case model and overlay it after all the scenery, etc. is
  rendered (without the position/orientation transformations).  On
  the other hand I'm not sure that this is a good idea as a perfectly
  stable cockpit that does not jitter at all wouldn't be realistic
  either.

This is a problem that will diminish in the future with
higher-resolution displays.  One pixel in current resolutions is still
too big a minimum step, so jittering is noticeable.


All the best,


David

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread David Megginson

Curtis L. Olson writes:

  It seems strange that everything else in the cockpit and 3d model of
  the aircraft is perfectly stable and only this one instrument is
  jittery.

On the contrary, the instrument and the 3D cockpit jitter.  It's the
2D panel overlaid that appears to be stable.


All the best,


David

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread David Megginson

Andy Ross writes:

  The panel doesn't (er, didn't) jitter because it's drawn via an
  entirely different code path that doesn't look at aircraft orientation
  at all -- only viewing offsets.  If you apply my current 3D panel
  code, you'll see the whole cockpit assembly wiggle in exactly the same
  way.

On that point, I've tried your patch and it works, but the YASim FDM
is then (inexplicably) frozen.  Is it working for anyone else?


All the best,


David

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  On further investigation, it appears that this is almost certainly due to
  normal variation in fdm position and orientation output.
 
 This theory doesn't work though.  Think about it: in cockpit mode, the
 orientation of the aircraft is bolted to the FDM orientation.  If
 the FDM points left, the cockpit will point left by the same amount.
 Jitter from the FDM would cause the *scenery* to jitter, not the
 cockpit.
No it would not.  The scenery is too far away.  Further pixels require bigger
values to shift.  Distance makes a huge difference.  The c172 cockpit doesn't
appear to jitter much until you turn to the right and look at the headrest on
the co-pilot's seat.  The A-4 cockpit is much tighter and the panel is that
much closer to the camera.

Best,

Jim

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 On that point, I've tried your patch and it works, but the YASim FDM
 is then (inexplicably) frozen.  Is it working for anyone else?
 
This is a bug that seems to be related to some sort of memory corruption. 
I've seen it off and on over the last couple of weeks when applying various
updates.

Try clamping the delta time in the FGInterface::_calc_multiloop() as follows:

if (dt  10 || dt  0) {
  dt = 1;
}

Of course this doesn't correct the underlying problem,  but it probably isn't
a bad thing to have in there anyway.   What I do know about the problem is
that the delta time appears correct until we get inside this function.  Why it
changes, I don't know.

Best,

Jim

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Frederic BOUVIER

This can be caused by the value of remaining in
FG interface not initialized as I wrote earlier.
It makes _calc_multiloop return 0 and freeze FDM
and animations

Cheers,

-Fred


Messsage du 27/06/2002 13:30
De :  [EMAIL PROTECTED]
A :  [EMAIL PROTECTED]
Copie à :
Objet : Re: [Flightgear-devel] jitters testing

 Andy Ross writes:

   The panel doesn't (er, didn't) jitter because it's drawn via an
   entirely different code path that doesn't look at aircraft orientation
   at all -- only viewing offsets.  If you apply my current 3D panel
   code, you'll see the whole cockpit assembly wiggle in exactly the same
   way.

 On that point, I've tried your patch and it works, but the YASim FDM
 is then (inexplicably) frozen.  Is it working for anyone else?


 All the best,


 David

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread julianfoad

Jim Wilson wrote:
 
 Andy Ross [EMAIL PROTECTED] said:
 
  Jim Wilson wrote:
   On further investigation, it appears that this is almost certainly due to
   normal variation in fdm position and orientation output.
  
  This theory doesn't work though.  Think about it: in cockpit mode, the
  orientation of the aircraft is bolted to the FDM orientation.  If
  the FDM points left, the cockpit will point left by the same amount.
  Jitter from the FDM would cause the *scenery* to jitter, not the
  cockpit.
 No it would not.  The scenery is too far away.  Further pixels require bigger
 values to shift.  Distance makes a huge difference.  The c172 cockpit doesn't
 appear to jitter much until you turn to the right and look at the headrest on
 the co-pilot's seat.  The A-4 cockpit is much tighter and the panel is that
 much closer to the camera.

Well, _position_ jitter would hardly affect the scenery, but orientation jitter (if it 
is orientation about the eye-point) would show up in equal amounts on everything that 
is affected by it.

It's not something silly like the /sim/panel/jitter property being non-zero, is it?  
Nah... that would be too silly.

- Julian


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RE: [Flightgear-devel] jitters testing

2002-06-27 Thread Norman Vine

Jim Wilson writes:

Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  On further investigation, it appears that this is almost certainly due
to
  normal variation in fdm position and orientation output.

 This theory doesn't work though.  Think about it: in cockpit mode, the
 orientation of the aircraft is bolted to the FDM orientation.  If
 the FDM points left, the cockpit will point left by the same amount.
 Jitter from the FDM would cause the *scenery* to jitter, not the cockpit.
No it would not.  The scenery is too far away.  Further pixels require
bigger
values to shift.  Distance makes a huge difference.  The c172 cockpit
doesn't
appear to jitter much until you turn to the right and look at the headrest
on
the co-pilot's seat.  The A-4 cockpit is much tighter and the panel is that
much closer to the camera.

I have to admit that I DON'T know how FGFS draws things anymore but 
Is this due to the calling of global_tile_mgr.update() twice in the Main
Loop
and causing 'confusion' as to what is the 'current' and the 'next' scenery
center

??

Norman


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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread David Megginson

[EMAIL PROTECTED] writes:

  It's not something silly like the /sim/panel/jitter property being
  non-zero, is it?  Nah... that would be too silly.

That would have no effect on the aircraft model.


All the best,


David

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RE: [Flightgear-devel] jitters testing

2002-06-27 Thread Jim Wilson

Norman Vine [EMAIL PROTECTED] said:

 I have to admit that I DON'T know how FGFS draws things anymore but 
 Is this due to the calling of global_tile_mgr.update() twice in the Main
 Loop and causing 'confusion' as to what is the 'current' and the 'next' 
 scenery center
 
No and IIRC that call is not duplicated when you are in the cockpit.

Best,

Jim

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Jim Wilson

[EMAIL PROTECTED] said:

 Well, _position_ jitter would hardly affect the scenery, but orientation
jitter (if it is orientation about the eye-point) would show up in equal
amounts on everything that is affected by it.


That is correct, if your screen resolution was extremely high or the image
anti-aliased.

Best,

Jim

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Andy Ross

Jim Wilson wrote:
 Andy Ross said:
  If the FDM points left, the cockpit will point left by the same
  amount.  Jitter from the FDM would cause the *scenery* to jitter,
  not the cockpit.

 No it would not.  The scenery is too far away.  Further pixels require
 bigger values to shift.  Distance makes a huge difference.

That's true for position jitter, but not for orientation.  But even if
it's position, the jitter should still cause a change in position of
the scenery, not the cockpit.  Remember that the cockpit *is* the
aircraft -- no matter what the position is, it is always nailed down
to the pilot's viewpoint position by definition.

But the scenery is always perfectly fine, even the runway right next
to the aircraft (not much farther than the cockpit) is rock solid.

Really, I don't see any other options -- whatever is causing the
jitter is inside the model's scene graph, and not under the scenery.
Since the FDM output goes into both, you have to rule it out (or you
can put printf's in the update routines and verify that inter-frame
distances are never more than 0.1mm or so).

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] jitters testing

2002-06-27 Thread Andy Ross

Jim Wilson wrote:
 David Megginson [EMAIL PROTECTED] said:
  On that point, I've tried your patch and it works, but the YASim FDM
  is then (inexplicably) frozen.  Is it working for anyone else?

 This is a bug that seems to be related to some sort of memory
 corruption.  I've seen it off and on over the last couple of weeks
 when applying various updates.

I saw it once, but unfortunately didn't track it far enough.  It's
since stopped happening to me.  David, if you're getting this
repeatably, would you mind tracing the bad values in gdb with a
watchpoint?  That is, figure out where the bad value comes from, set a
watch point at its address* (e.g. watch *((int*)variable)) and
re-run the program?  If it turns out to be set via another garbage
value, then set a watch point there, etc...  Ultimately you should get
to obviously incorrect code, like a variable that never gets set at
all.

This is tedious, but reasonably algorithmic.  I wish I'd looked harder
when it hit me last week; I saw the buffer overflow and just assumed
that the garbage was normal behavior.

Andy

* Not the variable itself -- the address only.  I've seen gdb get
  confused and miss watchpoint changes when watching variable names;
  maybe it's misoptimizing something?  This doesn't help if the
  address changes across reruns, but in my experience that's actually
  pretty rare.  The bad values are usually already bad during
  initialization, and initialization is a deterministric process.

-- 
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] jitters testing

2002-06-27 Thread Curtis L. Olson

Andy Ross writes:
 Really, I don't see any other options -- whatever is causing the
 jitter is inside the model's scene graph, and not under the scenery.
 Since the FDM output goes into both, you have to rule it out (or you
 can put printf's in the update routines and verify that inter-frame
 distances are never more than 0.1mm or so).

For what it's worth, I believe I can see the model jittering by a
small amount from the chase view (zoomed way in.)

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread David Megginson

Andy Ross writes:

  I saw it once, but unfortunately didn't track it far enough.  It's
  since stopped happening to me.  David, if you're getting this
  repeatably, would you mind tracing the bad values in gdb with a
  watchpoint?

I can no longer repeat it.


All the best,


David

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread David Megginson

Curtis L. Olson writes:

  For what it's worth, I believe I can see the model jittering by a
  small amount from the chase view (zoomed way in.)

That surprises me more.  In interior view, the model is in a separate
scene graph with a different clip plane, but in exterior view, it's
just another node in the scenery tree.


All the best,


David

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Andy Ross

David Megginson wrote:
 Speaking of taunting, do you have any ideas about the problem I
 mentioned earlier -- that no text shows up on the radios in your new
 3D panel patch?  It's the only thing stopping me from committing it.

None yet, I need to get home and try it.  Nothing looks suspicious; I
thought perhaps plib was overriding the glPolygonOffset that I'm
using, but it doesn't seem to be.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 That's true for position jitter, but not for orientation.  But even if
 it's position, the jitter should still cause a change in position of
 the scenery, not the cockpit.  Remember that the cockpit *is* the
 aircraft -- no matter what the position is, it is always nailed down
 to the pilot's viewpoint position by definition.

Well that's sort of what I suggested in an earlier message could be done
(basically just overlay the scenery with a cockpit and camera set to 0,0,0). 
What you say may be true by definition, but not in flightgear.  In flight gear
the aircraft is positioned in the world and the pilot's eye is positioned in
the world.  The eye just happens to be in the cockpit when in the pilot view.

 Since the FDM output goes into both, you have to rule it out (or you
 can put printf's in the update routines and verify that inter-frame
 distances are never more than 0.1mm or so).

Except when flying at 400knots :-)

Best,

Jim

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Curtis L. Olson

Andy Ross writes:
 David Megginson wrote:
  Speaking of taunting, do you have any ideas about the problem I
  mentioned earlier -- that no text shows up on the radios in your new
  3D panel patch?  It's the only thing stopping me from committing it.
 
 None yet, I need to get home and try it.  Nothing looks suspicious; I
 thought perhaps plib was overriding the glPolygonOffset that I'm
 using, but it doesn't seem to be.

I should mention before we get too far that glPolygonOffset is not
always consistantly implimented across cards/drivers.  It might not be
as big a problem for us if we are viewing the panel mostly
perpendicularly, but for objects that could be viewed from just about
any angle, you will wind up needing different parameters to make
things work for different cards.

I believe some earlier voodoo cards/drivers didn't even impliment
glPolygonOffset (I could be wrong on that.)

It's at least something that we should proceed with carefully and test
on a couple different cards (voodoo3/geforce/ati at least) before we
really become dependent on using this opengl feature.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Curtis L. Olson writes:
 
   For what it's worth, I believe I can see the model jittering by a
   small amount from the chase view (zoomed way in.)
 
 That surprises me more.  In interior view, the model is in a separate
 scene graph with a different clip plane, but in exterior view, it's
 just another node in the scenery tree.
 

It does.  I checked last night.  Being in seperate ssg roots makes no
difference.   The whole scene jitters all the time.  You just can't see it
because the scaled movement is less than a pixel once you get more than a
couple feet away.

Best,

Jim

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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Andy Ross

Curtis L. Olson wrote:
 I should mention before we get too far that glPolygonOffset is not
 always consistantly implimented across cards/drivers.

Is that really true anymore?  I know it used to be true ~5 years ago
in the era of QuakeGL, but today things are really quite stable.
The glPolygonOffset mechanism is the basis for doing multipass
rendering, and multipass is pervasive.

Are there really any platforms today (that can run FlightGear
acceptably) that don't have a solid PolygonOffset implementation?

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Curtis L. Olson

Andy Ross writes:
 Curtis L. Olson wrote:
  I should mention before we get too far that glPolygonOffset is not
  always consistantly implimented across cards/drivers.
 
 Is that really true anymore?  I know it used to be true ~5 years ago
 in the era of QuakeGL, but today things are really quite stable.
 The glPolygonOffset mechanism is the basis for doing multipass
 rendering, and multipass is pervasive.
 
 Are there really any platforms today (that can run FlightGear
 acceptably) that don't have a solid PolygonOffset implementation?

I've never used this function myself but   I'm pretty sure it
works on GeForce cards.  I would assume that it worked on ATI cards
(although they might require different parameter tweaking to achieve
the same results.)  The issue is that the parameters you pass to
glPolygonOffset tie into the internal implimentation of the card which
is obviously different from vendor to vendor and thus you will likely
see at least some rendering differences with the same parameter set if
you use a different card.  The one I'd be most concerned about is the
Voodoo/3dfx line of cards.  I think if it works ok there we should be
good because it should also work on all other modern cards.  But we
may need to tweak the actual parameters for each card (maybe/maybe
not) but if so that could get a little cumbersome.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Curtis L. Olson

Jim Wilson writes:
 Setting all the view offsets to 0 I was able to prove that the
 position/rotation matrices generated on the model and the camera are
 numerically identical.  Here's a sample from the dump:
 
 POS Aircraft
 0.823776 -0.150286 -0.546632 0.00
 0.468893 0.722572 0.507965 0.00
 0.318641 -0.674762 0.665706 0.00
 5064.624023 590.030945 -1211.297729 1.00
 VIEW From
 0.468893 0.722572 0.507965 0.00
 -0.823776 0.150286 0.546632 0.00
 0.318641 -0.674762 0.665706 0.00
 5064.624023 590.030945 -1211.297729 1.00
 
 POS Aircraft
 0.823778 -0.150284 -0.546631 0.00
 0.468911 0.722528 0.508011 0.00
 0.318610 -0.674809 0.665673 0.00
 5064.621582 590.031433 -1211.296509 1.00
 VIEW From
 0.468911 0.722528 0.508011 0.00
 -0.823778 0.150284 0.546631 0.00
 0.318610 -0.674809 0.665673 0.00
 5064.621582 590.031433 -1211.296509 1.00
 
 Note that one is applied to the object and the other the camera.  If you look
 closely you'll see that the numbers in sync.  This is only a couple of
 iterations,  but the values don't diverge over time either.
 
 With no offsets what so ever to either the model or the camera the jitters are
 still there (I modified a model in order to observe the jitters at 0,0,0
 offset).  The jitters are also there in Chase View so it has nothing to do
 with rendering the cockpit in a seperate ssg root.
 
 This tells me the problem is most likely in plib, or at least plib
 is where we send these numbers.

Plib for the most part is a very thin layer on top of opengl so these
matricies are probably getting sent directly to opengl so most likely
we are achieving some sort of numerical precision problem that is
affecting opengl.  This sort of thing probably isn't a bug with plib.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Jim Wilson

Jim Wilson [EMAIL PROTECTED] said:

 
 This tells me the problem is most likely in plib, or at least plib
 is where we send these numbers.


On further investigation, it appears that this is almost certainly due to
normal variation in fdm position and orientation output.  The variations are
probably correct, but the way 3D rendering works you get what appears to be a
jump when a pixel boundry is crossed.  This is clearest when testing with the
magic carpet fdm.

Maybe anti-aliasing would fix the problem,  but it seems that the only
reasonable way to get rid of this is to make the cockpit a special case model
and overlay it after all the scenery, etc. is rendered (without the
position/orientation transformations).  On the other hand I'm not sure that
this is a good idea as a perfectly stable cockpit that does not jitter at all
wouldn't be realistic either.

Best,

Jim


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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Curtis L. Olson

Jim Wilson writes:
 On further investigation, it appears that this is almost certainly due to
 normal variation in fdm position and orientation output.  The variations are
 probably correct, but the way 3D rendering works you get what appears to be a
 jump when a pixel boundry is crossed.  This is clearest when testing with the
 magic carpet fdm.
 
 Maybe anti-aliasing would fix the problem,  but it seems that the only
 reasonable way to get rid of this is to make the cockpit a special case model
 and overlay it after all the scenery, etc. is rendered (without the
 position/orientation transformations).  On the other hand I'm not sure that
 this is a good idea as a perfectly stable cockpit that does not jitter at all
 wouldn't be realistic either.

It seems strange that everything else in the cockpit and 3d model of
the aircraft is perfectly stable and only this one instrument is
jittery.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Andy Ross

Jim Wilson wrote:
 On further investigation, it appears that this is almost certainly due to
 normal variation in fdm position and orientation output.

This theory doesn't work though.  Think about it: in cockpit mode, the
orientation of the aircraft is bolted to the FDM orientation.  If
the FDM points left, the cockpit will point left by the same amount.
Jitter from the FDM would cause the *scenery* to jitter, not the
cockpit.

Conversely, in tower view, the scenery should stay put while the
aircraft jitters.  But it doesn't, the aircraft geometry jitters here
too.  So the problem somewhere in the model's scene graph; there
really aren't any other places it could hide that I can think of.

Could you give us a quick rundown of exactly which matrices or
ssgTransforms get added to the scene graph and where they come from?
I started tracing this out but got distracted by the glut font stuff
(different discussion entirely). :)

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] jitters testing

2002-06-26 Thread Andy Ross

Curtis L. Olson wrote:
 It seems strange that everything else in the cockpit and 3d model of
 the aircraft is perfectly stable and only this one instrument is
 jittery.

Actually, the whole cockpit is jittering.  The ball just has more
high-frequency information to catch your eye.

The panel doesn't (er, didn't) jitter because it's drawn via an
entirely different code path that doesn't look at aircraft orientation
at all -- only viewing offsets.  If you apply my current 3D panel
code, you'll see the whole cockpit assembly wiggle in exactly the same
way.

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] jitters testing

2002-06-26 Thread Curtis L. Olson

Jim Wilson writes:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  It seems strange that everything else in the cockpit and 3d model of
  the aircraft is perfectly stable and only this one instrument is
  jittery.
  
 That's an optical illusion.  Turn off the panel and you'll see that the whole
 cockpit jitters in unison.  I actually think it'll be ok once we
 remove the 2D panel all together.

Ok, you are right, the entire 3d aircraft model is jittering.  That
points to a discrepancy between the model position and the view
position (or some rounding or numerical precision issue.)  If the view
position and model position matched exactly, there shouldn't be any
jitter.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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