Re: [Flightgear-devel] OSG point lights

2006-11-30 Thread Tim Moore
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Mathias Fröhlich wrote:
 On Thursday 30 November 2006 01:36, Tim Moore wrote:
 Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute
 typo disabled point sprites.
 This is still faster with point sprites reenabled?
I'm not sure about faster but, as far as I can tell, equivalent. By
the way, it would be very nice to have some more timing information
available than just the frame rate. I don't know if the easiest way to
get there is to move to Producer so we can get its nice rendering stage
statistics, wait for Robert to duplicate that in his new osgViewer
stuff, do it ourselves, or what.

 
 I do not want to remove the old implementation that was happening completely 
 on the GPU in favour to an CPU based one if we end up slower.
 
 Anyway, can we keep the old implementation instead of just a plain OpenGL 
 point based one. That means the old one that used triangles that are backface 
 culled and draw points for the front side where two of them are transparent?
 
I don't mind adding the old implementation back in as an option, except
for the VASI lights, where it really would have no advantage over the
OSG lights. One would lose some features, such as point size scaled by
intensity, fading alpha with distance, and blink sequence animations for
the approach lights.

 Like I stated before in some private mails I would like to have the osg 
 version only as an alternative to the old implementation if it is faster than 
 the GPU/triangle based one. May be not exactly the old implementation but an 
 implementation that does nothing on the CPU but does all lightging decisions 
 on the GPU.
I would like to see some comparisons between the two approaches on a
low-end machine. You may be overestimating the cost of the CPU based
approach and underestimating the costs of triangle approach. As I said
in private email, the old approach uses a fairly exotic rendering path
- -- polygons rendered in point mode with a texture environment -- which
very well may be done on the CPU on a low-end machine.

 And as also told before I would like to have an other alternative for the 
 main 
 usage where we still do that light intensity decision - together with more 
 advanced light texturing dependent on fog density, distance and  other neat 
 parameters - on the *GPU*. Just use a vertex shader for the view direction 
 dependence of the light and fragment shaders for more advanced halos. That 
 will require a newer OpenGL implementation and for that I believe we need to 
 keep a lighting version for older boards. Also this all happens in the *GPU*. 
 That has the advantage that it is probably way faster and even if it is about 
 at fast as on the CPU, it does not block CPU cycles that can equally well be 
 spent for more advanced physical models or better AI traffic or whatever we 
 need to do on the CPU.
 So on the longer term I will favour that shader based approach as default as 
 long as the GPU supports it.
Yes, I think that is a great project, but more work than I have time for
right at the moment. It would be good for people to learn about OSG's
support for shading programs *hint*hint* :)

 
 For that we still need some factory methods that will provide now the old 
 implementation or the osg::LightPoint based one and later when I have the 
 time to merge my tests into simgear the shader based one.
 
 So we need to he able to decide between implementations based on capabilities 
 of the GPU and settings from the user anyway. Can we set up together such an 
 infrastructure and put the old triangle based approach as other alternative 
 below?
We? :) Seriously, I would be happy to look at getting the OpenGL
extensions available from OSG and making that available to fg in an
elegant way, but goes way beyond to scope of light points, so for now
exposing the choice to the user is probably the best way. Automatically
benchmarking the user's machine and putting it into slow /fast
categories would be an interesting project too.

 In the long term I believe that we will reduce that back to two alternatives 
 again. The shader based and one of the low end card capable ones - whichever 
 of the low end card implementation is faster. For that decision we need 
 *both* up again and optimized well ...
I'll add back the old one and do the obvious optimizations.
 
 I will look at the current patch that weekend.
Cool.

Tim

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Re: [Flightgear-devel] Forums integration thought

2006-11-30 Thread Tim Moore
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Jon Stockill wrote:
 Alex Perry wrote:
 I know our development culture is built around mailing lists.  I'm sure the
 FlightGear community will be decisively split between forums versus mailing
 lists if I ask people's preferences ... so I'm not expecting a consensus
 here.  Is this anything that is worth exploring?

 I'd also hate to look in two places.  On the other hand, changing how we
 present the mailing list archives so they look like a forum _and_ allow
 replying if you have logged in ... would be really useful.  Logging in
 implies an account whose email address has been verified in the same way
 that mailman does.  So it can't be used for spamming unless you could
 easily have spammed with the mailman list system.
 
 Mailman has the facility to gate mailing lists to usenet groups. There's 
 also a PHP based news client, which presents it all just like a forum.
 
gmane.org is already doing doing that for the flightgear lists. Is what
they provide forum-like enough?

Tim

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Aircraft/Sikorsky-76C S76c.xml, 1.1, 1.2

2006-11-30 Thread wim van hoydonck
Hi,

The following data is taken from Janes (S76c):

Powerplant:
 2 turbomeca Arriel 2S1 turboshafts with FADEC
   - each rated at 638 kW (856 shp) for take-off,
   - 731 kW (980 shp) OEI for 30 seconds,
   - 592 kW (794 shp) max continuous
Standard fuel capacity:
   - 1083 litres of which 1064 litres are usable,
   - optional auxiliary tank capacity 405 litres
Dimensions:
   - MR diameter: 13.41 m
   - MR blade chord: 0.39m
   - TR diameter: 2.44 m
   - TR blade chord: 0.16 m
   - MR tip speed (prouty) : 205.74 m/s - rpm = 292.8
Performance:
   - Vnever exceed and max level speed: 155 kt (287 km/h)
   - Max range cruising speed: 140 kt (259 km/h)
   - rate of climb at S/L: 495 m (1625 ft)/ min
   - service ceiling: 3871 m
   - service ceiling, OEI: 975 m
   - hovering ceiling IGE: 1722 m
   - hovering ceiling OGE: 549 m
   - range at 140 kt at FL40, standard fuel:
   - no reserves:  439 n miles (813 km)



I hope this is of any use.

Greetings,

Wim


On 11/29/06, Maik Justus [EMAIL PROTECTED] wrote:
 Hi Syd,

 I have tried to adjust the rotor parameters to fit the real heli.
 Unfortunately I have only very few data for the s76c, therefore I have
 changed only some geometric data an changed the rpm to get the same
 tip-speed as the bo. The geometric data is from a poor scaled drawing of
 the s76c, maybe you have a better drawing and could correct the values
 for the width of the blade (chord) and the position of the flapping
 hinge (rellenflaphinge). I found the airfoil sikorsky is using for the
 s76, but I did not found drag/lift curves for this airfoil.
 But I think, that the flight behavior with this parameter set is more
 realistic than with the parameters in cvs (not as easy to fly as the
 bo). The sound configuration need some adjustment to the changed rpm (I
 think, we need other samples).

 Maik




 Index: S76c.xml
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/Sikorsky-76C/S76c.xml,v
 retrieving revision 1.2
 diff -u -p -r1.2 S76c.xml
 --- S76c.xml28 Nov 2006 08:20:26 -  1.2
 +++ S76c.xml29 Nov 2006 19:47:48 -
 @@ -22,12 +22,12 @@ Single Blade : 6.089 m
  /cruise


 -rotor name=main x=0.0 y=0.0 z=0 nx=0.05 ny=0 nz=1. fx=1 
 fy=0 fz=0 ccw=0
 +rotor name=main x=0.0 y=0.0 z=0 nx=0.10 ny=0 nz=1. fx=1 
 fy=0 fz=0 ccw=0
maxcollective=15.8 mincollective=0.2
mincyclicele=-4.7 maxcyclicele=10.5
mincyclicail=-4.23 maxcyclicail=5.65
 -  diameter=13.41 numblades=4 weightperblade=95 relbladecenter=0.5
 -  dynamic=1 rpm=442 rellenflaphinge=0.18 delta3=0
 +  diameter=13.41 numblades=4 weightperblade=97 relbladecenter=0.5
 +  dynamic=1 rpm=330 rellenflaphinge=0.07 delta3=1
delta=.25
pitch-a=10
pitch-b=15
 @@ -42,7 +42,7 @@ Single Blade : 6.089 m
ground-effect-constant=0.1
twist=-8.5
taper=1
 -  chord=0.27
 +  chord=0.32
number-of-segments=8
number-of-parts=8
rel-len-where-incidence-is-measured=0.7
 @@ -57,7 +57,7 @@ Single Blade : 6.089 m
stall-change-over=5.5
drag-factor-stall=2.0
cyclic-factor=0.8
 -  rotor-correction-factor=0.7
 +  rotor-correction-factor=0.85
  
control-input axis=/controls/flight/aileron-trim control=CYCLICAIL 
 split=true/
control-input axis=/controls/flight/aileron control=CYCLICAIL
 @@ -76,7 +76,7 @@ Single Blade : 6.089 m
  rotor name=tail x=-8.12 y=0.4 z=0.424 nx=0.0 ny=1 nz=0.0 
 fx=1 fy=0 fz=0 ccw=0
maxcollective=20 mincollective=-10
diameter=2.44 numblades=4 weightperblade=2 relbladecenter=0.7
 -  dynamic=1 rpm=2219 rellenflaphinge=0.0 delta3=1 translift=0 
 delta=0.5
 +  dynamic=1 rpm=1750 rellenflaphinge=0.07 delta3=1 translift=0 
 delta=0.5
pitch-a=10
pitch-b=15
airfoil-lift-coefficient=6.4
 @@ -84,7 +84,7 @@ Single Blade : 6.089 m
airfoil-drag-coefficient1=0.10
notorque=0
taper=1
 -  chord=0.205
 +  chord=0.23
number-of-segments=5
number-of-parts=4
rel-len-blade-start=0.33


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[Flightgear-devel] Linux - Solaris AMD64-SPARC64 interfacing

2006-11-30 Thread Vikas N Kumar
Hi All
I have an AMD64 machine that runs a 64-bit flavor of GNU/Linux.
I have a Sun SPARC64 machine that runs Solaris 7 with a gnu compiler toolset.

Now if I want to use both these machines to run FlightGear, will it
work. Say I run Flightgear on the AMD64 and the panel display of FG on
SPARC64.
1)  Will it work ?
2)  Is data transfer between two flight gear apps done only via XML ?
3) Isn't XML very slow ?
Remember that the endianness of the AMD64 and SPARC64 are different.

As of today I do not have a good Gfx card for the SPARC64, so I have not tried
running/compiling FG on it, but if this scenario works, I will spend
some cash/time/effort getting one.

4) If it does not work, and if I install Linux on the SPARC64, will
the endianness make a difference. Will it work then ?

Hoping for an answer.

Thanks and regards,
Vikas

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Re: [Flightgear-devel] Linux - Solaris AMD64-SPARC64 interfacing

2006-11-30 Thread Martin Spott
Hi Vikas,

Vikas N Kumar wrote:
 Hi All
 I have an AMD64 machine that runs a 64-bit flavor of GNU/Linux.
 I have a Sun SPARC64 machine that runs Solaris 7 with a gnu compiler toolset.

 Now if I want to use both these machines to run FlightGear, will it
 work. Say I run Flightgear on the AMD64 and the panel display of FG on
 SPARC64.
 1)  Will it work ?

Yes, it will work. You'll be able to direct the $DISPLAY to the Sun,
but don't expect tremendous frame rates. The performance will be
comparable to that when running FG locallly on the Sun.

 As of today I do not have a good Gfx card for the SPARC64, so I have not tried
 running/compiling FG on it, but if this scenario works, I will spend
 some cash/time/effort getting one.

I guess this requires a significant amount of cash bacause you might
need at last a graphics card of the XVR-4000 class or better to run
FlightGear decently.

 4) If it does not work, and if I install Linux on the SPARC64, will
 the endianness make a difference. Will it work then ?

No idea, but you could help porting the current state of FlightGear to
Solaris  :-)

Martin.
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Re: [Flightgear-devel] Forums?

2006-11-30 Thread Jim Wilson
 From: Curtis Olson
 
 Now that I am hosting the FlightGear web site with a commercial hosting 
 service, it becomes quite easy to setup online forums using phpBB2.
 
 I know our development culture is built around mailing lists.  I'm sure the 
 FlightGear community will be decisively split between forums versus mailing 
 lists if I ask people's preferences ... so I'm not expecting a consensus 
 here.  Is this anything that is worth exploring?  Is it worth having both 
 options available?  Would end user support benefit from forums?  Would forums 
 be useful for those that have trouble with sourceforge's spam blockers?  A 
 backup communication mechanism for when the sourceforge email lists 
 experience their inevitable down time?
 
 Thoughts?
 
 Curt.

Ummm...this email makes it sound like we are doing forums just because we can.  
I think it's already been said,  why this isn't such a great idea.  My vote 
would be to just ditch the three development categories.  To be honest, I'd 
sort of expect to see the forum format with third party groups and not the core 
project.  Keeping track of all these channels of dialog is just something I 
won't be able to do.

That said... I do have a fairly complete archive of mail in unix format going 
back 5 or 6 years (only for the -devel, -model, and -cvs lists).  This data 
could be used to build an archive on flightgear.org.  Is this idea of interest 
to anyone?

Best,

Jim


-- 
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Kelco Industries
PO Box 160
Milbridge, ME 04658
207-546-7989



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[Flightgear-devel] Scenery development in Magdeburg (Germany)

2006-11-30 Thread Roberto Inzerillo
If you speak german, and are interested in scenery development, take a 
look at what City Magdeburg have done with vritual reality.
Frauhofer Institut (remember MP3) is providing the technology.
Start the video at min 07:27

  Roberto

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Re: [Flightgear-devel] Forums?

2006-11-30 Thread Melchior FRANZ
I don't really care about which form is used for user support.
If passers-by prefer a web-based forum, then this *may* be the
better choice. (But also consider that someone has to do the
support. These are to a certain degree developers, so even here
it's not unimportant what those prefer. Unless we expect users
to help themselves, of course.)

But for development the answer is IMHO very clear. Mailing lists
are absolutely preferable, and forums are a big annoyance.

1. mail clients are made and optimized for message exchange,
   while web browsers are made for mere *display* of information.
   As a consequence, mail clients have decent editors, elaborated
   search functions, tagging, spell-checking, address books,
   address completion, filters and personal message categories
   (rather than cheesy sub-forums). One can easily CC messages
   to people who are not subscribed etc.
   In a web browser you get a small box where you have to write
   with often limited editing capabilities. It's easy to lose
   all one has written, too.

2. web forums often mangle messages: they have to convert all
   html-critical stuff (such as  to lt; etc.), and they often
   replace or even remove(!) tabs. As a consequence, one can't
   take such a forum message and pipe it into the patch program,
   whereas it's quite normal to save a whole email and pipe it
   into patch with no problems whatsoever.

3. one can easily edit and reply to several emails while being
   offline. This is a pain with forums if you don't have DSL/ISDN,
   but an expensive dial-up connection.

4. this may not mean much to some people, but *I* prefer to see
   the sender's email address, the date header (with time zone
   information) etc. On forums all you get is a cheesy nick behind
   which people hide (I do :-). Sure, the admin has the mail
   address. But I'm not the admin.

5. it might be easier to explain POP3 scanning of the local
   provider's mail server to one's employer, than it might be to
   explain scanning the same game server in the U.S. all day
   long (yes, I'm speaking of www.flightgear.org ;-)

I'm sure if I thought about it longer I would find some more
arguments. Why is it that none of the *many* development projects
that I know uses a forum for development communication? Those
are always only used for users, if at all. We have already had
the same discussion in the past, and the mailing list clearly won.
Please don't bring the same thing up in regular intervals, in the
hope that people eventually give up their resistance. The only
effect would be that developers continued on an inofficial list,
basically ignoring the official development forum.  :-P

m.


PS: yes, I created an account on the users forum ...  :-}

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Re: [Flightgear-devel] Forums?

2006-11-30 Thread Martin Spott
Melchior FRANZ wrote:

 I'm sure if I thought about it longer I would find some more
 arguments.

I have one to add: You need a graphical desktop in order to deal with
the web forum because 'browsing' this forum with Lynx is a PITA (this
is one of the rare occasions that I use this acronym  ;-)

Martin.
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Re: [Flightgear-devel] Forums?

2006-11-30 Thread Douglas Campos
+1 for users forum

-1000 for developers forum


just my 0.01 cents.


On 11/30/06, Martin Spott [EMAIL PROTECTED] wrote:
 Melchior FRANZ wrote:

  I'm sure if I thought about it longer I would find some more
  arguments.

 I have one to add: You need a graphical desktop in order to deal with
 the web forum because 'browsing' this forum with Lynx is a PITA (this
 is one of the rare occasions that I use this acronym  ;-)

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