Re: [Flightgear-devel] Particle Systems
Am Samstag, den 01.09.2007, 22:24 +0100 schrieb Vivian Meazza: ... I'm with you on this one John, except I can't see how to integrate that solution, or the particle solution with the weather radar. But perhaps some real expert can ... This is exactly the point I like to know. What is the best way to use particle systems in clouds. It is easy to populate a large area with somehow good looking billboard clouds, but they will not be dynamic. The Particle solution can create constantly changing cloud formations, buildup of thunderclouds, thermal caps, even altostratus clouds can be implemented and dynamically placed. I just need to know what actually can be used for Flightgear. If you need a generic cumulus cloud 500x800 m increasing in size dependent on temperature and drifting with the wind, it can be done. But if there is no means for placing it in the FG World it is useless. I'm no programmer, so I can't find out myself where my work on Clouds can be useful. I have to ask on this list if anybody with programming skills can give me a hint. Greetings Detlef Vivian - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
Am Samstag, den 01.09.2007, 22:15 +0200 schrieb AnMaster: -BEGIN PGP SIGNED MESSAGE- Hash: SHA512 In your picture there are odd sharp edges in the clouds, without that fixed it would be unacceptable. See for example right part of clouds in http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg You are right, the particles are a quick hack and will be replaced with improved ones, if the system is ever going to be used Greetings Detlef /AnMaster Detlef Faber wrote: Hello everybody, I've been playing around with OSGs Particle Systems and found this might be suitable to create some 3d clouds. But see yourself: http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg http://www.sol2500.net/flightgear/cloudfront.jpg http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg http://www.sol2500.net/flightgear/bushfire.jpg Here is a zip containing the files. http://www.sol2500.net/flightgear/ParticleSys.tar.gz Put it in /Models/ and use the ufo to place them. clouds.xml creates a 20x20 km big cloud field. Sometimes particle systems do not work at once. They cannot (yet) be placed as static objects in the scenery. Finally they get clipped by the Cloud Layer, so be sure to switch off any clouds. Perhaps someone with knowlage of the weather system has an idea how to use these. Greetings Detlef - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) iD8DBQFG2chRWmK6ng/aMNkRCovFAKCBwWxbMEFKx/7+1R3pGcU3R4WrfgCguTMd OXHiiart31NHZmbgPabrvEs= =yc1i -END PGP SIGNATURE- - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
Vivian Meazza wrote: John Wojnaroski Behalf Of Sent: 01 September 2007 21:47 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Particle Systems I've yet to see a system that IMHO tops what Mark Harris did a few years ago part of his doctoral thesis. See http://www.lfstech.com/img/sfo_clouds.jpg. Someone made a decision a few years ago to replace rather than improve. Think we all lost a very promising implementation, but there might be an opportunity to recover what was lost. Stay tuned... John There are methods today to do real volumetric display with slices from a 3d volume, so yes there is method to draw clouds a lot better than those. The old implementation of the Harris code in fg was using hard coded cloud shape, hard coded cloud relative position between clouds, hard coded group of cloud around ksfo. The next implementation could do clouds everywhere on the planet, parametrable cloud shapes in an xml file (Harris was using a non editable binary format), parametrable cloud formation type. Wasn't that some kind of improvement ? What could have been improved then is some new texture for the cloud particles or new shapes or whatever, frankly anybody could enhance what I did. Hm wait, you did not realize that Harris clouds are *slow* and ppl on this list were using depreciated hardware... Using his method to render the clouds is very easy to integrate in our code. I'm with you on this one John, except I can't see how to integrate that solution, or the particle solution with the weather radar. But perhaps some real expert can ... Vivian You don't have to integrate anything. Cloud visualization has nothing to do with the radar, the radar only uses the cloud position. HJ. - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
* Harald JOHNSEN -- 9/2/2007 10:35 AM: The old implementation of the Harris code in fg was using hard coded cloud shape, hard coded cloud relative position between clouds, hard coded group of cloud around ksfo. The next implementation could [...] Wasn't that some kind of improvement ? Yes, definitely. The Harris thing in fgfs was just a proof of concept, and better than nothing. But that was it. It was rather forcefully bolted on fgfs. The binary blobs were horrible, and the whole thing didn't really work well. But this was neither Harris' fault, nor the one's who kind-of adapted it for fgfs. It wasn't really meant to be perfect at that time. And it's also not removed, but still in CVS. So, if someone wants to pick it up and make it good (and fast!), just go ahead. :-) m. - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
-BEGIN PGP SIGNED MESSAGE- Hash: SHA512 John Wojnaroski wrote: I've yet to see a system that IMHO tops what Mark Harris did a few years ago part of his doctoral thesis. See http://www.lfstech.com/img/sfo_clouds.jpg. Another thing, in that picture there are some lines out in the water at runway 28R and 28L. What are those lines? They don't seem to exist in current fgfs scenery. Why? I can find some lines there if I look at google map. Someone made a decision a few years ago to replace rather than improve. Think we all lost a very promising implementation, but there might be an opportunity to recover what was lost. Stay tuned... John Detlef Faber wrote: Hello everybody, I've been playing around with OSGs Particle Systems and found this might be suitable to create some 3d clouds. But see yourself: http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg http://www.sol2500.net/flightgear/cloudfront.jpg http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg http://www.sol2500.net/flightgear/bushfire.jpg Here is a zip containing the files. http://www.sol2500.net/flightgear/ParticleSys.tar.gz Put it in /Models/ and use the ufo to place them. clouds.xml creates a 20x20 km big cloud field. Sometimes particle systems do not work at once. They cannot (yet) be placed as static objects in the scenery. Finally they get clipped by the Cloud Layer, so be sure to switch off any clouds. Perhaps someone with knowlage of the weather system has an idea how to use these. Greetings Detlef - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) iD8DBQFG2oyrWmK6ng/aMNkRCrx9AJ9GZPdGpgd9ufZN3nCmo8g2ttdRwACgvM0p a+Rz0bo8QUbYK160LPQLMZg= =6aO6 -END PGP SIGNATURE- - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
Yes, that's the point. If anyone is interested, there is a manual and a .exe, which shows how today 3d-Clouds could work: http://www.ecn.purdue.edu/purpl/projects/fastclouds/publicmedia/manual/index.htm And here a lot of more Ideas about clouds: http://www.vterrain.org/Atmosphere/Clouds/ Greetings HHS --- Harald JOHNSEN [EMAIL PROTECTED] schrieb: Vivian Meazza wrote: John Wojnaroski Behalf Of Sent: 01 September 2007 21:47 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Particle Systems I've yet to see a system that IMHO tops what Mark Harris did a few years ago part of his doctoral thesis. See http://www.lfstech.com/img/sfo_clouds.jpg. Someone made a decision a few years ago to replace rather than improve. Think we all lost a very promising implementation, but there might be an opportunity to recover what was lost. Stay tuned... John There are methods today to do real volumetric display with slices from a 3d volume, so yes there is method to draw clouds a lot better than those. The old implementation of the Harris code in fg was using hard coded cloud shape, hard coded cloud relative position between clouds, hard coded group of cloud around ksfo. The next implementation could do clouds everywhere on the planet, parametrable cloud shapes in an xml file (Harris was using a non editable binary format), parametrable cloud formation type. Wasn't that some kind of improvement ? What could have been improved then is some new texture for the cloud particles or new shapes or whatever, frankly anybody could enhance what I did. Hm wait, you did not realize that Harris clouds are *slow* and ppl on this list were using depreciated hardware... Using his method to render the clouds is very easy to integrate in our code. I'm with you on this one John, except I can't see how to integrate that solution, or the particle solution with the weather radar. But perhaps some real expert can ... Vivian You don't have to integrate anything. Cloud visualization has nothing to do with the radar, the radar only uses the cloud position. HJ. - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Die etwas anderen Infos rund um das Thema Reisen. BE A BETTER WELTENBUMMLER! www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear data
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-26_12:49:50 (vmmeazza) /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/droptank.ac /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/exhaust.ac Update Seahawk with more accurate FGA6 details, add droptanks. TODO: 1. handle droptank contents properly 2 restore flap blow-in function =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-26_12:49:56 (vmmeazza) /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/browncanvas.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/canvas.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/drab_cotton4.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/droptank.xml /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/ejection-seat.xml /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/leath05.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/leather.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/mesh5.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/tube.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/webbing3.rgb /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/yellow_black.rgb Update Seahawk with more accurate FGA6 details, add droptanks. TODO: 1. handle droptank contents properly 2 restore flap blow-in function =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-26_12:49:57 (vmmeazza) /var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/seahawk-subsubmodels.xml Update Seahawk with more accurate FGA6 details, add droptanks. TODO: 1. handle droptank contents properly 2 restore flap blow-in function =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-27_12:34:54 (vmmeazza) /var/cvs/FlightGear-0.9/data/Input/Joysticks/Saitek/Aviator.xml Anders Gidenstam - Joystick configuration for the Saitek AV8R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-28_10:31:54 (dfaber) /var/cvs/FlightGear-0.9/data/Aircraft/jeep/README /var/cvs/FlightGear-0.9/data/Aircraft/jeep/jeep-set.xml /var/cvs/FlightGear-0.9/data/Aircraft/jeep/jeep-yasim.xml /var/cvs/FlightGear-0.9/data/Aircraft/jeep/jeep.jpg initial release =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-28_10:31:56 (dfaber) /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/Jeep.xml /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/current.ac /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/current.rgb /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/current.xml /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/fuel.ac /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/fuel.rgb /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/fuelgauge.xml /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/jeep.ac /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/pilot-b.ac initial release =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-28_10:31:57 (dfaber) /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/pilot.xml /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/pilot1.rgb /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/roof.ac /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/speedometer.ac /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/speedometer.rgb /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/speedometer.xml /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/transparent.ac /var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/transparent.xml initial release =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-29_13:43:52 (curt) /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/COPYING /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Malolo1-set.xml /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Malolo1.xml /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/thumbnail.jpg Josh Wilson: Initial version of the Malolo1 flying wing (R/C or small UAV scale). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-29_13:43:53 (curt) /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Engines/18x8.xml /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Engines/Zenoah_G-26A.xml /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Models/DSC01758.rgb Josh Wilson: Initial version of the Malolo1 flying wing (R/C or small UAV scale). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-29_13:43:54 (curt) /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Models/Malolo1.ac /var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Models/Malolo1.xml Josh Wilson: Initial version of the Malolo1 flying wing (R/C or small UAV scale). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2007-08-29_13:50:46 (curt) /var/cvs/FlightGear-0.9/data/Aircraft/P-38-Lightning/F-5B-e_Splash.rgb Gerard Robin: I have made a P38L Lightning update which include the F-5B reconnaissance variant. So, we can have, in the same directory P-38-Lightning both version P-38L and F-5B. The full package is available here: http://perso.orange.fr/GRTux/P-38-Lightning.tar.gz
Re: [Flightgear-devel] Particle Systems
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Harald JOHNSEN wrote: Vivian Meazza wrote: John Wojnaroski ... I've yet to see a system that IMHO tops what Mark Harris did a few years ago part of his doctoral thesis. See http://www.lfstech.com/img/sfo_clouds.jpg. Someone made a decision a few years ago to replace rather than improve. Think we all lost a very promising implementation, but there might be an opportunity to recover what was lost. Stay tuned... John There are methods today to do real volumetric display with slices from a 3d volume, so yes there is method to draw clouds a lot better than those. The old implementation of the Harris code in fg was using hard coded cloud shape, hard coded cloud relative position between clouds, hard coded group of cloud around ksfo. The next implementation could do clouds everywhere on the planet, parametrable cloud shapes in an xml file (Harris was using a non editable binary format), parametrable cloud formation type. Wasn't that some kind of improvement ? What could have been improved then is some new texture for the cloud particles or new shapes or whatever, frankly anybody could enhance what I did. Hm wait, you did not realize that Harris clouds are *slow* and ppl on this list were using depreciated hardware... Using his method to render the clouds is very easy to integrate in our code. For what it's worth, I recently ported Harris' old SkyWorks code, on which his contribution to FlightGear was based, to Linux for some playing around. I'll make that code available soon, but I have to agree with Harald's critique of the old code. In particular, the key illumination step for a particular cloud is *very* expensive -- in the SkyWorks code it repeatedly reads back color values from the frame buffer for each particle in a cloud -- which is why particular clouds were hard-coded. Harris has since described algorithms that are more dynamic and which require heavy-duty GPU firepower, something that always seems to be sensitive topic here. A free cloud library based on Harris' work, integratable with other OSG applications, would attract a large following and would be a very cool thing. In the mean time, in order to learn some of the issues, it would be very good to port Harald's plib-based work into OSG FlightGear. Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFG2sU4eDhWHdXrDRURAtmqAKCKm0pFfFyXFWE6YaCsjXZ/AuunhwCg4x3R 8D1t6PzDu8llfSo89C2w9As= =dLHl -END PGP SIGNATURE- - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
Detlef Faber wrote: Am Samstag, den 01.09.2007, 22:24 +0100 schrieb Vivian Meazza: ... I'm with you on this one John, except I can't see how to integrate that solution, or the particle solution with the weather radar. But perhaps some real expert can ... I'm working on an idea using RTT, Mark's clouds, voxel positions, and my own version of a wx/ground radar, but other things keep getting in the way... This is exactly the point I like to know. What is the best way to use particle systems in clouds. It is easy to populate a large area with somehow good looking billboard clouds, but they will not be dynamic. Hmmm, why not? If the clouds are formed from a set of data, just change/update the data and reload. Just a question of finding a way to do it without bringing the sim to it's knees. Mark was looking into that but life got in the way. He finished his thesis and went to work for Nvidia in London. Poor boy. ;-) The Particle solution can create constantly changing cloud formations, buildup of thunderclouds, thermal caps, even altostratus clouds can be implemented and dynamically placed. I just need to know what actually can be used for Flightgear. If you need a generic cumulus cloud 500x800 m increasing in size dependent on temperature and drifting with the wind, it can be done. But if there is no means for placing it in the FG World it is usele HeHe, same problem I had with the clouds. Never got my head around the plib scenegraph. The clouds worked but the implementation was always a bit of a kludge and needed some real work beyond my abilities at the time... John - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
Tim Moore wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Harald JOHNSEN wrote: Vivian Meazza wrote: John Wojnaroski ... I've yet to see a system that IMHO tops what Mark Harris did a few years ago part of his doctoral thesis. See http://www.lfstech.com/img/sfo_clouds.jpg. Someone made a decision a few years ago to replace rather than improve. Think we all lost a very promising implementation, but there might be an opportunity to recover what was lost. Stay tuned... John There are methods today to do real volumetric display with slices from a 3d volume, so yes there is method to draw clouds a lot better than those. The old implementation of the Harris code in fg was using hard coded cloud shape, hard coded cloud relative position between clouds, hard coded group of cloud around ksfo. The next implementation could do clouds everywhere on the planet, parametrable cloud shapes in an xml file (Harris was using a non editable binary format), parametrable cloud formation type. Wasn't that some kind of improvement ? What could have been improved then is some new texture for the cloud particles or new shapes or whatever, frankly anybody could enhance what I did. Hm wait, you did not realize that Harris clouds are *slow* and ppl on this list were using depreciated hardware... Using his method to render the clouds is very easy to integrate in our code. For what it's worth, I recently ported Harris' old SkyWorks code, on which his contribution to FlightGear was based, to Linux for some playing around. I'll make that code available soon, but I have to agree with Harald's critique of the old code. In particular, the key illumination step for a particular cloud is *very* expensive -- in the SkyWorks code it repeatedly reads back color values from the frame buffer for each particle in a cloud -- which is why particular clouds were hard-coded. Harris has since described algorithms that are more dynamic and which require heavy-duty GPU firepower, something that always seems to be sensitive topic here. A free cloud library based on Harris' work, integratable with other OSG applications, would attract a large following and would be a very cool thing. In the mean time, in order to learn some of the issues, it would be very good to port Harald's plib-based work into OSG FlightGear. Are you suggesting a library based on Harris' work or Harald's? or both? John - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
AnMaster wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA512 John Wojnaroski wrote: I've yet to see a system that IMHO tops what Mark Harris did a few years ago part of his doctoral thesis. See http://www.lfstech.com/img/sfo_clouds.jpg. Another thing, in that picture there are some lines out in the water at runway 28R and 28L. What are those lines? They don't seem to exist in current fgfs scenery. Why? I can find some lines there if I look at google map. That jpeg is a few years old and IIRC used FG-0.9.8 at that time. I believe those are the structures that hold the approach lights and rabbit lights for the runways. John - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Addition of true comms in multiplayer
Hi people, I intend to add a module to flight gear that enables people on a multi-player game to talk to each other (live) when tuned to the same frequency on their comms. The idea is to use voip to do the connection and maybe have one of the computer's running a voip server of sorts that can handle a conference call. Has anyone tried anything similar? I would appreciate all the help I can get especially with the flightgear code. I'm exellent with C, good with C++ and elementary with xml. I have nearly no simulation knowledge but have working knowledge of dsp (digital signal processing). Hope to hear from you. Nick - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Addition of true comms in multiplayer
Hi, Thomas Förster is working on the same Idea - ask him, I'm sure he pleased about help! Greetings HHS --- Nick Othieno [EMAIL PROTECTED] schrieb: Hi people, I intend to add a module to flight gear that enables people on a multi-player game to talk to each other (live) when tuned to the same frequency on their comms. The idea is to use voip to do the connection and maybe have one of the computer's running a voip server of sorts that can handle a conference call. Has anyone tried anything similar? I would appreciate all the help I can get especially with the flightgear code. I'm exellent with C, good with C++ and elementary with xml. I have nearly no simulation knowledge but have working knowledge of dsp (digital signal processing). Hope to hear from you. Nick - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Wissenswertes für Bastler und Hobby Handwerker. BE A BETTER HEIMWERKER! www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Addition of true comms in multiplayer
Hi, How can I get in touch with Thomas Förster. I've been told by Helko he is trying to do the same thing that I want to do. Nick On 9/2/07, Heiko Schulz [EMAIL PROTECTED] wrote: Hi, Thomas Förster is working on the same Idea - ask him, I'm sure he pleased about help! Greetings HHS --- Nick Othieno [EMAIL PROTECTED] schrieb: Hi people, I intend to add a module to flight gear that enables people on a multi-player game to talk to each other (live) when tuned to the same frequency on their comms. The idea is to use voip to do the connection and maybe have one of the computer's running a voip server of sorts that can handle a conference call. Has anyone tried anything similar? I would appreciate all the help I can get especially with the flightgear code. I'm exellent with C, good with C++ and elementary with xml. I have nearly no simulation knowledge but have working knowledge of dsp (digital signal processing). Hope to hear from you. Nick - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Wissenswertes für Bastler und Hobby Handwerker. BE A BETTER HEIMWERKER! www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Addition of true comms in multiplayer
Hi Nick, http://squonk.abacab.org/dokuwiki/fgcom here you'll find the webpage for FGCOM, the project for real voice over IP in FG. I don't know if it is Thomas Forster behind this, but it is the only one project I know about voice communication. Hope this helps Seb Nick Othieno a écrit : Hi, How can I get in touch with Thomas Förster. I've been told by Helko he is trying to do the same thing that I want to do. Nick On 9/2/07, Heiko Schulz [EMAIL PROTECTED] wrote: Hi, Thomas Förster is working on the same Idea - ask him, I'm sure he pleased about help! Greetings HHS --- Nick Othieno [EMAIL PROTECTED] schrieb: Hi people, I intend to add a module to flight gear that enables people on a multi-player game to talk to each other (live) when tuned to the same frequency on their comms. The idea is to use voip to do the connection and maybe have one of the computer's running a voip server of sorts that can handle a conference call. Has anyone tried anything similar? I would appreciate all the help I can get especially with the flightgear code. I'm exellent with C, good with C++ and elementary with xml. I have nearly no simulation knowledge but have working knowledge of dsp (digital signal processing). Hope to hear from you. Nick - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Wissenswertes für Bastler und Hobby Handwerker. BE A BETTER HEIMWERKER! www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Addition of true comms in multiplayer
Hi, Oh- it wasn't Thomas Förster - it was Holger Wirtz! But both living in the same town Email wirtz at dfn.de Greetings HHS --- Sébastien MARQUE [EMAIL PROTECTED] schrieb: Hi Nick, http://squonk.abacab.org/dokuwiki/fgcom here you'll find the webpage for FGCOM, the project for real voice over IP in FG. I don't know if it is Thomas Forster behind this, but it is the only one project I know about voice communication. Hope this helps Seb Nick Othieno a écrit : Hi, How can I get in touch with Thomas Förster. I've been told by Helko he is trying to do the same thing that I want to do. Nick On 9/2/07, Heiko Schulz [EMAIL PROTECTED] wrote: Hi, Thomas Förster is working on the same Idea - ask him, I'm sure he pleased about help! Greetings HHS --- Nick Othieno [EMAIL PROTECTED] schrieb: Hi people, I intend to add a module to flight gear that enables people on a multi-player game to talk to each other (live) when tuned to the same frequency on their comms. The idea is to use voip to do the connection and maybe have one of the computer's running a voip server of sorts that can handle a conference call. Has anyone tried anything similar? I would appreciate all the help I can get especially with the flightgear code. I'm exellent with C, good with C++ and elementary with xml. I have nearly no simulation knowledge but have working knowledge of dsp (digital signal processing). Hope to hear from you. Nick - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Wissenswertes für Bastler und Hobby Handwerker. BE A BETTER HEIMWERKER! www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Wissenswertes zum Thema PC, Zubehör oder Programme. BE A BETTER INTERNET-GURU! www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Addition of true comms in multiplayer
Am Sonntag 02 September 2007 schrieb Heiko Schulz: Hi, Thomas Förster is working on the same Idea - ask him, I'm sure he pleased about help! Not that I know, having no experience with VoIP at all. You probably mean the VoIP client from Holger Wirtz (also from Berlin ;-) ). Thomas -- PhD Student, Dept. Animal Physiology, HU Berlin Tel +49 30 2093 6173, Fax +49 30 2093 6375 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Addition of true comms in multiplayer
Hi Sébastien, Thanks. That is exactly what I want to do. Interesting thing is that he has the exact idea I have for how to do the implementation. On 9/2/07, Sébastien MARQUE [EMAIL PROTECTED] wrote: Hi Nick, http://squonk.abacab.org/dokuwiki/fgcom here you'll find the webpage for FGCOM, the project for real voice over IP in FG. I don't know if it is Thomas Forster behind this, but it is the only one project I know about voice communication. Hope this helps Seb Nick Othieno a écrit : Hi, How can I get in touch with Thomas Förster. I've been told by Helko he is trying to do the same thing that I want to do. Nick On 9/2/07, Heiko Schulz [EMAIL PROTECTED] wrote: Hi, Thomas Förster is working on the same Idea - ask him, I'm sure he pleased about help! Greetings HHS --- Nick Othieno [EMAIL PROTECTED] schrieb: Hi people, I intend to add a module to flight gear that enables people on a multi-player game to talk to each other (live) when tuned to the same frequency on their comms. The idea is to use voip to do the connection and maybe have one of the computer's running a voip server of sorts that can handle a conference call. Has anyone tried anything similar? I would appreciate all the help I can get especially with the flightgear code. I'm exellent with C, good with C++ and elementary with xml. I have nearly no simulation knowledge but have working knowledge of dsp (digital signal processing). Hope to hear from you. Nick - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Wissenswertes für Bastler und Hobby Handwerker. BE A BETTER HEIMWERKER! www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Addition of true comms in multiplayer
Hi Nick, On Sun, Sep 02, 2007 at 11:25:39PM +0300, Nick Othieno wrote: Hi Sébastien, Thanks. That is exactly what I want to do. Interesting thing is that he has the exact idea I have for how to do the implementation. ... and the same idea had Martin Spott some time before I wrote the first time to the list :-) Holger -- # ## ## Holger Wirtz Phone : (+49 30) 884299-40 ## ## ## ### ## DFN-Verein Fax : (+49 30) 884299-70 ## ## ## Stresemannstr. 78E-Mail: [EMAIL PROTECTED] ## ## ## ## ### 10963 Berlin # ## ## ## GERMANY WWW : http://www.dfn.de GPG-Fingerprint: ABFA 1F51 DD8D 503C 85DC 0C51 E961 79E2 6685 9BCF - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel