Re: [Flightgear-devel] Keyboard reorg

2007-11-18 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 18 November 2007:
white   ... syntactically correct path to not yet existing property
green   ... path to existing property
red ... broken path syntax  (e.g. /foo*bar ... '*' not allowed)
yellow  ... while typing in value for a valid property path
magenta ... while typing search string (except when first char is '/')

BTW: this will probably look horrible for people still using the
classic (a.k.a legacy) GUI style. Try Shift-F10 if you don't
want to get sick.  ;-)

m.

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Re: [Flightgear-devel] Keyboard reorg

2007-11-18 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 14 November 2007:
 Here's a more sophisticated and useful toy:
 
   http://members.aon.at/mfranz/keyboard.nas  [5.0 kB]

I added a few more features and committed it to CVS. But don't
worry (especially simple-minded emacs users ;-), it's off by
default. There's a dialog to turn it on under Menu-Debug.

This is no longer a toy or a proof-of-concept. It's already
proved to be useful for development work. Type, for example:

  /:... to open the property browser in the root node
  /pTAB:  ... to open the property browser in /position/
  /sim/moTAB* ... to dump all properties under /sim/model/
  /bucc?... to dump all properties that contain /bucc
in the path
  /sim/menTABvTAB=1  ... to enable the menu (/sim/menubar/visibility)

That's inspired by John DENKER's keyboard extension idea,
though it doesn't yet do what he suggested.  :-)



Here's the explanation (from $FG_ROOT/Nasal/prop-key-handler.nas):


Property Key Handler
---
This is an extension mainly targeted at developers. It implements
some useful tools for dealing with internal properties if enabled
(Menu-Debug-Configure Development Extensions). To use this feature,
press the '/'-key, then type a property path (using the TAB key
to complete property path elements if possible), or a search string ...


Commands:

  property=valueCR - set property to value
  propertyCR - print property and value to screen and terminal
  property*- print property and all children to terminal
  property:- open property browser in this property's directory
  string?  - print all properties whose path contains this string


Keys:

  CR... carriage return or enter, to confirm some operations
  TAB   ... complete property path element (if possible), or
  cycle through available elements
  CurUp/Down  ... switch back/forth in the history
  Escape... cancel the operation


Colors:

   white   ... syntactically correct path to not yet existing property
   green   ... path to existing property
   red ... broken path syntax  (e.g. /foo*bar ... '*' not allowed)
   yellow  ... while typing in value for a valid property path
   magenta ... while typing search string (except when first char is '/')


For example, to open the property browser in /position/, type '/pTAB:'.

m.

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[Flightgear-devel] OSG spotlights

2007-11-18 Thread Markus Zojer
Hi there!

Maybe I missed something, but under OSG/opengl it should be able to 
create up to 8 light sources.

I used some simple osg code to generate a spotlight but it works only if 
I define it as light_num 0, which corresponds the GL_LIGHT0 of opengl I 
suppose, and this setting causes generic lightning to dissappear.

Now some questions to someone with more insight into OSG:
Is it possible to add lights when modifying the code below or is there a 
current limitation in flightgear that prevent lights from being added?
I had a quick look into renderer.cxx and it seems that our global 
lighting is linked with osg there, but I am no programmer and I don't 
know how our lighting system actually works.

Here the code I used (when GL_LIGHT1 and light_num 1 were used,nothing 
appeared):
  LightSource {
  UniqueID LightSource_2
  DataVariance STATIC
  nodeMask 0xff
  cullingActive FALSE
  StateSet {
DataVariance STATIC
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
GL_LIGHTING ON
GL_LIGHT0 ON
GL_DEPTH_TEST ON
  }
  referenceFrame RELATIVE
  Light {
UniqueID LightSource_3
DataVariance STATIC
light_num 0 //0 works but global light turned off
ambient 0.2 0.2 0.2 1
diffuse 1 1 1 1
specular 0 0 0 0
position 0 0 0 1
direction -1 0 0
constant_attenuation 1
linear_attenuation 0
quadratic_attenuation 0
spot_exponent 2
spot_cutoff 15
  }
  num_children 0
}

fly on,
markus

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Re: [Flightgear-devel] Default glider model

2007-11-18 Thread Vivian Meazza
John Wojnaroski

 Sent: 18 November 2007 16:15
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Default glider model
 
 
 Hi,
 
 Running OSG-2.2 and FG cvs...
 
 After turning off all the models, panels, views, etc, I'm 
 left with the 
 default yellow-green glider model in the scene.  Does one have to set 
 the view or eyepoint in front of the model to make it disappear or is 
 there a more correct way to eliminate the aircraft model from the 
 scene graph?
 
 Regards
 John W.
 

I don't know exactly what you are trying to do, but if you use this in your
-set.xml
file you will get no model, and no yellow/BLUE glider
model
pathModels/Geometry/null.ac/path
/model

Not sure how you get rid of yellow/green ones


Vivian 


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[Flightgear-devel] Default glider model

2007-11-18 Thread John Wojnaroski
Hi,

Running OSG-2.2 and FG cvs...

After turning off all the models, panels, views, etc, I'm left with the 
default yellow-green glider model in the scene.  Does one have to set 
the view or eyepoint in front of the model to make it disappear or is 
there a more correct way to eliminate the aircraft model from the 
scene graph?

Regards
John W.


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Re: [Flightgear-devel] Default glider model

2007-11-18 Thread John Wojnaroski
Vivian Meazza wrote:

John Wojnaroski

  

Sent: 18 November 2007 16:15
To: FlightGear developers discussions
Subject: [Flightgear-devel] Default glider model


Hi,

Running OSG-2.2 and FG cvs...

After turning off all the models, panels, views, etc, I'm 
left with the 
default yellow-green glider model in the scene.  Does one have to set 
the view or eyepoint in front of the model to make it disappear or is 
there a more correct way to eliminate the aircraft model from the 
scene graph?

Regards
John W.




I don't know exactly what you are trying to do, but if you use this in your
-set.xml
file you will get no model, and no yellow/BLUE glider
   model
   pathModels/Geometry/null.ac/path
   /model

Not sure how you get rid of yellow/green ones


  

OK,   my morning coffee hasn't kicked in yet and it was a late party 
last night  ;-)

Would like a plain OTW view with no panels, instruments, or cockpits.  
With 0.9.10 and 0.9.11 that did not seem to be a problem.  With the cvs 
version what is left is a small yellow polygon in the bottom center of 
the screen which I'm assuming is the nose of the defalt glider.  Here is 
the output

,,
[EMAIL PROTECTED]:/usr/local/FlightGear-osg# ./747-sfo
Cannot find model file 
/usr/local/FlightGear-osg/data/Aircraft/747-200/Models/Geometry/null.ac
Failed to load aircraft from Aircraft/747-200/Models/Geometry/null.ac
(Falling back to glider.ac.)
  Model Author:
  Creation Date: 25 January 2006
  Version:   1.01
  Description:   747-200 with JT9D-7R4G2
 .

JW








Thanks
John



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Re: [Flightgear-devel] Default glider model

2007-11-18 Thread John Wojnaroski
Melchior FRANZ wrote:

* John Wojnaroski -- Sunday 18 November 2007:
  

Vivian Meazza wrote:


 model
 pathModels/Geometry/null.ac/path
 /model
  


  

Cannot find model file 
/usr/local/FlightGear-osg/data/Aircraft/747-200/Models/Geometry/null.ac


  

null.ac is in $FG_ROOT/Models/Geometry/ not
$FG_ROOT/Aircraft/747-200/Models/Geometry/, unless you
copied it there (for no good reason :-).

  

Right, I knew that ;-) Thank you.
JW



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Re: [Flightgear-devel] Default glider model

2007-11-18 Thread Melchior FRANZ
* John Wojnaroski -- Sunday 18 November 2007:
 Vivian Meazza wrote:
  model
  pathModels/Geometry/null.ac/path
  /model

 Cannot find model file 
 /usr/local/FlightGear-osg/data/Aircraft/747-200/Models/Geometry/null.ac
  

null.ac is in $FG_ROOT/Models/Geometry/ not
$FG_ROOT/Aircraft/747-200/Models/Geometry/, unless you
copied it there (for no good reason :-).

m.

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[Flightgear-devel] Pitts S1C patch

2007-11-18 Thread Stuart Buchanan
Hi All,

Dave Perry and I have been improving the Pitts S1C. A patch containing the 
various updates is available from 
http://www.nanjika.co.uk/flightgear/pittss1c.tar.bz2.

The patch contains:
- Updated FDM - now much more realistic thanks to Dave's many improvements.
- Improved instruments with correct ASI, Tacho markings.
- Updated cockpit model with side-throttle, stick
- Shifted viewpoint forward slightly to avoid near-plane clipping issue when 
rotating viewpoint
- Wider default field of view so pilot can see the runway.
- Updated help with takeoff and landing instructions.

As always, comments are very welcome.

-Stuart




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Re: [Flightgear-devel] OSG spotlights

2007-11-18 Thread Markus Zojer
Ok, I somehow got it to work:

added the following lines to /src/main/renderer.cxx (somewhere in the 
class SGPuDrawable block)

stateSet-setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT0, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT1, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT2, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT3, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT4, osg::StateAttribute::ON);

recompiled flightgear and changed the parameters in the lighting file to 
GL_LIGHT4 and light_num 4, and it works: I have ambient light and some 
sort of spotlight (wich I had to adjust a bit) now.
Not sure if it breaks anything, was just a quick shot ;-)

fly on,
markus

Markus Zojer wrote:
 Hi there!

 Maybe I missed something, but under OSG/opengl it should be able to 
 create up to 8 light sources.

 I used some simple osg code to generate a spotlight but it works only if 
 I define it as light_num 0, which corresponds the GL_LIGHT0 of opengl I 
 suppose, and this setting causes generic lightning to dissappear.

 Now some questions to someone with more insight into OSG:
 Is it possible to add lights when modifying the code below or is there a 
 current limitation in flightgear that prevent lights from being added?
 I had a quick look into renderer.cxx and it seems that our global 
 lighting is linked with osg there, but I am no programmer and I don't 
 know how our lighting system actually works.

 Here the code I used (when GL_LIGHT1 and light_num 1 were used,nothing 
 appeared):
   LightSource {
   UniqueID LightSource_2
   DataVariance STATIC
   nodeMask 0xff
   cullingActive FALSE
   StateSet {
 DataVariance STATIC
 rendering_hint DEFAULT_BIN
 renderBinMode INHERIT
 GL_LIGHTING ON
 GL_LIGHT0 ON
 GL_DEPTH_TEST ON
   }
   referenceFrame RELATIVE
   Light {
 UniqueID LightSource_3
 DataVariance STATIC
 light_num 0 //0 works but global light turned off
 ambient 0.2 0.2 0.2 1
 diffuse 1 1 1 1
 specular 0 0 0 0
 position 0 0 0 1
 direction -1 0 0
 constant_attenuation 1
 linear_attenuation 0
 quadratic_attenuation 0
 spot_exponent 2
 spot_cutoff 15
   }
   num_children 0
 }

 fly on,
 markus

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[Flightgear-devel] Frame rate drops

2007-11-18 Thread John Wojnaroski
Hi,

Having a strange problem with the latest osg version.

Upon startup, the initial frame rate sitting on the runway at KSFO is 
around 27fps,  not bad for the older Nvidia graphic boards currently in 
the system.  With multiple cameras and monitors (3) it drops to around 
15fps,  marginal but perfectly understandable.  The problem starts when 
resetting the program, the frame rate drops ~50% per reset. After about 
4 or 5 resets the rate is down to 1 fps.

Has anyone else seen this problem? Something to do with the AI traffic?  
Not seeing this problem with the May07 pre-release of 0.9.11.  Is there 
a later 0.9.11 version available? And where might one find it?

Regards
John






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Re: [Flightgear-devel] OSG spotlights

2007-11-18 Thread Yurik V. Nikiforoff
В сообщении от 18 ноября 2007 Markus Zojer написал(a):
 Hi there!

 Maybe I missed something, but under OSG/opengl it should be able to
 create up to 8 light sources.

Please, read this first:
http://sourceforge.net/mailarchive/message.php?msg_id=200610270754.15858.Mathias.Froehlich%40gmx.net


-- 
Wbr, Yurik

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