Re: [Flightgear-devel] Keyboard reorg
* 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. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Keyboard reorg
* 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. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OSG spotlights
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default glider model
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[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. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default glider model
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default glider model
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default glider model
* 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. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Pitts S1C patch
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 ___ Yahoo! Answers - Got a question? Someone out there knows the answer. Try it now. http://uk.answers.yahoo.com/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG spotlights
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Frame rate drops
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG spotlights
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel