Re: [Flightgear-devel] clearer patch to renderer.*xx - accomodates non 4:3 aspect ratios with osg

2008-01-26 Thread Tim Moore
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Hash: SHA1

dave perry wrote:
| Tim Moore wrote:
| -BEGIN PGP SIGNED MESSAGE-
| Hash: SHA1
|
| I've checked in a fix that addresses the non 4:3 problem and also fixes the 
osgviewer
| distortion issue. It turned out to be pretty hairy. Please give the patch a 
try.
|
|
|
| Thanks Tim,
|
| With today's SimGear and source cvs, I compiled with --enable-osgviewer
| and the distortions with resizing are gone.  Another issue I had
| documented remains.  If I don't resize, the hot spot
| vertical-coordinates are too low.  Once I resize or maximize the screen,
| the hot spots are correct.  It appears the mouse vertical is initially
| off until you resize.
I did check this and it seemed to work for me, but I'm probably used to hunting 
around
for the hotspots when I click on stuff. Can you give me a precise example that 
doesn't
work? Also, what's the magic for displaying the hot spots?

|
| Thanks again for all the effort and desiring to fix it right.
|
| - Dave Perry
I've learned that with graphics related stuff if you don't fix it right the 
first time,
you'll be fixing it again soon :)

Tim

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Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan
Hi All,

Just a quick note to mention that I've now implemented random tree height, and
multiple textures as suggested by Curt. Screenshot here:

http://www.nanjika.co.uk/flightgear/forest2.jpg

Still some work to be done, but it is looking more realistic.

Tim - I've been cleaning up my code a bit, so unless you've already started, I'd
hold off trying to kick my previous patch into shape for CVS. I should have a 
new
patch fairly soon.

Two other questions for Tim, or anyone else familiar with OSG/OpenGL:

1) For the diffuse lighting, presumably I should calculate the normal when
creating the geometry, and it will appear as gl_Normal in the shader right?

2) I've been finding it impossible to work out how to pass in generic attributes
into the shader. I've managed to bind an attribute to a location using
program-addBindAttribLocation(textureIndex, 1); but I can't seem to set the
attribute afterwards. I should be able to use glVertexAttrib... functions, but
they don't compile on Visual Studio. Any ideas ?

-Stuart


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Re: [Flightgear-devel] trees

2008-01-26 Thread Jon S. Berndt
 Hi All,
 
 Just a quick note to mention that I've now implemented random tree
 height, and
 multiple textures as suggested by Curt. Screenshot here:
 
 http://www.nanjika.co.uk/flightgear/forest2.jpg
 
 Still some work to be done, but it is looking more realistic.


That looks very impressive! Really nice.

Jon




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Re: [Flightgear-devel] trees

2008-01-26 Thread Frederic Bouvier
Stuart Buchanan a écrit :
 Hi All,

 Just a quick note to mention that I've now implemented random tree height, and
 multiple textures as suggested by Curt. Screenshot here:

 http://www.nanjika.co.uk/flightgear/forest2.jpg

 Still some work to be done, but it is looking more realistic.
   

Impressive

 Tim - I've been cleaning up my code a bit, so unless you've already started, 
 I'd
 hold off trying to kick my previous patch into shape for CVS. I should have a 
 new
 patch fairly soon.

 Two other questions for Tim, or anyone else familiar with OSG/OpenGL:

 1) For the diffuse lighting, presumably I should calculate the normal when
 creating the geometry, and it will appear as gl_Normal in the shader right?
   

According to the orange book, yes
 2) I've been finding it impossible to work out how to pass in generic 
 attributes
 into the shader. I've managed to bind an attribute to a location using
 program-addBindAttribLocation(textureIndex, 1); but I can't seem to set the
 attribute afterwards. I should be able to use glVertexAttrib... functions, but
 they don't compile on Visual Studio. Any ideas ?
   

Why not using osg::Geometry::setVertexAttribArray instead of raw gl
functions ? Standard OpenGL under windows is 1.1. Extensions have to be
loaded manually. OSG should do it for you.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


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Re: [Flightgear-devel] clearer patch to renderer.*xx - accomodates non 4:3 aspect ratios with osg

2008-01-26 Thread dave perry
Tim Moore wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 dave perry wrote:
 | Tim Moore wrote:
 | -BEGIN PGP SIGNED MESSAGE-
 | Hash: SHA1
 |
 | I've checked in a fix that addresses the non 4:3 problem and also fixes 
 the osgviewer
 | distortion issue. It turned out to be pretty hairy. Please give the patch 
 a try.
 |
 |
 |
 | Thanks Tim,
 |
 | With today's SimGear and source cvs, I compiled with --enable-osgviewer
 | and the distortions with resizing are gone.  Another issue I had
 | documented remains.  If I don't resize, the hot spot
 | vertical-coordinates are too low.  Once I resize or maximize the screen,
 | the hot spots are correct.  It appears the mouse vertical is initially
 | off until you resize.
 I did check this and it seemed to work for me, but I'm probably used to 
 hunting around
 for the hotspots when I click on stuff. Can you give me a precise example 
 that doesn't
 work? Also, what's the magic for displaying the hot spots?
   
When I start fgfs in the pa24 with the Century IIb, and try and switch 
the autopilot on (lower left on the panel), clicking from the lower 1/3 
of this switch to about 2/3 of the height of the switch below the switch 
is hot.  In other words,  the active hot spot is about 2/3 of the height 
of this switch too low.  To display the hot spots, type ctrl-C.  All the 
hot spots are the same distance too low.

If you maximize the window, or just resize the window, the active area 
of the hot spot will be moved up to the right location.

Hope this was clear.

- Dave Perry

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Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan

--- Stuart Buchanan wrote:
 Hi All,
 
 Just a quick note to mention that I've now implemented random tree height, and
 multiple textures as suggested by Curt. Screenshot here:
 
 http://www.nanjika.co.uk/flightgear/forest2.jpg
 
 Still some work to be done, but it is looking more realistic.
 
 Tim - I've been cleaning up my code a bit, so unless you've already started,
 I'd
 hold off trying to kick my previous patch into shape for CVS. I should have a
 new
 patch fairly soon.

A patch for this is now available from
http:/www.nanjika.co.uk/flightgear/trees.tar.gz.

Note that there are some additional new files for the tree textures and some
re-organizing of the code - see the included README.

-Stuart


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Re: [Flightgear-devel] trees

2008-01-26 Thread Timothy Moore
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Frederic Bouvier wrote:
| Stuart Buchanan a écrit :

| 2) I've been finding it impossible to work out how to pass in generic 
attributes
| into the shader. I've managed to bind an attribute to a location using
| program-addBindAttribLocation(textureIndex, 1); but I can't seem to set 
the
| attribute afterwards. I should be able to use glVertexAttrib... functions, 
but
| they don't compile on Visual Studio. Any ideas ?
|
|
| Why not using osg::Geometry::setVertexAttribArray instead of raw gl
| functions ? Standard OpenGL under windows is 1.1. Extensions have to be
| loaded manually. OSG should do it for you.

Stuart's trying to use attributes to set state before calling a display list, 
so the array
functions aren't usable here. The easiest thing would be to use 
osg::Drawable::Extensions
and look at the OSG source code for examples of using it.

Tim

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Re: [Flightgear-devel] trees

2008-01-26 Thread Frederic Bouvier
Stuart,

Stuart Buchanan a écrit :
 --- Stuart Buchanan wrote:
   
 Hi All,

 Just a quick note to mention that I've now implemented random tree height, 
 and
 multiple textures as suggested by Curt. Screenshot here:

 http://www.nanjika.co.uk/flightgear/forest2.jpg

 Still some work to be done, but it is looking more realistic.

 Tim - I've been cleaning up my code a bit, so unless you've already started,
 I'd
 hold off trying to kick my previous patch into shape for CVS. I should have a
 new
 patch fairly soon.
 

 A patch for this is now available from
 http:/www.nanjika.co.uk/flightgear/trees.tar.gz.

 Note that there are some additional new files for the tree textures and some
 re-organizing of the code - see the included README.
   

I applied your new patch and I don't have trees, although they were
working with the last one. It seems to me that there is a missing bit
for flightgear because the setUseRandomVegetation function is never
called and stay to false. Maybe there is a patch to options.cxx sitting
on your disc.

-Fred

-- 
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http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


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Re: [Flightgear-devel] trees

2008-01-26 Thread Nicolas
For everybody, to apply the 2nd Stuart's patch ; don't forget adding the
TreeBin.cxx and TreeBin.hxx in the file : simgear/scene/tgdb/Makefile.am

The patch :
Index: Makefile.am
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/tgdb/Makefile.am,v
retrieving revision 1.7
diff -u -r1.7 Makefile.am
--- Makefile.am 13 Dec 2007 23:30:25 -  1.7
+++ Makefile.am 26 Jan 2008 18:55:17 -
@@ -18,7 +18,8 @@
SGTexturedTriangleBin.hxx \
SGTriangleBin.hxx \
SGVertexArrayBin.hxx \
-   GroundLightManager.hxx
+   GroundLightManager.hxx \
+   TreeBin.hxx
 
 libsgtgdb_a_SOURCES = \
apt_signs.cxx \
@@ -28,6 +29,7 @@
SGOceanTile.cxx \
SGReaderWriterBTG.cxx \
SGVasiDrawable.cxx \
-   GroundLightManager.cxx
+   GroundLightManager.cxx \
+   TreeBin.cxx
 
 INCLUDES = -I$(top_srcdir)



Then, if you want to test quickly the Trees feature :
Index: tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Scenery/tileentry.cxx,v
retrieving revision 1.64
diff -u -r1.64 tileentry.cxx
--- tileentry.cxx   20 Dec 2007 23:20:52 -  1.64
+++ tileentry.cxx   26 Jan 2008 18:56:36 -
@@ -273,6 +273,7 @@
 options-setMatlib(globals-get_matlib());
 options-setCalcLights(is_base);
 options-setUseRandomObjects(use_random_objects);
+options-setUseRandomVegetation(true);
 osg::Node* node = osgDB::readNodeFile(path, options.get());
 if (node)
   geometry-addChild(node);



Now, we need to correct all terrains... to have trees working ; 
and add corn (with or without OGM) field, wheat field...


Le samedi 26 janvier 2008 à 19:29 +0100, Maik Justus a écrit :
 Hi Fred, Hi Stuart,
 
 Frederic Bouvier schrieb am 26.01.2008 19:22:
  Stuart,
 
  Stuart Buchanan a écrit :

  --- Stuart Buchanan wrote:

  
  Hi All,
 
  Just a quick note to mention that I've now implemented random tree 
  height, and
  multiple textures as suggested by Curt. Screenshot here:
 
  http://www.nanjika.co.uk/flightgear/forest2.jpg
 
  Still some work to be done, but it is looking more realistic.
 
  Tim - I've been cleaning up my code a bit, so unless you've already 
  started,
  I'd
  hold off trying to kick my previous patch into shape for CVS. I should 
  have a
  new
  patch fairly soon.
  

  A patch for this is now available from
  http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
 
  Note that there are some additional new files for the tree textures and 
  some
  re-organizing of the code - see the included README.

  
 
  I applied your new patch and I don't have trees, although they were
  working with the last one. 
 same here (but your new screenshot looks great).
 
 Maik
  It seems to me that there is a missing bit
  for flightgear because the setUseRandomVegetation function is never
  called and stay to false. Maybe there is a patch to options.cxx sitting
  on your disc.
 
  -Fred
 

 
 
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Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan
--- Stuart Buchanan  wrote:
 
 --- Stuart Buchanan wrote:
  Hi All,
  
  Just a quick note to mention that I've now implemented random tree height,
 and
  multiple textures as suggested by Curt. Screenshot here:
  
  http://www.nanjika.co.uk/flightgear/forest2.jpg
  
  Still some work to be done, but it is looking more realistic.
  
  Tim - I've been cleaning up my code a bit, so unless you've already started,
  I'd
  hold off trying to kick my previous patch into shape for CVS. I should have 
  a
  new
  patch fairly soon.
 
 A patch for this is now available from
 http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
 
 Note that there are some additional new files for the tree textures and some
 re-organizing of the code - see the included README.

Doh! I didn't notice that I had changed the FlightGear source too...

The patch below adds the appropriate property value check, and I've updated the
tarball and README to include it.

At some point I'll need to add a setting to the preferences.xml file too, but
first we need to decide whether the trees should be on by default (like the
random objects) or not.

Any opinions?

-Stuart

Index: Scenery/tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Scenery/tileentry.cxx,v
retrieving revision 1.64
diff -u -r1.64 tileentry.cxx
--- Scenery/tileentry.cxx   20 Dec 2007 23:20:52 -  1.64
+++ Scenery/tileentry.cxx   26 Jan 2008 16:18:54 -
@@ -266,6 +266,9 @@
 {
 bool use_random_objects =
 fgGetBool(/sim/rendering/random-objects, true);
+
+bool use_random_vegetation = 
+fgGetBool(/sim/rendering/random-vegetation, true);
 
 // try loading binary format
 osg::ref_ptrSGReaderWriterBTGOptions options
@@ -273,6 +276,7 @@
 options-setMatlib(globals-get_matlib());
 options-setCalcLights(is_base);
 options-setUseRandomObjects(use_random_objects);
+options-setUseRandomVegetation(use_random_vegetation);
 osg::Node* node = osgDB::readNodeFile(path, options.get());
 if (node)
   geometry-addChild(node);



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Re: [Flightgear-devel] trees

2008-01-26 Thread Arnt Karlsen
On Sat, 26 Jan 2008 07:30:09 -0600, Jon wrote in message 
[EMAIL PROTECTED]:

  Hi All,
  
  Just a quick note to mention that I've now implemented random tree
  height, and
  multiple textures as suggested by Curt. Screenshot here:
  
  http://www.nanjika.co.uk/flightgear/forest2.jpg
  
  Still some work to be done, but it is looking more realistic.
 
 
 That looks very impressive! Really nice.

..aye.  Warrants its own release, 1.1, sea level rise or 
no sea level rise.  Tweaks would be allowing larger open 
clearings, more trees in tighter and larger clusters, and
let tree height depend on altitude, you'll see the each 
tree getting small at the tree limit, size depends on wind 
and snow coverage.  Shape, too, is affected by prevailing 
wind and wind protection.  Why do I have these eerie images
of emerging forestry etc simulators?  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] trees

2008-01-26 Thread Tim Moore
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Hash: SHA1

Frederic Bouvier wrote:
| Stuart Buchanan a écrit :

| 2) I've been finding it impossible to work out how to pass in generic 
attributes
| into the shader. I've managed to bind an attribute to a location using
| program-addBindAttribLocation(textureIndex, 1); but I can't seem to set 
the
| attribute afterwards. I should be able to use glVertexAttrib... functions, 
but
| they don't compile on Visual Studio. Any ideas ?
|
|
| Why not using osg::Geometry::setVertexAttribArray instead of raw gl
| functions ? Standard OpenGL under windows is 1.1. Extensions have to be
| loaded manually. OSG should do it for you.

Stuart's trying to use attributes to set state before calling a display list, 
so the array
functions aren't usable here. The easiest thing would be to use 
osg::Drawable::Extensions
and look at the OSG source code for examples of using it.

Tim

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[Flightgear-devel] Error in compiling FlightGear under Cygwin

2008-01-26 Thread Jon S. Berndt
Well, for the first time in a very long time I am building the latest and
greatest FlightGear. To my delight, plib, simgear, and openscenegraph built
flawlessly under cygwin on my old XP box. The FlightGear build stumbled just
slightly, but I don't expect this is a big deal. Here's what I got:


g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src
-I/usr/local/include  -g -O2 -D_REENTRANT -MT groundnetwork.o -MD -MP -MF
.deps/groundnetwork.Tpo -c -o groundnetwork.o groundnetwork.cxx
groundnetwork.cxx: In member function `void
FGGroundNetwork::checkSpeedAdjustment(int, double, double, double, double,
double)':
groundnetwork.cxx:794: error: `HUGE' undeclared (first use this function)
groundnetwork.cxx:794: error: (Each undeclared identifier is reported only
once for each function it appears in.)


Any hints as to what would cause something like this?

Jon



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Re: [Flightgear-devel] Error in compiling FlightGear under Cygwin

2008-01-26 Thread Csaba Halász
On Jan 27, 2008 4:20 AM, Jon S. Berndt [EMAIL PROTECTED] wrote:

 groundnetwork.cxx:794: error: `HUGE' undeclared (first use this function)
 groundnetwork.cxx:794: error: (Each undeclared identifier is reported only
 once for each function it appears in.)


 Any hints as to what would cause something like this?

Looking at the file I believe that should be HUGE_VAL.

-- 
Csaba/Jester

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Re: [Flightgear-devel] Error in compiling FlightGear under Cygwin

2008-01-26 Thread Jon S. Berndt
 Looking at the file I believe that should be HUGE_VAL.
 --
 Csaba/Jester

Thanks. It works. That was a lot simpler than I was expecting.

This probably needs to be fixed in CVS.

Jon



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[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-01-26 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-21_15:12:44 (curt)
/var/cvs/SimGear-0.3/source/NEWS

At least update the version and date, we can fill in with more changes as
we have time later.


2f585eeea02e2c79d7b1d8c4963bae2d

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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear source

2008-01-26 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-21_15:13:45 (curt)
/var/cvs/FlightGear-0.9/source/NEWS

At least update the date and version.  We can fill in with additional
changes as time permits later.


2f585eeea02e2c79d7b1d8c4963bae2d

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