Re: [Flightgear-devel] RFC: changes to views and cameras

2008-06-28 Thread Mathias Fröhlich

Hi Tim,

On Thursday 26 June 2008, Tim Moore wrote:
 Problems With the Current Approach

 Many features are not now possible using only a single running instance
 of FlightGear. There can't be more than one view at a time. It would be
 nice to keep the principal out the window view around -- in order to fly
 the aircraft -- while having inset model views, tower views, missile-cam
 views, an a340 tail-strike view, etc.

 Our OSG camera creation procedure is completely insufficient for many
 things that people want to do with FlightGear. The requirement that
 slave cameras be opened in different graphics windows doesn't match well
 the most common multi-head graphics hardware. Most people are using a
 setup that drives several monitors with one graphics card, such as the
 Nvidia TwinView or Matrox 2Go products. These configurations work
 best with a single graphics window that spans all the monitors; the
 graphics context switches needed to render to different windows on the
 same graphics card are expensive. The camera parameters we support are
 not sufficient to specify monitors arranged around a cockpit for a real
 out-the-window view, to say nothing of views projected onto a screen or
 dome.  Furthermore, for those configurations the FGViewer should never
 be able to change the field of view or other camera parameters.
This is true in general. Mostly I agree.
But I would like to be able to still use displays and screens for some parts 
of the viewer. So while this would be very good to have and probably better 
for the end performance where you are heading to, we should have that as an 
addition to the way we can now redirect views to different displays and 
screens.

Just think of a 2 gpu machine. You get the best performance with 2 screenn 
each on one gpu. Then have exactly one graphics context per gpu. When you 
have two monitors on each gpu, subdivide that single graphics context among 
two cameras like you are probably heading to ...

 Proposal

 Define a CameraGroup object that is the bridge between an FGViewer and
 the OSG cameras that render the view. An FGViewer points to one
 CameraGroup, and only one active view can drive a CameraGroup at a
 time. The CameraGroup manipulates osg::Camera objects as
 necessary. Subclasses of CameraGroup might not respond to FGViewer
 requests to change camera parameters.

 Extend the camera creation options in preferences.xml to specify named
 CameraGroup objects. Allow the specification of graphics windows to
 which slave cameras in CameraGroup objects are assigned. Allow the full
 specification of viewing parameters -- position, orientation -- either
 as relative to a master camera or independent. Allow the camera
 parameters to be specified relative to the master, as they are now, or
 independently. The camera parameters can be specified using the Clotho
 / glFrustum scheme (top, bottom, left, right) or a syntax used by
 ProjectionDesigner (http://orihalcon.jp/projdesigner/) that uses field
 of view, aspect ratio, and offset.  A full 4x4 matrix can also be
 specified.
Ok, in principle yes. I do not know projdesigned. But Note that you have to be 
careful with osg. You just can have a  sheared frustum in osg as a 
perspective projection matrix. If you specify arbitrary projection matrices 
osg bails out when culling ...

 Camera groups can be created and destroyed on the fly; the CameraGroup
 will create OSG cameras as necessary and attach them to the proper
 graphics window.

 A camera group named default-camera-group will be used by FGViewer
 objects by default. This group will be created based on the command line
 arguments if it isn't specified in preferences.xml.

 FGViewer objects can either use named camera groups or can create new
 ones on the fly. I don't know if the creation of new graphics windows on
 the fly will be supported.

 Eliminate get_current_view(). There will be a list of active
 views. Try to eliminate code that depends on the current view. There
 still needs to be a current location for the terrain pager, but more
 on that later.

 This proposal is a little vague; the specifics need to be worked out
 when the CameraGroup is implemented and FGViewer is changed to use it.
Sounds good in general.
What we just need is the ability to still redirect some windows to an other 
display/screen.

What would be good to have is the specify a completely different scenegraph in 
some subcameras. I think of having panel like instruments on an additional 
screen/display for example.

 Future Possibilities.

 The cameras in a camera group don't need to render directly to the
 screen. They can render to a texture which can be used either in the
 scene, like in a video screen in the instrument panel, or for distortion
 correction in a projected or dome environment.
Well, I have an animation that I call rendertexture, where you can replace a 
texture on a subobject with such a rtt camera. Then specify a usual 
scenegraph to render to that texture and 

Re: [Flightgear-devel] Terrasync mirror short on disk space

2008-06-28 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

I'm not sure how to extract that from the logs. The server in question hosts a 
lot of
other stuff that use a lot of bw so just looking at stats for the server would 
not help.

/Arvid Norlander

Sven Almgren wrote:
| How much data/trafic are we talking about? I might be able to host
| something...
|
| /Sven
-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.9 (GNU/Linux)

iEYEAREKAAYFAkhl/8gACgkQWmK6ng/aMNlozACfZwJ25lO/FOe23PYwCN2WQHLn
voYAnR2ju4+ZbXG+Un7FrIW/ZMayEdmj
=AaWY
-END PGP SIGNATURE-

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Re: [Flightgear-devel] Bug in Livery handling

2008-06-28 Thread Heiko Schulz

--- Melchior FRANZ [EMAIL PROTECTED] schrieb am Mo, 16.6.2008:

 Von: Melchior FRANZ [EMAIL PROTECTED]
 Betreff: Re: [Flightgear-devel] Bug in Livery handling
 An: flightgear-devel@lists.sourceforge.net
 Datum: Montag, 16. Juni 2008, 18:41
 * Melchior FRANZ -- Monday 16 June 2008:
  I know that bo105/plib are only correctly shown in
 fg/plib, and
  bo105/osg only in fg/osg.
 
 bo105/plib should now show up correctly in fg/osg (with
 random
 variant and special emblem). bo105/osg are not shown
 correctly
 in fg/plib, and probably never will.
 
 m.
 
Hi,

bo105/plib is now shown as random variant with cow, but there is still the bug 
between bo105/OSG:

Nasal runtime error: no such member: livery_update at 
C:\Programme\FlightGear-OSG\data}Aircraft\bo105\Models\bo105.xml, line 22

Same error with R22

So Livery Update over mp seems not to work yet.

Tested with FGFS OSG build 06/21/2008 win32 

Regards
HHS


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Re: [Flightgear-devel] RFC: changes to views and cameras

2008-06-28 Thread Tim Moore
On Sat, 28 Jun 2008 09:04:59 +0200
Mathias Fröhlich [EMAIL PROTECTED] wrote:

 
 Hi Tim,
 
 On Thursday 26 June 2008, Tim Moore wrote:
  Problems With the Current Approach
 
  Many features are not now possible using only a single running
  instance of FlightGear. There can't be more than one view at a
  time. It would be nice to keep the principal out the window view
  around -- in order to fly the aircraft -- while having inset model
  views, tower views, missile-cam views, an a340 tail-strike view,
  etc.
 
  Our OSG camera creation procedure is completely insufficient for
  many things that people want to do with FlightGear. The requirement
  that slave cameras be opened in different graphics windows doesn't
  match well the most common multi-head graphics hardware. Most
  people are using a setup that drives several monitors with one
  graphics card, such as the Nvidia TwinView or Matrox 2Go products.
  These configurations work best with a single graphics window that
  spans all the monitors; the graphics context switches needed to
  render to different windows on the same graphics card are
  expensive. The camera parameters we support are not sufficient to
...
 This is true in general. Mostly I agree.
 But I would like to be able to still use displays and screens for
 some parts of the viewer. So while this would be very good to have
 and probably better for the end performance where you are heading to,
 we should have that as an addition to the way we can now redirect
 views to different displays and screens.
 
 Just think of a 2 gpu machine. You get the best performance with 2
 screenn each on one gpu. Then have exactly one graphics context per
 gpu. When you have two monitors on each gpu, subdivide that single
 graphics context among two cameras like you are probably heading
 to ...
 
I received a private comment about this point too. Mapping cameras to
different windows, which can be opened on arbitrary screens, will
absolutely still be supported. I know that multi-GPU setups are
important for professional users and our demos. The setup you just
described would be an important test case for my proposed system: 4
monitors attached to two GPUS. As I understand it you will get the best
performance with each GPU treated as a large virtual screen, so here
you want two graphics windows -- one opened on each display (GPU) --
with two cameras mapped to each window.

  Proposal
 
  Define a CameraGroup object that is the bridge between an FGViewer
  and the OSG cameras that render the view. An FGViewer points to one
  CameraGroup, and only one active view can drive a CameraGroup at a
  time. The CameraGroup manipulates osg::Camera objects as
  necessary. Subclasses of CameraGroup might not respond to FGViewer
  requests to change camera parameters.
 
  Extend the camera creation options in preferences.xml to specify
  named CameraGroup objects. Allow the specification of graphics
  windows to which slave cameras in CameraGroup objects are assigned.
  Allow the full specification of viewing parameters -- position,
  orientation -- either as relative to a master camera or
  independent. Allow the camera parameters to be specified relative
  to the master, as they are now, or independently. The camera
  parameters can be specified using the Clotho / glFrustum scheme
  (top, bottom, left, right) or a syntax used by ProjectionDesigner
  (http://orihalcon.jp/projdesigner/) that uses field of view, aspect
  ratio, and offset.  A full 4x4 matrix can also be specified.
 Ok, in principle yes. I do not know projdesigned. But Note that you
 have to be careful with osg. You just can have a  sheared frustum in
 osg as a perspective projection matrix. If you specify arbitrary
 projection matrices osg bails out when culling ...
Interesting to know. OK, perhaps no matrix syntax.

...
  This proposal is a little vague; the specifics need to be worked out
  when the CameraGroup is implemented and FGViewer is changed to use
  it.
 Sounds good in general.
 What we just need is the ability to still redirect some windows to an
 other display/screen.
 
 What would be good to have is the specify a completely different
 scenegraph in some subcameras. I think of having panel like
 instruments on an additional screen/display for example.
Yup. We can think about how to specify that.
 
  Future Possibilities.
 
  The cameras in a camera group don't need to render directly to the
  screen. They can render to a texture which can be used either in the
  scene, like in a video screen in the instrument panel, or for
  distortion correction in a projected or dome environment.
 Well, I have an animation that I call rendertexture, where you can
 replace a texture on a subobject with such a rtt camera. Then specify
 a usual scenegraph to render to that texture and voila. I believe
 that I could finish that in a few days - depending on the weather
 here :) The idea is to make mfd instruments with usual scenegraphs
 and pin that on an object 

Re: [Flightgear-devel] icons

2008-06-28 Thread Melchior FRANZ
* Arnt Karlsen -- Thursday 26 June 2008:
 Shouldn't these icons be in our cvs|svn|git etc repositories?

They do IMHO belong to the src package -- to the executable.
Adding a top-level dir in the data package only for a few
(not so pretty) icons wasn't a good idea, and the inconsistent
capitalization makes it even worse.

m. 

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[Flightgear-devel] pick lines grey instead of yellow

2008-06-28 Thread S. Andreason
Hi Nav and Vivian,
I have the answer to your question, (why are some pick outlines grey 
instead of yellow?)
If an object has a _material_ animation, specifically, emissions, then 
it will not be the thick yellow line, but instead a thin line the _same_ 
color as the emission value.

So for example, if the emission value is black, the pick line will also 
be black, and virtually invisible.

Can this be improved? perhaps reverse color and thicker lines? or back 
to yellow?

Stewart


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