[Flightgear-devel] Route Manager

2009-04-03 Thread Hart, Gordon (UK)
Hello all,
 
What's the best way to Set and Get the waypoints that have been entered
into the Route Manager? 
 
Gordon.


This email and any attachments are confidential to the intended recipient and 
may also be privileged. If you are not the intended recipient please delete it 
from your system and notify the sender. You should not copy it or use it for 
any purpose nor disclose or distribute its contents to any other person. 

MBDA UK Limited, a company registered in England and Wales, registration number 
3144919 whose registered office is at Six Hills Way, Stevenage, Hertfordshire, 
SG1 2DA, England.



__
This email has been scanned by the MessageLabs Email Security System.
For more information please visit http://www.messagelabs.com/email 
__--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-03 Thread Erik Hofman

Erik Hofman wrote:
 After reading the comments I agree with it.
 I'll take some time to adjust the ambient accordingly.

This has been committed to CVS now.
Let me know what you think.

(keep in mind that the darkest ambient color is defined in 
data/Lighting/ambient which has not been touched for ages).

Erik

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] jsbsim wind correction in opposite direction

2009-04-03 Thread gerard robin
On mercredi 01 avril 2009, jean pellotier wrote:
 Jon S. Berndt a écrit :
  Yes, the difference stems from the need to know what the wind is
  bringing, and the vectorial definition of where it's going. The problem
  was that sometimes we just had a vector where we expected to see North,
  East, and Down, wind components. Well ... fine, but is that to or
  from. The convention was unspecified, and that caused confusion. From
  the FlightGear side, I can see winds being specified either way. In the
  flight dynamics code, however, I expect to see a wind velocity vector -
  the direction it's going. The question is, where does the conversion to
  the wind velocity vector form break?
 
  Jon

 After having seen in some places in last JSBSim code that wind direction
 is the direction the wind is toward, here's a patch that revert the
 values used in wind vector for JSBSim, that work for me, wind is now
 correctly applied.
 i didn't tested vertical composante .

 hope that helps

 jano


OK
Tested, with the Carrier to wind , now, when taking off,  we do have the  
JSBSim aircraft getting the wind in front of
The difference of velocity between air speed and ground speed is right.

JSBSim.cxx wants that patch  , the users too :)


-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-03 Thread Vivian Meazza
Erik

 
 Erik Hofman wrote:
  After reading the comments I agree with it.
  I'll take some time to adjust the ambient accordingly.
 
 This has been committed to CVS now.
 Let me know what you think.
 
 (keep in mind that the darkest ambient color is defined in
 data/Lighting/ambient which has not been touched for ages).
 

IMO, without any real data to judge it by, the specular adjustment is good
enough.

Ambient is still significantly too dark - on the side of an ac lit only by
ambient light, it is just about black. In my experience, on the brightest
days when the difference between ambient and diffuse is greatest, there is
always enough ambient light to penetrate even the most intense shadows.

I'll do a couple of screen shots later

Vivian



--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-03 Thread Curtis Olson
On Fri, Apr 3, 2009 at 7:26 AM, Vivian Meazza wrote:

 
  Erik Hofman wrote:
   After reading the comments I agree with it.
   I'll take some time to adjust the ambient accordingly.
 
  This has been committed to CVS now.
  Let me know what you think.
 
  (keep in mind that the darkest ambient color is defined in
  data/Lighting/ambient which has not been touched for ages).
 

 IMO, without any real data to judge it by, the specular adjustment is good
 enough.

 Ambient is still significantly too dark - on the side of an ac lit only by
 ambient light, it is just about black. In my experience, on the brightest
 days when the difference between ambient and diffuse is greatest, there is
 always enough ambient light to penetrate even the most intense shadows.

 I'll do a couple of screen shots later


One thing to possibly consider is that when we (someday) get back to having
shadows cast by the aircraft, we may need to recalibrate some of these
parameters.

I recall long ago when I was trying to play with ambient/diffuse parameters
for terrain, I quickly discovered a big part of the problem is the lack of
dynamic range of a computer monitor.  The diffuse lighting is based on the
angle of the surface relative to the angle of the light source, and near
dawn/dusk this gets really low.  And because of the way opengl does the
lighting math you can't really do anything about that (nor would you want
to.)  However, in order to get the scene brightness back up to something
usable, you have to boost the ambient component of the lighting artificially
high, and then all shadows go away.  Contributing to the problem (I think)
is that most of us view the scene in a normally lit room.  If we forced
everyone to only view FlightGear inside a perfectly dark room, I think we
could do a little better.  But this is a really hard problem.  Very easy to
get wrong, impossible to get right, very hard to get mostly right (or not
distractingly wrong.)

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Elevation trouble with Scenery

2009-04-03 Thread cullam Bruce-Lockhart
I've been mucking around trying to build my own scenery for the last couple 
weeks, with a VAST amount of help from Geoff McLane. I've got it all working, 
and have been able to generate my own scenery. 

However, the elevation is coming out all messed up. Geoff has some photos of 
how it has come out available on his site: 

http://geoffair.net/tmp/cullam-01.htm
Almost all the land data is appearing completely flat, at -m. There are a 
few pieces of land that appear at sea level. All airports are at sea level. 

I'm working on the scenery for the island of Newfoundland. I'm using the DEM 
data available from 
http://geobase.ca/geobase/en/data/cded/index.html\, which has a resolution of 
about 30m. According to the Terragear tools, this data is in the correct ASCII 
format, and is good to go for demchop. 

After running demchop on about 380 of these files, the folder containing the 
chopped elevation data is 131.1 MB. 

I then run genapts on my apt.dat file which was modified to include airports 
that aren't in the official apt.dat, and to correct their layouts. Again, there 
don't appear to be any problems. 

For my shapefile, I'm simply using the standard North American vmap0. This 
appears to have been prepared without incident. 

And then I run fgfs-construct. After the construction is done, my total folder 
size for everything just generated is 7.1 MB. This has GOT to be where the 
elevation data is disappearing, but I have no idea why. Obviously, there are 
massive ammounts of specifics that I could get into, but then this question 
would be huge and complex. So all I'm asking here is, does anybody have any 
idea where I should start looking to figure out where this went wrong? 



  __
Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your 
favourite sites. Download it now
http://ca.toolbar.yahoo.com.--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Elevation trouble with Scenery

2009-04-03 Thread Josef Duschl
Hi there,

did you ask on the forum about that? There's currently a good discussion 
going on about how to do it. There's also a few hints on what can go wrong.
http://www.flightgear.org/forums/viewtopic.php?f=5t=3230
(Yes I know that this thread is about Windows but a lot of the things 
that went wrong are concerning paths. So _do_ please take a look at it.)

But from what you've written, I've got the sneaking suspicion that you 
are using a weird version of terragear. At least I don't know about a 
tool called demchop - I only know one called hgtchop.
Putting that aside, thre's more: Note that genapts also needs the 
elevation data. Also look out for any error message the tools spit out 
along the lines of cant find file somescenrytile.whatever 
extension. They should point you towards what's going wrong exactly. 
Maybe you've missed a few tiles, you need or they are in the wrong 
place. (One of the tools looks for the tiles in a set of hard-coded 
folders.)

Cheers,

Josef

cullam Bruce-Lockhart schrieb:
 I've been mucking around trying to build my own scenery for the last 
 couple weeks, with a VAST amount of help from Geoff McLane. I've got 
 it all working, and have been able to generate my own scenery.

 However, the elevation is coming out all messed up. Geoff has some 
 photos of how it has come out available on his site:
 http://geoffair.net/tmp/cullam-01.htm
 Almost all the land data is appearing completely flat, at -m. 
 There are a few pieces of land that appear at sea level. All airports 
 are at sea level.

 I'm working on the scenery for the island of Newfoundland. I'm using 
 the DEM data available from
 http://geobase.ca/geobase/en/data/cded/index.html\, which has a 
 resolution of about 30m. According to the Terragear tools, this data 
 is in the correct ASCII format, and is good to go for demchop.

 After running demchop on about 380 of these files, the folder 
 containing the chopped elevation data is 131.1 MB.

 I then run genapts on my apt.dat file which was modified to include 
 airports that aren't in the official apt.dat, and to correct their 
 layouts. Again, there don't appear to be any problems.

 For my shapefile, I'm simply using the standard North American vmap0. 
 This appears to have been prepared without incident.

 And then I run fgfs-construct. After the construction is done, my 
 total folder size for everything just generated is 7.1 MB. This has 
 GOT to be where the elevation data is disappearing, but I have no idea 
 why. Obviously, there are massive ammounts of specifics that I could 
 get into, but then this question would be huge and complex. So all I'm 
 asking here is, does anybody have any idea where I should start 
 looking to figure out where this went wrong?


 
 Be smarter than spam. See how smart SpamGuard is at giving junk email 
 the boot with the *All-new Yahoo! Mail * 
 http://ca.promos.yahoo.com/newmail/overview2/
 

 --
   
 

 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
   


--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Elevation trouble with Scenery

2009-04-03 Thread Jon Stockill
cullam Bruce-Lockhart wrote:
 I've been mucking around trying to build my own scenery for the last 
 couple weeks, with a VAST amount of help from Geoff McLane. I've got it 
 all working, and have been able to generate my own scenery.
 
 However, the elevation is coming out all messed up. Geoff has some 
 photos of how it has come out available on his site:
 http://geoffair.net/tmp/cullam-01.htm
 Almost all the land data is appearing completely flat, at -m. There 
 are a few pieces of land that appear at sea level. All airports are at 
 sea level.
 
 I'm working on the scenery for the island of Newfoundland. I'm using the 
 DEM data available from
 http://geobase.ca/geobase/en/data/cded/index.html\, which has a 
 resolution of about 30m. According to the Terragear tools, this data is 
 in the correct ASCII format, and is good to go for demchop.
 
 After running demchop on about 380 of these files, the folder containing 
 the chopped elevation data is 131.1 MB.
 
 I then run genapts on my apt.dat file which was modified to include 
 airports that aren't in the official apt.dat, and to correct their 
 layouts. Again, there don't appear to be any problems.

If your airports are at sea level then there's a very good chance your 
processed DEM data is in the wrong directory.

If you run genapts without any parameters ISTR you'll get a list of the 
directories it will search.

Jon

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] RFC: graphics effects files

2009-04-03 Thread Tim Moore
Hello,
A couple of weeks ago I was asked for a sample of an effects file that uses my
proposed changes to the property system; here it is. The syntax differs from
current property system syntax in two ways: it uses vector types for some
properties, and some properties can have a variance=dynamic attribute that
indicates that a parameter can be animated and that graphics state that
depends on it may need to be updated.

Many people seem unconvinced by my arguments for new property types. That's 
fine;
I'm still convinced that they are desirable :) One implementation reason that I
would like to treat values like colors as vectors is that the underlying OSG 
type
is a vector, so if the components are individual properties that can be written
individually, the implementation choices for updating the OSG state are 
unattractive:

1) Write the full vector every time a component is changed. This means 
potentially 4
times the memory traffic to change a color, and leaves the values stored in OSG 
in
an inconsistent state for a time.

2) Update all effects with dynamic components every frame. We have a lot of 
material
animations, and their management is currently eats a lot of time in the update 
phase,
so I'd like to avoid this. On the other hand, we may be updating most animations
every frame anyway.

3) Record which effects have been changed, then update their OSG state. 
Complicated
bookkeeping... 

If people really don't like the effects syntax, I might be willing to hold my 
nose
and use the existing property implementation. I'm also not committed to having 
the
effects properties be of class SGPropertyNode; they might be a subtype.

?xml version=1.0 encoding=utf-8
!--
   An effect consists of parameters and techniques. The parameters
   section of an effect is a tree of values that describe, abstractly,
   the graphical appearence of objects that use the effect. Techniques
   refer to these parameters and use them to set OpenGL state or to
   set parameters for shader programs. Parameters can be declared to
   have a dynamic variance, which means that if their value is changed
   the corresponding value in the technique will be changed too.

   A technique can contain a predicate that describes the OpenGL
   functionality required to support the technique. The first
   technique with a valid predicate in the list of techniques is used
   to set up the graphics state of the effect. A technique with no
   predicate is always assumed to be valid.

   A technique can consist of several passes, which are run in
   sequence.

   One feature not fully illustrated in the sample below is that
   effects can inherit from each other. The parent effect is listed in
   the inherits-from form. The child effect's property tree is
   overlaid over that of the parent. This means that effects that
   inherit from the example default effect below could be very
   short, listing just new parameters and adding nothing to the
   techniques section; alternatively, a technique could be altered or
   customized in a child, listing (for example) a different shader
   program. Material animations will be implemented by creating a new
   effect that inherits from one in a model, overriding the parameters
   that will be animated.
--
PropertyList
  effect
namedefault-effect/name
!-- inherits-fromanother-effect/inherits-from --
parameters
  material
ambient type=vec4d
  0.0 0.0 0.0 1.0
/ambient
diffuse type=vec4d
  .5 .5 .5 1.0
/diffuse
specular type=vec4d
  0.3 0.3 0.3 1.0
/specular
emissive type=vec4d variance=dynamic
  0.0 0.0 0.0 1.0
/emissive
shininess1.2/shininess
  /material
  texture0
texture2d
  imagecity.png/image
  filterlinear-mipmap-linear/filter
  !-- also repeat --
  wrap-sclamp/wrap-s
  wrap-tclamp-to-edge/wrap-t
  !--
 wrap-rclamp-to-border/wrap-r
 --
  !-- float, signed-integer, integer --
  internal-formatnormalized/internal-format
/texture2d
  /texture0
  texture1
texture2d
  imagedetail.png/image
  filterlinear-mipmap-linear/filter
  !-- also repeat --
  wrap-sclamp/wrap-s
  wrap-tclamp-to-edge/wrap-t
  !--
 wrap-rclamp-to-border/wrap-r
 --
  !-- float, signed-integer, integer --
  internal-formatnormalized/internal-format
/texture2d
  /texture1
  bump-height type=double.05/bump-height
  pattern-rotation type=vec4d0 0 1 1.5708/pattern-rotation
/parameters
technique
  predicate
or
  less-equal
value2.0/value
glversion/
  /less-equal
  and
extension-supportedGL_ARB_shader_objects/extension-supported

extension-supportedGL_ARB_shading_language_100/extension-supported

Re: [Flightgear-devel] RFC: graphics effects files

2009-04-03 Thread Heiko Schulz

Hi,
Well, for someone who don't have any ideas or knowledge about shaders, it looks 
really complicated at the first sight. On the other site, it looks a bit like 
the .osg-files, and with a bit diggin in, it would be understandable for me at 
least.  

I guess it is a bump map for the towns and cities, right?
I would really know from the developers who are against this style of code are, 
what are the issues with this? Where are the main problems and what would be 
alternatives? 
Shader support would be a great step forward! 
Regards
HHS--
PropertyList
effect
namedefault-effect/name
!-- inherits-fromanother-effect/inherits-from --
parameters
material
ambient type=vec4d
  0.0 0.0 0.0 1.0
/ambient
diffuse type=vec4d
  .5 .5 .5 1.0
/diffuse
specular type=vec4d
  0.3 0.3 0.3 1.0
/specular
emissive type=vec4d variance=dynamic
  0.0 0.0 0.0 1.0
/emissive
shininess1.2/shininess
/material
texture0
texture2d
imagecity.png/image
filterlinear-mipmap-linear/filter
!-- also repeat --
wrap-sclamp/wrap-s
wrap-tclamp-to-edge/wrap-t
!--
wrap-rclamp-to-border/wrap-r
 --
!-- float, signed-integer, integer --
internal-formatnormalized/internal-format
/texture2d
/texture0
texture1
texture2d
imagedetail.png/image
filterlinear-mipmap-linear/filter
!-- also repeat --
wrap-sclamp/wrap-s
wrap-tclamp-to-edge/wrap-t
!--
wrap-rclamp-to-border/wrap-r
 --
!-- float, signed-integer, integer --
internal-formatnormalized/internal-format
/texture2d
/texture1
bump-height type=double.05/bump-height
pattern-rotation type=vec4d0 0 1 1.5708/pattern-rotation
/parameters
technique
predicate
or
less-equal
value2.0/value
glversion/
/less-equal
and
extension-supportedGL_ARB_shader_objects/extension-supported
extension-supportedGL_ARB_shading_language_100/extension-supported
extension-supportedGL_ARB_vertex_shader/extension-supported
extension-supportedGL_ARB_fragment_shader/extension-supported
/and
/or
/predicate
pass
lightingtrue/lighting
material
ambientusematerial/ambient/use/ambient
diffuseusematerial/diffuse/use/diffuse
specularusematerial/specular/use/specular
shininessusematerial/shininess/use/shininess
/material
texture-unit
texture2dusetexture0/texture2d/use/texture2d
/texture-unit
texture-unit
texture2dusetexture1/texture2d/use/texture2d
/texture-unit
shader-program
uniform
namebumpHeight/name
typefloat/type
usebump-height/use
/uniform
uniform
namepatternRotation/name
typevec4d/type
usepattern-rotation/use
/uniform
vertex-shader
Shaders/util.vert
/vertex-shader
vertex-shader
Shaders/foo.vert
/vertex-shader
fragment-shader
Shaders/foo.frag
/fragment-shader
/shader-program
/pass
/technique
technique
pass
lightingtrue/lighting
material
ambientusematerial/ambient/use/ambient
diffuseusematerial/diffuse/use/diffuse
specularusematerial/specular/use/specular
/material
texture-unit
texture2dusetexture0/texture2d/use/texture2d
/texture-unit
/pass
/technique
/effect
/PropertyList




Tim

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel



  

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel