[Flightgear-devel] Broken ATIS Init due to late OpenAL Initialization.

2010-03-14 Thread Zebediah C. McClure
Greetings,

In Flightgear 2.0 and CVS on Gentoo linux, ATIS transmissions were not 
working properly. 

Upon examining the code, I noticed that ATIS was initialized in the 
fgIdleFunction with all the other subsystems, yet fgInitSoundManager() isn't 
called until inside the main loop.  Since ATIS is setup before OpenAL, when 
ATIS attempts to load the default.wav file, it fails when it hits the 
if(!_working) trap in the audio load function.

I have worked around this problem by spamming the #ifdef 
ENABLE_AUDIO_SUPPORT block of code from the main loop into main.cxx just 
before  fgOSMainLoop(); is called.  This init's OpenAL before the other 
subsystems.

I'm aware that this is an awful and piggy solution and am willing to 
write a proper patch, but I don't understand how sound init is supposed to 
work, where, and when.

Hope this helps someone, I've seen s few unresolved reports of this 
issue 
around on the 'net.

Cheers,

Zeb McClure

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Re: [Flightgear-devel] airseed fix

2010-03-14 Thread Alasdair
On Fri, 2010-03-12 at 18:55 -0800, syd adams wrote:
 Hi guys ,
  This is another patch for the overspeed 
 It keeps the overspeed properties out of property tree when airspeed
 indicator is not 'overspeed ' enabled 
 No sense putting unused properties in an already heavily populated
 property tree .
 Could someone apply please ? 
 Thanks .
14 Mar 10:30 Zulu CVS gives:

Nasal runtime error: undefined symbol: set_barber_pole

at /opt/FlightGear/FlightGear_cvs/data/Aircraft/b1900d/Nasal/systems.nas, line 
132
  called from: /opt/FlightGear/FlightGear_cvs/data/Nasal/globals.nas,
line 100

Kind regards,

Alasdair


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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Erik Hofman
Heiko Schulz wrote:
 Now I have to learn to make normalmaps! :-)

I've updated the normalmap utility in FlightGear/utils/Modeller to 
reflect the output of the following tutorial:
http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm

It's not a one size fits all solution but might be a decent start for 
aircraft relief maps.

Unfortunately at this point the utility only accepts rgb files for input 
and output.

Erik

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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Frederic Bouvier
Hi Erik,

Le 14/03/2010 15:13, Erik Hofman a écrit :
 Heiko Schulz wrote:
   
 Now I have to learn to make normalmaps! :-)
 
 I've updated the normalmap utility in FlightGear/utils/Modeller to 
 reflect the output of the following tutorial:
 http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm

 It's not a one size fits all solution but might be a decent start for 
 aircraft relief maps.

 Unfortunately at this point the utility only accepts rgb files for input 
 and output.
   

There is a very good Gimp plugin that has a 3D preview, support relief
maps and works under Windows : http://registry.gimp.org/node/69
Of course, source code is also available for Linux and Mac.

I also found a tutorial here :
http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP

-Fred



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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Patrice Poly
There is also another approach to creating normal maps, using a
detailed,  high polygon count model of the object, from which you
extract the normals and map them to the low polygon object which is used
in the game.

A nice tutorial for blender can be found here :

http://blenderartists.org/forum/showthread.php?t=138194


These are very generic instructions for normal map baking, I didn't try
the FG shader yet, so I presume this may need some tweaking, specially
regarding the normal space to be used.

See
http://wiki.blender.org/index.php/Doc:Manual/Render/Bake  for
more details about normal space.


This normal map shader work will be a huge step ahead for image quality
in FG, congratulations !


On 14/03/2010 15:38, Frederic Bouvier wrote:
 Hi Erik,

 Le 14/03/2010 15:13, Erik Hofman a écrit :
   
 Heiko Schulz wrote:
   
 
 Now I have to learn to make normalmaps! :-)
 
   
 I've updated the normalmap utility in FlightGear/utils/Modeller to 
 reflect the output of the following tutorial:
 http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm

 It's not a one size fits all solution but might be a decent start for 
 aircraft relief maps.

 Unfortunately at this point the utility only accepts rgb files for input 
 and output.
   
 
 There is a very good Gimp plugin that has a 3D preview, support relief
 maps and works under Windows : http://registry.gimp.org/node/69
 Of course, source code is also available for Linux and Mac.

 I also found a tutorial here :
 http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP

 -Fred

   


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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Erik Hofman
Frederic Bouvier wrote:
 There is a very good Gimp plugin that has a 3D preview, support relief
 maps and works under Windows : http://registry.gimp.org/node/69
 Of course, source code is also available for Linux and Mac.
 
 I also found a tutorial here :
 http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP

Ah, that might be even better then

Erik

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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Frederic Bouvier
Le 13/03/2010 16:09, Heiko Schulz a écrit :
 Would be great it would support nightlighting as well. (Switching between 
 emissive nightlighted and daylighted textures) So we can get rid of those 
 ugly lightpoints
   

What about this (unfinished) one :
http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg

-Fred


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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Heiko Schulz

    
 
 What about this (unfinished) one :
 http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg
 
 -Fred

Yep, exactly that was in my mind!


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[Flightgear-devel] lamp-post appearance depends on camera tilt angle

2010-03-14 Thread John Denker
1) I closed the bug-tracker issue concerning the taxiway
 signs.  That's all good.

2) Alas there are other scenery elements that still
 exhibit an improper dependence on camera tilt angle.

Example:
  http://www.av8n.com/fly/fgfs/img48/pole-dark.png
in contrast to
  http://www.av8n.com/fly/fgfs/img48/pole-red-white.png

In particular, look at the lamp post just to the right
of the tan building, directly above the aircraft compass.
Its appearance changes dramatically as a function of
camera tilt angle.

  Note that I have gone to some trouble to control for
  variables that might _properly_ affect the appearance.
  The illumination is not changing, and the point-of-view
  location is not changing.  Only the camera tilt angle
  is changing in the example screenshots cited above.
  Object appearance should not depend on this.

I don't have any first-hand understanding of what's going 
on, but it is easy to hypothesize that the lamp-posts are
afflicted by the same disease the afflicted the taxiway
signs.  Or not.  In any case, this is a definite opportunity
for improvement, since the unstable appearance is quite 
noticeable to pilots who are just taxiing along, minding 
their own business.

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