Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d
Hello, This is a very unfortunate side effect when the cloud depth-sorting was introduced. I didn't notice it when I committed that patch at the time. Erik A workaround (but needed) is to delete the unneeded alphachannel of those buildings. That won't fix all problems (like the waves of the ships which needs alpha channel to work), but would also speed up FGFS for some users! From the wiki, updated by Tim Moore: Don't assign an RGBA texture to a model that is completely opaque! http://wiki.flightgear.org/index.php/Howto:_Improve_Framerates Regards Heiko __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d
Hi All Also another thing I ran into the other day is in a 3D cockpit with layer type glass screens the screens hide 3d objects although the 3d object is actually between the screen and you.In this case I am given to understand from Syd Adams that a alpha channel has to be added to the texture for the 3d object to get it to show in the correct order.With 3d cockpits being flavor of the month more people will run across this problem. Cheers Innis Hello, This is a very unfortunate side effect when the cloud depth-sorting was introduced. I didn't notice it when I committed that patch at the time. Erik A workaround (but needed) is to delete the unneeded alphachannel of those buildings. That won't fix all problems (like the waves of the ships which needs alpha channel to work), but would also speed up FGFS for some users! From the wiki, updated by Tim Moore: Don't assign an RGBA texture to a model that is completely opaque! http://wiki.flightgear.org/index.php/Howto:_Improve_Framerates Regards Heiko _ Browse profiles for FREE! Meet local singles online. http://clk.atdmt.com/NMN/go/150855801/direct/01/-- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d
On Mon, Mar 22, 2010 at 12:05 PM, Innis Cunningham inn...@hotmail.comwrote: Hi All Also another thing I ran into the other day is in a 3D cockpit with layer type glass screens the screens hide 3d objects although the 3d object is actually between the screen and you.In this case I am given to understand from Syd Adams that a alpha channel has to be added to the texture for the 3d object to get it to show in the correct order.With 3d cockpits being flavor of the month more people will run across this problem. Do you have an example of this? Tim -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FG - Helicopter FAA - AATD
Hi Developers, We are looking into the idea of creating an Helicopter (rotary) FAA AATD. Does anyone have any comments / thoughts about the quality of flight modeling for rotary wing aircraft in FlightGear? This is an important question as students must have the ability of practicing advanced maneuvers like auto-rotation and this can be a very complicated feature to model properly. Thanks! Christian FreedomWorks Inc. US: 609-858-2290 Canada: 905-228-0285 Fax: 347-296-3666 Email: christ...@freedomworks.ca www.FreedomWorks.ca -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d
Hi Tim Sure see attached the top of the speedbrake handle is hidden behind the glass screen but the arm of the handle is seen in front of the bezel that surrounds the glass screen.Also if you have no LOD on the screens they can be seen through the skin of the A/C. On Mon, Mar 22, 2010 at 12:05 PM, Innis Cunningham inn...@hotmail.com wrote: Hi All Also another thing I ran into the other day is in a 3D cockpit with layer type glass screens the screens hide 3d objects although the 3d object is actually between the screen and you.In this case I am given to understand from Syd Adams that a alpha channel has to be added to the texture for the 3d object to get it to show in the correct order.With 3d cockpits being flavor of the month more people will run across this problem. Do you have an example of this? Tim Cheers Innis _ Browse profiles for FREE! Meet local singles online. http://clk.atdmt.com/NMN/go/150855801/direct/01/attachment: fgfs-screen-003.png-- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Elevator control loading
Hi, Can anyone shed some light on the following question? Does JSBSim calculate elevator position and control hinge moments based on the general equation of motion, including inertial coupling, is described by Etkin( 1982 ), or do the FDMs simple accept the value provided via FG or a network interface and position the elevator at that value analogous to an irreversible control system. Working on a control loading system and before digging into the JSBSim code, thought I might ask the question of save some time. Thanks John -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Le 18/03/2010 23:45, David Megginson a écrit : On Thu, Mar 18, 2010 at 5:56 PM, Frederic Bouvier wrote: I noticed the same problem with roads and 3d buildings -- they're floating above the city. Is it possible to make the bump maps go up instead of down? In Shaders/urban.frag, change line 57 : vec2 dp = gl_TexCoord[0].st; into : vec2 dp = gl_TexCoord[0].st - ds; Tell me what do you think. Try to land in the city. I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried vec2 dp = gl_TexCoord[0].st + ds; and vec2 dp = gl_TexCoord[0].st - 2 * ds; vec2 dp = gl_TexCoord[0].st - ds; was indeed correct, but without depth information, the effect was barely visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg As already specified, the boundary with other types of terrain will not improve because of the parallax trickery. -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [PATCH] use const char* for dlerror
This fixes compilation error for non-bsd systems that happen to return const char* from dlerror(). No reason not to, since const char* is assignable from char*. -- Csaba/Jester diff --git a/simgear/screen/extensions.cxx b/simgear/screen/extensions.cxx index 7429c0f..130673c 100644 --- a/simgear/screen/extensions.cxx +++ b/simgear/screen/extensions.cxx @@ -121,11 +121,7 @@ void *SGGetGLProcAddress(const char *func) { libHandle = dlopen(NULL, RTLD_LAZY); if (!libHandle) { -#if defined (__FreeBSD__) const char *error = dlerror(); -#else -char *error = dlerror(); -#endif if (error) { SG_LOG(SG_GENERAL, SG_INFO, error); return 0; @@ -145,11 +141,7 @@ void *SGGetGLProcAddress(const char *func) { } else if (libHandle != NULL) { fptr = dlsym(libHandle, func); -#if defined (__FreeBSD__) const char *error = dlerror(); -#else -char *error = dlerror(); -#endif if (error) SG_LOG(SG_GENERAL, SG_INFO, error); } -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Web Site
Hi Curt, What about this example? 1. has left constant TOC, 2. uses CSS for positioning, 3. is XHTML 1.0 compliant, and probably 1.1, 4. has same content as current, ads and all ;=)) http://geoffair.net/fg/site/ Near the bottom of the TOC there is a 'Development' page 'REAME.site' which explains more, and has a set of zip downloads... I started by downloading the cvs www repository, (about a week ago now) but found there seemed 'missing', and 'changed' things when compare to the actual site. Have you abandoned this 'www' repo? Or perhaps just not had a chance to fully update it... Anyway, I would help further 'converting' the balance, if this general idea is an acceptable, at least as an immediate, intermediate site update, and certainly hope it addresses some of the site concerns expressed by others, and meets your personal requirements... Of course, not everything has been tested yet... but it is some good percentage along the way... And would be prepared to try to incorporate any other suggestions... Regards, Geoff. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] mpserver02 down
Hi all, Just thought some people might want to know that mpserver02 is currently down due to a disk failure :( Pigeon. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Elevator control loading
On Mon, 2010-03-22 at 10:03 -0700, cas...@mminternet.com wrote: Hi, Can anyone shed some light on the following question? Does JSBSim calculate elevator position and control hinge moments based on the general equation of motion, including inertial coupling, is described by Etkin( 1982 ), Short answer is, not by default. or do the FDMs simple accept the value provided via FG or a network interface and position the elevator at that value analogous to an irreversible control system. Short answer, by default, yes Working on a control loading system and before digging into the JSBSim code, thought I might ask the question of save some time. Long answer. Almost everything you're asking about in JSBSim depends on equations coded in the specific FDM configuration. In the property tree, the elevator control is set by /controls/flight/elevator and /controls/flight/elevator-trim. They are both in the range of +/-1. These two values are copied by C++ code into (/fdm/jsbsim/)fcs/elevator-cmd-norm and fcs/pitch-trim-cmd-norm. The configuration put out by the aeromatic tool, the basis of most our JSBSim aircraft, simply sums fcs/elevator-cmd-norm and fcs/pitch-trim-cmd-norm, clips the result to +/- 1 and outputs that as the elevator position fcs/elevator-pos-norm and expands that by changing the range to +/- 0.35 radians. It is entirely possible to reconfigure the xml file to provide virtually any mapping between fcs/elevator-cmd-norm and fcs/elevator-pos-norm you can find equations or tables for. Free stream dynamic pressure (qbar) is readily available as are alpha, beta and the results from the aerodynamic calculations. The xml file encodes all the common math and trigonometric functions. Actuators models are also available providing lag and hysteresis functionality. I'm not familiar with your reference, and haven't done any work on control loading, but if you give a specific equation I will attempt to translate it into a JSBSim system for you. Ron -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Elevator control loading
John, I cant help with your software question, but I also am working on control loadings for rudders, and yokes in a dual pilot jet setup. Currently I have completed the rudder setup and working on the yokes. Ailerons for now, elevators next. i will interface them to FG but using a pic as the controller. I have made a device similar to a Boeng feel unit but no hydraulics, ie, a vee made of 2 arcs with a bearing running along it as a cam. one spring is set up for minimal centering pressure, a motor positioned second spring is added over the first spring under computer control to increase the control loading. Then the entire unit is rotated bt a second motor to move the centre point, and or, force the sim pilot to apply a certain amount of force on the control to maintain the desired attitude. I was planning load cells in the control linkage but think i will get by with measuring the force at different angles and putting in a software lookup table This same motor will also position the controls in autopilot mode (pilot hands off) I am using a linear actuator made from a wiper motor on the spring and an 18 inch satellite positioning actuator to move the unit. Possibly its better and easier with a big servo motor setup but while i have seen many posts in sim builder forums about testing different types of motor, I have not seen an example of a motor that really fits the bill. Possibly we can compare notes on a separate email as this hardware rather than FG code? Harry On Tue, Mar 23, 2010 at 1:03 AM, cas...@mminternet.com wrote: Hi, Can anyone shed some light on the following question? Does JSBSim calculate elevator position and control hinge moments based on the general equation of motion, including inertial coupling, is described by Etkin( 1982 ), or do the FDMs simple accept the value provided via FG or a network interface and position the elevator at that value analogous to an irreversible control system. Working on a control loading system and before digging into the JSBSim code, thought I might ask the question of save some time. Thanks John -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Regards Harry 19b Jln Danau Poso Sanur, Bali 80228 H +62 361 285629 M +62 812 7016328 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel