Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d

2010-03-22 Thread Heiko Schulz
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
 

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Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d

2010-03-22 Thread Innis Cunningham

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

  
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Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d

2010-03-22 Thread Tim Moore
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
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[Flightgear-devel] FG - Helicopter FAA - AATD

2010-03-22 Thread Christian Menge
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

 

 

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Re: [Flightgear-devel] Depth order problem : 3d objects seen through 3d

2010-03-22 Thread Innis Cunningham



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
  
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[Flightgear-devel] Elevator control loading

2010-03-22 Thread castle
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



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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-22 Thread Frederic Bouvier
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


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[Flightgear-devel] [PATCH] use const char* for dlerror

2010-03-22 Thread Csaba Halász
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);
 }
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Re: [Flightgear-devel] Web Site

2010-03-22 Thread Geoff McLane
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.



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[Flightgear-devel] mpserver02 down

2010-03-22 Thread Pigeon

Hi all,

Just thought some people might want to know that mpserver02 is
currently down due to a disk failure :(


Pigeon.

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Re: [Flightgear-devel] Elevator control loading

2010-03-22 Thread Ron Jensen
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



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Re: [Flightgear-devel] Elevator control loading

2010-03-22 Thread Harry Campigli
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



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