Re: [Flightgear-devel] FlightGear's Best Features

2010-04-22 Thread Torsten Dreyer
> Although I have a fair idea what those unique features might be, this might
>  be an excellent opportunity to incorporate some input from real-life
>  pilots. Any suggestions are welcome though.
Best things in life are free - so is FlightGear!
As an instrument rated pilot, I use FlightGear regularly as a procedure 
trainer. What makes FG outstanding is, that it models not only the regular 
behaviour of systems but also the system errors. That is gyro drift, compass 
errors and side lobes on ILS signals to name just a few. Changing weather 
conditions are very important for me, too. As in real life the wind is usually 
not a constant number but sometimes vary in speed and direction and may be 
gusty. The ground relief induces updraft and a very new feature even 
introduces a simulation of local weather phenomena like thermal lift, local 
rain showers or frontal systems, based on ground relief and ground cover. 
Along with a simulation of structural and system icing, "raw data" aka non-
autopilot ILS approaches easily result in a 100% pilot load factor.

Torsten

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


Re: [Flightgear-devel] FlightGear's Best Features

2010-04-22 Thread castle
Just to be pendantic.. ;-)

wgs-84 is an oblate spheroid and an equipotential gravity model which is
what I think we all meant by "round".  I would image FSX also uses it, if
not then this a definite plus

for you math types, it can be modeled using 2nd order Bessel functions for
orbital mechanics/navigation

JW

> I think FSX uses a round earth model and non-flat runways as well.
>
> David
>
> On Apr 22, 2010 9:29 PM, "Curtis Olson"  wrote:
>
> Here are a couple things off the top of my head ...
>
> - FlightGear is currently powering several FAA certified pilot training
> devices (www.atcflightsim.com)
>
> - Flightgear uses a wgs-84 round earth model so you can fly from your real
> aviation charts and hit all the intersections and radials and headings
> right
> where they should be.
>
> - FlightGear has all the stars in the correct place in the sky for the
> current time and location as well as the sun and the moon and the planets,
> and the moon with proper phase ... you probably didn't know that Durk. :-)
>
> - FlightGear's runways are not exactly flat ... just like in the real
> world
> they follow the lay of the land and there can be substantial differences
> in
> altitude from one end of the runway to the other.
>
> - FlightGear's autopilot code has been used to fly real UAV's autonomously
> in the real world ...
>
> - FlightGear has some of the most realistic and complete helicopter flight
> dynamics available in PC sims.
>
> - FlightGear has an awsome V22 Osprey model that is a total blast to fly
> once you get the hang of it.
>
> - FlightGear supports multiple monitors on a single PC.  We've
> demonstrated
> a system with 8 displays all connected to a single (quad-core) PC.  One
> box
> driving 8 displays (4 pci-express video cards) ... limited not by
> FlightGear, but how many displays you can plug into your machine.
>
> - FlightGear has been around for 14 years of active development!
>
> Regards,
>
> Curt.
>
>
> On Thu, Apr 22, 2010 at 7:39 PM, James Sleeman  wrote:
>
>
>>
>> On 23/04/10 08:44, David Megginson wrote:
>> > Easy to set up for the command line, so you can l...
>
>
>
> --
> 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 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] FlightGear's Best Features

2010-04-22 Thread David Megginson
I think FSX uses a round earth model and non-flat runways as well.

David

On Apr 22, 2010 9:29 PM, "Curtis Olson"  wrote:

Here are a couple things off the top of my head ...

- FlightGear is currently powering several FAA certified pilot training
devices (www.atcflightsim.com)

- Flightgear uses a wgs-84 round earth model so you can fly from your real
aviation charts and hit all the intersections and radials and headings right
where they should be.

- FlightGear has all the stars in the correct place in the sky for the
current time and location as well as the sun and the moon and the planets,
and the moon with proper phase ... you probably didn't know that Durk. :-)

- FlightGear's runways are not exactly flat ... just like in the real world
they follow the lay of the land and there can be substantial differences in
altitude from one end of the runway to the other.

- FlightGear's autopilot code has been used to fly real UAV's autonomously
in the real world ...

- FlightGear has some of the most realistic and complete helicopter flight
dynamics available in PC sims.

- FlightGear has an awsome V22 Osprey model that is a total blast to fly
once you get the hang of it.

- FlightGear supports multiple monitors on a single PC.  We've demonstrated
a system with 8 displays all connected to a single (quad-core) PC.  One box
driving 8 displays (4 pci-express video cards) ... limited not by
FlightGear, but how many displays you can plug into your machine.

- FlightGear has been around for 14 years of active development!

Regards,

Curt.


On Thu, Apr 22, 2010 at 7:39 PM, James Sleeman  wrote:


>
> On 23/04/10 08:44, David Megginson wrote:
> > Easy to set up for the command line, so you can l...



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


Re: [Flightgear-devel] FlightGear's Best Features

2010-04-22 Thread Curtis Olson
Here are a couple things off the top of my head ...

- FlightGear is currently powering several FAA certified pilot training
devices (www.atcflightsim.com)

- Flightgear uses a wgs-84 round earth model so you can fly from your real
aviation charts and hit all the intersections and radials and headings right
where they should be.

- FlightGear has all the stars in the correct place in the sky for the
current time and location as well as the sun and the moon and the planets,
and the moon with proper phase ... you probably didn't know that Durk. :-)

- FlightGear's runways are not exactly flat ... just like in the real world
they follow the lay of the land and there can be substantial differences in
altitude from one end of the runway to the other.

- FlightGear's autopilot code has been used to fly real UAV's autonomously
in the real world ...

- FlightGear has some of the most realistic and complete helicopter flight
dynamics available in PC sims.

- FlightGear has an awsome V22 Osprey model that is a total blast to fly
once you get the hang of it.

- FlightGear supports multiple monitors on a single PC.  We've demonstrated
a system with 8 displays all connected to a single (quad-core) PC.  One box
driving 8 displays (4 pci-express video cards) ... limited not by
FlightGear, but how many displays you can plug into your machine.

- FlightGear has been around for 14 years of active development!

Regards,

Curt.


On Thu, Apr 22, 2010 at 7:39 PM, James Sleeman  wrote:

> On 23/04/10 08:44, David Megginson wrote:
> > Easy to set up for the command line, so you can launch straight into a
> > practice approach without clicking through a bunch of screens (and can
> > randomize things like wind).
> >
> Unfortunately, lets be honest, many (most) of our fellow pilots wouldn't
> know what a command line is if it bonked them on the head.
>
> If this is your typical glossy aviation magazine, then you'll need high
> level talking points, not "you can start it from a command line" because
> that will switch people off.
>
>
>
>
>
>
>
> --
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel
>



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


Re: [Flightgear-devel] FlightGear's Best Features

2010-04-22 Thread Buganini
Don't forget fgrun :-)

And you can check
http://wiki.flightgear.org/index.php/Category:FlightGear_Newsletter
for new features

and http://www.flightgear.org/Gallery-v2.0/

At least the cloud is the best in all of flight simulator :-D



--Buganini

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


Re: [Flightgear-devel] FlightGear's Best Features

2010-04-22 Thread James Sleeman
On 23/04/10 08:44, David Megginson wrote:
> Easy to set up for the command line, so you can launch straight into a
> practice approach without clicking through a bunch of screens (and can
> randomize things like wind).
>   
Unfortunately, lets be honest, many (most) of our fellow pilots wouldn't 
know what a command line is if it bonked them on the head. 

If this is your typical glossy aviation magazine, then you'll need high 
level talking points, not "you can start it from a command line" because 
that will switch people off.






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


Re: [Flightgear-devel] New Effects on OSX

2010-04-22 Thread Tim Moore
On Wed, Apr 21, 2010 at 11:06 PM, Frederic Bouvier wrote:

>
> - "Martin Spott" a écrit :
>
> > HB-GRAL wrote:
> >
> > > BTW: "Warning: TangentSpaceGenerator: unknown primitive mode 9
> > > " does not go away (from all this bumpspec.eff) but I guess this is
> > > not related to my card. Is it?
> >
> > I'm getting tons of this all the time with an NVidia driver on
> > Linux/AMD64.
> > I suspect the people involved are aware of it (since it's already
> > been mentioned here) and it doesn't hurt - so I didn't complain  ;-)
>
> This is an OSG warning. Unfortunately, polygons were forgotten by the
> people who wrote the tangent space generator. I posted something about
> it on the OSG list but got no response. If we want to make it disappear,
> I presume we'll have to do it ourself
>
It would be best to get the polygons out of the loaded geometry. The
INDEX_MESH optimizer that was recently added to OSG will do this.

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


Re: [Flightgear-devel] New Effects on OSX

2010-04-22 Thread Tim Moore
On Thu, Apr 22, 2010 at 8:47 PM, HB-GRAL  wrote:

> HB-GRAL schrieb:
> > Frederic Bouvier schrieb:
> >> This is an OSG warning. Unfortunately, polygons were forgotten by the
> >> people who wrote the tangent space generator. I posted something about
> >> it on the OSG list but got no response. If we want to make it disappear,
> >> I presume we'll have to do it ourself
> >>
> >> -Fred
> >>
> >
> > Just to add a note about performance vs. quality:
> >
> > All effects activated and quality >= 4.0
> >
> > "ERROR: Implementation limit of 40 varying components exceeded, linked
> > shaders use 4 too many varying component(s)."
> >
> > -Y.
> >
>
> Ooops. Sorry, looks like this comes from todays landmass files from Tim.
>
What platform. I was wondering if there were too many interpolated
parameters. I can see how to eliminate 3 (the binormal); gotta think hard
about the fourth :)

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


Re: [Flightgear-devel] FlightGear's Best Features

2010-04-22 Thread David Megginson
We actually try to emulate the aircraft's systems (vacuum, pitot,
static, electrical, etc.), so failure modes are much more realistic.

Instruments update more realistically, with suitable lags and other errors.

MSFS X has improved its flight models, but in general, I still find
that both JSBSim and YASim models often feel more realistic (JSBSim is
better in regular flight, but YASim sometimes does a better job around
stall, spin, etc.).

Easy to set up for the command line, so you can launch straight into a
practice approach without clicking through a bunch of screens (and can
randomize things like wind).


All the best,


David


On Thu, Apr 22, 2010 at 3:30 PM, Durk Talsma  wrote:
> Hi All,
>
> Today at work I ran into somebody who writes a column on flight simulation for
> the Dutch aviation magazine "Piloot & Vliegtuig" (Pilot and Aircraft), a
> magazine for real life pilots. Although he knew about FlightGear, he wasn't
> very aware of the details of the program.  He seemed to be interested in the
> possibility of writing a column about FlightGear though, so I promised to send
> him a brief list of unique features of FlightGear that are predominantly of
> interest of real-life GA pilots, and which can't be found in Microsoft's FSX.
> In addition, I'll probably give him a tour of our lab's setup, once that one's
> fully up and running again.
>
> Although I have a fair idea what those unique features might be, this might be
> an excellent opportunity to incorporate some input from real-life pilots. Any
> suggestions are welcome though.
>
> Cheers,
> Durk
>
>
>
> --
> ___
> 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


[Flightgear-devel] FlightGear's Best Features

2010-04-22 Thread Durk Talsma
Hi All,

Today at work I ran into somebody who writes a column on flight simulation for 
the Dutch aviation magazine "Piloot & Vliegtuig" (Pilot and Aircraft), a 
magazine for real life pilots. Although he knew about FlightGear, he wasn't 
very aware of the details of the program.  He seemed to be interested in the 
possibility of writing a column about FlightGear though, so I promised to send 
him a brief list of unique features of FlightGear that are predominantly of 
interest of real-life GA pilots, and which can't be found in Microsoft's FSX. 
In addition, I'll probably give him a tour of our lab's setup, once that one's 
fully up and running again. 

Although I have a fair idea what those unique features might be, this might be 
an excellent opportunity to incorporate some input from real-life pilots. Any 
suggestions are welcome though.

Cheers,
Durk



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


Re: [Flightgear-devel] New Effects on OSX

2010-04-22 Thread Roland Haeder
> Ooops. Sorry, looks like this comes from todays landmass files from Tim.
There seems to be a bug (crash on exit):
http://www.pastebin.org/168361

Roland



signature.asc
Description: This is a digitally signed message part
--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] New Effects on OSX

2010-04-22 Thread HB-GRAL
HB-GRAL schrieb:
> Frederic Bouvier schrieb:
>> This is an OSG warning. Unfortunately, polygons were forgotten by the 
>> people who wrote the tangent space generator. I posted something about 
>> it on the OSG list but got no response. If we want to make it disappear,
>> I presume we'll have to do it ourself
>>
>> -Fred
>>
> 
> Just to add a note about performance vs. quality:
> 
> All effects activated and quality >= 4.0
> 
> "ERROR: Implementation limit of 40 varying components exceeded, linked 
> shaders use 4 too many varying component(s)."
> 
> -Y.
> 

Ooops. Sorry, looks like this comes from todays landmass files from Tim.

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


Re: [Flightgear-devel] New Effects on OSX

2010-04-22 Thread HB-GRAL
Frederic Bouvier schrieb:
> 
> This is an OSG warning. Unfortunately, polygons were forgotten by the 
> people who wrote the tangent space generator. I posted something about 
> it on the OSG list but got no response. If we want to make it disappear,
> I presume we'll have to do it ourself
> 
> -Fred
> 

Just to add a note about performance vs. quality:

All effects activated and quality >= 4.0

"ERROR: Implementation limit of 40 varying components exceeded, linked 
shaders use 4 too many varying component(s)."

-Y.






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


[Flightgear-devel] landmass geometry shader rewrite

2010-04-22 Thread Tim Moore
Hi,
I hacked on the landmass geometry shader a bit. On my machine I got the
frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This
technique may be promising, although it could certainly stand some new
textures. Anyone playing with geometry shaders in the terrain (and also
models) should follow the example of landmass-g.vert and landmass.geom.

Let me know if I broke anything in the graphical appearance, or if any
OpenGL problems are introduced.

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


Re: [Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread Jon Stockill
George Patterson wrote:
> On Thu, Apr 22, 2010 at 8:41 PM,   wrote:
>> You're probably right, they phrase is differently: the non-commercial API 
>> may only be used in 'open source'  projects...
>>
>> I don't know why, but it does not matter to me: I like 'open source' !
>>
> 
> It's bigger than just open versus non-commercial? The FaceAPI is not
> GPL compatible. The GPL allows you to download the source and
> commercialise the code as long as the same rights are granted to the
> end users.
> 
> As I see it, this means that this extension would need to be left out
> of the FlightGear source tree.

This is also something that Melchior is already working on using OpenCV 
and ehci - all open source.

Jon

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


Re: [Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread George Patterson
On Thu, Apr 22, 2010 at 8:41 PM,   wrote:
>
> You're probably right, they phrase is differently: the non-commercial API may 
> only be used in 'open source'  projects...
>
> I don't know why, but it does not matter to me: I like 'open source' !
>

It's bigger than just open versus non-commercial? The FaceAPI is not
GPL compatible. The GPL allows you to download the source and
commercialise the code as long as the same rights are granted to the
end users.

As I see it, this means that this extension would need to be left out
of the FlightGear source tree.

Regards


George

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


Re: [Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread wjp.vriend

Hello Erik,

Thank you. I will try it..

- Original Message -
From: Erik Hofman 
Date: Thursday, April 22, 2010 10:48 am
Subject: Re: [Flightgear-devel] Enable headtracking in FlightGear?
To: FlightGear developers discussions 


> wjp.vri...@quicknet.nl wrote:
> > Hello FlightGear developers,
> > 
> > In the FlightGear forum I stumbled upon a request from users, to 
> enable head tracking in FlightGear (head tracking that is i.e. 
> provided by Freetrack or TrackIR). Until now, I found no evidence that 
> someone has embraced this request, so I would like to jump in...
> > 
> > As you may know, the mentioned 'head trackers' have one great 
> disadvantage: they require the user to wear a hat (or something 
> similar) with Infrared LED's attached to it, to enable tracking. 
> Recently I have made a head tracking program, based on the FaceAPI 
> from SeeingMachines, which ONLY requires a simple web cam.  By now, we 
> only support the Freetrack-protocol (which is open-source) and are 
> seriously testing it with ArmA 2 (actually, the first attempt gives 
> really promising results).
> > 
> > On the FlightGear forum, I found a reference to a program made by 
> Anders Gidenstam (http://www.gidenstam.org/FlightGear/HeadTracking/) 
> in which he states that it is possible to send UDP-packets to 
> FlightGear, with head tracking data in it. I am currently implementing 
> his information in my program (which I call FaceTrackNoIR, by the way) 
> and I think I can start testing the results soon. There is, however, 
> one problem: I have no experience whatsoever with FlightGear.
> > 
> > Could someone tell me, in a brief manner, how I can enable 
> FlightGear so that it will listen to my UDP-packets? It would also 
> help, if someone could tell me what data FlightGear expects in the packets...
> 
> It is described in the protocol configuration file:
> http://www.gidenstam.org/FlightGear/HeadTracking/headtrack.xml
> 
> run: fgfs --generic=socket,inudp,headtrack
> 
> where  is the update period in Hz
> 
> It uses the generic protocol in binary mode to set the internals of 
> FlightGear (See README.IO and README.protocol in FlightGear/data/Docs 
> 
> for more information).
> 
> Erik
> 
> 
> --
> ___
> 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] Enable headtracking in FlightGear?

2010-04-22 Thread wjp.vriend

You're probably right, they phrase is differently: the non-commercial API may 
only be used in 'open source'  projects...

I don't know why, but it does not matter to me: I like 'open source' !

- Original Message -
From: Tim Moore 
Date: Thursday, April 22, 2010 10:59 am
Subject: Re: [Flightgear-devel] Enable headtracking in FlightGear?
To: FlightGear developers discussions 


> On Thu, Apr 22, 2010 at 10:34 AM,  wrote:
> 
> >
> > Hello FlightGear developers,
> >
> > In the FlightGear forum I stumbled upon a request from users, to enable
> > head tracking in FlightGear (head tracking that is i.e. provided by
> > Freetrack or TrackIR). Until now, I found no evidence that someone has
> > embraced this request, so I would like to jump in...
> >
> > As you may know, the mentioned 'head trackers' have one great disadvantage:
> > they require the user to wear a hat (or something similar) with Infrared
> > LED's attached to it, to enable tracking. Recently I have made a head
> > tracking program, based on the FaceAPI from SeeingMachines, which ONLY
> > requires a simple web cam.  By now, we only support the Freetrack-protocol
> > (which is open-source) and are seriously testing it with ArmA 2 (actually,
> > the first attempt gives really promising results).
> >
> > ...
> 
> >
> > P.S.: The FaceAPI version I use, requires the software to be 'open source'
> > (i.e. non-commercial). I am planning on publishing FaceTrackNoIR eventually,
> > when beta-testing is done...
> >
> > Not to start a big flame, but their non-commercial terms are the complete
> opposite of "open source." Also, in general, "open source" does not mean
> "non-commercial."
> 
> 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


Re: [Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread Tim Moore
On Thu, Apr 22, 2010 at 10:34 AM,  wrote:

>
> Hello FlightGear developers,
>
> In the FlightGear forum I stumbled upon a request from users, to enable
> head tracking in FlightGear (head tracking that is i.e. provided by
> Freetrack or TrackIR). Until now, I found no evidence that someone has
> embraced this request, so I would like to jump in...
>
> As you may know, the mentioned 'head trackers' have one great disadvantage:
> they require the user to wear a hat (or something similar) with Infrared
> LED's attached to it, to enable tracking. Recently I have made a head
> tracking program, based on the FaceAPI from SeeingMachines, which ONLY
> requires a simple web cam.  By now, we only support the Freetrack-protocol
> (which is open-source) and are seriously testing it with ArmA 2 (actually,
> the first attempt gives really promising results).
>
> ...

>
> P.S.: The FaceAPI version I use, requires the software to be 'open source'
> (i.e. non-commercial). I am planning on publishing FaceTrackNoIR eventually,
> when beta-testing is done...
>
> Not to start a big flame, but their non-commercial terms are the complete
opposite of "open source." Also, in general, "open source" does not mean
"non-commercial."

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


Re: [Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread Erik Hofman
wjp.vri...@quicknet.nl wrote:
> Hello FlightGear developers,
> 
> In the FlightGear forum I stumbled upon a request from users, to enable head 
> tracking in FlightGear (head tracking that is i.e. provided by Freetrack or 
> TrackIR). Until now, I found no evidence that someone has embraced this 
> request, so I would like to jump in...
> 
> As you may know, the mentioned 'head trackers' have one great disadvantage: 
> they require the user to wear a hat (or something similar) with Infrared 
> LED's attached to it, to enable tracking. Recently I have made a head 
> tracking program, based on the FaceAPI from SeeingMachines, which ONLY 
> requires a simple web cam.  By now, we only support the Freetrack-protocol 
> (which is open-source) and are seriously testing it with ArmA 2 (actually, 
> the first attempt gives really promising results).
> 
> On the FlightGear forum, I found a reference to a program made by Anders 
> Gidenstam (http://www.gidenstam.org/FlightGear/HeadTracking/) in which he 
> states that it is possible to send UDP-packets to FlightGear, with head 
> tracking data in it. I am currently implementing his information in my 
> program (which I call FaceTrackNoIR, by the way) and I think I can start 
> testing the results soon. There is, however, one problem: I have no 
> experience whatsoever with FlightGear.
> 
> Could someone tell me, in a brief manner, how I can enable FlightGear so that 
> it will listen to my UDP-packets? It would also help, if someone could tell 
> me what data FlightGear expects in the packets...

It is described in the protocol configuration file:
http://www.gidenstam.org/FlightGear/HeadTracking/headtrack.xml

run: fgfs --generic=socket,inudp,headtrack

where  is the update period in Hz

It uses the generic protocol in binary mode to set the internals of 
FlightGear (See README.IO and README.protocol in FlightGear/data/Docs 
for more information).

Erik


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


[Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread wjp.vriend

Hello FlightGear developers,

In the FlightGear forum I stumbled upon a request from users, to enable head 
tracking in FlightGear (head tracking that is i.e. provided by Freetrack or 
TrackIR). Until now, I found no evidence that someone has embraced this 
request, so I would like to jump in...

As you may know, the mentioned 'head trackers' have one great disadvantage: 
they require the user to wear a hat (or something similar) with Infrared LED's 
attached to it, to enable tracking. Recently I have made a head tracking 
program, based on the FaceAPI from SeeingMachines, which ONLY requires a simple 
web cam.  By now, we only support the Freetrack-protocol (which is open-source) 
and are seriously testing it with ArmA 2 (actually, the first attempt gives 
really promising results).

On the FlightGear forum, I found a reference to a program made by Anders 
Gidenstam (http://www.gidenstam.org/FlightGear/HeadTracking/) in which he 
states that it is possible to send UDP-packets to FlightGear, with head 
tracking data in it. I am currently implementing his information in my program 
(which I call FaceTrackNoIR, by the way) and I think I can start testing the 
results soon. There is, however, one problem: I have no experience whatsoever 
with FlightGear.

Could someone tell me, in a brief manner, how I can enable FlightGear so that 
it will listen to my UDP-packets? It would also help, if someone could tell me 
what data FlightGear expects in the packets...

Thanks in advance.

Regards,

Wim Vriend
Holland


P.S.: The FaceAPI version I use, requires the software to be 'open source' 
(i.e. non-commercial). I am planning on publishing FaceTrackNoIR eventually, 
when beta-testing is done...


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