Re: [Flightgear-devel] Google movies

2010-12-16 Thread Reagan Thomas
On 12/15/2010 4:39 PM, Curtis Olson wrote:
  kind of cool how they work the flightgear.org http://flightgear.org 
 domain name right into the movie.  I'm not sure how they do that ... 
 must be some new google/youtube/chrome/nanobot technology or something.

Ah, a video form letter.



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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Alexander Barrett
The fog looks good Torsten, the only problem I'm having is I can't find the top 
of it. It certainly goes up over 15,000. Tried clearing all weather first and 
turning off all other options but I can't clear the top of it. Will get the 
Lightning out later and try and find where the top is!

Any ideas? 

Alex 
On 15 Dec 2010, at 18:00, Torsten Dreyer wrote:

 Hi all,
 
 i have just pushed some changes to activate a METAR generated cloud layer 
 representing fog, mist and haze if reported.
 Check it out by selecting the Early morning fog weather scenario in the 
 global weather dialog. It'll get you half a mile visibility and a fog layer 
 of 500' thickness. Once you passed 500ft of altitude you find yourself in a 
 clear sky and above the fog.
 
 The transition when passing through the top edge of the layer is not perfect 
 as you might find out by yourself. I'm open to ideas how to improve this.
 
 Enjoy - and please report bugs.
 
 Torsten
 
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Re: [Flightgear-devel] request for FGDATA commit please.

2010-12-16 Thread Gijs de Rooy

 Scott wrote: 
  thanks Gijs, it looks like all the other changes from the source tarball 
 didn't come through?
  there should a very large number of deletes and modifies...
 
Ah, thought it was just the listed files :)
I'll merge it tomorrow morning (if no-one is quicker).

Cheers,
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[Flightgear-devel] Qestion on Scenery and Terrain

2010-12-16 Thread Donn Washburn
Hey Group;

looking in /usr/share/flightgear/

Downloaded Scenery locations all start with e### and Terrain starts with 
w###.
I was looking for their common locations in /usr/share/flightgear.
Which ended up a bit confusing because there are two directories with 
w### and no directories with e###.  Where would any new files of e### 
and w### be added.

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Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-16 Thread Jacob Burbach
Ok then, trying to make sense of this whole model  effects loading code...

In `modellib.cxx'  the `loadFile' and `loadModel' functions, which
check the file extensions for a `.ac' file and if so sets a flag for
instantiation of effects. This flags is only checked in the
'ACOptimizePolicy::optimize' method in `ModelRegistry.cxx' and appears
it's only purpose is to make sure non xml wrapped `.ac' files get the
default model effect applied. This is done by calling an overloaded
`instantiateEffects' function in `model.hxx'  that simply calls the
other version of the function with an empty effects property tree
causing default model effect to get used. Ok...

Now models wrapped in xml (and thus any model with an effect attached)
of course don't get any flags set in the `load*' functions and go a
whole different path...through `SGReaderWriterXML' and friends. So
then `sgLoad3DModel_internal' from `SGReaderWriterXML'  seems to
handle most the heavy lifting of parsing the xml file including any
`effects' elements,  and then itself calls `instantiateEffects'. In
this case though it calls the non overloaded version and passes in any
effect properties it found...which if there were none again causes
default model effect to get applied. Now, in this xml loading path any
models loaded from inside it,  `.ac' or otherwise, never find there
way to the `load*' functions in `modellib.cxx' thus never getting the
instantiate effect flag, thus ensuring that `ACOptimizePolicy' (which
does still get called) doesn't call the overloaded
`instantiateEffects' since xml loader will call the non overloaded
itself. Phew..

So here is the kicker...`instantiateEffects' does indeed seem to be
called for every single model wrapped in an xml regardless of whatever
format that might be. So then it seems the effect code is simply
failing silently on non ac3d formats. Perhaps in the
`MakeEffectVisitor' or further up the chain somewhere who
knows...deeper down the rabbit hole we go...

So umm Tim...could you maybe explain the process of the whole model
loading, getting effects applied, what the effects system expects from
a model, the reasoning behind it and so on? There is a lot of static
local functions and classes and so on in this code that is completely
undocumented and not at all trivial to unwind and try and fit the
pieces together. Would be really, really helpful if you could lay out
the code flow here, what functions are involved and inter-dependent on
each other, what processing is needed for the effect system to work,
etcin the mean time I'll keep digging.

cheers!
--Jacob

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Re: [Flightgear-devel] request for FGDATA commit please.

2010-12-16 Thread Martin Fenelon
On Wednesday 15 December 2010 22:08, Scott wrote:
  thanks Gijs, it looks like all the other changes from the source
 tarball didn't come through?

  there should a very large number of deletes
 and modifies...

Hello,

It looks like they've appeared in aircraft/A380 instead of Aircraft/A380

Martin.

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Re: [Flightgear-devel] AH-1 Merge Request

2010-12-16 Thread Stuart Buchanan
On Tue, Dec 14, 2010 at 12:37 AM, Jack Mermod wrote:
  Everything in the package I have sent is under the GPL.

That's great news :)

I may not get the chance to commit this in the near future, so if
someone else wants to go ahead, they are welcome.

Thanks for your work.

-Stuart

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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Torsten Dreyer
The fog's top is approx. at 500ft agl. No need to clear any weather items, 
just pick early morning fog from the drop-down list in global weather.

Make sure, you got latest SimGear+FlightGear+fgdata from git.

Torsten
 The fog looks good Torsten, the only problem I'm having is I can't find the
  top of it. It certainly goes up over 15,000. Tried clearing all weather
  first and turning off all other options but I can't clear the top of it.
  Will get the Lightning out later and try and find where the top is!
 
 Any ideas?
 
 Alex
 
 On 15 Dec 2010, at 18:00, Torsten Dreyer wrote:
  Hi all,
 
  i have just pushed some changes to activate a METAR generated cloud layer
  representing fog, mist and haze if reported.
  Check it out by selecting the Early morning fog weather scenario in the
  global weather dialog. It'll get you half a mile visibility and a fog
  layer of 500' thickness. Once you passed 500ft of altitude you find
  yourself in a clear sky and above the fog.
 
  The transition when passing through the top edge of the layer is not
  perfect as you might find out by yourself. I'm open to ideas how to
  improve this.
 
  Enjoy - and please report bugs.
 
  Torsten

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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Curtis Olson
Hi Torsten,

When I tried it the last time, I saw that the early morning fog option was
now available, but upon choosing it, the code pushed the ground level
visibility out to 20k.  I'm wondering if maybe there is a code change that
hasn't been pushed up to the master repository yet?

Curt.


On Thu, Dec 16, 2010 at 11:38 AM, Torsten Dreyer wrote:

 The fog's top is approx. at 500ft agl. No need to clear any weather items,
 just pick early morning fog from the drop-down list in global weather.

 Make sure, you got latest SimGear+FlightGear+fgdata from git.

 Torsten
  The fog looks good Torsten, the only problem I'm having is I can't find
 the
   top of it. It certainly goes up over 15,000. Tried clearing all weather
   first and turning off all other options but I can't clear the top of it.
   Will get the Lightning out later and try and find where the top is!
 
  Any ideas?
 
  Alex
 
  On 15 Dec 2010, at 18:00, Torsten Dreyer wrote:
   Hi all,
  
   i have just pushed some changes to activate a METAR generated cloud
 layer
   representing fog, mist and haze if reported.
   Check it out by selecting the Early morning fog weather scenario in
 the
   global weather dialog. It'll get you half a mile visibility and a fog
   layer of 500' thickness. Once you passed 500ft of altitude you find
   yourself in a clear sky and above the fog.
  
   The transition when passing through the top edge of the layer is not
   perfect as you might find out by yourself. I'm open to ideas how to
   improve this.
  
   Enjoy - and please report bugs.
  
   Torsten


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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Alexander Barrett
Torsten, 

Just tried again on my Windows machine and still getting heavy fog up to at 
least 17,000 ft AGL. 
Got latest gits (first thing this morning) 
Will try again later on my other machine and see if its some sort of conflict. 

Alex 
On 16 Dec 2010, at 17:38, Torsten Dreyer wrote:

 The fog's top is approx. at 500ft agl. No need to clear any weather items, 
 just pick early morning fog from the drop-down list in global weather.
 
 Make sure, you got latest SimGear+FlightGear+fgdata from git.
 
 Torsten
 The fog looks good Torsten, the only problem I'm having is I can't find the
 top of it. It certainly goes up over 15,000. Tried clearing all weather
 first and turning off all other options but I can't clear the top of it.
 Will get the Lightning out later and try and find where the top is!
 
 Any ideas?
 
 Alex
 
 On 15 Dec 2010, at 18:00, Torsten Dreyer wrote:
 Hi all,
 
 i have just pushed some changes to activate a METAR generated cloud layer
 representing fog, mist and haze if reported.
 Check it out by selecting the Early morning fog weather scenario in the
 global weather dialog. It'll get you half a mile visibility and a fog
 layer of 500' thickness. Once you passed 500ft of altitude you find
 yourself in a clear sky and above the fog.
 
 The transition when passing through the top edge of the layer is not
 perfect as you might find out by yourself. I'm open to ideas how to
 improve this.
 
 Enjoy - and please report bugs.
 
 Torsten
 
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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Csaba Halász
On Thu, Dec 16, 2010 at 6:55 PM, Curtis Olson curtol...@gmail.com wrote:
 Hi Torsten,
 When I tried it the last time, I saw that the early morning fog option was
 now available, but upon choosing it, the code pushed the ground level
 visibility out to 20k.

Same here. However, it also adds a 700 feet thick overcast cloud
layer at -200 feet, although the interpolation may take a little time.
Eventually the fog ends at 500 feet as advertised.

On my machine, switching the 3D clouds OFF, makes the fog look a lot better.

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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Torsten Dreyer
 On Thu, Dec 16, 2010 at 6:55 PM, Curtis Olson curtol...@gmail.com wrote:
  Hi Torsten,
  When I tried it the last time, I saw that the early morning fog option
  was now available, but upon choosing it, the code pushed the ground level
  visibility out to 20k.
 
 Same here. However, it also adds a 700 feet thick overcast cloud
 layer at -200 feet, although the interpolation may take a little time.
 Eventually the fog ends at 500 feet as advertised.
 
 On my machine, switching the 3D clouds OFF, makes the fog look a lot
  better.
 
Argh - 3d-clouds :-P
OK - I have some homework to do...
Anyway - the overcast layer at -200ft is by intention, it's thickness is 700ft 
so the upper edge is 500ft. But it currently only works for 2d clouds.
If the weather is changed at runtime and not presented at startup, all values 
have to go through the interpolation routine since we do not allow instant 
weather changes.

So, please disable 3d clouds to fly in fog - I have an Idea how to work along 
with 3d clouds, but I'll need some time for testing...

Thanks for the feedback

Torsten

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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Stuart Buchanan
On Thu, Dec 16, 2010 at 6:29 PM, Torsten Dreyer wrote:
 Argh - 3d-clouds :-P
 OK - I have some homework to do...
 Anyway - the overcast layer at -200ft is by intention, it's thickness is 700ft
 so the upper edge is 500ft. But it currently only works for 2d clouds.
 If the weather is changed at runtime and not presented at startup, all values
 have to go through the interpolation routine since we do not allow instant
 weather changes.

 So, please disable 3d clouds to fly in fog - I have an Idea how to work along
 with 3d clouds, but I'll need some time for testing...

IIRC clouds default to 2D if there isn't a 3D definition in
Environment/cloudlayers.xml

That might provide an work around.

-Stuart

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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Torsten Dreyer
 IIRC clouds default to 2D if there isn't a 3D definition in
 Environment/cloudlayers.xml
 
 That might provide an work around.
Correct. Currently, the layer type is guessed in fgclouds.cxx by looking at 
altitude, thickness etc. My fog cloudlayer results in st (stratus) which 
is absolutely correct. Since a cloud definition exist in cloudlayers.xml for 
st, this layer gets rendered in 3d.

I have two ideas in my mind:

1) explicitely set the layer type in /environment/clouds/layer[n] to some 
value (fog instead of st). If the layer type has been set this way, no 
automatic guessing is performed in fgclouds.cxx. This could also be useful to 
override the algorithm implemented in fgclouds.cxx.

2) add an enable-3d flag to each layer in /environment/clouds/layer[n] to 
force the 3d clouds in that - and only that - layer to on/off.

I'm not sure yet, which solution is best - probably a combination of both...

Torsten

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Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-16 Thread Stuart Buchanan
On Thu, Dec 16, 2010 at 9:59 PM, Torsten Dreyer wrote:
 IIRC clouds default to 2D if there isn't a 3D definition in
 Environment/cloudlayers.xml

 That might provide an work around.
 Correct. Currently, the layer type is guessed in fgclouds.cxx by looking at
 altitude, thickness etc. My fog cloudlayer results in st (stratus) which
 is absolutely correct. Since a cloud definition exist in cloudlayers.xml for
 st, this layer gets rendered in 3d.

 I have two ideas in my mind:

 1) explicitely set the layer type in /environment/clouds/layer[n] to some
 value (fog instead of st). If the layer type has been set this way, no
 automatic guessing is performed in fgclouds.cxx. This could also be useful to
 override the algorithm implemented in fgclouds.cxx.

 2) add an enable-3d flag to each layer in /environment/clouds/layer[n] to
 force the 3d clouds in that - and only that - layer to on/off.

 I'm not sure yet, which solution is best - probably a combination of both...

 Torsten

Personally, I'd go for the first option. It leaves the option of someone writing
a specific fog 3-D cloud effect later.

-Stuart

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Re: [Flightgear-devel] Gitorious merge issues

2010-12-16 Thread Vivian Meazza
Hal

 
 I have just put in a merge request to merge my fgdata clone into fgdata.
 This
 is merge request #44.
 
 This is primarily cockpit enhancement work on the p51d-jsbsim model and
 includes the following:
 Add A-14A Oxygen Regulator
 Add AN/APS-13 rear warning radar control panel
 Add induction air controls and placard
 Add retract lever and placard
 Add aileron trim base
 Rework and add detail (ribs and mounting plate for AN/APS-13) to right
 cockpit
 side wall
 Enhance cockpit lighting animation
 Improve stick boot
 Move signal light key slightly
 Move left switch panel slightly
 Move flaps lever slightly
 Models for the A-14A and AN/APS-13 panel are located in
 Aircraft/Instruments-3d so that others can use them. Both devices were
 common
 in late WWII US and UK aircraft. The A-14A was widely used into the late
 1960's on US military aircraft.
 

I'm currently working up a nasal simulation for an oxygen system. I already
have a simple version. Atm I'm trying to extend it by using Boyles Law. I
think that's the one I want. 

It might be of some assistance.

Here's the RAF equivalent:

http://img715.imageshack.us/i/fgfsscreen005.jpg/


Vivian



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