Re: [Flightgear-devel] Check your IOrules!
2013/5/9 grtuxhangar team : > Hello, > > With recent fg git > I am getting these messages, at fgfs run > > Check your IOrules! (write to '/do-not-access' is allowed) > Check your IOrules! (read from '/do-not-access' is allowed) > Why these new messages ? > What must be done , to avoid it.? Update fgdata > Thank > ahmad Tom -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Check your IOrules!
Hello, With recent fg git I am getting these messages, at fgfs run Check your IOrules! (write to '/do-not-access' is allowed) Check your IOrules! (read from '/do-not-access' is allowed) Why these new messages ? What must be done , to avoid it.? Thank ahmad -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Am 2013-05-07 14:10, schrieb Renk Thorsten: >> * Canvas instances can now be placed on scenery objects. This allows >> for example creating animated signs/monitors. I've started to create >> a Visual Docking Guidance System, which is not fully functionally yet >> but should be complete enough to be used for a screenshot (eg. azimuth >> guidance is missing) > > If I could get a screenshot from you, that'd be nice. I have updated the VDGS a bit and created some screenshots: https://www.dropbox.com/sh/jswmmj6inh1k3go/cpj5XpD6KA Maybe we should create a timeline of the VDGS (inside one/multiple of the larger cockpit/outside views). Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
Hi, > Failed to create alias at > /controls[0]/refuelling[0]/refuelling-drogues-pos-norm > > [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing > another > > property. > > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm According Fred's comment in http://code.google.com/p/flightgear-bugs/issues/detail?id=1027#c9 those messages are output by fgrun reading the file: $fgdata/Aircraft/C130/kc130-yasim-cnf.xml Cheers, Toshi -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
Brandano, It's possible that it comes from FGRun, but a Nasal warning from the 3d preview code seems a bit implausible. It is recent thing, though. Vivian From: TDO Brandano [mailto:tdo_brand...@hotmail.com] Sent: 08 May 2013 22:12 To: Flightgear Devel List Subject: Re: [Flightgear-devel] 2.10.1 If It's an FGRun problem maybe it's caused by the 3D preview code parsing the planes _ From: gijsr...@hotmail.com To: flightgear-devel@lists.sourceforge.net Date: Wed, 8 May 2013 20:57:33 +0200 Subject: Re: [Flightgear-devel] 2.10.1 Hi Stuart, > > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm > > I think I've seen that with all aircraft I've flown recently. IIRC they were all > non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near > my computer, so I cannot confirm that theory. It's even weirder than that. I see the messages in the console whenever I launch FGRun. No matter what aircraft is loaded by default (last flown plane), I always get these lines as soon as FGRun opens; so before starting fgfs. Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another property. Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm Cheers, Gijs -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
If It's an FGRun problem maybe it's caused by the 3D preview code parsing the planes From: gijsr...@hotmail.com To: flightgear-devel@lists.sourceforge.net Date: Wed, 8 May 2013 20:57:33 +0200 Subject: Re: [Flightgear-devel] 2.10.1 Hi Stuart, > > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm > > I think I've seen that with all aircraft I've flown recently. IIRC they were > all > non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near > my computer, so I cannot confirm that theory. It's even weirder than that. I see the messages in the console whenever I launch FGRun. No matter what aircraft is loaded by default (last flown plane), I always get these lines as soon as FGRun opens; so before starting fgfs. Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another property. Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm Cheers, Gijs -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
Hi Stuart, > > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm > > I think I've seen that with all aircraft I've flown recently. IIRC they were > all > non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near > my computer, so I cannot confirm that theory. It's even weirder than that. I see the messages in the console whenever I launch FGRun. No matter what aircraft is loaded by default (last flown plane), I always get these lines as soon as FGRun opens; so before starting fgfs. Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another property. Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm Cheers, Gijs -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear build faild under linux
forget it was a mismatch with GL/gl.h sorry for the noise > hello, > > Linking CXX static library libSimGearCore.a > [ 46%] Built target SimGearCore > Scanning dependencies of target SimGearScene > [ 46%] Building C object > simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o > In file included from > /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG > /src/shVectors.h:24:0, from > /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG > /src/shArrays.h:28, from > /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG > /src/shArrays.c:25: > /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaV > G/src/shDefs.h:160:23: fatal error: GL/gl.h: Aucun fichier ou dossier de ce > type > compilation terminated. > make[2]: *** > [simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o] > Erreur 1 > make[1]: *** [simgear/CMakeFiles/SimGearScene.dir/all] Erreur 2 > make: *** [all] Erreur 2 > > > the first time we get an unsuccessful simgear build with Linux > > any idea > > ahmad -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Simgear build faild under linux
hello, Linking CXX static library libSimGearCore.a [ 46%] Built target SimGearCore Scanning dependencies of target SimGearScene [ 46%] Building C object simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o In file included from /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shVectors.h:24:0, from /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shArrays.h:28, from /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shArrays.c:25: /wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shDefs.h:160:23: fatal error: GL/gl.h: Aucun fichier ou dossier de ce type compilation terminated. make[2]: *** [simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o] Erreur 1 make[1]: *** [simgear/CMakeFiles/SimGearScene.dir/all] Erreur 2 make: *** [all] Erreur 2 the first time we get an unsuccessful simgear build with Linux any idea ahmad -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
hello, Thomas Thank a lot for your patience. I do understand ( i guess ) the mechanism. We will have only to calculate the orientation ( trigonometry application ) . Which is not the worth. Regards ahmad On 8 May 2013 16:35, Thomas Geymayer wrote: > 2013/5/8 grtuxhangar team : > > Hello, Thomas > > > > Sorry my question was not clear, and i probably misunderstood the > feature. > > So, > > just a question: how do you define the main parent actuator axis > rotation ? > > that one which trigger every other child components. > > I am using the normal rotate animation to rotate the main strut. Every > attached hydraulic cylinder, link, etc. is then animated using the > locked-track animation. For a hydraulic cylinder the piston and the > cylinder housing each are animated using a locked-track animation > tracking each other. For a gear scissor, a locked-track animation > tracks from a point attached to the strut to a point on the axis. Two > objects can be attached to the animation, allowing to animate a > scissor. (The object and the slave object, are rotated such that the > exactly fill the space between the two attachment points of the > scissor). For the second type of animation I will add some pictures to > the wiki later on. > > > Most of them are not rotating with a pure xyz axis rotation but very > often > > according to those alternate form (cf Vivian) . > > There is no difference in terms of what you can express. Both > notations allow you exactly the same thing. For the animation a center > point and an orientation (axis) are required to calculate the location > and orientation of the rotation. Think of the center as the location > of the hinge somewhere in space and of the axis as the actual > orientation of the hinge. > You can now either specify the position of the hinge and the > orientation of its axis or (the alternate form) two points on the axis > of the hinge, which are then used to calculate the center and > orientation of the hinge. (If you use the alternate form the center > and axis are automatically calculated from the two given points). > > There is no rotation that you can not describe with a single axis > given by its xyz coordinates. > > > That the point i was asking for, and the solution i was looking for. > > I could be on the wrong way. > > Tom > > > -- > Learn Graph Databases - Download FREE O'Reilly Book > "Graph Databases" is the definitive new guide to graph databases and > their applications. This 200-page book is written by three acclaimed > leaders in the field. The early access version is available now. > Download your free book today! http://p.sf.net/sfu/neotech_d2d_may > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
2013/5/8 grtuxhangar team : > Hello, Thomas > > Sorry my question was not clear, and i probably misunderstood the feature. > So, > just a question: how do you define the main parent actuator axis rotation ? > that one which trigger every other child components. I am using the normal rotate animation to rotate the main strut. Every attached hydraulic cylinder, link, etc. is then animated using the locked-track animation. For a hydraulic cylinder the piston and the cylinder housing each are animated using a locked-track animation tracking each other. For a gear scissor, a locked-track animation tracks from a point attached to the strut to a point on the axis. Two objects can be attached to the animation, allowing to animate a scissor. (The object and the slave object, are rotated such that the exactly fill the space between the two attachment points of the scissor). For the second type of animation I will add some pictures to the wiki later on. > Most of them are not rotating with a pure xyz axis rotation but very often > according to those alternate form (cf Vivian) . There is no difference in terms of what you can express. Both notations allow you exactly the same thing. For the animation a center point and an orientation (axis) are required to calculate the location and orientation of the rotation. Think of the center as the location of the hinge somewhere in space and of the axis as the actual orientation of the hinge. You can now either specify the position of the hinge and the orientation of its axis or (the alternate form) two points on the axis of the hinge, which are then used to calculate the center and orientation of the hinge. (If you use the alternate form the center and axis are automatically calculated from the two given points). There is no rotation that you can not describe with a single axis given by its xyz coordinates. > That the point i was asking for, and the solution i was looking for. > I could be on the wrong way. Tom -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
Stuart > From: Buchanan [mailto:stuar...@gmail.com] > Sent: 08 May 2013 10:56 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] 2.10.1 > > On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote: > > I re-installed the Jenkins nightly Win build from yesterday - seems > > OK, although I have NOT done any extensive testing. I'm seeing regular > > crashes here from ALS and Rembrandt, but that's nothing new. I'm > > getting a number of errors on start-up; they seem harmless: > > > > Failed to create alias at > > /controls[0]/refuelling[0]/refuelling-drogues-pos-norm > > > > [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already > > aliasing another > > > > property. > > > > Failed to set alias to > > /controls/refuelling/refuelling-drogues-pos-norm > > FYI, I don't think this is related to the AAR work I've done recently, and looks > like it might be aircraft specific. What aircraft are you seeing this with? > > > > I would be more concerned over the state of the data. The reinstall > > has partly solved the Screenshot directory issue - it now uses the > > default Working Directory, but the gui input is still stuck. We have a > > small glitch with Stuart's latest iteration of the Random Vegetation > > (aka trees) with what I think is probably a mipmapping issue. > > I thought 2.10.1 data would be taken from 2.10.0, with commits cherry- > picked? > > If not, I'd suggest backing out that commit from the 2.10.1 data branch, as it > has a co-requisite simgear change, and as Vivian mentions still has some > issues. > > I've been away for the last 5 days so haven't had the chance to look into the > tree problem further, but have a couple of ideas. One option would be to > "mirror" the texture rows, so instead of looking like this: > > ^^^ > ^^^ > ^^^ > ^^^ > > It would be top-to-top and base-to-base: > > > ^ > > > > That way is the mipmap UV isn't quite accurate, it would just include the > tree-top of the texture above, rather than the base. This would certainly be > less noticeable. The downside is that I think it would require adding an if() > test to the vertex shader, something I've been avoiding due to (unfounded?) > concerns about performance. > > Or I might simply change the textures to a (very) long strip, so instead of > 512x128 it would be 2048x128. However that feels rather clunky, and might > not make good use of GPU memory. Anyone with GPU experience care to > comment? > General advice that I can find is that GLSL is designed as a linear program: conditionals and loops are best avoided: http://stackoverflow.com/questions/2614622/tips-for-efficient-glsl-code Here's some stuff on textures. http://www.arcsynthesis.org/gltut/Texturing/Tutorial%2014.html I don't think the shape matters as much as the overall size. As I understand it, GLSL optimizes the storage. In this case new the texture would be 4 times as big. I don't think that's optimal, but on the other hand, it's not pushing the envelope. Do you use a shader analyser? I use the AMD one: http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanaly zer/ might help to decide which route to take HTH Vivian -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Hello, Thomas Sorry my question was not clear, and i probably misunderstood the feature. So, just a question: how do you define the main parent actuator axis rotation ? that one which trigger every other child components. Most of them are not rotating with a pure xyz axis rotation but very often according to those alternate form (cf Vivian) . That the point i was asking for, and the solution i was looking for. I could be on the wrong way. Thank ahmad On 8 May 2013 14:49, Thomas Geymayer wrote: > Hi Ahmad, > > 2013/5/8 grtuxhangar team : > > Congratulation for the work, the team is giving a try, with one of our > most > > complex landing gear. > > Though, like Vivian, we are not Blender user. > > However since : > > > >>Currently the alternate form is not possible. > > We will want to define and to draw the ojects/group animation related, > out > > of the aircraft main model, with the parent strut XYZ axis set to zero, > > > > AND only "at the end" to include that animated ojects/group within the > > aircraft main model. > > > > > > RightGearAnimated > > Aircraft/MyAircraft/Models/RightGear.xml > > > > -0.800652 > > 0.658753 > > -0.683991 > > 3.289 > > 1.2528 > > > > > > I'm not completely sure if I fully understand you, but if you want to > include an animated submodel into your main model it should still > work. There is no difference compared to the other existing > animations. Also using the offsets transformations should work, > although I have not tested it. > > > Which makes most of the landing gears to be redrawn. > > I think I don't really understand what you mean. Every object is drawn > once. If you include your landing gear twice, it will be drawn twice. > > Tom > > > -- > Learn Graph Databases - Download FREE O'Reilly Book > "Graph Databases" is the definitive new guide to graph databases and > their applications. This 200-page book is written by three acclaimed > leaders in the field. The early access version is available now. > Download your free book today! http://p.sf.net/sfu/neotech_d2d_may > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Hi Ahmad, 2013/5/8 grtuxhangar team : > Congratulation for the work, the team is giving a try, with one of our most > complex landing gear. > Though, like Vivian, we are not Blender user. > However since : > >>Currently the alternate form is not possible. > We will want to define and to draw the ojects/group animation related, out > of the aircraft main model, with the parent strut XYZ axis set to zero, > > AND only "at the end" to include that animated ojects/group within the > aircraft main model. > > > RightGearAnimated > Aircraft/MyAircraft/Models/RightGear.xml > > -0.800652 > 0.658753 > -0.683991 > 3.289 > 1.2528 > > I'm not completely sure if I fully understand you, but if you want to include an animated submodel into your main model it should still work. There is no difference compared to the other existing animations. Also using the offsets transformations should work, although I have not tested it. > Which makes most of the landing gears to be redrawn. I think I don't really understand what you mean. Every object is drawn once. If you include your landing gear twice, it will be drawn twice. Tom -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Hello Thomas Congratulation for the work, the team is giving a try, with one of our most complex landing gear. Though, like Vivian, we are not Blender user. However since : >Currently the alternate form is not possible. We will want to define and to draw the ojects/group animation related, out of the aircraft main model, with the parent strut XYZ axis set to zero, AND only "at the end" to include that animated ojects/group within the aircraft main model. RightGearAnimated Aircraft/MyAircraft/Models/RightGear.xml -0.800652 0.658753 -0.683991 3.289 1.2528 Which makes most of the landing gears to be redrawn. Am i right ? Thank Ahmad On 8 May 2013 11:30, Thomas Geymayer wrote: > Hi Vivian, > > 2013/5/7 Vivian Meazza : > > Thanks, interesting. As a non-Blender user (it makes my brain hurt) the > > references are a bit obscure. > > If you get used to Blender its a really powerful tool (I have problems > if trying to work with other modelling programs :P) and with using the > right scripts it gets a very neat tool for creating models for > FlightGear. For example for a gear scissor just add an armature with > two bones, add an IK constraint to the second bone and attach an > element of the scissor to each bone, and you are done. You can watch > the animation in Blender and using an exporter script now it is > possible to watch exactly the same animation inside FlightGear. You > don't need to guess any coordinates/axes/etc. and if you modify and > object you just have to export it again, without manually modifying > the animation xml. > > > Are the various axes always orthogonal? > > There are (currently) only two axes required. The lock-axis and the > track-axis. They should be orthogonal, as the rotation is only > possible round the lock-axis. Internally the track-axis is always > orthonormalized to the lock-axis, as calculations always are performed > in the plane normal to the lock-axis. > > > Can they also be specified in the alternate form: > > > > > > 5.1821 > > 0.221496 > > 0.794147 > > 4.99208 > > 0.114133 > > 0.842884 > > > > Currently the alternate form is not possible. The problem is that we > have two axes crossing at the same center, so which of the axes should > specify the center? Also the center/axis form clearly states where the > center is located, which is not the case with the alternate form (the > center is located halfway between the two given points). For the > rotate animation the exact location of the center along the axis is > not relevant, but for the tracking animation it is. > Also as one would probably not create the xml by hand, using multiple > notations would not gain us anything. > > > If non-orthogonal axes are allowed they are difficult in the > > / form in the example in the wiki. > > > > Perhaps, when you have time, the information could be consolidated in > > > > http://wiki.flightgear.org/Howto:Animate_models and > > fgdata/Docs/model-howto.html > > I will do if timer permits :) Yesterday I have added some images. I > don't know if you have already seen them. > > > Looks like valuable work to me: gear scissor links were very difficult > with > > the existing animations. > > That was the initial reason for creating it. But now it is also useful > for creating complex kinematic systems as can be found for landing > gears and their doors. > > Tom > > > -- > Learn Graph Databases - Download FREE O'Reilly Book > "Graph Databases" is the definitive new guide to graph databases and > their applications. This 200-page book is written by three acclaimed > leaders in the field. The early access version is available now. > Download your free book today! http://p.sf.net/sfu/neotech_d2d_may > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
On 8 May 2013, at 10:56, Stuart Buchanan wrote: > I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked? > > If not, I'd suggest backing out that commit from the 2.10.1 data branch, as > it has a co-requisite simgear change, and as Vivian mentions still has > some issues. The 2.10.1 data is indeed take from 2.10.0 with selective picking as you describe; I wasn't clear enough to Vivian which configuration he should be testing (the 'Window-release' build, which includes its own data) Regards, James -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
Hi Stuart, > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm I think I've seen that with all aircraft I've flown recently. IIRC they were all non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near my computer, so I cannot confirm that theory. Cheers, Gijs > Date: Wed, 8 May 2013 10:56:25 +0100 > From: stuar...@gmail.com > To: flightgear-devel@lists.sourceforge.net > Subject: Re: [Flightgear-devel] 2.10.1 > > On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote: > > I re-installed the Jenkins nightly Win build from yesterday – seems OK, > > although I have NOT done any extensive testing. I’m seeing regular crashes > > here from ALS and Rembrandt, but that’s nothing new. I’m getting a number > > of errors on start-up; they seem harmless: > > > > Failed to create alias at > > /controls[0]/refuelling[0]/refuelling-drogues-pos-norm > > > > [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing > > another > > > > property. > > > > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm > > FYI, I don't think this is related to the AAR work I've done recently, and > looks > like it might be aircraft specific. What aircraft are you seeing this with? > > > > I would be more concerned over the state of the data. The reinstall has > > partly solved the Screenshot directory issue – it now uses the default > > Working Directory, but the gui input is still stuck. We have a small glitch > > with Stuart’s latest iteration of the Random Vegetation (aka trees) with > > what I think is probably a mipmapping issue. > > I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked? > > If not, I'd suggest backing out that commit from the 2.10.1 data branch, as > it has a co-requisite simgear change, and as Vivian mentions still has > some issues. > > I've been away for the last 5 days so haven't had the chance to look into > the tree problem further, but have a couple of ideas. One option would be > to "mirror" the texture rows, so instead of looking like this: > > ^^^ > ^^^ > ^^^ > ^^^ > > It would be top-to-top and base-to-base: > > > ^ > > > > That way is the mipmap UV isn't quite accurate, it would just include the > tree-top of the texture above, rather than the base. This would certainly be > less noticeable. The downside is that I think it would require adding an if() > test to the vertex shader, something I've been avoiding due to (unfounded?) > concerns about performance. > > Or I might simply change the textures to a (very) long strip, so instead of > 512x128 it would be 2048x128. However that feels rather clunky, and might > not make good use of GPU memory. Anyone with GPU experience care to > comment? > > -Stuart > > -- > Learn Graph Databases - Download FREE O'Reilly Book > "Graph Databases" is the definitive new guide to graph databases and > their applications. This 200-page book is written by three acclaimed > leaders in the field. The early access version is available now. > Download your free book today! http://p.sf.net/sfu/neotech_d2d_may > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote: > I re-installed the Jenkins nightly Win build from yesterday – seems OK, > although I have NOT done any extensive testing. I’m seeing regular crashes > here from ALS and Rembrandt, but that’s nothing new. I’m getting a number > of errors on start-up; they seem harmless: > > Failed to create alias at > /controls[0]/refuelling[0]/refuelling-drogues-pos-norm > > [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing > another > > property. > > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm FYI, I don't think this is related to the AAR work I've done recently, and looks like it might be aircraft specific. What aircraft are you seeing this with? > I would be more concerned over the state of the data. The reinstall has > partly solved the Screenshot directory issue – it now uses the default > Working Directory, but the gui input is still stuck. We have a small glitch > with Stuart’s latest iteration of the Random Vegetation (aka trees) with > what I think is probably a mipmapping issue. I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked? If not, I'd suggest backing out that commit from the 2.10.1 data branch, as it has a co-requisite simgear change, and as Vivian mentions still has some issues. I've been away for the last 5 days so haven't had the chance to look into the tree problem further, but have a couple of ideas. One option would be to "mirror" the texture rows, so instead of looking like this: ^^^ ^^^ ^^^ ^^^ It would be top-to-top and base-to-base: ^ That way is the mipmap UV isn't quite accurate, it would just include the tree-top of the texture above, rather than the base. This would certainly be less noticeable. The downside is that I think it would require adding an if() test to the vertex shader, something I've been avoiding due to (unfounded?) concerns about performance. Or I might simply change the textures to a (very) long strip, so instead of 512x128 it would be 2048x128. However that feels rather clunky, and might not make good use of GPU memory. Anyone with GPU experience care to comment? -Stuart -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Hi Tom, This reads like the perfect (very) early Christmas present! This will keep me busy on my free "ascension day" tomorrow :-) Thanks! Cheers, Gijs > Date: Wed, 8 May 2013 11:30:58 +0200 > From: tom...@gmail.com > To: flightgear-devel@lists.sourceforge.net > Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation > > Hi Vivian, > > 2013/5/7 Vivian Meazza : > > Thanks, interesting. As a non-Blender user (it makes my brain hurt) the > > references are a bit obscure. > > If you get used to Blender its a really powerful tool (I have problems > if trying to work with other modelling programs :P) and with using the > right scripts it gets a very neat tool for creating models for > FlightGear. For example for a gear scissor just add an armature with > two bones, add an IK constraint to the second bone and attach an > element of the scissor to each bone, and you are done. You can watch > the animation in Blender and using an exporter script now it is > possible to watch exactly the same animation inside FlightGear. You > don't need to guess any coordinates/axes/etc. and if you modify and > object you just have to export it again, without manually modifying > the animation xml. > > > Are the various axes always orthogonal? > > There are (currently) only two axes required. The lock-axis and the > track-axis. They should be orthogonal, as the rotation is only > possible round the lock-axis. Internally the track-axis is always > orthonormalized to the lock-axis, as calculations always are performed > in the plane normal to the lock-axis. > > > Can they also be specified in the alternate form: > > > > > > 5.1821 > > 0.221496 > > 0.794147 > > 4.99208 > > 0.114133 > > 0.842884 > > > > Currently the alternate form is not possible. The problem is that we > have two axes crossing at the same center, so which of the axes should > specify the center? Also the center/axis form clearly states where the > center is located, which is not the case with the alternate form (the > center is located halfway between the two given points). For the > rotate animation the exact location of the center along the axis is > not relevant, but for the tracking animation it is. > Also as one would probably not create the xml by hand, using multiple > notations would not gain us anything. > > > If non-orthogonal axes are allowed they are difficult in the > > / form in the example in the wiki. > > > > Perhaps, when you have time, the information could be consolidated in > > > > http://wiki.flightgear.org/Howto:Animate_models and > > fgdata/Docs/model-howto.html > > I will do if timer permits :) Yesterday I have added some images. I > don't know if you have already seen them. > > > Looks like valuable work to me: gear scissor links were very difficult with > > the existing animations. > > That was the initial reason for creating it. But now it is also useful > for creating complex kinematic systems as can be found for landing > gears and their doors. > > Tom > > -- > Learn Graph Databases - Download FREE O'Reilly Book > "Graph Databases" is the definitive new guide to graph databases and > their applications. This 200-page book is written by three acclaimed > leaders in the field. The early access version is available now. > Download your free book today! http://p.sf.net/sfu/neotech_d2d_may > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Hi Vivian, 2013/5/7 Vivian Meazza : > Thanks, interesting. As a non-Blender user (it makes my brain hurt) the > references are a bit obscure. If you get used to Blender its a really powerful tool (I have problems if trying to work with other modelling programs :P) and with using the right scripts it gets a very neat tool for creating models for FlightGear. For example for a gear scissor just add an armature with two bones, add an IK constraint to the second bone and attach an element of the scissor to each bone, and you are done. You can watch the animation in Blender and using an exporter script now it is possible to watch exactly the same animation inside FlightGear. You don't need to guess any coordinates/axes/etc. and if you modify and object you just have to export it again, without manually modifying the animation xml. > Are the various axes always orthogonal? There are (currently) only two axes required. The lock-axis and the track-axis. They should be orthogonal, as the rotation is only possible round the lock-axis. Internally the track-axis is always orthonormalized to the lock-axis, as calculations always are performed in the plane normal to the lock-axis. > Can they also be specified in the alternate form: > > > 5.1821 > 0.221496 > 0.794147 > 4.99208 > 0.114133 > 0.842884 > Currently the alternate form is not possible. The problem is that we have two axes crossing at the same center, so which of the axes should specify the center? Also the center/axis form clearly states where the center is located, which is not the case with the alternate form (the center is located halfway between the two given points). For the rotate animation the exact location of the center along the axis is not relevant, but for the tracking animation it is. Also as one would probably not create the xml by hand, using multiple notations would not gain us anything. > If non-orthogonal axes are allowed they are difficult in the > / form in the example in the wiki. > > Perhaps, when you have time, the information could be consolidated in > > http://wiki.flightgear.org/Howto:Animate_models and > fgdata/Docs/model-howto.html I will do if timer permits :) Yesterday I have added some images. I don't know if you have already seen them. > Looks like valuable work to me: gear scissor links were very difficult with > the existing animations. That was the initial reason for creating it. But now it is also useful for creating complex kinematic systems as can be found for landing gears and their doors. Tom -- Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel