Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-09 Thread Vivian Meazza
Erik Hofman wrote (a long time ago)

 -Original Message-
 From: [mailto:[EMAIL PROTECTED]
 Sent: 30 September 2008 09:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Bug or Feature? Or an accidently way to
 landinglights; -)?
 
 
 
 gerard robin wrote:
  OSG script can be very complex with animations into animations regarding
  particles  shapes, particles  colors ... and so on.
 This is what I have been missing when playing with submodel particles;
 when ejecting a flare I can get the flashlight modeled correctly but
 all flares I have seen produce a smoke trail which is not yet possible
 to animate (as far as I know).
 It would be nice to have a recursive submodel object, or in other words
 it would be nice to be able to specify new submodels within the submodel
 animation configuration file.
 

It's been possible to attach a sub-submodel to a submodel for some time now
(a year or so). See data\Aircraft\seahawk\Models\seahawk-submodels.xml and
data\Aircraft\seahawk\Models\seahawk-subsubmodels.xml to see how it's done.

Submodels are hard on frame rates, so if you want a smoke trail, this is
probably not the way to do it. But, good news, it is also possible to attach
particles to submodels. I have attached a short smoke trail to tracer, and
that's now in cvs, or will be shortly. I'm not sure how realistic it is for
tracer, but it does serve to demonstrate how you might do it for a flare.

Vivian



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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-09 Thread Erik Hofman


Vivian Meazza wrote:
 It's been possible to attach a sub-submodel to a submodel for some time now
 (a year or so). See data\Aircraft\seahawk\Models\seahawk-submodels.xml and
 data\Aircraft\seahawk\Models\seahawk-subsubmodels.xml to see how it's done.
 
 Submodels are hard on frame rates, so if you want a smoke trail, this is
 probably not the way to do it. But, good news, it is also possible to attach
 particles to submodels. I have attached a short smoke trail to tracer, and
 that's now in cvs, or will be shortly. I'm not sure how realistic it is for
 tracer, but it does serve to demonstrate how you might do it for a flare.

I didn't even know there was a difference between submodels and 
particles these days ... thanks for the info!

Erik

(I start to wonder if the documentation isn't severely out of date)

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-09 Thread Heiko Schulz
Hi,


 I didn't even know there was a difference between
 submodels and 
 particles these days ... thanks for the info!
 
 Erik

there is a big difference, not only regarding perfomance and abilities!
Very nice to play with!
 
 (I start to wonder if the documentation isn't severely
 out of date)
 
Regards
HHS
(wonders if Erik knows that we moved from plib to OSG... :-P)



  

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-09 Thread gerard robin
On jeudi 09 octobre 2008, Vivian Meazza wrote:
 Erik Hofman wrote (a long time ago)

  -Original Message-
  From: [mailto:[EMAIL PROTECTED]
  Sent: 30 September 2008 09:09
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Bug or Feature? Or an accidently way to
  landinglights; -)?
 
  gerard robin wrote:
   OSG script can be very complex with animations into animations
   regarding particles  shapes, particles  colors ... and so on.
 
  This is what I have been missing when playing with submodel particles;
  when ejecting a flare I can get the flashlight modeled correctly but
  all flares I have seen produce a smoke trail which is not yet possible
  to animate (as far as I know).
  It would be nice to have a recursive submodel object, or in other words
  it would be nice to be able to specify new submodels within the submodel
  animation configuration file.

 It's been possible to attach a sub-submodel to a submodel for some time now
 (a year or so). See data\Aircraft\seahawk\Models\seahawk-submodels.xml and
 data\Aircraft\seahawk\Models\seahawk-subsubmodels.xml to see how it's done.

 Submodels are hard on frame rates, so if you want a smoke trail, this is
 probably not the way to do it. But, good news, it is also possible to
 attach particles to submodels. I have attached a short smoke trail to
 tracer, and that's now in cvs, or will be shortly. I'm not sure how
 realistic it is for tracer, but it does serve to demonstrate how you might
 do it for a flare.

 Vivian
Since i never tried it, submodel into submodel with xml  my answer is only a 
guess.
It looks to me that the full OSG script ( without any external xml script) is 
more performant and less cpu consummer that any equivalent xml script.

However, the comparison is not fair, the xml is understood by everybody, it is 
integrated into FG  ( wind effect ) versus the OSG script which was difficult 
to understand, it is not integrated into FG.
My whish is to have both  :) :)

Cheers

-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-09 Thread Heiko Schulz
Hi,


 However, the comparison is not fair, the xml is understood
 by everybody, it is 
 integrated into FG  ( wind effect ) versus the OSG script
 which was difficult 
 to understand, it is not integrated into FG.
 My whish is to have both  :) :)
 
 Cheers
 
 -- 
 Gérard

That's not quite correct, as far as I understand.
the xml-one is the translation of this into FGFS. Menas that you can controll 
the properties which you know from OSG script by xml. Unfortunately not all of 
the given features had been translated.

That's why it is possible to have them reactong to the wind.

Regards
HHS


  

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-09 Thread Erik Hofman
Heiko Schulz wrote:

 (wonders if Erik knows that we moved from plib to OSG... :-P)

I think I remember something like that .. :)

I've been busy for more than a year (maybe two) and didn't pay much 
attention to FlightGear during that period.

Erik

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-05 Thread Erik Hofman


gerard robin wrote:
 OSG script can be very complex with animations into animations regarding 
 particles  shapes, particles  colors ... and so on.
This is what I have been missing when playing with submodel particles; 
when ejecting a flare I can get the flashlight modeled correctly but  
all flares I have seen produce a smoke trail which is not yet possible 
to animate (as far as I know).
It would be nice to have a recursive submodel object, or in other words 
it would be nice to be able to specify new submodels within the submodel 
animation configuration file.

Erik

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-04 Thread Melchior FRANZ
* gerard robin -- Sunday 28 September 2008:
 The OSG animation  particles models could be very accurate
 within XML, but unfortunately  there is missing a lot of
 features  ( more than a lot :) ) which are there  within
 OSG native model. 

OK, so you identified where the brainpower should have gone:
Not in ugly hacks, but in improving particles. Right?  :-P

m.

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-10-01 Thread Vivian Meazza
gerard robin wrote

  
   On lundi 29 septembre 2008, Vivian Meazza wrote:
gerard robin wrote
   
   
   
So, if I understand you correctly, there are no missing features,
 just
  
   the
  
2 bugs: z buffer and jitter. Tim has submitted a fix for both those
 to
  
   OSG.
  
I've been using it for some time now. Works perfectly, but AFAIKS
 have
  
   not
  
been taken aboard by OSG.
   
Before:
   
ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles.jpg
   
After:
   
ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles-
 2.jpg
   
Vivian
  
   Not exactly what i mean.
   Yes, with xml,  had bug with the z buffer
  
   No ,xml don't gives every feature which are available with OSG script,
   The result from FG xml script is very simple ( not far from we had
 with
   PLIB
   effects ).
   OSG script can be very complex with animations into animations
 regarding
   particles  shapes, particles  colors ... and so on.
 
   I'm not sure I understand the problems that you describe - the xml
  particles do particle colour, size, transparency, texture, and the
 gravity,
  fluid, and wind programs all work (which they don't in the .osg script)
 -
  I'm not aware of anything missing?  Only 2 shapes are available: QUAD
 and
  LINE. I would guess that they cover pretty much all our needs; do you
 have
  an example of requirement for another shape?
 
   For instance, the effect does not need any texture which is processed
   randomly, according the OSG script.
 
  Sorry you lost me there - random texture? Language difficulty perhaps?
 
 sorry,  my language is not good  ( out from the hospital, i need some
 rest :) , same problem in French :( )
 
   To me (and today) there is only one way to get the best nice effects
   (more realistic):
   =  it is to use the OSG script,  but if it will be fully translated
 to
   XML
   (which could give some heavy coding).
 
  If you could describe what is missing in your opinion, we could perhaps
 at
  least put it on the TODO list. Don't think the coding would be too
 heavy.
 
 
 I had tried to get the  effect  that i get with the Catalina wakes OSG,
 without any success.
 When testing the xml scripts, i never got the same result ( may be i am
 wrong), the result was very poor.
 
 The content of the OSG scripts (when reading it)  shows that there is an
 animation into an other animation, and a processing of shape  colors and
 transparencies which avoid any texture ( the texture looks to be  created
 randomly).
 
 We can notice that,  these OSG  examples  are a very low level examples (
 even
 they are better than my  XML translation)
 With it we can have an higher complexity ( i am working on it) and i hope
 to
 get better and better effects, without any limitations, but the know how
 the writer and the power of the CPU.
 
 So, i concluded that only OSG script is able to answer the requested
 complexity.
 
 
 
 
   So up to now, because OSG opened a wide door to many features, i guess
   that we
   must not reduce the size of that door :)
  
   Again, i agree with the common usage  of it,  like trailing smoke, or
   some dust on the wheel when touching the ground, however we can do
 more
   than we did with PLIB.
 
  I haven't found an effect I couldn't do yet, but perhaps you have? Let
 us
  know and we will look into it.
 
 You are right, if we only want the basic ones, which answer  today to most
 of
 the generic requests, in addition to it, we still have Plib which answer
 too ( the Catalina water bomber use it, i don't need to translate it in
 OSG)
 
 However with OSG we can do more and better, the wake effects , the fire
 effect, exploding effect are other specific cases  which wants more
 complexity.
 
 

Sorry to read that you have been in hospital - hope you are well now,

Regards

Vivian 





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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-30 Thread Heiko Schulz
Hi,


   The result from FG xml script is very simple (
 not far from we had with
   PLIB
   effects ).
   OSG script can be very complex with animations
 into animations regarding
   particles  shapes, particles  colors ... and so
 on.
 
   I'm not sure I understand the problems that you
 describe - the xml
  particles do particle colour, size, transparency,
 texture, and the gravity,
  fluid, and wind programs all work (which they
 don't in the .osg script) -
  I'm not aware of anything missing?  Only 2 shapes
 are available: QUAD and
  LINE. I would guess that they cover pretty much all
 our needs; do you have
  an example of requirement for another shape?
 
   For instance, the effect does not need any
 texture which is processed
   randomly, according the OSG script.
 
  Sorry you lost me there - random texture? Language
 difficulty perhaps?
 

   To me (and today) there is only one way to get
 the best nice effects
   (more realistic):
   =  it is to use the OSG script,  but if it
 will be fully translated to
   XML
   (which could give some heavy coding).
 
  If you could describe what is missing in your opinion,
 we could perhaps at
  least put it on the TODO list. Don't think the
 coding would be too heavy.
 


 We can notice that,  these OSG  examples  are a very low
 level examples ( even 
 they are better than my  XML translation) 
 With it we can have an higher complexity ( i am working on
 it) and i hope to 
 get better and better effects, without any limitations, but
 the know how 
 the writer and the power of the CPU.
 
 So, i concluded that only OSG script is able to answer the
 requested 
 complexity.

   So up to now, because OSG opened a wide door to
 many features, i guess
   that we
   must not reduce the size of that door :)
  
   Again, i agree with the common usage  of it, 
 like trailing smoke, or
   some dust on the wheel when touching the ground,
 however we can do more
   than we did with PLIB.
 
  I haven't found an effect I couldn't do yet,
 but perhaps you have? Let us
  know and we will look into it.
 

 
 However with OSG we can do more and better, the wake
 effects , the fire 
 effect, exploding effect are other specific cases  which
 wants more 
 complexity.
 

My point of view:
Other sims and some games shows what is possible with particles - and that's a 
lot!

The particle system we have now, is a great step compared to plib, but there is 
still plenty to do! Beside the known bugs (jitter, transparency) it is not yet 
possible to controll it completely. As an exapmle the transparency of the 
particles are static - thye can't be controlled by any properties. Well at 
least I don't know how... 

I found some very extreme pics of a dust cloud made by a helicopter which 
landed on a clay so tell me if exactly this possible with our particle system 
already:

http://www.flugzeugforum.de/forum/showpost.php?p=1009389postcount=1379
http://www.flugzeugforum.de/forum/showpost.php?p=1009390postcount=1380
http://www.flugzeugforum.de/forum/showpost.php?p=1009391postcount=1381
http://www.flugzeugforum.de/forum/showpost.php?p=1009392postcount=1382
http://www.flugzeugforum.de/forum/showpost.php?p=1009394postcount=1384

Regards
HHS




  

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-29 Thread Vivian Meazza
gerard robin wrote

 
 On dimanche 28 septembre 2008, Vivian Meazza wrote:
  gerard robin wrote
 
   On dimanche 28 septembre 2008, Melchior FRANZ wrote:
* Melchior FRANZ -- Sunday 28 September 2008:
 The change wasn't/isn't even necessary (see above).
   
Another reason for the patch was that we could use OSG's
model embedded particles in the same scenery. Now that
we have XML configured OSG particles, this reason is
obsolete, too. No reasons left, as far as I can see.
   
m.
  
   Not fully right, the XML doesn't give ( all) the  features which are
 into
   OSG, .
   So to me the paricles.osg  object  with  animations is longer
 necessary.
   For instance,  the Catalina and some others that i am working on.
  
   The OSG animation  particles models could be very accurate within XML,
   but unfortunately  there is missing a lot of features  ( more than a
 lot
   :) ) which are there  within OSG native model.
 
  I haven't noticed anything critical missing from the XML particles, and
  they do put the particles in the right frame of reference, and they do
 get
  the right wind, which the osg solution does not.
 
  What do you see as missing? Perhaps we can get on the case.
 
  There is an update to particles in osg in the pipeline, which I'm
 currently
  using, and that does improve the look of the .xml particles. I'm not
 aware
  of the current position of that patch.
 
  Vivian
 
 Since i don't know what is new in the pipeline,  i can't precisely answer
 the
 question.
 
 I only can get some comparison with the actual CVS process ( we had a talk
 about it before )
 The xml which is there, don't give the same result than we have with the
 .osg
 effects,  and, my models (which are in CVS) are not perfect, i am working
 on
 a huge improvement regarding the wake.osg  which will increase more  the
 differences.
 
 Yes, a long line of trailing smoke is not possible, because there is not
 any
 interaction from .osg to .ac  and/or externals ( like winds).
 So, i don't say that the xml is wrong, i only say that it don't give the
 same
 eye candy.
 
 
 To remember the first talk we had about it here the link :
 
 http://sourceforge.net/mailarchive/forum.php?thread_name=200808121328.4126
 0.ghmalau%40gmail.comforum_name=flightgear-devel
 =
  Are we sure that, all the Particle features which are within OSG, are
  available with the new XML coding particlesystem ?
 
  When translating one of my .osg file to particlesystem .xml file, i
  don't
  get the same quality of result.
 
  It could be just me. I can be wrong.  :(
 
  Or that new XML coding is may be a first step, and others improvements
 are
  coming :)
 
 
 No, all the features of particles are not available with the xml version,
 but I don't think that should affect performance.
 
 Tim recently fixed a bug which only showed up under MSVC9, and other bugs
 have been reported, in particular that the particles jitter.
 
 There are no further enhancements planned to the xml stuff that I am aware
 of, unless Tiago is doing something.
 
 SNIP
 
 Vivian
 
  =
 

So, if I understand you correctly, there are no missing features, just the 2
bugs: z buffer and jitter. Tim has submitted a fix for both those to OSG.
I've been using it for some time now. Works perfectly, but AFAIKS have not
been taken aboard by OSG.

Before:

ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles.jpg 

After:

ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles-2.jpg

Vivian





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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-29 Thread Vivian Meazza
gerard robin wrote:

 -Original Message-
 From: [mailto:[EMAIL PROTECTED]
 Sent: 29 September 2008 15:45
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel]Bug or Feature? Or an accidently way to
 landinglights; -)?
 
 On lundi 29 septembre 2008, Vivian Meazza wrote:
  gerard robin wrote
 
 
 
  So, if I understand you correctly, there are no missing features, just
 the
  2 bugs: z buffer and jitter. Tim has submitted a fix for both those to
 OSG.
  I've been using it for some time now. Works perfectly, but AFAIKS have
 not
  been taken aboard by OSG.
 
  Before:
 
  ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles.jpg
 
  After:
 
  ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles-2.jpg
 
  Vivian
 
 
 Not exactly what i mean.
 Yes, with xml,  had bug with the z buffer
 
 No ,xml don't gives every feature which are available with OSG script,
 The result from FG xml script is very simple ( not far from we had with
 PLIB
 effects ).
 OSG script can be very complex with animations into animations regarding
 particles  shapes, particles  colors ... and so on.

 I'm not sure I understand the problems that you describe - the xml
particles do particle colour, size, transparency, texture, and the gravity,
fluid, and wind programs all work (which they don't in the .osg script) -
I'm not aware of anything missing?  Only 2 shapes are available: QUAD and
LINE. I would guess that they cover pretty much all our needs; do you have
an example of requirement for another shape?

 For instance, the effect does not need any texture which is processed
 randomly, according the OSG script. 

Sorry you lost me there - random texture? Language difficulty perhaps?

 To me (and today) there is only one way to get the best nice effects (more
 realistic):
 =  it is to use the OSG script,  but if it will be fully translated to
 XML
 (which could give some heavy coding).

If you could describe what is missing in your opinion, we could perhaps at
least put it on the TODO list. Don't think the coding would be too heavy.

 
 So up to now, because OSG opened a wide door to many features, i guess
 that we
 must not reduce the size of that door :)
 
 Again, i agree with the common usage  of it,  like trailing smoke, or some
 dust on the wheel when touching the ground, however we can do more than we
 did with PLIB.
 

I haven't found an effect I couldn't do yet, but perhaps you have? Let us
know and we will look into it.


Vivian





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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-28 Thread Heiko Schulz



--- Melchior FRANZ [EMAIL PROTECTED] schrieb am Sa, 27.9.2008:

 Von: Melchior FRANZ [EMAIL PROTECTED]
 Betreff: Re: [Flightgear-devel] Bug or Feature? Or an accidently way to 
 landinglights; -)?
 An: flightgear-devel@lists.sourceforge.net
 Datum: Samstag, 27. September 2008, 20:08
 * Heiko Schulz -- Saturday 27 September 2008:
  Can some explain why it loads the wrong file?
 
 That's an intentional bug, a.k.a. (mis)feature. You can
 also call
 it poor design. It was introduced after a discussion in
 this thread
 (where my objection was overruled):
 
  
 http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg12849.html
 
 And here's another thread where someone called Heiko
 complains
 about it ... ;-)
 
  
 http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg15466.html
 
 That feature is also why I have to redefine the
 OSG_FILE_PATH
 environment variable, so that OSG doesn't use the shiny
 OSG
 demo cow.osg instead of our own cow.ac.
 
 m.
 

Just wanted to bring this back- for me it is definitely a bug, and should be 
changed! I don't see any advantages of that!



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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-28 Thread Tim Moore
Heiko Schulz wrote:
 
 
 --- Melchior FRANZ [EMAIL PROTECTED] schrieb am Sa, 27.9.2008:
 
 Von: Melchior FRANZ [EMAIL PROTECTED]
 Betreff: Re: [Flightgear-devel] Bug or Feature? Or an accidently way to 
 landinglights; -)?
 An: flightgear-devel@lists.sourceforge.net
 Datum: Samstag, 27. September 2008, 20:08
 * Heiko Schulz -- Saturday 27 September 2008:
 Can some explain why it loads the wrong file?
 That's an intentional bug, a.k.a. (mis)feature. You can
 also call
 it poor design. It was introduced after a discussion in
 this thread
 (where my objection was overruled):
You can call it whatever you like :) The consensus is not universally negative.

  
 http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg12849.html

 And here's another thread where someone called Heiko
 complains
 about it ... ;-)

  
 http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg15466.html

 That feature is also why I have to redefine the
 OSG_FILE_PATH
 environment variable, so that OSG doesn't use the shiny
 OSG
 demo cow.osg instead of our own cow.ac.

 m.

 
 Just wanted to bring this back- for me it is definitely a bug, and should be 
 changed! I don't see any advantages of that!

I introduced this feature when I found gross performance problems in some of 
our 
models; at the time it was radio masts. Some of the problems come from the way 
they were modeled, others from inefficiencies in the .ac format itself. I wrote 
a program to run the OSG optimizer, as well as some of my own optimizations, 
and 
write out the model in the .osg format. I'm sure you agree that it is not 
efficient to do this at scenery load time while running FG. The model names are 
embedded in the scenery, so it's not practical to change them without 
rebuilding 
the scenery, AFIAK. Hence, this substitution mechanism.

The only problem I see is picking up files from unexpected places, which really 
means the OSG sample data directory. I didn't really see picking up the wrong 
cow model as a deal breaker :) But I'm willing to change this scheme if it's 
really too onerous. Would picking another file extension for the substitution, 
such as .fgm, satisfy you?

Tim

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-28 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 28 September 2008:
 The change wasn't/isn't even necessary (see above).

Another reason for the patch was that we could use OSG's
model embedded particles in the same scenery. Now that
we have XML configured OSG particles, this reason is
obsolete, too. No reasons left, as far as I can see.

m. 

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-28 Thread Heiko Schulz
Hi,

 I haven't noticed anything critical missing from the
 XML particles, and they
 do put the particles in the right frame of reference, and
 they do get the
 right wind, which the osg solution does not. 

Here with win32 builds by Fred, I noticed that xml-particles linked to the 
aircrafts are broken sicne 2-3 weeks after their implementation! So I could 
only use it for 2-3 weeks correctly. 
Only the xml-particles used in scenery objects are behaves correct!
 
 What do you see as missing? Perhaps we can get on the case.
 
 There is an update to particles in osg in the pipeline,
 which I'm currently
 using, and that does improve the look of the .xml
 particles. I'm not aware
 of the current position of that patch.
 
 Vivian 
 
Hopefully it will bring back the particles in a correct way- I found it really 
annoying to see that a new and missing feature was broken just few weeks after 
coming in and not been fixed for a nearly half year!

Reagrds
HHS

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-27 Thread Melchior FRANZ
* Heiko Schulz -- Saturday 27 September 2008:
 Can some explain why it loads the wrong file?

That's an intentional bug, a.k.a. (mis)feature. You can also call
it poor design. It was introduced after a discussion in this thread
(where my objection was overruled):

  
http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg12849.html

And here's another thread where someone called Heiko complains
about it ... ;-)

  
http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg15466.html

That feature is also why I have to redefine the OSG_FILE_PATH
environment variable, so that OSG doesn't use the shiny OSG
demo cow.osg instead of our own cow.ac.

m.

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