[Flightgear-devel] FlightGear OSG

2008-07-23 Thread Erik Hofman
Hi,

Now that I've installed the CVS version of FlightGear I noticed a few 
things;

* I don't have 3d clouds and shrub/tree cover anymore.
   Is this based on shaders these days?

* Rain/Snow is rendered like dots on my system (not like the screenshots 
I've seen) and doesn't originate at the
  proper location, sometimes it is even 90 degrees off.

* I can't get the transparency fixed for the F-16.
   Is the drawing order changed for the OSG version or is there anything 
else I could do?

Erik



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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread Vivian Meazza
Erik Hofman wrote:


 Hi,
 
 Now that I've installed the CVS version of FlightGear I noticed a few
 things;
 
 * I don't have 3d clouds and shrub/tree cover anymore.
Is this based on shaders these days?
 
 * Rain/Snow is rendered like dots on my system (not like the screenshots
 I've seen) and doesn't originate at the
   proper location, sometimes it is even 90 degrees off.
 
 * I can't get the transparency fixed for the F-16.
Is the drawing order changed for the OSG version or is there anything
 else I could do?
 

3d clouds have not been ported to osg. At the current rate of progress -
sometime in the next decade :-).

Rain/snow should work nicely: has your osg version got all the plugins
included, and are they in the path?

Ordering transparencies is handled automatically, which can lead to
unexpected problems - I had to break the Seahawk canopy into many separate
objects to ensure that objects inside were visible, but otherwise it usually
works well.

HTH

Vivian



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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread Martin Spott
Vivian Meazza wrote:

 3d clouds have not been ported to osg. At the current rate of progress -
 sometime in the next decade :-).

Well, things would probably perform much better if not a little crowd
of only very few people - including yourself - would have been so
efficient in scaring most of the primary developers away.

It's always a nice try to blame other people after you've messed it up,

Martin.
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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread Anders Gidenstam
On Wed, 23 Jul 2008, Erik Hofman wrote:

 Ordering transparencies is handled automatically, which can lead to
 unexpected problems - I had to break the Seahawk canopy into many separate
 objects to ensure that objects inside were visible, but otherwise it usually
 works well.

 Odd, I keep getting that the non-transparent sections of the texture get
 transparent within FlightGear (creating a hole in the fuselage).

Hi,

If I have understood the transparency issues correctly, semi-transparent 
objects are one source of ordering problems. You could consider/try 
separating the transparent and the opaque parts into separate objects.

The work on FG/OSG has lead to major architectural improvements behind 
the scenes, e.g. having all model loading moved off the main thread.
The use of the OSG data base pager has also considerably reduced the 
memory footprint of FlightGear on my box.

Cheers,

Anders
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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread AJ MacLeod
On Wednesday 23 July 2008 10:48:23 Erik Hofman wrote:
 * I don't have 3d clouds and shrub/tree cover anymore.
Is this based on shaders these days?
I've completely forgotten how they work, but we do have (much improved, IMO) 
tree coverage.  As Vivian mentioned, no 3d clouds or shadows at the moment, 
but I understand they are being worked on to some extent.

 * I can't get the transparency fixed for the F-16.

The F-16 looks good here - the only transparency problem I can find is with 
the star and bars markings (bottom right of f16.rgb) and that could easily be 
worked round by removing the transparency in that part of the texture.

It sounds like you're seeing something much more significant... maybe a 
screenshot would help?  What hardware are you using?

In general I've found OSG to be vastly nicer to make models for - transparency 
in particular tends to be exactly as intended where PLIB often required 
manual fiddling to get the desired effect.

Cheers,

AJ

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[Flightgear-devel] continuing flight in the middle of a recording

2008-07-23 Thread Mate Nagy
Hello all,
 so we are working on an industrial application that among other things,
deals with recording and playing back flights. We set this up using the
native-fdm and native-ctrls protocols, and it all works pretty well.
 However, now it turns out that it will be a requirement to play back a
flight up to a certain point, then give controls to the user, who should
be able to continue to fly from there.
 The problem is that receiving native-fdm with having an active fdm
instead of the external/dummy one doesn't work so well - instead of
updating the entire fdm state, it sort of oscillates (as if the entire
state was reset after receiving updates).
 We considered just updating the position, which kind of works (just
setting the /position/altitude-ft etc. properties, with --notrim
enabled); but this doesn't handle the rest of the fdm state, like
engines (so the plane will drop off the air instead of flying along
normally).
 Has anyone else done something like this? Is there a simple solution,
or should we try to set up as much of the state as possible by setting
idividual properties from Nasal or something?

With thanks,
 Mate

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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread Erik Hofman
AJ MacLeod wrote:
 The F-16 looks good here - the only transparency problem I can find is with 
 the star and bars markings (bottom right of f16.rgb) and that could easily be 
 worked round by removing the transparency in that part of the texture.
 
 It sounds like you're seeing something much more significant... maybe a 
 screenshot would help?  What hardware are you using?

Screenshot, good idea:
http://home.telfort.nl/sp004798/emh/f16cockpit.jpg
http://home.telfort.nl/sp004798/emh/f16-transparent.jpg

I'm using a Gainward GeForce 4 (Ultra/750)

 In general I've found OSG to be vastly nicer to make models for - 
 transparency 
 in particular tends to be exactly as intended where PLIB often required 
 manual fiddling to get the desired effect.

Ok, as you suggested it might be a local problem then.

Erik

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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread Detlef Faber
Am Mittwoch, den 23.07.2008, 14:21 +0200 schrieb Erik Hofman:
 AJ MacLeod wrote:
  The F-16 looks good here - the only transparency problem I can find is with 
  the star and bars markings (bottom right of f16.rgb) and that could easily 
  be 
  worked round by removing the transparency in that part of the texture.
  
  It sounds like you're seeing something much more significant... maybe a 
  screenshot would help?  What hardware are you using?
 
 Screenshot, good idea:
 http://home.telfort.nl/sp004798/emh/f16cockpit.jpg
 http://home.telfort.nl/sp004798/emh/f16-transparent.jpg
 
This is most likely sorting order. I usually fix this by putting the
transparent parts in a seperate xml file and load it at the very end of
my model.xml file. This works with plib too. 

Avoid transparent parts in textures. Weird things can happen.

 I'm using a Gainward GeForce 4 (Ultra/750)
 
  In general I've found OSG to be vastly nicer to make models for - 
  transparency 
  in particular tends to be exactly as intended where PLIB often required 
  manual fiddling to get the desired effect.
 
 Ok, as you suggested it might be a local problem then.
 
 Erik
 
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[Flightgear-devel] Antwoord bij afwezigheid

2008-07-23 Thread gijsrooy
Ik ben momenteel op vakantie.
Woensdag 13 augustus ben ik weer terug.
 
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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread Erik Hofman
Detlef Faber wrote:

 This is most likely sorting order. I usually fix this by putting the
 transparent parts in a seperate xml file and load it at the very end of
 my model.xml file. This works with plib too. 
 
 Avoid transparent parts in textures. Weird things can happen.

Ok, thanks for the hint.
I agree transparency in textures isn't all that great (I've been 
fighting problems caused by them from day one) but it allows me to add 
different markings to the same aircraft and they can be of a higher 
resolution that the skin that way.

If you have any suggestions on how to do this without transparent 
textures I would be pleased to know.

Erik

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[Flightgear-devel] Including a camera API in Cygwin

2008-07-23 Thread cullam Bruce-Lockhart
Hi there. I've been working on adding a live video functionality into 
Flightgear, using a Lumenera Camera. Just to be sure it works, I've created a 
standalone C++ program that interacts with the Cameras API, just to be sure 
that I know how to use all the functionalities that I'm going for. I'm now 
working on adding this into Flightgear. The only thing I've done so far is 
include the camera's api.h file, and my class .h file and .cpp file. (those 
aren't the actual file names, but that didn't seem like useful info). When I 
try to compile flightgear, it complains about all the camera's API functions. 
When it gives these complaints, it adds extra junk to the names. For example:
 

../../src/Main/libMain.a(renderer.o): In Function '_ZN6Camera12countCamerasEv': 
/home/RAVEN/FlightGear-1.0.0/src/Main/camera.cpp:32: undefined reference to 
'[EMAIL PROTECTED]'

I presume it's something to do with my unfamiliarity with Cygwin and Linux, but 
my function is actually called Camera::countCameras, and the function it can't 
find is LucamNumCameras. I have no idea where the extra text comes from. 

The essential issue is that many of my Camera functions call some sort of 
LucamBlahBlahBlah function. And the compiler isn't finding any of these Lucam 
functions, even though the .h file where they are defined has been included, 
apparently successfully. Any idea what I'm missing? Thanks so much! 
-cullam






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Re: [Flightgear-devel] FlightGear OSG

2008-07-23 Thread Detlef Faber
Am Mittwoch, den 23.07.2008, 15:22 +0200 schrieb Erik Hofman:
 Detlef Faber wrote:
 
  This is most likely sorting order. I usually fix this by putting the
  transparent parts in a seperate xml file and load it at the very end of
  my model.xml file. This works with plib too. 
  
  Avoid transparent parts in textures. Weird things can happen.
 
 Ok, thanks for the hint.
 I agree transparency in textures isn't all that great (I've been 
 fighting problems caused by them from day one) but it allows me to add 
 different markings to the same aircraft and they can be of a higher 
 resolution that the skin that way.
 
 If you have any suggestions on how to do this without transparent 
 textures I would be pleased to know.
 
In the eurofighter I copied only the faces which will contain the
Markings to a seperate object, remapped it and put a transparent texture
containing the markings on it. 
The Drawback is, the decal faces need to be above the fuselage wing
surface to be seen.


 Erik
 
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[Flightgear-devel] 2d panel question

2008-07-23 Thread Curtis Olson
My brain cells are running out of steam this afternoon so I thought I'd post
this to the list to see if anyone has a quick answer or suggestion.

Here's the situation.  I am working on setting up a flight simulator with a
cockpit enclosure and physical cockpit controls.  The display consists of
one computer with a single video card driving a single 3840x1024 resolution
window.  The monitor is a matrox triplehead 2 go box which feeds takes the
3840x1024 display in and feeds 3 1280x1024 displays out.  This particular
cockpit hardware does not have a physical wet compass, so I would like to
use 2d instrument to simulate this.

I have done this before on a 1280x1024 display and it worked well.  What is
throwing me off here is the extra wide 3840x1024 display.  Let's say I want
the instrument to be in the center of the middle screen ... this means I
want to position it at x = 1920.  However, if I move the instrument past x =
1024 it gets clipped and not drawn.  In fact if I put it at 1024, I see the
left half of the instrument and not the right.

I've tried to specify that my panel width is 3840 w3840/w and height is
1024, but that seems to have no affect on the problem.

Can anyone out there throw me a hint or a suggestion to try or a place to
look in the code?  I haven't spotted any 1024 width restrictions on the 2d
panels, but it's been so long since I've looked at this particular code that
I could easily be missing something somewhere.  I hate to say I'm desperate,
but I'm getting close to it! :-)

Thanks,

Curt.
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Re: [Flightgear-devel] 2d panel question

2008-07-23 Thread Erik Hofman
The README.xmlpanel file shows what I already seemed to remember:

 Regarding Window Geometry:
  -
 For the sake of simplicity the FGFS window is always considered to be
 1024x768 so all x/y values for instrument placement should relative to
 these dimensions.  Since FG uses OpenGL 0,0 represents the lower left
 hand corner of the screen. Panels may have a virtual size larger than
 1024x768. Vertical scrolling is accomplished with
 Shift+F5/F6. Horizontal scrolling is via Shift+F7/F8. An offset should
 be supplied to set the default visible area. It is possible to place
 items to overlap the 3D viewport.

Erik



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Re: [Flightgear-devel] 2d panel question

2008-07-23 Thread Ron Jensen
On Wed, 2008-07-23 at 23:27 +0200, Erik Hofman wrote:
 The README.xmlpanel file shows what I already seemed to remember:
 
  Regarding Window Geometry:
   -
  For the sake of simplicity the FGFS window is always considered to be
  1024x768 so all x/y values for instrument placement should relative to
  these dimensions.  Since FG uses OpenGL 0,0 represents the lower left
  hand corner of the screen. Panels may have a virtual size larger than
  1024x768. Vertical scrolling is accomplished with
  Shift+F5/F6. Horizontal scrolling is via Shift+F7/F8. An offset should
  be supplied to set the default visible area. It is possible to place
  items to overlap the 3D viewport.
 
 Erik
 

Which means Curt wants to use x=512.  And possibly divide the width of
the compass by 3... or multiply the height by 3...

Ron


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