[Flightgear-devel] VOR

2003-12-02 Thread Innis Cunningham
Hi Guys I know this has been discussed before but the VOR pointer seems to malfunction.Sometimes 180 deg to the station sometimes 90deg and sometimes anywhere. I am using the property radios/nav/radials/actual-deg. There is a property for the ADF called needle-deg this property works

[Flightgear-devel] Making Panels

2003-12-02 Thread Innis Cunningham
Hi Guys I am in the process of making some 2D panels and am wondering if it would be possible to do some things. 1 Would it be hard to change the background texture so it is in the foreground. That way all the instruments the parts like an enlarged compass rose that would stick out the side and

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 02:31, Curtis L. Olson wrote: My understanding of systems that impliment these basic ideas is that step 1) is to give up the idea of seamless, non-blurry textures in the distance. Every system I have seen blurs the textures excessively as you go further in the

Re: [Flightgear-devel] VOR

2003-12-02 Thread Curtis L. Olson
Innis Cunningham writes: Hi Guys I know this has been discussed before but the VOR pointer seems to malfunction.Sometimes 180 deg to the station sometimes 90deg and sometimes anywhere. I am using the property radios/nav/radials/actual-deg. There is a property for the ADF called needle-deg

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: On Tuesday 02 December 2003 02:31, Curtis L. Olson wrote: My understanding of systems that impliment these basic ideas is that step 1) is to give up the idea of seamless, non-blurry textures in the distance. Every system I have seen blurs the textures

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread David Megginson
Paul Surgeon wrote: Yeah that's because the scenery is pre-rendered. Who said we have to pre-render the scenery? :) Rendering in real time would only require a library of geodata which would be similar in size to the current FG scenery. In that case, it wouldn't look like TerraScene scenery --

RE: [Flightgear-devel] Playing with textures

2003-12-02 Thread Norman Vine
Curtis L. Olson writes: Andy Ross writes: That was my thinking when I started, too. But your math is a little off. Getting to a worst case resolution of 1 texel per screen-space pixel with unique texturing requires *vast* amounts of memory. Yup, I doubt if we get to the 1 texel -

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 13:57, Curtis L. Olson wrote: [EMAIL PROTECTED] writes: Couldn't we load the whole data into RAM before? 1 GB Ram are cheap today. 1. Threre is a big difference between having texture data loaded into main RAM vs. having the texture data loaded into your

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Andy Ross
Oliver C. wrote: Couldn't we load the whole data into RAM before? 1 GB Ram are cheap today. It's not nearly that simple. If you want to draw something on the screen, it has to get into the video card's memory at some point during the frame. Even 256MB Übercards are going to thrash* with a 1GB

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: 1. Threre is a big difference between having texture data loaded into main RAM vs. having the texture data loaded into your cards video RAM. (There are probably a few exceptions, the only one I can think of at the moment is the sgi O2 which has a

Re: [Flightgear-devel] VOR

2003-12-02 Thread Innis Cunningham
Thanks Curt Curtis L. Olson writes Can you report a specific location, heading, frequency, altitude, etc. where you see a problem? Everywhere. see below for details Based on your description of the problem, you might not be aware that the VOR needle does not point to the VOR station. Instead,

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Gene Buckle
Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you guys. Why not just dump it for a scene graph library that does the job you need it to

Re: [Flightgear-devel] VOR

2003-12-02 Thread Curtis L. Olson
Innis Cunningham writes: Yes I have got that system working perfectly.But what the list either does not know or does not understand is that in commercial aviation and probably many other areas they have what is called a RMI or ADF VOR guage and on such guages there is two needles one for

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you guys. Why not just dump it for a scene graph library that

Re: [Flightgear-devel] VOR

2003-12-02 Thread Innis Cunningham
Thanks Curt Curtis L. Olson writes Ok, so this sounds less like a bug report with the current VOR's and more of a feature request so you can impliment more complex instrumentation, right? That is correct Looking in the code, if I understand your request correctly, you may want:

Re: [Flightgear-devel] VOR

2003-12-02 Thread David Megginson
Curtis L. Olson wrote: Looking in the code, if I understand your request correctly, you may want: /radios/nav[%d]/radials/actual-deg No, that is not the right solution. What he needs is a delta between the inverse of the current VOR radial and the indicated heading on the RMI, normalized to

Re: [Flightgear-devel] VOR

2003-12-02 Thread Innis Cunningham
Hi David David Megginson writes Curtis L. Olson wrote: Looking in the code, if I understand your request correctly, you may want: /radios/nav[%d]/radials/actual-deg No, that is not the right solution. What he needs is a delta between the inverse of the current VOR radial and the indicated

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 16:56, Curtis L. Olson wrote: Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Gene Buckle
Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that would make life easier for you guys. Why not just dump it for a scene graph

Re: [Flightgear-devel] Grass Runway Textures

2003-12-02 Thread Matthew Law
On Fri, 2003-11-28 at 17:46, Julian Foad wrote: Matthew Law wrote: Speaking of which, would it be possible to change the texture above a certain height AGL? We could have a texture with more detail for low altitudes and a shinier, more gaussian texture for higher altitudes... Just

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Andy Ross
Oliver C. wrote: Does dumping plib mean that we can choose something like the SDL library for the OpenGL initialization? No, that means dumping glut. Earlier plib versions had a glut dependency, but I believe that has been removed from current versions. We can keep the plib parts that we use

[Flightgear-devel] Typos in props.nas

2003-12-02 Thread Andy Ross
These typos were in the version of props.nas that got checked into the base package. I'm sure that's my fault, sorry. Nonetheless, the file won't parse as is. Could someone fix? Thanks. :) Andy +++ props.nas 2 Dec 2003 16:25:49 - @@ -33,10 +33,10 @@ # Static constructor. Accepts a

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Matthew Law
On 09:56 Tue 02 Dec , Curtis L. Olson wrote: This is something that has been considered, but it will be a massive amount of work to do this and preserve all the existing functionality. Massive might be slightly overstated, but it probably means tearing everything down and rebuilding it

Re: [Flightgear-devel] VOR

2003-12-02 Thread Innis Cunningham
David Culp writes Assuming the T-38 in the base package is reasonably current, the VOR needle works well, as far as I can tell. Make sure you set the radio: From what I can see on the T38 the only thing that moves without being adjusted is the deviation bar.I dont see any pointer moving as

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
Gene Buckle writes: I can imagine this would be a complex undertaking, but wouldn't it be the best solution in the long run? Sure, and it's on the todo list (or to investigate list) somewhere. However, there is always a significant time shortage. If it would be easier, why not just fork plib

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 16:21, Curtis L. Olson wrote: But when the data is allready in the RAM we wouldn't need to load the data from the slow hard drive. Right, but sending that much data across the AGP bus isn't fast either, especially when you want/need to draw at 60hz. Sure,

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: On Tuesday 02 December 2003 16:56, Curtis L. Olson wrote: Gene Buckle writes: Unfortunately, plib (our scene graph engine) doesn't support multitexturing at this point in life. :-( From what I've read, this isn't the only thing it doesn't support that

Re: [Flightgear-devel] VOR

2003-12-02 Thread David Culp
From what I can see on the T38 the only thing that moves without being adjusted is the deviation bar.I dont see any pointer moving as I fly around a radio station Actually, the needle *should* stay still if you fly a circle around a station. If you fly in some path other than that, then it

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Curtis L. Olson
[EMAIL PROTECTED] writes: On Tuesday 02 December 2003 16:21, Curtis L. Olson wrote: But when the data is allready in the RAM we wouldn't need to load the data from the slow hard drive. Right, but sending that much data across the AGP bus isn't fast either, especially when you

[Flightgear-devel] TaxiDraw-0.0.7 available

2003-12-02 Thread David Luff
The latest version of TaxiDraw is now up at: www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p7-preAlpha-w32bin.zip - Windows Binary (statically linked) [322K] www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p7-preAlpha-src.tar.gz - source and makefile for Linux [56K], requires wxGTK-dev. Summary of

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread [EMAIL PROTECTED]
On Tuesday 02 December 2003 18:15, Curtis L. Olson wrote: Ok, do you know any good documentation and information about this particular real time rendering topic. That doesn't mean that i will write such an engine, but i just want to read the basic stuff so that i know what i am talking

Re: [Flightgear-devel] Typos in props.nas

2003-12-02 Thread Erik Hofman
Andy Ross wrote: These typos were in the version of props.nas that got checked into the base package. I'm sure that's my fault, sorry. Nonetheless, the file won't parse as is. Could someone fix? Thanks. :) So, you got me FlightGear crashing every time I use the bo105? ;-) It's fixed, thanks.

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Paul Surgeon
On Tuesday, 2 December 2003 19:15, Curtis L. Olson wrote: If a person is working on some feature that won't be finished for 2 years, then I think it is reasonable to try to predict card performance that far out and write to future hardware. In large part, that is what we did when we started

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Russell Suter
Curtis L. Olson wrote: I would recommend doing a net search for CLOD (continuous level of detail) and ROAM (I forget what that stands for.) Real-time Optimally Adapting Meshes. -- Russ Conway's Law: The structure of a system tends to mirror the structure of the group producing it. -- Mel

Re: [Flightgear-devel] Typos in props.nas

2003-12-02 Thread Erik Hofman
Andy Ross wrote: These typos were in the version of props.nas that got checked into the base package. I'm sure that's my fault, sorry. Nonetheless, the file won't parse as is. Could someone fix? Thanks. :) Hmm the problem of Nasal getting into an endless loop still exists. At first I only

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Andy Ross
[Heh, this turned out longer than I expected when I started writing...] Curtis L. Olson wrote: I would recommend doing a net search for CLOD (continuous level of detail) and ROAM (I forget what that stands for.) There are a lot of spiffy demos out there. However, there are some non-trivial

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Martin Spott
Andy Ross [EMAIL PROTECTED] wrote: Oliver C. wrote: Does dumping plib mean that we can choose something like the SDL library for the OpenGL initialization? No, that means dumping glut. Earlier plib versions had a glut dependency, but I believe that has been removed from current versions.

Re: [Flightgear-devel] Typos in props.nas

2003-12-02 Thread Erik Hofman
Erik Hofman wrote: Andy Ross wrote: These typos were in the version of props.nas that got checked into the base package. I'm sure that's my fault, sorry. Nonetheless, the file won't parse as is. Could someone fix? Thanks. :) Hmm the problem of Nasal getting into an endless loop still

Re: [Flightgear-devel] TaxiDraw-0.0.7 available

2003-12-02 Thread Simon Hollier
On Tue, 2003-12-02 at 12:33, David Luff wrote: The latest version of TaxiDraw is now up at: www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p7-preAlpha-w32bin.zip - Windows Binary (statically linked) [322K] www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p7-preAlpha-src.tar.gz - source and makefile

[Flightgear-devel] Model questions

2003-12-02 Thread Paul Surgeon
Is there any guide to creating scenery models for FlightGear? What is the max recommended texture size? I'm using 128x128 pixels (without alpha channel/mask) which means 100 unique models in a single scene would use less than 5 MB of video memory. Is each model unit equal to one meter in FG?

[Flightgear-devel] Re: shadow

2003-12-02 Thread Melchior FRANZ
* Maik Justus -- Monday 01 December 2003 19:25: looks good. Maybe someone could add this to the bo105? (Melchior?) Yes, I had it on my TODO list all the time. But I'll schedule it for this week. I'm not sure, however, if having both fuselage =and= rotor shadow will be possible in an acceptable

Re: [Flightgear-devel] TaxiDraw-0.0.7 available

2003-12-02 Thread David Luff
Simon Hollier writes: With gcc3.2.2(Redhat 9), I had to rescope t[T]wy_list_iterator to compile : Oops, thanks for posting the fix, bit of an embarassing one that! Another Linux gotcha I've found - Ctrl+L doesn't work to toggle the taxiway centerlines on or off but grows the taxiways

Re: [Flightgear-devel] Re: shadow

2003-12-02 Thread Jim Wilson
Melchior FRANZ [EMAIL PROTECTED] said: * Maik Justus -- Monday 01 December 2003 19:25: looks good. Maybe someone could add this to the bo105? (Melchior?) Yes, I had it on my TODO list all the time. But I'll schedule it for this week. I'm not sure, however, if having both fuselage =and=

[Flightgear-devel] Re: shadow

2003-12-02 Thread Melchior FRANZ
* Jim Wilson -- Tuesday 02 December 2003 22:49: Just keep the overlap down to about 1 pixel width on the edge and you should have no trouble. In other words use a crescent shape instead of a disc for the rotor shadow. Sorry, but I'm afraid I don't understand. :-) The effect that I don't know

Re: [Flightgear-devel] Model questions

2003-12-02 Thread Curtis L. Olson
Paul Surgeon writes: Is there any guide to creating scenery models for FlightGear? What is the max recommended texture size? I'm using 128x128 pixels (without alpha channel/mask) which means 100 unique models in a single scene would use less than 5 MB of video memory. I would recommend

Re: [Flightgear-devel] Re: shadow

2003-12-02 Thread Lee Elliott
On Tuesday 02 December 2003 22:19, Melchior FRANZ wrote: * Jim Wilson -- Tuesday 02 December 2003 22:49: Just keep the overlap down to about 1 pixel width on the edge and you should have no trouble. In other words use a crescent shape instead of a disc for the rotor shadow. Sorry, but

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread David Megginson
Paul Surgeon wrote: A corridor 100 km wide between Chicago (Illinois) and London (UK) (6378 km) would require about 311 GB of storage space using S3TC compression with a texture resolution of 1 meter/pixel. Probably half, that, actually, since a lot of the trip is over ocean. All the best,

Re: [Flightgear-devel] Playing with textures

2003-12-02 Thread Mally
A corridor 100 km wide between Chicago (Illinois) and London (UK) (6378 km) would require about 311 GB of storage space using S3TC compression with a texture resolution of 1 meter/pixel. You can buy 320MB of hard disk space for a mere USD 275 (GBP 160) if you shop around. What sounds OTT

RE: [Flightgear-devel] Playing with textures

2003-12-02 Thread Norman Vine
David Megginson writes: Paul Surgeon wrote: A corridor 100 km wide between Chicago (Illinois) and London (UK) (6378 km) would require about 311 GB of storage space using S3TC compression with a texture resolution of 1 meter/pixel. Probably half, that, actually, since a lot of the

[Flightgear-devel] Checking if there is a connection with netChannel

2003-12-02 Thread Seamus Thomas Carroll
Hi, I have got the netChannel figured (thanks Bernie) out and the server is accepting multiple clients. The problem is if a client flightgear program is shut down the server still tries to send it information and the server crashes. I tried using netChannel::isConnected() but it returns

RE: [Flightgear-devel] Checking if there is a connection with netChannel

2003-12-02 Thread Norman Vine
Seamus Thomas Carroll writes: On the client side I thought about using netChannel::close to inform the server that the socket is closed but the function is never called. netChannel::close is called in the clients destructor but the destructor is never called because FGGlobals *globals is

RE: [Flightgear-devel] Checking if there is a connection with netChannel

2003-12-02 Thread Seamus Thomas Carroll
I put a cerr delete globals endl; where you have delete globals; in the code below and when I exit flightgear delete globals is not printed. Does the same happen for you? Seamus On Tue, 2 Dec 2003, Norman Vine wrote: Seamus Thomas Carroll writes: On the client side I thought about

RE: [Flightgear-devel] Checking if there is a connection withnetChannel

2003-12-02 Thread Norman Vine
Seamus Thomas Carroll writes: I put a cerr delete globals endl; where you have delete globals; in the code below and when I exit flightgear delete globals is not printed. Does the same happen for you? oops that what I get for not testing code suggestions we are exiting from inside the

Re: [Flightgear-devel] Checking if there is a connection with netChannel

2003-12-02 Thread Bernie Bright
On Tue, 02 Dec 2003 20:40:51 -0500 Norman Vine [EMAIL PROTECTED] wrote: Seamus Thomas Carroll writes: On the client side I thought about using netChannel::close to inform the server that the socket is closed but the function is never called. netChannel::close is called in the clients

Re: [Flightgear-devel] Re: shadow

2003-12-02 Thread Jim Wilson
Melchior FRANZ [EMAIL PROTECTED] said: * Jim Wilson -- Tuesday 02 December 2003 22:49: Just keep the overlap down to about 1 pixel width on the edge and you should have no trouble. In other words use a crescent shape instead of a disc for the rotor shadow. Sorry, but I'm afraid I don't

[Flightgear-devel] (OT) Kid's day at work

2003-12-02 Thread David Culp
I brought my son to work for a day, and he had a wonderful time. http://home.comcast.net/~davidculp2/kidsday.jpg Dave -- David Culp davidculp2[at]comcast.net ___ Flightgear-devel mailing list

RE: [Flightgear-devel] (OT) Kid's day at work

2003-12-02 Thread Jon Berndt
I'm going to have nightmares, now. :-) Jon -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of David Culp Sent: Tuesday, December 02, 2003 10:14 PM To: flightgear-devel Subject: [Flightgear-devel] (OT) Kid's day at work I brought my son to work for

Re: [Flightgear-devel] Model questions

2003-12-02 Thread Paul Surgeon
On Wednesday, 3 December 2003 01:19, Curtis L. Olson wrote: Right now we just yell at people (semi-randomly) who we think might be using up too much texture RAM. :-) I suppose the people who have 64MB video cards start yelling before the ones with 128MB video cards. Using sound levels to guide

Re: [Flightgear-devel] Model questions

2003-12-02 Thread Curtis L. Olson
Paul Surgeon writes: On Wednesday, 3 December 2003 01:19, Curtis L. Olson wrote: Right now we just yell at people (semi-randomly) who we think might be using up too much texture RAM. :-) I suppose the people who have 64MB video cards start yelling before the ones with 128MB video cards.

RE: [Flightgear-devel] (OT) Kid's day at work

2003-12-02 Thread Jon Berndt
Reminds me of the time I was 4 years old and flying in a Catalina and Are you serious? I'm jealous. One of my favorites. went looking for the bathroom, because of course, all airplanes have bathrooms (something I was very convinced of when I was 4.) Did it?

Re: [Flightgear-devel] VOR

2003-12-02 Thread Innis Cunningham
Hi David From: David writes From what I can see on the T38 the only thing that moves without being adjusted is the deviation bar.I dont see any pointer moving as I fly around a radio station Actually, the needle *should* stay still if you fly a circle around a station. If you fly in some

Re: [Flightgear-devel] Checking if there is a connection with netChannel

2003-12-02 Thread Seamus Thomas Carroll
Found the solution. When the client is shutdown the server netChannel still thinks the connection is valid and has a handle != -1. This causes a SIGPIPE errors on a send or recieve making an assert to fail. To avoid this problem MSG_NOSIGNAL is passed into the send or recv with this

Re: [Flightgear-devel] VOR

2003-12-02 Thread Innis Cunningham
Hi David From: David Megginson writes Innis Cunningham wrote: Anything I ever saw in 707's thru to 767's looked pretty rock solid to me. But I may be wrong. It may have been driven by an FMS in that case, which would be taking input from INS, LORAN, DME, GPS, etc. What's your experience in