Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Andy Ross
Jim Wilson wrote: Hmmm...I don't remember ever having to to look up to see lights when running the voodoo card. When you say very high, how high do you mean? It looks like about 2m to me. Is it possible that you guys are just using different aircraft? David tends to hang out in the Cub and

Re: [Flightgear-devel] Clickable cockpit

2002-10-28 Thread Andy Ross
Julian Foad wrote: Andy Ross submitted a patch which changes the way the HUD works. Norman Vine wants the old behaviour to remain available as an option. I really shouldn't get involved in this, but ... well ... here are my views [... views snipped ...] Sounds good to me. I'm still not quite

Re: [Flightgear-devel] Clickable cockpit

2002-10-28 Thread Andy Ross
Norman Vine wrote: Andy Ross wrote: There is no way to keep the old scaling scheme and be view-independent at the same time, sadly. If this is true then there is no way we can maintain a 2D overlay, library which is what the existing HUD code is, with Andy's changes Sure

Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Andy Ross
Norman Vine wrote: Your scrollable HUD is GREAT but can you make this a 'preferences' controled option so that we can keep the older HUD as there are many reasons for having a 'fixed' fullscreen HUD too. Certainly this could be flipped on and off. Actually, there's a vestigial if(1) {...} in

Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Andy Ross
Norman Vine wrote: I submit that your patch is an additional mode and should be presented as such rather then BREAKING existing behaviour as IMHO is all to often what happens when someone decides to get involved with a piece of the code. Oh dear, not again. For the record (and I really tried

Re: [Flightgear-devel] Clickable cockpit

2002-10-27 Thread Andy Ross
Norman Vine wrote: Andy Ross wrote: You still haven't answered what it is you want, The functionality of the 2D HUD Seriously, name your requirement Seriously, The functionality of the existing 2D HUD Norman, this isn't constructive. Here are some things I'm quite certain you don't want

[Flightgear-devel] Clickable cockpit

2002-10-26 Thread Andy Ross
OK, I *finally* got a chance this weekend to sit down and crank on FlightGear code. It's been a while. Attached are three patches for review. Complete files for Curt are available at: http://www.plausible.org/fgfs-andy-2002Oct26.tar.gz. The first is just a port of an old 3D HUD patch to the

Re: [Flightgear-devel] Numeric Terminology

2002-10-25 Thread Andy Ross
Frederic Bouvier wrote: What do you think of that (translated from french) : Left : integral part right : mantissa Actually, in English that is ambiguous. The term mantissa is already used to refer to the scalar multiple in a number with an exponent. That is: mantissa * base ^ exponent.

Re: [Flightgear-devel] FlightGear 0.8.0 on Win98SE

2002-10-24 Thread Andy Ross
Richard Bytheway wrote: We really ought to sort out the ability to disable *any* console output after initialisation on Windows... Is it maybe time to revisit the priority of most of the log messages? I mean, the vast majority of these things are debugging output for code that is mature and

Re: [Flightgear-devel] ***long*** pauses after flying a while

2002-10-24 Thread Andy Ross
David Megginson wrote: How big is the hit if you simply delete a higher-level node and let plib delete all of the branches and leaves underneath automatically? Probably equivalent. The overhead is usually in all the per-chunk bookeeping, not the function calls. We could try playing games with

Re: [Flightgear-devel] ***long*** pauses after flying a while

2002-10-24 Thread Andy Ross
David Megginson wrote: Curt's problem, though, is that his deletion code has to do a linear search in the parent for each child node to remove it; I assume that plib's internal code just iterates. Ah, never mind then. :) Yeah, O(N^2) deletion behavior with thousands of nodes is bad, and no

Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Andy Ross
Curtis L. Olson wrote: I just added support for generating taxiway lights into terragear (with some corresponding changes in FlightGear) so I guess someone is going to have to regenerate the airports again. :-) How about doing the light generation at tile load time, instead of generation time?

Re: [Flightgear-devel] dc3 pannel lights

2002-10-22 Thread Andy Ross
John Check wrote: What it is is that when electrical system modeling was added it affected planes for which no electrical system was added. I went through and added the markup to include the electrical.xml from the default 172 to all the variants, but never did the non Cessna planes.

Re: [Flightgear-devel] breakage

2002-10-19 Thread Andy Ross
John Check wrote: Latest cvs build falls down with: pt_lights.cxx:304: `cout' undeclared (first use this function) You're using gcc 3.2 I assume? It's a namespace issue. The C++ standard library naming is stricter now. You need to use std::cout, or insert a using namespace std; above the

Re: [Flightgear-devel] breakage

2002-10-19 Thread Andy Ross
diff -u -w -r1.31 main.cxx --- main.cxx17 Oct 2002 04:34:32 - 1.31 +++ main.cxx19 Oct 2002 18:38:22 - @@ -141,16 +141,16 @@ typedef void (APIENTRY * PFNGLPOINTPARAMETERFVEXTPROC)(GLenum pname, const GLfloat *params);

Re: [Flightgear-devel] breakage

2002-10-19 Thread Andy Ross
[Er, oops. The last one had the patch but not the text. Apologies!] OK, looking more carefully, I think I see how this is supposed to work. Because not all OpenGL implementations export the PointParameter functions, Curt is using function pointers and the GetProcAddress stuff. This is fine;

Re: [Flightgear-devel] breakage

2002-10-19 Thread Andy Ross
John Check wrote: Is this last line correct? Uh, no. :) Sorry. I don't compile on a windows box, so that part of the change was blind. Obviously, the actual names of the symbols used isn't important. You could just as easily use GL or fg, or fgfsgl or whatnot so long as it's consistent and

[Flightgear-devel] Panel font crash

2002-10-18 Thread Andy Ross
I grabbed current CVS last night for the first time in a while, and got bitten by a bug with the 3D panel support. Has anyone else noticed this? What happens is that on an aircraft with no 2D panel at all (a4, c172-3d, but oddly not the j3cub), the sim crashes at startup. The first problem was

Re: [Flightgear-devel] TC ball

2002-10-16 Thread Andy Ross
Curtis L. Olson wrote: it seems to be more than a simple coordinate system difference, unless JSBSim/YASim swap X/Y axes or something strange like that. Could be a bug, too. What exactly is the behavior you're seeing? The way the code in steam works is to look at the Y and Z pilot

Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Andy Ross
Curtis L. Olson wrote: Question: for a particular source file, if a person contributed a minor patch or tweak to compile on a new platform, does that person now have a full say in the future of that source, or are they giving their changes to the author of that file to be placed under the

Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Andy Ross
Alex Perry wrote: There is a subtle distinction, which essentially means that, since you do still have the copyright, people who retrieve the code also have the right to sue you. It's even more subtle: the right to sue you doesn't go with the copyright. The copyright is a right that *you*

Re: [Flightgear-devel] TC ball

2002-10-16 Thread Andy Ross
Tony Peden wrote: Well, I tried to compare the two, but got this for the yasim c172: YASim SOLUTION FAILURE: Are you sure you have current code and base package? I haven't looked at the 172 in a good while, and not much has changed. Do the other YASim aircraft work for you? Andy -- Andrew

Re: [Flightgear-devel] TC ball

2002-10-16 Thread Andy Ross
Curtis L. Olson wrote: The JSBSim drives the ball in a reasonable way, as does this other FDM I'm playing with. However, the scaling is about an order of magnitude different between the two, even though they supposedly report the accels in the same units and are modeling the same aircraft.

Re: [Flightgear-devel] Licensing issues

2002-10-15 Thread Andy Ross
Alex Perry wrote: I don't see a real benefit of changing FGFS from GPL to LGPL ... * The people who don't like GPL probably aren't much happier about LGPL * They (or we) can add a shared-memory tunnel in SimGear for properties * Most proprietary extensions can simply coexist as separate

Re: [Flightgear-devel] Airport Database Model

2002-10-12 Thread Andy Ross
David Megginson wrote: Remember Knuth's (?) warnings about premature optimization, though. Amen. This blog says Knuth got it from Tony Hoare: We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil.

Re: [Flightgear-devel] Airport Database Model

2002-10-11 Thread Andy Ross
Julian Foad wrote: I thought it was the other way around: that most Linux filesystems (by which I mean ext2) and NTFS had 1K or 0.5K blocks, and that Windows FAT filesystems had big (generally 4K to 16K) blocks. Nope, 4k. The underlying disks have 512 byte blocks (all IDE and most SCSI, at

Re: [Flightgear-devel] Airport Database Model

2002-10-11 Thread Andy Ross
Simon Fowler wrote: One thing to note here is that all this cache take up RAM, and will be dropped on the floor as soon as there's any memory pressure. Right, which is why I was careful to cite numbers that reflected actual disk I/O, and not cache performance. Even hitting the disk,

Re: [Flightgear-devel] Airport Database Model

2002-10-11 Thread Andy Ross
Arnt Karlsen wrote: ..wee tweak: for i in $( seq 100 ) ; do touch $i done Cute. You learn something new every day. I've never noticed that utility. I have a vague memory that there is some bash syntax that does a similar thing, too. And the $(...) syntax was new for me too -- I would

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Andy Ross
David Megginson wrote: Alex Perry writes: Why can't we stick it into the scenery directories, but one directory up from the tiles, so we have one file per 10degx10deg of planet. That should ensure that FGFS doesn't need to load all that many files, and just having the one file in the

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Andy Ross
Norman wrote: [ ... indexing scheme involving spacial partitions and trees ... ] With such a scheme we should be able to access any airport and determine which airports are within some sane distance in much less then a few tenths of a second order of manitude less at least True, but

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Andy Ross
David Megginson wrote: I cannot say. One thing we're not modelling yet is nosewheel shimmy: Does this really have to be modeled, per se? Until we get support for force-feedback rudder pedals and seat cushions, the only thing we can reasonably do is play a sound. That can be done already

Re: [Flightgear-devel] VASI

2002-10-09 Thread Andy Ross
Jim Wilson wrote: How do they work in real life? It seems that animation shouldn't be necessary. I got to see a 2-light PAPI up close at Fishers Island*, NY once. It's an astonishingly simple device. Basically, it's a box with a bright white interior. At one end is a lens. At the other (on

Re: [Flightgear-devel] STL and vectors

2002-10-07 Thread Andy Ross
David Megginson wrote: Frederic Bouvier wrote: I think your are making the too rapid assumption that an iterator is a pointer to an element. Don't iterators override the '+' operator if they're not just pointers? Indeed. That's the whole genius (madness, whatever) behind the idea. Many

Re: [Flightgear-devel] STL and vectors

2002-10-07 Thread Andy Ross
Bernie Bright wrote: Only random access iterators support the '+' operator. Fortunately std::vector and std::deque provide just such iterators. I thought there was a variant that supported incrementation but not decrementation. You don't need the full-on random access variant in this case.

Re: [Flightgear-devel] Internationalization

2002-10-03 Thread Andy Ross
Frederic Bouvier wrote: I made a french translation but unfortunately, accented characters ( e acute or a grave for instance ) are not present in the current font. I think the problem will show up for several languages. Should we have to provide a specific accented font for languages like

Re: [Flightgear-devel] Internal compiler error

2002-10-02 Thread Andy Ross
Richard Bytheway wrote:a As mentioned in the Sig11 FAQ (link above), ensure that all the hardware in the PC is the correct spec, and that nothing is overclocked. Try underclocking as a possible workaround. If your RAM is on more than one stick, try removing different parts of it. Oddly, that

Re: [Flightgear-devel] Help: Current Ground Elevation

2002-10-01 Thread Andy Ross
Norman Vine wrote: FWIW - I really don't understand why the FDM folks haven't been using this as I wrote it several years ago so that one could get an elevation per wheel Landing gear struts compress, so there isn't a single point of intersection. Worse, they don't always point down. Even

Re: [Flightgear-devel] [PATCH] tdfx fog

2002-07-23 Thread Andy Ross
Melchior FRANZ wrote: 1 would fix my problem. BUT: 40 only breaks the fog in the scenery, while it works well for the instruments. So I suggest to let POFF_UNITS be 40 but to reset the PolygonOffset to -1 or zero after having drawn the instruments. This should also work for all other cards.

Re: [Flightgear-devel] Night lighting revisited

2002-07-22 Thread Andy Ross
Norman Vine wrote: For example the a4 behaves differently then the c172 in this respect. Discover what is different and the lighting problem should be 'illuminated'. Curtis L. Olson wrote: People who understand the opengl lighting model better than I do might notice that I haven't

Re: [Flightgear-devel] Re: lighting

2002-07-22 Thread Andy Ross
Curtis L. Olson wrote: When you say moved panel rendering into the main scene graph, do you mean [...] or do you mean the panel rendering code get's executed as a call back from some ssg node [...] ? I mean that one. :) There's a tiny FGPanelNode ssgLeaf class that wraps an FGPanel object.

[Flightgear-devel] Dynamic scenery notes

2002-07-18 Thread Andy Ross
I got a chance to try the dynamic scenery last night (in lieu of implementing the gear bounce/damp tuning for Dave Perry -- sorry). Wow. Simply stunning. :) Abject praise out of the way, here are the nits: The cowbox is too small. At only 1m high, it's really a more appropiate size for a

Re: [Flightgear-devel] Randomly-placed objects, take 2

2002-07-18 Thread Andy Ross
David Megginson wrote: Norman Vine wrote: Win2k PIII 733 256meg Geforce2 GTS 32 meg Latest certified WQL GFX drivers from NVIDIA at default startup location no HUD no Panel Latest changes~17fps your original code~32 fps no dynamic objects ~75fps Here's what I get

Re: [Flightgear-devel] FW: [Plib-devel] ssg vertex tables tuning

2002-07-18 Thread Andy Ross
David Megginson wrote: Norman Vine writes: I got a considerable boost in the frame rate from the following patch to PLib. ~25% at default startup location I am trying to determine if this also true for 'most' systems before advocating it's inclusion into PLib I saw a pretty-nice

Re: [Flightgear-devel] FW: [Plib-devel] ssg vertex tables tuning

2002-07-18 Thread Andy Ross
Curtis L. Olson wrote: I'm not claiming we are currently optimal, but you also need to consider that by grouping your low level structures into larger chunks, you reduce the ability of the scene graph to do an early cull of non-visible stuff. Making larger chunks needs to be balanced

Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-17 Thread Andy Ross
Gouthas, Themie wrote: I dont think the alpha sorting code was ever comitted, so currently I dont beleive PLIB will alpha sort. I'm not sure this is a great idea in any case. There are a *lot* of these objects, and doing an NlogN sort of them (with attendant geometry processing to get the

Re: [Flightgear-devel] Anyone using a Saitek Cyborg Gold USB Sticksuccessfully with FG ?

2002-07-15 Thread Andy Ross
Victoria Welch wrote: No jstest or jscal here and I have yet to track them down for something other than SuSE or Debian (or a tarball that has be be compiled into the kernel...) These are userspace test programs, not the kernel driver. They really should have been installed with your

Re: [Flightgear-devel] Anyone using a Saitek Cyborg Gold USB Sticksuccessfully with FG ?

2002-07-15 Thread Andy Ross
Jim Wilson wrote: Was in sound card hell myself a few nights ago, so I can relate. Finally decided my time was worth something and went out to buy an sblive You weren't by any chance trying to make the built-in sound on a KT333 motherboard work, were you? I got bit by exactly this problem.

Re: [Flightgear-devel] New textures

2002-07-15 Thread Andy Ross
Erik Hofman wrote: Today I've sent some new textures to David (which he hopefully will commit somewhere in the next weeks). But the result is such that I want to let you know about it: Wow! This is magnificent. I've always hated the city texture (too yellow, too nondescript, maybe the scale

Re: [Flightgear-devel] dc3.xml questions and suggestions

2002-07-15 Thread Andy Ross
Dave Perry wrote: I have continued to work with the dc3.xml for yasim and some of the numbers in the original file seem inconsistent with the 3D model. Here are my questions: The model and YASim description don't agree exactly. The biggest difference is (I think) the location of the origin.

Re: [Flightgear-devel] MP what data to send

2002-07-15 Thread Andy Ross
Frederic Bouvier wrote: And what happens with deltas and positions when you will lose UDP packets ? How will you restore the correct position or orientation ? Perhaps, from time to time, it will be good to send absolute positions to resynch. Yes, this is a requirement. Sending unreliable

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Andy Ross
Christian Mayer wrote: I don't know if zipped packages help much for the kind of data you are sending. You can only compress redundant information Amen. He speaks the truth. But note that there is lots of opportunity for compression here; it's just that dumb general-purpose algorithms like

Re: [Flightgear-devel] [OT] concave mirrors

2002-07-11 Thread Andy Ross
Curtis L. Olson wrote: My initial speculation is that the position of my eye is an important factor that isn't addressed by the simple theory, but from the simple theory, I don't see how that could be possible. One nit is that the simple theory only works for small mirrors (large curvature

Re: [Flightgear-devel] x++ The World's First XML-Based ProgrammingLanguage

2002-07-09 Thread Andy Ross
Jonathan Polley wrote: Jon Berndt wrote: Just because something *can* be done doesn't mean it *should* be! Actually, I was going to say that it was another solution in search of a problem. I honestly thought it was a joke, but the website looks serious enough to believe. Good grief. But

Re: [Flightgear-devel] How to draw lines?

2002-07-09 Thread Andy Ross
Martin Dressler wrote: I wan to draw lines in instruments layer. I made a new subclass of FGInstrumentLayer and in draw method I do glDisable ( GL_TEXTURE_2D ); glBegin(GL_LINES); glVertex2f(-100,0); glVertex2f(100,0); glEnd(); but it doesn't draw anything. But when I

Re: [Flightgear-devel] GS needle sensitivity.

2002-07-09 Thread Andy Ross
Curtis L. Olson wrote: I had someone recently comment that they thought the glide slope needle was too sensitive in FG. Can anyone comment on this? I think the glideslope needle is too sensitive in FG. :) I don't have any harder evidence either, but I'll throw in my 2ยข anyway. I've been

[Flightgear-devel] A-4 manual

2002-07-09 Thread Andy Ross
I've been doing really well recently with my A-4 landings, so I wrote up a putative Flight Operations Manual to record the stuff I've learned: http://www.plausible.org/a4-ops/ Obviously, I've never actually trained with the Navy, so lots of this is guesswork based on data points I've picked

Re: [Flightgear-devel] dc3-yasim model

2002-07-08 Thread Andy Ross
Dave Perry wrote: Attched find an xml file dc3.xml that includes edits that allow accelleration on the main gear and relativly easy wheel landings. With these changes, I can leave the tail wheel unlocked for take-off and landings. Very cool. I'll try it as soon as I get home. 3. I moved

Re: [Flightgear-devel] Jitterbug pinpointed

2002-07-08 Thread Andy Ross
Norman Vine wrote: Following is IMHO a good explanation as to why having the camera a node in the scene-graph is not 'necessarily' a 'good idea' Which is a good point in theory. Their basic idea is that the scene graph specifies data, and you interpret that data via a camera. These are two

Re: [Flightgear-devel] FlightGear precautionary landing

2002-07-08 Thread Andy Ross
Curtis L. Olson wrote: But to your other point, I agree that we should start looking into failure modes. This is one big un-addressed issue. I could make up a list of interesting failure modes if anyone was interested. This could actually be done with minimal C++ code. Picture a failure

Re: [Flightgear-devel] Jitterbug pinpointed

2002-07-08 Thread Andy Ross
Curtis L. Olson wrote: I haven't been following this thread as closely as I should have been, but there should be no reason why we'd need to have the camera in the scene graph. I think we just need to be smarter about how we structure the transforms. That was my original suggestion: put the

Re: [Flightgear-devel] Jitterbug pinpointed

2002-07-08 Thread Andy Ross
Norman Vine wrote: I guess I wrongly assumed that everyone would read this as just add the appropriate offset to move the camera to the origin :-) Unless I'm still not understanding you, I think you misunderstand the issue. Just adding an offset to the camera is what's already being done, and

Re: [Flightgear-devel] ANN: Customized Joystick Bindings and Autodetection

2002-07-07 Thread Andy Ross
David Megginson wrote: Thanks for the info. I'd be reluctant to put together an Input/Joysticks/Saitek/X45.xml file that I couldn't actually test. If you have a chance to hobble one together some time, I'll be very grateful. I was afraid you'd say that. :) Here is an X45.xml file that I've

Re: [Flightgear-devel] dc3 effectiveness=nnn for both hstab andvstab

2002-07-06 Thread Andy Ross
Arnt Karlsen wrote: ..one idea; try make the effectiveness'es a function of the propwash, or thrust initially, and from each engine. May help to get a feel for it, I'm not that sure this is the _right_ way to model it. Negative thrust (say on decent/approach, does not need negative prop

Re: [Flightgear-devel] ANN: Customized Joystick Bindings and Autodetection

2002-07-06 Thread Andy Ross
David Megginson wrote: Please send me your bindings for your own device. Under Linux, you can find the device name with a command like. This is a great feature. Very cool. Here are button and axis assignments for my Saitek X-45 under Linux. My actually joystick.xml file is in a terribly

Re: [Flightgear-devel] re: [Flightgear-cvslogs] CVS: FlightGear/src/Controlscontrols.cxx,1.21,1.22 controls.hxx,1.21,1.22

2002-07-06 Thread Andy Ross
Arnt Karlsen wrote: ..(during the Falklands War, the Britts tested refuelling of Harriers and Sea Harriers, from ships, in-hover refuelling, believe I saw this in Air Progress magazine in the mid 80'ies.) I think what you're remembering is the Sky Hook gadget that was developed but never

Re: [Flightgear-devel] Re: crashes at tile borders revisited

2002-07-03 Thread Andy Ross
Jim Wilson wrote: When I get some time I'll run further tests and maybe come up with a patch to avoid this sort of glitch. It would be helpful if someone happened to know why this gap happens in the scenery data sometimes. I'm sure Curt can talk in more detail, but my guess is that this is

Re: [Flightgear-devel] FDR playback broken?

2002-07-03 Thread Andy Ross
Major A wrote: has anyone recently used the FDR? I've just recorded a couple of flights with the a4-yasim, and whenever I try to play back the recording, fgfs dies with a segfault. dumb-question We have a FDR feature with playback??? /dumb-question Andy -- Andrew J. Ross

Re: [Flightgear-devel] Re: crashes at tile borders revisited

2002-07-03 Thread Andy Ross
Curtis L. Olson wrote: I agree that random/periodic bugs are insidious and frustrating and makes the software look like crap; therefore we should have a 'culture' of agressive pursuit of these problems. But, unfortunately I can't replicate your particular problem here which makes it

Re: [Flightgear-devel] dc3 effectiveness=nnn for both hstab andvstab

2002-07-03 Thread Andy Ross
This is great stuff; apologies for forgetting to respond yesterday. :) Dave Perry wrote: I was able to get good control (vtab effectiveness) and early tail up (htab effectiveness) with both values at 2.25. It was easier with both values at 2.5. I then shot a number of touch-n-goes using

Re: [Flightgear-devel] Jitterbug pinpointed

2002-07-02 Thread Andy Ross
Jim Wilson wrote: I can see what you are saying...but the aircraft (in the cockpit view) is actually a different scene graph. But it's under the same camera (oddly, ssg puts the global camera outside the graph, when it's logically the top-level node of the graph), and has the same

Re: [Flightgear-devel] Jitterbug pinpointed

2002-07-02 Thread Andy Ross
Norman Vine wrote: To experiment I believe all you should have todo is change the value for 'center' in prep_ssg_nodes( vis, up, center ); in tilemngr.cxx to reflect the 'offset' you want. No, that won't work unless you can guarantee that the offset value will always be within ~100m of the

Re: [Flightgear-devel] dc3-yasim - observations from a tail-draggerpilot

2002-07-01 Thread Andy Ross
Dave Perry wrote: 1. If the tail wheel is not locked, I find it much easier to take off after removing the coupling of the rudder with the brakes for both main gear from the dc3.xml. I'd be happy to junk this; David always hated it anyway. It was basically a hack to fix a problem I didn't

[Flightgear-devel] Jitterbug pinpointed

2002-07-01 Thread Andy Ross
I spent some time over the weekend struggling with the jitterbug (sorry, couldn't resist). I haven't fixed it, but I have pinpointed the issue. In essence: yes, it's a precision problem; but no, Jim's calculations aren't the problem. The problem is actually the organization of the scene graph.

Re: [Flightgear-devel] JavaScript!

2002-06-29 Thread Andy Ross
David Megginson wrote: So, Andy, here's your challenge -- you wrote YASim to prove how small and simple an FDM could be; how about showing us how small and simple a JavaScript implementation can be? I'm sure FlightGear isn't the only project that would benefit. Yikes, don't tempt me. You

Re: [Flightgear-devel] Re: 3d Panel problem

2002-06-29 Thread Andy Ross
Jim Wilson wrote: Andy Ross wrote: But I also goofed and checked in some of my private changes. The eyepoint is slightly higher, allowing the pilot to look straight down the nose as I believe is true for the real aircraft (it radically improves visibility at high AoA's). You probably

Re: [Flightgear-devel] Re: 3d Panel problem

2002-06-28 Thread Andy Ross
Jim Wilson wrote: One thing I'm wondering is if we can do away with the background texture in the 3-D panel. Do we need it or can the backplane always be part of the model? Not sure if this would fix the problem with the 3-D model/instrument or not. There's no real need for the panel to

[Flightgear-devel] New font / updated patch

2002-06-28 Thread Andy Ross
FlightGear folks: I just checked in a nice Helvetica.txf into the base package. Before you can use this, you need two things. The first is a trivial patch to gui.cxx that allows for setting the default font via properties (while leaving the original default in place). In src/GUI/gui.cxx, line

Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Andy Ross
Jim Wilson wrote: Andy Ross said: If the FDM points left, the cockpit will point left by the same amount. Jitter from the FDM would cause the *scenery* to jitter, not the cockpit. No it would not. The scenery is too far away. Further pixels require bigger values to shift. Distance

Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Andy Ross
Jim Wilson wrote: David Megginson [EMAIL PROTECTED] said: On that point, I've tried your patch and it works, but the YASim FDM is then (inexplicably) frozen. Is it working for anyone else? This is a bug that seems to be related to some sort of memory corruption. I've seen it off and on

Re: [Flightgear-devel] JavaScript!

2002-06-27 Thread Andy Ross
David Megginson wrote: Erik Hofman writes: -rw-r--r--1 erik user 648823 May 12 2001 js-1.4-2.tar.gz -rw-r--r--1 erik user 1046117 Mar 13 19:12 js-1.5-rc4.tar.gz What does everyone else think? I dunno. That's awfully big. JavaScript isn't a terribly big

Re: [Flightgear-devel] JavaScript!

2002-06-27 Thread Andy Ross
Curtis L. Olson wrote: I would argue that if we do embed a script interpreter it should be really small, tight, and light weight. Amen. :) It's possible that the source for the actual interpreter is much smaller than the full package, though. JavaScript implementations are likely to be aimed

[Flightgear-devel] Jitter found?

2002-06-27 Thread Andy Ross
Jim Wilson wrote: Setting all the view offsets to 0 I was able to prove that the position/rotation matrices generated on the model and the camera are numerically identical. Here's a sample from the dump: Oooh, but they're not! Take a really close look at the two position vectors (the last

Re: [Flightgear-devel] Jitter found?

2002-06-27 Thread Andy Ross
Jim Wilson wrote: Those are from two different iterations. I was just proving that the viewer and model were running on the same data, as it had been suggested they were not earlier. The pairs within a single iteration match (this is the same data I posted earlier): Yes, but even between

Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Andy Ross
David Megginson wrote: Speaking of taunting, do you have any ideas about the problem I mentioned earlier -- that no text shows up on the radios in your new 3D panel patch? It's the only thing stopping me from committing it. None yet, I need to get home and try it. Nothing looks suspicious;

Re: [Flightgear-devel] jitters testing

2002-06-27 Thread Andy Ross
Curtis L. Olson wrote: I should mention before we get too far that glPolygonOffset is not always consistantly implimented across cards/drivers. Is that really true anymore? I know it used to be true ~5 years ago in the era of QuakeGL, but today things are really quite stable. The

[Flightgear-devel] Antialiased GLUT fonts

2002-06-27 Thread Andy Ross
[Cross-posted to the plib list, as this isn't entirely FlightGear specific. Dunno if that list allows posts from non-subscribers or not.] The recent discussion about fonts got me interested in actually trying something, so I put together a perl utility that generates an antialiased Glut .txf

Re: [Flightgear-devel] Re: [Plib-devel] Antialiased GLUT fonts #2

2002-06-27 Thread Andy Ross
Sebastian Ude wrote: What you generated are neither GLUT bitmap nor GLUT stroke fonts (the only place where you usually find *these* fonts is the GLUT sourcecode !), but TXF fonts / textured fonts / font textures. These fonts have hardly anything to do with *GLUT*. Clearly I'm ignorant of

[Flightgear-devel] Re: Antialiased GLUT fonts

2002-06-27 Thread Andy Ross
OK, the attached patch adds character width support to the fnt library, allowing it to handle glyphs whose logical width (distance along the baseline to the next character) differs from their physical width. Characters like the slash have this property, as do many italic glyphs. The current

Re: [Flightgear-devel] Re: [Plib-devel] Antialiased GLUT fonts #2

2002-06-27 Thread Andy Ross
Steve Baker wrote: Can we add this tool into PLIB in the 'tools' area? It would be a marvelous addition. All yours. As I pointed out, though, it's definitely a tool of the duct tape and fishing line variety. :) It expects to find a ghostscript interpreter and ImageMagick's mogrify program

Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Andy Ross
Jim Wilson wrote: On further investigation, it appears that this is almost certainly due to normal variation in fdm position and orientation output. This theory doesn't work though. Think about it: in cockpit mode, the orientation of the aircraft is bolted to the FDM orientation. If the FDM

Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Andy Ross
Curtis L. Olson wrote: It seems strange that everything else in the cockpit and 3d model of the aircraft is perfectly stable and only this one instrument is jittery. Actually, the whole cockpit is jittering. The ball just has more high-frequency information to catch your eye. The panel

Re: [Flightgear-devel] New panel code

2002-06-26 Thread Andy Ross
David Megginson wrote: 1. Can you post a copy of your modified base-package files (a4-yasim-set.xml and a4-blue.xml)? The -set files don't require any significant changes -- just remove the panel entries and that's it. The model files for the A-4 and 172 are attached. All they needed is a

Re: [Flightgear-devel] Glut font format

2002-06-25 Thread Andy Ross
Norman Vine wrote: I think that you will find that inorder to get 'high quality' fonts one needs to use a vector based font directly. The only problem in doing this is that the polygon count goes up considerably. Have you tried the antialiased fonts in KDE, WinXP or recent versions of Gtk+?

Re: [Flightgear-devel] Buffer overflow in auto_gui.cxx

2002-06-24 Thread Andy Ross
Jim Wilson wrote: Hmmm...I wonder if this relates to some of the effects I've seen recently with the delta time and fdms. If you could put up a separate patch for this (before the massive checkin :-)), I'd like to run some tests to confirm. BTW, thanks for tracking this down. This is what

[Flightgear-devel] New panel code

2002-06-24 Thread Andy Ross
OK, as promised, I have the fixed 3D panel support ready for testing (http://plausible.org/andy/vpanel-20020624.tar.gz). Changes include: + The panel(s) are now an first-class SSG node inside the aircraft scene graph. There's a little code added to model.cxx to handle the parsing, but most

Re: [Flightgear-devel] Capturing warnings

2002-06-24 Thread Andy Ross
Jonathan Polley wrote: I cannot redirect stderr via 'command 2 file' on my Mac, so the easy solution was out. I did find that the following command works: Rubbish. Sure you can. You just have to run a real shell. :) Basically, this is a long-standing misfeature of csh, which never existed

Re: [Flightgear-devel] Glut font format

2002-06-24 Thread Andy Ross
Norman Vine wrote: Here's Mark's example of the command used to generate the sorority.txf file: Just change the Font name and the 'glist' to be what you want gentexfont \ -fn '-sgi-sorority-medium-r-normal--40-*-*-*-p-*--ascii' \ Right, but this only gets you a copy of the X11 bitmap

Re: [Flightgear-devel] A-4C attitude indicator

2002-06-24 Thread Andy Ross
This looks fantastic. I think this may be the first working gyro ball in a PC simulator cockpit. At least, I haven't seen one anywhere else. :) On question, unrelated to the ball actually, is exactly what we're trying to simulate. You seem to be aiming at an A-4C cockpit, but the aero model

[Flightgear-devel] Buffer overflow in auto_gui.cxx

2002-06-23 Thread Andy Ross
I got bitten by some static data corruption problems while working on the panel stuff this afternoon (which I have almost working, by the way -- expect a big code drop tomorrow morning). I tracked it down to a buffer overflow in auto_gui.cxx. In the string formatting code for the labels, there

Re: [Flightgear-devel] AC3D file format travails

2002-06-22 Thread Andy Ross
Jim Wilson wrote: This looks a lot better. Just checked in a start on some adjustments to the cockpit geometry and a bezel for the attitude ball. How sure are you that the ball is supposed to be 6 in diameter? It looks to be about 4 in every picture I've seen (but those can be deceptive).

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