Re: [Flightgear-devel] config.sub ?

2005-07-30 Thread Manuel Massing
Hi, I don't see a config.sub. Where does that come from? Have you tried automake -a? For never autoconf versions, you can also use autoreconf -i to bootstrap the autoconf system. Manuel ___ Flightgear-devel mailing list

Re: [Flightgear-devel] asymetric frustum

2005-07-08 Thread Manuel Massing
Hello David, I saw few months ago some posts about asymetric frustum for a screen wall. I got a similar installation so I will have three displays, each of them with asymetric frustum (the point of view is not centered on the screens). I will have these parameters : LeftScreen_Left_FOV

Re: [Flightgear-devel] opengl texgen - projected textures

2005-06-05 Thread Manuel Massing
Hello Harald, I am trying to project a texture on the scenario background. A priori everything is setup correctly and the code should work but at the end I only get a projection on the screen space. picture here : hmm, don't have the time to delve deeper into your example, but you seem to be

Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Manuel Massing
Hi, I think that you have that effect if you fly to the border of a cloud. The quads are rotated to face the camera and when the quads are very near on the left or the right the rotation is too big and the quad go out of sight. This will be corrected. so are you using billboards rather than

Re: [Flightgear-devel] RFC: Eliminating jitter

2005-05-04 Thread Manuel Massing
Hello Erik, sorry for the late reply. I'm trying to get this included in CVS but it is a bit out of sync. yep, I'm really getting a bad conscience about posting an unsync'ed patch :-) I'm a bit busy at the moment, but I'll try to find some time to get the flightgear modifications sorted out

Re: [Flightgear-devel] RFC: Eliminating jitter

2005-04-28 Thread Manuel Massing
Hi Mathias, this reminds me that I had implemented the attached cleanup-patch for SGLocation (as part of the abstract terrain API). I currently don't have the time to finish the API, so the patch is a bit out of context (requires some small changes in flightgear), but if you are currently

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-04 Thread Manuel Massing
Hi, If you want to project an image from a single projector onto a curved wrap-around screen, could you just use a normal projector, and add a fish-eye lens of some sort? Something like a glass cylinder cut in half vertically, with the flat part facing the projector, and the curved part

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-25 Thread Manuel Massing
- description --- begin: Thu Apr 18 2002 written by : Manuel Massing email: [EMAIL PROTECTED

Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-25 Thread Manuel Massing
Hello again, sorry, I didn't read your whole mail, so my response was probablly not relevant to your problem. Going back to my original query. My little experiment to pan the view frustum side to side using this technique worked great in all the external views, but totally screwed up the

[Flightgear-devel] property sytem - design guidelines

2005-02-19 Thread Manuel Massing
Hi, just a quick question: are there any guidelines regarding the scope at which property system values should be accessed? E.g., when should classes communicate values via the property system (if at all)? At which level in the program structure / by which entities should the property system be

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-30 Thread Manuel Massing
Hi, I'm not sure whether emmisive, specular and diffuse lighting might give a different result here. Hmm, I don't think things are that dramatic... Admittetly, the following thoughts apply only to local (per-texel) image differences, but the big picture shoudln't be worse of. The specular

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello, Norman just pointed JPEG 2000 out to me which is open source (and royalty free for GPL projects) and far better than the standard JPEG most of us use. It uses state-of-the-art wavelet compression and some of the comparisons I've seen are incredible. It supports both lossless and lossy

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hi, For normal photographs that's great - for textures that get scaled, projected, sheared (sp?), lit, ... the uses assumptions dodn't hold anymore. Why should projection, shearing, scaling be a problem? Wouldn't every JPEG image displayed on your computer screen would look lousy when looking

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello Oliver, There is a trick to create textures with a 15 m resolution based on landsat data: http://www.terrainmap.com/rm29.html yes, fusing the panchromatic channel is a nice option. Ideally, one should devise an algorithm which can do the fusing at runtime (e.g. in the pixel shaders), so

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
., 675 Mass Ave, Cambridge, MA 02139, USA. * \short Abstract class to define the API for the terrain rendering subsystem. * * written by Manuel Massing, (c) 2004 by Manuel Massing */ #ifndef TERRAIN_H #define TERRAIN_H #include FDM/flight.hxx #include string using namespace std; class GeocCoord

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG

Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Manuel Massing
Hi, in real life. Currently the lighting at EGLL or KSFO drops my frame rate from around 30 to about 10. Based on a rough estimate of light numbers, I reckon that ditching the green taxiway centerlights might get back 3 - 4 fps, not brilliant but a start. Note that the EGLL poly count is

Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-24 Thread Manuel Massing
Hello Robicd, I've made a .ase 3d object (a Villa of my town) for a scenery. I have a satellite picture of the place where the Villa resides, which has datum wgs84 coordinates of the two corners of the bitmap. I really don't know how to convert such coordinates (1st corner is

Re: [Flightgear-devel] splash screen

2005-01-17 Thread Manuel Massing
Hi, I've been holding off my code changes already since Christmas. ;-) why not tag the planned releases as branches. This way development can continue in HEAD while the releases can be tested and bugfixed in- dependently. This is fairly standard procedure for open source projects (e.g. KDE,

Re: [Flightgear-devel] C++ question

2005-01-15 Thread Manuel Massing
Hello Christian, If I understand your problem right, you could use class pointers (but you won't achieve strong typing at compile time), or templates. TEMPLATE EXAMPLE: template class T class A { virtual void foo(T param); }; CLASS POINTER EXAMPLE: class A { public: virtual void foo(A*

Re: [Flightgear-devel] C++ question

2005-01-15 Thread Manuel Massing
template class T class A { virtual void foo(T param); }; Maybe I should add how to derive the class B from the template: class B : public AB { ... }; bye, Manuel ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: [Flightgear-devel] alternative terrain engine integration

2005-01-11 Thread Manuel Massing
Hello, Would that be possible? What is the policy for gainining CVS write access to the fgfs repository? Hmm, apparently the thread died an abrupt dead, so I humbly ask again: What can I do to gain CVS access? If you have any reservations or further questions about the project, please let

[Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi, I want to start to integrate an alternative terrain engine with flightgear (http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html) For this, I need to adapt flightgear to use an abstract terrain API, which will encapsulate the current and new terrain engine

Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hello Erik, That's great, I already wondered what happened to that project. This would really be a great addition for FlightGear. Unfortunately I am studying and currently try to compensate for the tremendous lazyness of my past semesters :-) So that project had to wait for the christmas

Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi, If my memory serves, previous big changes to the codebase have been handled by having a conditional compilation option which switches on the new code (and switches off some old code if needed) and putting all changes in CVS HEAD. This allows people to try it if they want to, and avoids

Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hi Norman, In the paper this appears to be based on a 'flat Earth' model i.e. lon lat are taken to be simple X, Y or Cos(medianX)*X,Y Perhaps I am missing something or you have extended the engine since this was written ? I don't remember if this was mentioned in the paper, but we use

Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Manuel Massing
Hello Christian, Probalby the easiest way would be to create an independant program first, that communicates with FGFS via the network api. The benefit is a very fast start on the rendering side - w/o much needed internal FGFS knowledge and w/o the need to synchonize development at the

Re: [Flightgear-devel] crease patch and Dlists - maybe answer VBOs?

2004-10-15 Thread Manuel Massing
Hi, O.k., now I know that VBO stands for the vertex_buffer_object OpenGL extention, which is, for example, _not_ present in XFree86-4.3 ! I assume VBO is therefore not a valid choice, The availability of the VBO extension will only depend on your drivers, not the xserver (and I am pretty sure

Re: [Flightgear-devel] Landsat 7 data for FlightGear

2004-09-25 Thread Manuel Massing
Hello Georg, thanks for your input! These screenshots are rather old and made for other purposes. But you may see the limits of these low-res satellite data. They are good as a very realistic background but you loose important landmarks (smaller streets, railway-tracks, smaller rivers ..).

Re: [Flightgear-devel] UK Photo Scenery

2004-09-24 Thread Manuel Massing
Hello Oliver, This sounds very interesting. But i also have some questions about this engine. Is it a irregular grid or regular grid engine? If the latter is the case how many lod levels does the engine allow and is there a barrier if your viewpoint is to far away from the grid? The engine

Re: [Flightgear-devel] UK Photo Scenery

2004-09-24 Thread Manuel Massing
Hi, It sounds VERY interesting, the sample images and video look extremely impressive. If it does get released under the GPL, and can be integrated then I think it'd be a crime not to try. What sort of tools are available for producing the scenery? Well, I have written a few perl scripts