Re: [Flightgear-devel] Arrays of doubles

2004-04-14 Thread Gerhard Wesp
On Fri, Apr 09, 2004 at 08:03:49AM -0500, Jon Berndt wrote:
 class.  All I want right now is how do I allocate storage for a 2
 dimensional array of doubles, so that I can use the standard accessor
 operators:
 
 myDouble = Data[n][m];

If you insist on the [][] syntax, I'd strongly recommend a 

  std::vector std::vector double   .

If not, you can use one of the many C++ matrix implementations floating
around, for example (shameless plug :-) cpp-lib, which is available from
my homepage:

   http://www.cosy.sbg.ac.at/~gwesp/

Here you can access the elements by 

  Data( n , m )

( 1 = n = rows , 1 = m = columns ) (Similar to FORTRAN notation).

Kind regards,
-Gerhard
-- 
Gerhard Wesp o o   Tel.: +41 (0) 43 5347636
Bachtobelstrasse 56   |   http://www.cosy.sbg.ac.at/~gwesp/
CH-8045 Zuerich  \_/   See homepage for email address!

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Re: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Martin Spott
Norman Vine wrote:

 FWIW I would be much more excited about this if we were switching 
 to a library designed for highend simulations such as OpenProducer
 which by the way also has a portable threading library OpenThreads

 this aims at OpenSceneGraph - doesn't it ?  ;-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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RE: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Norman Vine


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Martin
 Spott
 Sent: Wednesday, April 14, 2004 8:11 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] SDL early access implementation
 
 
 Norman Vine wrote:
 
  FWIW I would be much more excited about this if we were switching 
  to a library designed for highend simulations such as OpenProducer
  which by the way also has a portable threading library OpenThreads
 
  this aims at OpenSceneGraph - doesn't it ?  ;-)
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --
 
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RE: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Norman Vine
Martin Spott writes:
 
 Norman Vine wrote:
 
  FWIW I would be much more excited about this if we were switching 
  to a library designed for highend simulations such as OpenProducer
  which by the way also has a portable threading library OpenThreads
 
  this aims at OpenSceneGraph - doesn't it ?  ;-)

OpenProducer was written to support OpenSceneGraph but, it
doesn't need OpenSceneGraph and more importantly it was 
designed to be used in 'multi-pipe' OpenGL systems as well as 
more conventional OpenGL configurations from the ground up.

OpenProducer also takes a minimalist approach which I find
attractive compared to 'full featured' libraries.

One can think of it has a Direct Layer for OpenGL only and it
doesn't concern itself with anything else.  

One thing I would like todo is use DirectX rather then the normal 
WIN32 API for the event loop but what is there works well enough
and was a lot less work when porting from the original 'X' based code.

FYI I have been doing some work on a global LOD based scenery 
engine that happens to currently be based on OpenSceneGraph

Lot of work todo yet and I want to move this into SSG, but, I finally 
have the basics working
http://cooa.whoi.edu/~nhv/images/test1.jpg
note the texture used in the above is elevation but orthophotos
or satelite imagery works as well

Cheers

Norman


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Re: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Martin Spott
Norman Vine wrote:

 OpenProducer was written to support OpenSceneGraph but, it
 doesn't need OpenSceneGraph and more importantly it was 
 designed to be used in 'multi-pipe' OpenGL systems as well as 
 more conventional OpenGL configurations from the ground up.

STLport, OpenThreads, OpenProducer, OpenSceneGraph, OpenAL   they
all convey the idea of a foresighted design concept and look like they
they would be the first choice for FlightGear !? Is Norman the only
advocate for this approach ?

Just investigating,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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[Flightgear-devel] 3d panel visible externally. Why?

2004-04-14 Thread marco . gugel
I have a problem with the 3d panel. It is visible in the external views
through the objects of the 3d model. Is there anyone who can help me?

Thanks a lot

Marco


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RE: [Flightgear-devel] 3d panel visible externally. Why?

2004-04-14 Thread Vivian Meazza


 Marco asked

 Sent: 14 April 2004 15:40
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] 3d panel visible externally. Why?
 
 
 I have a problem with the 3d panel. It is visible in the 
 external views through the objects of the 3d model. Is there 
 anyone who can help me? 
 
 Thanks a lot
 
 Marco
 
 
Look in the Hunter or p51d model files to see how it can be done.

Regards

Vivian Meazza



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[Flightgear-devel] Fixing the --waypoint and --flight-plan comman line options

2004-04-14 Thread Durk Talsma
Hey Folks,

After my recent crash tests last weekend, I feel a need to be able to do this 
in a more controlled way. Therefore, I'd like to fix the --wp and 
--flight-plan options. 

It appears that these are broken, because the airport and route manager 
subsystems are not yet initialized when the config file and command line is 
parsed. 

So a possible, yet somewhat inelegant, workaround would be to push all the 
waypoints into a vector of strings, and parse these later, after the airport 
and route manager have been initialized. 

Any thoughts, objections?

Cheers,
Durk


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Re: [Flightgear-devel] 3d panel visible externally. Why?

2004-04-14 Thread Jim Wilson
marco.gugel said:

 I have a problem with the 3d panel. It is visible in the external views
 through the objects of the 3d model. Is there anyone who can help me? 
 
 Thanks a lot
 
 Marco

Some models need to have a range selector added for that.  You probalby won't
see that if you run a 16bit depth buffer with your graphics card.

Best,

Jim


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Re: [Flightgear-devel] SDL early access implementation

2004-04-14 Thread Arnt Karlsen
On Wed, 14 Apr 2004 09:11:08 -0400, Norman wrote in message 
[EMAIL PROTECTED]:

 One thing I would like todo is use DirectX 

..this too is Microsoft's IP, no?

 rather then the normal WIN32 API for the event loop but what is there
 works well enough and was a lot less work when porting from the
 original 'X' based code.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Fixing the --waypoint and --flight-plan comman line options

2004-04-14 Thread Durk Talsma
Well, since nobody objected... :-)

I have a patch for this that appears to be working on my system. I want to do 
do a little more testing/cleaning up, so I can probably release it by 
tomorrow or so. Who would like to commit this to cvs? In which form? diffs or 
whole files?

Cheers :-),
Durk

On Wednesday 14 April 2004 19:21, Durk Talsma wrote:
 Hey Folks,

 After my recent crash tests last weekend, I feel a need to be able to do
 this in a more controlled way. Therefore, I'd like to fix the --wp and
 --flight-plan options.

 It appears that these are broken, because the airport and route manager
 subsystems are not yet initialized when the config file and command line is
 parsed.

 So a possible, yet somewhat inelegant, workaround would be to push all the
 waypoints into a vector of strings, and parse these later, after the
 airport and route manager have been initialized.

 Any thoughts, objections?

 Cheers,
 Durk


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[Flightgear-devel] Re: [Flightgear-users] FlightGear's 747-400 bugs?

2004-04-14 Thread Andy Ross
Durk Talsma wrote:
 I assumed that your latest yasim fuel code had a lot to do with
 this, which would explain why the cvs 747 is performing so much
 better (i.e. longer)

Heh, that's because I cleverly introduced a units bug (kgs/lbs) in the
process. :)

It's fixed now, so the 747 should be a short range pig again.  Give it
a try, and see if it matches the old performance (it should, the new
fuel stuff is more flexible, but should produce the same results).
Then we can try playing with the TSFC to make things right.

Andy

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