[Flightgear-devel] Want to confirm: X-Plane file format in immediate future?

2004-11-29 Thread Chris Metzler
I just want to confirm re: some stuff I'm doing: the next big scenery build, and the next release of fgfs, will be based on the switch from basic.dat and runways.dat to X-Plane's apt.dat? Thanks, -c -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to

Re: [Flightgear-devel] Traffic Management screenshots

2004-11-29 Thread Chris Metzler
On Sat, 27 Nov 2004 09:13:09 +0100 Durk Talsma [EMAIL PROTECTED] wrote: Hi Folks, This morning I decide to post a selection of FlightGear sceenshots on my website illustrating the development of the TrafficManager subsystem, and its interface with the AIManager.

Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Chris Metzler
On Wed, 24 Nov 2004 07:29:02 +0100 Durk Talsma [EMAIL PROTECTED] wrote: [ snip ] Another thing I noticed is that when the AIModel subsystem loads multiple copies of an aircraft, separate copies of each model are loaded each time, instead of referencing to the

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Sun, 28 Nov 2004 20:34:51 -0600 Curtis L. Olson [EMAIL PROTECTED] wrote: I can think of 4 approaches to defining taxiways and lines. [ snip ] 2. Draw the taxi lines as separate polygons over the top of the taxiways and runways. [ snip ]

[Flightgear-devel] Re: Getting rotors turning???

2004-11-29 Thread Melchior FRANZ
* Ingrid and Kris -- Saturday 20 November 2004 01:11: So far, I've been using the Bo105 as the aircraft (and have it flying around from pre-recorded data), but I am unable to get the rotors turning with the fdm being external. The only way I can get them turning is by editing the properties

Re: [Flightgear-devel] Re: openal wind.wav: correct pitch?

2004-11-29 Thread Chris Metzler
On Tue, 23 Nov 2004 13:44:55 +0100 Melchior FRANZ [EMAIL PROTECTED] wrote: Should have been: is *everyone* else happy with it? I guess my tendency is to say I'm happy with it if it's closer to how it sounds in real life. And my problem is that I have no idea which one is closer to real life.

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Martin Spott
Hello David, David Luff wrote: This is purely a bug-fix release - there is another version in the works with some more features. The instructions to the key commands tell us which key to use in order to achieve which sort of movement (R,D,F,C for shifting objects around, J,K for rotating).

RE: [Flightgear-devel] Getting data out of FlightGear

2004-11-29 Thread Chuck Cole
First of all, thanks to all for your responses and help with this. I have made some progress with this and just wanted to report back for those interested. I went through the net_fdm.hxx and native_fdm.cxx files and set all variables to either long or double, as appropriate. I also made sure

Re: [Flightgear-devel] fgfs-construct problem

2004-11-29 Thread Martin Spott
Jason Cox wrote: Yes it is a OOM Problem, I thought 760M would be fine but apparently it is not. Thats why I would like to find out how much others have to build scenery. I have a server with enough memory, but I yet didn't manage to build the requirements for the TerraGear utilities. No I

Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Durk Talsma
On Monday 29 November 2004 11:03, Chris Metzler wrote: On Wed, 24 Nov 2004 07:29:02 +0100 Durk Talsma [EMAIL PROTECTED] wrote: [ snip ] Another thing I noticed is that when the AIModel subsystem loads multiple copies of an aircraft, separate copies of each

Re: [Flightgear-devel] Getting data out of FlightGear

2004-11-29 Thread Steven Beeckman
Chuck Cole wrote: First of all, thanks to all for your responses and help with this. I have made some progress with this and just wanted to report back for those interested. I went through the net_fdm.hxx and native_fdm.cxx files and set snip Anyway, I'm real interested in getting this to

RE: [Flightgear-devel] Getting data out of FlightGear

2004-11-29 Thread Frederic Bouvier
Quoting Chuck Cole : Also, I uncommented out a line in the code in the process() method to print out the size of the buffer that is being sent. According to this statement, the size of the buffer (or the class structure in this case) is 640 bytes. However, when I do the same thing on my side

Re: [Flightgear-devel] Traffic Management screenshots

2004-11-29 Thread Durk Talsma
On Monday 29 November 2004 09:17, Chris Metzler wrote: Looking cool! I'm curious whether you have ideas on how to generate traffic data (flights and flightplans) for the aircraft that the TrafficManager and AIManager will handle. Are you thinking of doing real-world flights? If so, is

Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Chris Metzler
On Mon, 29 Nov 2004 17:30:51 +0100 Durk Talsma [EMAIL PROTECTED] wrote: After solving the multiple copy problem, the AI system became a lot more flexible and I was able to load close to 1200 aircraft, but when multiple aircraft came into view, I experienced some nasty problems, including

Re: [Flightgear-devel] Traffic Management screenshots

2004-11-29 Thread Christian Mayer
Chris Metzler schrieb: I'm curious whether you have ideas on how to generate traffic data (flights and flightplans) for the aircraft that the TrafficManager and AIManager will handle. Are you thinking of doing real-world flights? If so, is there a good place to harvest that data? You can try

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Paul Surgeon
On Monday, 29 November 2004 04:34, Curtis L. Olson wrote: 2. Draw the taxi lines as separate polygons over the top of the taxiways and runways. We would need to use glPolygonOffset, and make sure we split all the taxiway lines at the borders of all the underlying surface triangles so that the

RE: [Flightgear-devel] Getting data out of FlightGear

2004-11-29 Thread Chuck Cole
This was exactly what was happening. I used the #pragma pack(4) directive and this fixed the problem. I'm now able to receive all of the data correctly. I was also able to receive the correct data by moving the variable declarations around as well, but this didn't allow for common variables to

Re: [Flightgear-devel] fgfs-construct problem

2004-11-29 Thread Martin Spott
Dale E. Edmons wrote: PLIB, Simgear, GPC have always been required. LibNURBS is required, but I think its a fairly recent addition. GTS, afaik, isn't used anymore but the configure scripts still depend on it. In short, all of the above are required with GTS depreciated. Thanks for

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Arnt Karlsen
On Mon, 29 Nov 2004 12:53:43 -0600, Curtis wrote in message [EMAIL PROTECTED]: Paul Surgeon wrote: Number 2 is the route I was planning to take. There would be no need for an unlimited set of textures and we could add the black tire marks too, not just the taxiway lines. Clipping the

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Paul Surgeon
On Monday, 29 November 2004 20:53, Curtis L. Olson wrote: I.e. if the polygons don't share exactly the same verticies they likely will round different directions in some situations and you are back to having z-buffer fights. It's a nasty problem. I've seen some applications that do a good

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Tue, 30 Nov 2004 01:15:27 +0200 Paul Surgeon [EMAIL PROTECTED] wrote: On Monday, 29 November 2004 20:53, Curtis L. Olson wrote: Do the textures stay compressed in video ram, does the texture render unit render from the compressed texture, or does it have to uncompress it in video ram

RE: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Norman Vine
Chris Metzler writes: Paul Surgeon wrote: Curtis L. Olson wrote: Do the textures stay compressed in video ram, does the texture render unit render from the compressed texture, or does it have to uncompress it in video ram before rendering it? I'm not sure about that - I'll

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Mon, 29 Nov 2004 22:25:49 -0500 Norman Vine [EMAIL PROTECTED] wrote: This is true . but don't forget the gain achieved by reducing the disk to memory bandwith required Absolutely; but this issue (whether the video card can render the compressed textures without decompressing first) is

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Paul Surgeon
On Tuesday, 30 November 2004 01:54, Chris Metzler wrote: [ snip ] } The compressions are not meant to save disk drive space (plenty of it) } but to: } } -reduce the video card memory useage, as since the Geforce2, video } cards can directly render a compressed texture

Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Tue, 30 Nov 2004 06:33:36 +0200 Paul Surgeon [EMAIL PROTECTED] wrote: It's pretty neat technology. No decompression is required as reading a texture is done on the fly when it's required. If only a portion of the compressed texture is used in a scene then only the required pixels of the