Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Erik Hofman

Josh Babcock wrote:


Won't the FDM have to tell the sound system when the wheels are
skidding? You can figure out touchdown pretty easily, but not say,
skidding from braking.


The FDM already reveals when the brakes are applied in the property 
tree. One thing that still is missing (and I have a solution for the 
next JSBSim release) is a ground-speed property.


Erik

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RE: [Flightgear-devel] publicity

2005-11-22 Thread Danie Heath

Been lurking for a while now ... but here goes ...

I am the owner of Aircraft.co.za, and I'm willing to do a complete review of 
FlightGear on my site ...

If you have any specific features/aircraft/sceneries I should focus on, please 
tell me so I can include it in the review ...

The site currently receives approx. 100,000 hits per month, so it should give 
some nice exposure ...

Lemme know what you guys think ...

Danie Heath

-Original Message-
From: [EMAIL PROTECTED] on behalf of Vassilii Khachaturov
Sent: Tue 11/22/2005 10:16 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] publicity
 
 anyone feeling responsible for alerting major anouncement sites (such as
 happypenguin.org) about the new release?

posted one on freshmeat yesterday.
Somebody else welcome to announce on happypenguin and/or linuxgames.

Vassilii


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[Flightgear-devel] Flightgear 0.9.9 RPMs for Fedora Core 2, 3, 4 on i386

2005-11-22 Thread Steve Hosgood
Please help yourselves to my RPMs:

ftp://tallyho.bc.nu/pub/steve/flightgear/0.9.9/RPMS/i386/FlightGear-0.9.9-0.FC.i386.rpm
ftp://tallyho.bc.nu/pub/steve/flightgear/0.9.9/RPMS/i386/openal-20050209-0.FC2.i386.rpm

Ignore the 'FC2' suffix on the openal package: it should be fine for FC2
onwards. For the convenience of non-techie users (not that there are any
using Fedora Core!) the Flightgear RPM adds a launcher to the 'Games'
category of the Red Hat Start tool (bottom left of the screen). Yes,
it probably should create a category called 'Simulators' and put the
icon and launcher in there instead. However, I couldn't work out how to
do that - if anyone knows how, please post and tell me.

---

You don't need the 'devel' RPMs unless you plan building the SRPMs for
flightgear. If you do want the SRPMs, they are in the directory:

ftp://tallyho.bc.nu/pub/steve/flightgear/0.9.9/SRPMS/

(of course).

Scenery RPMs (for the UK, Ireland and Faroe Islands) coming soon using
the scheme I used for 0.9.8. Not to everyone's taste I know, but
convenient if you like keeping your software under RPM's control.

Steve.


PS: Could someone mirror these RPMs somewhere please. They're currently
hosted on rather a puny machine on a slow WAN.

Thanks in advance.



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[Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Dimitris Papavasiliou

Hello,

first of all let me say that seeing the screenshots on your website just 
now (of version 0.9.9 I assume) , I'm very impressed, especially with 
the new clouds!  I'm still using 0.9.6 (because it's the version coming 
with debian sarge) and was completely unaware of your progress.  Keep up 
the good work.


Anyway I'm working on a sort of free flightsim myself (nothing like 
flightgear though, more like what you would call a game) and have 
recently completed the implementation of the skycolor part of Preetham's 
paper A Practical Analytic Model for Daylight.  It only yesterday 
dawned on me that such an implementation might be of interest to you 
folks since as far as I can tell from running 0.9.6 and screenshots and 
the feature list of 0.9.9 you're using some sort of simple gradient 
method for skycolor.


The nice part about this model, is that it is parametric based on sun 
elevation and azimuth and sky turbidity.  This will integrate nicely 
with your existing sky model which is also based on real time and 
weather conditions.  The bad parts are the following:


1) It can't accurately model all atmosphere conditions.  The paper says 
it's mostly suited for relatively clear or overcast skies and I've found 
it to fail for turbidities outside the range, say [1, 10] (depending 
also on sun position).  By failure I mean weird sky colors like greenish 
etc. which might though be desirable in some situations (if you want to 
render a weird sky for example:).  This I consider not so important 
though as, again judging from some, possibly old, screenshots, it should 
be more accurate than your skycolor model.


2) Assuming you want the sky to change in real time, some work may be 
required.  Timing a run to create a sky texture of size 1024x512, I get 
less than a second on my machine (an atlhon 2000+).  This is obviously 
too slow to run every frame but that would be overkill anyway.  Running 
this say once per second  would require  just a millisecond per frame 
which should not be much of an overhead, but some way to run the model 
asynchronuously would be required.  This should be easy to do if you 
want to run it for a few pixels per frame, which doesn't guarantee any 
strict time budget but still provides an effective way to trade temporal 
resolution for processing power.  It should be a little harder to run it 
in a seperate thread or otherwise ensure that the routine runs for a few 
ms per frame and I don't think it would be worth the trouble.  With all 
that said, I should note that a 1024x512 texture is too big anyway and 
you could probably get a way with half that size (and 4 times less 
computations; takes about 0.25 ms on my computer), with nice results and 
even less for slower computers.  This of course can be adjustable.


3) This model is not meant to be used for nightskies.  You'll have to 
use your current code for that.  I want to implement somenthing nice for 
night scenes as well, but I need to make progress in other, more 
significant areas, like integrating jsbsim or some sort of cloud scheme 
in my project, before attempting that.


I'm afraid I can't really spare the time right now to integrate this 
myself into flightgear.  Or rather, since I consider this pretty 
straightforward I assume that most of the time I'd just be trying to 
find my way around the flightgear codebase which wouldn't be the case 
for some experienced flightgear developer.  I have implementations in 
both octave and C and they're standalone programs creating ppm image 
files of the sky texture, not just ripped code from my own project.  If 
you're using a textured skydome integrating this into flightgear should 
be 10 minutes worth of work (I know, it never actually takes 10 minutes 
but it shouldn't take too long anyway) for the static case and some more 
for the dynamic.  If you're using vertex colors some adjustments would 
have to be made to sample the colors at the skydome vertex positions 
which should again be very easy (you might need a dense or adaptive 
tesselation of the dome to get good results in this case though; I'd 
recommend using textures instead).


To wrap it up let me say that this is nothing big in terms of 
complexity, it's just 150 lines of code in C, but I believe, and you can 
judge for yourself from the screenshots below, that it will make the sky 
in flightgear quite nicer, especially in some conditions like sunset/rise.


Well I think that's all, let me know if you're interested,
Dimitris P.

PS: Almost forgot. You can find a few sample outputs from the model and 
also a couple of screenshots from my own code (so that you can what it 
should look like when integrated into flightgear) here:


http://hal.csd.auth.gr/~jimmyp/

There are a myriad other combinations of sunposition and atmosphere 
turbidity possible so this are, well, just samples.  They should, 
though, show off the more essential features of the model, e.g. 
luminance and chromaticity variations based on 

[Flightgear-devel] OT: picture of two USAF thuderbirds in mirror formation

2005-11-22 Thread Ima Sudonim
Off topic, but something similar to this might make two interesting  
AI aircraft for around KSFO or KDCA or Nellis AFB, Nevada, USA where  
they're based. 8-)


Best regards,

Ima

From netscape.com gallery:

http://cdn-channels.netscape.com/gallery/i/p/popular112105/ 
apohcomrr_AVIATION_NATIO_1B.jpg


The netscape.com/gallery caption reads: Two U.S. Air Force  
Thunderbirds perform a mirror formation during Aviation Nation Air  
Show at Nellis Air Force Base in Las Vegas on Saturday, Nov. 12, 2005.


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[Flightgear-devel] CVS: data/Aircraft/b1900d ...

2005-11-22 Thread Melchior FRANZ
* Syd Adams:
[...]
 Having some trouble with material animation ... 
 it appears global material changes only affect objects that share the same
 texture file 

global doesn't only look at what ac3d files define in a MATERIAL entry,
but at all material parameters, including the texture. It affects all objects
that share the same ssgSimpleState. Every single difference requires us to
clone the ssgSimpleState node, and then the connection between such objects
is lost. You just have to do what you do in all other animations then: list
all objects in object-name tags.

m.

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Re: [Flightgear-devel] 3D modelers

2005-11-22 Thread Josh Babcock
Ampere K. Hardraade wrote:
\
 Finally, here is a thought that has been floating in my mind for a while, and 
 I hope you could try it out: take some stereoscopic views of aircrafts.  
 Having some stereoscopic photographs of an aircraft may help modellers make 
 estimations better.  (Okay, this is just a theory, but this would be a good 
 opportunity to vertify my theory with an experiment.) :P
 
 Ampere

Good theory, I'll have to test it if I get the chance. Unfortunately I
can only make the pics, I don't have stereo capable hardware right now.

I was also thinking that this community must have a treasure trove of
airshow pics. Obviously most people won't want to put them up on
airliners.net, but maybe we could have some sort of forum where we can
post wanted ads and lists of planes we have pics of. Or we could just
make a habit of being considerate like Innis and posting on the devel
list :)

Josh

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[Flightgear-devel] Searching for TerraGear-Bug-Hunters

2005-11-22 Thread Ralf Gerlich

Hi all,

about two weeks ago Curt started preparations for a scenery regeneration
run using the new shapefile data from Martin Spott's Terrain Data
Database. In order to be able to accept custom scenery modifications to 
the standard scenery we need to get this part working.


This is what he reported to me:


I haven't had a chance to dig into this yet (and I'm not sure I will
today) but when processing the rivers_stream database, it reports
760648 records.  However, the process quit peacefully after
processing only about 72000 records (i.e.  10% of the reported
number of records).  Any ideas.  I didn't see any sort of
segfault/coredump type message.


I was unable to reproduce the problem up to now and we're kinda stuck.

I'm therefore searching for helpers who can get TerraGear running on 
their system and try to reproduce the bug. You can use 
src/Prep/ShapeFile/process.sh for this.


Download the shapefiles

ftp://ftp.ihg.uni-duisburg.de/FlightGear/TGShapes/rivers_stream.tar.bz2

and optionally

ftp://ftp.ihg.uni-duisburg.de/FlightGear/TGShapes/landmass_default.tar.bz2

and untar them into a new directory. Change process.sh to have SHAPEBASE 
point at these shapefiles and WORKBASE at a place where you want to put 
the results.


Try it only with rivers_stream.tar.bz2 for starters, but I'm not sure 
whether the previous instance of shapedecode (decoding landmass) already 
mixes up the working directory, which could cause the crashes as well.


WARNING: This test run will take many GBs of your free disk space. The 
last time I tried, I wasn't yet at the 72000 records mark and my disk 
was full (previously 5GB free).


So far we found out that the polygons for lines touching the date line 
(180 deg longitude E/W) get mixed up, as the widened polygons for these 
lines cross the date line. However, we were not able to find out whether 
this has anything to do with the crash/termination Curt described.


So far Curt saw it crash on these records: 72447, 194774, 196576

Thanks in advance.

Cheers,
Ralf


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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Josh Babcock
Erik Hofman wrote:

 
 The FDM already reveals when the brakes are applied in the property
 tree. One thing that still is missing (and I have a solution for the
 next JSBSim release) is a ground-speed property.

Yeah, but just putting them on doesn't make them skid (I hope). Hearing
screeching wheels when you tap your brakes during a slow speed taxi
would be a bit silly. You would need to know at least the force from the
wheels and the coefficient of friction for the current conditions. The
latter I suppose you could make a good educated guess at based on the
weather.

Ground speed is a very useful thing to have, especially on a by-wheel
basis. It allows for very good looking wheel rolling animations during
taxi turns. Andy put this into YASim a while back, and it makes the B29
wheels look just plain hot. (my only small complaint is that they don't
spin down after takeoff, so if you forget to tap your brakes after
takeoff, the wheels will still be spinning when you lower you gear for
landing!)

If the ground speed where to reflect the wheels locking up that would be
even cooler, but it still won't tell you when the wheels are skidding
sideways enough to cause a screech. This is something that you probably
want if you are ever planning on doing a ground loop, and I tend to do a
lot of those in FG ;)

Josh

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[Flightgear-devel] tiny ch47 patch

2005-11-22 Thread Joacim Persson

This must be one of the lesser flewn models in FG. Two years has passed
since the last patch, and noone has noticed that Erik forgot (tsk tsk) that
there are /two/ rotors on the Chinook.


Make also the other rotor (collective) work the same way as the first
rotor. (and same as bo105, i.e. zero throttle on the joystick throttle axis
means full lift).


--- ch47.xml2005-11-22 15:48:16.0 +0100
+++ ch47.xml.new2005-11-22 15:55:31.0 +0100
@@ -74,9 +74,9 @@
  src0=-1.0 src1=1.0
  dst0=-0.3 dst1=0.3/
   control-input axis=/controls/engines/engine[1]/throttle 
control=COLLECTIVE
  src0=-0.0 src1=1.0
- dst0=-1.0 dst1=1.0/
+ dst0=1.0 dst1=-1.0/
   control-input axis=/controls/engines/engine[0]/magnetos 
control=ROTORENGINEON/
 /rotor



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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Erik Hofman

Josh Babcock wrote:

Erik Hofman wrote:


The FDM already reveals when the brakes are applied in the property
tree. One thing that still is missing (and I have a solution for the
next JSBSim release) is a ground-speed property.


Yeah, but just putting them on doesn't make them skid (I hope). Hearing
screeching wheels when you tap your brakes during a slow speed taxi
would be a bit silly. You would need to know at least the force from the
wheels and the coefficient of friction for the current conditions. The
latter I suppose you could make a good educated guess at based on the
weather.


So far I've done pretty well for touchdown skis sounds, I don't think 
ground loop squeels would be much more difficult.

Did you take a look at the c172p-sound.xml configuration file already?

Erik


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[Flightgear-devel] Re: tiny ch47 patch

2005-11-22 Thread Melchior FRANZ
* Joacim Persson -- Tuesday 22 November 2005 16:19:
 This must be one of the lesser flewn models in FG. Two years has passed
 since the last patch, and noone has noticed that Erik forgot (tsk tsk) that
 there are /two/ rotors on the Chinook.

Could well have been my patch, not Erik's. All helicopters other than
the bo105 are unmaintained, broken, and have no model. These are models
that should be moved to the Attic/, or at least be removed from the
download page. They serve no other purpose than to fool  annoy users,
and to make fgfs look bad.

m.

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Erik Hofman

Dimitris Papavasiliou wrote:

Anyway I'm working on a sort of free flightsim myself (nothing like 
flightgear though, more like what you would call a game) and have 
recently completed the implementation of the skycolor part of Preetham's 
paper A Practical Analytic Model for Daylight.  It only yesterday 
dawned on me that such an implementation might be of interest to you 
folks since as far as I can tell from running 0.9.6 and screenshots and 
the feature list of 0.9.9 you're using some sort of simple gradient 
method for skycolor.


The nice part about this model, is that it is parametric based on sun 
elevation and azimuth and sky turbidity.  This will integrate nicely 
with your existing sky model which is also based on real time and 
weather conditions.  The bad parts are the following:


The skylight model we are using is also based on physical properties and 
 isn't far off from the model you describe. That model however doesn't 
allow for some of the cloud colorings features we are doing. In fact our 
model still has a lot of potential left.

I wouldn't want to trade it for another approach.

Erik

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Re: [Flightgear-devel] 3D modelers

2005-11-22 Thread Joacim Persson

On Tue, 22 Nov 2005, Josh Babcock wrote:


Ampere K. Hardraade wrote:

Having some stereoscopic photographs of an aircraft may help modellers make
estimations better.  (Okay, this is just a theory, but this would be a good
opportunity to vertify my theory with an experiment.) :P



Good theory, I'll have to test it if I get the chance. Unfortunately I
can only make the pics, I don't have stereo capable hardware right now.


How about simply taking photos from various angles, but document the exact
position from which each photo is taken? From that it should be possible to
calculate the position for a number of points with (hopefully) fairly good
precision.

If the photographing method is standardised, it could even be possible to
write a script for the calculations. Like snaps taken 30° apart from a
defined distance. Identify the same spot on the craft in two or more
pictures etc...

Use the same lens for all photographs. Take also a photo of a grid so you
know where you have the angles in pictures taken with that setting.

The high-tech method would be using a laser scanner. ;)___
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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread AJ MacLeod
On Tuesday 22 November 2005 15:41, Erik Hofman wrote:
 The skylight model we are using is also based on physical properties and
   isn't far off from the model you describe. That model however doesn't
 allow for some of the cloud colorings features we are doing.

Like in the dawn screenshot where I tried to show that off; 

http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-dawn_moon.jpg

 In fact our model still has a lot of potential left.
 I wouldn't want to trade it for another approach.

I don't know anything about the theory of it all, but I do know that the sky 
in FG looks truly amazing at dawn and dusk in particular (colours, moon 
phases, star positions etc) - and I think we are _really_ underselling FG by 
not having a few screenshots illustrating that on the website.

I'm sure others can come up with much nicer ones than I have... they're all 
going to offend the darkness police whatever :-)

Cheers,

AJ

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Thomas Förster
Am Dienstag 22 November 2005 17:06 schrieb AJ MacLeod:
 On Tuesday 22 November 2005 15:41, Erik Hofman wrote:
  The skylight model we are using is also based on physical properties and
isn't far off from the model you describe. That model however doesn't
  allow for some of the cloud colorings features we are doing.

 Like in the dawn screenshot where I tried to show that off;

 http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-dawn_moon.jpg

  In fact our model still has a lot of potential left.
  I wouldn't want to trade it for another approach.

 I don't know anything about the theory of it all, but I do know that the
 sky in FG looks truly amazing at dawn and dusk in particular (colours, moon
 phases, star positions etc) - and I think we are _really_ underselling FG
 by not having a few screenshots illustrating that on the website.

 I'm sure others can come up with much nicer ones than I have... they're all
 going to offend the darkness police whatever :-)

I think Melchior knows how to swap textures/materials at runtime. Probably 
it's time for fake lighted livery... In a Berlin building in Jon's Scenery 
Objects DB (Park Inn Hotel), I used a light emitting material together with a 
night texture (basically to darken the shadow areas) to fake an illuminated 
facade.

Maybe this technique can also be applied to the stabilizer to light the 
company logo. I'm sure this would improve your scene enough to pass Curt's 
artistic judgement.

Thomas

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Vassilii Khachaturov
 Like in the dawn screenshot where I tried to show that off;

 http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-dawn_moon.jpg

[snip]
 I don't know anything about the theory of it all, but I do know that the sky
 in FG looks truly amazing at dawn and dusk in particular (colours, moon
 phases, star positions etc) - and I think we are _really_ underselling FG by
 not having a few screenshots illustrating that on the website.

Agreed 100%.


 I'm sure others can come up with much nicer ones than I have... they're all
 going to offend the darkness police whatever :-)


A trivial solution comes to mind --- create a decent out-of-cockpit
screenshot facing a scene like that. Your particular image would offend
not just the darkness police but the FAA as well for not sporting
the exterior aircraft lighting when it should be on!

V.


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Re: [Flightgear-devel] 3D modelers

2005-11-22 Thread Curtis L. Olson

Vassilii Khachaturov wrote:


Not being an aircraft modeller myself, I don't know exactly what's
needed; but those with specific requirements could also try posting
in the rec.aviation.* newsgroups (the .piloting and .simulators come
to mind), and folks out there will probably respond. Google before
you go, because somebody ahead of you on these newsgroup may have posted
the very info you're looking for.

BTW, there hasn't been an announcement of the 0.9.9 in the
rec.aviation.simulators, so one can probably do the 2 things
at one go.
 



Yeah, a while back I stopped posting me email address on usenet news.  
It gets into the web archives, goes all over the internet and the world, 
and pretty soon you are back to measure your spam in messages per second 
... :-(


But if anyone else is feeling brave, be my guest.

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Curtis L. Olson

Vassilii Khachaturov wrote:


Like in the dawn screenshot where I tried to show that off;

http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-dawn_moon.jpg

   


[snip]
 


I don't know anything about the theory of it all, but I do know that the sky
in FG looks truly amazing at dawn and dusk in particular (colours, moon
phases, star positions etc) - and I think we are _really_ underselling FG by
not having a few screenshots illustrating that on the website.
   



Agreed 100%.

 


I'm sure others can come up with much nicer ones than I have... they're all
going to offend the darkness police whatever :-)

   



A trivial solution comes to mind --- create a decent out-of-cockpit
screenshot facing a scene like that. Your particular image would offend
not just the darkness police but the FAA as well for not sporting
the exterior aircraft lighting when it should be on!
 



I forget who posted this original 'dark' screen shot, but here's the 
issue, due to gamma differences, this image comes out completely black 
on my screen.  From that standpoint, it's not a useful screen shot.  
Many people that download it are going to say, huh!  This isn't an easy 
problem to circumvent because there is a wide swath of gamma 
configurations and monitors out there.  But in this case, we simply need 
something with more light to make it widely useable.


Regards,

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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Re: [Flightgear-devel] 3D modelers

2005-11-22 Thread Vassilii Khachaturov
 Yeah, a while back I stopped posting me email address on usenet news.
 It gets into the web archives, goes all over the internet and the world,
 and pretty soon you are back to measure your spam in messages per second
 ... :-(

I'm proudly posting my email address on the webpages and never changed
it. All I needed to do is tweak my spam-processing software, and
periodically upgrade it (I stick to spambouncer + a couple of handwritten
procmail recipes). In the inbox and the dedicated bulk mail inbox for
the subscribed lists I don't get any spam. In the block folder,
I get most always spam, and occasionally (within 5 times a month)
an email from a clueless someone using a generic free email and posting in
HTML with their ads image embedded. Whatever is tagged as virus or spam,
is always safe to throw.

BTW, i'd like to express the gratitude to the list master(s) at this
time (Curt, that's you, right?) for no spam in our list.

 But if anyone else is feeling brave, be my guest.

I'm brave enough as I have said, but I am not a modeller. If somebody
posts a detailed announcement+request for information here, I'll be happy
to forward it on to the r.a.simulators and/or .piloting on the behalf
of the fgfs devel team, of which I am a happy junior member :-)

V.


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Re: [Flightgear-devel] 3D modelers

2005-11-22 Thread Jon Stockill

Josh Babcock wrote:


I was also thinking that this community must have a treasure trove of
airshow pics. Obviously most people won't want to put them up on
airliners.net, but maybe we could have some sort of forum where we can
post wanted ads and lists of planes we have pics of. Or we could just
make a habit of being considerate like Innis and posting on the devel
list :)


You'll find most of my airshow and museum pics here:

http://photos.stockill.org/g45.html

There may be others scattered around that site. If people need somewhere 
 to put pictures online then www.fotopic.net will give you 250MB of 
space  to host them (disclaimer: I'm biased - this is where I work).


I know the museum at Doncaster has a large number of aircraft, and 
cockpit sections on display (there's a list here: 
http://www.aeroventure.org.uk/mainexhibits.php ). If there are any that 
people are particularly interested in then if you can tell me what you 
want photos of, or what you need measuring then I can try to get you the 
info you need when I'm next there.


--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Invisible panel on C310

2005-11-22 Thread Harald JOHNSEN

Buchanan, Stuart wrote:


Hi All,

I've been trying to change the panel on the civilian (non-u3a) C310 model.
However, I keep hitting a problem where the bulkhead behind the panel
(part of the .ac file) is being rendered on-top of the panel, even if the
panel is placed right up at the view-point. I think this is the reason why
the c310-dpm-3d aircraft doesn't seem to have any instrumentation.

Strangely, I can see the panel through the yoke and pedals of the model,
but I think that may be due to a texture problem.

Does anyone have a pointer as to what is going on? I was hoping to get a
decent 3-D panel for the 310, but this has me stumped.

If it is any help, the bulkhead seems to be part of the cabin object, so
I wonder if FG is rendering it last because part of it is closer to the
viewpoint ?

Regards,

-Stuart
 

I think you are talking about a 2.5D panel. You have a draw order 
problem between your transparent part,
the non transparent ones and the panel. Usually planes using a 2.5D 
panel are using a texture with
an alpha channel to fool ssg so that all the plane is drawn after the 
panel.
Or check the c150 if you don't want to use an alpha channel. I used 
depth-test = true in the panel tag

and an animation to change the rendering order of the panel.

Harald.


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[Flightgear-devel] RenderTexture bug

2005-11-22 Thread Erik Hofman



Hi,

I might have solved the nasty RenderTexture bug for ATI cards in CVS.
Anyone cares to test it?

Erik

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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Frederic Bouvier
Quoting Erik Hofman :



 Hi,

 I might have solved the nasty RenderTexture bug for ATI cards in CVS.
 Anyone cares to test it?


Erik,

search the string '_vsnSG_LOG' in rendertexture.cpp

-Fred

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Re: [Flightgear-devel] OT: picture of two USAF thuderbirds in mirror formation

2005-11-22 Thread Arnt Karlsen
On Tue, 22 Nov 2005 07:49:16 -0500, Ima wrote in message 
[EMAIL PROTECTED]:

 Off topic, but something similar to this might make two interesting  
 AI aircraft for around KSFO or KDCA or Nellis AFB, Nevada, USA where  
 they're based. 8-)
 
 Best regards,
 
 Ima
 
  From netscape.com gallery:
 
 http://cdn-channels.netscape.com/gallery/i/p/popular112105/apohcomrr
 _AVIATION_NATIO_1B.jpg

..heh, reminds me of a couple of my buddies, they flew 2 Curare-20's 
on 25 or 40 power AFAIR, training for some air show, F3A mirror style.
Worked all nicely until that last big nice lazy loop.   ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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] RenderTexture bug

2005-11-22 Thread Martin Spott
Erik Hofman wrote:

 I might have solved the nasty RenderTexture bug for ATI cards in CVS.
 Anyone cares to test it?

Yes, but I won't see 'my' PeeCee, the one at my customers location
that's equipped with an r200 board, before thursday,

Martin.
-- 
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--

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Dimitris Papavasiliou

Erik Hofman wrote:



The skylight model we are using is also based on physical properties 
and  isn't far off from the model you describe. That model however 
doesn't allow for some of the cloud colorings features we are doing. 
In fact our model still has a lot of potential left.

I wouldn't want to trade it for another approach.

Erik

Hmmm, on closer inspection it doesn't seem to be a simple gradient 
indeed.  Does the color depend on the weather (that is turbidity) as well?


Also bear in mind that the paper also describes a way to calculate 
sunlight color based on sun position and other parameters, in case 
that's what you need for cloud coloring.  Still I suppose it was naive 
of me to assume that something like the sky model would be not 
interconnected with other parts of the code in a project like flightgear 
and thus easy to replace.


Dimitris

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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Erik Hofman

Frederic Bouvier wrote:


search the string '_vsnSG_LOG' in rendertexture.cpp


In case you missed the CVS log message; this is fixed now.

Erik

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Erik Hofman

Dimitris Papavasiliou wrote:

Hmmm, on closer inspection it doesn't seem to be a simple gradient 
indeed.  Does the color depend on the weather (that is turbidity) as 
well?


Yes.

Also bear in mind that the paper also describes a way to calculate 
sunlight color based on sun position and other parameters, in case 
that's what you need for cloud coloring.  Still I suppose it was naive 
of me to assume that something like the sky model would be not 
interconnected with other parts of the code in a project like flightgear 
and thus easy to replace.


I think we all made that mistake at least once.
:-)

Erik

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[Flightgear-devel] Request to the Mac folk

2005-11-22 Thread David Luff
Hi guys,

Are there any Mac developers here who might be able to make up a Mac package of 
TaxiDraw v0.32 for me?  The last version was done an X-Plane user, but there is 
no Mac binary available for the current version, and the Mac is popular among 
X-Plane users.  

TaxiDraw source can be found at http://taxidraw.sf.net

There should be very few code tweaks needed (I *think* I got most of the 
patches required for the last version into the code), but a non-unicode version 
of wxWidgets is needed for compilation (the next version of TaxiDraw should be 
unicode-safe).

If anyone is able to do this, TIA.

Cheers - Dave

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[Flightgear-devel] Two issues/question

2005-11-22 Thread Adam Dershowitz

I am not sure of the status of each of these.
I am using the release code of 0.9.9 on a Mac 10.4 gcc 4.0.1.

1)  If I fly out of an airport that is located out of the included  
sample scenery, then at the command line I get:  Failed to open  
file repeated twice.  I am using 0.9.8 scenery in that case, because  
that is all that is available.  But there is no indication of what  
files are not opening, or what the problem is.  Is there a difference  
between the 0.9.8 and 0.9.9 scenery and thus this is just a bug that  
will go away when the new scenery build is complete?


2)  If I start with --enable-clouds3d then I just don't get any of  
the low level clouds to show up at all.  In other words, without that  
feature, I get clouds at 5,000 feet, but with that flag I don't get  
any, but I don't see any errors either.  I know that a while ago 3-d  
clouds were broken on the Mac.  Are 3d clouds now working?  Does it  
depend on the specific video card?  If they don't work, should they  
at least fail back to the 2d clouds that do work fine?


--Adam




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Re: [Flightgear-devel] Request to the Mac folk

2005-11-22 Thread James Turner
On 22 Nov 2005, at 23:50, David Luff wrote:Are there any Mac developers here who might be able to make up a Mac package of TaxiDraw v0.32 for me?  The last version was done an X-Plane user, but there is no Mac binary available for the current version, and the Mac is popular among X-Plane users.    TaxiDraw source can be found at http://taxidraw.sf.net  There should be very few code tweaks needed (I *think* I got most of the patches required for the last version into the code), but a non-unicode version of wxWidgets is needed for compilation (the next version of TaxiDraw should be unicode-safe). I built a binary that ran last year, haven't tried in ages - the issue is getting everything required linked statically, I think. I shall experiment, but don't let that stop any other Mac people having a go.HHJames___
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[Flightgear-devel] SimGear CVS error SG_LOG Cygwin

2005-11-22 Thread Georg Vollnhals

Hi,
with the newest SimGear CVS I get this compiling error (Cygwin, gcc 3.4.4):

RenderTexture.cpp:1595:44: macro SG_LOG passed 4 arguments, but takes 
just 3
RenderTexture.cpp: In member function `void 
RenderTexture::_ParseModeString(const char*, std::vectorint, 
std::allocatorint , std::vectorint, std::allocatorint )':

RenderTexture.cpp:1592: error: `SG_LOG' undeclared (first use this function)
RenderTexture.cpp:1592: error: (Each undeclared identifier is reported 
only once for each function it appears in.)
RenderTexture.cpp:1642:72: macro SG_LOG passed 4 arguments, but takes 
just 3

make[3]: *** [RenderTexture.o] Error 1
make[2]: *** [all-recursive] Error 1
make[1]: *** [all] Error 2
make: *** [all-recursive] Error 1

Anyone else with this problem?
Regards
Georg

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Re: 回复: [Flightgear-devel] thesis?

2005-11-22 Thread Szabolcs Berecz
Is water shader about making the water look better?

Right now I don't now how much work would be the integration and what
it is about. Do you think it is a good topic for a thesis?

Szabi

On 22/11/05, Dai Qiang [EMAIL PROTECTED] wrote:
 Hi Berecz,

 It's good to hear that another person has selected
 FGFS as thesis topic.

 The things on my to-do list is to add water shader and
 integrate Mathius' work of carrier taking off and
 landing with current SimGear CVS. Maybe we can
 cooperate on the issues.

 Best,
 - Qiang

 --- Szabolcs Berecz [EMAIL PROTECTED]写道:

  Hi!
 
  I'm thinking about my thesis which I have to write
  next semester. I'm
  interested in FlightGear, but haven't got the time
  to dig into it,
  yet, so I don't know what needs to be done. Is there
  something which
  should be done, but you don't have the time for it?
 
  Maybe I would be willing to do it, but it shouldn't
  be too big,
  because I have to write most of it in a couple of
  months. It shouldn't
  be too easy, either. Do I want too much? :)
 
  Oh, and usually I'm not too interested in user
  interfaces and
  graphics, but I don't say there is no chance to work
  on something like
  that...
 
  I will have time to go into details and start
  working on something the
  next week. I would appreciate if you could suggest
  something.
 
  Thanks,
  Szabi
 
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Re: [Flightgear-devel] Request to the Mac folk

2005-11-22 Thread James Turner
On 22 Nov 2005, at 23:17, James Turner wrote:I built a binary that ran last year, haven't tried in ages - the issue is getting everything required linked statically, I think. I shall experiment, but don't let that stop any other Mac people having a go.Okay, so building it was pretty painless (mostly because wxMac almost works out of the box these days; I had to create a few symlinks to get it to link, but anyway). I have a static taxidraw binary, which should work on Tiger (10.4), but probably not on anything earlier, I'll try Panther at work tomorrow.And now the bad news - when I point TD at my (CVS) apt.dat (unzipped), and do 'New...', I enter an ICAO code (say, EGPH), and crash. The crash is consistent at line 48 of fgfsIO.cpp: looking at the code it seems like a string-pointer issue. Is this a Mac-specific problem? I can dig deeper, but some guidance would be good.Alternatively, I can just upload what I have someplace and people can try - perhaps X-Plane data files would work.HHJames -- Morbo finds all humans pathetic  ___
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Re: [Flightgear-devel] Request to the Mac folk

2005-11-22 Thread James Turner
On 23 Nov 2005, at 00:23, James Turner wrote:And now the bad news - when I point TD at my (CVS) apt.dat (unzipped), and do 'New...', I enter an ICAO code (say, EGPH), and crash. The crash is consistent at line 48 of fgfsIO.cpp: looking at the code it seems like a string-pointer issue. Is this a Mac-specific problem? I can dig deeper, but some guidance would be good.Alternatively, I can just upload what I have someplace and people can try - perhaps X-Plane data files would work.Disregard this, using the current X-Plane data everything works. It's my fault for not reading the instructions. Will test some more (and, err, get some sleep) and post a link to a .dmg once I verify what happens on Panther.BTW, David, you should really investigate using a config.h - your compile lines are, uh, rather long :)HHJames -- There is a very fine line between 'hobby' and 'mental illness'  ___
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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Josh Babcock
Erik Hofman wrote:

 
 So far I've done pretty well for touchdown skis sounds, I don't think
 ground loop squeels would be much more difficult.
 Did you take a look at the c172p-sound.xml configuration file already?
 
 Erik
 

Erik,

No, I was responding based entirely on the e-mails. I did just take a
peek, and it seems like a neat way of making the touchdown squeal if I
am reading it right. What is the dt_stop section about though?

If you can make squeals for over braking (locking the wheels) and ground
loops without any modifications to the code, I will be interested in
seeing it, and will definitely use it. This might be a good bit to
include in the generic sound.xml file.

Out of curiosity, do blowouts produce a squealing sound? I would think
not, but I have never experienced one in a plane :)

Josh

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Re: [Flightgear-devel] thesis?

2005-11-22 Thread Georg Vollnhals

Szabolcs Berecz schrieb:


Hi!

I'm thinking about my thesis which I have to write next semester. I'm
interested in FlightGear, but haven't got the time to dig into it,
yet, so I don't know what needs to be done. Is there something which
should be done, but you don't have the time for it?

Maybe I would be willing to do it, but it shouldn't be too big,
because I have to write most of it in a couple of months. It shouldn't
be too easy, either. Do I want too much? :)

Oh, and usually I'm not too interested in user interfaces and
graphics, but I don't say there is no chance to work on something like
that...

I will have time to go into details and start working on something the
next week. I would appreciate if you could suggest something.

Thanks,
Szabi

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Hi Szabi,
I am only a user and not a developer (and can't therefore of no big help 
for you when you realize your project) but I want to make a suggestion:


At the moment it is not very comfortable to place an object into the 
FlightGear world. First you have to calculate the tile-number via a 
separate Perl script  (Lat/Lon -  tilenumber), then you have to get the 
right elevation of that place, then you have to think about the angle 
you want to place the object into the world,  then you have to create 
the *.stg file and write the things into it (or add them). All without 
any visual control and without the possibility to place a complete set 
of normally single objects into the scenery at one time.
I am inspired by the FLY! object editor and as this always has been 
created for another (old) flightsim it might collide with what you have 
to do for your students work, but anyway I want to describe how it works 
in FLY:


You fire the sim, fly/go to the place where you want to put your 
object/set of objects, press a key-combination.
Then you see the scenery from above (bird-view) with a cross-marker (it 
aims to the point where the object is placed if you want to do so). You 
can go nearer of farer, to all directions (and even angles) to view the 
scenery. Then you select an object from a menue (grafical view) and 
place it into the scenery. You can now move it to the place you want to 
have it, select the height if other than ground (ie an object you want 
to place into the air or onto an already existing object), then you  may 
safe your work.
(In FLY! it is even more comfortable as you can select *every* object 
already placed in the scenery, move, scale and put it together, but I 
think this might a little bit too complicated for a several months work 
:-)  )
When the object is safed, your code should make all calculations, 
changes or creations of new files - and if it is possible, make an 
initialisation of the scenery if you go out of the editing mode into 
normal flight mode, so that the new object is placed in the virtual 
world and can be seen.
An add-on could be a little program outside of FlightGear where you can 
place several single objects into a fixed set which can be placed into 
the scenery by your new object-edit-code as described above.
(This might be a collection of houses, trees, cars, etc to build some 
sort of a small generic village, or all other sort of small sceneries 
(small harbour, power plant, etc) which you want to place more than once 
into FlightGear.


Ok, this was just my thought what could be done by you if interested.
Regards
Georg

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回复: Re: 回复: [Flightgear-de vel] thesis?

2005-11-22 Thread Dai Qiang

--- Szabolcs Berecz [EMAIL PROTECTED]写道:

 Is water shader about making the water look better?

Yeah, the water would look like this after adding the
shader:
http://www.openscenegraph.org/osgwiki/uploads/Screenshots/pirates-2005-06-01-07.jpg


 
 Right now I don't now how much work would be the
 integration and what
 it is about. Do you think it is a good topic for a
 thesis?

Well, I don't know much about it either, coz I haven't
started it yet, I'm helping my supervisor with other
projects at the moment. You can post a letter in the
mailing list to ask for more information.

 
 Szabi
 
 On 22/11/05, Dai Qiang [EMAIL PROTECTED] wrote:
  Hi Berecz,
 
  It's good to hear that another person has selected
  FGFS as thesis topic.
 
  The things on my to-do list is to add water shader
 and
  integrate Mathius' work of carrier taking off and
  landing with current SimGear CVS. Maybe we can
  cooperate on the issues.
 
  Best,
  - Qiang
 
  --- Szabolcs Berecz
 [EMAIL PROTECTED]写道:
 
   Hi!
  
   I'm thinking about my thesis which I have to
 write
   next semester. I'm
   interested in FlightGear, but haven't got the
 time
   to dig into it,
   yet, so I don't know what needs to be done. Is
 there
   something which
   should be done, but you don't have the time for
 it?
  
   Maybe I would be willing to do it, but it
 shouldn't
   be too big,
   because I have to write most of it in a couple
 of
   months. It shouldn't
   be too easy, either. Do I want too much? :)
  
   Oh, and usually I'm not too interested in user
   interfaces and
   graphics, but I don't say there is no chance to
 work
   on something like
   that...
  
   I will have time to go into details and start
   working on something the
   next week. I would appreciate if you could
 suggest
   something.
  
   Thanks,
   Szabi
  
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[Flightgear-devel] material animation...

2005-11-22 Thread syd




* Syd Adams:
[...]


   Having some trouble with material animation ... 
 it appears global material changes only affect objects that share the same
 texture file 
  


global doesn't only look at what ac3d files define in a "MATERIAL" entry,
but at all material parameters, including the texture. It affects all objects
that share the same ssgSimpleState. Every single difference requires us to
clone the ssgSimpleState node, and then the connection between such objects
is lost. You just have to do what you do in all other animations then: list
all objects in object-name tags.

m.

If I understand you correctly , I need to list all objects that the animation applies to ?
I was doing this before , (without global ) and everything worked fine ... but in the documentation it says using an object and global affects all objects that share that material, that is was a faster and preferred method. Unless I misunderstood the documentation , or you :)
Still trying to figure out how to do the exhaust blur I saw from the Hunter, and trying to find out where this 'chrome ' effect is I heard about a week or so ago...
Thanks for the tip, m . Cheers




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Re: [Flightgear-devel] thesis?

2005-11-22 Thread Ampere K. Hardraade
On November 21, 2005 09:47 pm, Szabolcs Berecz wrote:
 Oh, and usually I'm not too interested in user interfaces and
 graphics, but I don't say there is no chance to work on something like
 that...

 I will have time to go into details and start working on something the
 next week. I would appreciate if you could suggest something.

 Thanks,
 Szabi

Algorithm related:
Interpetating, storing, altering and displaying accurate GIS data in WGS84 
Coordinate System. (www.terragera.org)

AI related:
Application of artificial intelligent in civilian aviation, and 
experimentation of AI ATC within FlightGear Flight Simulator.

Ampere

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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Ampere K. Hardraade
On November 22, 2005 01:06 pm, Erik Hofman wrote:
 Hi,

 I might have solved the nasty RenderTexture bug for ATI cards in CVS.
 Anyone cares to test it?

 Erik

I do.

Ampere

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Re: [Flightgear-devel] 3D modelers

2005-11-22 Thread Ampere K. Hardraade
On November 22, 2005 10:51 am, Joacim Persson wrote:
 How about simply taking photos from various angles, but document the exact
 position from which each photo is taken? From that it should be possible to
 calculate the position for a number of points with (hopefully) fairly good
 precision.
I don't see how that's going to work unless one has a fisheye lense and is 
able to take pictures with exactly 180 degrees view.

 If the photographing method is standardised, it could even be possible to
 write a script for the calculations. Like snaps taken 30° apart from a
 defined distance. Identify the same spot on the craft in two or more
 pictures etc...

 Use the same lens for all photographs. Take also a photo of a grid so you
 know where you have the angles in pictures taken with that setting.

 The high-tech method would be using a laser scanner. ;)
Laser huh?
Last year, some people in the upper year in my faculty made a device called 
Geopod.  It can measure the range and angle for points on a building.  It 
has a fish eye lens at the top, which is tied to a digital camera, as well as 
a mirror and a laser range finder at the bottom.  Using a labtop connected to 
the device, one can specify points on the photograph taken by the digitial 
camera for measurment, and the mirror will rotate to allow the laser range 
finder to calculate the range of the points.  Using the data gathered, one 
can reconstruct the building (or a room) in a computer.

It is not exactly a high tech device, but the components used to build it are 
darn expensive.  Beside, I doubt one can bring such a device to an airshow 
without arousing suspicion.

Ampere

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread Ampere K. Hardraade
Speaking of sky and color, I think FlightGear could use more blue in its 
ambient light source.

Ampere

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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Enrique Vaamonde
Hi Erik,
I have tried tonight the cvs version and although I'm not suffering the
RenderTexture problem (I use ATI's propietary binary driver - latest
version 8.19.10), I have found the following error when starting up FG.

RenderTexture Error: glXCreateGLXPbufferPtr() failed

The program loads fine after that tho', however, I am still experiencing
a segmentation fault when flying at night in the default San Francisco area.

It only happens at night in this area, it won't happen when flying
during the day in SF or when flying at night somewhere else (at least in
the other scenery where I fly). When I take off (usually default runway
28R), I'd fly runway heading for some 15 to 30 seconds and then comes
the segmentation fault. So far, running the program inside gdb gives
little (at least to me), but I am pasting part of the output below, just
hoping it can help anyone to track this issue:

0xafc361b3 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so

#0  0xafc361b3 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#1  0xafc35a19 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#2  0xafc35a19 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
.
.
.
and goes on and on

If you or anyone need any information or additional testing please let
me know ... I will try to use the open source driver in the next few
days to see how it goes for me.

thanks,
cheers
-E

Erik Hofman wrote:



 Hi,

 I might have solved the nasty RenderTexture bug for ATI cards in CVS.
 Anyone cares to test it?

 Erik

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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Curtis L. Olson

Enrique Vaamonde wrote:


Hi Erik,
I have tried tonight the cvs version and although I'm not suffering the
RenderTexture problem (I use ATI's propietary binary driver - latest
version 8.19.10), I have found the following error when starting up FG.

RenderTexture Error: glXCreateGLXPbufferPtr() failed

The program loads fine after that tho', however, I am still experiencing
a segmentation fault when flying at night in the default San Francisco area.

It only happens at night in this area, it won't happen when flying
during the day in SF or when flying at night somewhere else (at least in
the other scenery where I fly). When I take off (usually default runway
28R), I'd fly runway heading for some 15 to 30 seconds and then comes
the segmentation fault. So far, running the program inside gdb gives
little (at least to me), but I am pasting part of the output below, just
hoping it can help anyone to track this issue:

0xafc361b3 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so

#0  0xafc361b3 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#1  0xafc35a19 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#2  0xafc35a19 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
.
.
.
and goes on and on

If you or anyone need any information or additional testing please let
me know ... I will try to use the open source driver in the next few
days to see how it goes for me.
 



The fact that the crash is inside the ati driver makes me just a little 
suspicious of a driver bug.


What would be possibly useful is to see the lines further along in the 
backtrace so we can see where in the flightgear/simgear code the crash 
happen.


Thanks,

Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] thesis?

2005-11-22 Thread Szabolcs Berecz
On 23/11/05, Ampere K. Hardraade [EMAIL PROTECTED] wrote:

 Algorithm related:
 Interpetating, storing, altering and displaying accurate GIS data in WGS84
 Coordinate System. (www.terragera.org)

Sounds interesting. I will think about it...

 AI related:
 Application of artificial intelligent in civilian aviation, and
 experimentation of AI ATC within FlightGear Flight Simulator.

Sounds more interesting :)
I suppose ATC is functional in FlighGear.

I will look up these things in two or three weeks. If you have any other
suggestions, let me know, please.

Szabi

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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Enrique Vaamonde
Hi Curt,
as a matter of fact, the last line of the bt is this:

#24939 0xafc88a19 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
(gdb)

...after that it's all empty...any clues? am I missing something?

thank you :)
-E


Curtis L. Olson wrote:

 Enrique Vaamonde wrote:

 Hi Erik,
 I have tried tonight the cvs version and although I'm not suffering the
 RenderTexture problem (I use ATI's propietary binary driver - latest
 version 8.19.10), I have found the following error when starting up FG.

 RenderTexture Error: glXCreateGLXPbufferPtr() failed

 The program loads fine after that tho', however, I am still experiencing
 a segmentation fault when flying at night in the default San
 Francisco area.

 It only happens at night in this area, it won't happen when flying
 during the day in SF or when flying at night somewhere else (at least in
 the other scenery where I fly). When I take off (usually default runway
 28R), I'd fly runway heading for some 15 to 30 seconds and then comes
 the segmentation fault. So far, running the program inside gdb gives
 little (at least to me), but I am pasting part of the output below, just
 hoping it can help anyone to track this issue:

 0xafc361b3 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so

 #0  0xafc361b3 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 #1  0xafc35a19 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 #2  0xafc35a19 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 .
 .
 .
 and goes on and on

 If you or anyone need any information or additional testing please let
 me know ... I will try to use the open source driver in the next few
 days to see how it goes for me.
  


 The fact that the crash is inside the ati driver makes me just a
 little suspicious of a driver bug.

 What would be possibly useful is to see the lines further along in the
 backtrace so we can see where in the flightgear/simgear code the crash
 happen.

 Thanks,

 Curt.



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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Curtis L. Olson

Enrique Vaamonde wrote:


Hi Curt,
as a matter of fact, the last line of the bt is this:

#24939 0xafc88a19 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
(gdb)

...after that it's all empty...any clues? am I missing something?

thank you :)
 



There are situations where gdb barfs and says nothing useful.  Not to 
pick on gdb ... I've never got the borland debugger to tell me anything 
useful after any crash, but that's a different story.  Tracking down the 
specific spot of a crash can sometimes be easy (if gdb plays along) or 
can turn into an art form if the easy tricks fail ...


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Enrique Vaamonde

Hi Curt,
disregard the last message, I must have screwed up somewhere...
anyway...here's the bt after the ATI driver errors:

#87344 0x08418821 in ssgVtxTable::draw_geometry (this=0xecd8ba8)
at ssgVtxTable.cxx:635
#87345 0x08417fe9 in ssgVtxTable::draw (this=0xecd8ba8) at
ssgVtxTable.cxx:560
#87346 0x08405a1b in ssgSelector::cull (this=0xebd9bb0, f=0x8dd0020,
m=0xbf8d62ec, test_needed=1) at ssgSelector.cxx:73
#87347 0x0840feea in ssgRangeSelector::cull (this=0xebd9a98, f=0x8dd0020,
m=0xbf8d62ec, test_needed=1) at ssgRangeSelector.cxx:92
#87348 0x0840deb7 in ssgTransform::cull (this=0xebdc4d0, f=0x8dd0020,
m=0x8dcffc8, test_needed=1) at ssgTransform.cxx:83
#87349 0x083f8230 in ssgBranch::cull (this=0xa719b18, f=0x8dd0020,
m=0x8dcffc8, test_needed=1) at ssgBranch.cxx:276
#87350 0x083fa22b in ssgContext::cull (this=0x1bfc, r=0x0)
at ssgContext.cxx:260
#87351 0x083f6102 in ssgCullAndDraw (r=0xa719b18) at ssg.cxx:303
#87352 0x08056ca8 in FGRenderer::update (refresh_camera_settings=true)
at renderer.cxx:673
#87353 0x08054b7d in FGRenderer::update () at renderer.hxx:34
#87354 0x08081cc1 in GLUTdraw () at fg_os.cxx:118
#87355 0xb7f70884 in glutJoystickGetCenter () from /usr/lib/libglut.so.3
#87356 0xb7f74478 in fgEnumWindows () from /usr/lib/libglut.so.3
#87357 0xb7f70d6f in glutMainLoopEvent () from /usr/lib/libglut.so.3
#87358 0xb7f717fe in glutMainLoop () from /usr/lib/libglut.so.3
#87359 0x08051a82 in fgMainInit (argc=2, argv=0xbf8d6934) at main.cxx:1007
#87360 0x08051259 in main (argc=2, argv=0xbf8d6934) at bootstrap.cxx:193

I will try to understand this but like I mentioned before...I'm not
really a graphics programmer.
thanks for the help!
-E

Curtis L. Olson wrote:

 Enrique Vaamonde wrote:

 Hi Erik,
 I have tried tonight the cvs version and although I'm not suffering the
 RenderTexture problem (I use ATI's propietary binary driver - latest
 version 8.19.10), I have found the following error when starting up FG.

 RenderTexture Error: glXCreateGLXPbufferPtr() failed

 The program loads fine after that tho', however, I am still experiencing
 a segmentation fault when flying at night in the default San
 Francisco area.

 It only happens at night in this area, it won't happen when flying
 during the day in SF or when flying at night somewhere else (at least in
 the other scenery where I fly). When I take off (usually default runway
 28R), I'd fly runway heading for some 15 to 30 seconds and then comes
 the segmentation fault. So far, running the program inside gdb gives
 little (at least to me), but I am pasting part of the output below, just
 hoping it can help anyone to track this issue:

 0xafc361b3 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so

 #0  0xafc361b3 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 #1  0xafc35a19 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 #2  0xafc35a19 in __glim_R200TCLDrawArrays ()
   from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 .
 .
 .
 and goes on and on

 If you or anyone need any information or additional testing please let
 me know ... I will try to use the open source driver in the next few
 days to see how it goes for me.
  


 The fact that the crash is inside the ati driver makes me just a
 little suspicious of a driver bug.

 What would be possibly useful is to see the lines further along in the
 backtrace so we can see where in the flightgear/simgear code the crash
 happen.

 Thanks,

 Curt.


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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Curtis L. Olson
Hnmm, according to this you are crashing trying to draw the ambient 
ground light points.  That should just be a collection of simple points 
with no strange opengl calls, unless you've turned on some of the fancy 
point lighting effects.  If you have those on, you might want to turn 
them off.  Otherwise, it looks like the driver is crashing just drawing 
simple untextured/colored points ... ( ? )


Curt.


Enrique Vaamonde wrote:


Hi Curt,
disregard the last message, I must have screwed up somewhere...
anyway...here's the bt after the ATI driver errors:

#87344 0x08418821 in ssgVtxTable::draw_geometry (this=0xecd8ba8)
   at ssgVtxTable.cxx:635
#87345 0x08417fe9 in ssgVtxTable::draw (this=0xecd8ba8) at
ssgVtxTable.cxx:560
#87346 0x08405a1b in ssgSelector::cull (this=0xebd9bb0, f=0x8dd0020,
   m=0xbf8d62ec, test_needed=1) at ssgSelector.cxx:73
#87347 0x0840feea in ssgRangeSelector::cull (this=0xebd9a98, f=0x8dd0020,
   m=0xbf8d62ec, test_needed=1) at ssgRangeSelector.cxx:92
#87348 0x0840deb7 in ssgTransform::cull (this=0xebdc4d0, f=0x8dd0020,
   m=0x8dcffc8, test_needed=1) at ssgTransform.cxx:83
#87349 0x083f8230 in ssgBranch::cull (this=0xa719b18, f=0x8dd0020,
   m=0x8dcffc8, test_needed=1) at ssgBranch.cxx:276
#87350 0x083fa22b in ssgContext::cull (this=0x1bfc, r=0x0)
   at ssgContext.cxx:260
#87351 0x083f6102 in ssgCullAndDraw (r=0xa719b18) at ssg.cxx:303
#87352 0x08056ca8 in FGRenderer::update (refresh_camera_settings=true)
   at renderer.cxx:673
#87353 0x08054b7d in FGRenderer::update () at renderer.hxx:34
#87354 0x08081cc1 in GLUTdraw () at fg_os.cxx:118
#87355 0xb7f70884 in glutJoystickGetCenter () from /usr/lib/libglut.so.3
#87356 0xb7f74478 in fgEnumWindows () from /usr/lib/libglut.so.3
#87357 0xb7f70d6f in glutMainLoopEvent () from /usr/lib/libglut.so.3
#87358 0xb7f717fe in glutMainLoop () from /usr/lib/libglut.so.3
#87359 0x08051a82 in fgMainInit (argc=2, argv=0xbf8d6934) at main.cxx:1007
#87360 0x08051259 in main (argc=2, argv=0xbf8d6934) at bootstrap.cxx:193

I will try to understand this but like I mentioned before...I'm not
really a graphics programmer.
thanks for the help!
-E

Curtis L. Olson wrote:

 


Enrique Vaamonde wrote:

   


Hi Erik,
I have tried tonight the cvs version and although I'm not suffering the
RenderTexture problem (I use ATI's propietary binary driver - latest
version 8.19.10), I have found the following error when starting up FG.

RenderTexture Error: glXCreateGLXPbufferPtr() failed

The program loads fine after that tho', however, I am still experiencing
a segmentation fault when flying at night in the default San
Francisco area.

It only happens at night in this area, it won't happen when flying
during the day in SF or when flying at night somewhere else (at least in
the other scenery where I fly). When I take off (usually default runway
28R), I'd fly runway heading for some 15 to 30 seconds and then comes
the segmentation fault. So far, running the program inside gdb gives
little (at least to me), but I am pasting part of the output below, just
hoping it can help anyone to track this issue:

0xafc361b3 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so

#0  0xafc361b3 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#1  0xafc35a19 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#2  0xafc35a19 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
.
.
.
and goes on and on

If you or anyone need any information or additional testing please let
me know ... I will try to use the open source driver in the next few
days to see how it goes for me.


 


The fact that the crash is inside the ati driver makes me just a
little suspicious of a driver bug.

What would be possibly useful is to see the lines further along in the
backtrace so we can see where in the flightgear/simgear code the crash
happen.

Thanks,

Curt.
   




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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Enrique Vaamonde
Acctually I shouldn't be using any advanced or fancy point lightning
effects unless they come turned on in the default preferences in the
cvs. Funny thing is: why is the driver crashing only in the bay area
scenery? I don't seem to have any night flying problems with the other
area I use (w070n10). Could it be an object? I will try removing 3D
objects around the bay area scenery and will also try going back to
freeglut 2.2 and let you know.

thanks for your help,
-E

Curtis L. Olson wrote:

 Hnmm, according to this you are crashing trying to draw the ambient
 ground light points.  That should just be a collection of simple
 points with no strange opengl calls, unless you've turned on some of
 the fancy point lighting effects.  If you have those on, you might
 want to turn them off.  Otherwise, it looks like the driver is
 crashing just drawing simple untextured/colored points ... ( ? )

 Curt.


 Enrique Vaamonde wrote:

 Hi Curt,
 disregard the last message, I must have screwed up somewhere...
 anyway...here's the bt after the ATI driver errors:

 #87344 0x08418821 in ssgVtxTable::draw_geometry (this=0xecd8ba8)
at ssgVtxTable.cxx:635
 #87345 0x08417fe9 in ssgVtxTable::draw (this=0xecd8ba8) at
 ssgVtxTable.cxx:560
 #87346 0x08405a1b in ssgSelector::cull (this=0xebd9bb0, f=0x8dd0020,
m=0xbf8d62ec, test_needed=1) at ssgSelector.cxx:73
 #87347 0x0840feea in ssgRangeSelector::cull (this=0xebd9a98,
 f=0x8dd0020,
m=0xbf8d62ec, test_needed=1) at ssgRangeSelector.cxx:92
 #87348 0x0840deb7 in ssgTransform::cull (this=0xebdc4d0, f=0x8dd0020,
m=0x8dcffc8, test_needed=1) at ssgTransform.cxx:83
 #87349 0x083f8230 in ssgBranch::cull (this=0xa719b18, f=0x8dd0020,
m=0x8dcffc8, test_needed=1) at ssgBranch.cxx:276
 #87350 0x083fa22b in ssgContext::cull (this=0x1bfc, r=0x0)
at ssgContext.cxx:260
 #87351 0x083f6102 in ssgCullAndDraw (r=0xa719b18) at ssg.cxx:303
 #87352 0x08056ca8 in FGRenderer::update (refresh_camera_settings=true)
at renderer.cxx:673
 #87353 0x08054b7d in FGRenderer::update () at renderer.hxx:34
 #87354 0x08081cc1 in GLUTdraw () at fg_os.cxx:118
 #87355 0xb7f70884 in glutJoystickGetCenter () from /usr/lib/libglut.so.3
 #87356 0xb7f74478 in fgEnumWindows () from /usr/lib/libglut.so.3
 #87357 0xb7f70d6f in glutMainLoopEvent () from /usr/lib/libglut.so.3
 #87358 0xb7f717fe in glutMainLoop () from /usr/lib/libglut.so.3
 #87359 0x08051a82 in fgMainInit (argc=2, argv=0xbf8d6934) at
 main.cxx:1007
 #87360 0x08051259 in main (argc=2, argv=0xbf8d6934) at bootstrap.cxx:193

 I will try to understand this but like I mentioned before...I'm not
 really a graphics programmer.
 thanks for the help!
 -E

 Curtis L. Olson wrote:

  

 Enrique Vaamonde wrote:

   

 Hi Erik,
 I have tried tonight the cvs version and although I'm not suffering
 the
 RenderTexture problem (I use ATI's propietary binary driver - latest
 version 8.19.10), I have found the following error when starting up
 FG.

 RenderTexture Error: glXCreateGLXPbufferPtr() failed

 The program loads fine after that tho', however, I am still
 experiencing
 a segmentation fault when flying at night in the default San
 Francisco area.

 It only happens at night in this area, it won't happen when flying
 during the day in SF or when flying at night somewhere else (at
 least in
 the other scenery where I fly). When I take off (usually default
 runway
 28R), I'd fly runway heading for some 15 to 30 seconds and then comes
 the segmentation fault. So far, running the program inside gdb gives
 little (at least to me), but I am pasting part of the output below,
 just
 hoping it can help anyone to track this issue:

 0xafc361b3 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so

 #0  0xafc361b3 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 #1  0xafc35a19 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 #2  0xafc35a19 in __glim_R200TCLDrawArrays ()
  from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
 .
 .
 .
 and goes on and on

 If you or anyone need any information or additional testing please let
 me know ... I will try to use the open source driver in the next few
 days to see how it goes for me.


 

 The fact that the crash is inside the ati driver makes me just a
 little suspicious of a driver bug.

 What would be possibly useful is to see the lines further along in the
 backtrace so we can see where in the flightgear/simgear code the crash
 happen.

 Thanks,

 Curt.
   



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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Enrique Vaamonde
Well, neither disabling 3D objects nor going back to freeglut 2.2 (and
recompiling simgear/fg with it, just in case) fixed the problem...
if any of you has a suggestion, please do speak up :)   By the
way...additional problems: no 3d clouds at all and the sun is displayed
as a black circle.

I will try to use the open source drivers and see if anything improves,
which I doubt.

thanks!
cheers,
-E

Enrique Vaamonde wrote:

Acctually I shouldn't be using any advanced or fancy point lightning
effects unless they come turned on in the default preferences in the
cvs. Funny thing is: why is the driver crashing only in the bay area
scenery? I don't seem to have any night flying problems with the other
area I use (w070n10). Could it be an object? I will try removing 3D
objects around the bay area scenery and will also try going back to
freeglut 2.2 and let you know.

thanks for your help,
-E

Curtis L. Olson wrote:

  

Hnmm, according to this you are crashing trying to draw the ambient
ground light points.  That should just be a collection of simple
points with no strange opengl calls, unless you've turned on some of
the fancy point lighting effects.  If you have those on, you might
want to turn them off.  Otherwise, it looks like the driver is
crashing just drawing simple untextured/colored points ... ( ? )

Curt.


Enrique Vaamonde wrote:



Hi Curt,
disregard the last message, I must have screwed up somewhere...
anyway...here's the bt after the ATI driver errors:

#87344 0x08418821 in ssgVtxTable::draw_geometry (this=0xecd8ba8)
   at ssgVtxTable.cxx:635
#87345 0x08417fe9 in ssgVtxTable::draw (this=0xecd8ba8) at
ssgVtxTable.cxx:560
#87346 0x08405a1b in ssgSelector::cull (this=0xebd9bb0, f=0x8dd0020,
   m=0xbf8d62ec, test_needed=1) at ssgSelector.cxx:73
#87347 0x0840feea in ssgRangeSelector::cull (this=0xebd9a98,
f=0x8dd0020,
   m=0xbf8d62ec, test_needed=1) at ssgRangeSelector.cxx:92
#87348 0x0840deb7 in ssgTransform::cull (this=0xebdc4d0, f=0x8dd0020,
   m=0x8dcffc8, test_needed=1) at ssgTransform.cxx:83
#87349 0x083f8230 in ssgBranch::cull (this=0xa719b18, f=0x8dd0020,
   m=0x8dcffc8, test_needed=1) at ssgBranch.cxx:276
#87350 0x083fa22b in ssgContext::cull (this=0x1bfc, r=0x0)
   at ssgContext.cxx:260
#87351 0x083f6102 in ssgCullAndDraw (r=0xa719b18) at ssg.cxx:303
#87352 0x08056ca8 in FGRenderer::update (refresh_camera_settings=true)
   at renderer.cxx:673
#87353 0x08054b7d in FGRenderer::update () at renderer.hxx:34
#87354 0x08081cc1 in GLUTdraw () at fg_os.cxx:118
#87355 0xb7f70884 in glutJoystickGetCenter () from /usr/lib/libglut.so.3
#87356 0xb7f74478 in fgEnumWindows () from /usr/lib/libglut.so.3
#87357 0xb7f70d6f in glutMainLoopEvent () from /usr/lib/libglut.so.3
#87358 0xb7f717fe in glutMainLoop () from /usr/lib/libglut.so.3
#87359 0x08051a82 in fgMainInit (argc=2, argv=0xbf8d6934) at
main.cxx:1007
#87360 0x08051259 in main (argc=2, argv=0xbf8d6934) at bootstrap.cxx:193

I will try to understand this but like I mentioned before...I'm not
really a graphics programmer.
thanks for the help!
-E

Curtis L. Olson wrote:

 

  

Enrique Vaamonde wrote:

  



Hi Erik,
I have tried tonight the cvs version and although I'm not suffering
the
RenderTexture problem (I use ATI's propietary binary driver - latest
version 8.19.10), I have found the following error when starting up
FG.

RenderTexture Error: glXCreateGLXPbufferPtr() failed

The program loads fine after that tho', however, I am still
experiencing
a segmentation fault when flying at night in the default San
Francisco area.

It only happens at night in this area, it won't happen when flying
during the day in SF or when flying at night somewhere else (at
least in
the other scenery where I fly). When I take off (usually default
runway
28R), I'd fly runway heading for some 15 to 30 seconds and then comes
the segmentation fault. So far, running the program inside gdb gives
little (at least to me), but I am pasting part of the output below,
just
hoping it can help anyone to track this issue:

0xafc361b3 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so

#0  0xafc361b3 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#1  0xafc35a19 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
#2  0xafc35a19 in __glim_R200TCLDrawArrays ()
 from /usr/X11R6/lib/modules/dri/atiogl_a_dri.so
.
.
.
and goes on and on

If you or anyone need any information or additional testing please let
me know ... I will try to use the open source driver in the next few
days to see how it goes for me.



  

The fact that the crash is inside the ati driver makes me just a
little suspicious of a driver bug.

What would be possibly useful is to see the lines further along in the
backtrace so we can see where in the flightgear/simgear code the crash
happen.

Thanks,

Curt.
  



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[Flightgear-devel] Re: material animation...

2005-11-22 Thread Melchior FRANZ
* syd -- Wednesday 23 November 2005 02:31:
 If I understand you correctly , I need to list all objects that
 the animation applies to ? I was doing this before , (without
 global ) and everything worked fine ... but in the documentation 
 it says using an object and global affects all objects that share 
 that material, that is was a faster and preferred method. 

You make it sound as if there's a contradiction. Yes, global
is faster and preferred, but it only works for identical material.
Two materials (ssgSimpleState) with different textures are different.
So you use the slightly slower way: listing all objects in object-names.
It's slower because it has to manipulate several ssgSimpleStates
rather than just one, but I wouldn't overrate that. It's what the
p51d and others do/did all the time. material animations don't
waste any time if there is no change to be made. Just a few number
comparisons. Not that they waste any time otherwise ...  :-)

m.

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Re: [Flightgear-devel] RenderTexture bug

2005-11-22 Thread Martin Spott
Enrique Vaamonde wrote:

 I will try to use the open source drivers and see if anything improves,
 which I doubt.

The OpenSource drivers should do - at least they did for me for a long
time,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Two issues/question

2005-11-22 Thread Vassilii Khachaturov
 1)  If I fly out of an airport that is located out of the included
 sample scenery, then at the command line I get:  Failed to open
 file repeated twice.  I am using 0.9.8 scenery in that case, because
 that is all that is available.  But there is no indication of what
 files are not opening, or what the problem is.  Is there a difference

This is something related to the broken exception throwing,
be thankful it doesn't crash at the moment you see the message
because it fetches its parts from freed memory!

I'm now working on a huge patch fixing these issues all around
the fg/sg/atlas/fgrun, and meanwhile you can run with --log-level=info
and see what is the file it is trying to open just before the message
is printed.

V


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