[Flightgear-devel] Hello and brief introduction :-).

2002-07-09 Thread Victoria Welch
Hello Everyone. I've recently gone full time linux running Mandrake 8.2, I've been running linux since 0.91 but not as a full time desktop machine :-). I don't have all the answers, but I generally can find them :-) and sometimes I can also be dense :-). Been programming since the IBM 1401 :-

Re: [Flightgear-devel] atlas binary

2002-07-09 Thread Darren Hammond
Jim This is a fairly old one - the file date is 26 Feb this year. I think it was compiled on RH7.2 before I upgraded the box to RH7.3. It still works for me. Darren On Wednesday 10 Jul 2002 5:03 am, Jim Wilson wrote: > Got my new machine pretty much the way I want it...but rebuilding atlas

Re: [Flightgear-devel] Compile error with plib

2002-07-09 Thread Simon Fowler
On Tue, Jul 09, 2002 at 10:47:42PM -0400, William Earnest wrote: > Hi all, > > For the past couple of weeks I have been unable to get a clean > compile of plib, although SimGear and FlightGear have given no trouble. I > get a series of nearly identical errors from ssg such as this:

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

2002-07-09 Thread Jonathan Polley
I also rebuilt for my other two platforms, and here are the results: OS = Red Hat 7.3 CPU = Athlon 1.2 GHz GFX = GeForce 2Ti Default location went from 32 FPS to 38 FPS = 19% Default orientation OS = Mac OS X 10.1.5 CPU = G4 867 MHz GFX = GeForce 3 Default location went from 12 FPS to 34 FPS = 1

[Flightgear-devel] atlas binary

2002-07-09 Thread Jim Wilson
Got my new machine pretty much the way I want it...but rebuilding atlas is one of those little things that are left. It looks like there's some issues with Atlas and simgear that haven't been fixed in CVS yet (well as far as I've looked). Anyone have a working "Atlas" binary that will probably

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

2002-07-09 Thread Cameron Moore
OS = Linux 2.4.18 CPU = P3-500 GFX = GF2 GTS 32MB VER = CVS from yesterday Default startup went from 13 fps to 16 fps = +23% I should note that I compiled everything with no optimizations and no in-lines since I've been using valgrind a lot lately. * [EMAIL PROTECTED] (Norman Vine) [2002.07.0

[Flightgear-devel] A-4 "manual"

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

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

2002-07-09 Thread Jonathan Polley
One more thing, the command line is configured as: --fdm=ufo --disable-clouds --disable-panel --visibility-miles=50 On Tuesday, July 9, 2002, at 10:00 PM, Jonathan Polley wrote: > OS = Windows ME > CPU = Athlon 1.2 GHz > GFX = GeForce 2Ti > Default location went from 67 FPS to 74 FPS = 10% > De

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

2002-07-09 Thread Jonathan Polley
OS = Windows ME CPU = Athlon 1.2 GHz GFX = GeForce 2Ti Default location went from 67 FPS to 74 FPS = 10% Default orientation I also did some testing around both Seattle and Denver, mainly for the complex terrain, and saw the following: KSEA went from 18 FPS to 27 FPS = 50% improvement KDEN went

[Flightgear-devel] Compile error with plib

2002-07-09 Thread William Earnest
Hi all, For the past couple of weeks I have been unable to get a clean compile of plib, although SimGear and FlightGear have given no trouble. I get a series of nearly identical errors from ssg such as this: ssgLoadBGL.cxx:2103: no matching function for call to `ssgVtxArray::ssgVtxArra

RE: [Flightgear-devel] GS needle sensitivity.

2002-07-09 Thread Ryan Larson
>-Original Message- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED]]On Behalf Of Paul Deppe >Sent: Tuesday, July 09, 2002 4:31 PM >To: FGFS-Devel >Subject: RE: [Flightgear-devel] GS needle sensitivity. > > >> I had someone recently comment that they thought the glide slope >> needle wa

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

2002-07-09 Thread Norman Vine
Hi All I got a considerable boost in the frame rate from the following patch to PLib. < ~25% at default startup location > I am trying to determine if this also true for 'most' systems before advocating it's inclusion into PLib If you do test this please report back with your results and system

Re: [Flightgear-devel] GS needle sensitivity.

2002-07-09 Thread Alex Perry
> The localizer beam width is designed to produce +/- 2 dots deviation at +/- > 700 feet deviation from centerline at the runway threshold. The localizer > scale sensitivity in degrees per dot is therefore a function of the distance > from the threshold to the localizer antenna. I agree with the

[Flightgear-devel] SourceForge home page and bug tracker

2002-07-09 Thread Julian Foad
Curt, what is your position on the remaining SourceForge facilities? In particular I am thinking of the bug tracker, and the project info page "http://sourceforge.net/projects/flightgear/";. Personally I hardly ever look at it because I have what I need and know nothing is there, but I would

[Flightgear-devel] Bug tracker

2002-07-09 Thread Julian Foad
The SourceForge Bug Tracker has the following outstanding bug reports: ID SummaryDate Assigned To Submitted By 433286 Sun lights plane at night. 2001-06-14 17:33 nobody dmegginson (still a bug) 433288 Swit

RE: [Flightgear-devel] GS needle sensitivity.

2002-07-09 Thread Curtis L. Olson
Paul Deppe writes: > Glideslope beams are designed to be 1.4 degrees "tall", that is, +/- 2 dots > (full scale) deviation on the gauge is equal to +/- 0.7 degrees glidesope > deviation, or 0.35 degrees per dot. This is the same for all standard > ILS's. > > The localizer beam width is designed t

RE: [Flightgear-devel] GS needle sensitivity.

2002-07-09 Thread David Megginson
Paul Deppe writes: > Glideslope beams are designed to be 1.4 degrees "tall", that is, +/- 2 dots > (full scale) deviation on the gauge is equal to +/- 0.7 degrees glidesope > deviation, or 0.35 degrees per dot. This is the same for all standard > ILS's. That makes an awful lot of sense. On

RE: [Flightgear-devel] GS needle sensitivity.

2002-07-09 Thread Paul Deppe
> I had someone recently comment that they thought the glide slope > needle was too sensitive in FG. Can anyone comment on this? What > sort of needle range relative to how many degrees off the target glide > slope should we be seeing? This person suggested 2 'dots' per degree > off the glide s

Re: [Flightgear-devel] GS needle sensitivity.

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

[Flightgear-devel] Re: see-through instrument panel

2002-07-09 Thread Alex Romosan
Andy Ross <[EMAIL PROTECTED]> writes: > What size depth buffer are you using? The default is to use the same > depth as the color bits, so if you're in 16 bit color mode, you're > probably using a shallow depth buffer. You could try a depth of 24 in > your XF86Config-4 file, and see if that fix

[Flightgear-devel] GS needle sensitivity.

2002-07-09 Thread Curtis L. Olson
I had someone recently comment that they thought the glide slope needle was too sensitive in FG. Can anyone comment on this? What sort of needle range relative to how many degrees off the target glide slope should we be seeing? This person suggested 2 'dots' per degree off the glide slope (but

Re: [Flightgear-devel] see-through instrument panel

2002-07-09 Thread Andy Ross
Alex Romosan wrote: > just took a look at the outside view with the cessna and i noticed you > can see the instrument panel through the fuselage. this is on linux > with a geforce card. picture at: What size depth buffer are you using? The default is to use the same depth as the color bits, so i

RE: [Flightgear-devel] Jitterbug pinpointed

2002-07-09 Thread Norman Vine
Jim Wilson writes: > >Norman Vine <[EMAIL PROTECTED]> said: > >> Andy Ross writes: >> > >> > Just adding an offset to the camera is what's already being >> >done, and it runs into precision problems. The trick is to make sure >> >that the camera is *never* moved to the scenery centroid before >>

[Flightgear-devel] see-through instrument panel

2002-07-09 Thread Alex Romosan
just took a look at the outside view with the cessna and i noticed you can see the instrument panel through the fuselage. this is on linux with a geforce card. picture at: http://caliban.lbl.gov/fgfs_panel.ppm also, the engine is at 0 rpm but the propeller is spinning in the animation. all this

RE: [Flightgear-devel] Jitterbug pinpointed

2002-07-09 Thread Jim Wilson
Norman Vine <[EMAIL PROTECTED]> said: > Andy Ross writes: > > > > Just adding an offset to the camera is what's already being > >done, and it runs into precision problems. The trick is to make sure > >that the camera is *never* moved to the scenery centroid before > >rendering the model. > >

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

2002-07-09 Thread Curtis L. Olson
Andy Ross writes: > Is this on the 3D panel or 2D? In 3D, the texture layers are drawn > with GL_POLYGON_OFFSET, which by default does not apply to lines. For > reasons having to do with a metaphor collision (lines are "thick" in > screenspace, while polygons aren't) lines don't work well with >

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

2002-07-09 Thread David Megginson
Andy Ross writes: > I honestly thought it was a joke, but the website looks serious > enough to believe. Good grief. People have been proposing this kind of thing right from the start. > But it's not the first -- XSLT is a full XML-based programming > language, thankfully tailored to a muc

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

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

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

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

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

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

[Flightgear-devel] How to draw lines?

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

Re: [Flightgear-devel] Failures and Instrumentation

2002-07-09 Thread julianfoad
David Megginson wrote: > > /instrumentation/altimeter/ > /instrumentation/airspeed-indicator/ > /instrumentation/vor-gauge/ > /instrumentation/transponder/ > > etc., with indexes as appropriate. Inside each branch, we have a > collection of properties, some common to many (or all) instr