Re: [Flightgear-devel] FlightGear and the US Military

2003-02-26 Thread John Check
On Wednesday 26 February 2003 6:08 pm, Cameron Moore wrote: > A story[1] on Slashdot today, linked to this presentation titled "Open > Source Software in Simulation and Training": > > http://linuxworld.idealcorp.com/presentation/ > http://linuxworld.idealcorp.com/ossist.pdf > > Go through it to

[Flightgear-devel] FlightGear and the US Military

2003-02-26 Thread Cameron Moore
A story[1] on Slashdot today, linked to this presentation titled "Open Source Software in Simulation and Training": http://linuxworld.idealcorp.com/presentation/ http://linuxworld.idealcorp.com/ossist.pdf Go through it to get the context, but the slides that mention FG-related items are: h

Re: [Flightgear-devel] Instruments

2003-02-26 Thread Erik Hofman
Andy Ross wrote: Erik Hofman wrote: > That's not possible at the moment. The min and max settings do clamp > the values, but that makes the modulator useless (the value is never > reached). I fuzzy on what the modulator does. To my mind, there shouldn't be any need for C++ code at all; just use

Re: [Flightgear-devel] Instruments

2003-02-26 Thread Erik Hofman
John Check wrote: There is/was a special function that draws the mag compass ribbon that does what you need. I experimented with making analog odometer style numbers at one time. AFAIK the code was never modularized. I forget the exact location but if you grep for compass-ribbon.rgb you'l find it

Re: [Flightgear-devel] Instruments

2003-02-26 Thread Andy Ross
Erik Hofman wrote: > That's not possible at the moment. The min and max settings do clamp > the values, but that makes the modulator useless (the value is never > reached). I fuzzy on what the modulator does. To my mind, there shouldn't be any need for C++ code at all; just use a different transla

Re: [Flightgear-devel] Instruments

2003-02-26 Thread John Check
On Wednesday 26 February 2003 2:15 pm, Andy Ross wrote: > Erik Hofman wrote: > > Is there a way to truncate textures to the instrument size? > > Here's an idea for a clever hack: split the "number scroller" up into > two textures, one for the top half and another for the bottom. Clamp > each so t

Re: [Flightgear-devel] Instruments

2003-02-26 Thread John Check
On Wednesday 26 February 2003 1:20 pm, Erik Hofman wrote: > Hi, > > For the F-16 I am modelling an altitude indicator that uses a scrolling > number bar (0 ... 9) to display the altitude. I've modified the code > slightly to support a modulator, but when shifting the numbers they are > visible abov

Re: [Flightgear-devel] F-16

2003-02-26 Thread Curtis L. Olson
John Check writes: > On Wednesday 26 February 2003 4:22 am, Erik Hofman wrote: > > Michael Selig wrote: > > > Really good to see (and nice to have in the base package). > > > > > > Any chance of getting the HUD to also display the g-load? I find this > > > info extremely useful while developing fl

Re: [Flightgear-devel] Instruments

2003-02-26 Thread Erik Hofman
Andy Ross wrote: Erik Hofman wrote: > Is there a way to truncate textures to the instrument size? Here's an idea for a clever hack: split the "number scroller" up into two textures, one for the top half and another for the bottom. Clamp each so that it can't scroll any farther than "just past" th

Re: [Flightgear-devel] F-16

2003-02-26 Thread John Check
On Wednesday 26 February 2003 4:22 am, Erik Hofman wrote: > Michael Selig wrote: > > Really good to see (and nice to have in the base package). > > > > Any chance of getting the HUD to also display the g-load? I find this > > info extremely useful while developing flight models. For now, I get >

Re: [Flightgear-devel] Instruments

2003-02-26 Thread David Megginson
Erik Hofman writes: > How is an instrument build up at this time, is everything drawn in a > texture and is this texture placed on the panel, or is everything drawn > directly on the panel itself? The 2D panel code creates an instrument out of a collection of stacked, textured rectangles. I

Re: [Flightgear-devel] Instruments

2003-02-26 Thread Andy Ross
Erik Hofman wrote: > Is there a way to truncate textures to the instrument size? Here's an idea for a clever hack: split the "number scroller" up into two textures, one for the top half and another for the bottom. Clamp each so that it can't scroll any farther than "just past" the edge. In the ran

Re: [Flightgear-devel] Instruments

2003-02-26 Thread Erik Hofman
David Megginson wrote: Erik Hofman writes: > For the F-16 I am modelling an altitude indicator that uses a scrolling > number bar (0 ... 9) to display the altitude. I've modified the code > slightly to support a modulator, but when shifting the numbers they are > visible above the inmstrume

re: [Flightgear-devel] Instruments

2003-02-26 Thread David Megginson
Erik Hofman writes: > For the F-16 I am modelling an altitude indicator that uses a scrolling > number bar (0 ... 9) to display the altitude. I've modified the code > slightly to support a modulator, but when shifting the numbers they are > visible above the inmstrument in some cases: >

[Flightgear-devel] Instruments

2003-02-26 Thread Erik Hofman
Hi, For the F-16 I am modelling an altitude indicator that uses a scrolling number bar (0 ... 9) to display the altitude. I've modified the code slightly to support a modulator, but when shifting the numbers they are visible above the inmstrument in some cases: http://www.a1.nl/~ehofman/fgfs

Re: [Flightgear-devel] Clouds 3D

2003-02-26 Thread John Wojnaroski
Curtis L. Olson wrote: Roman Grigoriev writes: Curtis, Could you please test clouds3d on CVS flightgear I've searched all strings in flightgear and they are defined by FG_USE_CLOUDS3D so I define this macro and all compiled fine so clouds3d loaded and rendered but here is a problem: I've got whi

Re: [Flightgear-devel] A MUST READ!

2003-02-26 Thread Martin Spott
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote: > For people getting started, often just getting something (anything!) > to show up on the screen is the hardest part. [...] Oh, I can tell you I know very well why I call myself an admin rather than a programmer, Martin. -- Unix _IS_ user fri

Re: [Flightgear-devel] A MUST READ!

2003-02-26 Thread Andy Ross
Curtis L. Olson wrote: > For people getting started, often just getting something (anything!) > to show up on the screen is the hardest part. Tell me about it. I wasted three hours on Monday trying to figure out why the my second texture unit was working, but failing to pick up the texture from th

Re: [Flightgear-devel] A MUST READ!

2003-02-26 Thread Andy Ross
Brandon Walters wrote: > Hi, i've been trying to get some help on this list but no luck so will > try one more time. i am new to flight sims and OpenGL and can any one > just please tell me how to just draw a HUD, and dials (eg > horizon). please please please. hopefully someone will give a good >

Re: [Flightgear-devel] Clouds 3D

2003-02-26 Thread Curtis L. Olson
Roman Grigoriev writes: > Curtis, > Could you please test clouds3d on CVS flightgear > I've searched all strings in flightgear and they are defined by > FG_USE_CLOUDS3D so I define this macro and all compiled fine > so clouds3d loaded and rendered but here is a problem: > I've got white flickering

re: [Flightgear-devel] animation types: translation and scaling

2003-02-26 Thread Jim Wilson
This is a great example. The 747 flaps use both as well. The gear uses translation on the gear compression value from yasim to stay above the pavement, as well as multiple gear retraction rotations (for the way the 747 gear retracts). Don't forget to be careful about the order (which you do firs

Re: [Flightgear-devel] Clouds 3D

2003-02-26 Thread Roman Grigoriev
Curtis, Could you please test clouds3d on CVS flightgear I've searched all strings in flightgear and they are defined by FG_USE_CLOUDS3D so I define this macro and all compiled fine so clouds3d loaded and rendered but here is a problem: I've got white flickering when 3dcloud in view frustrum I read

Re: [Flightgear-devel] Clouds 3D

2003-02-26 Thread Curtis L. Olson
Try grepping through the code, there may be another place or two where you need to define this. Roman Grigoriev writes: > Guys! > Whats happened with clouds3d in CVS? > I add line in config.h > #define FG_USE_CLOUDS3D > and start fgfs --disable-clouds3d --enable-clouds3d > clouds loaded but I can

Re: [Flightgear-devel] TerraGear help

2003-02-26 Thread Curtis L. Olson
Erez Boym writes: > Well, what I mean is that I’m on the Terragear-devel > list, the first message I received in the 3 weeks I’m > on that list was today announcing TerraGear 0.0.5. > Maybe there is a problem with my subscription ….. It's usually not nearlly as active as the flightgear lists. >

Re: [Flightgear-devel] A MUST READ!

2003-02-26 Thread Curtis L. Olson
Brandon Walters writes: > > Hi, i've been trying to get some help on this list but no luck so > will try one more time. i am new to flight sims and OpenGL and can > any one just please tell me how to just draw a HUD, and dials (eg > horizon). please please please. hopefully someone will give a goo

re: [Flightgear-devel] animation types: translation and scaling

2003-02-26 Thread David Megginson
Michael Selig writes: > In this case I need to translate the lower linkage and also rotate it. Are > there any existing examples of how to combine these motions in the > -model.xml file? Yes, take a look at the animation code for the Fowler flaps on the 172P in $FG_ROOT/Aircraft/c172p/Model

re: [Flightgear-devel] Update rate of VSI

2003-02-26 Thread David Megginson
Tony Peden writes: > Does it matter? > FGInterface::update() is not being called, so no data is being exchanged > (unless your looking at the FDM specific properties) Right. The problem is just that the elevation changes after the instruments are initialized. All the best, David -- Da

[Flightgear-devel] Clouds 3D

2003-02-26 Thread Roman Grigoriev
Guys! Whats happened with clouds3d in CVS? I add line in config.h #define FG_USE_CLOUDS3D and start fgfs --disable-clouds3d --enable-clouds3d clouds loaded but I can't seen them and only got screen flickering Maybe new nvidia drivers 41-09? Someone got working configuration with clouds3d Thanx in

Re: [Flightgear-devel] F-16

2003-02-26 Thread Erik Hofman
Michael Selig wrote: Really good to see (and nice to have in the base package). Any chance of getting the HUD to also display the g-load? I find this info extremely useful while developing flight models. For now, I get this info by using the unix 'watch' command to look at the tail end of ui

Re: [Flightgear-devel] TerraGear help

2003-02-26 Thread Erik Hofman
Erez Boym wrote: Can you please list the versions I need to compile TerraGear ? I have just upgraded AutoMake to V1.5 as demanded by the TerraGear autogen.sh but maybe I need to upgrade / downgrade other tools too. automake vs. 1.6 or later and autoconf 2.52 or later should work without a problem

Re: [Flightgear-devel] A MUST READ!

2003-02-26 Thread Erik Hofman
Brandon Walters wrote: Hi, i've been trying to get some help on this list but no luck so will try one more time. i am new to flight sims and OpenGL and can any one just please tell me how to just draw a HUD, and dials (eg horizon). please please please. hopefully someone will give a good link, c