Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-27 Thread Wolfram . Kuss
Innis Cunningham wrote:

 FATAL: ac to gl: unrecognised token ' crease 45.'.

So, in the new AC3D version, they added a so called token. This means
that the new version saves some additional info that the old version
does not. Since PLIB does not (yet ;-)) know about this,  PLIB throws
the above error message. I can even guess what the new info does: It
says edges less than 45 degrees are smooth and more than 45 degrees are
sharp.

Since AC3D V4 always saves in the new format, it does not mater whether
you changed something.

Anyway, send me a small file with the problem and I will have a look.

As ulta-short-term workaround, you could do this:
Open the file in an ascii editor like notepad. Search for the line. I
would guess the 
crease 45.
stands alone on one line. Delete it. Make sure there are no other lines
like it. Try again.


 Cheers
 Innis
 The Mad Aussi

Bye bye,
Wolfram.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-27 Thread Jim Wilson
[EMAIL PROTECTED] said:

 Innis Cunningham wrote:
 
  FATAL: ac to gl: unrecognised token ' crease 45.'.
 
 So, in the new AC3D version, they added a so called token. This means
 that the new version saves some additional info that the old version
 does not. Since PLIB does not (yet ;-)) know about this,  PLIB throws
 the above error message. I can even guess what the new info does: It
 says edges less than 45 degrees are smooth and more than 45 degrees are
 sharp.
 
 Since AC3D V4 always saves in the new format, it does not mater whether
 you changed something.
 
 Anyway, send me a small file with the problem and I will have a look.
 
 As ulta-short-term workaround, you could do this:
 Open the file in an ascii editor like notepad. Search for the line. I
 would guess the 
 crease 45.
 stands alone on one line. Delete it. Make sure there are no other lines
 like it. Try again.

That might be difficult to implement in plib anyway.  I did a little looking
into this recently (as a parameter setting by the app, not a ac3d 4.0
attribute).  Basically my investigation revealed that plib would have to split
vertices (create duplicates on adjacent polygons) if their normal values were
greater than x degrees from each other.  The biggest problem is it would slow
down the loader so much to make it useless for flightgear scenery objects.

A better solution to the crease situation would be do optionally eliminate the
automatic snapping of vertices in the plib optimiser and allow the modeller to
do what they want in ac3d...good or bad.

Best,

Jim


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-27 Thread Wolfram . Kuss
Sorry that my email was not clear. The only thing I would implement (at
least in the short term) is that PLIB ignores this token. So, it would
hopefully be quite trivial to do; I do not have time for more right now
anyway.

However, like you also say, I do think this would also be a good thing.
It seems that AC3D always writes this token, even if the user did not
change it. Else Innis would probably have remembered setting it. So, if
we would look at it always, it would be a bad thing IMHO. So, one would
have to decide when to use it. And even then I guess there are more
tedious, but flexible ways to get the same effect (some edges sharp,
others smooth).

bye bye,
Wolfram.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-27 Thread Andy Ross
Jim Wilson wrote:
 That might be difficult to implement in plib anyway.  I did a little
 looking into this recently (as a parameter setting by the app, not a
 ac3d 4.0 attribute).  Basically my investigation revealed that plib
 would have to split vertices (create duplicates on adjacent
 polygons) if their normal values were greater than x degrees from
 each other.  The biggest problem is it would slow down the loader so
 much to make it useless for flightgear scenery objects.
I have working code that does this, from my game project a few months
back.  Indeed, the idea is to start at each vertex in the mesh and
walk around it, checking the angle of each edge you cross.  Angles
sharper than your threshold are flagged.  You end up with a list of
zones of smooth edges, which each get a new vertex with an
appropriately averaged normal.
The basic idea is pretty simple, but the edge cases (non-closed
meshes, for instance) turned out to be enormously hard to get right.
But the final result looks really good -- none of the diagonal
shading stripes that you see on many of the aircraft wings due to
being mis-lit at a corner.  And it's really not slow at all -- it
happens only at load time, and in my experience was noise compared to
the I/O and parsing overhead.  It does, obviously, increase the vertex
count; but no more than a properly lit/normaled model would have in
the first place.  And it has the notable advantage of allowing the
modeller to preserve the mesh structure without worrying about vertex
duplication and normal direction.
The only problem is that the code as it stands is not even remotely
Plib-like.  The model format is based on the syntax of the Nasal
language that I wrote as part of the project, it contains (or is
polluted by, depending on your viewpoint) support for dot3 bump
mapping and prototype-quality stencil self shadows*.
* Self only, with no particular integration into the rest of the
 scene, thus the prototype quality.  And it's slow currently; doing
 too much CPU work to get the list of front-facing normals.
But if anyone wants to play with it, the relevent code is up at:

 http://www.plausible.org/andy/model.tar.gz

Specifically, take a look at Model::calcNormals(), which is the code
responsible for the edge-sharpness-based vertex splitting.  Ignore the
TexBlock stuff, which is a texture state bucketing implementation
largely useless in a Plib context (it's tied to rendering assumptions
in the rest of my code).
Andy



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] First real flight

2003-10-27 Thread Martin Spott
Lee Elliott [EMAIL PROTECTED] wrote:

 Sorry this is OT but there isn't anyone else who'd really understand.

Still worth reading.

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] FlightGear v0.9.3 announcement to developers

2003-10-27 Thread Martin Spott
Curtis L. Olson [EMAIL PROTECTED] wrote:

 All you developers who build prepackaged versions can go crazy now
 with official builds for v0.9.3 ... Debian, Mandrake, Mac OS X, Irix,
 Solaris, Slackware, Redhat, Gentoo ... yeah I'm looking at you.  :-)

Just returned from vacation   Solaris binaries are at:

ftp://ftp.(ihg.)uni-duisburg.de/FlightGear/Solaris/FlightGear-solaris-install-0.9.3.tar.bz2


This package includes headers and libraries from PLIB and SimGear. The
package is built against PLIB CVS for well known reasons (latest PLIB
release does not compile on Solaris),

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Aide.....Help!

2003-10-27 Thread Martin Spott
Frederic Bouvier [EMAIL PROTECTED] wrote:

 Tu peux télécharger les sources et les compiler toi-même si le coeur
 t'en dit ;-) C'est ce que je fais lorsqu'il m'arrive de booter sous
 Linux.

Il y'a un manuel - le Installation and Getting Started. Ce n'est pas
actuel avec la derniere revision de FlightGear mais ca suffit
pour compiler on Linux,

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] FlightGear v0.9.3 announcement to developers

2003-10-27 Thread Curtis L. Olson
Ok, thanks!

Curt.


Martin Spott writes:
 Curtis L. Olson [EMAIL PROTECTED] wrote:
 
  All you developers who build prepackaged versions can go crazy now
  with official builds for v0.9.3 ... Debian, Mandrake, Mac OS X, Irix,
  Solaris, Slackware, Redhat, Gentoo ... yeah I'm looking at you.  :-)
 
 Just returned from vacation   Solaris binaries are at:
 
 ftp://ftp.(ihg.)uni-duisburg.de/FlightGear/Solaris/FlightGear-solaris-install-0.9.3.tar.bz2
 
 
 This package includes headers and libraries from PLIB and SimGear. The
 package is built against PLIB CVS for well known reasons (latest PLIB
 release does not compile on Solaris),
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] First real flight

2003-10-27 Thread David Megginson
Martin Spott writes:

  Lee Elliott [EMAIL PROTECTED] wrote:
  
   Sorry this is OT but there isn't anyone else who'd really understand.
  
  Still worth reading.

Absolutely.  I missed the original posting, so I had to yank it out of
the archives:

  http://baron.flightgear.org/pipermail/flightgear-devel/2003-October/022083.html

It was an interesting narrative, thanks.

  Most noticable difference - my seat here at home doesn't move.  You
  don't feel the lift and sink through your backside:) Or the gusts
  and turbulence...

Turbulence sucks: when I'm flying, I usually try to climb out above
it.  Turbulence often means thermals and updrafts, though, so I
imagine that soaring types actually go looking for it.  The gusts
disappear usually a few hundred feet above the ground.  The turbulence
disappears anywhere between 1,000 and 10,000 feet above the ground,
depending on all kinds of factors.

The faster you go, the less you feel the gusts and turbulence.  In a
slow glider, I imagine that the effects are very pronounced.

  Most disconcerting difference - there was little sense of forward
  motion so when in moderate bank it felt more like we were tipping
  over rather than turning.  In steeper banks there was a bit of G
  and it actually felt a bit more secure.

If you felt any sideways pull, then the turns were not coordinated.
Slipping turns are good ways to lose altitude, and I'd guess that
soaring pilots use them quite a bit to get down to the field.

  Approach and landing was not what I'd expect either - stick out the
  airbrakes while still several hundred feet in the air and then dive
  down to the ground, level off and flair.

Sadly, there are powered-plane pilots who try to do the same thing,
even through flaps aren't exactly air brakes.

  Sorry this is OT but there isn't anyone else who'd really
  understand.

On the contrary, it was an excellent posting.


All the best,


David

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] From the department of useless stats department ...

2003-10-27 Thread Curtis L. Olson
According to my records, sunday was our all time record in terms of
web site hits (262,963).  October is on track to have the highest
average web site hits per day:

http://baron.flightgear.org/webalizer/

Out 0.9.3 announcement was posted on several web sites relating to
flight simulation, gaming, and linux.  Avsim.com has been our biggest
referrer followed by flightsim.com.

Our ftp site has been pretty much maxed out since early sunday
morning.  The following is a set of graphs of current number of ftp
users over various time spans:

http://seneca.me.umn.edu/mrtg/ftpcount.html

Looks like 0.9.3 has been a popular release.  Good work everyone!

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] First real flight

2003-10-27 Thread Lee Elliott
On Monday 27 October 2003 23:41, David Megginson wrote:

 The faster you go, the less you feel the gusts and turbulence.  In a
 slow glider, I imagine that the effects are very pronounced.

The a/c we were in was quite a 'tame' craft and my friend showed me what 
the stall onset was like - at around 30kias you could fell a sort of 
'thrumming' through the a/c  - a very gentle oscillation (sp?) that was 
regular and superimposed, or 'under' the turbulance buffet.  Sign of a 
good training a/c I guess - it was clearly felt even though it was pretty 
bumpy anyway.

 Most disconcerting difference - there was little sense of forward
   motion so when in moderate bank it felt more like we were tipping
   over rather than turning.  In steeper banks there was a bit of G
   and it actually felt a bit more secure.
 
 If you felt any sideways pull, then the turns were not coordinated.
 Slipping turns are good ways to lose altitude, and I'd guess that
 soaring pilots use them quite a bit to get down to the field.

Yeah - we were going down at that point but we were banked approx 50-60 
deg (my guess).  Very strange to compare 'theory'against practice:)

 
   Approach and landing was not what I'd expect either - stick out the
   airbrakes while still several hundred feet in the air and then dive
   down to the ground, level off and flair.
 
 Sadly, there are powered-plane pilots who try to do the same thing,
 even through flaps aren't exactly air brakes.

It was from FlightGear that I was surprised at the approach. No, it's not 
the sort of thing you would do in a powered a/c.  I wonder how much of 
this might be due to the all-up weight vs. lift ratios between a glider 
and a powered aircraft.  The speed-brakes were perfectly balanced - I 
didn't detect any appreciable trim change - very impressive:)

We watched a couple of the instructors checking each other out, flying 
close to the stall, practicing, into the wind.  With 20+ kts wind across 
the field (the 15kt windsocks were horizontal most of the day) and 
typical stall speeds of ~ 30 kts, they were making barely 10kts ground 
speed:)

They were doing some spins too:)

 
   Sorry this is OT but there isn't anyone else who'd really
   understand.
 
 On the contrary, it was an excellent posting.

It was an excellent experience:)

LeeE
 
 
 All the best,
 
 
 David
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 
 


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] From the department of useless stats department ...

2003-10-27 Thread Lee Elliott
On Tuesday 28 October 2003 00:31, Curtis L. Olson wrote:
 According to my records, sunday was our all time record in terms of
 web site hits (262,963).  October is on track to have the highest
 average web site hits per day:
 
 http://baron.flightgear.org/webalizer/
 
 Out 0.9.3 announcement was posted on several web sites relating to
 flight simulation, gaming, and linux.  Avsim.com has been our biggest
 referrer followed by flightsim.com.
 
 Our ftp site has been pretty much maxed out since early sunday
 morning.  The following is a set of graphs of current number of ftp
 users over various time spans:
 
 http://seneca.me.umn.edu/mrtg/ftpcount.html
 
 Looks like 0.9.3 has been a popular release.  Good work everyone!
 
 Curt.
 -- 
 Curtis Olson   HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.menet.umn.edu/~curt   http://
www.flightgear.org

I'd like to second that - it's a good package and lots of people have done 
lots of good stuff.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-27 Thread Lee Elliott
On Monday 27 October 2003 15:40, Innis Cunningham wrote:
 
 [EMAIL PROTECTED] writes
 
 Innis Cunningham wrote:
 
   FATAL: ac to gl: unrecognised token ' crease 45.'.
 
 So, in the new AC3D version, they added a so called token. This means
 that the new version saves some additional info that the old version
 does not. Since PLIB does not (yet ;-)) know about this,  PLIB throws
 the above error message. I can even guess what the new info does: It
 says edges less than 45 degrees are smooth and more than 45 degrees are
 sharp.
 
 Since AC3D V4 always saves in the new format, it does not mater whether
 you changed something.
 
 Anyway, send me a small file with the problem and I will have a look.
 
 As ulta-short-term workaround, you could do this:
 Open the file in an ascii editor like notepad. Search for the line. I
 would guess the
 crease 45.
 stands alone on one line. Delete it. Make sure there are no other lines
 like it. Try again.
 
 
  Bye bye,
 Wolfram.
 Thanks Wolfram you are bang on.It appears this is a new feature in 4.0
 which Plib has not caught up with.The easiest solution I can think of is
 to reinstall the previous version of AC3D and use it till a fix can be 
 found.
 I just would be interested if someone in here who is using v4.0 has got 
it
 to work.
 I will follow your advice and see if the crease statement on occurs once
 or more often.
 
 Thaks for the replies
 
 Cheers
 Innis
 The Mad Aussi

I think Andy and Wolfram are right on the trail of the cause.  Have you 
tried running a diff between the two files?  How much of it is the same 
and how much is different?

Still on 3.6 here.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Mac OSX 10.3 (Panther) Build

2003-10-27 Thread Jonathan Polley
Oops, I sent this to the Users list instead.

For those of us who use Macs, I just installed Panther on my machine.  
Just the OS upgrade increased my frame rate by about 15%.  I am 
currently working through some compiler issues with Xcode and will let 
you know how well the new compiler works.

Jonathan Polley

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Mac OSX 10.3 (Panther) Build

2003-10-27 Thread Jonathan Polley
Well, I got it built under Panther only to have it crash during 
initialization.  This is what I am seeing, can anyone give me an idea 
as to what may be wrong?  I cleaned everything via a 'make uninstall' 
and 'make clean' before attempting to rebuild.

Program received signal EXC_BAD_ACCESS, Could not access memory.
0x00298bd4 in gen_vasi_light_map() () at matlib.cxx:184
184 for ( int i = 0; i  env_tex_res; ++i ) {
(gdb) backtrace
#0  0x00298bd4 in gen_vasi_light_map() () at matlib.cxx:184
#1  0x0029c868 in SGMaterialLib::load(std::string const, std::string 
const) (this=0x5d1c4b0, [EMAIL PROTECTED], [EMAIL PROTECTED]) at 
matlib.cxx:528
#2  0x000186e4 in fgInitSubsystems() () at 
/sw/include/simgear/misc/sg_path.hxx:116
#3  0x64d0 in fgIdleFunction() () at main.cxx:1321
#4  0x87521e18 in -[GLUTApplication run] ()
#5  0x8753bd28 in glutMainLoop ()
#6  0x8b94 in fgMainInit(int, char**) (argc=1, argv=0x4f81f0) at 
main.cxx:1761
#7  0x28b8 in main (argc=1, argv=0x5d1c4b0) at bootstrap.cxx:139

Thanks in advance,

Jonathan Polley

On Oct 27, 2003, at 10:57 PM, Jonathan Polley wrote:

Oops, I sent this to the Users list instead.

For those of us who use Macs, I just installed Panther on my machine.  
Just the OS upgrade increased my frame rate by about 15%.  I am 
currently working through some compiler issues with Xcode and will let 
you know how well the new compiler works.

Jonathan Polley

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel