Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-30 Thread Matevz Jekovec




Jim Wilson wrote:

  Andy Ross [EMAIL PROTECTED] said:

  
  
Some "before  after" FlightGear screenshots are available at:

  http://www.plausible.org/vertsplit

  [Be patient if things seem slow; there is 400k of images on that page
   and my DSL line has a 128kbps upload rate.  If you don't want to
   wait, download the code instead and try it for yourself. :)]


  
  
This looks great.  Actually on my local copy of the 747 I've split the objects
so that the flap surfaces look like that now.  In addition to this change,
it'd still be good IMHO to eliminate the merging of vertices (so that the
modeler can decide where the splits are in AC3D and have it then rendered
correctly in plib).  

How does the performance look (I'll take a look at your code tomorrow)?  When
I got into this a couple weeks ago,  flightgear seemed to really drag for a
while (longer) loading the KSFO area after I added the angle tests.  BTW, I
was also using the j3cub as a test case.  The change really makes it look good!

One maybe nit...is there an unintended split occuring down the center of the
747 fuselage?  It seems like a sharp shade transition there (after pic).
  

Can anyone please tell me where to put those cxxs, hxx and makefile
files to compile successfully?


- Matevz


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[Flightgear-devel] Re: Problems with AC3D 4.0

2003-10-30 Thread Melchior FRANZ
* Matevz Jekovec -- Thursday 30 October 2003 10:21:
 Can anyone please tell me where to put those cxxs, hxx and makefile 
 files to compile successfully?

Put them into $PLIB/src/ssg/, then configure and compile plib.
You have to relink fgfs to see any effect.
(touch src/Main/main.o  make)

m. 

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[Flightgear-devel] F-16 simulator (pictures/movies)

2003-10-30 Thread Erik Hofman


Hi,

As promised, here are a few pictures and two movies showing the 
commercial F-16 simulator I mentioned a week ago:

http://www.a1.nl/~ehofman/fgfs/sim/

Erik

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Re: [Flightgear-devel] Re: Problems with AC3D 4.0

2003-10-30 Thread Matevz Jekovec




Melchior FRANZ wrote:

  * Matevz Jekovec -- Thursday 30 October 2003 10:21:
  
  
Can anyone please tell me where to put those cxxs, hxx and makefile 
files to compile successfully?

  
  
Put them into $PLIB/src/ssg/, then configure and compile plib.
You have to relink fgfs to see any effect.
("touch src/Main/main.o  make")

m. 
  

Ah, thanks. I'll post some of J-22 before/after shots.


- Matevz


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Re: [Flightgear-devel] Re: make error - help please

2003-10-30 Thread Richard Hornby
Curt and Charu - thanks I will give it a go.   However, my makes of SG and
FG were in the same hour, so I think the compiler version problem is
unlikely unless different compilers are actually called.

I will get inside the code and see if  I can resolve that question, unless
you can tell me otherwise.

Just to check - I am assuming that make clean will not prejudice my ability
to 'cvs -z3 up -dP'  in the future, whereas dist clean will.  If this is so
(and dist clean will) is it nonetheless something else to try?

Tks for the help - it's nice to know I'm not alone!

R

- Original Message -
From: Curtis L. Olson [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Wednesday, October 29, 2003 10:16 PM
Subject: Re: [Flightgear-devel] Re: make error - help please


 This almost sounds like you may have built simgear (or portions of it)
 with a different version of the compiler than you currently using.
 C++ can change it's name mangling scheme across versions and across
 platforms and that can generate errors similar to what you are
 seeing.  It might be good to do a make clean of everything (including
 plib) and work on building it from scratch.

 Regards,

 Curt.

 Charu Sharma writes:
  Did you try doing make clean before doing make.
 
 
 
   --- Richard Hornby [EMAIL PROTECTED] wrote:  I
  took my first tentative steps into Linux in July
   when I purchased SuSE8.2.
   I decided to build FlightGear as a learning
   experience.  Boy has it been!
  
   My first attempts to make FG failed with an odd make
   error pointing to
   SimGear - though I didn't know it at the time.
   Acting on advice recieved I
   found and removed the SuSE SimGear and installed
   0.3.3 CVS version, then
   found and worked around the FG 'main.cxx' problem,
   deleted and updated that,
   then recompiled FG CSV and it worked! (mostly). This
   took about three
   months.
  
   A week later 0.9.3 was released.  I thought I knew
   what I was doing now.
  
   Went back to CVS for the new source and data files,
   got SimGear 0.3.4 and
   CVS'd that, and got back to the exact same build
   error as stopped me the
   first time.  I have got both FG and SG in CVS
   version, fully checked out at
   the same time.  I cannot find more than one version
   of SimGear on the
   machine (though I have only looked for *simgear*,
   not any other reference.
   I have plib 1.6.0 and zlib both of which came with
   the SuSE distro and which
   I have not rechecked out.
  
   Here is the persistent error message.  It has always
   and only been this
   problem which has stopped the make.
  
   test-up.o(.text+0xc2): In function `main':
   /usr/local/FlightGear/ccvs/
  
  CVSsource/FlightGear-0.9.N/source/tests/test-up.cxx:31:
   undefined reference to `sgGeodToGeoc(double const,
   double const, double*,
   double*)'
   test-up.o(.text+0x164): In function `main':
   /usr/local/include/simgear/math/point3d.hxx:283:
   undefined reference to
   `sgGeodToGeoc(double const, double const, double*,
   double*)'
   collect2: ld returned 1 exit status
   make[1]: *** [test-up] Error 1
   make[1]: Leaving directory
  
  `/usr/local/FlightGear/ccvs/CVSsource/FlightGear-0.9.N/source/tests'
   make: *** [all-recursive] Error 1
  
   Please could  I have some helpful thoughts - I
   really have tried everything
   which I can find or have been told!
  
   Tks, RH :-(
  
  
  
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re: [Flightgear-devel] Re: First real flight

2003-10-30 Thread David Megginson
Matthew Law writes:

  I agree :-)  In a C152 with one aboard it certainly gets a little bumpy 
  around the circuit even nauseous sometimes.  The worst turbulence I've 
  been in so far was just beneath a bank of fluffy cumulus clouds.  I 
  thought the airframe was going to fail and for the first time since I 
  started flying I wished I had my parachute on!

I know that's a joke, but I wonder what the odds of successfuly
exiting a falling 152 would be -- assume that you're already well
below circuit altitude by the time your brain has processed the
failure.  You'd probably be better to stick with the plane unless the
structural failure were total (i.e. a lost wing rather than just a
bent one).


All the best,


David

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Re: [Flightgear-devel] Re: First real flight

2003-10-30 Thread David Megginson
Frederic Bouvier writes:

  I am trying to avoid to fly on the afternoon in summer. It even happened
  that my head hit the top of the canopy. I wouldn't imagine what could
  happen if I'd forgot to fasten my seat belt.

Been there -- I bruised my head on the roof of my Warrior during a
practice instrument approach one afternoon.  When I'm flying VFR, I
can stay high and then come in on a fairly steep approach path,
limiting my time in the worst of the turbulence; IFR, I'm stuck at the
ridiculously low step-downs and approach slopes designed for big
airliners.

In real-life, the kind of low IFR that I can fly in safely tends to be
fog, which means calm air, so the real problem is flying under the
foggles on VFR days.

  I noticed that it is more difficult to maintain straight and level with
  low powered planes (100hp) than with more powerful planes.

My Warrior is more stable in turbulence than a 172 at the same weight
and hp -- I think it's because the wing loading is higher (hence, the
slightly higher stall speed as well).

  I often have to maintain the stick frankly on the left ( with no
  trim ) to avoid the plane to tilt. And with a heat bubble hitting
  only one wing on occasion, you are assured to get sensations.

In a Cherokee (and most or all other low-wings), you have no choice
but to burn fuel from one tank at once -- I always start with the left
tank when I'm flying alone.  Since the fuel is further out on the roll
arm than you are, a little fuel can make a big difference for balance.
I don't know how you feel about not using the BOTH setting in a
Cessna, but for a long cross-country, it might be worth thinking about
(just make sure you set a timer so that you don't forget to switch
tanks).


All the best,


David


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Re: [Flightgear-devel] F-16 simulator (pictures/movies)

2003-10-30 Thread Curtis L. Olson
Erik Hofman writes:
 As promised, here are a few pictures and two movies showing the 
 commercial F-16 simulator I mentioned a week ago:
 
 http://www.a1.nl/~ehofman/fgfs/sim/

The trees in the visuals look like they were really well done ...

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

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Re: [Flightgear-devel] F-16 simulator (pictures/movies)

2003-10-30 Thread Erik Hofman
Curtis L. Olson wrote:
Erik Hofman writes:

As promised, here are a few pictures and two movies showing the 
commercial F-16 simulator I mentioned a week ago:

http://www.a1.nl/~ehofman/fgfs/sim/


The trees in the visuals look like they were really well done ...
True, but they are still billboards.
What makes them impressive is that they are grouped together in the 
wooded areas.

One nice aspect is that fact that in the winter they don't contain 
leaves and carry snow on the branches ...

Erik

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re: [Flightgear-devel] Re: First real flight

2003-10-30 Thread Matthew Law
Given the difficulty of getting in and out of a 152 on the ground it's
probably impossible at our circuit height of 800ft to survive a bailout.

A larger aircraft at 1000ft and reasonable speed, say 100kts, would be
quite survivable.  The key is the airspeed.  You'd get a far faster
deployment at 100kts than from stall speed.

Unfortunatley, most emergency aircrew parachutes I've seen are pitifully
old or badly maintained.  Modern square reserve parachutes of the type
used by skydivers are very fast to open and very, very reliable if the
mandatory inspection and repack cycle is adhered to.

I use one of these too: http://www.cypres2.com just in case ;-)

Regards,

Matt.

On Thu, 2003-10-30 at 12:39, David Megginson wrote:
 I know that's a joke, but I wonder what the odds of successfuly
 exiting a falling 152 would be -- assume that you're already well
 below circuit altitude by the time your brain has processed the
 failure.  You'd probably be better to stick with the plane unless the
 structural failure were total (i.e. a lost wing rather than just a
 bent one).
 
 
 All the best,
 
 
 David


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[Flightgear-devel] J-22 shots

2003-10-30 Thread Matevz Jekovec
I've tested new vertex split code on my J-22 Orao model. Screenshots can 
be found here:
http://www2.arnes.si/~mjekov/fgfs

I noticed a big difference in ailerons, rudder, elevators and flaps 
part. Even some stabilizators (on wings) are differently shaded. The 
difference can be seen in a pilot body as well (it's more flat than 
before). However, an overall feeling is *way* better (as can be seen on 
shot 3). I am only conserned about the fps (I didn't encountered much of 
the diff though)...

Good work.
- Matevz
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Re: [Flightgear-devel] J-22 shots

2003-10-30 Thread Curtis L. Olson
Matevz Jekovec writes:
 I've tested new vertex split code on my J-22 Orao model. Screenshots can 
 be found here:
 http://www2.arnes.si/~mjekov/fgfs
 
 I noticed a big difference in ailerons, rudder, elevators and flaps 
 part. Even some stabilizators (on wings) are differently shaded. The 
 difference can be seen in a pilot body as well (it's more flat than 
 before). However, an overall feeling is *way* better (as can be seen on 
 shot 3). I am only conserned about the fps (I didn't encountered much of 
 the diff though)...

Anyone know if plib has been patched with these yet or of we need to
do additional lobbying to get the patches applied?

Thanks,

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

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[Flightgear-devel] Re: J-22 shots

2003-10-30 Thread Melchior FRANZ
* Curtis L. Olson -- Thursday 30 October 2003 15:55:
 Anyone know if plib has been patched with these yet

Hasn't. But the changes were presented on the plib list.
No comment from Steve yet.



 or of we need to do additional lobbying to get the
 patches applied? 

Wouldn't hurt.  :-)

m.
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Re: [Flightgear-devel] J-22 shots

2003-10-30 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Matevz Jekovec writes:
  I've tested new vertex split code on my J-22 Orao model. Screenshots can 
  be found here:
  http://www2.arnes.si/~mjekov/fgfs
  
  I noticed a big difference in ailerons, rudder, elevators and flaps 
  part. Even some stabilizators (on wings) are differently shaded. The 
  difference can be seen in a pilot body as well (it's more flat than 
  before). However, an overall feeling is *way* better (as can be seen on 
  shot 3). I am only conserned about the fps (I didn't encountered much of 
  the diff though)...
 
 Anyone know if plib has been patched with these yet or of we need to
 do additional lobbying to get the patches applied?

Curt,

I'm not sure the patch is a good idea as it stands.  It has to add overhead
for scenery models and it actually makes the underlying plib problem
worse...that of plib messing with the geometry data.

It is easy to make models that look right in AC3D,  the problem is that plib
runs through this optimization step that corrupts the model data.  This patch
actually corrupts it even more,  introducing with it other problems.

We can fix the problem with a much less intrusive patch.

The only question I have is what this for Blender users.   Is it possible to
specify adjacent surfaces with distinct vertices in Blender and then convert
those intact to AC3D?   Is this something that can be added to the
blender-ac3d converter.  In a nutshell can we export models from blender that
look the same in the ac3d editor as they did in blender?

If we can approach these issues a little more carefully we can end up with a
couple of decent wsiwig options for building flightgear models.

At the very least,  if folks insist on going this way, there should be a way
to turn it on or off and have it configurable on a per model basis.  Please
note several models in FlightGear that _do not_ have these shading issues. 
Lee mentioned that he could reduce vertex counts but actually this just
replaces those he deletes with automatically generated ones.

Best,

Jim


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RE: [Flightgear-devel] J-22 shots

2003-10-30 Thread Norman Vine
Curtis L. Olson writes:
 
 
 Anyone know if plib has been patched with these yet or of we need to
 do additional lobbying to get the patches applied?

Impatient aren't we :-)

FWIW - I would give this, as any other proposed PLIB changes,
at least a 'couple of days' vs a 'couple of hours' so as to let some 
of the other users of PLIB a chance to test / comment on this or
any other proposed PLIB changes before I began lobbying.

Note the above coment in no way is meant to reflect on the proposed
patch at hand in any way shape or form 

Norman

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Re: [Flightgear-devel] J-22 shots

2003-10-30 Thread Lee Elliott
On Thursday 30 October 2003 15:22, Jim Wilson wrote:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Matevz Jekovec writes:
   I've tested new vertex split code on my J-22 Orao model. Screenshots 
can 
   be found here:
   http://www2.arnes.si/~mjekov/fgfs
   
   I noticed a big difference in ailerons, rudder, elevators and flaps 
   part. Even some stabilizators (on wings) are differently shaded. The 
   difference can be seen in a pilot body as well (it's more flat than 
   before). However, an overall feeling is *way* better (as can be seen 
on 
   shot 3). I am only conserned about the fps (I didn't encountered 
much of 
   the diff though)...
  
  Anyone know if plib has been patched with these yet or of we need to
  do additional lobbying to get the patches applied?
 
 Curt,
 
 I'm not sure the patch is a good idea as it stands.  It has to add 
overhead
 for scenery models and it actually makes the underlying plib problem
 worse...that of plib messing with the geometry data.
 
 It is easy to make models that look right in AC3D,  the problem is that 
plib
 runs through this optimization step that corrupts the model data.  This 
patch
 actually corrupts it even more,  introducing with it other problems.
 
 We can fix the problem with a much less intrusive patch.
 
 The only question I have is what this for Blender users.   Is it 
possible to
 specify adjacent surfaces with distinct vertices in Blender and then 
convert
 those intact to AC3D?   Is this something that can be added to the
 blender-ac3d converter.  In a nutshell can we export models from 
blender that
 look the same in the ac3d editor as they did in blender?
 
 If we can approach these issues a little more carefully we can end up 
with a
 couple of decent wsiwig options for building flightgear models.
 
 At the very least,  if folks insist on going this way, there should be a 
way
 to turn it on or off and have it configurable on a per model basis.  
Please
 note several models in FlightGear that _do not_ have these shading 
issues. 
 Lee mentioned that he could reduce vertex counts but actually this 
just
 replaces those he deletes with automatically generated ones.
 
 Best,
 
 Jim

Ah - tanstaafl then:)

LeeE


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Re: [Flightgear-devel] J-22 shots

2003-10-30 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 
 Ah - tanstaafl then:)
 
 LeeE

Depends on who's buying :-)

Best,

Jim

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[Flightgear-devel] socket communication

2003-10-30 Thread Charu Sharma
Hi All,

Can anyone tell me which part of FlightGear code deals
with programming of socket communication(which we use
for multiple displays)?

I want to run flightgear on a computer(slave machine)
which has no controls like keyboard, joysticks etc
from a machine(server) which has all these controls.  

Any ideas and suggestions would be very helpful?

thanks



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[Flightgear-devel] Re: Flightgear-devel Digest, Vol 6, Issue 58

2003-10-30 Thread Marisa and Pat
snip
 Message: 1
 Date: Wed, 29 Oct 2003 22:38:38 -0600
 From: Marisa and Pat [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Simple math
 To: [EMAIL PROTECTED]
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=iso-8859-1

 A quick question I almost hate to ask. Is there any way to do simple math
from within the xml files? For example, in the windows 0.9.2 version, when I
created a display to show the magnetic compass in a digital format, it
rolled to negative numbers (depending on variance). Is there a way to
correct this, along with other quirks without a ridiculously long list of
conditions based on manually displaying every corrected negative number?

 This problem of variance seems to show its head on various calculations.
Another example would be in the raw data from the ADF values in the kr-87
radio. The raw data appears to be uncorrected for variance.

 Any advice or suggestions would be appreciated.

 Thank you,
 Marisa
 -- next part --
 An HTML attachment was scrubbed...
 URL:
http://mail.flightgear.org/pipermail/flightgear-devel/attachments/20031029/a01ae9fc/attachment-0001.htm

 big snip

In answer to part of my question, Flightgear 0.9.3. I just finished
downloading it (and importing the panel I was working on). It seems the
problems of the negative numbers were repaired in this build. However, I
would still be interested in any way to do simple math (other than scale,
switch values, etc...) any advice anyone has would be appreciated.

As for the second part of my question (regarding ADF in real degrees), I am
still going through the internal variables for 0.9.3.

Thank you,
Marisa.

P.S. Anyone have a server to which I can upload a c172 panel and a few new
instruments?


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Re: [Plib-devel] Re: [Flightgear-devel] J-22 shots

2003-10-30 Thread Andy Ross
Jim Wilson wrote:
 I'm not sure the patch is a good idea as it stands.  It has to add
 overhead for scenery models and it actually makes the underlying plib
 problem worse...that of plib messing with the geometry data.

 It is easy to make models that look right in AC3D, the problem is that
 plib runs through this optimization step that corrupts the model data.
 This patch actually corrupts it even more, introducing with it other
 problems.

That's not really correct.  It's easy to make models look correct in
AC3D precicely *because* AC3D is intelligently calculating vertex
normals for you.  The .ac file format doesn't even include normal data
at all, so it's provably impossible to display such a file without
making some sort of guess as to what the proper normal directions
should be.  In fact, if I understand the original crease issue
correctly, the new version of AC3D is doing exactly the same thing
that the new code is attempting to do.

It's just not as simple as saying that plib is corrupting data --
what it gets from AC3D is incomplete.  You can't do vertex lighting
without normals; AC3D files don't have 'em.  Plib has to make a guess.
Your preference seems to be that it guess dumbly, leaving as much
flexibility as possible in the hands of the modeller.  A dumb guess
will fail (produce flat shading) for accidentally duplicated vertices,
however, which is why it tries to apply some intelligence in the
vertex coalescing.  But that, too, fails in the presence of sharp
edges, so the new code tries to recreate them by re-splitting the
vertices.  On the whole, I think most people agree that with the
exception of a few aircraft (which are hopefully tickling fixable
bugs), things look better with than without the vertex splitter.  Most
of the time, it does the right thing; and hand-splitting vertices is a
real pain for the modeller if they are forced to do it on every sharp
edge.  Try hand-splitting the Cub's engine, for example.

And regardless, you can (or should be able to, modulo bugs) force the
splitter off by setting the threshold to zero.  There just needs to be
a data path from the input file and/or Plib client code through to the
Plib optimizer.  AC3D 4 provides this automatically via the crease
directive, apparently.  There's no reason we couldn't add the
capability via other means.

Anyway, looking at the bo105 model more closely, it looks like the
problem isn't so much duplicate vertices (which, as it turns out,
*must* be coalesced by the plib optimizer in the process of building
its triangle list) but degenerate triangles.  Looking only at the
rotor object, I found a bunch of quads with four vertices, two of
which turned out to be duplicates.  Degenerate triangles, of course,
have zero-length normals and will thus look like sharp edges when
dotted against their neighbors' normals.  I'm still looking.

Andy



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Re: [Plib-devel] Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-30 Thread Andy Ross
Erik Hofman wrote:
 Andy Ross wrote:
  Anyway, try doing a remove duplicate vertices pass on the
  weird-looking models and see if that fixes the problem.  I'll take
  a look to see if I can find and reenable the old merging code.

 I am pretty sure I don't have them in the Fokker 50. I do
 optimizations very regularly during design time and it also isn't
 the sharping angle because it also happens in the slightly curved
 wings.

I found the problem.  The modeller (are you using Blender or AC3D?) is
generating meaningless texture coordinates.  A vertex will appear once
with a UV of, say, [1 0] and then again with [0 1], etc...  Plib can
combine duplicated vertices, but it won't do so when they *appear* to
be different due to differing texture coordinates.  So it passes them
on to me.  The original normal calculator understands this,
apparently, but I wasn't expecting to be fed geometrically identical
vertices.

My original splitter code was written to be used with with my own
blender exporter which required/enforced projected textures (the bump
mapping doesn't work well with hand-tweaked UV coordinates), so I
never noticed this issue.  Or maybe Blender doesn't exhibit this
behavior; dunno.

Really, this is a problem with the modeller and/or export code; the
texture coordinates I'm seeing are nonsensical (the bo105 doesn't even
*have* any textures defined, yet something has generated multiple UV
coordinates for each vertex -- bizarre).  But nonetheless, painting
weird textures on a model shouldn't cause the normals (which are a
geometric property -- they have nothing to do with texturing) to look
funny.  Basically, I need to preprocess the data to distinguish
geometric identity from logical identity.  It shouldn't be too
hard, gimme a day or so.

Regardless, take a very close look at your texture coordinates and
make that unless you have a really good reason, you have only one,
unique UV tuple per physical vertex.

Andy



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Re: [Plib-devel] Re: [Flightgear-devel] J-22 shots

2003-10-30 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  I'm not sure the patch is a good idea as it stands.  It has to add
  overhead for scenery models and it actually makes the underlying plib
  problem worse...that of plib messing with the geometry data.
 
  It is easy to make models that look right in AC3D, the problem is that
  plib runs through this optimization step that corrupts the model data.
  This patch actually corrupts it even more, introducing with it other
  problems.
 
 That's not really correct.  It's easy to make models look correct in
 AC3D precisely *because* AC3D is intelligently calculating vertex
 normals for you.  The .ac file format doesn't even include normal data
 at all, so it's provably impossible to display such a file without
 making some sort of guess as to what the proper normal directions
 should be.  In fact, if I understand the original crease issue
 correctly, the new version of AC3D is doing exactly the same thing
 that the new code is attempting to do.

Not true to the first part.  Check out this screenshot of flaps isolated from
the 747 model:

http://www.spiderbark.com/fgfs/flapshade.png

These are identical, except that the edges don't share vertices on the flap on
the right.  Yes it is likely that the crease value is exactly for this
purpose,  but we are not talking about supporting that property.  Changes to
the ssg structure would be required...while we are at it, there should also be
a place for the shading flag.

 It's just not as simple as saying that plib is corrupting data --
 what it gets from AC3D is incomplete.  You can't do vertex lighting
 without normals; AC3D files don't have 'em.  Plib has to make a guess.

We aren't all that far off from what I can see.

 Your preference seems to be that it guess dumbly, leaving as much
 flexibility as possible in the hands of the modeler.  A dumb guess
 will fail (produce flat shading) for accidentally duplicated vertices,
 however, which is why it tries to apply some intelligence in the
 vertex coalescing.  But that, too, fails in the presence of sharp
 edges, so the new code tries to recreate them by re-splitting the
 vertices.  On the whole, I think most people agree that with the
 exception of a few aircraft (which are hopefully tickling fixable
 bugs), things look better with than without the vertex splitter.

Most people who understand the models?  I'm not against leaving this in, but
it should be optional, and that we can initiate with a setting in the model's
xml wrapper.

 Most
 of the time, it does the right thing; and hand-splitting vertices is a
 real pain for the modeler if they are forced to do it on every sharp
 edge.  Try hand-splitting the Cub's engine, for example.

It is very easy in ac3d:  Object/Fragement followed by Object/Merge.  Or if
only a group of surfaces need to be done like the top of  a flap,  select the
surfaces and then Surface/Cutaway Object  followed by selecting the two
resulting objects and then Object/Merge.  Lee and others do it all the time,
except currently we cannot combine the surfaces back together in one object
because plib will merge those vertices that were created.  AC3D does not do
this merge, even on reloading the model data from the ac file.
 
 And regardless, you can (or should be able to, modulo bugs) force the
 splitter off by setting the threshold to zero.

A little more definitive setting would be better,  but yeah that would work. 
The same goes for having a function to set the distance slop
(optmise_vtol[0]) as was discussed earlier.  If the tolerance test was 
tolerance then identical vertices would not be merged if the setting was 0. 
But a flag would be better documentation for this too.

  There just needs to be
 a data path from the input file and/or Plib client code through to the
 Plib optimizer.  AC3D 4 provides this automatically via the crease
 directive, apparently.  There's no reason we couldn't add the
 capability via other means.

 Anyway, looking at the bo105 model more closely, it looks like the
 problem isn't so much duplicate vertices (which, as it turns out,
 *must* be coalesced by the plib optimizer in the process of building
 its triangle list) but degenerate triangles.  Looking only at the
 rotor object, I found a bunch of quads with four vertices, two of
 which turned out to be duplicates.  Degenerate triangles, of course,
 have zero-length normals and will thus look like sharp edges when
 dotted against their neighbors' normals.  I'm still looking.

There is a bit of code in the existing OptVertexList::makeNormals() that
attempts to deal with those.  After a patch in cvs it still doesn't work. 
You'll see it in there (it makes a straight up normals when it finds one). 
The problem is that while the current method of detecting these is slightly
better, it still gets false positives on certain arrangements of triangles on
planes whose axes are parallel to the XZ.  I haven't yet thought out why it is
that the current shortcut (normal 

Re: [Plib-devel] Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-30 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 Erik Hofman wrote:
  Andy Ross wrote:
   Anyway, try doing a remove duplicate vertices pass on the
   weird-looking models and see if that fixes the problem.  I'll take
   a look to see if I can find and reenable the old merging code.
 
  I am pretty sure I don't have them in the Fokker 50. I do
  optimizations very regularly during design time and it also isn't
  the sharping angle because it also happens in the slightly curved
  wings.
 
 I found the problem.  The modeller (are you using Blender or AC3D?) is
 generating meaningless texture coordinates.  A vertex will appear once
 with a UV of, say, [1 0] and then again with [0 1], etc...  Plib can
 combine duplicated vertices, but it won't do so when they *appear* to
 be different due to differing texture coordinates.  So it passes them
 on to me.  The original normal calculator understands this,
 apparently, but I wasn't expecting to be fed geometrically identical
 vertices.

Ah yes.  That is exactly right.  Hmmm...I wonder why this is so?  If the
vertices are from identical index positions why would it be looking at texture
coordinates?  I'm wondering if this is really an old hack that was designed to
fix someone's problem with the optimiser snapping together vertices.  Until a
couple weeks ago it was snapping anything a centemeter or less apart.  But of
course it wouldn't if the uv coords were different.
 
 My original splitter code was written to be used with with my own
 blender exporter which required/enforced projected textures (the bump
 mapping doesn't work well with hand-tweaked UV coordinates), so I
 never noticed this issue.  Or maybe Blender doesn't exhibit this
 behavior; dunno.

If you map adjacent surfaces to different (non-adjacent) parts of the texture
then this will happen.  I'm not sure about the helicopter,  but the 747 has
each side of the fuselage mapped to different parts of the same texture file
(to get differing left and right sides).

 Really, this is a problem with the modeller and/or export code; the

Speaking as a modeler... I'll blame it on the plib code :-D

Actually I don't quite understand as I mentioned above,  why this is being
done this way.

 texture coordinates I'm seeing are nonsensical (the bo105 doesn't even
 *have* any textures defined, yet something has generated multiple UV
 coordinates for each vertex -- bizarre).

Maybe...but not strange in the case of the 747 fuselage example, in the
context of the ac format.

  But nonetheless, painting
 weird textures on a model shouldn't cause the normals (which are a
 geometric property -- they have nothing to do with texturing) to look
 funny.  Basically, I need to preprocess the data to distinguish
 geometric identity from logical identity.  It shouldn't be too
 hard, gimme a day or so.

That would be great.  It'd be nice to understand the original reason (if it
was a good one).
 
 Regardless, take a very close look at your texture coordinates and
 make that unless you have a really good reason, you have only one,
 unique UV tuple per physical vertex.

Please may I? ;-)

Best,

Jim


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