Re: [Flightgear-devel] pa_tiedown.rgb not binary

2003-12-01 Thread Erik Hofman
Frederic Bouvier wrote:
David,

pa_tiedown.rgb comes corrupted with CVS on windows.
Could you make it binary, please ?
Done.

Erik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-01 Thread Maik Justus


Maik Justus wrote:
 
 Thie is in the fdm (adv. in the bo105.xml file) (with the real angles
 for the bo)

- adv.
+ resp.

Maik

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Re: [Flightgear-devel] Further taxiway progress (and more taxidraw requests)

2003-12-01 Thread Jon Stockill
On Sun, 30 Nov 2003, Rick Ansell wrote:

 I will see what I can do, but don't expect to much (says a MOD
 bloke).

Thanks :-)

-- 
Jon Stockill
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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-01 Thread Jim Wilson
Maik Justus [EMAIL PROTECTED] said:

  This makes the apparent
  torque effect lighter,  but the aircraft will still tend to crab at low
  speeds.  Is this feature incorporated into the fdm calculation for torque
effect?
 
 Sorry, I didnt find crab in my dictionary. But what is not simulated
 is the effect of the downwash onto the stabs, which have great effect on
 the flying behaviour. 

The term crab as defined in the webster dictionary is: 

the angular difference between an aircraft's course and the heading necessary
to make that course in the presence of a crosswind.

The way I used it refers to the action crab which is flying on that angle
(with the nose pointing in a slightly different direction than the one you are
traveling).  In the case of helicopters it is not only the crosswind effect,
but also the anti-torque thrust, correct?

 And the vertical stab is not of the original size and the horizontal
 stab is missing as well as the fuselage.

Oh... I hadn't thought about that.  How are you maintaining stability on that
axis?

You mentioned last week that you had ground effect done.  Is it worth
submitting a patch for that?  I am interested to see how it affects take off
and landing.  Currently it takes almost full collective to break the skids off
the ground for take off, and it is almost impossible to get a gentle landing.
Of course the landing is probably just my lack of skill,  but I suspect the
ground effect would do something to assist.

Thanks,

Jim


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-01 Thread Maik Justus
Hi Jim

Jim Wilson said:
 
 The term crab as defined in the webster dictionary is:
 
 the angular difference between an aircraft's course and the heading necessary
 to make that course in the presence of a crosswind.
 
 The way I used it refers to the action crab which is flying on that angle
 (with the nose pointing in a slightly different direction than the one you are
 traveling).  In the case of helicopters it is not only the crosswind effect,
 but also the anti-torque thrust, correct?

I think you are correct.


 
  And the vertical stab is not of the original size and the horizontal
  stab is missing as well as the fuselage.
 
 Oh... I hadn't thought about that.  How are you maintaining stability on that
 axis?

Very simply: ther is nothing which gives instability on that axis.


 
 You mentioned last week that you had ground effect done.  Is it worth
 submitting a patch for that?  I am interested to see how it affects take off
 and landing.  Currently it takes almost full collective to break the skids off
 the ground for take off, and it is almost impossible to get a gentle landing.
 Of course the landing is probably just my lack of skill,  but I suspect the
 ground effect would do something to assist.

I am sorry, but up to now I didn't find the time to test this. I wrote
this on my portable in a train, where I had no joystick to test it. 

 
 Thanks,
 
 Jim
 

Maik

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Re: [Flightgear-devel] shadow

2003-12-01 Thread Curtis L. Olson
Maik Justus writes:
 Hi,
 
 is it planned to add shadow to the world, at least the shadow of the
 aircraft?

You can actually add a shadow layer to the model directly and keep it
at ground level via various model animation directives:

http://www.flightgear.org/images/an225-departing-KSFO.jpg

It's not a perfect shadow, but it's quick and easy.

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

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[Flightgear-devel] shadow

2003-12-01 Thread Maik Justus
Hi,

is it planned to add shadow to the world, at least the shadow of the
aircraft?

All the best,
Maik

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Re: [Flightgear-devel] shadow

2003-12-01 Thread Maik Justus
Hi,

looks good. Maybe someone could add this to the bo105? (Melchior?) 

Thanks,
Maik

Curtis L. Olson schrieb:
 
 Maik Justus writes:
  Hi,
 
  is it planned to add shadow to the world, at least the shadow of the
  aircraft?
 
 You can actually add a shadow layer to the model directly and keep it
 at ground level via various model animation directives:
 
 http://www.flightgear.org/images/an225-departing-KSFO.jpg
 
 It's not a perfect shadow, but it's quick and easy.
 
 Curt.
 --
 Curtis Olson   HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org
 
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Re: [Flightgear-devel] shadow

2003-12-01 Thread Paul Surgeon
On Monday, 1 December 2003 19:16, Curtis L. Olson wrote:
 You can actually add a shadow layer to the model directly and keep it
 at ground level via various model animation directives:

 http://www.flightgear.org/images/an225-departing-KSFO.jpg

 It's not a perfect shadow, but it's quick and easy.

 Curt.

It's a very light shadow - too light in my opinion.
It would look correct if the AN225 was made of shade netting or wire mesh.

Does the animation take the angle of the sun into account as well?

Paul


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[Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
I made a tilable grass texture today.

If anyone likes it and wants to use for some part of FG then let me know and 
I'll e-mail it to you. 1024x1024 RGB - 3MB
I made it quite light to reflect the type of grass in my part of the world so  
if someone wants darker greens let me know and I'll tweak it before sending 
it.

I tested it in FG by adding it to the high res terrain texture folder.
I was surprised to see it load and that the scaling seems to be correct as 
well. I was expecting some sort of scaling or clipping problem.

http://www.geocities.com/surgptr/images/grass1.jpg
http://www.geocities.com/surgptr/images/grass2.jpg

Now if I can just figure out how to change the mip mapping to not be so 
aggressive. It kills the texture detail far too close to the viewer and makes 
the screenshots look bad.

Regards
Paul Surgeon


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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Curtis L. Olson
Paul Surgeon writes:
 Now if I can just figure out how to change the mip mapping to not be so 
 aggressive. It kills the texture detail far too close to the viewer and makes 
 the screenshots look bad.

The best thing I've seen for this is to enable anisotropic texture
filtering for your card.  On Linux this is an environment (shell)
variable setting.  Perhaps on windows it would be settable in the
display properties

Regards,

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

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Re: [Flightgear-devel] shadow

2003-12-01 Thread Jim Wilson
Paul Surgeon [EMAIL PROTECTED] said:

 On Monday, 1 December 2003 19:16, Curtis L. Olson wrote:
  You can actually add a shadow layer to the model directly and keep it
  at ground level via various model animation directives:
 
  http://www.flightgear.org/images/an225-departing-KSFO.jpg
 
  It's not a perfect shadow, but it's quick and easy.
 
  Curt.
 
 It's a very light shadow - too light in my opinion.
 It would look correct if the AN225 was made of shade netting or wire mesh.
 
 Does the animation take the angle of the sun into account as well?
 

Check out the model xml wrapper to see what is and is not being animated.  I
don't think that is currently possible. Probably it just requires an addition
to the property tree from the lighting code.

What we do have is certainly a major improvement over nothing.  Which reminds
me that I really need to go ahead and make on of these for each of my own models.

Best,

Jim


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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Christian Mayer
Paul Surgeon schrieb:
I made a tilable grass texture today.
It looks great

If anyone likes it and wants to use for some part of FG then let me know and 
I'll e-mail it to you. 1024x1024 RGB - 3MB
1024x1024 is *extremly* big for such a texture!

We should try to render our terrain with multitextures. So we can have a 
small hi-res noisy texture for the details and a big low-res texture for 
the general appearance. Then we'd only need a fraction of that texture size!

CU,
Christian
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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Josh Babcock
If you could define N multiple textures overtextures, you would get N^2 
possible textures, which would really break up the patterns for a small 
memory cost.

And while you're on the subject of We should try, I've always wondered 
about using multitextures with the top one off the ground.  You could 
put stuff like bushes, forrest canopies and maybe rooftops in them and 
really improve your sense of altitude for VFR.  You could even define 
different altitudes based on the terrain type.  It would be really 
helpful to see the treetops on either side of the runway go by as you 
approach a touchdown.  Of course, they would disappear at eye level on 
flat ground but it's a start.  I also wonder what the effect of 
bump-mapping the ground would be.

Josh

Christian Mayer wrote:

Paul Surgeon schrieb:

I made a tilable grass texture today.


It looks great

If anyone likes it and wants to use for some part of FG then let me 
know and I'll e-mail it to you. 1024x1024 RGB - 3MB


1024x1024 is *extremly* big for such a texture!

We should try to render our terrain with multitextures. So we can have 
a small hi-res noisy texture for the details and a big low-res texture 
for the general appearance. Then we'd only need a fraction of that 
texture size!

CU,
Christian
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Re: [Flightgear-devel] read not excepting more than one client

2003-12-01 Thread Seamus Thomas Carroll
@[EMAIL PROTECTED] (Swearing),

Do you know of any websites that I can read the will improve my 
understaning of sockets?  At my current level of understanding I am having 
trouble making sense of the pegasus network library and how it is being 
used in httpd.cxx and props.cxx due to the little documentation on the 
plib website.

Can someone explain why SGSocket restricts the number of clients to one? 
Would it not make more sense to allow up to some maximum number of 
clients?

Seamus

On Sun, 30 Nov 2003, Bernie Bright wrote:

 On Fri, 28 Nov 2003 22:45:24 -0700
 Seamus Thomas Carroll [EMAIL PROTECTED] wrote:
 
  Hi,
  
  I have created  a server which has one SGSocket object listening for
  clients that want to connect.  The problem I am having is when a second
  client sends its connect info to the server the server never gets the
  message.  Note that the server is listening using readline and that the
  connection is tcp.  I have tried two different clients and they both work
  if they are the first one to connect.
  
  Are there any restrictions on a SG_IO_IN socket that I should be aware
  of?  Any other suggestions?
  
  This problem could be with my code but I want to ask the
  question before I spend a lot of time on looking for the problem.
 
 What you are seeing is normal behaviour for SGSocket.  You might be better
 served by using plib.net.  This is what FlightGear uses for the http and prop
 servers.  See src/Network/httpd.cxx and src/Network/props.cxx for examples.
 
 Bernie
 
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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Curtis L. Olson
Josh Babcock writes:
 If you could define N multiple textures overtextures, you would get N^2 
 possible textures, which would really break up the patterns for a small 
 memory cost.
 
 And while you're on the subject of We should try, I've always wondered 
 about using multitextures with the top one off the ground.  You could 
 put stuff like bushes, forrest canopies and maybe rooftops in them and 
 really improve your sense of altitude for VFR.  You could even define 
 different altitudes based on the terrain type.  It would be really 
 helpful to see the treetops on either side of the runway go by as you 
 approach a touchdown.  Of course, they would disappear at eye level on 
 flat ground but it's a start.  I also wonder what the effect of 
 bump-mapping the ground would be.

Unfortunately, plib (our scene graph engine) doesn't support
multitexturing at this point in life. :-(

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

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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread David Megginson
Paul Surgeon wrote:

I'm sure there will be protesters but this polygonal looking scenery is not 
very nice in my opinion. Yes it works but it doesn't even begin to resemble 
real life scenery.

Out of curiosity has anyone ever used TerraScene?
(synthetic scenery generation app for Fly! and Fly!2)
Yes, I did use it -- it was a very well-thought out little program, but it 
had some pretty disasterous problems:

1. The generated scenery was enormous: we couldn't dream of making worldwide 
scenery available online (TerraScene scenery was never available for more 
than tiny areas).

2. The GIS data TerraScene used was mostly U.S.-only.

3. It looked great at altitude, but absolutely horrendous when you got close 
to the ground, as it blurred out into giant pixels.  That made it very 
unsuitable for low-flying vehicles like helicopters, ultralights, or 
balloons (or even the Piper Cub for that matter).

4. There was no (easy) way to determine the terrain type at runtime, so it 
wouldn't be possible to place 3D objects like trees or buildings, much less 
generate appropriate ground reactions (when we get around to that).

That said, it would be neat if we could support TerraScene-generated 
textures for special applications.

All the best,

David

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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Models/Geometry frighter.ac, NONE,

2003-12-01 Thread Martin Spott
Erik Hofman [EMAIL PROTECTED] wrote:
 Update of /var/cvs/FlightGear-0.9/data/Models/Geometry
 In directory baron:/tmp/cvs-serv27779

 Added Files:
   frighter.ac 

Shouöld this ship frighten us ?  ;-)

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

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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Andy Ross
Paul Surgeon wrote:
 Detail textures help but I they are not the answer.
 What is needed is new terrain rendering engine.  :D

 I'm sure there will be protesters but this polygonal looking
 scenery is not very nice in my opinion. Yes it works but it doesn't
 even begin to resemble real life scenery.

But the answer can't possibly be to blow 4MB of card memory per
texture.  There are dozens of terrain types.  Even a 256MB megacard is
going to run short when you spend your VRAM like that that.

A new terrain renderer would be great.  But it's *not* easy.  On my
game project last year, I got a lot of decidedly non-trivial things
(like Nasal) to work well.  Guess what I was working on when I lost
interest? :)

Andy



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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Models/Geometry frighter.ac, NONE,

2003-12-01 Thread Erik Hofman
Martin Spott wrote:
Erik Hofman [EMAIL PROTECTED] wrote:

Update of /var/cvs/FlightGear-0.9/data/Models/Geometry
In directory baron:/tmp/cvs-serv27779


Added Files:
	frighter.ac 


Shou?ld this ship frighten us ?  ;-)
Only if it's directly above you ...

Erik

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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
On Tuesday, 2 December 2003 00:12, David Megginson wrote:
 Yes, I did use it -- it was a very well-thought out little program, but it
 had some pretty disasterous problems:

 1. The generated scenery was enormous: we couldn't dream of making
 worldwide scenery available online (TerraScene scenery was never available
 for more than tiny areas).

Yeah that's because the scenery is pre-rendered. Who said we have to 
pre-render the scenery?  :)
Rendering in real time would only require a library of geodata which would be 
similar in size to the current FG scenery.

 2. The GIS data TerraScene used was mostly U.S.-only.

Yip but the results still looked better than default scenery outside of the 
US. One can always add more data as it becomes available.

 3. It looked great at altitude, but absolutely horrendous when you got
 close to the ground, as it blurred out into giant pixels.  That made it
 very unsuitable for low-flying vehicles like helicopters, ultralights, or
 balloons (or even the Piper Cub for that matter).

Well it was only 7.5 meters/pixel - I was thinking of at least 4 meters/pixel 
and possible down to 1 meter/pixel.
Also we can have extra high res textures around airports.

 4. There was no (easy) way to determine the terrain type at runtime, so it
 wouldn't be possible to place 3D objects like trees or buildings, much less
 generate appropriate ground reactions (when we get around to that).

If you generate the scenery at run time you will know the terrain type.
Alternatively you could use the geodata to find that out.

 That said, it would be neat if we could support TerraScene-generated
 textures for special applications.

It would be neat if FG could properly support large ortho photos to start 
with.

Paul


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Re: [Flightgear-devel] read not excepting more than one client

2003-12-01 Thread Paul Surgeon
On Monday, 1 December 2003 23:59, Seamus Thomas Carroll wrote:
 @[EMAIL PROTECTED] (Swearing),

 Do you know of any websites that I can read the will improve my
 understaning of sockets?  At my current level of understanding I am having
 trouble making sense of the pegasus network library and how it is being
 used in httpd.cxx and props.cxx due to the little documentation on the
 plib website.

 Can someone explain why SGSocket restricts the number of clients to one?
 Would it not make more sense to allow up to some maximum number of
 clients?

 Seamus

Here's a good place to start if you want to know how *nix sockets work.
http://docs.sun.com/db/doc/802-5886/6i9k5sgsk?a=view

All the other libraries you see are just wrappers around the basic socket 
routines.

I'm not sure what the pegasus network library supports but if you want to 
allow multiple connections on vanilla *nix sockets you can use one of the 
following approaches :
- select (easy approach)
- multithreading (dangerous/tricky approach - mutexes, semaphores, race 
conditions, deadlock conditions ...)

Paul


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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Paul Surgeon
On Tuesday, 2 December 2003 00:16, Andy Ross wrote:
 But the answer can't possibly be to blow 4MB of card memory per
 texture.  There are dozens of terrain types.  Even a 256MB megacard is
 going to run short when you spend your VRAM like that that.

It would not work for the way the current scenery engine works but it would 
work for aerial/satelite scenery.
In the case of aerial/satelite scenery the scenery engine only has to cache 
the textures it needs. That would only be the textures in visible range.
Then also factor mip mapping in and your memory consumption drops drastically.

Think along the lines of about 57MB for 400 km2 with the terrain directly 
under the aircraft at 1 meter/pixel resolution and then gradually tappering 
off to 8 meters/pixel in 5 steps to a distance of 10 km in all directions 
from the aircraft.
Then we haven't even started to discuss stuff like S3TC texture compression 
which can drop the texture size down to about 10MB.  :)

 A new terrain renderer would be great.  But it's *not* easy.

No kidding! That's why I'm doing all my proof of concept development outside 
of FG. No point in trying to implement something that I'm not sure will work 
properly/fast enough.

 On my game project last year, I got a lot of decidedly non-trivial things
 (like Nasal) to work well.  Guess what I was working on when I lost
 interest? :)

Hehe!
Hopefully I'll see this one through.

Paul


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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Andy Ross
Paul Surgeon wrote:
 Think along the lines of about 57MB for 400 km2 with the terrain
 directly under the aircraft at 1 meter/pixel resolution and then
 gradually tappering off to 8 meters/pixel in 5 steps to a distance
 of 10 km in all directions from the aircraft.

That was my thinking when I started, too.  But your math is a little
off.  Getting to a worst case resolution of 1 texel per screen-space
pixel with unique texturing requires *vast* amounts of memory.  The
anisotropy kills you; far-away texels might typically be rendered at
an aspect ratio of 10:1, forcing you to waste most of your card
memory on useless information.

The newer anisotropy controls might help with that, but coding the
management intelligence for that is very non-trivial.  Think of a
texture that is viewed diagonally: anisotropy won't help; you need to
rotate it to match the texel grain to get anything better than a
factor of two benefit.

 Then we haven't even started to discuss stuff like S3TC texture
 compression which can drop the texture size down to about 10MB.  :)

This part I actually got working, sort of.  Dynamically generated
256x256 textures take about 1/30 second to generate on my GeForce3
(the limiting factor is the DMA to and from the card; the compression
itself is done on the CPU).  Using ATI's drivers, it was 1/3 of a
second or worse.  That just isn't useful for realtime stuff; the
driver would spend all of its time compressing textures and have no
time left for rendering.

Like I said; it ain't easy.  I tried, and failed.  I'm not saying it
won't work, mind you; I might pick up the problem again if I'm feeling
adventurous.  Ideas are free, and designs are cheap.  Code is all that
matters.

Andy



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RE: [Flightgear-devel] Playing with textures

2003-12-01 Thread Jon Berndt
 Could it be possible to create a rendering engine that allows
 us to fly from the ground up into space seamlessly?
 Many flight simulators have their limits at around 5 feet altitude
 so it would be great if we are able to fly higher in flightgear.


This would be desirable for something like the X-15.

Jon


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Re: [Flightgear-devel] Playing with textures

2003-12-01 Thread Curtis L. Olson
Andy Ross writes:
 That was my thinking when I started, too.  But your math is a little
 off.  Getting to a worst case resolution of 1 texel per screen-space
 pixel with unique texturing requires *vast* amounts of memory.  The
 anisotropy kills you; far-away texels might typically be rendered at
 an aspect ratio of 10:1, forcing you to waste most of your card
 memory on useless information.
 
 The newer anisotropy controls might help with that, but coding the
 management intelligence for that is very non-trivial.  Think of a
 texture that is viewed diagonally: anisotropy won't help; you need to
 rotate it to match the texel grain to get anything better than a
 factor of two benefit.

My understanding of systems that impliment these basic ideas is that
step 1) is to give up the idea of seamless, non-blurry textures in the
distance.  Every system I have seen blurs the textures excessively as
you go further in the distance ... that also yields a corresponding
texture blurry-sharp popping effect as you get closer to a new
area.  And because the system typically has to do this stuff in a low
priority thread to keep up rendering rates, you can see by the popping
that the detail texture loading often lags and doesn't pop into full
detail until you are right over it.

Just for fun, sit down and assume 1 meter texture resolution, assume
you are flying at 500 kts, and assume something like 20 mile visible
radius.  Now crunch the math on how much data you have to flow in from
your HD per second or per frame, and you will see that it is a *lot*
of work.  There is a reason that high end graphics computers often
have 4 or more cpus, multiple scsi busses, and all sorts of other
fancy, high bandwidth gizmos (and cost upward into the millions.)
PC's just can't compete in this arena (yet) which is why sgi hasn't
completely tanked (yet). :-)

  Then we haven't even started to discuss stuff like S3TC texture
  compression which can drop the texture size down to about 10MB.  :)
 
 This part I actually got working, sort of.  Dynamically generated
 256x256 textures take about 1/30 second to generate on my GeForce3
 (the limiting factor is the DMA to and from the card; the compression
 itself is done on the CPU).  Using ATI's drivers, it was 1/3 of a
 second or worse.  That just isn't useful for realtime stuff; the
 driver would spend all of its time compressing textures and have no
 time left for rendering.
 
 Like I said; it ain't easy.  I tried, and failed.  I'm not saying it
 won't work, mind you; I might pick up the problem again if I'm feeling
 adventurous.  Ideas are free, and designs are cheap.  Code is all that
 matters.

Yes, good luck on doing the rendering in real time with a single
CPU. :-) If you worked up a well functioning demo, I bet it would be
quite popular and get you large quantities of geek points.

Everything's possible, and one of the goals of FlightGear is to
provide a forum and a structure where people can develop and plug in
new ideas to see how they work, without needed to also develop the
entire application.

It's easy for us to sit here and say it can't work (at least not very
well), but the hard headed ones will forge ahead anyway, attack the
problems and issues head on, and a few of those people will find
successful solutions and a place in the geek hall of fame. :-)

Regards,

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

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[Flightgear-devel] VASI question

2003-12-01 Thread Hoyt A. Fleming
I was shooting an approach with FG and noticed that when I pitch up the
aircraft, the VASI lights turn white.  Similarly, when I pitch down the
aircraft, the VASI lights turn red.  I loaded the UFO and verified the VASI
lights change color when the UFO is stationary and the pitch of the UFO
varies.

Is this a known issue?

Hoyt Fleming



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Re: [Flightgear-devel] VASI question

2003-12-01 Thread Curtis L. Olson
Hoyt A. Fleming writes:
 I was shooting an approach with FG and noticed that when I pitch up the
 aircraft, the VASI lights turn white.  Similarly, when I pitch down the
 aircraft, the VASI lights turn red.  I loaded the UFO and verified the VASI
 lights change color when the UFO is stationary and the pitch of the UFO
 varies.
 
 Is this a known issue?

Yes, it's high on my todo list (along with about 300 other things.)

:-)

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

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RE: [Flightgear-devel] VASI question

2003-12-01 Thread Ryan Larson
Is that ToDo list published somewhere?

Ryan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Curtis L.
Olson
Sent: Monday, December 01, 2003 8:35 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] VASI question


Hoyt A. Fleming writes:
 I was shooting an approach with FG and noticed that when I pitch up the
 aircraft, the VASI lights turn white.  Similarly, when I pitch down the
 aircraft, the VASI lights turn red.  I loaded the UFO and verified the
VASI
 lights change color when the UFO is stationary and the pitch of the UFO
 varies.

 Is this a known issue?

Yes, it's high on my todo list (along with about 300 other things.)

:-)

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

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