Re: [Flightgear-devel] Linux Expo Blurb

2004-03-11 Thread Jon Stockill
On Thu, 11 Mar 2004, Al West wrote:

 Jon, where are you based. I live just off the M5 up from Bridgwater which
 isn't that far from Yeovilton.  If you are nearby I could spend some time to
 assist you - although I'm warning you now that I'm not very familiar with
 FlightGear code at the moment.

I'm in Wakefield, Yorkshire.

It's not a coding problem (a good job, because I don't code in c++).
What I'm trying to come up with is a sort of sim controls meccano kit that
can be fitted to virtually anything.

 I will definitely be going to the Expo - I think as it's not long to go now
 that we should sort out what we will be doing there, how will be doing it and
 what equipment we need.  Do we have enough room in the booth to exhibit a
 Wasp or am I missing something here?

The Wasp is basically gonna be the centrepiece of the show... and we get
to run it. I'm not sure if we'll actually need any real booth space, since
a helicopter is likely to attract lots more people than a few of us
standing around in a booth, but I'm in fairly regular contact with the
organisers, so if we do need space it shouldn't be a problem to organise.

It's looking like the helicopter will be sponsored by IBM, who will be
taking care of all the transport costs. I also need to get a shopping
list to the organisers for the equipment we'll need - currently this is 2
PCs, 2 plasma screens, and all their associated bits.

If anyone can think of anything else we need, or has any ammendments to
the blurb, then please let me know - I'm sending the blurb off this
morning.

-- 
Jon Stockill
[EMAIL PROTECTED]

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[Flightgear-devel] Chambley Airbase sort of ICAO code

2004-03-11 Thread Martin Spott
Hello Robin,
would you please update the ICAO code for Chambley Airbase in France ?
Currently it is set to 'LFZZ' in your current data set
'AptNav200402XP715'. This is the usual code for airfields in France
that don't have an official ICAO code.
Chambley in fact does _not_ have an _official_ ICAO code but there is
an inofficial code mentioned here:

http://www.fortunecity.com/marina/harbourside/2145/id28.htm


 and at least this one is definitely unique, so I am convinced that
it is predestinated to identify this airfield.

Thanks,
Martin.
-- 
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[Flightgear-devel] New keybinding

2004-03-11 Thread David Megginson
I've bound Ctrl-R to the radios dialog.  I imagine that this will be a very 
frequently-used command, especially for aircraft that do not have 
fully-interactive radios yet.

All the best,

David

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RE: [Flightgear-devel] New keybinding

2004-03-11 Thread Vivian Meazza


 David Megginson

 
 I've bound Ctrl-R to the radios dialog.  I imagine that this 
 will be a very 
 frequently-used command, especially for aircraft that do not have 
 fully-interactive radios yet.
 
 
 All the best,
 
 
 
Is that hard coded? I was literally in the process of binding R/r for seat
raise/lower. Rather sounds like I'd better use L/l.

Regards

Vivian Meazza



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Re: [Flightgear-devel] heads up for 3D modelers - plib cvs issue

2004-03-11 Thread Jim Wilson
David Megginson said:

 Actually, what we need is a proper graphics format that specifies per-vertex 
 normals.  What we have now is a kludge that we need to hold onto until plib 
 supports another 3D format as fully as it supports AC3D.  Given that 
 problem, I don't know how much formal machinery we need to add -- let's just 
 change the angle to 61 deg and leave it there.
 

Could someone submit a patch for this?  I would but I don't have a complete
cvs for plib on disk.  It's just a one line mod near the top of
ssgVertexSplitter.cxx to change the default from 46 to 61.

Thanks,

Jim


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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread Martin Spott
David Megginson wrote:
 Update of /var/cvs/FlightGear-0.9/data/Aircraft/pa28-161/Models
 In directory baron:/tmp/cvs-serv6690/Aircraft/pa28-161/Models

 Modified Files:
   pa28-161.ac panel.rgb 
 Added Files:
   bench-back.rgb glareshield.rgb 
 Log Message:
 Added textures for the back bench (not right yet) and the glareshield.

This aircraft gets really nice. Did you know that you employ the
default outside texture (the one with orange stripes) at really funny
places ? For an example look at the inner side of the co-pilot's door,
look at the front of the cowling  :-)

Martin.
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Re: [Flightgear-devel] New keybinding

2004-03-11 Thread David Megginson
Vivian Meazza wrote:

I've bound Ctrl-R to the radios dialog.  I imagine that this 
will be a very 
frequently-used command, especially for aircraft that do not have 
fully-interactive radios yet.

Is that hard coded? I was literally in the process of binding R/r for seat
raise/lower. Rather sounds like I'd better use L/l.
That's *control* R.  I'm not sure if r/R are in use.

All the best,

David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread David Megginson
Martin Spott wrote:

This aircraft gets really nice.
Thanks.  The big breakthrough was my finally learning to use Blender to make 
the textures (such as the panel plastics and screws) as well as the geometry 
-- using a good 3D modeller with a bit of lighting can make even a 
ham-fisted dolt like me look like an artist.

Thanks to Andy, too, for his work on YASim.  There are still some borderline 
problems (such as propwash in a power climb), but on balance YASim allows 
this model to fly remarkably like a real Piper Warrior II.

Did you know that you employ the default outside texture (the one with
orange stripes) at really funny places ? For an example look at the inner
side of the co-pilot's door, look at the front of the cowling  :-)
Yes: I haven't set the UV explicitly for all the faces yet, so there are 
some weird default texture patterns in places -- I'm working through the 
plane a little bit at a time so that the task isn't too daunting, but I've 
already switched to it as my default aircraft (rather than the 172p).  Some 
day, the whole interior will look passably nice, but for now, I'm 
concentrating on the parts you see looking straight-forward while flying.

My next big hurdle is figuring out how to model radios in 3D.  I'll make a 
separate posting on that.

All the best,

David

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[Flightgear-devel] Re: New keybinding

2004-03-11 Thread Melchior FRANZ
* David Megginson -- Thursday 11 March 2004 17:05:
 I'm not sure if r/R are in use.

Yes. r is replay, R is toggle thrust reverser on the Fokker100.
see $FG_ROOT/Docs/keyboard/map.pdf, or http://members.aon.at/mfranz/map.pdf

m.


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[Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread David Megginson
I'm struggling a bit with the best way to implement text for the new 
(3D-capable) animation code in FlightGear.  Plib's current approach seems 
suboptimal -- it uses textured fonts (good), but instead of adding the text 
directly to a scene graph, it requires a separate drawing pass for it (bad). 
 I wonder if the plib text is one of the reasons that the old (2D-only) 
animation code could hurt the framerate so badly.

So, what do we do?  Do we require each instrument to supply a texture with 
all the text it might use and then simply animate texture coordinates?  That 
works well for, say, OIL on an annunciator, but it isn't practical for 
frequencies, much less waypoint identifiers.

Or, on the other hand, do we recreate the entire functionality of the PLIB 
FNT library and integrate it properly into the scene graph, generating a 
separate quad for each character?

Are there any better solutions for general display-text support?  For 
mechanical displays with numbers on rotating drums, etc. (like the King KX 
170B NAVCOM), we should simply animate the mechanism -- we need text 
animations for LED and other more sophisticated display types.

All the best,

David

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RE: [Flightgear-devel] New keybinding

2004-03-11 Thread Vivian Meazza


David Megginson wrote

 Sent: 11 March 2004 16:05
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New keybinding
 
 
 Vivian Meazza wrote:
 
 I've bound Ctrl-R to the radios dialog.  I imagine that this
 will be a very 
 frequently-used command, especially for aircraft that do not have 
 fully-interactive radios yet.
 
  Is that hard coded? I was literally in the process of 
 binding R/r for 
  seat raise/lower. Rather sounds like I'd better use L/l.
 
 That's *control* R.  I'm not sure if r/R are in use.

Yes, understand that - I didn't want to mix contexts up - CTRL R R/r = raise
seat and radios. Not too easy to remember, and you might want to use R/r for
other radio stuff.

No problem, I'll use L/l

Regards

Vivian



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Re: [Flightgear-devel] Compiling under MS visual studio .NET 2003 -

2004-03-11 Thread marco . gugel
Fred wrote
Marco,

Olivier just confirmed me that with the patches just included in CVS
by Erik, SimGear compiles fine with MSVC .Net 2003. It seems that
SimGear 0.3.4 has a problem in clouds3d that was corrected since then.

So, my only advice is that it is time to switch to the CVS version.

-Fred


Hi Fred,
thank you very much for your help and support. I'll try to use the CVS version.
I'm sorry for my not quick answer, but I was temporarily without Internet
connection.
Marco


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-03-11 Thread Martin Spott
David Megginson wrote:

 Yes: I haven't set the UV explicitly for all the faces yet, so there are 
 some weird default texture patterns in places -- I'm working through the 
 plane a little bit at a time so that the task isn't too daunting, but I've 
 already switched to it as my default aircraft (rather than the 172p).

As the next step you probably might want to sell your Warrior in favour
of an Archer  :-))

 My next big hurdle is figuring out how to model radios in 3D.  I'll make a 
 separate posting on that.

BTW - radios   I figured out how much money I'd need to spend for
an IFR 'upgrade' after I have the PPL. This is _incredibly_ expensive
in Germany. You'll have to do almost 60 hours !! of training with
instructor (some on a simulator), an IFR equipped aircraft is more
epensive and even the instuctor gets more money for an IFR flight. This
means the IFR 'add-on' costs almost 150 % or the simple PPL.
Is this similar to what you experienced in Canada ?

Martin.
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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread Andy Ross
David Megginson wrote:
 I'm struggling a bit with the best way to implement text for the new
 (3D-capable) animation code in FlightGear.  Plib's current approach
 seems suboptimal -- it uses textured fonts (good), but instead of
 adding the text directly to a scene graph, it requires a separate
 drawing pass for it (bad).  I wonder if the plib text is one of the
 reasons that the old (2D-only) animation code could hurt the framerate
 so badly.

What interface would you like?  The Plib fnt library is an immediate
mode kind of thing.  If you want it to live in the scene graph, you
need only write a node object that sets up the matrices appropriately.
A fancy implementation of static text might precompile it into a set
of textured quads instead of doing it at render time from the input
string; but for static text you might as well use a static texture
anyway.

I'd suggest an interface where you specify a location for the lower
left corner of the text, a plane in which it exists, and a point
size in real world units.  This stuff can compile down to a single
matrix push, and the node object just calls the immediate mode fnt
stuff inside of draw().

Honestly, I think you might be fooling yourself on the 2D/3D
performance issues.  There's no secret sauce in ssg that makes it
faster; my guess is that the existing 3D cockpits are faster than the
2D ones because they use fewer and smaller textures, and do less
animation of the layers.  If you were to port the 2D panels to 3D
model files with a 1:1 mapping, you probably wouldn't see any
difference.

Andy

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread David Luff
Martin Spott writes:

 David Megginson wrote:
  Update of /var/cvs/FlightGear-0.9/data/Aircraft/pa28-161/Models
  In directory baron:/tmp/cvs-serv6690/Aircraft/pa28-161/Models
 
  Modified Files:
  pa28-161.ac panel.rgb 
  Added Files:
  bench-back.rgb glareshield.rgb 
  Log Message:
  Added textures for the back bench (not right yet) and the glareshield.
 
 This aircraft gets really nice. 

I'll second that - it really is good.  It looks really good, and at high resolutions 
the frame rate is much better than the default - I've seen 60 (pa28) vs. 30 (c172) at 
some locations and resolutions.

One bug though - I don't see the instrument needles under Linux with an NVidia card.  
I thought you simply hadn't done them, until I saw them under Cygwin with an ATI card. 
 I see the large tilting plane in the turn co-ordinator, and the AI, but none of the 
more 'needlish' needles.  I've got no idea what the problem is.

It also seems a lot easier to bleed off speed and/or height on approach by throttling 
back cf. the default Cessna.  I would imagine they're both similar in that respect in 
real life, as a pilot of both can you (David M) give us some idea of which you think 
is more representative of real world behaviour?

Once again, very nice model :-)

Cheers - Dave

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[Flightgear-devel] Compile error with latest simgear cvs.

2004-03-11 Thread Seamus Thomas Carroll
Hi,

Just update my simgear cvs today and I now get the following error:
In file included from sgstream.hxx:47,
 from sgstream.cxx:32:
../../simgear/misc/zfstream.hxx:144: `traits_type' is not a member of
type `streambuf'
../../simgear/misc/zfstream.hxx:144: parse error before `::'
../../simgear/misc/zfstream.hxx:144: invalid type `{type error}' for
default argument to `int'
make[2]: *** [sgstream.o] Error 1
make[2]: Leaving directory `/scratch/simgear/SimGear/simgear/misc'
make[1]: *** [install-recursive] Error 1
make[1]: Leaving directory `/scratch/simgear/SimGear/simgear'
make: *** [install-recursive] Error 1


Just thought I would get the word out.  Sorry if this has been mentioned 
already.  Is there a solution to this problem?

Seamus


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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread David Luff
Andy Ross writes:

 David Megginson wrote:
  snip

 Honestly, I think you might be fooling yourself on the 2D/3D
 performance issues.  There's no secret sauce in ssg that makes it
 faster; my guess is that the existing 3D cockpits are faster than the
 2D ones because they use fewer and smaller textures, and do less
 animation of the layers.  If you were to port the 2D panels to 3D
 model files with a 1:1 mapping, you probably wouldn't see any
 difference.

My observation has been that the performance difference is very small verging on 
neglible in situations where the framerate appears to be polygon limited, but that as 
the framerate becomes fillrate limited a significant difference emerges, and that the 
difference then increases with increased pixel count.  I've seen significant 
differences at low-poly locations (KLVK, in the base package) with a high pixel 
resolution (1280 x 1024) - 30fps C172 vs. 60fps pa28-161.  This with a card that 
should comfortably fit all the textures (64M).  My gut feeling is that the 2D panels 
are probably overdrawing over scenery pixels that are also getting rendered, and that 
the 3D panels aren't, but that's a wild guess that'll probably leave me looking 
foolish when it's debunked by those who know what's going on...

Cheers - Dave

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread David Megginson
David Luff wrote:

I'll second that - it really is good.  It looks really good, and at high
resolutions the frame rate is much better than the default - I've seen 60
(pa28) vs. 30 (c172) at some locations and resolutions.
The old (2D) panel code seemed to be the real killer, since I'm using much 
more geometry and much bigger textures in the PA-28-161.

One bug though - I don't see the instrument needles under Linux with an
NVidia card.  I thought you simply hadn't done them, until I saw them
under Cygwin with an ATI card.  I see the large tilting plane in the turn
co-ordinator, and the AI, but none of the more 'needlish' needles.  I've
got no idea what the problem is.
I used geometry for the needles, and they must just be too narrow to show 
up.  It's strange, because I also use Linux+NVIDIA (GeForce2Go), and the 
needles do show up on my system at 1600x1200.

In any case, I'll be switching to bigger quads with textures for the needles 
soon, and they should pop up then.

It also seems a lot easier to bleed off speed and/or height on approach
by throttling back cf. the default Cessna.  I would imagine they're both
similar in that respect in real life, as a pilot of both can you (David
M) give us some idea of which you think is more representative of real
world behaviour?
They are different in this respect, though in most others, the 172 and 
Cherokee are comparable.

The real Skyhawk glides forever in the flare, while the Warrior has the 
aerodynamic characteristics of a brick when you chop power (especially with 
full flaps).  That has its advantages -- for example, ATC can squeeze me in 
for an approach ahead of an Airbus or 737, and I can keep up 120 kias almost 
right to the runway and still touch down with the stall horn blaring.  In a 
172, I'd be touching down in the next county if I tried that trick (or at 
least, I'd have to use some pretty viscious slips).

When I first started flying the Warrior, I had a tendency to drop it in from 
a 6 in to a foot up, since the flare decayed so fast compared to a 172. 
First, I learned to recover by adding a bit of power to ease the touchdown, 
then I learned the different technique for a smooth landing without power 
(DON'T give up your airspeed too soon).

Apparently, some Cessnas are like this as well -- the most common damage 
history for a Cessna 182 is a bent firewall from a hard, nose-first touchdown.

All the best,

David

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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread Jim Wilson
Andy Ross said:

 David Megginson wrote:
  I'm struggling a bit with the best way to implement text for the new
  (3D-capable) animation code in FlightGear.  Plib's current approach
  seems suboptimal -- it uses textured fonts (good), but instead of
  adding the text directly to a scene graph, it requires a separate
  drawing pass for it (bad).  I wonder if the plib text is one of the
  reasons that the old (2D-only) animation code could hurt the framerate
  so badly.
 
 What interface would you like?  The Plib fnt library is an immediate
 mode kind of thing.  If you want it to live in the scene graph, you
 need only write a node object that sets up the matrices appropriately.
 A fancy implementation of static text might precompile it into a set
 of textured quads instead of doing it at render time from the input
 string; but for static text you might as well use a static texture
 anyway.

With the EFIS displays a lot of the text is what you might call semi static.
 It doesn't change often, but it changes (autopilot settings and nav id's for
example).  I think the idea of generating the quads makes the most sense.  It
would be nice to have a scheme to share the font texture objects in order to
minimize memory usage across multiple models.

Best,

Jim


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-03-11 Thread David Megginson
Martin Spott wrote:

As the next step you probably might want to sell your Warrior in favour
of an Archer  :-))
In retrospect, I wish I'd bought an Archer, since the cost of ownership is 
virtually identical, but there's a bit more power and useful load when you 
need it.  On balance, though C-FBJO has been a good plane.  If or when I 
move up, it will either be something like a Mooney (for speed) or a Cherokee 
Six (for load), depending on whether it happens after or before my kids 
leave home.  If I ever become wealthy (ha!), it will be a six-seat, 
turbocharged, pressurized twin with known-ice certification.

BTW - radios   I figured out how much money I'd need to spend for
an IFR 'upgrade' after I have the PPL. This is _incredibly_ expensive
in Germany. You'll have to do almost 60 hours !! of training with
instructor (some on a simulator), an IFR equipped aircraft is more
epensive and even the instuctor gets more money for an IFR flight. This
means the IFR 'add-on' costs almost 150 % or the simple PPL.
Is this similar to what you experienced in Canada ?
Most of our training aircraft are already at least minimally IFR equipped 
(mode C transponder, gyros, nav radio, VOR) -- typically, though, students 
move up to a four-seater for IFR training since it's a little more stable. 
You can even train in a non-IFR-certifiable aircraft like the Katana if you 
want, though, as long the IFR is only simulated using a hood or goggles.

In Canada, you need at least 40 hours IFR time for the rating.  You will 
already have done five of that for your PPL and, normally, another five for 
the night rating, so figure on 20 hours dual in a 172 at about CAD 160/hour, 
10 hours dual in the sim at about CAD 80/hour, and a few hundred more in 
exam fees, ground school tuition, texts, and ground briefings, for a total 
just under CAD 5K (less than USD 4K).

All the best,

David

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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread David Megginson
Andy Ross wrote:

Honestly, I think you might be fooling yourself on the 2D/3D
performance issues.  There's no secret sauce in ssg that makes it
faster; my guess is that the existing 3D cockpits are faster than the
2D ones because they use fewer and smaller textures, and do less
animation of the layers.  If you were to port the 2D panels to 3D
model files with a 1:1 mapping, you probably wouldn't see any
difference.
Most of the instruments in the PA-28 were ported 1:1, in fact, and initially 
I used the much higher resolution textures for the high-res 2D panel rather 
than the lower-res textures actually used by the 172p (and I'm still using 
bigger textures for things like the panel background).  I was astounded at 
the framerate difference.  My guess is that one or both of the following is 
the problem:

1. The old panel code triggers some expensive OpenGL rendering calls or 
state changes.

2. The PLIB FNT library is highly inefficent, since the text instruments are 
the only ones not yet ported.

I can stuff the cockpit with higher-res textures and more detailed geometry 
and still get double the framerate on my computer that the old panel code 
gave me.

All the best,

David

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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread Andy Ross
Jim Wilson wrote:
 With the EFIS displays a lot of the text is what you might call
 semi static.  It doesn't change often, but it changes (autopilot
 settings and nav id's for example).  I think the idea of generating
 the quads makes the most sense.

So how about an interface that looks vaguely like (apologies in
advance for getting Plib details wrong -- this is off the top of my
head):

class ssgTextNode : public ssgNode {

  void setBaseline(sgVec3 start, sgVec3 end);
  void setUp(sgVec3 up, bool correctToPerpendicular = true);
  void setPointSize(float lineHeightInMeters);
  void setText(char* text);

  void setFont(FntFont* font);
  void setFntRenderSettings(int AndyForgetsTheDetailsHere, ...);

  void draw();
};

You would set the text baseline with a start point, and an end point
which lies along the line (not necessarily the end, I suppose).  You
need to specify an up vector to get the plane and orientation
correct.  This can be any point on the plane above the baseline.  I
added the correctToPerpendicular option so that you can do affine
transformations on the text to simulate italics or whatnot.

The object would precompile its transformation matric and re-compile
only when the baseline/up points change.  Likewise, the text string
would be precomputed as an array of quads (this might require some
surgery in the Fnt library to expose the right details) and changed
only when the text does.

Most of this would be pretty straightforward.  The geometry code could
be lifted from the 2D-panel-in-3D hack I did (which does basically the
same thing), and the quad synthesis is already done inside the fnt
library; we just need to expose it in the right way.

Andy

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RE: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread Norman Vine
David Megginson writes:
 
 Andy Ross wrote:
 
  Honestly, I think you might be fooling yourself on the 2D/3D
  performance issues.  There's no secret sauce in ssg that makes it
  faster; my guess is that the existing 3D cockpits are faster than the
  2D ones because they use fewer and smaller textures, and do less
  animation of the layers.  If you were to port the 2D panels to 3D
  model files with a 1:1 mapping, you probably wouldn't see any
  difference.
 
 Most of the instruments in the PA-28 were ported 1:1, in fact, and initially 
 I used the much higher resolution textures for the high-res 2D panel rather 
 than the lower-res textures actually used by the 172p (and I'm still using 
 bigger textures for things like the panel background).  I was astounded at 
 the framerate difference.  My guess is that one or both of the following is 
 the problem:
 
 1. The old panel code triggers some expensive OpenGL rendering calls or 
 state changes.
 
 2. The PLIB FNT library is highly inefficent, since the text instruments are 
 the only ones not yet ported.
 
 I can stuff the cockpit with higher-res textures and more detailed geometry 
 and still get double the framerate on my computer that the old panel code 
 gave me.

My not so WAG is that the newer code draws MUCH less then the old approach.  
i.e. All of the 2D Panel was drawn as was all of the scenery that it obscured. 
In the new approach SSG is clipping those instruments not seen and the occluded 
scenery is not drawn.  Note this includes the scenery occluded by the rest of the 
planes interior too

FWIW That PLib's Font routines are quite efficient is amply demonstrated by
the minimal hit drawing the HUD has on the FPS

Norman



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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]

2004-03-11 Thread Martin Spott
David Megginson wrote:

 Most of our training aircraft are already at least minimally IFR equipped 
 (mode C transponder, gyros, nav radio, VOR) -- typically, though, students 
 move up to a four-seater for IFR training since it's a little more stable. 

We don't have two-seaters with gyros at our flight school  ;-)
- except the turn indicator - and we need at least dual NAV/COM as well
as an ADF and DME for IFR flight in Germany. Everything below is not
allowed for IFR.

 In Canada, you need at least 40 hours IFR time for the rating.  You will 
 already have done five of that for your PPL and, normally, another five for 
 the night rating, [...]

Whoops, that is _much_ easier than in Germany. We spend approx. over 9k
Euro (15k CAD) for the PPL alone (including CVFR and night) and
_additional_ 11k Euro (18k CAD) for the IFR training. If you like you
can get it even more expensive 
Ha!, now I know why you managed to have an IFR rating in such short a
timeframe after beginning  :-)

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

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[Flightgear-devel] Training costs

2004-03-11 Thread David Megginson
Martin Spott wrote:

We don't have two-seaters with gyros at our flight school  ;-)
- except the turn indicator - and we need at least dual NAV/COM as well
as an ADF and DME for IFR flight in Germany. Everything below is not
allowed for IFR.
Fuel costs don't help, obviously, but they're a relatively small percentage 
of the cost of operating a plane (i.e. doubling the fuel cost might increase 
the cost of flying by 25%).  Is maintenance more expensive?  Is it taxation 
and government fees?  Obviously, the money's not going into the equipment 
they rent you.

At the Ottawa Flying Club, the 150's that most people train in do not have 
DME, but most of the 172's would meet your criteria, and they're only a 
little more expensive to rent.

All the best,

David

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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread David Megginson
Norman Vine wrote:

My not so WAG is that the newer code draws MUCH less then the old approach.  
i.e. All of the 2D Panel was drawn as was all of the scenery that it obscured. 
In the new approach SSG is clipping those instruments not seen and the occluded 
scenery is not drawn.  Note this includes the scenery occluded by the rest of the 
planes interior too
We're talking about using the old (2D) panel animation code inside a 3D 
cockpit, where the panel itself is a 3D object behind the instruments.  The 
amount of scenery visible in the 3D scene graph is exactly identical (take a 
look at the default 172p, which uses the old 2D panel code).

FWIW That PLib's Font routines are quite efficient is amply demonstrated by
the minimal hit drawing the HUD has on the FPS
That's worth keeping in mind, then.

All the best,

David

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RE: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread Norman Vine
David Megginson writes:
 
 Norman Vine wrote:
 
  My not so WAG is that the newer code draws MUCH less then the old approach.  
  i.e. All of the 2D Panel was drawn as was all of the scenery that it obscured. 
  In the new approach SSG is clipping those instruments not seen and the occluded 
  scenery is not drawn.  Note this includes the scenery occluded by the rest of the 
  planes interior too
 
 We're talking about using the old (2D) panel animation code inside a 3D 
 cockpit, where the panel itself is a 3D object behind the instruments.  The 
 amount of scenery visible in the 3D scene graph is exactly identical (take a 
 look at the default 172p, which uses the old 2D panel code).

Ah... OK but keep in mind you are still drawing all of the Panel even if it is not 
all in view,  this includes all of the 'state changes' taking place in the 2D code 
that 
aren't necessarily happening in the 3D code and SSG might also be smart enough 
to optimize some of these 'state changes' to no-ops or at least minimal-ops. 
AFAIK the 2D code doesn't do any 'OpenGL state' optimization.

Andy's approach for making a true SSG Text object is IMHO the probably the 
way to go about this.  Another approach is to render the texture object each 
frame but this is probably to slow on older cards

Norman

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread Roy Vegard Ovesen
On Thu, 11 Mar 2004 17:10:30 +, David Luff [EMAIL PROTECTED] 
wrote:

One bug though - I don't see the instrument needles under Linux with an 
NVidia card.  I thought you simply hadn't done them, until I saw them 
under Cygwin with an ATI card.  I see the large tilting plane in the 
turn co-ordinator, and the AI, but none of the more 'needlish' needles.  
I've got no idea what the problem is.
I too, experienced this, no needles in the instruments. I use a NVidia 
card under Cygwin. After installing the cvs version of plib, the needles 
appeared (I used to have plib 1.6.0).

Another thing that I noticed about the pa28 panel was the plane in the TC 
was not transparent where it should be. The rgb file did have an alpha 
channel but because the file was only 256 colors the alpha channel was not 
transparent in FlightGear. It was OK when I opened it in AC3D, but not in 
FlightGear. Converting the file to 24bit colour solved this, but I think 
that this is a bug, perhaps in plib.

--
Roy Vegard Ovesen
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Re: [Flightgear-devel] Compile error with latest simgear cvs.

2004-03-11 Thread Frederic Bouvier
Seamus Thomas Carroll wrote:

 Hi,
 
 Just update my simgear cvs today and I now get the following error:
 In file included from sgstream.hxx:47,
  from sgstream.cxx:32:
 ../../simgear/misc/zfstream.hxx:144: `traits_type' is not a member of
 type `streambuf'
 ../../simgear/misc/zfstream.hxx:144: parse error before `::'
 ../../simgear/misc/zfstream.hxx:144: invalid type `{type error}' for
 default argument to `int'
 make[2]: *** [sgstream.o] Error 1
 make[2]: Leaving directory `/scratch/simgear/SimGear/simgear/misc'
 make[1]: *** [install-recursive] Error 1
 make[1]: Leaving directory `/scratch/simgear/SimGear/simgear'
 make: *** [install-recursive] Error 1
 
 
 Just thought I would get the word out.  Sorry if this has been mentioned 
 already.  Is there a solution to this problem?

On which OS ? ( Cygwin or Linux ? )
What is your compiler version ?

-Fred



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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread Jon Stockill
On Thu, 11 Mar 2004, David Megginson wrote:

 I used geometry for the needles, and they must just be too narrow to show
 up.  It's strange, because I also use Linux+NVIDIA (GeForce2Go), and the
 needles do show up on my system at 1600x1200.

 In any case, I'll be switching to bigger quads with textures for the needles
 soon, and they should pop up then.

I didn't get them here either, but the compass housing also exhibited a
few problem, and so I suspect the cause of all this is plib merging
vertices - I can't remember the limit I've got set at the moment.

-- 
Jon Stockill
[EMAIL PROTECTED]

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RE: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread Jim Wilson
Norman Vine said:

 Ah... OK but keep in mind you are still drawing all of the Panel even if it
is not 
 all in view,  this includes all of the 'state changes' taking place in the
2D code that 
 aren't necessarily happening in the 3D code and SSG might also be smart enough 
 to optimize some of these 'state changes' to no-ops or at least minimal-ops. 
 AFAIK the 2D code doesn't do any 'OpenGL state' optimization.
 

A. With the c172p in 3D mode on my lowly 32mb geforce2mx at KSFO: 

- View angle with panel in view 20 fps.

- View angle slightly up so panel disappears below bottom of frustrum, but
scenery still the same,  32 fps.

B. With the c172p in 2D mode on the same lowly geforce2mx at KSFO:

- 2D panel screen, 28 fps.

- 2D panel screen off, 44 fps.

C. With the pa28-161 3D Instruments:

- 3D instrument panel at default view angle: 32 fps.

- View angle slightly up: 38 fps.

It looks like what everyone is saying holds true.  The biggest savings here is
with 3D instruments vs the 2D panels mapped to 3D cockpits (C vs A).  No surprise.

One interesting thing I picked up on that didn't occur to me before: it seems
that the translucent prop disk object ends up costing 2-3 fps while in the
cockpit view.  I wonder if it is worth the cost.


Best,

Jim


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[Flightgear-devel] EasyXML

2004-03-11 Thread Jon S Berndt
As far as I can tell, there is no SimGear-devel list, so I'm asking 
this here.

I'm probably going to toy with EasyXML for a C++ side project I'm 
working on - and if that goes well, perhaps think about using it with 
JSBSim as well. I am guessing that I ought to be able to grab the 
EasyXML files from my flightgear installation and place them in my 
other application development directory, then compile and link them 
similarly to the way flightgear does it. To actually make any sensible 
use of it in my application, if I have read the docs correctly, I 
think I need to derive a class from XMLVisitor and override the 
handlers.

I don't want to burden anyone with any handholding request, but any 
pointers on where the best documentation is (I am currently reviewing 
the docs at simgear.org), which files -- other than the EasyXML files 
themselves -- in the FlightGear tree should I peruse, and any other 
guidance on using EasyXML would be greatly appreciated and also 
increase my chance at success given my extremely limited time.

Jon

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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread David Megginson
Norman Vine wrote:

Ah... OK but keep in mind you are still drawing all of the Panel even if it is not 
all in view,  this includes all of the 'state changes' taking place in the 2D code that 
aren't necessarily happening in the 3D code and SSG might also be smart enough 
to optimize some of these 'state changes' to no-ops or at least minimal-ops. 
AFAIK the 2D code doesn't do any 'OpenGL state' optimization.
Yes, that sounds more likely.

All the best,

David

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Re: [Flightgear-devel] RFD: 3D Text Issues

2004-03-11 Thread David Megginson
Jim Wilson wrote:

One interesting thing I picked up on that didn't occur to me before: it seems
that the translucent prop disk object ends up costing 2-3 fps while in the
cockpit view.  I wonder if it is worth the cost.
I don't think that we need any prop disk at all for cruise RPMs -- the 
propeller really does become invisible.  We should probably introduce a 
translucent prop disk only at lower RPMs, say, 1500 and below -- it's 
usually when I cut power for approach that I can (sort of) see the prop again.

All the best,

David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread David Megginson
Roy Vegard Ovesen wrote:

I too, experienced this, no needles in the instruments. I use a NVidia 
card under Cygwin. After installing the cvs version of plib, the needles 
appeared (I used to have plib 1.6.0).
Ah, yes -- the last official PLIB version has a bug (I can hardly consider 
it a feature) where anything smaller than 1cm gets squished together.  The 
same bug makes knobs and other small 3D objects come out funny.

Another thing that I noticed about the pa28 panel was the plane in the 
TC was not transparent where it should be. The rgb file did have an 
alpha channel but because the file was only 256 colors the alpha channel 
was not transparent in FlightGear. It was OK when I opened it in AC3D, 
but not in FlightGear. Converting the file to 24bit colour solved this, 
but I think that this is a bug, perhaps in plib.
Was this in PLIB 1.6, again?  The alpha transparency is fine using the CVS plib.

All the best,

David

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[Flightgear-devel] python - usable / presentable ?

2004-03-11 Thread Alex Perry
I haven't heard much talk about the python class wrapper for FGFS's
telnet remote access to the property tree.  The scripting directory
in CVS appears to have been untouched for the last couple of years.
Is it still a stable bit of code whose capabilities we promote ?

I'm asking because I've been invited to give a talk to the local
Python users group (maybe as a joint meeting with one of the LUGs).
However, I don't want to give a talk on something we don't use.

It occurred to me that the FlightGear.py is a neat example of the
power of Python in allowing easy encapsulation of something that
wasn't originally designed with programmatic use in mind.

Comments ?
Does anyone have neat .py files other than the ones already in CVS ?
Has someone already given a talk like this, that I could build on ?
How many simultaneous users can connect to one FGFS using telnet ?

Alex.

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Re: [Flightgear-devel] EasyXML

2004-03-11 Thread Frederic Bouvier
Jon S Berndt wrote:

 I don't want to burden anyone with any handholding request, but any 
 pointers on where the best documentation is (I am currently reviewing 
 the docs at simgear.org), which files -- other than the EasyXML files 
 themselves -- in the FlightGear tree should I peruse, and any other 
 guidance on using EasyXML would be greatly appreciated and also 
 increase my chance at success given my extremely limited time.

You should have a look at SimGear / simgear / props / props_io.cxx 
to have an example of EasyXML use.

-Fred



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Re: [Flightgear-devel] Re: [Flightgear-cvslogs]CVS: data/Aircraft/pa28-161/Models

2004-03-11 Thread Frederic Bouvier
David Megginson wrote:

 Roy Vegard Ovesen wrote:

  Another thing that I noticed about the pa28 panel was the plane in the
  TC was not transparent where it should be. The rgb file did have an
  alpha channel but because the file was only 256 colors the alpha channel
  was not transparent in FlightGear. It was OK when I opened it in AC3D,
  but not in FlightGear. Converting the file to 24bit colour solved this,
  but I think that this is a bug, perhaps in plib.

 Was this in PLIB 1.6, again?  The alpha transparency is fine using the CVS
plib.

I am using the CVS plib and I am seeing this bug.

-Fred



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