Re: [Flightgear-devel] nurbs headaches

2004-11-09 Thread Gerhard Wesp
 Unfortunately DEM data is *way* too noisy and has too much potential for 
 odd artifacts to use directly.  What I have done is to take a coarse 

Hmm...  About what resolution are we talking here?

What additional data do you have available for the runways?  I guess you
have it's position (two endpoints?  center point, direction, length?)
and ``elevation''?  Commonly, the runway elevation at both thresholds
is given in the approach plates, is this data available?

How about the following KISS solution:  Do a first- or second-order
approximation of the elevation of the centerline (least squares).
Define the runway using its width, this centerline and no sideways
slope.

Cheers
-Gerhard
-- 
Gerhard Wesp o o   Tel.: +41 (0) 43 5347636
Bachtobelstrasse 56   |   http://www.cosy.sbg.ac.at/~gwesp/
CH-8045 Zuerich  \_/   See homepage for email address!

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Re: [Flightgear-devel] New Sidewinder Precision Pro Joystick settings

2004-11-09 Thread Erik Hofman
Oliver C. wrote:
This file has been committed.
Thank you, but i think (after looking into cvs today) that you checked in 
another file, it is different to my one and doesn't have the fixes.
I committed the one you sent to the list, except that I added the nasal 
bindings for flaps already.

Erik
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RE: [Flightgear-devel] MD11 model filenames

2004-11-09 Thread Richard Bytheway
Windows doesn't care whether the files name is upper case, lower case or some 
funky mixed case, they all refer to the same file. 
I presume that on a case sensitive file system the case of the filename and the 
case of the reference to the filename must match, but on Windows this is not 
the case.

The only problem at the moment is that CVS barfs on the second of each pair 
with a xxx is in the way warning. Removing the one from CVS that is not 
referenced by the model will solve the problem.

Richard

 
 I can go to 3D Studio and change the textures' name to 
 lowercase, but I won't 
 be able to do that until... next year.  I have been kind of 
 busy these days.
 
 Ampere
 
 On November 8, 2004 11:51 am, Durk Talsma wrote:
  To the best of my knowledge, this duplication was 
 introduced when Erik
  changed the original upper case names to lower case, 
 because I thought the
  upper case filenames might give problems on windows 
 systems, or something
  like that. But, on case-sensitive OSses (such as my 
 trustworthy linux
  station). The 3ds model file expects all upper case 
 texturefile names,
  which is why they were changed back to their original state.
 


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[Flightgear-devel] Re: MD11 model filenames

2004-11-09 Thread Melchior FRANZ
* Richard Bytheway -- Monday 08 November 2004 10:13:
 I have noticed that there are files in the MD11 model which have the
 same name on a system with a case insensitive filesystem: 

While we are at it: even though filenames containing spaces are understood
by most file systems, they are still ugly and can cause problems (especially
when given as an argument to badly written scripts or command lines ;-).
Could these, too, be changed please?

  $ find|awk '/ / {print}'
  ./Aircraft/Spitfire/Sounds/Spitfire MK IX.wav
  ./Aircraft/Spitfire/Sounds/Spitfire Flyby.wav
  ./Aircraft/737/Instruments/Textures/eicas background.rgb
  ./Models/Doc/Boeing747/File ID.diz

m.

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RE: [Flightgear-devel] Re: MD11 model filenames

2004-11-09 Thread Vivian Meazza
Melchior wrote:

 While we are at it: even though filenames containing spaces are understood
 by most file systems, they are still ugly and can cause problems
 (especially
 when given as an argument to badly written scripts or command lines ;-).
 Could these, too, be changed please?
 
   $ find|awk '/ / {print}'
   ./Aircraft/Spitfire/Sounds/Spitfire MK IX.wav
   ./Aircraft/Spitfire/Sounds/Spitfire Flyby.wav

They're not used. I'll remove them next time I update the model. Nice to
listen to though :-).


Vivian



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Re: [Flightgear-devel] nurbs headaches

2004-11-09 Thread Martin Spott
Gerhard Wesp wrote:

 What additional data do you have available for the runways?  I guess you
 have it's position (two endpoints?  center point, direction, length?)

Runway center point, orientation, length, width and in rare cases an
exact elevation - not to think about that the whole stuff has to
match thousands of small taxiway sections as well 

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

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RE: [Flightgear-devel] Model animations

2004-11-09 Thread Vance Souders
Innis,

We brought the mdl T6 model into 3DS max and we're in the process of
cleaning up the geometry and skin (many of the small geometry issues are
likely due to errors during the import).  As far as I know, the T6 in
Flightgear never had any animations associated with it.  The reworked T6
should be pretty slick when it's finished.

-Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Innis
Cunningham
Sent: Tuesday, November 09, 2004 2:40 AM
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] Model animations

Hi Vance
If you could just clear something up for me.The last time the t6 was in FG 
it was
using an mdl (MSFS) to run.Is the model you are running using an .ac model 
file.If
not the animations won't work.
Anyway if you want to see the XML code to spin the fan on the 737 just have 
a
look at the boeing733.XML file.

Cheers
Innis

Vance Souders writes

Erik,

The prop is multiple triangles.  I've even tried spinning other parts of 
the
craft but have had no luck.  In fact, none of the animation commands seem 
to
be doing much of anything to the craft, which is what led me to believe 
that
there was something wrong with my syntax.

-Vance



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Re: [Flightgear-devel] FG on Mac OSX

2004-11-09 Thread Simon Hollier
On Monday 08 November 2004 16:31, Arthur Wiebe wrote:
 I will. (Not that I've been trying that hard lately)

 The biggest problem is getting plib to compile and install. But then
 again my problem was with simgear. I have some new ideas now and will
 try them out. If ever I break through the ice you'll hear from me. :-)

What problems were you having with compiling plib/Simgear?  I have compiled 
flightgear on G4 Powerbook (10.3) and don't remember having any real problems 
with plib.  The biggest problem that I remember was changing path's to GL 
since Apple has the OpenGL framework.  There is probably some autotools 
wizardry that would solve this (or some other means, symlinks), but I was 
just tinkering while I was on a trip.  I'll try to find some time to clean it 
up and post a how-to on the wiki.  I assume fltk+fgrun will compile for OSX 
and want to get that going before I make an image to download.

I also have completed a Suse 9.1 RPM and will upload that to a site later this 
week when I'm done testing it.  I'm getting no less than 70 fps and most 
often 120 fps going through and around SF on a GeForce FX5900 running Suse 
9.1 with the dlist and plib patches : Thanks! Still haven't had a chance to 
try X.org CVS for my 9200 first edition; and yes, Martin, it's flightgear 
that is using 450+MB of the 512MB of memory causing the paging out to disk 
and can be isolated to the dlist call. 

Simon

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Re: [Flightgear-devel] nurbs headaches

2004-11-09 Thread Curtis L. Olson
Gerhard Wesp wrote:
Hmm...  About what resolution are we talking here?
 

Generally, 90m SRTM.
What additional data do you have available for the runways?  I guess you
have it's position (two endpoints?  center point, direction, length?)
and ``elevation''?  Commonly, the runway elevation at both thresholds
is given in the approach plates, is this data available?
 

Often, elevation of each touch down point is available, although that is 
not included in Robin's database.

How about the following KISS solution:  Do a first- or second-order
approximation of the elevation of the centerline (least squares).
Define the runway using its width, this centerline and no sideways
slope.
 

This [wc]ould cause problems in places where runways intersect and 
doesn't account for the surface of all the taxiways and the rest of the 
airport, and it doesn't help blend the airport cleanly into the 
surrounding terrain.

For what it's worth, I believe I have beaten the nurbs approach into 
submission (mostly) and I hope that the next scenery release will be an 
incremental improvement over the last one, with better surface matching 
to the underlying dem, but with fewer odd artificats (I believe I have 
eliminated those 5m drop offs that occured in the middle of a very few 
runways.)

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] New Sidewinder Precision Pro Joystick settings

2004-11-09 Thread Oliver C.
On Tuesday 09 November 2004 09:58, Erik Hofman wrote:
 Oliver C. wrote:
 This file has been committed.
 
  Thank you, but i think (after looking into cvs today) that you checked in
  another file, it is different to my one and doesn't have the fixes.

 I committed the one you sent to the list, except that I added the nasal
 bindings for flaps already.


No, even if i consider your new nasal bindings this is not my file.
I had completly other button bindings.
Brake is still on button 1.
Changing view is not available, gear is missing too,
And the flaps and left and right brake buttons are still crossed like they 
were before and different on windows and linux.
I also added some informations about the joystick assignment in my file this 
part is missing too in cvs.
You must have changed and committed another file because this is in no way my 
one.

Best Regards,
 Oliver C.

 
 


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[Flightgear-devel] 3D cockpit authoring

2004-11-09 Thread Vance Souders








Is there an aircraft currently in flightgear that is a good
example of proper 3D cockpit construction? I looked over the p51's files
and it seemed fairly straightforward so following the p51's example I
added these lines to my cong file. With this simple config, the compass only
shows up when you're looking at the aircraft from an external view. Is
it necessary to define the hotspots for instruments to show in cockpit mode?



-Vance



PropertyList



pathT6Texan2.ac/path



!-- Front hotspots --

panel

pathAircraft/t6texan2/Models/t6-hotspots.xml/path

bottom-left

x-m3.705/x-m

y-m-0.30/y-m

z-m-0.30/z-m

/bottom-left

bottom-right

x-m3.705/x-m

y-m
0.30/y-m

z-m-0.30/z-m

/bottom-right

top-left

x-m3.705/x-m

y-m-0.30/y-m

z-m
0.62/z-m

/top-left

/panel



model

pathAircraft/t6texan2/Models/t6-compass.xml/path

offsets

x-m-1.5/x-m

y-m-0.10/y-m

z-m0.10/z-m

/offsets

/model



snip












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Re: [Flightgear-devel] 3D cockpit authoring

2004-11-09 Thread David Megginson
On Tue, 9 Nov 2004 12:57:43 -0500, Vance Souders
[EMAIL PROTECTED] wrote:

 Is there an aircraft currently in flightgear that is a good example of
 proper 3D cockpit construction? 

I don't know about 'good', but the J3 Cub and the PA-28-161 both have
pure 3D cockpits (no 2D panel code).


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] nurbs headaches

2004-11-09 Thread Gerhard Wesp
 This [wc]ould cause problems in places where runways intersect and 
 doesn't account for the surface of all the taxiways and the rest of the 

Ack.  I missed that point.

 For what it's worth, I believe I have beaten the nurbs approach into 
 submission (mostly) and I hope that the next scenery release will be an 

OK, congrats!

Cheers
-Gerhard
-- 
Gerhard Wesp o o   Tel.: +41 (0) 43 5347636
Bachtobelstrasse 56   |   http://www.cosy.sbg.ac.at/~gwesp/
CH-8045 Zuerich  \_/   See homepage for email address!

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RE: [Flightgear-devel] 3D cockpit authoring

2004-11-09 Thread Vivian Meazza

David wrote:
 
  Is there an aircraft currently in flightgear that is a good example of
  proper 3D cockpit construction?
 
 I don't know about 'good', but the J3 Cub and the PA-28-161 both have
 pure 3D cockpits (no 2D panel code).
 

You can add the Spitfire to that list. It might not be good, but it is about
as complex as it gets.

You will see there that each instrument only shows up in certain views.

Vivian.



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[Flightgear-devel] Building FlightGear on Mac OSX

2004-11-09 Thread Adam Dershowitz
I have been trying to build FlightGear 0.96 (CVS) on a Mac, and have been
using fgdev, and have followed the instructions in the FG users guide, as
well as the instructions included in fgdev, but I have run into a bunch of
problems.  
Any help that anyone can offer would be greatly appreciated.
I have searched the lists and see that some others have had some of the same
problems, but I have not found postings of solutions.  I guess that the
instructions for building on a Mac in the users guide are somewhat out of
date.

I am using OSX 10.3.5 and I have Xcode 1.5 installed (gcc 3.3 and gcc
2.95.2).  The insructions say to use gcc 2.95, so I have started with that.
I also am using tcsh as instructed (which is no longer the Mac default).

First I found that by default I already had the versions of automake and
autoconf that the instructions say to build, so I did not do that.  (1.6.3
and 2.53 respectively)

I had trouble getting plib to build, but, after a few changes, got it to
compile.

The instructions next call for building metakit, but I assume that is now
included in SimGear?

Building SimGear failed with gcc 2.95.  When I switched to 3.3 it got much
further, but failed on testserial.  I was hoping that this is not critical.

So next I tried to build FlightGear itself:
./configure --prefix=$BUILDDIR --without-threads --without-x
configure: error: cannot run /bin/sh ./config.sub


I found that the reason is that config.sub does not exist.  Shouldn't
autogen.sh create this file?  Did I do something wrong?
(I see that someone else had the same problem and posted to the mailing
list, but I could not find a response).

So, where I think I stand is:  I have plib, I think that I have SimGear?  I
have downloaded and installed OpenAL and I can't get FG itself to even start
to compile.

Thanks,


-- Adam





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Re: [Flightgear-devel] Seafire and Spitfire engine startup

2004-11-09 Thread Paul Surgeon
On Monday, 8 November 2004 11:13, Vivian Meazza wrote:
 Could you use the properties browser to make sure
all switches/fuel cocks
 are in the right position, and confirm that the
Coffman starter is indexing
 correctly? You are using the starter button and not
the adjacent fuel gauge
 button (I'm sure you are)? The engine will do a
windmill start if you
 switch the magnetos to 'on' while the engine is
rotating above about
 500rpm.

I got the windmill start to work but it did something
a bit odd.
The magnetos were both on but I had to click on one of
them and only then would the engine start running. The
switch position were still the same before and after
(on position) but clicking on one of them did
something.

However the aircraft cannot be started on the ground
using a GLUT build. Rebuilding with SDL fixed the
problem so it looks like Melchior may be right.
When I fired the starter the property stayed true
for as long as I held the key down.

Oddly enough the 172 starts just fine using glut.

Paul






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