Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-27 Thread Robicd

I've found Geotrans Translator v.2.2.5 software; I tried using it for 
converting from WGS84/NUTM33 to WGS84/Geodetic coordinates and I had 
some not very good results.
I don't know if I am making something wrong with that software or the 
starting coordinates are not accurate (although they should be :-)
I'll investigate more and download GDAL too. Let's see.

Do you know Geotrans too? Is it of any value?

If this is the NIMA Geotans tool,  it is an excellent tool.
Norman
Yes it is. But I'm not very happy with that. Maybe it's just me (I'm 
totally new to those coordinates systems) or the fgfs scenery are not 
accurate enough. Anyway the first results are not very satisfying. 
Objects placed into fgfs scenery, using the coordinates which Geotrans 
converted for me, are in the wrong place.
Maybe I'm missing something. Are experienced with that Geotrans? May I 
send you some test files and double check with you what I am doing so to 
be shure it's not me doing it wrong?

   Thx in advance,
   Roberto

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Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-27 Thread Frederic Bouvier
Quoting Robicd :

 Datum: WGS84
 Projection: NUTM33
 Coordinate top left
 x: 353620.2 y: 4225543.6
 Coordinate bottom right
 x: 354212.2 y: 4225976.1
  These are UTM North Zone 33

I entered these coordinates in fgsd and I had my test picture mirrored upside
down. It appears that your bottom has a northings (y) value greater than your
top.

Anyway, I get these ( decimal ) values :
x: 353620.2 y: 4225543.6 = lat: 38.16592 lon: 13.32904
x: 354212.2 y: 4225976.1 = lat: 38.16991 lon: 13.33570


HTH
-Fred

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Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-27 Thread Roberto Inzerillo
Hi Fred,

  Datum: WGS84
  Projection: NUTM33
  Coordinate top left
  x: 353620.2 y: 4225543.6
  Coordinate bottom right
  x: 354212.2 y: 4225976.1
   These are UTM North Zone 33
 
 I entered these coordinates in fgsd and I had my test picture mirrored
 upside
 down. It appears that your bottom has a northings (y) value greater than
 your
 top.
 
 Anyway, I get these ( decimal ) values :
 x: 353620.2 y: 4225543.6 = lat: 38.16592 lon: 13.32904
 x: 354212.2 y: 4225976.1 = lat: 38.16991 lon: 13.33570

You're totally right. That can't be. Bottom right coordinate is wrong of
course.
I checked again (not the same image, but from the same source, which is
www.atlanteitaliano.it, and at almost same coordinates) and I got what
follows:
Top Left   x: 353582.4   y: 4225544.6
Bottom right   x: 354210.8   y: 4225048.5

Anyway, can you please explain to me how to place some aerial/pictures into
a scene in order to texture the terrain? I'd like to use those pictures from
www.atlanteitaliano.it but I don't find any docs about this procedure. I
know it's possible, there are screenshots at www.flightgear.org, but there's
no documentation.

  Thx,
Roberto


-- 
Sparen beginnt mit GMX DSL: http://www.gmx.net/de/go/dsl

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[Flightgear-devel] Indicated Turn Rate.

2005-01-27 Thread Dave Martin
I'm working on a new aircraft model and have just come to putting some 
instruments in place.

I discovered a problem with the turn-coordinator which takes input 
from /instrumentation/turn-indicator/indicated-turn-rate

Unfortunately, as soon as FG starts, this value quickly drops to -2.50 and 
holds there. (regardless of how you move the aircraft).

Has anyone got any ideas how I broke this?

The TC doesn't need to be an electrical system does it?

Thanks

Dave Martin.

Note: I'm using a weekend CVS build and the TC works in the other aircraft.

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Re: [Flightgear-devel] Indicated Turn Rate.

2005-01-27 Thread Curtis L. Olson
Dave Martin wrote:
I'm working on a new aircraft model and have just come to putting some 
instruments in place.

I discovered a problem with the turn-coordinator which takes input 
from /instrumentation/turn-indicator/indicated-turn-rate

Unfortunately, as soon as FG starts, this value quickly drops to -2.50 and 
holds there. (regardless of how you move the aircraft).

Has anyone got any ideas how I broke this?
The TC doesn't need to be an electrical system does it?
Thanks
Dave Martin.
Note: I'm using a weekend CVS build and the TC works in the other aircraft.
 

I believe the default TC is designed to run off an electricly driven 
gyro ... so if you have no juice, the gyro will spin down (or never spin 
up) and  you'll see symptoms like you describe.  I would suggest 
dropping in the generic electrical system config to see if that takes 
care of the problem.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Paul Surgeon wrote:
I played around with some runway lighting today to see if textured polygons 
are feasible.
Here is what textured, billboard runway lights look like :
http://surgdom.hollosite.com/flightgear/screenshots/index.html

With 6 * 1 ft runways all in view at one time my frame rate dropped from 
50 down to 20 FPS on an old Ti 4200.
I think 6 * 1 ft runways should pretty much cater for any large airport.
That's close to 5000 runway lights.

This is just a hardcoded test to see what the performance impact is if one 
uses a brute force approach with zero performance enhancements.
One could probably cull in between lights beyond certain distances which would 
help performance and look a bit better from a distance.

Also I'm not sure what sort of impact billboarding and distance scaling has on 
performance - it would probably be faster if I had fixed polygons.

If my Ti4200 can do the job then I'm sure newer video cards like the nVidia FX 
5700 and up should handle these lights quite nicely.
 

One thing we would need to figure out before we could head down this 
path would be a way to hide runway lights that are viewed from behind.  
Approach and runway lights are directional and pointed directly at 
aircraft arriving on the glide slope.  So as you view them off axis they 
will be dimmer and when viewed from behind you shouldn't see them at all.

Currently lights are actually a triangle drawn in point mode with two 
of the verticies set to zero alpha.  This way backface culling hides the 
lights from behind.

But if we switch to some sort of billboarded quad for lights, we lose 
this capability.

We would either need to come up with some clever trick, write a new ssg 
selector node with this sort of functionality, or use vertex shaders 
which plib doesn't support.

Any ideas?
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Indicated Turn Rate.

2005-01-27 Thread Dave Martin
On Thursday 27 Jan 2005 18:06, Curtis L. Olson wrote:


 I believe the default TC is designed to run off an electricly driven
 gyro ... so if you have no juice, the gyro will spin down (or never spin
 up) and  you'll see symptoms like you describe.  I would suggest
 dropping in the generic electrical system config to see if that takes
 care of the problem.

 Curt.

Thank's that fixed it :-)

I think I should probably look into making a good electrical system for this 
model.

Cheers

Dave Martin

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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against Sun's

2005-01-27 Thread Arnt Karlsen
On Thu, 27 Jan 2005 07:12:49 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..this Groklaw thread suggests we cannot do a GPL port to Sun's new
  OpenSolaris, as we risk lawsuits:
 
 No, and the reason is stated here:
 
  Because Sun is not opening their patents to the entire open source
  community under any license, anyone who works on CDDL code and/or
  reviews the Sun patents is now tainted [...]
 
 Porting to OpenSolaris and working on OpenSolaris are two totally
 different topics. BTW:

..riiight, we all can agree on that, now try keeep in mind _none_ of us
are IBM, and The SCO Group is still running its 2 yr old 419 scam in
the 9'th Circuit Court before Judge Kimball in SLC, Utah.  

..I mean, can _you_ disprove TSG's claim Linus stole UNIX code?
As in; pay your own pack of law sharks, a court reporter's etc travel
etc expenses to go visit Linus and have him get his lawyer etc to help
his testify under oath Hell no, I wrote it myself!?  

..eh, no?  Then TSG's claim Linus stole UNIX code becomes a 
legally established case law fact.

 1.) we get around 300 downloads of the Solaris package per _year_,

..yeah, it's we risk losing say 300 Solaris people against I risk
losing my home etc on a patent infringement lawsuit from Sun,
AFAICT.  

..in Norway, I'm expected to know all about patents in my field, (which
BTW thank God is thermochemical gasification ;o) ) as the expected 
due diligence, while Americans and software developers do their due 
diligence by _NOT!!!_ knowing _anything_ about patents.  Yeehaw.

 2.) I expect the sol8 package to run on sol9 and OpenSolaris as well.
 
 So why should be bother 

..if our sol8 port works for sol9 and sol10 and OpenSolaris, we're home
free, whether or not this continues to be the case, Sun decides.  _If_
they decide to introduce Microsoft-style DR-DOS errors against us,
my recommendation is we pull _all_ Solaris support, and go public on
Groklaw and whatever else media is listening, it would also help Sun's
remaining few supporters in the open source world push Sun C-level
staff towards GPL and ditch their their cuddly TSCOG CDDL license.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Indicated Turn Rate.

2005-01-27 Thread Curtis L. Olson
Dave Martin wrote:
On Thursday 27 Jan 2005 18:06, Curtis L. Olson wrote:
 

I believe the default TC is designed to run off an electricly driven
gyro ... so if you have no juice, the gyro will spin down (or never spin
up) and  you'll see symptoms like you describe.  I would suggest
dropping in the generic electrical system config to see if that takes
care of the problem.
Curt.
   

Thank's that fixed it :-)
I think I should probably look into making a good electrical system for this 
model.
 

If you have questions about the config file format, please ask.
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against Sun's

2005-01-27 Thread Andy Ross
Arnt Karlsen wrote:
 ..riiight, we all can agree on that, now try keeep in mind _none_ of
 us are IBM, and The SCO Group is still running its 2 yr old 419
 scam in the 9'th Circuit Court before Judge Kimball in SLC, Utah.

Relax.  Under no circumstances will we be any more exposed than if we
ported to *commercial* Solaris, where we have no rights to any Sun IP
at all.

This is a non-issue.  The complaint is that the Sun patent grant is
unfair and incompatible with the GPL, so free software developers
should not attempt to use the Sun patents.  We aren't, so we don't
care.

Andy

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread David Luff


On 27/01/2005 at 12:19 Curtis L. Olson wrote:

  snip rwy lights are dropping the frame rate 

Any ideas?


Not on the technical side, but one thing we could do now is to ditch the
green taxiway center lights.  These aren't specified in the new format apt
data, and the latest build has defaulted to enabling them for all taxiways
that have edge lights.  If we switch them off for the next scenery build,
then the majority of smaller airports will probably be more accurate (ie.
they shouldn't have them anyway), and the larger airports will gain a
framerate boost at the expense of missing the green lights that might exist
in real life.  Currently the lighting at EGLL or KSFO drops my frame rate
from around 30 to about 10.  Based on a rough estimate of light numbers, I
reckon that ditching the green taxiway centerlights might get back 3 - 4
fps, not brilliant but a start.  Note that the EGLL poly count is already
hitting my frame rate to begin with - at daytime it's about 60 with view
away from airport, 30 with view including airport.  Then 10 with the
lighting added.  The frame rate with lighting enabled at EGLL is completely
independent of anisotropic filtering, FSAA, or screen resolution - it's
pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

Cheers - Dave


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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Martin Spott
Arnt Karlsen wrote:

 ..if our sol8 port works for sol9 and sol10 and OpenSolaris, we're home
 free, whether or not this continues to be the case, Sun decides.  _If_
 they decide to introduce Microsoft-style DR-DOS errors against us,
 my recommendation is we pull _all_ Solaris support, and go public on
 Groklaw and whatever else media is listening, [...]

I'm surprised there are still people out there having too much free
spare time 

Maybe you don't know Sun very much. Sun has a significant history of
supporting binaries of already outdated operating system versions, so
we can expect our binaries to run on Solaris10. And _if_ we realize
that there are users having access to a workstation that is capable of
running FlightGear (as the requirements for FlightGear have grown
rapidly I assume you need at least an XVR-1000 board), running
Solaris10 and having difficulties with our sol8 binaries, then we still
can think about putting Solaris10 on someone's machine and build
FlightGear there.
I think you have forgotten that Solaris10 is not a CDDL-thing only, as
with previous releases you can still simply order the install media,

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

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
David Luff wrote:
On 27/01/2005 at 12:19 Curtis L. Olson wrote:
 

 snip rwy lights are dropping the frame rate 
Any ideas?
   

Not on the technical side, but one thing we could do now is to ditch the
green taxiway center lights.  These aren't specified in the new format apt
data, and the latest build has defaulted to enabling them for all taxiways
that have edge lights.  If we switch them off for the next scenery build,
then the majority of smaller airports will probably be more accurate (ie.
they shouldn't have them anyway), and the larger airports will gain a
framerate boost at the expense of missing the green lights that might exist
in real life.  Currently the lighting at EGLL or KSFO drops my frame rate
from around 30 to about 10.  Based on a rough estimate of light numbers, I
reckon that ditching the green taxiway centerlights might get back 3 - 4
fps, not brilliant but a start.  Note that the EGLL poly count is already
hitting my frame rate to begin with - at daytime it's about 60 with view
away from airport, 30 with view including airport.  Then 10 with the
lighting added.  The frame rate with lighting enabled at EGLL is completely
independent of anisotropic filtering, FSAA, or screen resolution - it's
pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].
 

Could be VASI/PAPI slowing you down in daytime.
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against Sun's

2005-01-27 Thread Arnt Karlsen
On Thu, 27 Jan 2005 10:38:11 -0800, Andy wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
  ..riiight, we all can agree on that, now try keeep in mind _none_ of
  us are IBM, and The SCO Group is still running its 2 yr old 419
  scam in the 9'th Circuit Court before Judge Kimball in SLC, Utah.
 
 Relax.  Under no circumstances will we be any more exposed than if we
 ported to *commercial* Solaris, where we have no rights to any Sun IP
 at all.

..true.
 
 This is a non-issue.  The complaint is that the Sun patent grant is
 unfair and incompatible with the GPL, so free software developers
 should not attempt to use the Sun patents.  We aren't, so we don't
 care.

..we don't know their patent claims, and the advice from Groklaw 
is don't look, or you'll pay 3 times more for wilful infringement.

..here, we're like in a WWI trench; if we duck, we don't see incoming
shell shit, if we take a wee peek, we risk getting shot right down.  ;o)

..the prudent way is, let Sun do the porting.  They get the source any
time they like, and if they want anything new into FlightGear, _they_
get to certify this is our GPL patch and does not infringe on any
patent we know of.  Requiring somesuch statement, we get to rip out
their code and point any plaintiff _their_ way and be done with it like
Linus and the kernel guys are done with the The SCO Group. 

..other than that under these jurisdictions, I don't see what more can
be done to fend off new TSCOG types, so yeah, non-issue it is.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Martin Spott
Martin Spott wrote:

 [...] And _if_ we realize
 that there are users having access to a workstation that is capable of
 running FlightGear (as the requirements for FlightGear have grown
 rapidly I assume you need at least an XVR-1000 board),

While I'm at it   I just read the following paragraph in a Sun
document and I'd like to understand how this might relate to
FlightGear:

High-performance model coordinate (MC) devices, such as the Sun
XVR-1200 graphics accelerator, typically implement vertex processing
and transformations in hardware. A model coordinate device may perform
lighting, coordinate transformations, clipping, and culling as well as
rasterization and fragment processing in hardware, thereby providing
very fast performance.

Can anyone tell how this compares to a typical 3D graphics card for the
PeeCee ? In case someone had one of this type of boards, would
FlightGear make use of these capabilities, and if not, why and could
this be changed ?

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

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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Arnt Karlsen
On Thu, 27 Jan 2005 19:02:34 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..if our sol8 port works for sol9 and sol10 and OpenSolaris, we're
  home free, whether or not this continues to be the case, Sun
  decides.  _If_ they decide to introduce Microsoft-style DR-DOS
  errors against us, my recommendation is we pull _all_ Solaris
  support, and go public on Groklaw and whatever else media is
  listening, [...]
 
 I'm surprised there are still people out there having too much free
 spare time 
 
 Maybe you don't know Sun very much. Sun has a significant history of

..precisely, _just_ like Vidkun Lauritz Abraham Jonssn Quisling helped 
save _several _million_ Ukrainians from starvation deaths in the early
1920ies, Norway only lost about 20,000 in WWII and still shot him,
despite his _significant_ history in humanitarian relief work.   ;o)
And this discussion is off-topic enough here to move to Groklaw. ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Martin Spott
Arnt Karlsen wrote:

 ..we don't know their patent claims, and the advice from Groklaw 
 is don't look, or you'll pay 3 times more for wilful infringement.

 yes, but in a different context. You should have a clue before
repeating such claims.

 ..the prudent way is, let Sun do the porting.

Do you honestly want to advise me not to create Solaris binaries of
FlightGear. Did Sun do anything wrong to you, did they steal your
sandwitch ?

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

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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Martin Spott
Arnt Karlsen wrote:

 ..precisely, _just_ like Vidkun Lauritz Abraham Jonssremovedn Quisling 
 helped 
 save _several _million_ Ukrainians from starvation deaths in the early
 1920ies, Norway only lost about 20,000 in WWII and still shot him,

I don't doubt, but these incidents will never prevent me from employing
Solaris wherever I feel it makes sense,

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

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Paul Surgeon
On Thursday, 27 January 2005 20:47, David Luff wrote:
 Note that the EGLL poly count is already
 hitting my frame rate to begin with - at daytime it's about 60 with view
 away from airport, 30 with view including airport.  Then 10 with the
 lighting added.  The frame rate with lighting enabled at EGLL is completely
 independent of anisotropic filtering, FSAA, or screen resolution - it's
 pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
 to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

Is this with or without enhanced runway lighting enabled?

Paul

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[Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Drew
Does anyone know the easiest way to run flight gear in game mode on a
secondary display.

It runs just fine if I drag the window over and maximize it on the
secondary display, but I can't figure out how to make it work in game
mode.

Thanks.

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread David Luff


On 28/01/2005 at 00:00 Paul Surgeon wrote:

On Thursday, 27 January 2005 20:47, David Luff wrote:
 Note that the EGLL poly count is already
 hitting my frame rate to begin with - at daytime it's about 60 with view
 away from airport, 30 with view including airport.  Then 10 with the
 lighting added.  The frame rate with lighting enabled at EGLL is
completely
 independent of anisotropic filtering, FSAA, or screen resolution - it's
 pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any
way
 to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

Is this with or without enhanced runway lighting enabled?


This is with the standard runway lighting.

Cheers - Dave


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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Ampere K. Hardraade
How about not rendering ground textures at night?  Has this been done yet?



Ampere

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Manuel Massing
Hi,

 in real life.  Currently the lighting at EGLL or KSFO drops my frame rate
 from around 30 to about 10.  Based on a rough estimate of light numbers, I
 reckon that ditching the green taxiway centerlights might get back 3 - 4
 fps, not brilliant but a start.  Note that the EGLL poly count is already
 hitting my frame rate to begin with - at daytime it's about 60 with view
 away from airport, 30 with view including airport.  Then 10 with the
 lighting added.  The frame rate with lighting enabled at EGLL is completely
 independent of anisotropic filtering, FSAA, or screen resolution - it's
 pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
 to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

most probably CPU limited. I'm not sure, but maybe a profiler could give you
some useful information (if OpenGL symbols and call graph profiling are
available).

Do you have any triangle counts for the particular scene? I assume
your system should be able to render 50 Mio. multi-textured triangles
per second.

bye,

 Manuel

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Tiago Gusmo
Curtis L. Olson wrote:
Paul Surgeon wrote:
I played around with some runway lighting today to see if textured 
polygons are feasible.
Here is what textured, billboard runway lights look like :
http://surgdom.hollosite.com/flightgear/screenshots/index.html

With 6 * 1 ft runways all in view at one time my frame rate 
dropped from 50 down to 20 FPS on an old Ti 4200.
I think 6 * 1 ft runways should pretty much cater for any large 
airport.
That's close to 5000 runway lights.

This is just a hardcoded test to see what the performance impact is 
if one uses a brute force approach with zero performance enhancements.
One could probably cull in between lights beyond certain distances 
which would help performance and look a bit better from a distance.

Also I'm not sure what sort of impact billboarding and distance 
scaling has on performance - it would probably be faster if I had 
fixed polygons.

If my Ti4200 can do the job then I'm sure newer video cards like the 
nVidia FX 5700 and up should handle these lights quite nicely.
 

One thing we would need to figure out before we could head down this 
path would be a way to hide runway lights that are viewed from 
behind.  Approach and runway lights are directional and pointed 
directly at aircraft arriving on the glide slope.  So as you view them 
off axis they will be dimmer and when viewed from behind you shouldn't 
see them at all.

Currently lights are actually a triangle drawn in point mode with 
two of the verticies set to zero alpha.  This way backface culling 
hides the lights from behind.

But if we switch to some sort of billboarded quad for lights, we lose 
this capability.

We would either need to come up with some clever trick, write a new 
ssg selector node with this sort of functionality, or use vertex 
shaders which plib doesn't support.

Any ideas?
Curt.
Altough the billboard itself always faces the POV, you can still set the 
normal the way the real light would be pointing to, them set a diffuse 
light on the POV and enable backface culling.
I suppose performance hit should be minimal for TnL hardware.

Regards,
Tiago
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Re: [Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Ivo
On Thursday 27 January 2005 23:08, Drew wrote:
 Does anyone know the easiest way to run flight gear in game mode on a
 secondary display.

 It runs just fine if I drag the window over and maximize it on the
 secondary display, but I can't figure out how to make it work in game
 mode.

As I don't have Xinerama running here, it is just a guess, but I suppose 
this should work:

export DISPLAY=localhost:0.1
fgfs

If the window appears on the secondary display, then enabling game-mode 
should run it fullscreen.

--Ivo


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Re: [Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Drew
I appreciate that, and if I were using Linux, I'd have already known
exactly what to do. :)

I should have been more clear...unfortunatly, for this particular
application I need to use Windows XP Pro, and I currently have an ATA
Mobility Radeon 9000 in the laptop I'm using.

I'm trying to get the image to display on a television screen as the
secondary display...like I said, I have it working fine in window
mode, but not in game mode.

Thanks again,
Drew


On Fri, 28 Jan 2005 00:39:49 +0100, Ivo [EMAIL PROTECTED] wrote:
 On Thursday 27 January 2005 23:08, Drew wrote:
  Does anyone know the easiest way to run flight gear in game mode on a
  secondary display.
 
  It runs just fine if I drag the window over and maximize it on the
  secondary display, but I can't figure out how to make it work in game
  mode.
 
 As I don't have Xinerama running here, it is just a guess, but I suppose
 this should work:
 
 export DISPLAY=localhost:0.1
 fgfs
 
 If the window appears on the secondary display, then enabling game-mode
 should run it fullscreen.
 
 --Ivo
 
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Re: [Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Dave Martin
On Thursday 27 Jan 2005 23:39, Ivo wrote:
 On Thursday 27 January 2005 23:08, Drew wrote:
  Does anyone know the easiest way to run flight gear in game mode on a
  secondary display.
 
  It runs just fine if I drag the window over and maximize it on the
  secondary display, but I can't figure out how to make it work in game
  mode.

 As I don't have Xinerama running here, it is just a guess, but I suppose
 this should work:

 export DISPLAY=localhost:0.1
 fgfs

 If the window appears on the secondary display, then enabling game-mode
 should run it fullscreen.

 --Ivo

IIRC Xinerama doesn't yet work with OpenGL.

I'm actually running a multi-head system but I use a 2nd card and normal x.org 
definitions for the second display; the drawback is that x.org doesn't (yet) 
support dragging one window to the other.

So, unless I'm pleasantly mistaken, I'd have to presume Ivo is running 
Windows?

Dave Martin

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Re: [Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Dave Martin
On Friday 28 Jan 2005 00:02, Dave Martin wrote:
 On Thursday 27 Jan 2005 23:39, Ivo wrote:
  On Thursday 27 January 2005 23:08, Drew wrote:
   Does anyone know the easiest way to run flight gear in game mode on a
   secondary display.
  
   It runs just fine if I drag the window over and maximize it on the
   secondary display, but I can't figure out how to make it work in game
   mode.
 
  As I don't have Xinerama running here, it is just a guess, but I suppose
  this should work:
 
  export DISPLAY=localhost:0.1
  fgfs
 
  If the window appears on the secondary display, then enabling game-mode
  should run it fullscreen.
 
  --Ivo

 IIRC Xinerama doesn't yet work with OpenGL.

 I'm actually running a multi-head system but I use a 2nd card and normal
 x.org definitions for the second display; the drawback is that x.org
 doesn't (yet) support dragging one window to the other.

 So, unless I'm pleasantly mistaken, I'd have to presume Ivo is running
 Windows?

 Dave Martin

Just to correct myself, that was mean to read 'Drew' not 'Ivo'. :-)

Dave Martin

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Re: [Flightgear-devel] Secondary display - game mode

2005-01-27 Thread Curtis L. Olson
Drew wrote:
I appreciate that, and if I were using Linux, I'd have already known
exactly what to do. :)
I should have been more clear...unfortunatly, for this particular
application I need to use Windows XP Pro, and I currently have an ATA
Mobility Radeon 9000 in the laptop I'm using.
I'm trying to get the image to display on a television screen as the
secondary display...like I said, I have it working fine in window
mode, but not in game mode.
Thanks again,
Drew
On Fri, 28 Jan 2005 00:39:49 +0100, Ivo [EMAIL PROTECTED] wrote:
 

On Thursday 27 January 2005 23:08, Drew wrote:
   

Does anyone know the easiest way to run flight gear in game mode on a
secondary display.
It runs just fine if I drag the window over and maximize it on the
secondary display, but I can't figure out how to make it work in game
mode.
 

As I don't have Xinerama running here, it is just a guess, but I suppose
this should work:
export DISPLAY=localhost:0.1
fgfs
If the window appears on the secondary display, then enabling game-mode
should run it fullscreen.
   

If you are running a binary compiled with SDL, then I don't think SDL 
supports that ... at least not on linux.  That's one reason we need to 
keep glut support around, you can't go full screen in SDL on a multi 
headed system without blanking and locking out the other heads.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Tiago Gusmão wrote:
Altough the billboard itself always faces the POV, you can still set 
the normal the way the real light would be pointing to, them set a 
diffuse light on the POV and enable backface culling.
I suppose performance hit should be minimal for TnL hardware.

The normal only affects lighting.  Backface culling is done based on the 
winding of the triangle.  You would still see the light from every 
direction.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Arnt Karlsen
On Thu, 27 Jan 2005 21:31:46 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..we don't know their patent claims, and the advice from Groklaw 
  is don't look, or you'll pay 3 times more for wilful infringement.
 
  yes, but in a different context. You should have a clue before
 repeating such claims.

..agreed.  My patenting experience is from a somewhat more innovation
friendly environment; thermochemical gasification in petroleum
producing Norway, where not trying to look qualifies as willful
infringement, but I did look, there was nothing!, doesn't.  ;o)

  ..the prudent way is, let Sun do the porting.
 
 Do you honestly want to advise me not to create Solaris binaries of
 FlightGear. 

..no, but I feel that is the safer approach until Sun proves less
hostile towards the GPL part of the F/OSS world than their corporate
stances and policies on software patents, TSCOG, Microsoft etc,
suggests.

..the media coverage suggests Sun may make statements to clarify some
of these issues in the next few days, and I hear Groklaw people try tell
us there is GPL friendly opposition within Sun, but that was also true
for Caldera/TSCOG, the C-level people and the Board Membership in 
both these ailing firms run their firms as they see fit (or whatever).

 Did Sun do anything wrong to you, did they steal your sandwitch ?

..no, they haven't done me any harm except as a member of the F/OSS
world and except for funding TSCOG's scam lawsuit by buying a 
US$ 12 mill license, forcing me to spend time at Groklaw to learn 
enough to save my own wee business, it's what funds my gasification 
work, without Groklaw, I probably would have had to liquidate my linux
business, 2 years back, TSCOG etc was all over the media here.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Dave Martin
On Friday 28 Jan 2005 01:34, Arnt Karlsen wrote:

  Did Sun do anything wrong to you, did they steal your sandwitch ?

 ..no, they haven't done me any harm except as a member of the F/OSS
 world and except for funding TSCOG's scam lawsuit by buying a
 US$ 12 mill license, forcing me to spend time at Groklaw to learn
 enough to save my own wee business, it's what funds my gasification
 work, without Groklaw, I probably would have had to liquidate my linux
 business, 2 years back, TSCOG etc was all over the media here.

Well, here's thanking you for having the backbone to look after your 
operation.

Its a shame that (the) Sun is slowly burning away. I just hope that not too 
many more *nix based business are going to go the same way. (I'm still trying 
to buy a good SGI 02 but I'm having no luck)

Dave Martin

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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Arnt Karlsen
On Thu, 27 Jan 2005 21:49:36 + (UTC), Martin wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..precisely, _just_ like Vidkun Lauritz Abraham Jonssremovedn
  Quisling helped  save _several _million_ Ukrainians from starvation
  deaths in the early 1920ies, Norway only lost about 20,000 in WWII
  and still shot him,
 
 I don't doubt, but these incidents will never prevent me from
 employing Solaris wherever I feel it makes sense,

..true, however, _does_ it make any sense from now on?  To me and quite
a few more at Groklaw, it looks like Sun too now wants a division,
between the GPL world and everyone else, remember Microsoft funds them,
and we know they put a lot of money into TSCOG, US$ 50 mill thru the
BayStar deal alone, and it is really Sun who decides whether you're in a
line of fire or not if you carry on as you perfectly legally has been
working. 

..none of us _knows_ the ramifications of Sun's new patent regime, the
underhandedness in their CDDL and its OSI approval that gained Sun 
access to IBM's 500 patents while denying non-CDDL people access 
to Sun's 1600 open-to-CDDL tells a verifiable story and, like it or not,
we will all get to see how this plays out.

..me, I don't do anything Sun or Java, so staying away is easy for me.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Arnt Karlsen
On Fri, 28 Jan 2005 02:09:14 +, Dave wrote in message 
[EMAIL PROTECTED]:

 On Friday 28 Jan 2005 01:34, Arnt Karlsen wrote:
 Well, here's thanking you for having the backbone to look after your 
 operation.

.. ;o)

 Its a shame that (the) Sun is slowly burning away. I just hope that
 not too  many more *nix based business are going to go the same way.

..agreed, all instead going GPL would allow porting the best bits
between every'nix.  

 (I'm still trying  to buy a good SGI 02 but I'm having no luck)


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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[Flightgear-devel] [PATCH] Simgear support for dimmable panel lighting animation

2005-01-27 Thread Jim Wilson
This patch adds support to the model animation system for modifying emissive
states on the fly so that it is possible to make lights appear to dimm. 
This is an example of a configuration entry which should explain how it is used:

 animation
  typematerial-emission/type
  object-nameFace/object-name
  property/controls/lighting/instruments-norm/property
  emiss-red1.0/emiss-red
  emiss-green0.8/emiss-green
  emiss-blue0.5/emiss-blue
 /animation

Note the color entries are the emissive colors when the property value is
1.0.  They are useful for tinting the light.   The property itself must be
float or double and is clamped to values between 0 ~ 1.0 inclusively.   The
property value is multiplied against the colors to get the actual material
properties.  Thus property value 0.0 = darkest, and 1.0 = brightest.

Best,

Jim

Patch file:
http://www.spiderbark.com/fgfs/emissanim.diff


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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Oliver C.
On Friday 28 January 2005 02:18, Curtis L. Olson wrote:
 Tiago Gusmão wrote:
  Altough the billboard itself always faces the POV, you can still set
  the normal the way the real light would be pointing to, them set a
  diffuse light on the POV and enable backface culling.
  I suppose performance hit should be minimal for TnL hardware.

 The normal only affects lighting.  Backface culling is done based on the
 winding of the triangle.  You would still see the light from every
 direction.

 Regards,

 Curt.

What about setting only one point at the beginning of the runway
and then calculating an angel between it and the normal of the billboard.
When the angel is  90° or  - 90° the billboard is turned off when it is  
90° or  -90° then on.


Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Oliver C. wrote:
What about setting only one point at the beginning of the runway
and then calculating an angel between it and the normal of the billboard.
When the angel is  90° or  - 90° the billboard is turned off when it is  
90° or  -90° then on.

 

We might need to do something like that.  What I think might be a useful 
approach would be to add some sort of ssgDirectionalSelector where you 
provide a normal vector, a point, and a max angle.  If the angle between 
the view point and the ssgDirectionSelctor point is within the specified 
angle, the child(ren?) are selected, otherwise they are skipped. 

However, to make this work right, you'd need to do in per light (which 
would be *very* expensive) or for small groups of clustered lights (also 
probably expensive.)  It would be nice to put the entire runway under a 
single node, but how do you pick the critical point?  Too close to the 
start and the end lights will drop out too soon.  Too close to the end 
and the front lights won't drop out soon enough.

I'm told there is a way to do this with shaders, but plib/ssg doesn't 
support shaders. :-(

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Roman Grigoriev

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Thursday, January 27, 2005 8:14 PM
Subject: Re: [Flightgear-devel] Runway lighting


 Oliver C. wrote:

 What about setting only one point at the beginning of the runway
 and then calculating an angel between it and the normal of the billboard.
 When the angel is  90° or  - 90° the billboard is turned off when it is

 90° or  -90° then on.
 
 
 

 We might need to do something like that.  What I think might be a useful
 approach would be to add some sort of ssgDirectionalSelector where you
 provide a normal vector, a point, and a max angle.  If the angle between
 the view point and the ssgDirectionSelctor point is within the specified
 angle, the child(ren?) are selected, otherwise they are skipped.

 However, to make this work right, you'd need to do in per light (which
 would be *very* expensive) or for small groups of clustered lights (also
 probably expensive.)  It would be nice to put the entire runway under a
 single node, but how do you pick the critical point?  Too close to the
 start and the end lights will drop out too soon.  Too close to the end
 and the front lights won't drop out soon enough.

 I'm told there is a way to do this with shaders, but plib/ssg doesn't
 support shaders. :-(

Hi guys!
I have too framerate drops when lights are switch on. on my FX5950 ultra and
PIV3500
We don't need to have plib support of shaders.
I use shaders for runway lights. I don't use triangles I use
points(pointsprites). and in shader I use normals to calculate visibility of
light (dot with view direction)
So on 1 light now you have spend 3 points and on my approach I spend 1
point.
so w/o shaders framerate drops from 70 to 30 with shaders from 70 to 65.
so guys take advantage from you real good videocards.
I have framework of shaders that can be easyly integrate in fgfs.
In that approach you can use GLSL, ARB and NV shaders.
Shaders are in txt file.
Long time ago I propose to use shaders. maybe runway light is the first
thing to try?
If you need this you can simply to ask me ;-)
Bye
Roman


 Curt.

 -- 
 Curtis Olsonhttp://www.flightgear.org/~curt
 HumanFIRST Program  http://www.humanfirst.umn.edu/
 FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] ..Groklawyers warns GPL developers against

2005-01-27 Thread Martin Spott
Arnt Karlsen wrote:
 On Thu, 27 Jan 2005 21:49:36 + (UTC), Martin wrote in message 
 [EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..precisely, _just_ like Vidkun Lauritz Abraham Jonssremovedn
  Quisling helped  save _several _million_ Ukrainians from starvation
  deaths in the early 1920ies, Norway only lost about 20,000 in WWII
  and still shot him,
 
 I don't doubt, but these incidents will never prevent me from
 employing Solaris wherever I feel it makes sense,

 ..true, however, _does_ it make any sense from now on?

Absolutely, when you look at the facts then you'll realize that Solaris
didn't change since yesterday,

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

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[Flightgear-devel] Re: [Terragear-devel] Reducing airports polygon count

2005-01-27 Thread Martin Spott
Dale E. Edmons wrote:

 This might also help others who are having problems with frame rate.  
 Airports are currently very dense in terms of polygon count, and 
 somewhat flat.  Reducing the polygon and texture count would bound to 
 improve FGFS's framerate too.

To my experience the airport's runway itself doesn't have much
influence on the frame rate, the most significant hit comes from
runway lightning and additional scenery objects around the airfield.
Compared to that the impact of the runway on the frame rate is
neglectible.
BTW, reducing the polygon count of the runway is a bit tricky. In many
cases you must have the polygons at least match the _borders_ of the
runway because, as in real life, the surroundung terrain is very often
_not_ flat, so you have to distinct the level of the runway from the
terrain. On the other hand the runway, while being smooth in order to
avoid bumps, still should follow the terrain elevation in its
longitudinal orientation,

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

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