[Flightgear-devel] New JSBSim Newsletter Released

2005-01-31 Thread Jon Berndt
The latest issue of "Back of the Envelope", the newsletter for the JSBSim 
Flight Dynamics
Model, has been posted at the JSBSim web site. You can download the PDF and 
read it by
going to www.jsbsim.org and clicking on the newsletter link.

Articles in this issue:

- JSBSim Configuration File Format v2.0 Nears Release
- Latest News
- In Depth: Using JSBSim with Matlab / Simulink
- Integrating JSBSim With Your Application
- Simulate This! The Custer Channel Wing

Thanks to this issue's contributing author, D. Wysong.

As always, comments are solicited and welcome. Enjoy!

Jon S. Berndt
--
Project Coordinator
JSBSim Flight Dynamics Model
http://www.jsbsim.org


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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-01-31 Thread Arthur Wiebe
That's what happens when you don't read the whole thing. :)


On Mon, 31 Jan 2005 16:03:25 -0800, Adam Dershowitz
<[EMAIL PROTECTED]> wrote:
> Don't you mean it should not include it with Windows?
> Since it is #ifndef not #ifdef?
> 
> -- Adam
> 
> > From: Arthur Wiebe <[EMAIL PROTECTED]>
> > Reply-To: FlightGear developers discussions 
> > 
> > Date: Mon, 31 Jan 2005 18:46:07 -0500
> > To: FlightGear developers discussions 
> > Subject: Re: [Flightgear-devel] Mac os x simgear build break with
> > RenderTexture.cpp
> >
> > That is wierd. Because of this:
> >
> > #ifndef _WIN32
> > #  include SG_GLX_H
> > #endif
> >
> > It should only include GLX on Windows.
> >
> > On Mon, 31 Jan 2005 17:51:34 -0500, [EMAIL PROTECTED]
> > <[EMAIL PROTECTED]> wrote:
> >>
> >> When I went to do a full build of simgear January 27th, I am having a
> >> problem with the build of RenderTexture.cpp.  I have been unable to
> >> download newer source since then due to a network problem that  breaks
> >> CVS on my local network.
> >>
> >> Mac OS X doesn't generally support glx.h
> >>
> >> If someone has X11 developer sources installed on mac os x, the glx
> >> file exists on:
> >>
> >> /usr/X11R6/include/GL
> >>
> >> but I don't think that I should be using that GLX file as I am NOT
> >> building a version of FG for X, but rather for native mac os x.
> >>
> >> Does anyone have any suggestions for how to build simgear/screen
> >> without requiring GLX? (I tried explicitly giving --without-x during
> >> configure but it didn't seem to help).
> >>
> >> The first error message is:
> >>
> >> g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..
> >> -DGLX_GLXEXT_PROTOTYPES
> >> -I/Users/ima/Desktop/FlightGear/fgdev9.8/include  -g -O2 -D_REENTRANT
> >> -c -o RenderTexture.o `test -f 'RenderTexture.cpp' || echo
> >> './'`RenderTexture.cpp
> >> In file included from RenderTexture.cpp:58:
> >> ../../simgear/screen/RenderTexture.h:56:20: OpenGL/glx.h: No such file
> >> or directory
> >>
> >> .. followed by these errors
> >>
> >> In file included from RenderTexture.cpp:58:
> >> ../../simgear/screen/RenderTexture.h:342: error: 'GLXContext' is used
> >> as a
> >> type, but is not defined as a type.
> >> ../../simgear/screen/RenderTexture.h:343: error: 'GLXPbuffer' is used
> >> as a
> >> type, but is not defined as a type.
> >> ../../simgear/screen/RenderTexture.h:345: error: 'GLXDrawable' is used
> >> as a
> >> type, but is not defined as a type.
> >> ../../simgear/screen/RenderTexture.h:346: error: 'GLXContext' is used
> >> as a
> >> type, but is not defined as a type.
> >> RenderTexture.cpp: In constructor `RenderTexture::RenderTexture(const
> >> char*)':
> >> RenderTexture.cpp:127: error: class `RenderTexture' does not have any
> >> field
> >> named `_hGLContext'
> >> RenderTexture.cpp:128: error: class `RenderTexture' does not have any
> >> field
> >> named `_hPBuffer'
> >>   .. and so on
> >>
> >> Sorry, I seem especially clueless lately. 8-(
> >> TIA for any help!
> >>
> >> Best regards,
> >>
> >> Ima
> >>
> >> ___
> >> Flightgear-devel mailing list
> >> Flightgear-devel@flightgear.org
> >> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> >> 2f585eeea02e2c79d7b1d8c4963bae2d
> >>
> >
> >
> > --
> > 
> > - http://artooro.blogspot.com  (Weblog)
> > - http://machcms.sourceforge.net  (MachCMS Project)
> > - http://acalproj.sourceforge.net  (Calendar Project)
> > 
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> > 2f585eeea02e2c79d7b1d8c4963bae2d
> 
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-01-31 Thread Adam Dershowitz
Don't you mean it should not include it with Windows?
Since it is #ifndef not #ifdef?


-- Adam




> From: Arthur Wiebe <[EMAIL PROTECTED]>
> Reply-To: FlightGear developers discussions 
> Date: Mon, 31 Jan 2005 18:46:07 -0500
> To: FlightGear developers discussions 
> Subject: Re: [Flightgear-devel] Mac os x simgear build break with
> RenderTexture.cpp
> 
> That is wierd. Because of this:
> 
> #ifndef _WIN32
> #  include SG_GLX_H
> #endif
> 
> It should only include GLX on Windows.
> 
> On Mon, 31 Jan 2005 17:51:34 -0500, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]> wrote:
>> 
>> When I went to do a full build of simgear January 27th, I am having a
>> problem with the build of RenderTexture.cpp.  I have been unable to
>> download newer source since then due to a network problem that  breaks
>> CVS on my local network.
>> 
>> Mac OS X doesn't generally support glx.h
>> 
>> If someone has X11 developer sources installed on mac os x, the glx
>> file exists on:
>> 
>> /usr/X11R6/include/GL
>> 
>> but I don't think that I should be using that GLX file as I am NOT
>> building a version of FG for X, but rather for native mac os x.
>> 
>> Does anyone have any suggestions for how to build simgear/screen
>> without requiring GLX? (I tried explicitly giving --without-x during
>> configure but it didn't seem to help).
>> 
>> The first error message is:
>> 
>> g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..
>> -DGLX_GLXEXT_PROTOTYPES
>> -I/Users/ima/Desktop/FlightGear/fgdev9.8/include  -g -O2 -D_REENTRANT
>> -c -o RenderTexture.o `test -f 'RenderTexture.cpp' || echo
>> './'`RenderTexture.cpp
>> In file included from RenderTexture.cpp:58:
>> ../../simgear/screen/RenderTexture.h:56:20: OpenGL/glx.h: No such file
>> or directory
>> 
>> .. followed by these errors
>> 
>> In file included from RenderTexture.cpp:58:
>> ../../simgear/screen/RenderTexture.h:342: error: 'GLXContext' is used
>> as a
>> type, but is not defined as a type.
>> ../../simgear/screen/RenderTexture.h:343: error: 'GLXPbuffer' is used
>> as a
>> type, but is not defined as a type.
>> ../../simgear/screen/RenderTexture.h:345: error: 'GLXDrawable' is used
>> as a
>> type, but is not defined as a type.
>> ../../simgear/screen/RenderTexture.h:346: error: 'GLXContext' is used
>> as a
>> type, but is not defined as a type.
>> RenderTexture.cpp: In constructor `RenderTexture::RenderTexture(const
>> char*)':
>> RenderTexture.cpp:127: error: class `RenderTexture' does not have any
>> field
>> named `_hGLContext'
>> RenderTexture.cpp:128: error: class `RenderTexture' does not have any
>> field
>> named `_hPBuffer'
>>   .. and so on
>> 
>> Sorry, I seem especially clueless lately. 8-(
>> TIA for any help!
>> 
>> Best regards,
>> 
>> Ima
>> 
>> ___
>> Flightgear-devel mailing list
>> Flightgear-devel@flightgear.org
>> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
>> 2f585eeea02e2c79d7b1d8c4963bae2d
>> 
> 
> 
> -- 
> 
> - http://artooro.blogspot.com  (Weblog)
> - http://machcms.sourceforge.net  (MachCMS Project)
> - http://acalproj.sourceforge.net  (Calendar Project)
> 
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Re: [Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-01-31 Thread Arthur Wiebe
That is wierd. Because of this:

#ifndef _WIN32
#  include SG_GLX_H
#endif

It should only include GLX on Windows.

On Mon, 31 Jan 2005 17:51:34 -0500, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> 
> When I went to do a full build of simgear January 27th, I am having a
> problem with the build of RenderTexture.cpp.  I have been unable to
> download newer source since then due to a network problem that  breaks
> CVS on my local network.
> 
> Mac OS X doesn't generally support glx.h
> 
> If someone has X11 developer sources installed on mac os x, the glx
> file exists on:
> 
> /usr/X11R6/include/GL
> 
> but I don't think that I should be using that GLX file as I am NOT
> building a version of FG for X, but rather for native mac os x.
> 
> Does anyone have any suggestions for how to build simgear/screen
> without requiring GLX? (I tried explicitly giving --without-x during
> configure but it didn't seem to help).
> 
> The first error message is:
> 
> g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..
> -DGLX_GLXEXT_PROTOTYPES
> -I/Users/ima/Desktop/FlightGear/fgdev9.8/include  -g -O2 -D_REENTRANT
> -c -o RenderTexture.o `test -f 'RenderTexture.cpp' || echo
> './'`RenderTexture.cpp
> In file included from RenderTexture.cpp:58:
> ../../simgear/screen/RenderTexture.h:56:20: OpenGL/glx.h: No such file
> or directory
> 
> .. followed by these errors
> 
> In file included from RenderTexture.cpp:58:
> ../../simgear/screen/RenderTexture.h:342: error: 'GLXContext' is used
> as a
> type, but is not defined as a type.
> ../../simgear/screen/RenderTexture.h:343: error: 'GLXPbuffer' is used
> as a
> type, but is not defined as a type.
> ../../simgear/screen/RenderTexture.h:345: error: 'GLXDrawable' is used
> as a
> type, but is not defined as a type.
> ../../simgear/screen/RenderTexture.h:346: error: 'GLXContext' is used
> as a
> type, but is not defined as a type.
> RenderTexture.cpp: In constructor `RenderTexture::RenderTexture(const
> char*)':
> RenderTexture.cpp:127: error: class `RenderTexture' does not have any
> field
> named `_hGLContext'
> RenderTexture.cpp:128: error: class `RenderTexture' does not have any
> field
> named `_hPBuffer'
>   .. and so on
> 
> Sorry, I seem especially clueless lately. 8-(
> TIA for any help!
> 
> Best regards,
> 
> Ima
> 
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> 


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Re: [Flightgear-devel] Fun with the FAA DOF.

2005-01-31 Thread Jon Stockill
Frederic Bouvier wrote:
That's really nice !
But if all these models are placed automagically, what would happen to 
model that represent the real buildings ? I mean : if I create the 
Empire State Building and put it in fgfsdb, would there be a hole around 
it or would it be in collision with its generic clone ? It already 
happens at SFO with the radio towers and they need to be removed manually.
Assuming there's a unique ID in the DOF (I've not seen the file yet) 
I'll maintain an exclusions list, so that when an updated DOF is 
imported such buildings can be ignored because we have a better version 
available.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Fun with the FAA DOF.

2005-01-31 Thread Chris Metzler
On Mon, 31 Jan 2005 23:37:49 +0100
Frederic Bouvier wrote:
>
> That's really nice !
> But if all these models are placed automagically, what would happen to 
> model that represent the real buildings ? I mean : if I create the 
> Empire State Building and put it in fgfsdb, would there be a hole around
> 
> it or would it be in collision with its generic clone ? It already 
> happens at SFO with the radio towers and they need to be removed
> manually.

Yeah, the plan is that when a "correct" model for a bldg gets added to
the DB, the entry in the DB for the generic building would get removed
at that time.  That should be straightforward to do, and not very
demanding since the rate at which stuff gets added isn't huge.  Since
the DB is browseable, someone adding specific structures could make
life easier by noting "delete the generic bldg at _" when adding
their specific one.

Radio towers are another matter.  One of the original goals of this
exercise with the DOF was in identifying which towers in the scenery
are most likely buildings with antennae on the top, so that those
towers aren't placed in the scenery to begin with (so removing them
manually, like you've done with SF, wouldn't be necessary -- they
wouldn't be placed there to begin with).  That's what I was
referring to when I said there's still stuff to work out about the
radio towers.  I have code that compares the FCC and FAA databases
and tries to identify likely counterparts within stated positional
uncertainties, but I'm still tweaking it.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove "snip-me." to email)

"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear


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[Flightgear-devel] Mac os x simgear build break with RenderTexture.cpp

2005-01-31 Thread ima . sudonim
When I went to do a full build of simgear January 27th, I am having a 
problem with the build of RenderTexture.cpp.  I have been unable to 
download newer source since then due to a network problem that  breaks 
CVS on my local network.

Mac OS X doesn't generally support glx.h
If someone has X11 developer sources installed on mac os x, the glx 
file exists on:

/usr/X11R6/include/GL
but I don't think that I should be using that GLX file as I am NOT 
building a version of FG for X, but rather for native mac os x.

Does anyone have any suggestions for how to build simgear/screen 
without requiring GLX? (I tried explicitly giving --without-x during 
configure but it didn't seem to help).

The first error message is:
g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../.. 
-DGLX_GLXEXT_PROTOTYPES  
-I/Users/ima/Desktop/FlightGear/fgdev9.8/include  -g -O2 -D_REENTRANT 
-c -o RenderTexture.o `test -f 'RenderTexture.cpp' || echo 
'./'`RenderTexture.cpp
In file included from RenderTexture.cpp:58:
../../simgear/screen/RenderTexture.h:56:20: OpenGL/glx.h: No such file 
or directory

.. followed by these errors
In file included from RenderTexture.cpp:58:
../../simgear/screen/RenderTexture.h:342: error: 'GLXContext' is used 
as a
   type, but is not defined as a type.
../../simgear/screen/RenderTexture.h:343: error: 'GLXPbuffer' is used 
as a
   type, but is not defined as a type.
../../simgear/screen/RenderTexture.h:345: error: 'GLXDrawable' is used 
as a
   type, but is not defined as a type.
../../simgear/screen/RenderTexture.h:346: error: 'GLXContext' is used 
as a
   type, but is not defined as a type.
RenderTexture.cpp: In constructor `RenderTexture::RenderTexture(const 
char*)':
RenderTexture.cpp:127: error: class `RenderTexture' does not have any 
field
   named `_hGLContext'
RenderTexture.cpp:128: error: class `RenderTexture' does not have any 
field
   named `_hPBuffer'
 .. and so on

Sorry, I seem especially clueless lately. 8-(
TIA for any help!
Best regards,
Ima
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Re: [Flightgear-devel] Fun with the FAA DOF.

2005-01-31 Thread Frederic Bouvier
Chris Metzler a écrit :
With building positions and heights from the FAA Digital Obstruction
File, and a few new buriable (thus, height-adjustable) models, here's
an approach into La Guardia Rwy 04, starting over Staten Island.
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_001.jpg
thru
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_023.jpg
Some highlights:
lower manhattan and downtown brooklyn start to come into view --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_003.jpg
lower manhattan and downtown brooklyn start to come into view --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_003.jpg
over downtown brooklyn, show detail on some of the models --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_010.jpg
view of midtown manhattan -- 
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_011.jpg

adjusting to final with manhattan in background -- 
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_015.jpg

over the tarmac, manhattan in the distance --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_021.jpg
The plan is for the models to go into Jon Stockill's model database,
and for the DOF data to go in there too, once some stuff about
radio towers gets worked out.  Then the downloadable scenery adds
will include tall buildings, smokestacks, and other things.
Other than the radio tower stuff, my main holdup is getting the
models to look nicer.  The way I'm proceding for the generic
tall building models:  I have a set of Blender models, all
meters tall, with cross-sections of 50m square, 60m square, 60m 
quare with a 5m/side right triangle taken out of the corners,
30m x 60m, 25m radius circle, etc.  I am in the process of making
small (typically 32x32, sometimes 64x64, rarely 128x128) textures
of building sides, typically tiny sections cropped from photos
and then processed in the Gimp.  My plan is to mix and match these
to create a very wide variety of buildings that can be drawn from
randomly when the .stg files are created.

I'm not yet happy with the way most of them look.  Some of them
have alignment issues with horizontal/vertical features on the
texture tiles that I thought I'd fixed, but haven't really.
Some look very good close up, but from a distance look like
odd solid color blocks.  Most need roofs.  None have hazard lights.
And there will be more of them.  So this isn't ready yet.  But
the pics should give an idea of how this can go.
Re: frame rates.  You can see the frame rates I was getting in
the lower-right-hand corner.  This is with a Gf4 Ti4600, but
at 1600x1200.  I did this approach again without the buildings
in the scene, and got framerates that were 1-4 fps larger.  And
Manhattan is a worst-case scenario.  So I don't think framerates
are going to be much of a problem.
 

That's really nice !
But if all these models are placed automagically, what would happen to 
model that represent the real buildings ? I mean : if I create the 
Empire State Building and put it in fgfsdb, would there be a hole around 
it or would it be in collision with its generic clone ? It already 
happens at SFO with the radio towers and they need to be removed manually.

-Fred

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[Flightgear-devel] Fun with the FAA DOF.

2005-01-31 Thread Chris Metzler


With building positions and heights from the FAA Digital Obstruction
File, and a few new buriable (thus, height-adjustable) models, here's
an approach into La Guardia Rwy 04, starting over Staten Island.

http://www.speakeasy.org/~cmetzler/KLGA_04_approach_001.jpg

thru

http://www.speakeasy.org/~cmetzler/KLGA_04_approach_023.jpg

Some highlights:

lower manhattan and downtown brooklyn start to come into view --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_003.jpg

lower manhattan and downtown brooklyn start to come into view --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_003.jpg

over downtown brooklyn, show detail on some of the models --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_010.jpg

view of midtown manhattan -- 
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_011.jpg

adjusting to final with manhattan in background -- 
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_015.jpg

over the tarmac, manhattan in the distance --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_021.jpg

The plan is for the models to go into Jon Stockill's model database,
and for the DOF data to go in there too, once some stuff about
radio towers gets worked out.  Then the downloadable scenery adds
will include tall buildings, smokestacks, and other things.

Other than the radio tower stuff, my main holdup is getting the
models to look nicer.  The way I'm proceding for the generic
tall building models:  I have a set of Blender models, all
meters tall, with cross-sections of 50m square, 60m square, 60m 
quare with a 5m/side right triangle taken out of the corners,
30m x 60m, 25m radius circle, etc.  I am in the process of making
small (typically 32x32, sometimes 64x64, rarely 128x128) textures
of building sides, typically tiny sections cropped from photos
and then processed in the Gimp.  My plan is to mix and match these
to create a very wide variety of buildings that can be drawn from
randomly when the .stg files are created.

I'm not yet happy with the way most of them look.  Some of them
have alignment issues with horizontal/vertical features on the
texture tiles that I thought I'd fixed, but haven't really.
Some look very good close up, but from a distance look like
odd solid color blocks.  Most need roofs.  None have hazard lights.
And there will be more of them.  So this isn't ready yet.  But
the pics should give an idea of how this can go.

Re: frame rates.  You can see the frame rates I was getting in
the lower-right-hand corner.  This is with a Gf4 Ti4600, but
at 1600x1200.  I did this approach again without the buildings
in the scene, and got framerates that were 1-4 fps larger.  And
Manhattan is a worst-case scenario.  So I don't think framerates
are going to be much of a problem.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove "snip-me." to email)

"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear


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Re: [Flightgear-devel] [PATCH] Simgear support for emissiveanimationfor instruments (ver 2)

2005-01-31 Thread Jim Wilson
Frederic Bouvier said:

> Jim Wilson a écrit :
> 
> >Note that earlier in this thread it was mentioned that the "hack" that's in
> >SimGear now worked with plib 1.8.3 and does not work with plib 1.8.4 (I've
> >confirmed).  Someone also mentioned that the hack is working on one 
> >particular
> >model,  but I haven't looked at that yet.  Really I just want to un-hackify
> >this thing so that it uses the plib API.  The question is, should I be able 
> >to
> >do so with the current API? (in principle that is, assuming no bugs,
> >alpha-sort issues, etc.)
> >  
> >
> 
> Jim, there is no black magic behind this "hack" that is not one. We 
> found when implementing display lists, that we couldn't manipulate state 
> anymore. So, for certain animation, we just returned back to immediate 
> rendering. There is a 'ignore' flag ( sgMakeAnimation function ) in 
> model.cxx that is doing just that. When a Blend animation is detected, 
> the makeDList function is not called for the animation branch. It is 
> just valid plib usage.
> 

Do you know the answer to my question?

I never suggested it was black magic.  It just is not the right way to do it.
 The "hack" I'm refering to is "color[3] = _blend;" in SimGear, where
"color[3]" is a pointer to a property of a plib class (not even in the same
library package!).  It is inevitable that that kind of thing will lead to
breakage...or at least that's been my experience.

Dlist doesn't seem to be the issue here, as I mentioned before, writing
GL_EMISSIVE works.

Best,

Jim


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Re: [Flightgear-devel] [PATCH] Simgear support for emissiveanimationfor instruments (ver 2)

2005-01-31 Thread Frederic Bouvier
Jim Wilson a écrit :
Note that earlier in this thread it was mentioned that the "hack" that's in
SimGear now worked with plib 1.8.3 and does not work with plib 1.8.4 (I've
confirmed).  Someone also mentioned that the hack is working on one particular
model,  but I haven't looked at that yet.  Really I just want to un-hackify
this thing so that it uses the plib API.  The question is, should I be able to
do so with the current API? (in principle that is, assuming no bugs,
alpha-sort issues, etc.)
 

Jim, there is no black magic behind this "hack" that is not one. We 
found when implementing display lists, that we couldn't manipulate state 
anymore. So, for certain animation, we just returned back to immediate 
rendering. There is a 'ignore' flag ( sgMakeAnimation function ) in 
model.cxx that is doing just that. When a Blend animation is detected, 
the makeDList function is not called for the animation branch. It is 
just valid plib usage.

-Fred

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RE: [Flightgear-devel] [PATCH] Simgear support for emissiveanimationfor instruments (ver 2)

2005-01-31 Thread Jim Wilson
Norman Vine said:

> Jim Wilson writes:
> > 
> > Norman Vine said:
> > 
> > > Jim Wilson writes:
> > > > > 
> > > > 
> > > > As far as the reason the existing alpha-blend code doesn't work may be
related
> > > > to an update in 1.8.4 that was described in ChangeLog as "smaller and
cleaner
> > > > scene graphs".  That's just a WAG,  but it seems that this function
would be
> > > > better accomplished through an API rather than writing directly back to
> > > > scenegraph memory from SimGear anyway (I find it mildly irritating
that you
> > > > can even do that :-/).
> > > 
> > > My guess is that you aren't following the rules :-)
> > >
http://www.opengl.org/resources/tutorials/advanced/advanced97/notes/node111.html
> > > 
> > 
> > You might be right.  From the above link, it says: "If lighting is enabled,
> > then the ambient and diffuse reflectance coefficients of the material should
> > correspond to the translucency of the object."   So does this mean that when
> > using the plib API it is necessary to set alpha in both the ambient _and_
> > diffuse state colors?  I think I tried that but...
> > 
> > ..for some reason I was seeing some bogus numbers (> 1.0 colors) come up for
> > ambient when dumping the ssgLeaf objects concerned.  Maybe finding the 
> > source
> > of that problem will fix things.
> 
> Hmm ...
> 
> I was alluding render ordering.
> 
> Note it could be that the 'optimization' code in ssgBranch.cxx is doing things
> 'behind your back' after loading that invalidates any assumptions about the 
> render order being the inverse of the loading order. 
> < not that you are necessarily making this assumption >

I don't think that is it.  I can set alpha values (by editing the ac3d file)
in the test object and it will show as translucency,  but the animation code
will not manipulate that translucency as it once did.  It is as if whatever
the alpha is set to at load time,  that is where it stays.

Note that earlier in this thread it was mentioned that the "hack" that's in
SimGear now worked with plib 1.8.3 and does not work with plib 1.8.4 (I've
confirmed).  Someone also mentioned that the hack is working on one particular
model,  but I haven't looked at that yet.  Really I just want to un-hackify
this thing so that it uses the plib API.  The question is, should I be able to
do so with the current API? (in principle that is, assuming no bugs,
alpha-sort issues, etc.)

> 
> you are familiar with this
> http://www.sjbaker.org/steve/omniv/alpha_sorting.html
 
Yeah, I think so, but a while back.  As you know this has been a regular topic
around here.

Thanks,

Jim


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RE: [Flightgear-devel] [PATCH] Simgear support for emissiveanimationfor instruments (ver 2)

2005-01-31 Thread Norman Vine
Jim Wilson writes:
> 
> Norman Vine said:
> 
> > Jim Wilson writes:
> > > > 
> > > 
> > > As far as the reason the existing alpha-blend code doesn't work may be 
> > > related
> > > to an update in 1.8.4 that was described in ChangeLog as "smaller and 
> > > cleaner
> > > scene graphs".  That's just a WAG,  but it seems that this function would 
> > > be
> > > better accomplished through an API rather than writing directly back to
> > > scenegraph memory from SimGear anyway (I find it mildly irritating that 
> > > you
> > > can even do that :-/).
> > 
> > My guess is that you aren't following the rules :-)
> > http://www.opengl.org/resources/tutorials/advanced/advanced97/notes/node111.html
> > 
> 
> You might be right.  From the above link, it says: "If lighting is enabled,
> then the ambient and diffuse reflectance coefficients of the material should
> correspond to the translucency of the object."   So does this mean that when
> using the plib API it is necessary to set alpha in both the ambient _and_
> diffuse state colors?  I think I tried that but...
> 
> ..for some reason I was seeing some bogus numbers (> 1.0 colors) come up for
> ambient when dumping the ssgLeaf objects concerned.  Maybe finding the source
> of that problem will fix things.

Hmm ...

I was alluding render ordering.

Note it could be that the 'optimization' code in ssgBranch.cxx is doing things
'behind your back' after loading that invalidates any assumptions about the 
render order being the inverse of the loading order. 
< not that you are necessarily making this assumption >

you are familiar with this
http://www.sjbaker.org/steve/omniv/alpha_sorting.html

Norman

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RE: [Flightgear-devel] [PATCH] Simgear support for emissive animationfor instruments (ver 2)

2005-01-31 Thread Jim Wilson
Norman Vine said:

> Jim Wilson writes:
> > > 
> > 
> > As far as the reason the existing alpha-blend code doesn't work may be 
> > related
> > to an update in 1.8.4 that was described in ChangeLog as "smaller and 
> > cleaner
> > scene graphs".  That's just a WAG,  but it seems that this function would be
> > better accomplished through an API rather than writing directly back to
> > scenegraph memory from SimGear anyway (I find it mildly irritating that you
> > can even do that :-/).
> 
> My guess is that you aren't following the rules :-)
> http://www.opengl.org/resources/tutorials/advanced/advanced97/notes/node111.html
> 

You might be right.  From the above link, it says: "If lighting is enabled,
then the ambient and diffuse reflectance coefficients of the material should
correspond to the translucency of the object."   So does this mean that when
using the plib API it is necessary to set alpha in both the ambient _and_
diffuse state colors?  I think I tried that but...

..for some reason I was seeing some bogus numbers (> 1.0 colors) come up for
ambient when dumping the ssgLeaf objects concerned.  Maybe finding the source
of that problem will fix things.

Best,

Jim


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Re: [Flightgear-devel] [PATCH] Simgear support for emissive animation for instruments (ver 2)

2005-01-31 Thread Erik Hofman
Frederic Bouvier wrote:
Erik Hofman a écrit :

There has been a hack to get alpha blending to work when display lists 
are activated. Maybe this is having the opposite effect at this time?

You can disable that be commenting out the line "ignore = true;" for 
theSGBlendAnimation in simgear/scene/model/model.cxx

It's just a ild guess though.
This hack is working right for the ufo.
Yes, but Jim is trying it on a totally different way. As I understand it 
he even creates a new scenegraph subbranch every time there is a change.

Erik
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Re: [Flightgear-devel] [PATCH] Simgear support for emissive animation for instruments (ver 2)

2005-01-31 Thread Erik Hofman
Jim Wilson wrote:
Uggh...sometimes plib really sucks.  The ssg API seems pretty straight forward
until some quirk rears its ugly head.  There's just enough documentation to
make you think it'll work.
The above idea didn't pan out.  It seems odd that I can write a GL_EMISSIVE
state and it gets rendered next time, but the GL_DIFFUSE state update seems to
have no effect.  Anyone know why?
There has been a hack to get alpha blending to work when display lists 
are activated. Maybe this is having the opposite effect at this time?

You can disable that be commenting out the line "ignore = true;" for 
theSGBlendAnimation in simgear/scene/model/model.cxx

It's just a ild guess though.
Erik
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Re: [Flightgear-devel] [PATCH] Simgear support for emissive animation for instruments (ver 2)

2005-01-31 Thread Frederic Bouvier
Erik Hofman a écrit :
Jim Wilson wrote:
Uggh...sometimes plib really sucks.  The ssg API seems pretty 
straight forward
until some quirk rears its ugly head.  There's just enough 
documentation to
make you think it'll work.

The above idea didn't pan out.  It seems odd that I can write a 
GL_EMISSIVE
state and it gets rendered next time, but the GL_DIFFUSE state update 
seems to
have no effect.  Anyone know why?

There has been a hack to get alpha blending to work when display lists 
are activated. Maybe this is having the opposite effect at this time?

You can disable that be commenting out the line "ignore = true;" for 
theSGBlendAnimation in simgear/scene/model/model.cxx

It's just a ild guess though.

This hack is working right for the ufo.
-Fred

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