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

2005-02-17 Thread Frederic Bouvier
Jon Stockill a écrit :
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.

http://frbouvi.free.fr/flightsim/fgfs-sfo-generic-buildings.jpg
-Fred

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Re: [Flightgear-devel] GLSL shaders for flightgear

2005-02-17 Thread Roman Grigoriev

- Original Message - 
From: "Josh Babcock" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" 
Sent: Thursday, February 17, 2005 3:13 PM
Subject: Re: [Flightgear-devel] GLSL shaders for flightgear


> Ampere K. Hardraade wrote:
> > On February 17, 2005 11:03 am, Dave Culp wrote:
> >
> >>>http://fgfs.narod.ru/fgfs-006.jpg
> >>>Roman
> >>
> >>I had a really slow download from there so I'm mirroring it here:
> >>
> >>http://home.comcast.net/~davidculp2/3207.0.fgfs-006.jpg
> >>
> >>This should work better, at least over on this side of the Atlantic.
> >>
> >>
> >>Dave
> >
> > It looks nice, but I think the lights should be larger and sharper as
they
> > become closer.
> >
> > Ampere
> >
> > ___
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> > http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> > 2f585eeea02e2c79d7b1d8c4963bae2d
> >
>
> Yes, very nice.  Another thing you might take a look at is preventing the
> sprites from intersecting with the ground.  When they do, they get cut off
> forming a sharp demarcation on the bottom.  Perhaps they could be made
smaller
> and moved closer to the viewpoint in the scene graph.

Good Idea Josh
I'll lift them above the surface in shader based on distance


>
> Josh
>
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Re: [Flightgear-devel] GLSL shaders for flightgear

2005-02-17 Thread Roman Grigoriev

- Original Message - 
From: "Ampere K. Hardraade" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" 
Sent: Thursday, February 17, 2005 1:22 PM
Subject: Re: [Flightgear-devel] GLSL shaders for flightgear


> On February 17, 2005 11:03 am, Dave Culp wrote:
> > > http://fgfs.narod.ru/fgfs-006.jpg
> > > Roman
> >
> > I had a really slow download from there so I'm mirroring it here:
> >
> > http://home.comcast.net/~davidculp2/3207.0.fgfs-006.jpg
> >
> > This should work better, at least over on this side of the Atlantic.
> >
> >
> > Dave
> It looks nice, but I think the lights should be larger and sharper as they
> become closer.

You can do it in shader code size a variable and calculated based on
distance and initial size.

>
> Ampere
>
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RE: [Flightgear-devel] FlightGear version 9.2 Help Request

2005-02-17 Thread Geoffrey Frost
Thanks so much for your help, this works like a charm for FlightGear 0.9.2.

Geoffrey Frost

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Paul Surgeon
Sent: Wednesday, February 16, 2005 11:11 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FlightGear version 9.2 Help Request

On Wednesday, 16 February 2005 20:05, Geoffrey Frost wrote:
> Can I just replace the radio-medium.xml file with a .3ds model and get the
> same results?
>
> Geoffrey Frost

No, the xml files are used to change attributes of models (animations,
visual
range, scale, etc)

Here is a quick rundown on how to add a shared model to the current version
of
FlightGear - I'm not sure if this is applicable to 0.9.2 since I never ran
that version and wouldn't have remembered anyway.  :)

Step 1 :
Create a directory under the FlightGear data/Models directory.
I'm going to use data/Models/MyModels as an example.

Step 2 :
Inside the data/Models/MyModels drirectory create an xml file called
foomodel.xml with the following contents :





 foomodel.3ds

 
  range
  0
  25000
 



Step 3 :
Create an 3ds model called foomodel.3ds and save it into the
data/Models/MyModels directory. Notice that the xml file references the 3ds
model file and tells FG that it must be visible from 0 meters up to 25 km.

Step 4 :
Start FG and fly (or use UFO model and move) to the location where you want
to
place the model.
Open up the property browser in FG and write down the lat, lon and altitude
where you want to place the model. (File->Browse Internal
Properties->Position)

Step 5 :
In CVS there is a perl program called calc-tile.pl that works out what stg
file a geodetic coordinate falls in.
You can get it here if you don't feel like playing with CVS and don't have
the
CVS branch installed :
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/FlightGear/
scripts/perl/scenery/calc-tile.pl?rev=HEAD&cvsroot=FlightGear-0.9&content-ty
pe=text/x-perl

Run the perl script in a terminal window passing it the longitude and
latitude
that you wrote down in step 4. You'll probably have to install perl first if
you run on a MS OS's.

Example :
[EMAIL PROTECTED] scenery]$ ./calc-tile.pl -55.5 30.3
Longitude: -55.5
Latitude:  30.3
Tile:  2039314
Path:  "w060n30/w056n30/2039314.stg"

Step 6 :
Open the corresponding stg file in your scenery directory
(in my case SceneryDir/w060n30/w056n30/2039314.stg)

Step 7 :
Add the following lines to the stg file replacing the parameters with your
own :
OBJECT_SHARED Models/MyModels/foomodel.xml -55.5 30.3 1000.0 0.00
The format is :
OBJECT_SHARED 

Step 8 :
Start FG and fly to where you added the model and it should be there.

Hope that helps
Paul

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Re: [Flightgear-devel] ADF Fine-Tuning

2005-02-17 Thread William Earnest
Nick Coleman wrote:
I'm in the process of fine-tuning the behaviour of the ADF 
(src/Instrumentation/adf.cxx), maintained by David M.

One aspect of calculating the transmission range is the difference in 
elevation between the aircraft and the transmitter (aircraft at 10,000' 
get better reception than aircraft at 2,000').  

 Not necessarily true for the ADF. The normal Nav and Comm radios 
work in the (roughly) 108 to 136 MHz range, having a wavelength a bit 
under 3 meters. A typical ADF like the KR-86 covers 200 to 1799 kHz, 
with wavelengths from 167 m to 1500 m. Propagation conditions are much 
different in these 2 cases.

Currently, if the transmitter is higher than the aircraft, the elevation 
is capped at 200ft.  Does anyone know why?  (It has the effect of 
precluding transmitters on a hilltop from having a longer range than 
one on the flat.)

 Actually a hill or mountain is usually a poor choice for a medium 
or low frequency (MF or LF) transmitter. At the longer wavelengths, it 
is commonly impractical or uneconomic to build an antenna on the order 
of 1/4 to 1/2 wavelength high. For a shorter antenna, the quality of the 
surrounding ground becomes more important to efficiency. A hill or 
mountain often exists because of underlying rock, and rock is generally 
a poor conductor, hence poor efficiency. A good site, particularly for 
the lower frequencies, is a salt marsh, which offers naturally better 
conductivity.

Also, I'd like to model the interference from a mountain range between 
the transmitter and the aircraft.   My plan is to find if there is 
terrain higher than aircraft altitude in a line drawn from current 
position to transmitter position.  I know nothing about OpenGL so any 
clues on how to do this are gratefully accepted.  (I imagine that this 
effect could eventually be ported across to the VOR code too.)

 To interfere with the signal propagation, an object generally 
needs to be large relative to the wavelength. This lets small hills and 
large buildings block VHF signals, hence the "line-of-sight" behavior. 
At the longer wavelengths of MF, it takes a pretty decent hill to have 
much effect, while in the LF range where many NDBs are placed, a pretty 
good sized mountain range is needed to have much effect.

Finally, I plan to model night-time increased range, which is easy 
enough.

 Day to night propagation changes can increase range, but can also 
decrease it where the ground wave and sky wave interact to cause severe 
fading and a generally unreliable signal.

Any comments welcome, even "You're wasting your time, no-one uses the 
ADF anymore."  ;)

 Go for it, but be cautioned that the problem is more complex than 
it initially seems. The FAA recently announced plans to remove a long 
list of NDB approaches where GPS or other facilities make the NDBs 
redundant. Not mentioned is the likelihood that such unused NDBs will 
disappear. Other countries may still have need of ADF equipment for 
quite a while.

Nick
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--
Bill Earnest  [EMAIL PROTECTED]  Linux Powered   Allentown, PA, USA
Computers, like air conditioners, work poorly with Windows open.
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Re: [Flightgear-devel] FlightGear booth at Scale 3X

2005-02-17 Thread John Wojnaroski
Gotta love those credits at the end of the movie segment...

I would like to also thank all who contributed to the show with their
equipment, time, and support.  It was a lot of work and a lot of fun and
something I could not have accomplished alone.

Regards
John W.


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[Flightgear-devel] Re: fgrun WIN32 double quoted path bug

2005-02-17 Thread Geoff Air
Hi Fred,
Yes, it is hard to notice, since this will work -
--fg-scener"y=c:\my pa"th
and only in the very, very unlikely case of say a path
like 'my path a' would fail with -
--fg-scener"y=c:\my path" a
the space being 'outside' the quotes ...
I think the win32 C/C++ runtime parser, that splits the
command line into the char **argv, array, removes the
double quotes ... I guess ... because FG does not
complain of a bad option ... except in the 'exceptional'
case ...
Also, thank you and Norman, for the pthreads
pointer ... which, I had thought was part of cygwin ...
I have now CVS's this source, and when I get time, ;=))
will include this in my 'arsenal' ... then maybe I can
get some of my TerraGear components to 'fork' ... rather
than using my current 'work-around-s' ...
One other small fgrun 'feature' I found, is that, if I
back up to page[0], there is a delay while it
re-loads apt.dat.gz, when I go 'forward' again ...
have not yet looked at why ... but it is not a real
problem ... and I am a few days behind in cvs terms ...
To Jorge, yes, but not ONLY to run another FG ... ;=))
A thought-only, at this stage, is to say change aircraft,
or FDM, and pass the new configuration back to the running
FG ... the 'launcher' becomes 'controller', or dynamic
re-configure-er, in some way ... way into future? ;=((
Or for fgrun to now launch Atlas ... or ... ???
But this is more about the win32 only line -
 WaitForSingleObject( pi.hProcess, INFINITE );
in the run_win32.cxx implementation, and does not
influence, or change the run_posix.cxx port ... which
uses waitpid( pid, &status, 0 ); on 'parent' fork,
and execv( path.c_str(), pt ); on the 'child' ... and
thus 'depends' on what these functions do ...
I can see, say a preference item, like -
[x] Modal Dialog, while FlightGear is running ...
perhaps only appears in the win32 port ... the default
can be on ... thus not changing fgrun's present action,
but gives more 'options', to different users ...
Or, even add a [Close], or [Hide] button,
to the modal window ... then the preference(s) could be
on that dialog, like -
(o) Wait until FlightGear exits, or
( ) Do not show this modal dialog again. or
( ) Show this dialog for [30   ] seconds only.
In the fltk window win32 implementation, I detected
some exit problems, if I just 'big-red-X-ed' the modal
dialog ... which got me 'looking' at some of this
in the first place ... it seems 'wrong' not to provide
some 'polite-exit' to this modal situation ... aside from
when FG exits ...
My particular case was, now that FG was running, I
simply wanted to check, review, my command options ...
like FG is 'beeping', didn't I select disable
sound? ... etc ... not stare at a locked modal dialog
situation ...
Enjoy ...
Geoff.
_
Update your mobile with a hot polyphonic ringtone:   
http://fun.mobiledownloads.com.au/191191/index.wl?page=191191polyphonicringtone

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[Flightgear-devel] Segfault from todays CVS

2005-02-17 Thread Jon Stockill
Most likely connected to the ground-cache updates - as it only seems to 
affect yasim aircraft.

(gdb) run --aircraft=hunter --airport=RCSS
Starting program: /usr/bin/fgfs --aircraft=hunter --airport=RCSS
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 1938)]
Failed to find runway 28R at airport RCSS
[New Thread 32769 (LWP 1939)]
[New Thread 16386 (LWP 1940)]
[New Thread 32771 (LWP 1941)]
[New Thread 49156 (LWP 1942)]
Altitude = 18
Temp at alt (C) = 16
Temp sea level (C) = 16.0353
Altitude = 18
Dewpoint at alt (C) = 15
Dewpoint at sea level (C) = 15
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 1938)]
0x0ce8b760 in ?? ()
(gdb) bt
#0  0x0ce8b760 in ?? ()
#1  0x40142974 in __dynamic_cast (from=0xce8b760,
to=0x8548f9c , require_public=139557448,
address=0x0, sub=0xbfffee80, subptr=0xbfffee8b)
at ../../gcc-2.95.3/gcc/cp/tinfo2.cc:282
#2  0x081241cc in FGGroundCache::get_agl ()
#3  0x08121ac5 in FGInterface::get_agl_m ()
#4  0x081b21bb in yasim::FGGround::getGroundPlane () at netChannel.h:85
#5  0x081c1e6c in yasim::Model::updateGround () at Thruster.cpp:5
#6  0x081b140e in YASim::copyToYASim () at netChannel.h:85
#7  0x081b1048 in YASim::update () at netChannel.h:85
#8  0x08051d32 in fgUpdateTimeDepCalcs ()
#9  0x08052734 in fgMainLoop ()
#10 0x08086ec5 in GLUTidle ()
#11 0x4009b1c0 in idleWait () from /usr/local/lib/libglut.so.3
#12 0x4009b8bb in glutMainLoop () from /usr/local/lib/libglut.so.3
#13 0x08054d15 in fgMainInit ()
#14 0x0805175d in main ()
--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] GLSL shaders for flightgear

2005-02-17 Thread Josh Babcock
Ampere K. Hardraade wrote:
On February 17, 2005 11:03 am, Dave Culp wrote:
http://fgfs.narod.ru/fgfs-006.jpg
Roman
I had a really slow download from there so I'm mirroring it here:
http://home.comcast.net/~davidculp2/3207.0.fgfs-006.jpg
This should work better, at least over on this side of the Atlantic.
Dave
It looks nice, but I think the lights should be larger and sharper as they 
become closer.

Ampere
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Yes, very nice.  Another thing you might take a look at is preventing the 
sprites from intersecting with the ground.  When they do, they get cut off 
forming a sharp demarcation on the bottom.  Perhaps they could be made smaller 
and moved closer to the viewpoint in the scene graph.

Josh
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[Flightgear-devel] FlightGear booth at Scale 3X

2005-02-17 Thread Curtis L. Olson
As has been noted previously on our mailing lists, the FlightGear 
project had a booth this past weekend at the Southern California Linux 
Expo in Los Angeles, California.

   http://www.socallinuxexpo.org/
John Wojnaroski is building a 747 simulator (I use the present tense 
here because these things are never finished) :-) and he was willing to 
bring it to the show and show it off.  Jim Brennan and I met at John's 
house on Thursday evening to help make some last minute 
software/hardware improvements to the simulator.  Then we disassembled 
it and transported it to the show on Friday.

I say a special thanks to Durk Talsma who put in some extra effort 
getting his traffic manager code ready to run in time for the show, and 
also to Jon Berndt who did some last minute 747 dynamics tweaks for us.

For those that are interested, we have a more in depth description of 
John's 747 project here:

http://www.flightgear.org/Projects/747-JW/
The quick project summary is that John has combined FlightGear, OpenGC, 
some of his own software, designed some of his own hardware, wrote a 
linux device driver for it, built the cockpit frame, and rolled it all 
together to form the complete cockpit.  FlightGear is only one component 
of a much larger project.

Alex Perry posted his pictures of our booth here:
   http://www.pamurray.com/fgfs/scale05/
I have posted a couple of my own pictures (and one movie) here:
   http://www.flightgear.org/tmp/Scale3X/
The included movie (3.5Mb) was done on a windows machine and is probably 
formated in a windows specific format.  If anyone can convert it to a 
more portable format, I'd be happy to post that.  I'm limited by my 
available software and my own lack of video editing experience here.

I would like to thank John Wojnarowski for building a very impressive 
FlightGear/Linux based 747 simulator.  I would also like to thank Jim 
Brennan for traveling down to LA to help with transporting the sim, 
providing LCD displays, as well as other miscellaneous bits and pieces 
(and for buying me lunch.) :-)  Alex and Trish Perry spent a large 
amount of time helping out at the booth.  Alex took a break from our 
booth on Saturday to a very nice talk on embedded linux.  Finally, 
thanks to all the FlightGear developers who have contributed in large 
and small ways to make FlightGear (and projects like John's simulator) 
possible.

Best 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] GLSL shaders for flightgear

2005-02-17 Thread Ampere K. Hardraade
On February 17, 2005 11:03 am, Dave Culp wrote:
> > http://fgfs.narod.ru/fgfs-006.jpg
> > Roman
>
> I had a really slow download from there so I'm mirroring it here:
>
> http://home.comcast.net/~davidculp2/3207.0.fgfs-006.jpg
>
> This should work better, at least over on this side of the Atlantic.
>
>
> Dave
It looks nice, but I think the lights should be larger and sharper as they 
become closer.

Ampere

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Re: [Flightgear-devel] Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Mathias =?iso-8859-1?q?Fr=F6hlich?=
On Donnerstag 17 Februar 2005 16:28, Frederic Bouvier wrote:
> Quoting Steve Hosgood :
> > On Thu, 2005-02-17 at 15:09, Steve Hosgood wrote:
> > Sounds bizarre, but this is quite reproduceable: if you *don't* have the
> > w010n50 scenery tile loaded and use the command-line params --lat=51.6
> > --lon=-4.0 to start FlightGear, then it starts up just fine.
>
> There is a numerical problem at startup. Try --lat=51.6 --lon=-4.001
What numerical problem?

Greetings

   Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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Re: [Flightgear-devel] Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Steve Hosgood
On Thu, 2005-02-17 at 16:17, Frederic Bouvier wrote:
> The tile boundary is not at integral degrees. They can be at .125, .250, .375,
> .5, .625, .75 and .875 ( every 1/8 of a degree )
> 

Ah, it applies at that level does it? I suppose that's logical.

OK, may I propose:
/* KLUDGE: FIXME: avoid hang when starting on a tile boundary */
if (startup_long*8.0 == floor(startup_long*8.0)) startup_long += 0.0001;
if (startup_lat*8.0 == floor(startup_lat*8.0)) startup_lat += 0.0001;

Rule #1 of user interface design: don't expose the users to quirks of
the implementation.

In this case the above hack can be removed if/when anyone ever fixes the
underlying tile-boundary problem, but until then it keeps the phone
lines quiet at the help desk (!) and serves as a useful comment in the
code to the effect that there's a bug to fix.

Steve.


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Re: [Flightgear-devel] Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Frederic Bouvier
Quoting Steve Hosgood :

> Might I propose the FGFS gods avoid causing pointless grief for newbies
> and insert a fragment of code in the command-line parsing to the effect
> of:
>
> /* KLUDGE: FIXME: avoid hang when starting on a tile boundary */
> if (startup_long == floor(startup_long)) startup_long += 0.0001;
> if (startup_lat == floor(startup_lat)) startup_lat += 0.0001;
>
> (or whatever).

The tile boundary is not at integral degrees. They can be at .125, .250, .375,
.5, .625, .75 and .875 ( every 1/8 of a degree )

-Fred

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Re: [Flightgear-devel] Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Steve Hosgood
On Thu, 2005-02-17 at 15:28, Frederic Bouvier wrote:
> There is a numerical problem at startup. Try --lat=51.6 --lon=-4.001
> 
> -Fred

AAAGH!

So simple, and I never tried such a thing!
Dammit, I grovelled through the -devel and -users archives for quite a
while to see if this was already known (it seemed so glaring a problem).


Sorry to waste your time, folks and thank you for the prompt response.

Steve.

PS:
Might I propose the FGFS gods avoid causing pointless grief for newbies
and insert a fragment of code in the command-line parsing to the effect
of:

/* KLUDGE: FIXME: avoid hang when starting on a tile boundary */
if (startup_long == floor(startup_long)) startup_long += 0.0001;
if (startup_lat == floor(startup_lat)) startup_lat += 0.0001;

(or whatever).




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Re: [Flightgear-devel] GLSL shaders for flightgear

2005-02-17 Thread Dave Culp

> http://fgfs.narod.ru/fgfs-006.jpg
> Roman


I had a really slow download from there so I'm mirroring it here:

http://home.comcast.net/~davidculp2/3207.0.fgfs-006.jpg

This should work better, at least over on this side of the Atlantic.


Dave

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[Flightgear-devel] GLSL shaders for flightgear

2005-02-17 Thread Roman Grigoriev
Hi guys!
Now I translate my nvidia vertex and fragment programs to GLSL.
bad news: fps drops around 10% good news: have ATI compartability
here is screenshot:
http://fgfs.narod.ru/fgfs-006.jpg
so what I've done
runway lights - point sprites with calculated visibility on vertex shader
based on direction and fog
taxyway lights - same based on distance and fog
also point size is calculated on vertex shader.
ground lights - the same as taxi but it's simple points - not point sprites.
terrain - spot lights from aircraft, normal mapping + phong light +fog

work in progress -clouds, VASI and HDR rendering.

If someone needs a code feel free to ask.

All tested on linux 66.96 nvidia +FX5950ultra

PS: normal texture looks ugly but it's simple demo.

Bye
Roman


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Re: [Flightgear-devel] Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Steve Hosgood
On Thu, 2005-02-17 at 15:13, Steve Hosgood wrote:
> PS: Lat 51.6, Long 10.1 is over the Atlantic Ocean just west of Ireland.
> It is of course also outside the named scenery tile. I've not tried a
> start location over the sea *inside* the tile. I'll get back to y'all on
> that one
> 

Sorry: poorly edited prototype message!
As I'd said earlier, it does start under those conditions.

What I don't know is what happens when you start over the sea, but with
land in sight. So far my tests have been over land (fails) or well out
to sea (works).

Steve


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[Flightgear-devel] Re: Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Melchior FRANZ
* Steve Hosgood -- Thursday 17 February 2005 16:13:
[--lat=51.6 --lon=-4.0]
> However, if you *do* have that scenery tile loaded, fgfs just hangs,
> displaying the splash screen.

That's a well known "feature". Just try to avoid lat/lon on tile borders.
This should work:  --lat=51.6 --lon=-4.0001

m.

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Re: [Flightgear-devel] Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Frederic Bouvier
Quoting Steve Hosgood :

> On Thu, 2005-02-17 at 15:09, Steve Hosgood wrote:
> Sounds bizarre, but this is quite reproduceable: if you *don't* have the
> w010n50 scenery tile loaded and use the command-line params --lat=51.6
> --lon=-4.0 to start FlightGear, then it starts up just fine.

There is a numerical problem at startup. Try --lat=51.6 --lon=-4.001

-Fred

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[Flightgear-devel] Bug: FG 0.9.8 won't start over land in Britain...

2005-02-17 Thread Steve Hosgood
On Thu, 2005-02-17 at 15:09, Steve Hosgood wrote:
Sounds bizarre, but this is quite reproduceable: if you *don't* have the
w010n50 scenery tile loaded and use the command-line params --lat=51.6
--lon=-4.0 to start FlightGear, then it starts up just fine.

However, if you *do* have that scenery tile loaded, fgfs just hangs,
displaying the splash screen.

This is with stock 0.9.8 FlightGear compiled by me on Fedora core 2 and
with Nvidia's standard binary driver. It did it with 0.9.6 too, can't
remember about 0.9.4 but I'm fairly sure things worked as expected with
0.9.2

There's more:
Command-line params --lat=51.6 --lon=-10.1 *will* allow FlightGear to
start, even with the w010n50 scenery tile present (you'll notice that
that start location is ouside the scenry tile though). In fact, a start
location that *is* inside the scenery tile, but over the sea will also
work. After you've got running, you can change your longitude to -4.0
with "change internal parameters" and there you are, flying toward
Swansea Airport in South Wales as you'd expect.

This seems so obvious a glitch, yet no-one else seems to be reporting
it!

Steve Hosgood

PS: Lat 51.6, Long 10.1 is over the Atlantic Ocean just west of Ireland.
It is of course also outside the named scenery tile. I've not tried a
start location over the sea *inside* the tile. I'll get back to y'all on
that one



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Re: [Flightgear-devel] FlightGear version 9.2 Help Request

2005-02-17 Thread Chris Metzler
On Wed, 16 Feb 2005 21:11:13 +0200
Paul Surgeon wrote:
>
> No, the xml files are used to change attributes of models (animations,
> visual range, scale, etc)
> 
> Here is a quick rundown on how to add a shared model to the current
> version of FlightGear - I'm not sure if this is applicable to 0.9.2
> since I never ran that version and wouldn't have remembered anyway.  :)

[ snip ]

> Step 2 :
> Inside the data/Models/MyModels drirectory create an xml file called 
> foomodel.xml with the following contents :

It's worth noting that you don't *have* to create an .xml file.  The
entry in the *.stg file can refer to a model file (e.g. foomodel.ac or
foomodel.3ds) rather than an .xml file (e.g. foomodel.xml).  You probably
*want* to use an .xml file, with the .xml file containing the model
filename, as noted here, because then you get all the additional bells
and whistles possible through the .xml file.  But you don't *have* to
do it that way.

-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] fgrun WIN32 double quoted path bug

2005-02-17 Thread Norman Vine
Geoff Air writes:
> 
> I use msvc7, in XP, cygwin not installed, so also do not
> use pthreads ...

FYI  you do not need Cygwin to run with pthreads on Windows

see
http://sources.redhat.com/pthreads-win32/

Norman



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