Re: [Flightgear-devel] Re: Running probs + ATI framerate

2005-02-24 Thread Steve Hosgood
On Thu, 2005-02-24 at 07:03, Jorge Van Hemelryck wrote:
 On Tue, 22 Feb 2005 11:09:04 +
 Steve Hosgood wrote:
 
  If I just type fgfs or fgfs --disable-sound, all I get is the splash
  screen and plenty of disk-grinding noises followed by the splash-screen
  disappearing and the single-word message Killed on stdout.

 Actually, I've seen the exact same behaviour [...] glxinfo said that direct
 rendering was enabled, but my fgfs (CVS compile
 from a few days ago) behaved the same as Steve's. I haven't had a chance
 to try it with Simon's suggestion (disabling dlists) yet.
 

Simon Hollier's suggestion worked for me!

At altitude, I get about 40-60fps with fgfs running fullscreen on a
G200. I've not checked when closer to the ground. Meanwhile, I get
around 340 fps from glxgears in its default smallscreen startup
configuration.

I'd hardly have thought that this counted as slow 3D rendering.

 Which brings us back to try and detect features at runtime ? Is this
 possible ?

At the very least, Simon's suggestion about use-display-list=false
should be in the FAQ or possibly have fgfs default to working that way
out of the box, and a item under display tuning in the manuals suggest
setting it to true under certain circumstances.

Auto-detection would be nice too of course.

The way things are now, it's a certain first-time-newbie killer, and
unlikely to further fgfs's progress.

Steve


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Re: [Flightgear-devel] Re: Running probs + ATI framerate

2005-02-24 Thread Arnt Karlsen
On Thu, 24 Feb 2005 08:03:36 +0100, Jorge wrote in message 
[EMAIL PROTECTED]:

 On Tue, 22 Feb 2005 11:09:04 +
 Steve Hosgood wrote:
 
  If I just type fgfs or fgfs --disable-sound, all I get is the
  splash screen and plenty of disk-grinding noises followed by the
  splash-screen disappearing and the single-word message Killed on
  stdout. (I tried the --disable-sound option to try and avoid
  possible troubles with OpenAL).
 
   (...)
 
  It does seem that the length of time between the splash-screen
  appearing and the killed (or aborted) message might be dependant
  on the amount of RAM (or maybe the amount of swap) available.
  
 
 Actually, I've seen the exact same behaviour, and even managed to see
 how fast RAM was being filled, by switching to a terminal and using
 the top command.
 
 My system :
 laptop
 P4 2.4GHz
 1Gb RAM, 800Mb swap
 ATI Radeon Mobility 9000

..' lspci -v |grep -A 15 VGA '? 
(My 9250 on DRI is reported as a 9200 PRO)

 Mandrake 10.1
 Linux kernel 2.6.8.1
 xorg 6.7.0, radeon open-source driver
 
 When the fgfs process reached 1.8Gb, it got killed by the kernel's
 out-of-memory killer (I saw it in /var/log/messages afterwards).
 
 glxinfo said that direct rendering was enabled, but my fgfs (CVS
 compile from a few days ago) behaved the same as Steve's. I haven't
 had a chance to try it with Simon's suggestion (disabling dlists) yet.
 
 However, I have managed to make ATI's closed-source fglrx driver
 work now, and have had a nice increase in the framerate, compared to
 what I had with the radeon driver on XFree86 4.3.0 (which I had
 before I switched to xorg).
 
 Here's a table to sum up what I have found using different drivers
 
 (fgfs figures are for sparse areas, at a reasonable altitude i.e. near
 the ground or on the ground, and for a default visibility value).
 
 without acceleration
 glxgears ~240fps, fgfs ~1fps
 
 XFree86 4.3.0, open-source radeon driver
 glxgears ~2100fps, fgfs ~5-25fps depending on view direction (?)
 I usually had to disable specular highlight...
 
 xorg 6.7.0, open-source radeon driver
 glxgears ~2180fps, fgfs ~35-50fps (yay!!)
 specular highlight enabled
 
 All this may point to the fact that the 3D driver is often responsible
 for these drops in framerate, maybe because of unsupported features
 that make the driver fall back to indirect rendering.
 
 Which brings us back to try and detect features at runtime ? Is this
 possible ?

..yes, even while booting up the box; for an example, boot a knoppix
with ' expert ' on the boot command line.


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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] Re: Total Energy instrument

2005-02-24 Thread Alex Perry
From: Paul Surgeon [EMAIL PROTECTED]
  I'm an ASEL pilot (without glider training) but I was of the impression
  that the variometer was a slightly modified pitot tube connected to a VSI.
 
 That sounds about right.
 As far as I know one can hook up most variometers to any TE probe.

The easy non-software thing to do is to hook up a second VSI simulation
to the pitot simulation instead of the static simulation.  Then, take
the VSI instrument and change the artwork to look like a vario and add
a second rotation layer.  The first rotation layer watches the normal
VSI simulation, the second rotation layer watches the new pitot VSI
except that it is cumulative to the first and in the other direction.

 What also differs between some designs which use a TE probe is the inclusion 
 or exclusion of a flask that is used to average the reading out.

In the C++, I'd simply copy the altimeter code (which has both data sources)
and the VSI code (which has the low pass filter and the like) and merge them
into a new function.  Other than that, there isn't much coding needed.

  Are you trying to simulate the aircraft instrument or are you trying to
  provide the same value as an expensive air data computer would yield ?
 
 I'm trying to simulate an aircraft instrument.

Do you have all the information you need, or should I ask for help ?

From: Dave Culp [EMAIL PROTECTED]
 From what I've seen from googling this stuff it looks like the TE vario is 
 midway between a standard vario and a netto vario in capability.

http://www.borgeltinstruments.com/Gusts.html
 In flight the pressure at the TE Probe is the sum of the static pressure
 and the suction produced due to airspeed. At constant airspeed the TE
 probe acts like a static source and the variometer indicates the
 rate of change of static pressure converted to equivalent rate of
 climb or sink.



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Re: [Flightgear-devel] Re: Total Energy instrument

2005-02-24 Thread Paul Surgeon
On Thursday, 24 February 2005 18:49, Alex Perry wrote:
 The easy non-software thing to do is to hook up a second VSI simulation
 to the pitot simulation instead of the static simulation.  Then, take
 the VSI instrument and change the artwork to look like a vario and add
 a second rotation layer.  The first rotation layer watches the normal
 VSI simulation, the second rotation layer watches the new pitot VSI
 except that it is cumulative to the first and in the other direction.

Well I already have most of the artwork done - I just need a valid TE variable 
to plug into my needle animation.

 In the C++, I'd simply copy the altimeter code (which has both data
 sources) and the VSI code (which has the low pass filter and the like) and
 merge them into a new function.  Other than that, there isn't much coding
 needed.

Ok that sounds easy enough.
I'll look into that when I reach that stage.

 Do you have all the information you need, or should I ask for help ?

I'll yell for help when I get to the maths part.  :)

Thanks
Paul

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Re: [Flightgear-devel] Total Energy instrument - Was Instrument headaches

2005-02-24 Thread Lee Elliott
On Wednesday 23 February 2005 18:51, Paul Surgeon wrote:
 On Wednesday, 23 February 2005 20:07, Alex Perry wrote:
1. Create a new Variometer instrument module i C++.
  
   If I was able to create a Total Energy Tube module it
   still leaves me without a way to perform calculations and
   logic that are vario specific.
 
  I'm an ASEL pilot (without glider training) but I was of the
  impression that the variometer was a slightly modified pitot
  tube connected to a VSI.

 That sounds about right.
 As far as I know one can hook up most variometers to any TE
 probe. However some electronic varios don't use a TE probe but
 rather a set of pressure transducers.
 What also differs between some designs which use a TE probe is
 the inclusion or exclusion of a flask that is used to average
 the reading out.

  Are you trying to simulate the aircraft instrument or are
  you trying to provide the same value as an expensive air
  data computer would yield ?

 I'm trying to simulate an aircraft instrument.

 Paul

There are 'Energy Worm' and 'Energy Marker' features that can be 
enabled in the Hud so it's possible that the data you need is 
already being calculated.

To enable these features set enable_energy_worm and 
enable_energy_marker to true in the hudladder.xml file for the 
hud you're using

However, I had to comment out a couple of lines in the src code 
to get it to work every time - sometimes it was on the hud but 
at other times it was as though it wasn't enabled.

The src file to amend is hud_ladr.cxx and I had to comment out 
the test on ilcanclaw == 1 and it's closing brace.

LeeE

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[Flightgear-devel] Building js_demo

2005-02-24 Thread Vance Souders
I'm trying to build the 0.9.8 js_demo utility under Windows using nmake and
I keep getting:
 
fatal error u1035: syntax error : expected ':' or '=' seperator Stop.
 
I'm running nmake from the man directory using [nmake Makefile.in install].
 
Any ideas?
 
Thanks,
Vance
 

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Re: [Flightgear-devel] FlightGear Scenery Object Database

2005-02-24 Thread Durk Talsma
On Wednesday 23 February 2005 09:48, Erik Hofman wrote:
 Martin Spott wrote:
  Cheers,
  Martin.
  P.S.: Who created the static B737 and B747 models that are sitting at
KSFO ?

 I think Innis did the 737, but the 747 I wouldn't know.
 It could be a good time to remove both static planes since the Traffic
 manager gets quite powerful already.


:-)

Yes, technically we're up to the point now, where the static aircraft could be 
replaced by dynamic aircraft models. 

Cheers,
Durk


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Re: [Flightgear-devel] FlightGear Scenery Object Database

2005-02-24 Thread Durk Talsma
On Wednesday 23 February 2005 14:19, Innis Cunningham wrote:
   Erik Hofman writes

 I think Innis did the 737, but the 747 I wouldn't know.
 It could be a good time to remove both static planes since the Traffic
 manager gets quite powerful already.

 No I did the 747 David M did the 737 and yes the statics I would think
 can be consigned to history.Actually the 747 has now been recruited
 into the AI fleet so you have not seen the last of it just yet.:-)

 Cheers
 Innis


Sounds cool. Innis, I assume you refer to the traffic files you sent me 
earlier? I'm afraid I still haven't had a chance to look at them, although 
its still on my todo list. 

In the mean time, I started doing some prepatory work on taxiway following. 
I'm slowing my pace a little bit though, coming out of an extremely busy 
period at work.

Cheers,
Durk


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Re: [Flightgear-devel] Re: Running probs + ATI framerate

2005-02-24 Thread Jorge Van Hemelryck
On Thu, 24 Feb 2005 16:21:07 +0100
Arnt Karlsen wrote:

 ..' lspci -v |grep -A 15 VGA '? 
 (My 9250 on DRI is reported as a 9200 PRO)

01:00.0 VGA compatible controller: ATI Technologies Inc Radeon R250 Lf [Radeon 
Mobility 9000 M9] (rev 01) (prog-if 00 [VGA])
Subsystem: Asustek Computer, Inc.: Unknown device 1732
Flags: bus master, stepping, 66Mhz, medium devsel, latency 255, IRQ 11
Memory at f000 (32-bit, prefetchable) [size=128M]
I/O ports at d800 [size=256]
Memory at e780 (32-bit, non-prefetchable) [size=64K]
Expansion ROM at effe [disabled] [size=128K]
Capabilities: [58] AGP version 2.0
Capabilities: [50] Power Management version 2


-- 
Jorge Van Hemelryck

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[Flightgear-devel] More info on seg fault, How?

2005-02-24 Thread mat churchill
I'm getting seg faults 25% - 50% of the time when I try to start fg.
This is on a fresh install of Mandrake 10.1 with the latest CVS of plib, 
simgear, flightgear, with the latest nvidia drivers.

e.g.
[EMAIL PROTECTED] mat]$ fgfs --fg-root=/home/Flightgear/data 
--fg-scenery=/home/Flightgear/World/work/Scenery-old --airport-id=LFMN 
--runway=4L --aircraft=b1900d --enable-game-mode --enable-random-objects 
--enable-horizon-effect --timeofday=noon --enable-ai-models 
--atlas=socket,out,5,localhost,5500,udp --verbose

it then crashes before or during the spash screen, like this.
[hash.c:395] failed read
[hash.c:395] failed read
[hash.c:395] failed read
Segmentation fault (core dumped)
I'm finding it hard to cause the seg fault happen, it seems to be 
intermittent.

Is there a way to get more info from FG other than using --verbose ?
Cheers
Mat

--
Matthew Churchill Ltd
16 Pollard Houses
North Down Street
London
N1 9BJ
UK
Tel:+44 (0)207 8371019
Fax:+44 (0)207 8372761
email:  [EMAIL PROTECTED] 

begin:vcard
fn:Matthew Churchill
n:Churchill;Matthew
org:Matthew Churchill Ltd
adr;dom:North Down Street;;16 Pollard House;London;;N1 9BJ
email;internet:[EMAIL PROTECTED]
tel;work:+44 (0)207 8371019
tel;fax:+44 (0)207 8372761
tel;cell:+44 (0)7971 505097
x-mozilla-html:FALSE
url:http://www.matthewchurchill.com
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Re: [Flightgear-devel] More info on seg fault, How?

2005-02-24 Thread Frederic Bouvier
mat churchill wrote :
I'm getting seg faults 25% - 50% of the time when I try to start fg.
This is on a fresh install of Mandrake 10.1 with the latest CVS of 
plib, simgear, flightgear, with the latest nvidia drivers.

e.g.
[EMAIL PROTECTED] mat]$ fgfs --fg-root=/home/Flightgear/data 
--fg-scenery=/home/Flightgear/World/work/Scenery-old --airport-id=LFMN 
--runway=4L --aircraft=b1900d --enable-game-mode 
--enable-random-objects --enable-horizon-effect --timeofday=noon 
--enable-ai-models --atlas=socket,out,5,localhost,5500,udp --verbose

it then crashes before or during the spash screen, like this.
[hash.c:395] failed read
[hash.c:395] failed read
[hash.c:395] failed read
Segmentation fault (core dumped)
I'm finding it hard to cause the seg fault happen, it seems to be 
intermittent.

Is there a way to get more info from FG other than using --verbose ?
One of these options :
--log-level=bulk
--log-level=debug
--log-level=info
--log-level=warn
--log-level=alert
-Fred

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[Flightgear-devel] Re: More info on seg fault, How?

2005-02-24 Thread Melchior FRANZ
* mat churchill -- Thursday 24 February 2005 22:18:
 I'm getting seg faults 25% - 50% of the time when I try to start fg.
 This is on a fresh install of Mandrake 10.1 with the latest CVS of plib, 
 simgear, flightgear, with the latest nvidia drivers.
[...]
 it then crashes before or during the spash screen, like this.
[...]
 Is there a way to get more info from FG other than using --verbose ?


(0)  compile  link plib/sg/fgfs with 'debug' symbols (-g option)

(1)  make sure that you get core files. You may have to set ulimit -c 
unlimited
 (or some reasonable size instead of unlimited) in ~/.profilerc or 
~/.bashrc
 or elsewhere.

(2a) either wait until fgfs crashes: then load the core file into gdb (the gnu
 debugger):

$ gdb `which fgfs` core.fgfs.123456

 (whereby the core file name may look differently. The names aresettable in 
newer
 Linux kernels. This is what I use:  $ echo core.%e.%p  
/proc/sys/kernel/core_pattern

(2b) or run fgfs in gdb already:

$ gdb --args fgfs --airport-id=LFMN ...

(3)  on the gdb prompt that you get for both (2a) and (2b) you can inspect the
 code. First list a backtrace:

(gdb) bt

 after which you get a list of all stack frames, with the current one on 
top,
 from which this was called as next, etc. If you don't know what to do with
 all the info, send the backtrace to the list. I assume, though, that it's
 a local problem. Good for us. Bad for you.  ;-)

m.

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[Flightgear-devel] Re: More info on seg fault, How?

2005-02-24 Thread Melchior FRANZ
* Melchior FRANZ -- Thursday 24 February 2005 22:48:
 (0)  compile  link plib/sg/fgfs with 'debug' symbols (-g option)

adding -O0 may be useful, too. (Turns off optimization and can make the debugger
output easier to understand.)



 (2b) or run fgfs in gdb already:
 
 $ gdb --args fgfs --airport-id=LFMN ...

Here you have to start the program excution with run.

m.

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Re: [Flightgear-devel] Re: Running probs + ATI framerate

2005-02-24 Thread Arnt Karlsen
On Thu, 24 Feb 2005 22:08:51 +0100, Jorge wrote in message 
[EMAIL PROTECTED]:

 On Thu, 24 Feb 2005 08:03:36 +0100
 Jorge Van Hemelryck wrote:
 
  xorg 6.7.0, open-source radeon driver
  glxgears ~2180fps, fgfs ~35-50fps (yay!!)
  specular highlight enabled
 
 Oops, I kind of mixed everything up here...
 
 I meant :
 
 xorg 6.7.0, open-source radeon driver
 glxgears ~2180fps, fgfs crashed (out-of-memory killed) last time I
 tried...
 
 xorg 6.7.0, closed-source fglrx driver
 glxgears ~1945fps, fgfs ~35-50fps (yay!!)
 specular highlight enabled !

..http://x.org/ 
Latest News
X11R6.8.2 has been Released

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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] Re: More info on seg fault, How?

2005-02-24 Thread Melchior FRANZ
* mat churchill -- Thursday 24 February 2005 23:09:
 Is this what I should be getting ?
 
 [EMAIL PROTECTED] mat]$ gdb `which fgfs` /home/mat/core.3564
[less interesting parts]
 Loaded symbols for /usr/X11R6/lib/X11/locale/lib/common/xlcDef.so.2
 #0  0x4032fc4b in jhash_get () from /usr/lib/libopenal.so.0

Yes. But here should be a few lines more. Anyway: the crash happens in libopenal
and I recommend to download openal from their cvs and compile sg/fgfs again.

  http://www.openal.org/downloads.html

m.

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[Flightgear-devel] error compiling fresh fgrun cvs

2005-02-24 Thread Dave Perry
For the last several days I have been getting the following error when 
compiling fgrun from cvs.

main.o(.text+0x18e): In function `main':
/usr/local/source/fgrun/src/main.cxx:87: undefined reference to `Fl::lock()'
So I removed all the files and do a clean co from cvs.  I still get the 
same error.

Any ideas?  I am running FC2 (with all the uptodate updates).
Thanks for any help,
Dave P.
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[Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-24 Thread Curtis L. Olson
Can anyone explain to me how the camera, and view frustum, and field of 
view is setup fot the inside a 3d cockpit view versus an outside 
view?  There have been a lot of fingers in the code since I last looked 
at it (years ago) and I'm missing a key piece of the puzzle.

Hopefully none of this comes off as a rant ... I know we are doing some 
complex stuff here and there are complex interactions.

First let me explain what I need to do.  I need to configure an 
asymmetric view frustum.  I need to place 3 monitors next to each 
other, aligned along a flat plane.  The view drawn in each monitor needs 
to be projected on that same flat plane.  I cannot just set a view 
offset for the side channels because the view won't come out right.  If 
I simply rotate the view offset and take a symmetric view frustum, the 
plane of projection will be perpendicular to the viewer in each 
channel.  That won't work for this particular application and it's not 
what I need.  I need to configure an actual asymmetric view frustum for 
each side channel.  If someone thinks they can help me, but is confused 
by my description, I'm happy to explain this further.  Think about this 
from a top down view.  Imagine I have a single super wide screen monitor 
and imagine the view frustum that goes along with that.  Now imagine I 
want to replace the super wide monitor with 3 normal sized monitors, but 
otherwise generate the exact same display output.  I need to chop up the 
one wide frustum into 3 frustums, but keep the original shape so if you 
put the 3 small frustums together, you get the original wide frustum.  
Said another way, the plane of projection of all 3 views needs to be the 
same.  From the top down you can see that the center frustum will be 
symmetrical, but the two side channels will have to be asymmetric.  So 
that's what I need to do.

I did some playing in the code to intercept the actual frustum being 
used by calling ssgGetFrustum().  I can look at the values and change 
the left/right sides of the frustum.  This yields the results I want, 
except for view #0 (the inside the 3d cockpit view.)  My hack works for 
the aircraft model and 3d cockpit as seen from the inside, but the rest 
of the scene (i.e. the terrain) is completely screwed up.  So somehow, 
the camera/view parameters must be getting set separately for the 
outside geomtry versus the 3d cockpit geometry.  Can anyone explain 
how/where this happens.

At the risk of making this message more complicated, I was planning to 
get an asymmetric view frustum by configuring a single triple-wide, 
normal-height screen, grabbing the view frustum values after they've 
been set by all the incomprehensible, ultra-optimized flightgear magic, 
then adjust the left/right values to get the portion of the screen that 
I want, and then rewrite the frustum.  This is an awful, awful, 
terrible, ugly hack, but the view matrix setup code is now 
ultra-optimized and pretty much impenitrable to me.

Going back to my original query.  My little experiment to pan the view 
frustum side to side using this technique worked great in all the 
external views, but totally screwed up the outside world in view #0 ... 
I ended up with extreme overzoom and no panning relative to the outside 
scenery, but the 3d cockpit worked ok and panned as I was hoping it would.

For what it's worth, I think the same issue is happening with the TR 
tiled rendering routines that generate the ultra-highres tiled screen 
shots ... that code suffers the same problem in view #0 with the outside 
world seen through extreme overzoom (i.e. you only get a tiny, itsy, 
bitty bit of the outside world expanded to fill the screen.)

I'm extremely desperate to get this figured out and working in the next 
day or so!!!

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-02-24 Thread Jim Wilson
 From: Curtis L. Olson
 Sent: Thursday, 24. Feb 2005 23:37 -0500
 To: FlightGear developers discussions


Ok it's too late for me to be a lot of help right now.

A couple of things.

1) Does everything work ok in other lookfrom views (where the camera rotates 
from a 
viewpoint).  The second tower view that lets you look around the airport does 
that.  If 
that works then the matrices are fine (lookfrom views all use the same 
matrices).

2) Look at FGAircraftModel::draw in FlightGear/src/Model/acmodel.cxx.  There is 
a hack in 
there that resets the near/far plane and clears the depth buffer.

I can't see what you see and it is too late for thinking hard let alone firing 
up 
flightgear and playing with the tiled dump.  But those are the only two things 
I can think 
of that are done differently for the 3D cockpit view.

Oh...hmmm...you were talking about 3D, right?

If not then look at the 2D panel code.  It does some weird things with the 
frustrum.  And if that's it look at the panel config for one of those clear 
panels because they don't frig with the frustrum.

Best,

Jim



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[Flightgear-devel] Re: error compiling fresh fgrun cvs

2005-02-24 Thread Melchior FRANZ
* Dave Perry -- Friday 25 February 2005 03:52:
 main.o(.text+0x18e): In function `main':
 /usr/local/source/fgrun/src/main.cxx:87: undefined reference to `Fl::lock()'
 
 So I removed all the files and do a clean co from cvs.  I still get the 
 same error.
 
 Any ideas?  I am running FC2 (with all the uptodate updates).

I had the same problem. fgrun does since very recently use threads, but fltk
hadn't been compiled with threads on SuSE 9.2. (I dropped them a line and hope
that they'll change that in the next release.) Seems that FC2 suffers from the
same problem. You need to compile fltk with --enable-shared --enable-threads.

m.

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