Re: [Flightgear-devel] Open Scene Graph

2004-10-16 Thread Paul Kahler
Arnt Karlsen wrote: On Fri, 15 Oct 2004 09:07:26 -0500, Curtis wrote in message [EMAIL PROTECTED]: For what it's worth I am very interested in OSG. One of the lead OSG developers and I have some interesting connections. He is a strong interest in flight simulation, and I

[Flightgear-devel] Ray Tracing (was: OpenRT)

2004-10-21 Thread Paul Kahler
And I thought joining this mailing list would get me into something different. ;-) Ray tracing is not ready for real-time flight simulation. I'm speaking from experience here. I used to be on the same mailing list as those OpenRT guys. I also wrote the renderer behind rtChess:

[Flightgear-devel] Re: [Flightgear-users] [PATCH] classifying development status of aircraft extending fgrun

2004-10-23 Thread Paul Kahler
I'm not big on XML (done HTML before) but this: maturityalpha/maturity doesn't seem right. I would expect something more like: modeltag maturity=alpha /modeltag Where modeltag would encompase the whole model definition. Again, I'm not really familiar with just how bloated XML is supposed to

Re: [Flightgear-devel] Aerial images

2004-10-23 Thread Paul Kahler
Actually, my grass is green all summer, and so are most of my neighbors and most businesses. I'm in Michigan and we have no shortage of water so people like to keep things green. I sometimes tell my wife not to water so much and that it's OK to let it brown a little, but it's still green. Look at

[Flightgear-devel] Cloud Rendering

2004-11-14 Thread Paul Kahler
Has anyone looked into better cloud rendering in FGFS? There was some great work done by Mark Harris for his Ph.D. over at: http://www.markmark.net/ I couldn't remember his name, so I googled for 'cloud rendering' and his site was at the top of the list. It looks really impressive, and similar

Re: [Flightgear-devel] Re: Cloud Rendering

2004-11-14 Thread Paul Kahler
Melchior FRANZ wrote: * Paul Kahler -- Sunday 14 November 2004 15:57: It's just an integration problem right? ;-) No. A problem of fixing his code that is in SimGear already. Your are hereby invited to submit patches. :-} I just knew my message would result in my nomination to do the job :-) I

Re: [Flightgear-devel] C++ question

2005-01-18 Thread Paul Kahler
It sounds to me like you should just drop the virtual function declaration in the abstract A class (or make it non-virtual). It serves no purpose other than trying to enforce your design on the subclasses. Since you require the foo() function to take a parameter of the subclass type, only a B can

Re: [Flightgear-devel] STL help requested

2005-02-05 Thread Paul Kahler
When you write your case-insensitive compare function '0-9' are ascii 48-57 'a-z' are ascii 97-172 'A-Z' are ascii 65-90 by masking off the 32 bit, you make all letters upper case while moving the numbers to the range 16-25. Now you want the numbers to come after the letters, so you could

Re: [Flightgear-devel] net_fdm.hxx net_ctrls.hxx

2005-03-27 Thread Paul Kahler
I thought you were simply looking for code portability. You must never send a binary stucture across a network. Even if you get the sizes correct, you'll have endian problems when running different architectures (PC vs Mac). You must manually ship the data bytes in a defined order and reconstruct

RE: [Flightgear-devel] net_fdm.hxx net_ctrls.hxx

2005-03-27 Thread Paul Kahler
, Norman Vine wrote: Paul Kahler writes: Never block transfer a structure by providing a pointer and size, there is simply no way for that to work cross-platform. Please That this isn't true is amply demonstrated by all the images that get passed around the net :-) All one

Re: [Flightgear-devel] ..any estimates on SW rendering?, was: World Wind as moving map display

2005-04-23 Thread Paul Kahler
On Mon, 2005-04-18 at 23:17 +0200, Arnt Karlsen wrote: ..not yet, I'm scheeming a renderfarm stunt; some new 2'nd hand HW shop here says they got 200 Celeron 850's handy, so that got me thinking about picking this: http://tldp.org/HOWTO/BogoMips/x29.html#AEN54 sweet spot for a wee while. ;o)

Re: [Flightgear-devel] realistic scenery

2005-04-23 Thread Paul Kahler
On Wed, 2005-04-20 at 08:16 -0700, Andy Ross wrote: Oliver C. wrote: How does X-Plane 8.1 solve that? It's not that terribly hard: store the texture mesh (2D, from the land use data) and polygon mesh (3D, from the elevation data) separately and do an intersection test when generating them

Re: [Flightgear-devel] ..any estimates on SW rendering?, was: World Wind as moving map display

2005-04-23 Thread Paul Kahler
Arnt Karlsen wrote: On Sat, 23 Apr 2005 11:27:01 -0400, Paul wrote in message [EMAIL PROTECTED]: I guess it's time to do that ray-traced FGFS after all. ..tell me more. But you don't have enough bandwidth for that. .. how much do I need? One 1024x768x24 image is what? 2.25MB Even at a slow

Re: [Flightgear-devel] New 3d clouds

2005-04-27 Thread Paul Kahler
I think the old implementation has some features that the new one is missing. Of course the new one is better integrated with FG, so that's a big plus. I'd leave them both for now. On a related note, I seem to recall MS having some patents on cloud rendering. They had an article in game developer

Re: [Flightgear-devel] RFC: Eliminating jitter

2005-04-28 Thread Paul Kahler
On Thu, 2005-04-28 at 08:03 -0700, Andy Ross wrote: So the local cockpit coordinates get double-transformed to the centroid and back, losing precision in the process. That comes out to roughly 1 part in a million at single precision, which over a ~1km tile can be as much as a few

Re: [Flightgear-devel] Shadows

2005-06-25 Thread Paul Kahler
On Mon, 2005-06-20 at 18:53 +0200, Harald JOHNSEN wrote: Ampere K. Hardraade wrote: Finally, is there a potential for this technique of generating shadow to be used on generating the effects of spot lights (eg. landing light, taxi light, logo light, etc.)? You are a genius, forget

Re: [Flightgear-devel] optimisation of FlightGear code

2005-07-05 Thread Paul Kahler
Based on several months of following this list I would guess that most of the CPU time in FGFS is spent in rendering the scenery. Just look at the recent reports of frame rate dropping with the addition of 3d clouds. Or perhaps people are limited by the graphics hardware? It sounds like the FDM

[Flightgear-devel] Rutan and Scaled Composites [was code optimization]

2005-07-09 Thread Paul Kahler
YASim is perfectly happy with asymmetric aircraft, FWIW. Andy Has anyone tried to model the Boomerang? Thats the most asymmetric thing I've seen. Or any other Rutan aircraft for that mater? I once downloaded a Velocity and a Starship for MSFS and they were really fun to fly - not sure if the

Re: [Flightgear-devel] Rutan and Scaled Composites [was code optimization]

2005-07-10 Thread Paul Kahler
On Sat, 2005-07-09 at 09:51 -0700, Andy Ross wrote: Paul Kahler wrote: I once downloaded a Velocity and a Starship for MSFS and they were really fun to fly - not sure if the dynamics were correct at all because they really wanted to fly in a way thats hard to describe. OTOH I have read

[Flightgear-devel] Fedora Core 4

2005-07-11 Thread Paul Kahler
Hi, I'm looking to build FGFS on FC4-x86_64. I looked at the instructions at: http://www.flightgear.org/cvsResources/anoncvs.html It sounds reasonable, but I can't just yum install plib. Is there a repository with a suitable package? A link to instructions on using non-standard repositories

Re: [Flightgear-devel] One bug with multiplayer...

2005-07-16 Thread Paul Kahler
On Sat, 2005-07-16 at 22:44 +0300, Vassilii Khachaturov wrote: On a side note, while testing the multiplay mode, robitabu on #flightgear irc and I have discovered the Instant Replay is also sent to all other players. Kind of a nice feature when you want to show people stuff, but also

Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns in Viewport

2005-07-23 Thread Paul Kahler
All this multiplayer chat stuff has me thinking game. It would probably be more in line with simulation if chatting took place on a simulated radio. You'd not only have to be close enough to someone, but you'd have to be on the same frequency in order to talk to them. The idea of having little

Re: [Flightgear-devel] Explicit Texture Paths Committed -- not good --

2005-09-13 Thread Paul Kahler
On Tue, 2005-09-13 at 16:40 -0700, Andy Ross wrote: This is benign. The plib loader strips off the leading directories on the texture file name for you and uses its own path for texture lookup. I would presume that most of these things are added not by the model authors, but by the software

Re: [Flightgear-devel] Question: Online forums?

2005-09-14 Thread Paul Kahler
On Wed, 2005-09-14 at 17:09 -0500, Curtis L. Olson wrote: The problem is with all the [EMAIL PROTECTED] and [EMAIL PROTECTED] mail. These addresses can't be avoided and are a huge spam attracter for the two flightgear co-list admins. But just to be clear, I'm not trying to solve a spam

Re: [Flightgear-devel] Bug in moving-average filter?

2005-09-17 Thread Paul Kahler
On Fri, 2005-09-16 at 04:41 +0100, Lee Elliott wrote: Hello List, I think there's a small bug in the moving-average filter in ... xmlauto.cxx else if (filterType == movingAverage) { output.push_front(output[0] + (input[0] -

Re: [Flightgear-devel] Digitrak and three axis gyro

2005-09-17 Thread Paul Kahler
On Wed, 2005-09-14 at 20:35 -0400, Steve Knoblock wrote: The Digitrak is described as employing gyroscopic rate sensors are installed so as to sense motion about each of the major axes (roll, yaw and pitch). I assume they mean there is a spinning gryo around which three sensors are