RE: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread VS Renganathan

Norman's intersection testing works just fine for the moving carrier as
well. In fact this was discussed on the list almost six months ago. So you
would not fly through the deck. Yes your FDM should recieve the current
scenery altitude and compute landing gear reactions accordingly.
All those issues of aircraft and carrier coordinates are easily handled as
pointed out by Jon S Berndt. In fact I have implemented all of it in
FORTRAN. I can steer on deck, launch from deck and land on deck and get
arrested all the time with the carrier moving. The only hack I use is for
the ski-jump. Although I recieve ski-jump ramp height from FlightGear
intersection calculations, I dont use that since it is too coarse to
accurately simulate ski-jump launch dynamics, so as long as the aircraft is
within the deck (on or over) I use height over deck as computed by the FDM,
until aircraft leaves the deck. This check is done using longitudinal and
lateral coordinates of the deck, i.e a/c posn in deck coords.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of David
Megginson
Sent: Friday, April 05, 2002 2:30 AM
To: [EMAIL PROTECTED]
Subject: re: [Flightgear-devel] Moving carrier, and Repositioning
questions


Justin Palamar writes:

 > 1) A design goal was to have a moving aircraft carrier within the
simulator
 > with the option to land on its deck
 > Right not we have only been able to insert the static model by editing
the
 > appropriate .stg scenery file, including
 >  "OBJECT_STATIC saratoga.3ds -122.353617 37.624617 -130 0"
 > We know this has been done before, there is code in the main.cxx file
that
 > refers to a carrier, and a model was included in the 0.7.8 release.  Is
 > there any way to get this working using the  higher level .xml files, and
 > avoid editing the C++ source code?

You'll need the carrier to be in the main scene graph so that
collision and ground detection works -- otherwise, you'll fly right on
down through the deck.  From an SSG perspective, all you need is an
ssgTransform node between the carrier model and the rest of the scene
graph, and then to updated that node with the carrier's new position
and orientation (relative to scenery centre, which is the only tricky
part).

In fact, Curt's code in FGTileEntry::load (src/Scenery/tileentry.cxx)
already creates the ssgTransform node when it loads the OBJECT_STATIC
model.  If you save a pointer to the transform (somehow) and update it
in each frame, the carrier will move.  Note especially this code:

sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );

ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );

You can use something similar in your update routine, using the
current scenery centre and supplying new lat/long/elev/hdg params.

 > 2) When loading our blackhawk model (again by editing/adding .xml files
 > from the ./Aircraft directory our model appears about 3 meters into the
 > ground.  We have attempted to reposition the model using the instructions
 > from the flighgear website (rather than pointing directly to the model,
 > point to a .xml wrapper file with repositioning information in it that
also
 > points to the model) but we an ssgLOAD error:  Unknown file type .xml.
As
 > if it is trying to see a graphic file and sees an .xml and doesn't know
 > what to do with it.  I'm not sure if this is a change in the newest
 > release, of if I'm missing something.

Yes, you need the latest CVS code.


All the best,


David

--
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RE: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread VS Renganathan

Well I had something similar in mind when I wrote fgLoadDCS() and
fgUpdateDCS() in main.cxx. I had used a limit of 32 objects since I guessed
that more than that might affect frame rates. Presently repositioning is
possible thro network, albeit tied to fdm=ada, but thats trivial to change
to make it more widely usable. So far I have used scenery/objects.txt file
instead of .xml for loading objects. Is what you have in mind drastically
different from whats been implemented so far.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Curtis L.
Olson
Sent: Friday, April 05, 2002 1:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Moving carrier, and Repositioning
questions


What I would like to see implimented is a 'standard' DCS system (where
DCS stands for dyanamic coordinate system which is industry lingo for
objects that move in the scene ... their local coordinate system is
'dyanamic'.

I'm envisioning a DCS manager where you can register 'entities' with
an associated 3d model and an associated 'behavior'.  The behavior
could be a preset path to follow, or something more AI-ish, or even
something like JSBSim or YAsim (or perhaps entity positions could be
driven externally from a server to produce a 'shared' world for
collaborative flying.)  I'm thinking we could create some simple
"FDM's", one that replays a preset path, and one that impliments
ultra-simple-light-weight flight dynamics which would be good enough
for 'realistic' robot planes viewed from a distance, but simple enough
so we can compute the dyanmics for "many" planes each frame.

The DCS system would take care of loading and attaching the 3d models
to the correct place in the scene graph and removing them.  It would
call the update() routine for each of their "engines".  And it would
probably provide some sort of property interface to the positions,
orientations, and velocities of these dynamics entities.

That doesn't solve all the problems and address all the issues, but I
think it would be a good start.

Anyone want to work on this?  I could even give you your own
subdirectory.   :-)

Regards,

Curt.


Andy Ross writes:
> Justin Palamar wrote:
>  > 1) A design goal was to have a moving aircraft carrier within the
>  > simulator with the option to land on its deck
>
> There are actually two problems here.  The first, making the object
> move, is relatively easy.  It will require C++ code, though.  One way
> I've thought about doing it is to put the object in the property tree
> rather than the static scenery description.  Something like:
>
> /scenery/objects[n]/model-file=Models/carrier.ac3
> /lat-deg=nn.nn
> /lon-deg=nn.nn
> /alt-ft=nnn
> /hdg-deg=nnn
> /speed-kt=nnn
>
> And then the "dynamic scenery" code would update the lat/lon
> accordingly.  This could be extended with extra orientation and
> velocity parameters for a full 6DOF model animation, controllable via
> properties.
>
> But there's another problem -- the current FDMs model gear force using
> only the aircraft's velocity.  They assume the ground is fixed and
> unmoving.  This means that you could land on the carrier, but would
> then come to a stop relative to the earth, while the carrier slipped
> smoothly out from under you.
>
> I'm not quite sure about the "right" way to do this -- doing it in the
> low-level ssg "hitlist" collision detection is going to be rather
> complicated, and won't perform well.  Perhaps the best way to handle
> it would be to special case "carrier deck" objects (more generally,
> anything moving on which the gear are expected to rest), and expose
> them directly to the FDMs via a "ground velocity" parameter.
>
> Andy
>
> --
> Andrew J. RossNextBus Information Systems
> Senior Software Engineer  Emeryville, CA
> [EMAIL PROTECTED]  http://www.nextbus.com
> "Men go crazy in conflagrations.  They only get better one by one."
>   - Sting (misquoted)
>
>
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--
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] Plotting tool

2002-04-03 Thread VS Renganathan

Regarding the thread you are referring to - The code is presently with Alex
Perry and he is in the process of integrating it into SimGear (?) and should
be available soon.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Quint
Mouthaan
Sent: Wednesday, April 03, 2002 6:27 PM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] Plotting tool


Hi there,

my name is Quint Mouthaan and I'm a student at the Technical University
Delft in the Netherlands. I'm working a project in which we want to use
FlightGear. The first thing we want to do is analyze some flight data. I saw
a thread a little while ago about a tool that would be added to FlightGear
that could be used to plot some data real time. Is that tool already
available and if it is how can I obtain it?
Thanks,

Quint.


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RE: [Flightgear-devel] idea ... (?)

2002-03-11 Thread VS Renganathan

I have just sent the code **as is** to Curt alongwith a sample data file for
testing and a  brief user doc. Once it is in CVS you can let me know the
changes you need. The code was written by my colleague Miss Suma J, under my
guidance. Hope its useful.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Alex Perry
Sent: Sunday, March 10, 2002 6:39 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] idea ... (?)


I suggest that you submit it mostly as-is and have Curt place it into CVS
so we can all see how it's implemented  ... that way we will have a basis to
give you realistic answers to those questions (instead of guessing).

> OK. I will do so on Monday (11th March). Do you want
> me to integrate it into SimGear so that its offline
> plotting function could be used by people who work
> with one PC and the stand-alone executable could be
> used by those who have more than one PC.? Or Should I
> just send the stand-alone code to Curt?.
> As a first step I will just integrate it as is, test
> it with our FDM (for real-time) and our ascii format
> data file (for off-line) and send it to Curt. Once I
> recieve suggestions from you I could get it to work
> with other FDMs of FlightGear.
> Regards
> Ranga
> --- Jon Berndt <[EMAIL PROTECTED]> wrote:
> > This sounds ideal! I vote that you submit it! :-)
> >
> > What are the code dependencies? SimGear?
> >
> > Jon
> >
> > > I have a stand-alone real-time and off-line
> > plotting
> > > tool written in C/C++ (tested in
> > Cygwin/WinNT/Win2K &
> > > Linux) that is meant to be used as a flight test
> > > engineer's station. It has just been completed and
> > it
> > > works, but I am yet to put it to serious use. The
> > code
> > > is designed to run a separate PC and recieve data
> > via
> > > network from the FDM and the plots are
> > configurable
> > > via xml. Offline plots have zoom facility, scales
> > (x/y
> > >...
> >
> >
> >
> > ___
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> >
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
>
>
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RE: [Flightgear-devel] ancient 'ascii' scenery format

2002-03-03 Thread VS Renganathan

Curt,
How about leaving the ascii format as it is 'without further support', so
that we could continue using it. If its possible to leave it in a working
condition without breaking that would be wonderful. Afterall the ascii
format's similarity with Wavefront .obj format makes it quite useful for
people like me to modify scenery without TerraGear. I just havent started
using TerraGear and hope I would not be forced to do so.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Curtis L.
Olson
Sent: Sunday, March 03, 2002 11:10 PM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] ancient 'ascii' scenery format


I would be able to clean up a *lot* of code if I could jettison
support for the old 'ascii' scenery format.  None of the scenery on
the ftp server is in the old ascii format.  It consumes more space to
represent the same geometry, file loading is slower, it hasn't been
updated to support newer features of flightgear (nor do I want to do
this.)  The code to support this format is messy, and continuing to
support it is messy, and we could clean up a lot of this by just
dropping support for the ascii format

Is anyone still using this ancient file format?  Does anyone have any
objections to ending support in flightgear for it?

Thanks,

Curt.
--
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] Urgent: Network and external flight model

2002-02-01 Thread VS Renganathan

Erik,
Yes I mean multicast and not broadcast. The destination address is the group
still, unless I have different multicast groups - one for IG, one for the
engineer etc. That would be a waste.
Regards
Ranga


-Original Message-
Are you shure you don't mean broadcast here?
For what i know, multicast has the destination ip-addresses inside the
packages, so only intended computers should receive the data.

Erik





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RE: [Flightgear-devel] Urgent: Network and external flight model

2002-02-01 Thread VS Renganathan

Roman,

>but I think that for IGs - best is multicast (no delays between channels)

Theoretically speaking, yes. But practically what delays are we talking
about even with a 10 Mbps dedicated network. We will be fast enough for
realtime. Synchronisation problems would not happen at the network level but
could happen at the tile-loading/culling/rendering stages of each IG **if**
no. of polygons/textures are different for each IG (or view).
Yes multicast can certainly be useful, like httpd, for remote IGs but not
for local IGs around a dedicated network. With it I could perhaps join your
multicast group half way round the globe and watch you fly, bandwidth
permitting.

Regards
Ranga


>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jonathan
> Polley
> Sent: Friday, February 01, 2002 7:16 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [Flightgear-devel] Urgent: Network and external flight
> model
>
>
> David,
>
> At work, I run a proprietary FDM on a Sun Workstation and feed the
> data to FlightGear.  I use the '--fdm=external' and '--native_fdm=...'
> options (--native_fmd= uses the same parameters as --native).  I did
> make some changes to Network/native_fdm.cxx to properly manage the
> byte-order issues, but it works like a champ.  IMHO, --native_fdm= has a
> cleaner interface than does --native=.  To see the data structure that
> the FDM needs to generate, look in  Network/raw_fdm.hxx.
>
> Jonathan Polley
>
> p.s.  I have submitted my edits.
>
> On Thursday, January 31, 2002, at 06:37 PM, David Findlay wrote:
>
> > Just checking a couple of details - you can run an external flight
> > model on a
> > machine other than the one running FGFS right? Thanks,
> >
> > David
> >
> > ___
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>
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RE: [Flightgear-devel] Urgent: Network and external flight model

2002-02-01 Thread VS Renganathan

Roman,
This was dicussed earlier on this list.
I found one disdavantage of using multicast. My packet size or structure
kept growing as I added more computers on the network that are **not** image
generators but pcs used as flight test engineer station or fcs monitoring
station etc. Why should image generators receive data that is not intended
for it and vice versa. So I find non-blocking udp fast enough while
maintaining packet sizes to the minmum required and I suppose bandwidth
requirements are not too high to cause perceptible delays.
Regards
Ranga


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Jonathan
Polley
Sent: Friday, February 01, 2002 7:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Urgent: Network and external flight
model


David,

At work, I run a proprietary FDM on a Sun Workstation and feed the
data to FlightGear.  I use the '--fdm=external' and '--native_fdm=...'
options (--native_fmd= uses the same parameters as --native).  I did
make some changes to Network/native_fdm.cxx to properly manage the
byte-order issues, but it works like a champ.  IMHO, --native_fdm= has a
cleaner interface than does --native=.  To see the data structure that
the FDM needs to generate, look in  Network/raw_fdm.hxx.

Jonathan Polley

p.s.  I have submitted my edits.

On Thursday, January 31, 2002, at 06:37 PM, David Findlay wrote:

> Just checking a couple of details - you can run an external flight
> model on a
> machine other than the one running FGFS right? Thanks,
>
> David
>
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RE: [Flightgear-devel] Post 0.7.9 priorities (lights)

2002-02-01 Thread VS Renganathan

Roman,
If you know the light posns in runway (object) coords all you need to know
is the lat, lon  and alt of the centre/corner (0,0,0) of the runway.
Construct transformation matrix as is done for dynamic objects in main.cxx.
Rotate first for lat, lon and translate by Objtrans (see below).

//object gbs-posn in cartesian coords
Point3D obj_posn = Point3D( obj_lon,obj_lat,obj_alt);
Point3D obj_pos = sgGeodToCart( obj_posn );

// Translate object w.r.t tile center
Point3D Objtrans = obj_pos - tile_center;

This should work. This can be done offline and stored in a seperate file or
done on the fly.

Regards
Ranga

-Original Message-
Okey guys, I'm trying to implement runway lights but I have some
mathematical trouble:
I know  4 corners of runway in local tile coordinates O1 O2 O3 O4 {x,y,z}
And I have runway sheme of lights for example let O1 will have {100,100,100}
in FG coordinates and {0,0,0} in local lights coordinate system. All I need
to have formulas to convert this local lights coordinates to tile fg
coordinates. I know that I can construct plane by 3 points using plib sg
routine  but wthat formulas?
O2O3
y
|
0--00
||
||
||
0--00-->x
O1O4
so in runway coordinate system we have 6 points
{0,0,0}{100,0,0}{200,0,0},{0,50,0},{100,50,0},{200,50,0} and have simple
routine to convert it to tile coordinate system
I try many formulas but no success :((
So if some on do it we HAVE runway lights
because you simply construct it using tileentry.cxx routines



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Re: [Flightgear-devel] runway lights

2002-01-17 Thread VS Renganathan



>>šAlso I complied flightgear to see lights usung MSVC but when I use cygwin I
>>šgot nothing cygwin's glut does not support opengl extensions :
>>šAs I understand now you are working on Mandrake and use Nvidia linux
>>šdrivers that support extensions
>>šwhen i compiled on linux should I simply rename wgl to xgl and all works
>>šfine? Your comments?


>No I use the gl-extensions only on Win2k machines, not on linux. You tell me 
>how to make it work with Linux. To begin with gl.h from nvidia distribution 
>does not seem to support the point parameter extension, which is supported 
>on win2k with the help of glext.h. 

further to my earlier mail on this thread 

gl.h on linux/nvidia machines does seem to have the GL_EXT_point_parameters 
functions, but how do you obtain the entry address to these functions in the 
api library. I mean what is the equivalent of wglGetProcAddress("xxx").

Regards
Ranga

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Re: [Flightgear-devel] runway lights

2002-01-17 Thread VS Renganathan

On Thursday 17 January 2002 13:35, you wrote:
> using your ksfo airport I use lp tokens and turn on runway lights
> now i got shemes on position our russian runway lights and try to place
> runway lights according scheme "Ray" or "Lutch" in russian transcription

runway x y z - define runway direction.

> as i understand rway_dir variable shows us landing direction on runway it's
> normalize vector

Yes

> rway_normal it's normal to runway or what? normal to point light? or
> raycasting direction
It is direction of the light. (yes, raycasting dirn.). for allround lights it 
becomes the runway normal. for red/green threshold lights its the runway 
direction. for vasi it is again the runway direction (red/white elliptical 
beams centered about the runway direction vector emanating from the light.)
The setclor() and setcolor2() functions produce texture maps about these 
directions.

> in tileentry.cxx there is a code
>  //EDGE
> setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
> why 180 and not 360?
> and on vasi
>  //VASI lights
> setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
> setColor2(10.0, 40.0, 1, 1, 1, 1);
> setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
> setColor2(5.0, 40.0, 1, 0, 0, 1);
> why here 360
> and 10, 40, 6, 5

Sorry, I never bothered to troubleshoot this, because it was not worth the 
effort as long as it works. setcolor2 divides angles by 2, I discovered. So 
this hack. 10 gives 5 degrees in elevation (2.5 up and 2.5 down about the 
horizontal) and 40 gives total 20 degrees arc in azimuth. So you see red from 
0 to 2.5 degrees and white when glideslope greater than 2.5 degrees wrt to 
the vasi lightpoint.

> Also I complied flightgear to see lights usung MSVC but when I use cygwin I
> got nothing cygwin's glut does not support opengl extensions :
> As I understand now you are working on Mandrake and use Nvidia linux
> drivers that support extensions
> when i compiled on linux should I simply rename wgl to xgl and all works
> fine? Your comments?

No I use the gl-extensions only on Win2k machines, not on linux. You tell me 
how to make it work with Linux. To begin with gl.h from nvidia distribution 
does not seem to support the point parameter extension, which is supported on 
win2k with the help of glext.h. 

Regards
Ranga



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RE: [Flightgear-devel] runway lights

2002-01-16 Thread VS Renganathan

Roman,
Runway lights code is encapsulated using #ifdef FG_EXPERIMENTAL_LIGHTING and
is being used (as far as I know, only by me so far) for deck lights on the
carrier. Yes, the same could be used for runway lights too. The info on
lights is intended to be held in the same file that holds vertex/polygon
info of tiles and not the objects.txt file. setcolor() and setcolor2()
functions produce textures on the fly  for env. mapping (coded by Christian
Mayer) to produce directional lights. setcolor2() is used for lights that
have different visibility in elevation and azimuth, while setcolor()
produces symmetric visibility.
At present runway lights' coords are read only in the fgLoadDCS() function
in main.cxx which is used to load moving objects like the aircraft carrier.
To get runway lights on ground you have to copy **this code** to obj.cxx
(preferably) or tileentry.cxx (using a seperate file with only runway light
coords tied to a particular tile as is done for other static objects). The
light point coords are entered as:
IMPORTANT *** I use object coords for runway direction, normals and coords
since the aircraft carrier is loaded using object coords. To draw runway
lights on ground you have to use Tile coodinates.***

runway 1.0 0.0 0.0
edgelight 0.0 0.0 1.0
lp 4.5000 0.20.2100
lp16.5000 0.21.0100
lp 4.5000 0.20.2100
...
...
red 0.0 0.0 1.0
lp  -137.2735-7.173617.2100
lp  -137.2735-7.173614.2100
lp  -137.2735-7.173611.2100
...
...
green 0.0 0.0 1.0
lp   47.6133   36.3383   21.5000
lp   47.3350   38.3189   21.5000
...
...
vasi or rabbit or ...
lp ...
lp ...

Repeat for each runway.

Regards
Ranga




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Roman Grigoriev
Sent: Wednesday, January 16, 2002 5:04 PM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] runway lights


Hi guys!
Still try to implement runway lights
find some section in tileentry.cxx RWY_LIGHTS
but i think it's unfinished
also when i looked in tile_entry.cxx i found various runway lights
initialsations but i don't understand
angular_size in setcolor() function and elev_size and azimut_size in
setcolor2 function
could you please explain it?
also i find section in main.cxx that read lights from object.txt
does someone use it?
Thanx in advance
bye

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RE: [Flightgear-devel] Objects

2001-12-14 Thread VS Renganathan

David,

-Original Message-
> What's FG_EXPERIMENTAL_LIGHTING? And is it used by default?

It is code to enable lighting on the aircraft carrier incuding an Optical
Landing aid (fixed at 3.75 deg). It is not enabled by default unless you add
that define. As far as I know only I am using it.

If you haven't already written code for billboarding trees there is
fgbillboard() function (unused so far) in tileentry.cxx. You may use it. It
works fine and I used it earlier for polygon based runway lights. You may
need to change the arguments depending on your implementation.

Regards
Ranga


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RE: [Flightgear-devel] buildings or planes?

2001-12-07 Thread VS Renganathan

Hi Norman,

I never noticed !!. I remember having sent them long back to Curt. Anyway I
am sending one carrier.zip file to [EMAIL PROTECTED] I would be grateful if you
could put it up someplace so that anyone else who is interested could also
download, or Curt could  or John could include it into the base package.
The saratoga.obj and saratoga.mtl files go to ~models/geometry and the
rgb/bmp textures go to ~models/textures directory.

Thanks. Maybe I'll get PPE and learn to use it.

Regards
Ranga

>The .obj file is in the FlightGear / Models directory but I have
>never seen see the associated .mtl file or any of the materials :-(

>Are these available ?

>FYI - PPE can load .obj files
>As a general rule any file that FlightGear can load PPE
>can load as they both use the SSG file loaders :-)


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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread VS Renganathan

Hi everyone,

I have been following this thread.

>> Pretty sure Objects/Geometry/saratoga.obj is a carrier
> Yes, this would be cool.Definitely.
> Jon

Jon, as pointed out by John, we already have an aircraft carrier. It is one
with a ski-jump and 3 arrestor  wires. We use it in our design work.

Andy,

You can see the carrier in FlightGear by giving the lat,lon,alt in
~scenery.objects.txt.
Or use the 3dexplorer (windows only) shareware viewer. If you are interested
I could send you the wavefront .obj file format specs. The carrier model is
a simple low polygon one which I edit manually!!. It uses object coordinates
with its (0,0,0) at waterline (or metacenter, there is no hull below
waterline in this model).

You can use 3dexplorer to convert it some format that PPE supports and then
use PPE to edit. But I havent tried that.

I'll be glad to help anyone who is interested in using it.

Regards
Ranga

>I've never touched the geometry side of fgfs, so any pointers would be
>appreciated.  What can I use to look at this thing?  I don't recognize
>wavefront .obj format (although it's ASCII at least -- big plus).  I'm
>not a big modelling guy, so be gentle.  I just need to figure out the
>coordinate system and where the deck plane and arrestor wires are.

>If plib supports it, then is Pretty Poly the best editor to use?  Does
>ssg support API-side inspection of the geometry once it's loaded?
>(dumb question, I could just look it up...)


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Re: [Flightgear-devel] Adding airport buildings and runways to fgfs

2001-11-25 Thread VS Renganathan

Hanish,
You can still use ascii format scenery with FlightGear.
Regards
Ranga

On Sunday 25 November 2001 18:32, you wrote:
> Hello all,
>
> I am interested in adding some airport buildings and runways to fgfs. The
> info what I found on the net seem to relate to a older version of fgfs with
> ascii format for sceneries. But I am using fgfs-0.7.8 from debian. What
> should I do to achieve the above.
>
> Or is there any document available on the net which describes the same, if
> so please to provide the links.
>
>
> Keep :-)
> HanishKVC
> www.hanishkvc.com
>
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