[Flightgear-devel] HUD fonts for Norman Vine

2005-10-11 Thread rhett3

Norman,

The problem is I need to change the font that is showing on my HUD
to make it larger (and brighter).  I cannot figure out where this is done.
It seems to refer back to properties in some way, but I can't find where
the lever is.  If I change the sizes in the programs in Cockpit, nothing
happens.  If the program is not using the GL fonts, what is it using and
how does one change one or more instances in the HUD? 


Thanks,

Rex du Pont
[EMAIL PROTECTED]



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RE: [Flightgear-devel] HUD fonts for Norman Vine

2005-10-11 Thread Norman Vine
 
 The problem is I need to change the font that is showing on my HUD
 to make it larger (and brighter).  I cannot figure out where this is done.
 It seems to refer back to properties in some way, but I can't find where
 the lever is.  If I change the sizes in the programs in Cockpit, nothing
 happens.  If the program is not using the GL fonts, what is it using and
 how does one change one or more instances in the HUD? 

The HUD uses PLIB Fonts these are *much* faster then the Glut Fonts

The code has been considerably reworked, albeit a  long time ago, 
since I implemented the PLIB Font mechanisms.

That said I believe you want to look at hud.hxx

class fgText {
  
void Draw(fntRenderer *fnt,int digits) {


HTH

Norman

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[Flightgear-devel] HUD AGL ladder/Elevation display problem

2005-10-04 Thread Lee Elliott
Hello all,

I'm really replying to Curt's posting on the cvs-logs list re the 
HUD AGL problem that recently appeared.

This problem only seems to affect the agl ladder on the primary 
HUD and the Elevation value displayed on the reduced HUD.  
The /position/altitude-agl-ft property is still being updated 
correctly and controllers that use this property still work ok.

The agl ladder/elevation values seem to be initialised correctly 
at start-up but then appear to synch with the altitude ladder, 
as though the code treats the agl as an offset and then updates 
from the altitude.

LeeE


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[Flightgear-devel] hud error

2005-06-16 Thread eagle monart


in  a loop  hud ladder can climb up to  110 degrees and  in a second 
corrects itself to 90 degree limit. i looked at the code  but its long and 
complex . anybody knows why?


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[Flightgear-devel] HUD

2005-05-05 Thread Ben Morrison








I am trying to display the HUD in the center of the screen no
matter which way the viewer is looking. Currently in the center of the screen
if the viewer is facing straight forward. Can anyone point me in the right
direction?






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Re: [Flightgear-devel] HUD

2005-05-05 Thread Erik Hofman
Ben Morrison wrote:
I am trying to display the HUD in the center of the screen no matter 
which way the viewer is looking.  Currently in the center of the screen 
if the viewer is facing straight forward.  Can anyone point me in the 
right direction?
pointing forward/
Seriously, there is an alternative HUD that can be seen by pressing I 
(and switch back by pressing i). This HUD always stays in front of the 
viewer.

Erik
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RE: [Flightgear-devel] HUD

2005-05-05 Thread Ben Morrison
Do you know where the code is located inside of the Flightgear source for
drawing this alternative HUD?  I am drawing a custom HUD.  Sorry if I am
asking simple questions.  I am still trying to learn how Flightgear works.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Hofman
Sent: Thursday, May 05, 2005 12:27 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] HUD

Ben Morrison wrote:
 I am trying to display the HUD in the center of the screen no matter 
 which way the viewer is looking.  Currently in the center of the screen 
 if the viewer is facing straight forward.  Can anyone point me in the 
 right direction?

pointing forward/

Seriously, there is an alternative HUD that can be seen by pressing I 
(and switch back by pressing i). This HUD always stays in front of the 
viewer.

Erik

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Re: [Flightgear-devel] HUD

2005-05-05 Thread Andy Ross
Ben Morrison wrote:
 I am trying to display the HUD in the center of the screen no matter
 which way the viewer is looking.  Currently in the center of the
 screen if the viewer is facing straight forward.  Can anyone point
 me in the right direction?

Try toggling /sim/hud/enable3d.  The original hud was screen space
only, and the work done to make it draw into a 3d world was predicated
on this property.  The code is still in there, although the default
seems to have changed over time.

Andy

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RE: [Flightgear-devel] HUD

2005-05-05 Thread Ben Morrison
Ok that was it.  Thanks!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy Ross
Sent: Thursday, May 05, 2005 1:02 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] HUD

Ben Morrison wrote:
 I am trying to display the HUD in the center of the screen no matter
 which way the viewer is looking.  Currently in the center of the
 screen if the viewer is facing straight forward.  Can anyone point
 me in the right direction?

Try toggling /sim/hud/enable3d.  The original hud was screen space
only, and the work done to make it draw into a 3d world was predicated
on this property.  The code is still in there, although the default
seems to have changed over time.

Andy

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[Flightgear-devel] HUD? De-glut victim?

2004-04-05 Thread Curtis L. Olson
Ever since we took a step towards de-glut-ification, I have been unable 
to toggle the hud on off.  This is a very useful tool for debugging even 
for planes that don't technically have a HUD as a stock option.  Any 
chance we could get this funtionality returned?

Thanks,

Curt.

--
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org


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Re: [Flightgear-devel] HUD? De-glut victim?

2004-04-05 Thread Andy Ross
Curtis L. Olson wrote:
 Ever since we took a step towards de-glut-ification, I have been
 unable to toggle the hud on off.  This is a very useful tool for
 debugging even for planes that don't technically have a HUD as a stock
 option.  Any chance we could get this funtionality returned?

Oops again.  There were some hard-coded key handlers with a comment
that I took to mean these are obsolete.  Apparently they weren't. :)

The Right Thing would have been to turn them into commands that can be
mapped via keyboard.xml, but I was too lazy.  One of the bindings
(F6) was easily duplicated with Nasal, but the HUD stuff is now
hardcoded again. :)

Andy

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Re: [Flightgear-devel] HUD? De-glut victim?

2004-04-05 Thread Andy Ross
I wrote:
 The Right Thing would have been to turn them into commands that can
 be mapped via keyboard.xml, but I was too lazy.  One of the bindings
 (F6) was easily duplicated with Nasal, but the HUD stuff is now
 hardcoded again. :)

No, sorry.  That was too ugly; I just couldn't do it. :)

I added new commands for these things and checked modified keybindings
into keyboard.xml.  This still isn't quite the Right Thing, which
would involve modifications to the HUD code so it could be driven by
properties.  But at least now all the keybindings are in one,
configurable place.

Andy

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[Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Jim Wilson
The hud zooms with changes in FOV (zooming the view).  Can that be fixed?

Best,

Jim


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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Erik Hofman
Jim Wilson wrote:
The hud zooms with changes in FOV (zooming the view).  Can that be fixed?
No, if the HUD is added to a 3d cockpit of the F-16 this is the behavior 
one would expect.

Erik

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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  The hud zooms with changes in FOV (zooming the view).  Can that be fixed?
 
 No, if the HUD is added to a 3d cockpit of the F-16 this is the behavior 
 one would expect.


Ah yes, didn't think of that.  A couple of suggestions: 

1). Default to the 2D HUD unless there's a specific aircraft level
configuration parameter made to override it (e.g. for the F16 2D panel).  

2). Use the default HUD design in 2D HUD mode.  The one that currently comes
up in 2D HUD mode now is not very useful.

If we're only concerned about realism we should just ditch the HUD as a
default feature.  But if we leave it in it should work as it used to for the
majority of aircraft without special configuration.

Right now it just doesn't work.

Best,

Jim


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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Erik Hofman
Jim Wilson wrote:

Ah yes, didn't think of that.  A couple of suggestions: 

1). Default to the 2D HUD unless there's a specific aircraft level
configuration parameter made to override it (e.g. for the F16 2D panel).  

2). Use the default HUD design in 2D HUD mode.  The one that currently comes
up in 2D HUD mode now is not very useful.
If we're only concerned about realism we should just ditch the HUD as a
default feature.  But if we leave it in it should work as it used to for the
majority of aircraft without special configuration.
Right now it just doesn't work.
The HUD needs an overhaul, that's for sure. But different people seem to 
expect different things from the HUD. I for one would like the HUD to 
behave like a HUD. right now it partially does that. The 2d doesn't.

What the HUD needs to do is translate the real positions (ladder for 
instance) into a smaller display by compressing it with the proper 
value(s). Right now the 2d HUD code doesn't do that.

Next thing I really want to see in the modified HUD code is the ability 
to set the height, width and distance to the viewer so I can project the 
HUD information in the appropriate display region. There are quite a 
number of different HUD layouts (small, wide angle, different aspect 
ratios, etc.)

I see no real solutions for the current code but to leave it like it is 
right now.

Erik

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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:
 
 I see no real solutions for the current code but to leave it like it is 
 right now.
 

You didn't read my message.  Most of our aircraft don't have HUDs in real life
so it is only there for the convenience of the user.  For these aircraft it
doesn't have to behave like a real HUD because it isn't real.

Can't we just default to the 2D?  The ONE aircraft that needs the 3D could
have a configuration parameter to initiate it.

We don't have to make major changes now, but we should at least be releasing
code that works, even if it is considered inadequate by some.

The 2D hud works.  Should I submit a patch?

Best,

Jim


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Re: [Flightgear-devel] Hud bug or feature?

2003-10-16 Thread nhv
At Thu, 16 Oct 2003 23:45:29 - , Jim Wilson wrote: 

Can't we just default to the 2D?  The ONE aircraft that needs the 3D could
have a configuration parameter to initiate it.

We don't have to make major changes now, but we should at least be releasing
code that works, even if it is considered inadequate by some.

The 2D hud works.  Should I submit a patch?

umm how about just adding --disable-hud3d
or its XML equivalent to your local preferences

Norman


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Re: [Flightgear-devel] HUD visibility

2003-10-09 Thread Erik Hofman
Norman Vine wrote:
Matevz Jekovec writes:

I am trying to make HUD visible only in 0 view. If I use condition and 
equals type of sentences in my J22 hud.xml file, FG tells me it is not 
able to parse few lines from that file and ignores my condition.
Is there any other way to turn off HUD when not in 0 view?


Just cycle the colors  h  or   H  keys
I have been thinking about adding a hud tag to the views section where 
one could choose between dynamic, static and none. There is no 
code yet though.

Erik

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Re: [Flightgear-devel] HUD visibility

2003-10-09 Thread Matevz Jekovec




Norman Vine wrote:

  Matevz Jekovec writes:
  
  
I am trying to make HUD visible only in 0 view. If I use condition and 
equals type of sentences in my J22 hud.xml file, FG tells me it is not 
able to parse few lines from that file and ignores my condition.
Is there any other way to turn off HUD when not in 0 view?

  
  
Just cycle the colors  h  or   H  keys

HTH

Norman 
  

I was thinking on a HUD being *always* invisible in outside view and
always visible in inside views (you'll set the conditions in HUD xml
file). Even better, it would be cool, to simply assign the surface (a
3d object, or pure coordinates of the model) where the HUD should be
rendered to.
Of course you could turn off/on the hud with 'h' key, but IMO that
should be like pressing or rolling the HUD knob in the cockpit (flight
electronics job).

btw. Do we have any HMD (helmet mounted display) in newer aircrafts
(Su33, F22/23) implemented? If not, the code should be the same as for
HUD, but should always be rendered to the center of the screen no
matter where you look to inside the aircraft.


- Matevz


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[Flightgear-devel] HUD visibility

2003-10-08 Thread Matevz Jekovec
I am trying to make HUD visible only in 0 view. If I use condition and 
equals type of sentences in my J22 hud.xml file, FG tells me it is not 
able to parse few lines from that file and ignores my condition.
Is there any other way to turn off HUD when not in 0 view?

- Matevz

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RE: [Flightgear-devel] HUD visibility

2003-10-08 Thread Norman Vine
Matevz Jekovec writes:
 
 I am trying to make HUD visible only in 0 view. If I use condition and 
 equals type of sentences in my J22 hud.xml file, FG tells me it is not 
 able to parse few lines from that file and ignores my condition.
 Is there any other way to turn off HUD when not in 0 view?

Just cycle the colors  h  or   H  keys

HTH

Norman 

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[Flightgear-devel] HUD OpenGC

2002-10-30 Thread Jon Berndt
I've been thinking about the JSBSim shuttle model lately, and making a HUD
for it (at some point). Here is a diagram of the set of symbols which can
appear on the shuttle HUD:

http://www.hal-pc.org/~jsb/HUD.jpg

There are a few things missing, but it's almost all there. The thing is, I
don't know if it is possible to draw the runway outline using our
configurable HUD, and I am especially doubtful that the Guidance diamond
would be possible to do. It might be possible to use the configurable
autopilot/FCS capabilities of JSBSim to calculate guidance targets, but
even if we could, I am not sure how the information could make it back to
FGFS.

Also, for landing there is an important CRT page that would display (using
OpenGC?) called SPEC 50 (HORIZ SIT). See page 18 of this document:

http://www.shuttlepresskit.com/scom/213.pdf

The shuttle is seen on the display, the runway, the outline of the heading
alignment cone (HAC), and the predictor marks (where the shuttle is
predicted to be at 15, 30, and 45 seconds (IIRC) in the future given
current steering).

Also, the panel looks like this:

http://oea.larc.nasa.gov/news_rels/2000/art/glasscockpit/EL-2000-00037.JPG

It would be nice to model some of the left side stuff.

Question: What is the state of fgfs integration with OpenGC, now?

Jon





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Re: [Flightgear-devel] HUD OpenGC

2002-10-30 Thread Norman Vine
Jon Berndt writes:

 I've been thinking about the JSBSim shuttle model lately, and making a HUD
 for it (at some point). Here is a diagram of the set of symbols which can
 appear on the shuttle HUD:
 
 http://www.hal-pc.org/~jsb/HUD.jpg
 
 There are a few things missing, but it's almost all there. The thing is, I
 don't know if it is possible to draw the runway outline using our
 configurable HUD, and I am especially doubtful that the Guidance diamond
 would be possible to do. 

Jon

It might require adding a few additional capabilities and/or XML hooks
into the HUD code but this looks quite doable.

FYI The guidance diamond shoud be no problem at all assuming that
a simple polar coordinate ( theta, r ) or equivalant would be passed in

Norman




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[Flightgear-devel] HUD

2002-10-28 Thread Jon Berndt
Is the HUD configurable at all? I mean via a config file or something?
Symbology is different in the various aircraft -particularly spacecraft.
If one wanted to modify the HUD symbology is this possible to modify
without code, like the panel instruments?

Jon



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Re: [Flightgear-devel] HUD

2002-10-28 Thread Norman Vine
Jon Berndt writes:

 Is the HUD configurable at all? I mean via a config file or something?
 Symbology is different in the various aircraft -particularly spacecraft.
 If one wanted to modify the HUD symbology is this possible to modify
 without code, like the panel instruments?

what in  docs / README.xmlhud don't you understand :-)

Norman


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RE: [Flightgear-devel] HUD

2002-10-28 Thread Jon Berndt
 Jon Berndt writes:

  Is the HUD configurable at all? I mean via a config file or something?
  Symbology is different in the various aircraft -particularly
spacecraft.
  If one wanted to modify the HUD symbology is this possible to modify
  without code, like the panel instruments?

 what in  docs / README.xmlhud don't you understand :-)

 Norman

Knowing about it is the first step. That's what I was looking for.

Thanks.

Jon



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[Flightgear-devel] HUD xml files

2002-03-27 Thread Norman Vine

previously sent patch for hud.cxx required !

These add a NEW elevator trim marker
along side the elevator position gauge 
also adds missing cemterpoint tick marks

FYI
With this you can see what the AutoPilot is doing
when in one of the 'altitude modes'






nhv_hud.tgz
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re: [Flightgear-devel] HUD xml files

2002-03-27 Thread David Megginson

Norman Vine writes:

  previously sent patch for hud.cxx required !
  
  These add a NEW elevator trim marker
  along side the elevator position gauge 
  also adds missing cemterpoint tick marks
  
  FYI
  With this you can see what the AutoPilot is doing
  when in one of the 'altitude modes'

I've updated the source code and base package CVS with Norm's patches,
and they work well.  Thanks.


All the best,


David

-- 
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[EMAIL PROTECTED]


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