Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-29 Thread David Luff
On 9/27/03 at 10:57 AM Bernie Bright wrote:
>I'm investigating using SDL audio.  Originally I modified SGSoundMgr with
>some
>success but have dropped that idea and am currently adding SDL audio
>support
>to plib.sl.  This approach is much more promising and requires minimal
>changes
>to FlightGear.

This sounds very promising :-))  Quick question, since I'm about to process
and index another voice recording, will this remove the 8KHz, 8bit limit?

Cheers - Dave



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Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-26 Thread Bernie Bright
On Thu, 25 Sep 2003 23:27:46 +0100
James Turner <[EMAIL PROTECTED]> wrote:
 
> As to *why* I as looking at main.cxx - I'm trying to get an idea how 
> complex a conversion to SDL would be - what other people are working in 
> this area? I've got quite a bit of experience with SDL itself, but 
> main.cxx is frightening me.

I'm investigating using SDL audio.  Originally I modified SGSoundMgr with some
success but have dropped that idea and am currently adding SDL audio support
to plib.sl.  This approach is much more promising and requires minimal changes
to FlightGear.

Bernie

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RE: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-25 Thread Norman Vine
James Turner writes: 
> 
> On Thursday, September 25, 2003, at 11:25  am, Norman Vine wrote:
> 
> >> Wireframe mode works,  it's the turning the textures on and off that 
> >> no longer
> >> works.  Maybe we should remap F9 to switch wireframe on and off?
> >
> > We really need either
> > 1) a key for wire-frame  or
> > 2) figure out how to get PLIB to switch back to shaded after switching
> > to wire-frame as the prop browser is useless in wire-frame mode
> 
> I was just looking at main.cxx (in mounting fear...) and it looks 
> pretty simple to cancel and restore the wire-frame state around 
> puDisplay(), which I **presume** is what does the PUI drawing. There 
> are probably a bunch of other things that might want to be excluded 
> from wireframe mode, I guess. Around about line 748 of main.cxx, btw

One would think so,  but I guess am not smart enough to do this
i.e  This nor anything else I have tried doesn't work

// We can do translucent menus, so why not. :-)
// Force Poly Fill mode
glPolygonMode(GL_FRONT, GL_FILL);

menus->apply();
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();

Regardless we still want a key binding as normally you want to switch 
back and forth between textured and wire-frame to get your bearings

Cheers

Norman

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Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-25 Thread James Turner
On Thursday, September 25, 2003, at 11:25  am, Norman Vine wrote:

Wireframe mode works,  it's the turning the textures on and off that 
no longer
works.  Maybe we should remap F9 to switch wireframe on and off?
We really need either
1) a key for wire-frame  or
2) figure out how to get PLIB to switch back to shaded after switching
to wire-frame as the prop browser is useless in wire-frame mode
I was just looking at main.cxx (in mounting fear...) and it looks 
pretty simple to cancel and restore the wire-frame state around 
puDisplay(), which I **presume** is what does the PUI drawing. There 
are probably a bunch of other things that might want to be excluded 
from wireframe mode, I guess. Around about line 748 of main.cxx, btw

As to *why* I as looking at main.cxx - I'm trying to get an idea how 
complex a conversion to SDL would be - what other people are working in 
this area? I've got quite a bit of experience with SDL itself, but 
main.cxx is frightening me.

H&H
James
--
That which does not kill me has poor aim
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Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-25 Thread Lee Elliott
On Thursday 25 September 2003 15:17, Jim Wilson wrote:
> "Curtis L. Olson" <[EMAIL PROTECTED]> said:
> 
> > Jim Wilson writes:
> > > Wireframe mode works,  it's the turning the textures on and off that no 
longer
> > > works.  Maybe we should remap F9 to switch wireframe on and off?  Do 
> > > we need to be able to render geometry without the textures?
> > > 
> > > As far as shading is concerned, the scenery is always flat shaded and 
the
> > > models are always smooth shaded.
> > 
> > The scenery is smooth shaded too ...
> 
> Hmmm...ok...I'm going to have to look into this (and look closer), because 
on
> my display it "appears" quite flat and angular.  BTW, are the normals 
created
> as part of the scenery generation or is that done on loading like the ac3d 
stuff?
> 
> Best,
> 
> Jim

It's always looked flat shaded to me too.

LeeE


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RE: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-25 Thread Jim Wilson
"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> > Wireframe mode works,  it's the turning the textures on and off that no longer
> > works.  Maybe we should remap F9 to switch wireframe on and off?  Do 
> > we need to be able to render geometry without the textures?
> > 
> > As far as shading is concerned, the scenery is always flat shaded and the
> > models are always smooth shaded.
> 
> The scenery is smooth shaded too ...

Hmmm...ok...I'm going to have to look into this (and look closer), because on
my display it "appears" quite flat and angular.  BTW, are the normals created
as part of the scenery generation or is that done on loading like the ac3d stuff?

Best,

Jim


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RE: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-25 Thread Curtis L. Olson
Jim Wilson writes:
> Wireframe mode works,  it's the turning the textures on and off that no longer
> works.  Maybe we should remap F9 to switch wireframe on and off?  Do 
> we need to be able to render geometry without the textures?
> 
> As far as shading is concerned, the scenery is always flat shaded and the
> models are always smooth shaded.

The scenery is smooth shaded too ...

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

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RE: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-25 Thread Norman Vine
Jim Wilson writes:
> 
> Norman Vine <[EMAIL PROTECTED]> said:
> 
> > Norman Vine wrote:
> > 
> > > Erik Hofman writes:
> > >
> > > > This functionality has been removed about three months ago.
> > > > It is no longer possible to use the scenery without textures.
> > >
> > > 
> > > If there was some discussion as to dropping this basic support could 
> > > someone pont me to it please.
> > 
> > OK the last discussion I see about this is on
> > Tue Jun 24 10:19:05 CDT 2003 
> > 
> > http://baron.me.umn.edu/pipermail/flightgear-devel/2003-June/018316.html
> > 
> > """
> > The wireframe mode got broke somewhere along the way, but I fixed it
> > recently.  I haven't tried lately to see if it's broke again, but last
> > I checked it did work.  It can be useful for debugging your
> > models/terrain because it will show you the exact triangle layout ...
> > """
> > 
> > I am still searching for where it was decided that this useful functionality
> > was to be removed
> > 
> 
> Wireframe mode works,  it's the turning the textures on and off that no longer
> works.  Maybe we should remap F9 to switch wireframe on and off? 

We really need either 
1) a key for wire-frame  or
2) figure out how to get PLIB to switch back to shaded after switching
to wire-frame as the prop browser is useless in wire-frame mode

> Do 
> we need to be able to render geometry without the textures?

IMO yes in that this is also handy for developing/debugging geometry in general
in that you can see shadows < ie  face orientations > much more clearly without
texturing applied
 
> As far as shading is concerned, the scenery is always flat shaded and the
> models are always smooth shaded.

Probably, but this could also be a toggle.

Cheers

Norman



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RE: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Jim Wilson
Norman Vine <[EMAIL PROTECTED]> said:

> Norman Vine wrote:
> 
> > Erik Hofman writes:
> >
> > > This functionality has been removed about three months ago.
> > > It is no longer possible to use the scenery without textures.
> >
> > 
> > If there was some discussion as to dropping this basic support could 
> > someone pont me to it please.
> 
> OK the last discussion I see about this is on
> Tue Jun 24 10:19:05 CDT 2003 
> 
> http://baron.me.umn.edu/pipermail/flightgear-devel/2003-June/018316.html
> 
> """
> The wireframe mode got broke somewhere along the way, but I fixed it
> recently.  I haven't tried lately to see if it's broke again, but last
> I checked it did work.  It can be useful for debugging your
> models/terrain because it will show you the exact triangle layout ...
> """
> 
> I am still searching for where it was decided that this useful functionality
> was to be removed
> 

Wireframe mode works,  it's the turning the textures on and off that no longer
works.  Maybe we should remap F9 to switch wireframe on and off?  Do 
we need to be able to render geometry without the textures?

As far as shading is concerned, the scenery is always flat shaded and the
models are always smooth shaded.

Best,

Jim


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RE: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Curtis L. Olson
Norman Vine writes:
> OK the last discussion I see about this is on
> Tue Jun 24 10:19:05 CDT 2003 
> 
> http://baron.me.umn.edu/pipermail/flightgear-devel/2003-June/018316.html
> 
> """
> The wireframe mode got broke somewhere along the way, but I fixed it
> recently.  I haven't tried lately to see if it's broke again, but last
> I checked it did work.  It can be useful for debugging your
> models/terrain because it will show you the exact triangle layout ...
> """
> 
> I am still searching for where it was decided that this useful functionality
> was to be removed

I don't think there ever was a keyboard binding to toggle wireframe
mode.  The functionality should still be there, you just have to tweak
the property via the property broswer or telnet interface, etc.  Once
upon a time there was a command line option, but I think that got lost
along the way somewhere ...

Regards,

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

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RE: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Norman Vine
Norman Vine wrote:

> Erik Hofman writes:
>
> > This functionality has been removed about three months ago.
> > It is no longer possible to use the scenery without textures.
>
> 
> If there was some discussion as to dropping this basic support could 
> someone pont me to it please.

OK the last discussion I see about this is on
Tue Jun 24 10:19:05 CDT 2003 

http://baron.me.umn.edu/pipermail/flightgear-devel/2003-June/018316.html

"""
The wireframe mode got broke somewhere along the way, but I fixed it
recently.  I haven't tried lately to see if it's broke again, but last
I checked it did work.  It can be useful for debugging your
models/terrain because it will show you the exact triangle layout ...
"""

I am still searching for where it was decided that this useful functionality
was to be removed

Norman

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Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Frederic BOUVIER
Erik Hofman wrote:
> Frederic BOUVIER wrote: 
> 
> > I noticed that recently the ambient color disappeared from materials.xml. 
> > Unfortunately, fgsd was relying on this property to draw the scenery. 
> > I had to develop a routine that loads the texture and compute the average 
> > color on the fly. 
> 
> That's another issue. 
> You should set the defaults as defined in the header of the file if no 
> color/ambient/diffuse/specular or shininess is defined. 

Yes and No. If you want to show your scenery in FG untextured, you'll need
some color information. (fgsd always show the scenery untextured )

Using the same default color for all kind of material (except the few that have
a special setting ) will give you a rather boring landscape.

-Fred


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Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Erik Hofman
Frederic BOUVIER wrote:
Erik Hofman wrote:

Frederic BOUVIER wrote: 


I noticed that recently the ambient color disappeared from materials.xml. 
Unfortunately, fgsd was relying on this property to draw the scenery. 
I had to develop a routine that loads the texture and compute the average 
color on the fly. 
That's another issue. 
You should set the defaults as defined in the header of the file if no 
color/ambient/diffuse/specular or shininess is defined. 


Yes and No. If you want to show your scenery in FG untextured, you'll need
some color information. (fgsd always show the scenery untextured )
Ah, that *is* the same issue, but then you meant the , and  
color (and not ambient) tag.

Using the same default color for all kind of material (except the few that have
a special setting ) will give you a rather boring landscape.
True.

Erik

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Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Erik Hofman
Frederic BOUVIER wrote:

I noticed that recently the ambient color disappeared from materials.xml.
Unfortunately, fgsd was relying on this property to draw the scenery. 
I had to develop a routine that loads the texture and compute the average
color on the fly.
That's another issue.
You should set the defaults as defined in the header of the file if no 
color/ambient/diffuse/specular or shininess is defined.

Erik

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Re: [Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Frederic BOUVIER
Norman Vine wrote:
> Erik Hofman writes: 
> > 
> > Norman Vine wrote: 
> > 
> > > < Sigh > It looks like F9 needs to get fixed again. 
> > > This is a *very* useful < essential > debugging feature 
> > > for anyone interested in seeing what is 'really' happening 
> > > during rendering 
> > > 
> > > It is also a good indicator as to whether or not 'GL state' is being 
> > > kept track of properly 
> > 
> > This functionality has been removed about three months ago. 
> > It is no longer possible to use the scenery without textures. 
> 
> Huh ?? 
> 
> Hmm.. I guess you are correct, but I don't remember any discussion on this 
> and IMO being able to toggle between flat-shaded, wire-frame and textured 
> display modes just' make sense' and is a defacto standard in any reasonably 
> sophisticated OpenGL application. 
>
> This is especially true in one with as complicated a display system as FGFS 
> as this iis the only means you have to visualize what is going on behind the 
> 'scenes' as textures just hide the details. Since this is just a 'mode' swap this 
> is pretty straight forward to do and should only hve to be done once at the 
> start of the loop hence doesn't carry a performance penalty 
> 
> If there was some discussion as to dropping this basic support could 
> someone pont me to it please. 

I noticed that recently the ambient color disappeared from materials.xml.
Unfortunately, fgsd was relying on this property to draw the scenery. 
I had to develop a routine that loads the texture and compute the average
color on the fly.

-Fred


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[Flightgear-devel] Wireeframe and Flat Shaded Display

2003-09-24 Thread Norman Vine
< Subject line changed for future ID purposes >

Erik Hofman writes:
> 
> Norman Vine wrote:
>
> > < Sigh > It looks like F9 needs to get fixed again.
> > This is a *very* useful < essential > debugging feature
> > for anyone interested in seeing what is 'really' happening
> > during rendering
> > 
> > It is also a good indicator as to whether or not 'GL state' is being
> > kept track of properly
> 
> This functionality has been removed about three months ago.
> It is no longer possible to use the scenery without textures.

Huh ??

Hmm.. I guess you are correct,  but I don't remember any discussion on this 
and IMO being able to toggle between flat-shaded, wire-frame and textured 
display modes just' make sense' and is a defacto standard in any reasonably
sophisticated OpenGL application.  

This is especially true in one with as complicated a display system as FGFS 
as this iis the only means you have to visualize what is going on behind the 
'scenes' as textures just hide the details.  Since this is just a 'mode' swap this
is pretty straight forward to do and should only hve to be done once at the
start of the loop hence doesn't carry a performance penalty

If there was some discussion as to dropping this basic support could 
someone pont me to it please.

Norman

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