Re: [Flightgear-devel] Clouds progress : screenshot
Guys! Maybe I missed something but I can't got nicy views with clouds3d just got similar to http://rockfish.net/~nhv/fgfs/images/fgfs-screen-009.jpg I compiled from today CVS with gcc3.2 and have nvidia-31.23 drivers on geforce3 running in 1024x768 32bpp so there is a some problem with alpha how to get nice view of 3d clouds on linux maybe on windows all is OK and problem is related to linux? Thanx in advance Bye ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Clouds progress : screenshot
Roman, From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Roman maybe on windows all is OK and problem is related to linux? Don't worry, on windows (cygwin), SimGear does not even compile - yet, despite all the patches ;-) - I think Norman is working on that, though. Regards, Michael -- Michael Basler, Jena, Germany [EMAIL PROTECTED] http://www.geocities.com/pmb.geo/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Roman Grigoriev writes: Maybe I missed something but I can't got nicy views with clouds3d just got similar to http://rockfish.net/~nhv/fgfs/images/fgfs-screen-009.jpg I compiled from today CVS with gcc3.2 and have nvidia-31.23 drivers on geforce3 running in 1024x768 32bpp That's what I get as well, with a GeForce2Go 32MB. When I get a little closer, it turns into a white cube. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Michael Basler writes: maybe on windows all is OK and problem is related to linux? Don't worry, on windows (cygwin), SimGear does not even compile - yet, despite all the patches ;-) - I think Norman is working on that, though. Things were going rather well for me on Windows then I decided to try merging the latest stuff from CVS and I suddenly had problems I didn't see before. Spent way to much time trying to decipher what is happening and need to get some real work done so I tarred up my files with tar -czvf clouds.tgz \ FlightGear/src/Main/main.cxx \ FlightGear/src/Main/fg_init.cxx \ SimGear/configure.ac \ SimGear/simgear/sky/clouds3d/*.cpp \ SimGear/simgear/sky/clouds3d/*.h* \ SimGear/simgear/sky/clouds3d/*.c and put the tarball at http://rockfish.net/~nhv/fgfs/clouds.tgz so others could play too. This should build on Windows and Unix, I didn't add the necessary Mac changes but I think Jonathan has that covered Back up your original files !! Enjoy Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Could you please describe this situation Why this happened? Roman - Original Message - From: David Megginson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, September 18, 2002 4:29 PM Subject: Re: [Flightgear-devel] Clouds progress : screenshot Roman Grigoriev writes: Maybe I missed something but I can't got nicy views with clouds3d just got similar to http://rockfish.net/~nhv/fgfs/images/fgfs-screen-009.jpg I compiled from today CVS with gcc3.2 and have nvidia-31.23 drivers on geforce3 running in 1024x768 32bpp That's what I get as well, with a GeForce2Go 32MB. When I get a little closer, it turns into a white cube. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Roman Grigoriev writes: Could you please describe this situation Why this happened? I don't know the code well enough to suggest why. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Jim, Norman, I'm getting the following compile error: fg_init.cxx: In function `void fgInitView()': fg_init.cxx:667: no matching function for call to `FGViewer::get_LOCAL ()' Regards, Curt. Norman Vine writes: Michael Basler writes: maybe on windows all is OK and problem is related to linux? Don't worry, on windows (cygwin), SimGear does not even compile - yet, despite all the patches ;-) - I think Norman is working on that, though. Things were going rather well for me on Windows then I decided to try merging the latest stuff from CVS and I suddenly had problems I didn't see before. Spent way to much time trying to decipher what is happening and need to get some real work done so I tarred up my files with tar -czvf clouds.tgz \ FlightGear/src/Main/main.cxx \ FlightGear/src/Main/fg_init.cxx \ SimGear/configure.ac \ SimGear/simgear/sky/clouds3d/*.cpp \ SimGear/simgear/sky/clouds3d/*.h* \ SimGear/simgear/sky/clouds3d/*.c and put the tarball at http://rockfish.net/~nhv/fgfs/clouds.tgz so others could play too. This should build on Windows and Unix, I didn't add the necessary Mac changes but I think Jonathan has that covered Back up your original files !! Enjoy Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Curtis L. Olson writes: Jim, Norman, I'm getting the following compile error: fg_init.cxx: In function `void fgInitView()': fg_init.cxx:667: no matching function for call to `FGViewer::get_LOCAL ()' oops ... forgot one :-) I was doing a little sanity checking // $FG_SRC / Main / viewer.hxx virtual const sgVec4 *get_LOCAL() { if ( _dirty ) { recalc(); } return LOCAL; } ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Clouds progress : screenshot
Norman, From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Norman Vine and put the tarball at http://rockfish.net/~nhv/fgfs/clouds.tgz Thanks. Great work. First the good news: SimGear does build now on my Cygwin system (with a host of warnings in clouds3d, but still). The not so good ones are, FlightGear compiles too, but final linking does not yet work. This is the result: Making all in Main make[2]: Entering directory `/usr/local/source/flightgear/src/Main' source='main.cxx' object='main.o' libtool=no \ depfile='.deps/main.Po' tmpdepfile='.deps/main.TPo' \ depmode=gcc /bin/sh ../../depcomp \ g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src -I/usr/ loca l/include -DPKGLIBDIR=\/usr/local/FlightGear/lib/FlightGear\ -g -O2 -c -o main .o `test -f main.cxx || echo './'`main.cxx source='fg_commands.cxx' object='fg_commands.o' libtool=no \ depfile='.deps/fg_commands.Po' tmpdepfile='.deps/fg_commands.TPo' \ depmode=gcc /bin/sh ../../depcomp \ g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src -I/usr/ loca l/include -DPKGLIBDIR=\/usr/local/FlightGear/lib/FlightGear\ -g -O2 -c -o fg_c ommands.o `test -f fg_commands.cxx || echo './'`fg_commands.cxx source='fg_init.cxx' object='fg_init.o' libtool=no \ depfile='.deps/fg_init.Po' tmpdepfile='.deps/fg_init.TPo' \ depmode=gcc /bin/sh ../../depcomp \ g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src -I/usr/ loca l/include -DPKGLIBDIR=\/usr/local/FlightGear/lib/FlightGear\ -g -O2 -c -o fg_i nit.o `test -f fg_init.cxx || echo './'`fg_init.cxx fg_init.cxx: In function `void fgInitView()': fg_init.cxx:666: no matching function for call to `FGViewer::get_LOCAL ()' make[2]: *** [fg_init.o] Error 1 make[2]: Leaving directory `/usr/local/source/flightgear/src/Main' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/usr/local/source/flightgear/src' make: *** [all-recursive] Error 1 regards, Michael -- Michael Basler, Jena, Germany [EMAIL PROTECTED] http://www.geocities.com/pmb.geo/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Clouds progress : screenshot - SOLVED!
Norman, From: Norman Vine [mailto:[EMAIL PROTECTED]] Sent: Wednesday, September 18, 2002 11:59 PM OK attached find a new makefile.am for the clouds3d directory that should pick up exgl.c on Windows and hopefully will still work on other systems This finally did the job. Now SimGear + FlightGear compiles under Cygwin. The display ist not yet what I expect, but this is another story already. Norman, you have done a marvellous job on this. I wouldn't count the hours this took to resolve. Can we get all this into the CVS so I could check it is in place tomorrow? Thanks a lot. Regards Michael -- Michael Basler, Jena, Germany [EMAIL PROTECTED] http://www.geocities.com/pmb.geo/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Norman Vine writes: Curtis L. Olson Norman Vine writes: I am getting there :-) Just a few 'minor' things like 'accurate' positioning, using the current 'sunlight color' and figuring out why the HUD and the Menu now refuse to display themselves :^) In one version of the code I saw come through recently, the hud/panel were commented out, I skipped that when applying the patches to the cvs tree, so you might look for that in main.cxx Thanks for the tip but... To get to the CVS I have to reboot so I am just writing my own version as I go and I'll sync up after I get things figured out or possibly earlier when and if this box crashes Grin FWIW - If I disable the translucent menus they work OK, but I can't figure out the HUD. It must be something to do with alpha-blending the text but I thought that was all protected with gl(Push/Pop)Attrib() in PLib, and that wouldn't explain why the lineage doesn't show, also if I do the HUD after I draw the clouds they lose their transparency ?? I see the 3d clouds do wild and crazy things with the glBendFunc() The default is glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; So, you might try reseting to that after the clouds are done ... Regards, 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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Curtis L. Olson writes: I don't know a lot about the 3d clouds, but I was under the impression that you could define different cloud shapes and complexities. We are just running with the cloud layout from Mark's demo. Understood. The demo is meant to look stunning, of course, but as with terrain and 3D models, we will have to compromise a lot to make things work in a flight simulator: I expect that the final clouds will be a lot coarser, but still nice. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
David Megginson writes: Curtis L. Olson writes: I don't know a lot about the 3d clouds, but I was under the impression that you could define different cloud shapes and complexities. We are just running with the cloud layout from Mark's demo. Understood. The demo is meant to look stunning, of course, but as with terrain and 3D models, we will have to compromise a lot to make things work in a flight simulator: I expect that the final clouds will be a lot coarser, but still nice. As I said when Mark first released this demo This is enough to make 'diehard' Linux types install Windows We are just trying to get to it run as well inside of FGFS there-are-many-kinds-of-compromises though'ly yr's Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
- Original Message - From: Curtis L. Olson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 17, 2002 5:40 AM Subject: Re: [Flightgear-devel] Clouds progress : screenshot David Megginson writes: I'm wondering if we can make everything a bit simpler -- smaller textures, fewer particles, etc. We'd still get 3D clouds, but they wouldn't hit the GPUs as hard. I don't know a lot about the 3d clouds, but I was under the impression that you could define different cloud shapes and complexities. We are just running with the cloud layout from Mark's demo. There is an editor program Mark wrote for adding and editing clouds. Held off porting it until the dust settles. Probably best to write a new one from scratch. Does a LOD option make sense? Those with bigger, faster, more graphics memory get better textures, more particles, more clouds. Not sure what that looks like at the moment. Perhaps a switch based on some index, value in the cloud file(s) loaded at init. A property selection? I suppose running the HUD, panel, clouds, random-objects, models, etc, etc will slow everyone down, but lets not design for the LCD and assume everything has to be on. Rather the user should have the option. dumbing down the clouds penalizes those who chose to not enable other graphical features in FlightGear. Let's first get it running, see if we can improve on Mark's design, and go from there. Regards John W. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
John Wojnaroski [EMAIL PROTECTED] wrote : There is an editor program Mark wrote for adding and editing clouds. Held Are you sure ? All I can find in Mark's zip file is a simple editor to build scene files like large.sky. Nothing about building .cld files. Where do you saw such an editor ? Cheers, -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
Replying to self: - Original Message - From: John Wojnaroski [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 17, 2002 7:33 AM Subject: Re: [Flightgear-devel] Clouds progress : screenshot - Original Message - From: Curtis L. Olson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 17, 2002 5:40 AM Subject: Re: [Flightgear-devel] Clouds progress : screenshot David Megginson writes: I'm wondering if we can make everything a bit simpler -- smaller textures, fewer particles, etc. We'd still get 3D clouds, but they wouldn't hit the GPUs as hard. I don't know a lot about the 3d clouds, but I was under the impression that you could define different cloud shapes and complexities. We are just running with the cloud layout from Mark's demo. There is an editor program Mark wrote for adding and editing clouds. Held off porting it until the dust settles. Probably best to write a new one from scratch. Does a LOD option make sense? Those with bigger, faster, more graphics memory get better textures, more particles, more clouds. Not sure what that looks like at the moment. Perhaps a switch based on some index, value in the cloud file(s) loaded at init. A property selection? I suppose running the HUD, panel, clouds, random-objects, models, etc, etc will slow everyone down, but lets not design for the LCD and assume everything has to be on. Rather the user should have the option. dumbing down the clouds penalizes those who chose to not enable other graphical features in FlightGear. Let's first get it running, see if we can improve on Mark's design, and go from there. Regards John W. Come to think of it; it already does. the complexity of the cloud scene is determined by the data file that defines the number of clouds, shape, and particles per cloud. So what is needed is some form of an editor/cloud designer. JW ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
- Original Message - From: Frederic BOUVIER [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 17, 2002 8:56 AM Subject: Re: [Flightgear-devel] Clouds progress : screenshot John Wojnaroski [EMAIL PROTECTED] wrote : There is an editor program Mark wrote for adding and editing clouds. Held Are you sure ? All I can find in Mark's zip file is a simple editor to build scene files like large.sky. Nothing about building .cld files. Where do you saw such an editor ? Your right, it's been a few months since I looked at it and not in any detail. You can add .cld files to the scene. I guess Mark had another program (not part of the demo package) that actually built the clouds. Regards John W. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Clouds progress : screenshot
John Wojnaroski writes: Curtis L. Olson writes: David Megginson writes: I'm wondering if we can make everything a bit simpler -- smaller textures, fewer particles, etc. We'd still get 3D clouds, but they wouldn't hit the GPUs as hard. I don't know a lot about the 3d clouds, but I was under the impression that you could define different cloud shapes and complexities. We are just running with the cloud layout from Mark's demo. There is an editor program Mark wrote for adding and editing clouds. source and Win32 exe @ http://rockfish.net/~nhv/fgfs/SkyEditor.tgz This is Win32 specific and there is no Makefile but it is a REAL simple application and is really is just an textmode interface to the 'portable' SkyArchive class The SkyArchive probably wants to be modified to use XML properties instead of its binary files - at first glance this seems as if it would be quite easy todo :-) I suppose running the HUD, panel, clouds, random-objects, models, etc, etc will slow everyone down, but lets not design for the LCD and assume everything has to be on. Rather the user should have the option. dumbing down the clouds penalizes those who chose to not enable other graphical features in FlightGear. Let's first get it running, see if we can improve on Mark's design, and go from there. I agree and FWIW except for the occasional sputter, similar to paging in tiles it seems to have about the same 'hit' then having either the Panel or a Plane displayed Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel