Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread Roman Grigoriev

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



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RE: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread Michael Basler

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

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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread David Megginson

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

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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread Norman Vine

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


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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread Roman Grigoriev

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

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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread David Megginson

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

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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread Curtis L. Olson

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
 
 
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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread Norman Vine

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; }



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RE: [Flightgear-devel] Clouds progress : screenshot

2002-09-18 Thread Michael Basler

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



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RE: [Flightgear-devel] Clouds progress : screenshot - SOLVED!

2002-09-18 Thread Michael Basler

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

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[EMAIL PROTECTED]
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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread Curtis L. Olson

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.
-- 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread David Megginson

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

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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread Norman Vine

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


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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread John Wojnaroski


- 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.








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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread Frederic BOUVIER

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



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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread John Wojnaroski

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






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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread John Wojnaroski


- 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.



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Re: [Flightgear-devel] Clouds progress : screenshot

2002-09-17 Thread Norman Vine

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


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