Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
Frederic Bouvier wrote: The relief (you mean the height of the buildings) can be adjusted in the effect file. The more important thing to me is to get the right horizontal scale. Nothing will change until the next scenery release because the scale is engraved in the scenery files (as

Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
HB-GRAL wrote: Erik Hofman schrieb: I've changed the coverage size of the textures from 1024 to 2000 meter. Hello Erik I guess it is better not to change the texture size to 2000 meters(?) in materials.xml. As I can see the size of the textures fits exactly to the relief when it is

Re: [Flightgear-devel] News from FlightProSim!

2010-03-18 Thread Martin Spott
Curtis Olson wrote: On Wed, Mar 17, 2010 at 4:49 PM, Martin Spott wrote some stuff about the web page: Pete and I agreed (I think) that we probably don't want to ultimately do the official flightgear web site as a google apps engine page. That locks us into a closed source, proprietary

Re: [Flightgear-devel] FlightGear and Copyrights

2010-03-18 Thread Torsten Dreyer
Hello all - My previous email may have been lost in the fray so I'd just like to float my recommendation again. If you have contributed code, please check to make sure your copyright, and the date, is in the header for the source code you have contributed. This will make it easier

Re: [Flightgear-devel] News from FlightProSim!

2010-03-18 Thread Erik Hofman
Martin Spott wrote: Curtis Olson wrote: On Wed, Mar 17, 2010 at 4:49 PM, Martin Spott wrote some stuff about the web page: Pete and I agreed (I think) that we probably don't want to ultimately do the official flightgear web site as a google apps engine page. That locks us into a closed

Re: [Flightgear-devel] Primus1000 / M877

2010-03-18 Thread James Turner
Replying to some specifics, I'll let Syd comment in general since he's the Primus author, and has seem more documentation than me by far. On 18 Mar 2010, at 03:49, Max Hertling wrote: 3) I think it would be nice, if the CDI would show the course-deflection in FMS-Mode the same way it does

Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread HB-GRAL
Erik Hofman schrieb: I've already changed it in CVS and the relief/height map is still in line with the main texture. Otherwise I wouldn't have committed it. Erik Yes, I apologize this is my conclusion with the new effect here. I changed the size yesterday in materials.xml to 1024 and

Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Torsten Dreyer
Le 01/03/2010 00:22, Vivian Meazza a écrit : I think both effects should be in cvs so that we can do a bit of testing. We can then make some informed comment. The urban shader is in CVS. I find that the houses are too small, compared to 3D models, and I would like to crop the texture a

Re: [Flightgear-devel] Primus1000 / M877

2010-03-18 Thread Robin van Steenbergen
On 3/18/2010 9:55 AM, James Turner wrote: Replying to some specifics, I'll let Syd comment in general since he's the Primus author, and has seem more documentation than me by far. I've done some work on developing a Primus simulation package, albeit a standalone one for use with

Re: [Flightgear-devel] Primus1000 / M877

2010-03-18 Thread James Turner
On 18 Mar 2010, at 13:01, Robin van Steenbergen wrote: You can find it under http://openrj.stoneynet.nl/ , it's BSD licensed, so feel free to have a poke around in the source code ;) I might have a chat with you about efficient anti-aliased rendering of digital displays via OpenGL in a

[Flightgear-devel] Map (dialog)

2010-03-18 Thread James Turner
I've cooked up a (crude!) moving navigational map as a custom PUI widget - it's *not* an Atlas-replacement, or an MPMap replacement, more a 'close in' thing for situational awareness, and a way to prototype and experiment with techniques I'll use in real cockpit displays in the future. (it's

Re: [Flightgear-devel] autopilot

2010-03-18 Thread bitwPolly
Perhaps the PI anti-windup change could be re-visited. When the output is clamped and anti-windup is active, at xmlauto.cxx:625, the line: int_sum = clamped_output - prop_comp; seems to introduce the Kp, proportional gain factor, into the integral sum. With the proportional gain much

Re: [Flightgear-devel] autopilot

2010-03-18 Thread Torsten Dreyer
Perhaps the PI anti-windup change could be re-visited. When the output is clamped and anti-windup is active, at xmlauto.cxx:625, the line: int_sum = clamped_output - prop_comp; seems to introduce the Kp, proportional gain factor, into the integral sum. With the proportional gain much

[Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-18 Thread David Megginson
On Thu, Mar 18, 2010 at 8:43 AM, Torsten Dreyer tors...@t3r.de wrote: First of all: That's a really cool eye candy, good work! Seconded. This is the coolest addition I've seen to FlightGear in a long time. What I noticed from a close up is, that it seems that the floor of the buildings is

Re: [Flightgear-devel] Primus1000 / M877

2010-03-18 Thread syd adams
Being the Primus 1000 author and maintainer i guess i should pipe up :) 1) The Primus1000 always shows distance and bearing (the additional blueish and white needles) to the VOR-Stations tuned in, even if they are out of range. I think this is not how it is supposed to be. I changed it so

Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-18 Thread Frederic Bouvier
Hi David, - David Megginson a écrit : On Thu, Mar 18, 2010 at 8:43 AM, Torsten Dreyer tors...@t3r.de wrote: First of all: That's a really cool eye candy, good work! Seconded. This is the coolest addition I've seen to FlightGear in a long time. What I noticed from a close up

Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-18 Thread David Megginson
On Thu, Mar 18, 2010 at 5:56 PM, Frederic Bouvier fredfgf...@free.fr wrote: I noticed the same problem with roads and 3d buildings -- they're floating above the city.  Is it possible to make the bump maps go up instead of down? In Shaders/urban.frag, change line 57 :        vec2 dp =

Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-18 Thread Anders Gidenstam
On Thu, 18 Mar 2010, David Megginson wrote: I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried Hi, You could try this diff: http://pastebin.ca/1845056 It is possible that this does the same as Fred's

Re: [Flightgear-devel] Web Site

2010-03-18 Thread Pete Morgan
Martin Spott wrote: Pete Morgan wrote: A Major issues is that GAE does not support binary files very well, eg gallery, so I'm not sure how this would work. One possibility would be to rename the current machine as www2. or stash. and using it as the binary storage. To my