Re: [Flightgear-devel] youtube video

2007-05-22 Thread Stefan Seifert
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Curtis Olson wrote:
 I've discovered that I really love the AN-2 and the new fly-by view mode!
 I've posted a youtube video of the FlightGear AN-2 landing at Ranger Creek,
 WA (taken with a cheesy digital camera pointed at my computer screen ...):

But the jiggling and motion blur somehow adds to the realism of the
video. Maybe we should integrate them in FG ;)


Btw. do I have to do anything special to get the fly-by view? Seem to
have missed this somehow...

Nine
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Re: [Flightgear-devel] youtube video

2007-05-22 Thread Steve Hosgood

Stefan Seifert wrote:


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Curtis Olson wrote:
 


I've discovered that I really love the AN-2 and the new fly-by view mode!
I've posted a youtube video of the FlightGear AN-2 landing at Ranger Creek,
WA (taken with a cheesy digital camera pointed at my computer screen ...):
   



But the jiggling and motion blur somehow adds to the realism of the
video. Maybe we should integrate them in FG ;)

 

Actually, I agree with that! I noticed the same thing and thought how 
much it added to the realism! Especially the last shot as the plane 
comes to a halt.


Curtis, you really ought to pump the tires on that AN-2. They looked 
totally flat to me :-)



Something I do notice though - if you do what Curtis did there and 
compose a video out of fly-by shots and nothing else, it gets *really* 
repetitive. Had a movie director shot that sequence with a real plane, 
he/she'd have intercut the fly-by shots with a few out of the pilot's 
window shots, a couple of closeups of the pilot's fact (OK, so we can't 
reasonably do that), and maybe some chase-plane shots.


It's too late to go fiddling with it in time for 0.9.11, but maybe an 
idea for the future might be to rework fly-by as an option to a 
sort-of movie director playback mode which would allow a much more 
convincing (and less repetitive) move to be made. The current system 
certainly shows the possibilities of such a thing, and we've got out of 
the window and chase plane options already. It's just putting them 
together that's missing.


Nice work by the fly-by author though.
BTW - What happens if you fly a plane directly over the fly-by camera?

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Re: [Flightgear-devel] youtube video

2007-05-22 Thread Yurik V. Nikiforoff
В сообщении от 22 Май 2007 15:48 Steve Hosgood написал(a):
 Curtis, you really ought to pump the tires on that AN-2. They looked
 totally flat to me :-)

There is small error in gear position. I had not enough time to take care 
about it and want  to fix it late - may be, this week or next...

-- 
Wbr, Yurik

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[Flightgear-devel] Textures, random thoughts

2007-05-22 Thread Pigeon

Hi all,


One thing I'd really like to see, possibly for this upcoming 0.9.11
release, is the ability to select to use Textures.high or not.  By not
using Textures.high FG could perform much better on a lot of display
cards I've seen (rather old test, but still apply to current FG I think:
http://pigeond.net/flightgear/tests/fgfs-test-ati-20061015.html).
While, telling people to move away or rename the directory is rather
dumb.


How many people would agree we can have a command argument to turn
on/off the use of Textures.high?


I have a very brief look in the code and it should be pretty easy to
be selected at startup time. Probably one extra constructor argument to
SGMaterialLib and SGMaterial would do it.


The harder part might be making this switchable on the fly. Can't
say I know the code enough to say if there's a way to flush and reload
all the textures. And I don't know how useful this switchable feature
would be.


On the other hand, is there any good textures management method?

For example, rather than enabling/disabling Textures.high, is there
a way to pre-scaled down a texture before it is loaded/used?

Or, is there a way to for the user to set a memory limit for
textures?



Pigeon.


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Re: [Flightgear-devel] FG coordinates

2007-05-22 Thread Curtis Olson

On 5/22/07, Pep Ribal wrote:


I need to know: what coordinate system is Flightgear using actually? Is
it by any chance the worldwide air navigation standard of WGS84
coordinates?



Scenery layout, airports, runways, navaids, aircraft positions, and all that
sort of stuff is all based on WGS84.  There are some additional coordinate
systems that FlightGear uses internally, but that is typically hidden deep
inside the code.

Curt.
--
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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Textures, random thoughts

2007-05-22 Thread Harald JOHNSEN
Pigeon wrote:

Hi all,


One thing I'd really like to see, possibly for this upcoming 0.9.11
release, is the ability to select to use Textures.high or not.  By not
using Textures.high FG could perform much better on a lot of display
cards I've seen (rather old test, but still apply to current FG I think:
http://pigeond.net/flightgear/tests/fgfs-test-ati-20061015.html).
  

Hmm, you should not say a lot of cards because in your test you are 
using an antediluvian gpu and I think that with even an fx5200 you could 
have your 40 fps with high resolution texture.

While, telling people to move away or rename the directory is rather
dumb.


How many people would agree we can have a command argument to turn
on/off the use of Textures.high?
  

Since i'm not using a nix os I thing that a command line option without 
some way to click the option in a gui is dumb too. There is no way the 
user can know this option.


I have a very brief look in the code and it should be pretty easy to
be selected at startup time. Probably one extra constructor argument to
SGMaterialLib and SGMaterial would do it.


The harder part might be making this switchable on the fly. Can't
say I know the code enough to say if there's a way to flush and reload
all the textures. And I don't know how useful this switchable feature
would be.
  

Not sure it's really needed, but if that was possible we could change 
season texture on the fly too.


On the other hand, is there any good textures management method?

For example, rather than enabling/disabling Textures.high, is there
a way to pre-scaled down a texture before it is loaded/used?
  

Glut has a function to rescale a texture but this can not be used with 
the plib architecture. Plib load the file and feed opengl with the data, 
there is no callback system to alter the texture between the two 
actions. This is something that could be implemented in the osg branch 
(and btw we should do this because using the default filterig to 
generate instrument texture is very bad).

Or, is there a way to for the user to set a memory limit for
textures?

  

No, and there is no absolut memory limit in the graphic card ; The 
driver is allredy handling the swapping of textures so there is no need 
to do this by hand.

Harald.

Btw the osg branch has texture compression so you shoud have better 
performance with it.


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[Flightgear-devel] Flightgear visualization as streaming video

2007-05-22 Thread Antonio Almeida
Hi,
 
I would like to use FlightGear to generate the scene observed by a UAV's
onboard camera. 
 
Basically, this would translate to feeding FlightGear the FDM data and
visualizing the image generated by FlightGear in another computer, across a
network, using for example streaming video.
 
I suppose this is a bit of a far-fetched idea, but is there any sort of
support for this (or something similar) already implemented? 
 
If not, do you have any suggestions on how to achieve it, using external
tools and/or contributing to FlightGear?
 
At the moment I'm just brainstorming!
 
Thanks,
António Almeida
 
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Re: [Flightgear-devel] Flightgear visualization as streaming video

2007-05-22 Thread Curtis Olson

Hi Antonio,

I'm just stepping out of the office for a bit, but here's a couple teaser
movies for you:  Synthetic view + live video ...

Side by side:

http://youtube.com/watch?v=SAMGnK9ztdA

Blended overlay:

http://youtube.com/watch?v=RgK1019Bjno

The movie streams were captured separately and edited together, but with
proper hardware/software, the two streams could have been captured together.

Regards,

Curt.



On 5/22/07, Antonio Almeida  wrote:


 Hi,

I would like to use FlightGear to generate the scene observed by a UAV's
onboard camera.

Basically, this would translate to feeding FlightGear the FDM data
and visualizing the image generated by FlightGear in another computer,
across a network, using for example streaming video.

I suppose this is a bit of a far-fetched idea, but is there any sort of
support for this (or something similar) already implemented?

If not, do you have any suggestions on how to achieve it, using external
tools and/or contributing to FlightGear?

At the moment I'm just brainstorming!

Thanks,
António Almeida


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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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[Flightgear-devel] OSG black dot quick fix

2007-05-22 Thread Jonathan Wagner
Here's a quick fix to the black dot problem in the OSG branch without 
killing the optimization completely.  timoore's still working on the 
problem from the other end which should eliminate the need for this 
optimization all together (I think).

-- 
Jonathan Wagner


Index: tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Scenery/tileentry.cxx,v
retrieving revision 1.57
diff -u -r1.57 tileentry.cxx
--- tileentry.cxx   8 May 2007 06:12:27 -   1.57
+++ tileentry.cxx   22 May 2007 15:54:18 -
@@ -74,9 +74,13 @@
 SGUpdateVisitor* updateVisitor = static_castSGUpdateVisitor*(nv);
 
 osg::Vec3 center = node-getBound().center();
-double dist2 = distSqr(updateVisitor-getGlobalEyePos(),
-   SGVec3d(center[0], center[1], center[2]));
-if (updateVisitor-getSqrVisibility()  dist2)
+//double dist2 = distSqr(updateVisitor-getGlobalEyePos(),
+//   SGVec3d(center[0], center[1], center[2]));
+   //if (updateVisitor-getSqrVisibility()  (distance*distance))
+// return;
+   double distance = dist(updateVisitor-getGlobalEyePos(),
+   SGVec3d(center[0], center[1], center[2])) - 
node-getBound().radius();
+   if (updateVisitor-getVisibility()  distance)
   return;
 
 traverse(node, nv);




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Re: [Flightgear-devel] Flightgear visualization as streaming video

2007-05-22 Thread Francois du Plessis
Hi Curt
Am I correct in saying that the FlightGear outside world that you use for
these images were specially generated for the location?  It seems like this
is not the general kind of FlighGear scenery.
 
Francois

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Curtis
Olson
Sent: 22 May 2007 07:27 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Flightgear visualization as streaming video


Hi Antonio,

I'm just stepping out of the office for a bit, but here's a couple teaser
movies for you:  Synthetic view + live video ...

Side by side:

http://youtube.com/watch?v=SAMGnK9ztdA

Blended overlay:

http://youtube.com/watch?v=RgK1019Bjno

The movie streams were captured separately and edited together, but with
proper hardware/software, the two streams could have been captured together.


Regards,

Curt.




On 5/22/07, Antonio Almeida  wrote: 

Hi,
 
I would like to use FlightGear to generate the scene observed by a UAV's
onboard camera. 
 
Basically, this would translate to feeding FlightGear the FDM data and
visualizing the image generated by FlightGear in another computer, across a
network, using for example streaming video.
 
I suppose this is a bit of a far-fetched idea, but is there any sort of
support for this (or something similar) already implemented? 
 
If not, do you have any suggestions on how to achieve it, using external
tools and/or contributing to FlightGear?
 
At the moment I'm just brainstorming!
 
Thanks,
António Almeida
 

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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Flightgear visualization as streaming video

2007-05-22 Thread Rob Oates

Hi Curt,

I noticed your 2 videos yesterday on youtube, very impressive.

Do you think you could post something on the flightgear wiki on how to add
geospecific scenery to flightgear?

Thanks
-R





On 5/22/07, Curtis Olson [EMAIL PROTECTED] wrote:


Hi Antonio,

I'm just stepping out of the office for a bit, but here's a couple teaser
movies for you:  Synthetic view + live video ...

Side by side:

http://youtube.com/watch?v=SAMGnK9ztdA

Blended overlay:

http://youtube.com/watch?v=RgK1019Bjno

The movie streams were captured separately and edited together, but with
proper hardware/software, the two streams could have been captured together.


Regards,

Curt.



 On 5/22/07, Antonio Almeida  wrote:

  Hi,

 I would like to use FlightGear to generate the scene observed by a UAV's
 onboard camera.

 Basically, this would translate to feeding FlightGear the FDM data
 and visualizing the image generated by FlightGear in another computer,
 across a network, using for example streaming video.

 I suppose this is a bit of a far-fetched idea, but is there any sort of
 support for this (or something similar) already implemented?

 If not, do you have any suggestions on how to achieve it, using external
 tools and/or contributing to FlightGear?

 At the moment I'm just brainstorming!

 Thanks,
 António Almeida



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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] patch for osgViewer and statistics

2007-05-22 Thread Nick Warne
On Tuesday 22 May 2007 17:48:02 Nick Warne wrote:
 On Monday 21 May 2007 23:46:34 gh.robin wrote:
   Configure osg with ist's new build system as a Release version. Or
   provide CMAKE_CXX_FLAGS and CMAKE_C_FLAGS on the command line of cmake.
   I run cmake with something like
  
   cmake -D CMAKE_CXX_FLAGS=-O3 and some more \
   -D CMAKE_C_FLAGS=-O3 and some more \
   -D CMAKE_VERBOSE_MAKEFILE=TRUE .
  
   Please try ...
  
   Greetings
  
  Mathias
 
  Thanks Mathias,
 
  Every values are right ,
  i have recovered the good fps.

 I was a bit confused with this - I couldn't work out what 'the
 configuration' screen was, nor meant.

 But I sussed out CMAKE now, so for anybody else with problems.

 Once you have a fresh checkout, in the trunk directory (top layer of code)
 to build the CMAKE files, issue:

 cmake -i .

 CMAKE will now run through a lot of question and shows current values, so
 you can change it all to suit... very handy.

 Any time you need to change the build, just run the 'cmake -i .' command
 again (after a make clean, of course).

 I am now going to build an optimised OSG and try again (after my 5 fps
 version made me move back to PLIB).

 Nick

Oh my.  After building OSG with 'Release' and then building FG with -O3, I 
have never, ever had better frame rates, even with PLIB.

Thanks !

Nick

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Re: [Flightgear-devel] Flightgear visualization as streaming video

2007-05-22 Thread Curtis Olson

On 5/22/07, Antonio Almeida wrote:


 Hi Curt,

Yes, I had already seen your videos, pretty impressive! -- and a fantastic
demonstrator for FlightGear :)

My issue, however, is not quite that: I wanted to capture the FG imagery
and stream it over the web... (or some similar solution)



I've never done web streaming, but I assume there must be various software
packages available to do that.  For capturing FlightGear video, I've had my
best results using a scan converter to convert the vga signal to NTSC (or
PAL) then feeding that into a video capture device attached to a second
computer.  Tools like xvidcap and fraps compete with FlightGear on the same
machine for cpu cycles and can bring down your frame rates.  But as far as
specific ideas for web streaming video, hopefully someone else has ideas for
that.

Regards,

Curt.
--
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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Textures, random thoughts

2007-05-22 Thread Pigeon

 Hmm, you should not say a lot of cards because in your test you are 
 using an antediluvian gpu and I think that with even an fx5200 you could 
 have your 40 fps with high resolution texture.

As a matter of fact, I have done similar to another 3 different
machines, either with some older ATI cards or onboard Intel display
chips.

Yes, those cards might be old. But I believe for those who really
wants FG for realistic and open flying, or even just for development or
learning, rather than for full-on eye candy, are willing to sacrifice
the pretty bits.


 Since i'm not using a nix os I thing that a command line option without 
 some way to click the option in a gui is dumb too. There is no way the 
 user can know this option.

Sure. But I assume that could be the job of the frontend, just like
many other FG command lines anyway. Like multiplay, or atlas/terrasync,
or setting fg-root, fg-scenery, etc. Or like currently to enable/disable
AI scenarios you have to edit the XML file. My suggestion was simply
being able to tell FG to enable/disable.


Not sure if you hang on #flightgear IRC or not, but I believe one of
the most FAQs around from new people trying FG is why it is giving low
(1fps) frame rate.


Just saw on the wiki there is
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Improving_Framerates
which in fact mentions Textures vs Textures.high as well. I believe this
is significant enough?


 No, and there is no absolut memory limit in the graphic card ; The 
 driver is allredy handling the swapping of textures so there is no need 
 to do this by hand.

Sure, there isn't. Just like virtually there isn't a hard limit on
how much memory a process can use. At some point the system starts to
swap. I imagine similar things happen with display card which there are
too much memory used.


For instance, if your display has 128MB of memory, and if
FG/plib/whichever knows it's going to load 256MB of textures, surely it
could try avoiding that, or rescale. IIRC, though, there isn't an easy
way to find out how much memory textures is going to take in memory.


I know most 3d apps have textures related settings. Torcs (which
also uses plib) has a setting to set texture size limit. X-Plane, MSFSX
has a similar options for specifying textures limit.


 
 Btw the osg branch has texture compression so you shoud have better 
 performance with it.

Will need to try FG-OSG sometime on those lower-end/older cards I
have access to :)


Pigeon.


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Re: [Flightgear-devel] Textures, random thoughts

2007-05-22 Thread syd sandy
Hi Pigeon,
I vote yes , we should have a command line choice for selecting high or low 
textures
As it is , I rename the Textures.high folder so it wont load ...
-- 
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Re: [Flightgear-devel] Flightgear visualization as streaming video

2007-05-22 Thread Ron Jensen
On Tue, 2007-05-22 at 18:13 +0100, Antonio Almeida wrote:
 Hi,
  
 I would like to use FlightGear to generate the scene observed by a
 UAV's onboard camera. 
  
 Basically, this would translate to feeding FlightGear the FDM data
 and visualizing the image generated by FlightGear in another computer,
 across a network, using for example streaming video.
  
 I suppose this is a bit of a far-fetched idea, but is there any sort
 of support for this (or something similar) already implemented? 
  
 If not, do you have any suggestions on how to achieve it, using
 external tools and/or contributing to FlightGear?
  
 At the moment I'm just brainstorming!
  
 Thanks,
 António Almeida

Have you looked at the --jpg-httpd option yet?  
From fgfs --help --verbose:
--jpg-httpd=portEnable screen shot http server on the specified
port


This works to send jpeg images over the net that can be refreshed fairly
rapidly...  Not exactly streaming video, but close.  I'm not sure if/how
you could scale it down short of scaling the window on the server
machine.

Ron




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