Re: [Flightgear-devel] clearer patch to renderer.*xx - accomodates non 4:3 aspect ratios with osg
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 dave perry wrote: | dave perry wrote: | Tim Moore wrote: | | -BEGIN PGP SIGNED MESSAGE- | Hash: SHA1 | | dave perry wrote: | | Patch adds a member function to FGRenderer class that returns the | | current aspect ratio. Uses this in place of 4.0/3.0 in setFOV and | | setNearFar. | | | | The diff follows: | | | This seems a little confusing / confused. In setFOV, why would you ignore the w argument? | Now, I happen to know that /sim/startup/xsize is set to the value of w somewhere in | one of the callers, but this is not clear at all. Can we untangle this a bit? | | | In setFOV, you can use w/h for the aspect ratio. But in setNearFar just | below this, w and h are not defined in that context, so you need to get | the real current aspect ratio from some where. | Hi Tim, | The following patch uses w/h for the aspect ratio in setFOV and then | uses xsize/ysize (from /sim/startup) for the aspect ratio in | setNearFar. This accomplishes using the actual aspect ratio in place of | 4.0/3.0 without having to add a new member function to the FGRenderer class. | | Please commit this patch. It fixes the same issue as the last patch and | the behavior is the same as described on my last note. | I can't do that, Dave :) The FGRenderer code is extremely unclear here, through no fault of your own. While w and h would seem to be window coordinates, they are in fact angles. So it's not correct to pass their ratio as the aspect ratio argument to setProjectionMatrixAsPerspective. I've been screwing around with getting the actual aspect ratio out of the view, but that produces distortions too when you resize the window. A little more work needs to be done here to figure out if the views are being updated correctly on a resize event or if there's a bug in the viewer code. I know that people with wide screens are anxious for this to work, but I don't want to commit something that's just incorrect. Tim | renderer.cxx patch follows: | | Index: renderer.cxx | === | RCS file: /var/cvs/FlightGear-0.9/source/src/Main/renderer.cxx,v | retrieving revision 1.100 | diff -p -u -r1.100 renderer.cxx | --- renderer.cxx6 Jan 2008 23:03:20 -1.100 | +++ renderer.cxx21 Jan 2008 15:48:33 - | @@ -872,7 +872,7 @@ void FGRenderer::setFOV( float w, float | fov_width = w; | fov_height = h; | osgViewer::Viewer* viewer = globals-get_renderer()-getViewer(); | -viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, | 4.0/3.0, | +viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, w/h, |fov_near, | fov_far); | } | | @@ -885,8 +885,10 @@ void FGRenderer::setNearFar( float n, fl | n = 0.1; | fov_near = n; | fov_far = f; | +float xsize = fgGetInt(/sim/startup/xsize); | +float ysize = fgGetInt(/sim/startup/ysize); | osgViewer::Viewer* viewer = globals-get_renderer()-getViewer(); | -viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, | 4.0/3.0, | +viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, | xsize/ysize, |fov_near, | fov_far); | } | | Thanks, | Dave | | - | This SF.net email is sponsored by: Microsoft | Defy all challenges. Microsoft(R) Visual Studio 2008. | http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ | ___ | Flightgear-devel mailing list | Flightgear-devel@lists.sourceforge.net | https://lists.sourceforge.net/lists/listinfo/flightgear-devel | -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHlw3GeDhWHdXrDRURAhRnAJ4msvWwg8rB74UQ7DDFBIFpZUlhLQCg0+pr clpa/ytp21yAv3gND4ad5iU= =UDKI -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and improved random objects
--- SydSandy [EMAIL PROTECTED] schrieb: On Tue, 22 Jan 2008 21:45:32 -0600 Curtis Olson [EMAIL PROTECTED] wrote: On Jan 22, 2008 9:36 PM, SydSandy wrote: Just gave the patch a try , amazing ! And this time it has hardly any effect on my framerate ... Cheers It would be very tempting to commit it to cvs ... Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ Oops , now I see a lot of ... Warning:detected OpenGL error 'invalid operation' after RenderBin::draw(,) in the teminal but otherwise it seems to go smoothly ... Cheers -- This message I got the last months with OSG-Builds- I don't think it has any to to do with the trees still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html __ Ihre erste Baustelle? Wissenswertes für Bastler und Hobby Handwerker. www.yahoo.de/clever - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and improved random objects
--- Curtis Olson wrote: On Jan 22, 2008 9:36 PM, SydSandy wrote: Just gave the patch a try , amazing ! And this time it has hardly any effect on my framerate ... Cheers It would be very tempting to commit it to cvs ... Curt. I have no objection to it going into CVS. I have used up a lot of brownie points with my wife to get this far - my available time over the next couple of weeks will be much more limited. Having it in CVS would provide many more eyeballs, if people are happy with the quality. -Stuart __ Sent from Yahoo! Mail - a smarter inbox http://uk.mail.yahoo.com - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] valgrind diff no 2 and 3
On Tuesday 22 January 2008, Andy Ross wrote: till busch wrote: * f_interpolate in NasalSys was leaky (valgrind) This leak is real, but the patch isn't legal C++, at least as of the last time I read the standard. You can't initialize a stack array with a dynamic value, it has to be known at compile time. This is a gcc extension. of course you are right. when i did this it was like: this won't work, but let's try it anyways. then it compiled and i thought: wow, c++ is better than you expected. but yes, c++ only allows const values to be used for stack array size. sorry for posting nonsense. Better just to delete the arrays. Fixed in CVS. thanks for fixing and committing, - till - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and improved random objects
Am Mittwoch 23 Januar 2008 schrieb Heiko Schulz: Oops , now I see a lot of ... Warning:detected OpenGL error 'invalid operation' after RenderBin::draw(,) in the teminal but otherwise it seems to go smoothly ... Cheers -- This message I got the last months with OSG-Builds- I don't think it has any to to do with the trees I had this earlier too, together with warnings from MESA. It was gone with the new laptop, which equals to switching from ATI to Nvidia. Probably a driver problem, now (again?) triggered with the tree code. Thomas - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RFC: removal of PLIB/PSL support
Never mind ... $ grep PSL NEWS * Removed support for the PSL scripting language. It *is* already removed. Or rather supposed to be. Just not completely. I'll remove the remains. m. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] RFC: removal of PLIB/PSL support
WTF is PSL, you ask? It's our other scripting language, besides Nasal (PSL ... plib's scripting language). But it was only ever used once in CVS (for a keybinding that output lat/lon IIRC), we'll sooner or later abandon plib altogether, and PSL is a joke compared with Nasal. Objections? Any users out there? :-) m. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and improved random objects
On Wed, 23 Jan 2008 14:04:07 +0100 Maik Justus wrote: What comes next? Shader driven swarms of birds, flocks, clouds? ;-) Clouds clouds clouds clouds clouds! Last night, I was daydreaming of these trees and the Fire Service OV-10 we have, thinking of how cool a forest fire scenario would be. Thank you! Ditto. I'm not going to have the time to install this until tonight, but I can't wait. -c -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear signature.asc Description: PGP signature - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and improved random objects
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Maik Justus wrote: | Hi Stuart, | | Stuart Buchanan schrieb am 22.01.2008 23:04: | Hi All, | | I've been working on a shader-based approach to creating random trees with help | from Tim Moore. | | Here's a screenshot of what I've managed to achieve so far: | | http://www.nanjika.co.uk/flightgear/forest.jpg | | A patch which includes both the shader trees and improvements to the random | object placement is available from | | http://www.nanjika.co.uk/flightgear/trees.tar.gz | | | very nice. Low-level-flying is much more interesting now. | This isn't yet ready for inclusion in CVS, but worth having a play about with. | | | Why not? cvs is the place for developing. I am, of course, enormously proud of this work and hope to get it into CVS as soon as possible. That said, a feature with this list of issues: | Notes: | - Currently all the trees of a given type on a tile will be the same size, shape | and texture. | - It's highly likely that this code leaks memory like a sieve. | - The shader currently doesn't perform any diffuse lighting calculations. For | some reason including the diffuse lighting causes a flickering effect, possibly | due to the light source being so far away. | and no way to disable it other than to turn off other features, isn't quite ready for CVS. If Stuart has run out of time, I'll bang on this and shoot for checking it in over the weekend. The flicker is caused by there being no normals in the tree model. The calculations performed in the vertex and fragment shaders are a little mixed up. For now the diffuse lighting calculation should be done in the vertex shader, while the fog calculation should be done in the fragment shader. The shader program and tree texture should be shared between all the forests. Anyway, the results are beautiful. Last night I found myself watching Anders Gidenstam's live web feed of his airship voyages over the forests of South Germany as if it were a TV special! Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHl0YueDhWHdXrDRURAsdJAKDb1EhE61GKVZIHXuBiWCQRvOswxQCgu8Nx A4RTdmo645BbEx5OviUdZa4= =TjRc -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RFC: removal of PLIB/PSL support
I've been accused in private mail of poisoning the list climate with messages like these. I'm a bit puzzled. For me OMG is not a prayer, and WTF is not swearing. And PSL *was* a joke compared with Nasal, not because it was done badly. It just never grew up and couldn't do a fraction of what Nasal can do. Looks like I already offend people with what I consider totally harmless. I'll take more communication off-list, then. m. PS: I don't apologize. :-P - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RFC: removal of PLIB/PSL support
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Melchior FRANZ wrote: | I've been accused in private mail of poisoning the list | climate with messages like these. I'm a bit puzzled. | For me OMG is not a prayer, and WTF is not swearing. | And PSL *was* a joke compared with Nasal, not because | it was done badly. It just never grew up and couldn't | do a fraction of what Nasal can do. | | Looks like I already offend people with what I consider | totally harmless. I'll take more communication off-list, | then. | | m. | | | PS: I don't apologize. :-P It would be most convenient for me if you took it back to IRC! Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHl1rbeDhWHdXrDRURAv6CAJ46X/pC5vZ4uJzxqxMV2Ir56pE/BACfTRQ0 8LFW27O8R8aff7D2yaremuE= =7pf5 -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ATOM/RSS support for the fgfs forum
* Curtis Olson -- Saturday 22 December 2007: when I get back maybe send me a reminder. Just for the record: this has meanwhile been done. But as things stand now, I don't think it will have an effect. m. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RFC: removal of PLIB/PSL support
--- Melchior FRANZ wrote: I've been accused in private mail of poisoning the list climate with messages like these. I'm a bit puzzled. For me OMG is not a prayer, and WTF is not swearing. And PSL *was* a joke compared with Nasal, not because it was done badly. It just never grew up and couldn't do a fraction of what Nasal can do. Looks like I already offend people with what I consider totally harmless. I'll take more communication off-list, then. That does sound somewhat puzzling. The wide range of sensitivities and levels of English in the community mean that there is plenty of opportunity for words to be mis-understood and people to take offence at words considered by others to be totally harmless. All one can do is assume the best of others intentions. Taking communications off-list is certainly not the answer - even the suspicion of off-list decision-making is enough to worry some people. PS: I don't apologize. :-P No, but you did explain yourself, which is almost as good :-) BTW - are you around on IRC any more? -Stuart ___ Support the World Aids Awareness campaign this month with Yahoo! For Good http://uk.promotions.yahoo.com/forgood/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug
Currently I cannot reproduce any other misbehaviour than the segfault that you describe as gone now. Do you have .deb based system? If so, I could send you the relevant deb packages we used. Or alternatively we could try reproducing the issue on vservers and send you a compressed vserver. Hi Tibor, I am running SuSE linux, currently 10.3. But there is good news, I can reproduce the client misbehaviour now where the aircraft sits at -ft after a client crash and restart. I am currently looking into the issue, but it will take some time. Regards, Torsten - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RFC: removal of PLIB/PSL support
On Jan 23, 2008 10:10 AM, Stuart Buchanan wrote: --- Melchior FRANZ wrote: I've been accused in private mail of poisoning the list climate with messages like these. I'm a bit puzzled. For me OMG is not a prayer, and WTF is not swearing. And PSL *was* a joke compared with Nasal, not because it was done badly. It just never grew up and couldn't do a fraction of what Nasal can do. Looks like I already offend people with what I consider totally harmless. I'll take more communication off-list, then. That does sound somewhat puzzling. The wide range of sensitivities and levels of English in the community mean that there is plenty of opportunity for words to be mis-understood and people to take offence at words considered by others to be totally harmless. All one can do is assume the best of others intentions. Taking communications off-list is certainly not the answer - even the suspicion of off-list decision-making is enough to worry some people. PS: I don't apologize. :-P No, but you did explain yourself, which is almost as good :-) BTW - are you around on IRC any more? I don't want to drag this out more than necessary, but let me add one comment of explanation. I'd like to see things said in a positive way when possible. 99% of the time if there is something odd, or a bug is found, or somebody says something incorrect ... it's an honest mistake. If we come out of the starting gate saying WTF is xyz and xyz is a joke, that has a lot of opportunity to be hurtful to the person that created xyz. There are *many* ways to say the same thing without using potentially inflamatory language. In this case, I don't care about PSL, but if the same sorts of things are said about something you or I do care about then there could be a big problem. I'd like to head this off at the pass. I contacted Melchior in private email expressing my views and concerns ... I thought in as constructive of a way as possible. I did this because I have no desire to attempt to attack or embarrass anyone publicly. Melchior wants to slant that as being a secretive off list attack, so be it. I'm happy to discuss these private issues out in the open if the other party prefers it that way. But here's the deal, there are some things said on this list from time to time that do need to be cleaned up. I will continue to call people out on it when I see something that could potentially be a problem. No one likes to get the heat turned on them ... an angry response is natural. But I want this to be constructive, I want to help the list operate better and build a better working and collaborative environment here. I don't expect everyone to see it exactly my way. I don't expect everyone's thresholds of objection to be at exactly the same level. And certainly there are times when we need to deal with tough issues or strong disagreements on the list. But at the same time, it's silly, completely pointless, completely unnecessary, and potentially hurtful to call someone else's work a joke ... or say WTF in response to someone's code. I hope we can put this behind us and move forward, but I'm going to call people out once in a while when I think they've crossed the line ... or are accumulating too many near line experiences. Best regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] trees
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Stuart Buchanan wrote: | --- Curtis Olson wrote: | Hi Guys, | | Again, I love and very much appreciate your efforts on the trees. They are | really awsome. | | Low level flying through the hills has become much more fun... | | On the subject of diffuse shading ... I am tempted to argue that we don't | need it. In real life, trees are composed of a myriad of surfaces in all | directions. Picking one single normal is most likely going to be wrong | especially in relationship to the aribitrary surface we paste the tree | texture on top of. I think going without a surface normal and without | diffuse lighting will be just fine ... as long as we can have the ambient | lighting be representative of the scene. | | I've been wondering the same thing. Currently we're using the full ambient | lighting, which is accurate for the scene. So, as the sun goes down, the trees | get darker. | Yeah, but the trees will be just as dark on the side away from the sun. Since you have to specify a normal-per-vertex anyway, you can arrange it to simulate the shading of a cylinder, or point the normals in random directions. | I've no idea what the performance implications of adding diffuse lighting, but | I'd personally prefer more trees to better lighting. It will be very cheap; one dot product in the vertex shader. Or you could use a 3D noise texture to choose the normal and do lighting in the fragment shader. This project could become an endless, if fun, time-sink; there are a lot of papers out there on generating CG tree and forests. | | Currently, is the problem that we can only have one single tree type for all | surfaces in the scene, or is it only one tree type per surface? | | We currently have a single tree type (and shader) per type of forest per tile, I | think. As Tim has pointed out, the current architecture is very inefficient. | | It should be possible to remove that limitation so that each forest has a variety | of trees - I've already added support for this in the material library. I just | need to work out how to pass the shader an array of textures, and how to use the | noise function for the texture to be selected. Sounds simple, but writing shader | code has been much harder work than I expected. As Curt suggests in another mail, you can put all the tree textures in one texture and choose the texture based on another attribute value. There's still that 4th value passed to glColor4fv that isn't used... Also, you could have more than one forest object per tile, each with a completely different set of models and /or textures. | | At any rate, I think they are great, and will generate a lot of excitement | in the FlightGear community. (Until this new feature becomes the baseline | and everyone will say, ho-hum, yeah, trees, and completely forget their | previous life without them ...) :-) | | Well, look how quickly we've become used to random objects again :) | | -Stuart -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHl3dQeDhWHdXrDRURAjtBAJwMtc3aJoqVj7yWEGZbXAVayp97qwCgskvm td9d5JhnPbUvfA2s4OVTWYA= =poks -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please update changelog on website
Hi, - Original Message - From: Durk Talsma [EMAIL PROTECTED] I'll have a look in the next few days. I just came back from my Japan trip a few days ago, and I'm still trying to shake off the last remaining bits of jetlag. Btw, I had an amazing trip. I'll try to post some stories related to the flying part later. I'd also like to thank Tatsuhiro Nishioka for arranging a last minute get together, and a very enjoyable day in Yokohama. Thanks! Cheers, Durk Oops, I overlooked this post. You're very welcome, and I'm really happy that you enjoyed the stay in Yokoham a. I also had a great time talking with you about the past, present, and future o f FlightGear. Cheers, Tat - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug
That sounds like you're using TCP, since if you were using UDP, the master would not know if the slave(s) received the message -- UDP is an unreliable protocol and the master does not know if it is transmittiing into oblivion or reaching an actual slave instance of FlightGear. Provided the native protocol doesn't have a mechanism to provide feedback of received messages to the master, that is. This was running round in my head all day and I did some investigation with a debugger, wireshark and a internet-searchengine at hand... Here is what I learned today: When you send a udp datagram to any machine and the port is not open on that machine, you get a ICMP destination ureachable/port unreachable message from the targeted machine. Looks like this is interpreted by the socket implementation here on my linux box and it is finally handed over as an error from the send() system that produces the warning message. So, nothing to worry about. It's just a warning message on the console and as soon as the client is up again, data flow continues as it is supposed to with udp. Torsten - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and improved random objects
On Tue, 2008-01-22 at 22:04 +, Stuart Buchanan wrote: I've been working on a shader-based approach to creating random trees with help from Tim Moore. Here's a screenshot of what I've managed to achieve so far: http://www.nanjika.co.uk/flightgear/forest.jpg A patch which includes both the shader trees and improvements to the random object placement is available from http://www.nanjika.co.uk/flightgear/trees.tar.gz This isn't yet ready for inclusion in CVS, but worth having a play about with. Notes: - Currently all the trees of a given type on a tile will be the same size, shape and texture. - It's highly likely that this code leaks memory like a sieve. - The shader currently doesn't perform any diffuse lighting calculations. For some reason including the diffuse lighting causes a flickering effect, possibly due to the light source being so far away. Comments are of course welcome. I get a lot of FRAGMENT glCompileShader FAILED error messages and no trees. I made a search on Google and it seems that my graphics card does not support some extensions. It is a NVIDIA GeForce4 MX 460 using the 1.0.9631-r1 driver, as it is called in Portage in Gentoo Linux. There is a new version called 96.43.01 that supports my card, but I would like to hear what you say, before I upgrade. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] ch53e update
I just posted another update: http://jrbabcock.home.comcast.net/~jrbabcock/flightgear/ch53e/ch53e-rollup.20080123.tgz I also need some files removed, they accidentally sneaked in on the last update: Models/HMMWV.ac Models/ch53e.fail Models/ch53e.fail.ac Models/ch53e.succ.ac Models/doit Models/saved_animation.path interior-lights.nas ch53e-yasim.20080110.xml Here's a summary of changes: changed blade twist from -8 to -14 reduced blade weight added old style shadow split out fuselage tanks into 4 seperate cells added a nasal fuel totaller and animations for the total fuel guage got fuel guage animations working added logic for EAPS automatic control added a bit of collective input to the tail rotor control mixture tweaked empenage surfaces to unload tail rotor in forward flight fixed color of old style shadow map adjusted lift and drag factors for more realistic performance If anyone can find time to apply the included diff and copy the included files into CVS I would appreciate it. Josh - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ch53e update
Hi Josh, I've committed these changes. Looks like some of the files you request to be removed are newly introduced with this patch, but other than that slight oddity, it looks like your changes went in clean. Thanks, Curt. On Jan 23, 2008 2:35 PM, [EMAIL PROTECTED] wrote: I just posted another update: http://jrbabcock.home.comcast.net/~jrbabcock/flightgear/ch53e/ch53e-rollup.20080123.tgzhttp://jrbabcock.home.comcast.net/%7Ejrbabcock/flightgear/ch53e/ch53e-rollup.20080123.tgz I also need some files removed, they accidentally sneaked in on the last update: Models/HMMWV.ac Models/ch53e.fail Models/ch53e.fail.ac Models/ch53e.succ.ac Models/doit Models/saved_animation.path interior-lights.nas ch53e-yasim.20080110.xml Here's a summary of changes: changed blade twist from -8 to -14 reduced blade weight added old style shadow split out fuselage tanks into 4 seperate cells added a nasal fuel totaller and animations for the total fuel guage got fuel guage animations working added logic for EAPS automatic control added a bit of collective input to the tail rotor control mixture tweaked empenage surfaces to unload tail rotor in forward flight fixed color of old style shadow map adjusted lift and drag factors for more realistic performance If anyone can find time to apply the included diff and copy the included files into CVS I would appreciate it. Josh - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ch53e update
On Jan 23, 2008 2:51 PM, Curtis Olson [EMAIL PROTECTED] wrote: Hi Josh, I've committed these changes. Looks like some of the files you request to be removed are newly introduced with this patch, but other than that slight oddity, it looks like your changes went in clean. And ooops, looks like someone beat me to the punch while I was typing cvs commit messages ... Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and i mproved random objects
Hallo Morten, On Wednesday 23 January 2008 20:13:01 Morten Oesterlund Joergensen wrote: I get a lot of FRAGMENT glCompileShader FAILED error messages and no trees. I made a search on Google and it seems that my graphics card does not support some extensions. It is a NVIDIA GeForce4 MX 460 using the 1.0.9631-r1 driver, as it is called in Portage in Gentoo Linux. There is a new version called 96.43.01 that supports my card, but I would like to hear what you say, before I upgrade. I don't think a driver update will help because your card has only limited support for vertex and pixel shaders as you already stated in your mail. On Wikipedia is a nice summary of the Nvidia GeForce4 MX: http://en.wikipedia.org/wiki/GeForce_4_Series#GeForce4_MX Greetings Matthias - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FG compile error
Hi, since some short time I am getting an error when compiling FlightGear CVS/OSG version. I am using - OpenSuse 10.2 Linux - OSG CVS (compiles with no problem) - SimGear CVS (compiles with no problem) - FG CVS Part of the error code: ../../src/Instrumentation/libInstrumentation.a(wxradar.o): In function `wxRadarBg::update_data(FGAIBase*, double, double, bool)': wxradar.cxx:(.text+0x154e): undefined reference to `osgText::Text::setFont(osgText::Font*)' wxradar.cxx:(.text+0x1560): undefined reference to `osgText::Text::setFontResolution(unsigned int, unsigned int)' wxradar.cxx:(.text+0x1578): undefined reference to `osgText::Text::setCharacterSize(float, float)' wxradar.cxx:(.text+0x17c4): undefined reference to `osgText::Text::setPosition(osg::Vec3f const)' wxradar.cxx:(.text+0x17d1): undefined reference to `osgText::Text::setAlignment(osgText::Text::AlignmentType)' wxradar.cxx:(.text+0x17e1): undefined reference to `osgText::Text::setLineSpacing(float)' wxradar.cxx:(.text+0x1b10): undefined reference to `osgText::Text::setText(std::basic_stringchar, std::char_traitschar, std::allocatorchar const)' collect2: ld returned 1 exit status make[2]: *** [fgfs] Fehler 1 I am thankful for any help ((because I would like to test the nice trees :-) )) Regards Georg EDDW - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader based random trees and improved random objects
This will be a challenge for us as we move forward with development of the OSG tree. How much old hardware should we support, and how far back should we go? I think it makes sense (at a minimum) to make sure these features that require newer hardware can be turned off so that people with older hardware can still run the basic code and see the base scene. In some cases it may make sense to have a backup scheme available so older hardware can see something, even if it's slower or less detailed. (For instance, we have a couple runway light schemes floating around.) But at some point we do need to decide where to draw the line. For instance we already have abandoned support for 4Mb Voodoo1 cards and Glide. But those were pretty hot when the FlightGear project first was launched. I remember running glide in a window on an 8mb voodoo2 ... ahh those were the days ... I may still have that card in a box somewhere ... saving it for my grand kids to play with. :-) We do want to make reasonable and informed decisions here, so it's worth discussing a bit. We don't want to abandon too many people, but at the same time we want to be able to push forward with new features and new graphics effects ... This ... http://www.flightgear.org/Gallery-v0.7.9/Source/smooth1.jpg Or this ... http://www.nanjika.co.uk/flightgear/forest.jpg At some point, I'm buying a new graphics card or new laptop if I have to ... and as much as I hate to admit it, over the years, flight simulators and possibly other games have often been my primary hardware upgrade motivation. I think you have one of two choices. First force every one to upgrade there hardware to a minimum requirement Or Keep an old copy of FG,around 9.6, on the server for older systems if you dont want to leave these people behind Cheers Innis _ Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext_t=764565661_r=OCT07_endtext_Future_m=EXT - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG compile error
Csaba Halász schrieb: On Jan 24, 2008 12:45 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Hi, since some short time I am getting an error when compiling FlightGear CVS/OSG version. I am using - OpenSuse 10.2 Linux - OSG CVS (compiles with no problem) I hope you mean SVN ;) Which revision? collect2: ld returned 1 exit status Can you check if -losgText is in the link command? Hi Csaba, thank you very much for your help. Of course SVN, actual update from yesterday evening (23.1.08). Can you check if -losgText is in the link command? Yes, will do another test in one hour and report. Regards Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Dihedral aero coefficients
Hi, Looking over a couple of xml aircraft files and aero numbers... Can any of you aero experts out there identify the coefficients that account for wing dihedral? I can't seem to find anything that would account for the difference in wing lift on left side versus right side thereby creating the roll torque due to dihedral. Thanks John W. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG compile error
Csaba Halász schrieb: On Jan 24, 2008 12:45 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Hi, since some short time I am getting an error when compiling FlightGear CVS/OSG version. I am using - OpenSuse 10.2 Linux - OSG CVS (compiles with no problem) I hope you mean SVN ;) Which revision? collect2: ld returned 1 exit status Can you check if -losgText is in the link command? Hi Csaba, Melchior gave me the advice to check the freetype system. Re-installing all files (although YaST2 indicated that they were already installed) solved the problem. Thank you once again for your helping hand! Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Dihedral aero coefficients
On 01/23/2008 05:45 PM, John Wojnaroski wrote: Can any of you aero experts out there identify the coefficients that account for wing dihedral? Isn't this what you want? descriptionRoll_moment_due_to_beta/description If not, please ask a more specific question. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel