Re: [Flightgear-devel] Flash with altitude change
On Apr 23, 2008, at 4:09 PM, Adam Dershowitz wrote: On Apr 21, 2008, at 2:17 PM, Melchior FRANZ wrote: * Adam Dershowitz -- Monday 21 April 2008: I did make the minor change that Alex suggested in this discussion: [...] and then rebuilt and it seems to be working. Is that essentially the change that you were referring to? It's the correct thread. The fix isn't and will probably cause other problems (jitter in some newer view modes, IIRC), but as long as it works for you, all is well. :-) m. I have run into what might be different issue...and might be what you are talking about. With playback data the ground slightly jumps back and forth. It looks almost like a vibration. It seems to happen with all of the views. At first I thought that it had to do with how smooth my Lat/Long data was, so I tried fixing that. But it didn't help. So I finally just did a recording of a simple takeoff at high frequency, with everything at the defaults: fgfs --generic=file,out,32,/Users/dersh/Documents/Cases/587\ Animation/DFDR\ data/test_out.csv,playback and then did a playback: fgfs --generic=file,in,32,/Users/dersh/Documents/Cases/587\ Animation/DFDR\ data/test_out.csv,playback --fdm=null and I get this jitter of the ground back and forth on playback. It is not much (perhaps a couple of feet back and forth). I started to wonder if it might be that the code that reads in the lat/long is not reading in enough significant digits? Internally clearly there are enough because it looks smooth when I am recording. Is there some rounding, or reading in as float instead of a double? Any ideas on this one? Is it the same bug that was fixed in CVS? I have not yet tried to rebuild from CVS since Alex's suggestion to change the order of: globals-get_viewmgr()-update(delta_time_sec); upwards after the line fgUpdateTimeDepCalcs(); seemed to be working for me. But did I hit another issue related to this? Melchior, is this also what you fixed? I am a little nervous about doing a new build because I am using Tat's download/build instructions for a Mac and then I applied Pigeon's patch to capture video. All seems to work, but I am not sure which pieces of that process might break if I do a full CVS update and rebuild. That is also why I have stayed with PLIB. --Adam I spent a while trying to track this down, and finally figured out what is going on. The problem is that generic.cxx can only handle floats, and that is not enough resolution for latitude and longitude, so the last few digits are lost in the conversion. I found a simple solution, that is working for me to be able to read in data correctly: So I changed line 208 of generic.cxx from: _in_message[i].prop-setFloatValue((float)val); to read in a double: _in_message[i].prop-setDoubleValue(val); Now, if I play my data files the aircraft moves in a smooth way. So I figure the more general solution is to add a new type to the generic protocol which is double. That way there is no change to any existing examples. I have attached a few diff files that work for me. playback.xml.diff Description: Binary data generic.hxx.diff Description: Binary data generic.cxx.diff Description: Binary data the only changes are to generic.hxx and generic.cxx to add the new double type. I have also added a diff to playback.xml that make it use doubles for latitude and longitude so that I could test it out. And it worked fine both to record and to playback in a nice smooth way. If there is a better way to submit this patch please let me know. --Adam - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Un-hide panel?
On Wednesday 23 April 2008 17:30, Adam Dershowitz wrote: I am interested if there is a way to make a 2-D panel visible when not in the cockpit view? I have a mini-panel that shows a few variables, and I want to know if there is a way to make this small panel of information visible when looking at an outside view of the aircraft. Is there just a property that hides the panel for views other then view 0? Is this handled by a nasal script somewhere? Or is it coded directly into the sourcecode somewhere? /sim/panel/visibility stays true for other views, when the panel is not actually visible. Thanks, --Adam You need to amend panel.cxx to remove the test in fgPanelVisible for the current view being the cockpit view:- bool fgPanelVisible () { const FGPanel* current = globals-get_current_panel(); if (current == 0) return false; if (current-getVisibility() == 0) return false; // if (globals-get_viewmgr()-get_current() != 0) // return false; if (current-getAutohide() globals-get_current_view()-getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0) return false; return true; } Note that the line below the commented test has been line-wrapped in this posting and should be a single line. LeeE - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] helipad lighting (loxl)
On Wed, Apr 23, 2008 at 8:50 PM, Melchior FRANZ [EMAIL PROTECTED] wrote: Does anyone here know how helipad lighting typically works in a case like this? http://doris.ooe.gv.at/viewer/%28S%28lzssrqnmskruqee2yda3lcus%29%29/init.aspx?ks=alkkarte=gkkoord=62803.89;343426.49massstab=15000 It's sized 25x25m with 7x7 edge lights and 4 corner lights. I assume that, depending on the wind direction, only three edges are lighted and the corner lights of the opening are turned on, so that you'd fly into an U opening: | wind | \|/ . . * * * * * * * * * * * * * * * * * * . . . . . * o o Any idea about the colors? Google didn't show me anything useful. I could imagine that the corners are green and the edges yellow or white. Don't think it works that way. Google found this for me: faa heliport design guide http://www.dot.ca.gov/hq/planning/aeronaut/documents/5390-2b.pdf -- Csaba/Jester - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] view limiter...
* Syd -- Wednesday 23 April 2008: I'm enjoying this new view-limiter , but you realize now I have to do cabins for my aircraft ... :-P Just a thought , but what about a small forward / backward movement , too ... in case one needs to lean forward a bit (wing inspection), or would that be overkill ? No, wouldn't be overkill. I put it on my TODO list. (BTW: this limiter thing was a co-production by David BASTIEN, Alexis BORY(?), Vivian and me. I'm just a bit more involved since it's a generic solution.) m. - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] helipad lighting (loxl)
* Csaba Halász -- Thursday 24 April 2008: [sophisticated lighting based on wind direction] Don't think it works that way. Damn. But maybe I should sell the idea, then?! :-) http://www.dot.ca.gov/hq/planning/aeronaut/documents/5390-2b.pdf That's interesting, thanks. I've for now only glanced over it, but I didn't yet see the lamp layout from LOXL[1], and I can't remember having seen a lighted windsock there. There must be a way to indicate the wind direction. (I was about 100m away, so I couldn't check the light colors. Maybe I'll ask at the airport personnel next time I'm there.) Not that it's *that* important ... m. [1] my link was apparently only temporarily accessible, so here's it again as screenshot: http://members.aon.at/mfranz/helipad2.jpg [96.9 kB] - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself.
On Thursday 24 April 2008 21:57, Forums Virgin Net wrote: Hi, I was wondering if anyone knows a way to make OLeg's mouth animated, I was thinking of his face having 2 textures one with mouth open a little bit and one with it normal, Helijah made OLeg some animated eyes as seen in part 3 of OLeg's Adventures these are controlled with keys G/g and D/d. Seen here: http://uk.youtube.com/watch?v=x5KI47GfjQs If he had 2 or 3 Facial textures representing 2 or 3 frames of animation and could be toggled with a Keyboard letter in fast acting sequence then it could add more realism to the speech when he talks in the movies! Anders was saying some textures are animated but it is not my field. The Animated Ogel with moving eyes is here http://files.ww.com/getfile.html/41321/1361705924/ogel.zip if anyone wants to play with it and figure out how to animate the mouth also? all the best Aerotro Ortorea Michelle http://uk.youtube.com/user/aerotro Animated textures won't help you in this case. You'd use an animated texture, which is basically a series of texture frames, if you were rendering a sequence where you want a moving picture in the background - think rendering a 3D scene that includes a TV screen somewhere in shot. As you render each frame of the main animation, the texture on the TV screen will be changed to the next one in it's own little series. The best solution for you will come down to how you go about the lip-sync - that is, do you synch the footage to the sound or visa versa. If you have to sync the footage to the sound it'll be very tricky because the frame rate of FG varies and you'll have no fixed reference point from which you can trigger things. However, if the sound is a series of discrete samples you can sync the sound to the footage and things become a lot easier. This is because, after working out the timings you need, you can use Nasal settimers to trigger the texture changes that animate the mouth in the video, on a time basis to suite the script, and then sync the sound samples at frame level afterwards in post-pro. Heh - as an aside to this, I've recently been using LiVES for some video stuff and what I really like about it, and at the same time find really amusing, is that atm it's been coded to assume that it will crash. As it happens, it can be guaranteed to crash _after_ some operations but because it's been coded with this in mind everything is recoverable on re-start, including the output generated just before the crash, so you don't have to re-do the op that caused the crash in the first place. In the end, because it restarts very quickly, it has little impact on workflow:) In fact, I think that once the LiVES team sort out the crashes it won't be half as much fun to use:) LeeE - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself.
Dear LeeE, Hmmm not sure what LiVES is? I am just talking with Syd about a way to do this, some other idea's I have had are based around these such concepts! a/ Well if ailerons can be animated maybe the mouth could have moving parts? for example his lower lip could be like a tiny aileron! b/ Looking at Gerry Andersons Thunderbirds puppets he made a moving lower lip, so this might simplify ways of doing it, by having a simple lower lip animation inset into the face. Syd is currently looking into it for me :oD Aerotro - Original Message - From: LeeE [EMAIL PROTECTED] To: Forums Virgin Net [EMAIL PROTECTED]; FlightGear developers discussions flightgear-devel@lists.sourceforge.net Sent: Friday, April 25, 2008 12:36 AM Subject: Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself. On Thursday 24 April 2008 21:57, Forums Virgin Net wrote: Hi, I was wondering if anyone knows a way to make OLeg's mouth animated, I was thinking of his face having 2 textures one with mouth open a little bit and one with it normal, Helijah made OLeg some animated eyes as seen in part 3 of OLeg's Adventures these are controlled with keys G/g and D/d. Seen here: http://uk.youtube.com/watch?v=x5KI47GfjQs snipped to save space Michelle http://uk.youtube.com/user/aerotro Animated textures won't help you in this case. You'd use an animated texture, which is basically a series of texture frames, if you were rendering a sequence where you want a moving picture in the background - think rendering a 3D scene that includes a TV screen somewhere in shot. As you render each frame of the main animation, the texture on the TV screen will be changed to the next one in it's own little series. The best solution for you will come down to how you go about the lip-sync - that is, do you synch the footage to the sound or visa versa. If you have to sync the footage to the sound it'll be very tricky because the frame rate of FG varies and you'll have no fixed reference point from which you can trigger things. However, if the sound is a series of discrete samples you can sync the sound to the footage and things become a lot easier. This is because, after working out the timings you need, you can use Nasal settimers to trigger the texture changes that animate the mouth in the video, on a time basis to suite the script, and then sync the sound samples at frame level afterwards in post-pro. Heh - as an aside to this, I've recently been using LiVES for some video stuff and what I really like about it, and at the same time find really amusing, is that atm it's been coded to assume that it will crash. As it happens, it can be guaranteed to crash _after_ some operations but because it's been coded with this in mind everything is recoverable on re-start, including the output generated just before the crash, so you don't have to re-do the op that caused the crash in the first place. In the end, because it restarts very quickly, it has little impact on workflow:) In fact, I think that once the LiVES team sort out the crashes it won't be half as much fun to use:) LeeE __ NOD32 3050 (20080423) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Atlas for FlightGear - new version for Win32
Fred == flightgear-devel-request writes: Fred [EMAIL PROTECTED] a écrit : Hi Devels. I write here since I had not response in Atlas devel list. In Atlas 0.3.0 there is known bug: ILS approaches are shown with wrong direction and place. But frequencies are OK. I know that this bug was fixed in 0.3.1 or in CVS versions. Can somebody compile the new version of Atlas for windows, please? Fred Sadly, the new Atlas code is not compatible with Windows Fred anymore. Sorry about that - I was/am busy with a rather large code renovation, so the Windows fixes slipped through the cracks. But there is a small problem. Today, when I tried to log on to CVS, the authorization failed. Checking things out anonymously works fine, and I can log in as a user fine as well, so it seems the problem is my permissions in the Atlas project. Until this problem is solved, I won't be able to make any bug fixes. Fred, it looks like you're listed as an administrator for the project. Can you look into this? And of course, once the changes are made, somebody will have to actually compile a Windows version for igrowing. Any volunteers? Brian -- Brian Schack 19 Xǔchāng Street 2Fphone: 2381 4727 Taipei 100 fax:2381 2145 TAIWAN - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself.
Hiya LeeE, Try these Syd did it lol :oD I just don't want anyone to duplicate the work... http://files.ww.com/files/46322.html Spacebar to animate mouth, which can be changed depends on what you use the spacebar for but I don't use it for anything else! Eyes move with d/D g/G BARANGER Emmanuel did the eyes last year :o) so problem solved just thought I would let you know to save anyone wasting time. Aerotro - Original Message - From: Forums Virgin Net [EMAIL PROTECTED] To: LeeE [EMAIL PROTECTED] Sent: Friday, April 25, 2008 2:31 AM Subject: Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself. OK thx Lee, :o) I think Syd has managed to model something already, he always amazes me will get it in about an hour or so to test! Lets hope it looks ok lol Aerotro PS, I use Windows myself so Linux options are out for me. - Original Message - From: LeeE [EMAIL PROTECTED] To: Forums Virgin Net [EMAIL PROTECTED] Sent: Friday, April 25, 2008 2:11 AM Subject: Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself. snip - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osgShadow - a nosuccess-story
Heiko Schulz wrote: --- Torsten Dreyer [EMAIL PROTECTED] schrieb: Hi all encouraged by my first bugfix for the osg-code and after digging through the osg examples, I found the osgShadow implementation. I extracted the relevant code from the osgshadow example (which looks very promising) and merged it into the renderer.cxx to see, if it works. To keep it short: I tried the ShadowMap, the SoftShadowMap and the ShadowVolume technique. Both ShadowMap techniques produce some visual effects but no shadow. The ShadowVolume technique (that's the technique implemented in the plib version) print some debug messages and after eating all my 4GB of memory, I get a unknown exception in the main loop while still showing the splash screen. The ShadowVolume is still under development so there is a chance that it might be usable for us in the future. Sorry - you still have to get yourself some cheap sunglasses in osgland. Greetings, Torsten So much as I know, Tim is still working on that. For a while he send a screenshot in the IRC-Chat- looked promising. But it is nice to see, that there are also some others working on that! I did get a prototype working, based on Terry Welsh's PSSM implementatioon. The visual quality was not great, but I now understand the problem. I made a decision to go with shadow maps instead of shadow volumes, those being considered most suitable for modern hardware. The existing shadow implementations in OSG aren't really going to work for us. Except for the PSSM implementation, they assume small databases and also small coordinate values. The PSSM code is extremely hairy with lots of bells and whistles and doesn't seem completely debugged. All of the implementations suffer from a critical problem: they install shaders to draw the shadows and assume that their shaders are the only ones used. So, if you ever want to add shaders for other effects, you're out of luck. A more global system for managing effects and shaders for all materials is needed. I've been working on implementing that before returning to the shadows. Tim - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel