Re: [Flightgear-devel] Flash with altitude change

2008-04-24 Thread Adam Dershowitz


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

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Re: [Flightgear-devel] Un-hide panel?

2008-04-24 Thread LeeE
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

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Re: [Flightgear-devel] helipad lighting (loxl)

2008-04-24 Thread Csaba Halász
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

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Re: [Flightgear-devel] view limiter...

2008-04-24 Thread Melchior FRANZ
* 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.

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Re: [Flightgear-devel] helipad lighting (loxl)

2008-04-24 Thread Melchior FRANZ
* 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]  

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Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself.

2008-04-24 Thread LeeE
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

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Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself.

2008-04-24 Thread Forums Virgin Net
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




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Re: [Flightgear-devel] Atlas for FlightGear - new version for Win32

2008-04-24 Thread Brian Schack
 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  


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Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself.

2008-04-24 Thread Forums Virgin Net
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


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Re: [Flightgear-devel] osgShadow - a nosuccess-story

2008-04-24 Thread Tim Moore
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

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