Re: [Flightgear-devel] texture updates...

2008-10-13 Thread Syd
Durk Talsma wrote:
> On Tuesday 14 October 2008 01:35:55 Syd wrote:
>
>   
>> Could someone apply the patch please , and I'll start commiting textures .
>> Thanks
>> 
>
> Done. Thanks!
>
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>   
Thanks Durk :)

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Re: [Flightgear-devel] texture updates...

2008-10-13 Thread Durk Talsma
On Tuesday 14 October 2008 01:35:55 Syd wrote:

> Could someone apply the patch please , and I'll start commiting textures .
> Thanks

Done. Thanks!

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Re: [Flightgear-devel] texture updates...

2008-10-13 Thread Syd
Alex Romosan wrote:
> Syd writes:
>
>   
>> Yes things will look strange until someone applies the patch I sent 
>> 
>
> no problem, it actually makes things more interesting...
>
> --alex--
>
>   
Try another data update in about 10 minutes ... I'm putting back those 
rgb files


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Re: [Flightgear-devel] texture updates...

2008-10-13 Thread Alex Romosan
Syd writes:

> Yes things will look strange until someone applies the patch I sent 

no problem, it actually makes things more interesting...

--alex--

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|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] texture updates...

2008-10-13 Thread Syd
Alex Romosan wrote:
> Syd writes:
>
>   
>>No further responses , so I'm about to commit the png texture updates ,
>> and a patch for simgear/source/scene/sky to read png instead of rgb
>> and rgba textures.
>> The earlier problem I had turn out to be trashed png files 
>> transparency was removed ...
>> 
>
> the sun shows up as a square with a square halo around it
>
>   http://caliban.lbl.gov/fgfs-sun-square.jpg
>
> this is with the latest cvs on linux with an nvidia card.
>
> --alex--
>
>   

Yes things will look strange until someone applies the patch I sent 
In the meantime , you could convert textures in the Textures/Sky folder 
back to rgb files ...


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Re: [Flightgear-devel] texture updates...

2008-10-13 Thread Alex Romosan
Syd writes:

>No further responses , so I'm about to commit the png texture updates ,
> and a patch for simgear/source/scene/sky to read png instead of rgb
> and rgba textures.
> The earlier problem I had turn out to be trashed png files 
> transparency was removed ...

the sun shows up as a square with a square halo around it

  http://caliban.lbl.gov/fgfs-sun-square.jpg

this is with the latest cvs on linux with an nvidia card.

--alex--

-- 
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|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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[Flightgear-devel] prop reverse again ...

2008-10-13 Thread Syd
While I'm at it , I'm attaching the prop reverse patch again, in the 
hopes that I've almost got Andy convinced that it should be included ;)
Index: ControlMap.cpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/ControlMap.cpp,v
retrieving revision 1.13
diff -U 3 -r1.13 ControlMap.cpp
--- ControlMap.cpp  10 Dec 2007 19:25:24 -  1.13
+++ ControlMap.cpp  27 Sep 2008 05:47:56 -
@@ -196,6 +196,7 @@
case ADVANCE:  ((PropEngine*)obj)->setAdvance(lval);   break;
 case PROPPITCH: ((PropEngine*)obj)->setPropPitch(lval);break;
 case PROPFEATHER: ((PropEngine*)obj)->setPropFeather((int)lval); break;
+case PROPREVERSE: ((PropEngine*)obj)->setPropReverse((bool)lval); 
break;
case REHEAT:   ((Jet*)obj)->setReheat(lval);   break;
case VECTOR:   ((Jet*)obj)->setRotation(lval); break;
case BRAKE:((Gear*)obj)->setBrake(lval);   break;
Index: ControlMap.hpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/ControlMap.hpp,v
retrieving revision 1.12
diff -U 3 -r1.12 ControlMap.hpp
--- ControlMap.hpp  10 Dec 2007 19:25:24 -  1.12
+++ ControlMap.hpp  27 Sep 2008 05:47:56 -
@@ -13,7 +13,7 @@
  ADVANCE, REHEAT, PROP,
  BRAKE, STEER, EXTEND, HEXTEND, LEXTEND,
  INCIDENCE, FLAP0, FLAP1, SLAT, SPOILER, VECTOR,
-  BOOST, CASTERING, PROPPITCH, PROPFEATHER,
+  BOOST, CASTERING, PROPPITCH, PROPFEATHER,PROPREVERSE,
   COLLECTIVE, CYCLICAIL, CYCLICELE, ROTORENGINEON,
   TILTYAW, TILTPITCH, TILTROLL,
   ROTORBRAKE, ROTORENGINEMAXRELTORQUE, ROTORRELTARGET,
Index: FGFDM.cpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/FGFDM.cpp,v
retrieving revision 1.55
diff -U 3 -r1.55 FGFDM.cpp
--- FGFDM.cpp   13 Apr 2008 21:12:36 -  1.55
+++ FGFDM.cpp   27 Sep 2008 05:47:57 -
@@ -954,6 +954,7 @@
 if(eq(name, "CASTERING")) return ControlMap::CASTERING;
 if(eq(name, "PROPPITCH")) return ControlMap::PROPPITCH;
 if(eq(name, "PROPFEATHER")) return ControlMap::PROPFEATHER;
+if(eq(name, "PROPREVERSE")) return ControlMap::PROPREVERSE;
 if(eq(name, "COLLECTIVE")) return ControlMap::COLLECTIVE;
 if(eq(name, "CYCLICAIL")) return ControlMap::CYCLICAIL;
 if(eq(name, "CYCLICELE")) return ControlMap::CYCLICELE;
Index: PropEngine.cpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/PropEngine.cpp,v
retrieving revision 1.18
diff -U 3 -r1.18 PropEngine.cpp
--- PropEngine.cpp  27 Feb 2006 23:35:02 -  1.18
+++ PropEngine.cpp  27 Sep 2008 05:47:57 -
@@ -42,6 +42,12 @@
 _prop->setPropPitch(proppitch);
 }
 
+void PropEngine::setPropReverse(bool state)
+{
+// toggle Propeller reverse
+_prop->setPropReverse(state);
+}
+
 void PropEngine::setPropFeather(int state)
 {
 // toggle prop feathering on/off
Index: PropEngine.hpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/PropEngine.hpp,v
retrieving revision 1.8
diff -U 3 -r1.8 PropEngine.hpp
--- PropEngine.hpp  13 Dec 2004 23:48:43 -  1.8
+++ PropEngine.hpp  27 Sep 2008 05:47:57 -
@@ -18,6 +18,7 @@
 void setMagnetos(int magnetos);
 void setAdvance(float advance);
 void setPropPitch(float proppitch);
+void setPropReverse(bool state);
 void setVariableProp(float min, float max);
 void setPropFeather(int state);
 void setGearRatio(float ratio) { _gearRatio = ratio; }
Index: Propeller.cpp
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/Propeller.cpp,v
retrieving revision 1.6
diff -U 3 -r1.6 Propeller.cpp
--- Propeller.cpp   26 Feb 2006 16:46:51 -  1.6
+++ Propeller.cpp   27 Sep 2008 05:47:57 -
@@ -25,6 +25,7 @@
 _manual = false;
 _proppitch = 0;
 _propfeather = 0;
+_propreverse = 0;
 }
 
 void Propeller::setTakeoff(float omega0, float power0)
@@ -68,6 +69,11 @@
 _propfeather = (state != 0);
 }
 
+void Propeller::setPropReverse(bool state)
+{
+_propreverse = state;
+}
+
 void Propeller::calc(float density, float v, float omega,
 float* thrustOut, float* torqueOut)
 {
@@ -114,7 +120,7 @@
 torque = tau0 - tau0 * (lambda - 1) / (lambdaWM - 1);
 torque *= 0.5f * density * V2 * _f0;
 }
-
+if(_propreverse)thrust = thrust * -0.2;
 *thrustOut = thrust;
 *torqueOut = torque;
 }
Index: Propeller.hpp
===
RCS file: /var/cvs/FlightG

Re: [Flightgear-devel] texture updates...

2008-10-13 Thread Syd
gerard robin wrote:
> On mardi 14 octobre 2008, Syd wrote:
>   
>> Hi all ,
>> No further responses , so I'm about to commit the png texture updates ,
>> and a patch for simgear/source/scene/sky to read png instead of rgb and
>> rgba textures.
>> The earlier problem I had turn out to be trashed png files 
>> transparency was removed ...
>>
>> Could someone apply the patch please , and I'll start commiting textures .
>> Thanks
>> 
>
> Won't it be better, like suggested Melchior, to put these texture names into 
> materials.xml
>
> This could open the flexibility.
>
>
>   

Yes , I'm in favor of that method, but the converted textures still need 
commiting ...
how they are used  is  separate matter ...


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Re: [Flightgear-devel] texture updates...

2008-10-13 Thread gerard robin
On mardi 14 octobre 2008, Syd wrote:
> Hi all ,
> No further responses , so I'm about to commit the png texture updates ,
> and a patch for simgear/source/scene/sky to read png instead of rgb and
> rgba textures.
> The earlier problem I had turn out to be trashed png files 
> transparency was removed ...
>
> Could someone apply the patch please , and I'll start commiting textures .
> Thanks

Won't it be better, like suggested Melchior, to put these texture names into 
materials.xml

This could open the flexibility.


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[Flightgear-devel] texture updates...

2008-10-13 Thread Syd

Hi all ,
   No further responses , so I'm about to commit the png texture updates ,
and a patch for simgear/source/scene/sky to read png instead of rgb and 
rgba textures.
The earlier problem I had turn out to be trashed png files  
transparency was removed ...


Could someone apply the patch please , and I'll start commiting textures .
Thanks
Index: cloud.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/cloud.cxx,v
retrieving revision 1.57
diff -B -b -U 3 -r1.57 cloud.cxx
--- cloud.cxx   28 Sep 2008 08:11:10 -  1.57
+++ cloud.cxx   13 Oct 2008 23:29:13 -
@@ -429,24 +429,24 @@
 cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
 
 osg::StateSet* state;
-state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb");
+state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
 layer_states[SG_CLOUD_OVERCAST] = state;
-state = SGMakeState(texture_path, "overcast_top.rgb", 
"overcast_top_n.rgb");
+state = SGMakeState(texture_path, "overcast_top.png", 
"overcast_top_n.png");
 layer_states2[SG_CLOUD_OVERCAST] = state;
 
-state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb");
+state = SGMakeState(texture_path, "broken.png", "broken_n.png");
 layer_states[SG_CLOUD_BROKEN] = state;
 layer_states2[SG_CLOUD_BROKEN] = state;
 
-state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb");
+state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
 layer_states[SG_CLOUD_SCATTERED] = state;
 layer_states2[SG_CLOUD_SCATTERED] = state;
 
-state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
+state = SGMakeState(texture_path, "few.png", "few_n.png");
 layer_states[SG_CLOUD_FEW] = state;
 layer_states2[SG_CLOUD_FEW] = state;
 
-state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb");
+state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
 layer_states[SG_CLOUD_CIRRUS] = state;
 layer_states2[SG_CLOUD_CIRRUS] = state;
 
Index: moon.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/moon.cxx,v
retrieving revision 1.13
diff -B -b -U 3 -r1.13 moon.cxx
--- moon.cxx25 Jul 2008 18:35:42 -  1.13
+++ moon.cxx13 Oct 2008 23:29:13 -
@@ -77,7 +77,7 @@
 osg::ref_ptr options
 = makeOptionsFromPath(path);
 
-osg::Texture2D* texture = SGLoadTexture2D("moon.rgba", options.get());
+osg::Texture2D* texture = SGLoadTexture2D("moon.png", options.get());
 stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
 osg::TexEnv* texEnv = new osg::TexEnv;
 texEnv->setMode(osg::TexEnv::MODULATE);
Index: newcloud.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/newcloud.cxx,v
retrieving revision 1.14
diff -B -b -U 3 -r1.14 newcloud.cxx
--- newcloud.cxx27 Jul 2008 16:10:37 -  1.14
+++ newcloud.cxx13 Oct 2008 23:29:13 -
@@ -129,13 +129,13 @@
SGPath cloud_path;
 
 cloud_path.set(tex_path);
-cloud_path.append("cl_cumulus.rgb");
+cloud_path.append("cl_cumulus.png");
 // OSGFIXME
 // cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D( 
cloud_path.str().c_str(), false, false, false );
 cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D;
 
 cloud_path.set(tex_path);
-cloud_path.append("cl_stratus.rgb");
+cloud_path.append("cl_stratus.png");
 // OSGFIXME
 // cloudTextures[ CLTexture_stratus ] = new ssgTexture( 
cloud_path.str().c_str(), false, false, false );
 cloudTextures[ CLTexture_stratus ] = new osg::Texture2D;
Index: oursun.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/oursun.cxx,v
retrieving revision 1.24
diff -B -b -U 3 -r1.24 oursun.cxx
--- oursun.cxx  22 Dec 2007 23:01:36 -  1.24
+++ oursun.cxx  13 Oct 2008 23:29:13 -
@@ -111,7 +111,7 @@
 stateSet->setRenderBinDetails(-6, "RenderBin");
 
 // set up the sun-state
-osg::Texture2D* texture = SGLoadTexture2D("sun.rgba", options.get());
+osg::Texture2D* texture = SGLoadTexture2D("sun.png", options.get());
 stateSet->setTextureAttributeAndModes(0, texture);
 
 // Build scenegraph
@@ -147,7 +147,7 @@
 stateSet = geode->getOrCreateStateSet();
 stateSet->setRenderBinDetails(-7, "RenderBin");
 
-texture = SGLoadTexture2D("inner_halo.rgba", options.get());
+texture = SGLoadTexture2D("inner_halo.png", options.get());
 stateSet->setTextureAttributeAndModes(0, texture);
 
 // Build ssg structure
@@ -185,7 +185,7 @@
 stateSet = geode->getOrCreateSta

Re: [Flightgear-devel] [Flightgear-cvslogs] CVS:data/Models/Geometry/Nimitz/Models/Effects cat-steam-eng.xml, NONE, 1.1 cat-steam.xml, NONE, 1.1 smoke.png, NONE, 1.1

2008-10-13 Thread Vivian Meazza
gerard robin wrote

> 
> On lundi 13 octobre 2008, Vivian Meazza wrote:
> > Update of
> > /var/cvs/FlightGear-0.9/data/Models/Geometry/Nimitz/Models/Effects In
> > directory baron.flightgear.org:/tmp/cvs-serv25413
> >
> > Added Files:
> > cat-steam-eng.xml cat-steam.xml smoke.png
> > Log Message:
> > Add catapult steam effects
> >
> >
> 
> hello Vivian
> Nice idea, would you mind if i include it on the Clemenceau,  and later
> on,
> the others French Carriers.
> Or may be,  it could a common Effect  somewhere  in, the geometry  folder.
> 
> Regards

I was only mucking about to see if I could get something I liked. Of course
I can make it generic, in the Models folder. I'll do it this evening.

V.






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Re: [Flightgear-devel] png textures

2008-10-13 Thread Syd
Hello , thanks for the replies .
Yes I got those errors AFTER changing the extensions in the code...
FG started OK , just no clouds.
If Melchior got it to work , I must have missed something, so I'll go 
through it again.
Also I agree with adding this to the materials.xml.
Cheers

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Models/Geometry/Nimitz/Models/Effects cat-steam-eng.xml, NONE, 1.1 cat-steam.xml, NONE, 1.1 smoke.png, NONE, 1.1

2008-10-13 Thread gerard robin
On lundi 13 octobre 2008, Vivian Meazza wrote:
> Update of
> /var/cvs/FlightGear-0.9/data/Models/Geometry/Nimitz/Models/Effects In
> directory baron.flightgear.org:/tmp/cvs-serv25413
>
> Added Files:
>   cat-steam-eng.xml cat-steam.xml smoke.png
> Log Message:
> Add catapult steam effects
>
>

hello Vivian 
Nice idea, would you mind if i include it on the Clemenceau,  and later on,  
the others French Carriers.
Or may be,  it could a common Effect  somewhere  in, the geometry  folder. 

Regards 


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Re: [Flightgear-devel] png textures

2008-10-13 Thread Frederic Bouvier
I wrote :
> James Turner wrote :
> > On 13 Oct 2008, at 12:29, Melchior FRANZ wrote:
> > 
> > > To switch the sky textures to PNG one will have to change
> > > the source code, as the file names are hardcoded:
> > 
> > I believe Syd's point was that he *had* changed the code, but was  
> > nevertheless encountering the error he described.
> 
> Erik wrote:
> > I wouldn't be surprised if they are loaded using our own rgb
> texture
> > loading function somewhere. This code is very old.
> 
> If I understand Erik correctly, the clouds uses our own texture 
> loader, and it doesn't support png. The code needs to use the 
> OSG loader to support another texture format.

after looking at the actual source, the OSG loader is already used.

-Fred

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http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] png textures

2008-10-13 Thread Melchior FRANZ
* James Turner -- Monday 13 October 2008:
> I believe Syd's point was that he *had* changed the code, but was  
> nevertheless encountering the error he described.

May be. And I have replaced all .rgba? by foo.png and
it just worked.

m.

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Re: [Flightgear-devel] png textures

2008-10-13 Thread Frederic Bouvier
James Turner wrote :
> On 13 Oct 2008, at 12:29, Melchior FRANZ wrote:
> 
> > To switch the sky textures to PNG one will have to change
> > the source code, as the file names are hardcoded:
> 
> I believe Syd's point was that he *had* changed the code, but was  
> nevertheless encountering the error he described.

Erik wrote:
> I wouldn't be surprised if they are loaded using our own rgb texture
> loading function somewhere. This code is very old.

If I understand Erik correctly, the clouds uses our own texture 
loader, and it doesn't support png. The code needs to use the 
OSG loader to support another texture format.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] png textures

2008-10-13 Thread James Turner

On 13 Oct 2008, at 12:29, Melchior FRANZ wrote:

> To switch the sky textures to PNG one will have to change
> the source code, as the file names are hardcoded:

I believe Syd's point was that he *had* changed the code, but was  
nevertheless encountering the error he described.

James


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Re: [Flightgear-devel] png textures

2008-10-13 Thread Erik Hofman


Heiko Schulz wrote:

> I noticed the same effect when I tried to play a bit with the textures. I 
> tried some new one. Even when I saved them as .rgb  or .rgba the textures 
> were screwed up. It seems for me that there is something hardcoded *on* the 
> textures- could that be?

I wouldn't be surprised if they are loaded using our own rgb texture 
loading function somewhere. This code is very old.

Erik

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Re: [Flightgear-devel] png textures

2008-10-13 Thread Heiko Schulz
Hi,
Hi,

> >
> > This after changing the sky textures to png, and
> changing the file
> > extensions in the code to png.
> > There seems to be a specific reason for rgb and rgba ,
> but dont see it yet.
> > Should these textures be left as they are ?.It would
> seem strange to
> > have everything else png's except these .
> > If anyone can shed some light on the sky issue I'd
> appreciate it .
> > 
I noticed the same effect when I tried to play a bit with the textures. I tried 
some new one. Even when I saved them as .rgb  or .rgba the textures were 
screwed up. It seems for me that there is something hardcoded *on* the 
textures- could that be?

Cheers
HHS



  

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Re: [Flightgear-devel] png textures

2008-10-13 Thread Melchior FRANZ
* Curtis Olson -- Monday 13 October 2008:
> Just real quickly, ".rgba" signifies to our .rgb loader
> than the texture contains an alpha channel.

That would be a rather bad idea, but it doesn't look at
the extension at all, and neither do the loaders of
plib/osg/gimp/blender/kde. All SGI loaders/writers that
I know (or wrote -- KDE's :-) use the ZSIZE in the
header to determine the number of layers. The file name
extension is only an informal and not even standardized
hint for humans.

To switch the sky textures to PNG one will have to change
the source code, as the file names are hardcoded:

cloud.cxx:state = SGMakeState(texture_path, "broken.rgba", 
"broken_n.rgb");
cloud.cxx:state = SGMakeState(texture_path, "scattered.rgba", 
"scattered_n.rgb");
cloud.cxx:state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
cloud.cxx:state = SGMakeState(texture_path, "cirrus.rgba", 
"cirrus_n.rgb");
moon.cxx:osg::Texture2D* texture = SGLoadTexture2D("moon.rgba", 
options.get());
oursun.cxx:osg::Texture2D* texture = SGLoadTexture2D("sun.rgba", 
options.get());
oursun.cxx:texture = SGLoadTexture2D("inner_halo.rgba", options.get());
oursun.cxx:texture = SGLoadTexture2D("outer_halo.rgba", options.get());

Putting these texture names into materials.xml might
be a good idea.

m.

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Re: [Flightgear-devel] png textures

2008-10-13 Thread Curtis Olson
On Sun, Oct 12, 2008 at 11:04 PM, Syd wrote:

> Hello,
>Still waiting for final word from the boss , to commit the scenery
> rgb to png texture changes , but while waiting ran into an issue with
> Sky textures. It seems these texture names are constructed in the code ,
> and I'm still trying to sort that out ...
> I get "Cannot find image file" errors with:
> overcast.rgb
> overcast_top.rgb
> broken.rgb
> scattered.rgba
> few.rgba
> cirrus.rgba
> moon.rgba
> sun.rgba
> inner_halo.rgba
> outer_halo.rgba
>
> This after changing the sky textures to png, and changing the file
> extensions in the code to png.
> There seems to be a specific reason for rgb and rgba , but dont see it yet.
> Should these textures be left as they are ?.It would seem strange to
> have everything else png's except these .
> If anyone can shed some light on the sky issue I'd appreciate it .
>  


Just real quickly, ".rgba" signifies to our .rgb loader than the texture
contains an alpha channel.  Important for clouds.  But I don't believe png
textures require a distinct extension to include an alpha channel.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] mail duplicates

2008-10-13 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 12 October 2008:
> Only a few people's emails were concerned, and I suggest that
> those unsubscribe and subscribe again. This seems to have
> fixed it for me (so far :-).

OK, I take it back. Not even *that* worked. Sigh.
sf.net is seriously broken.

m.

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Re: [Flightgear-devel] IMPORTANT: cmdarg() in listener callback functions no longer available

2008-10-13 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 12 October 2008:
> The usage of cmdarg() in listener callback functions was deprecated
> since a while. Now it's no longer supported and will cause an error
> message.

Correction: it won't cause an error, but (still) return the last
cmdarg() property. This just won't be the listened-to property
anymore, but whatever the last legitimate cmdarg() user set. Most
of the time it will be the property root of a joystick binding.
So, don't make any assumptions and use cmdarg() only in one of
these cases:

 binding: returns root of this binding's property branch. Needed
  for accessing an axis' value:
  cmdarg().getNode("setting").getValue()

 dialog xml files: returns root of that file's property branch
  in memory. This can be used to let embedded Nasal change
  the dialog (e.g. clear and build lists) before the
  final layout is decided

 animation xml files: returns root of this model's place in
  /ai/models/ when used as AI/MP model. Examples:
  /ai/models/multiplayer[3], /ai/models/tanker[1], etc.

In all cases the cmdarg() call must not be delayed until later
using settimer() or setlistener(). Because later it'll again
return some unrelated property.

m.

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