[Flightgear-devel] sea-level-radius-ft weirdness

2009-04-12 Thread Patrice Poly
I am declaring :

_earth_radius_node = fgGetNode("/position/sea-level-radius-ft", true);

props->tie("debug/earth-radius-ft", 
 SGRawValuePointer(&earth_rad_ft));
with  earth_rad_ft = _earth_radius_node->getDoubleValue(); 
displays a correct value in the game:
/position/sea-level-radius-ft = 20899773.07 (double)
/ai/models/ridgelift/debug//earth-radius-ft = 20899773.07 (double)


then,  if I use :  earth_rad_ft = _earth_radius_node->getDoubleValue(); 
 I get a bunch of NaNs when making calculations with it (though it keeps 
displayed correctly in the properties in the game )

 while if I use  :  earth_rad_ft=20899773.07;
 no problem.

Am I missing something ?





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Re: [Flightgear-devel] working ridge lift !!

2009-04-12 Thread Patrice Poly
>>This looks really neat.  I'm not sure why you put it into the AI
>>subsystem, though.  It makes more sense to me to have it in
>>Environment/environment.cxx with the other basic wind calculations?

I have been looking into environment.cxx

I am not sure I understand how this works.
environment.cxx seems to be used to make windspeeds coherent if someone or 
something touches one of the entries ? I don't get how it could be related to 
the user position.
I don't understand when this is called, either.

I'm fairly new to the fg internals, so I took what seemed to be the easiest 
available way to play with wind_from_down_fps.

But indeed, this value shouldn't rely on an AI thing.
What would happen to the thermals then, though ? they are also writing to this 
value. Maybe they would have to add their updraft component to the one from 
environment ?

I'm  a bit at lost...


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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Erik Hofman

Jon Stockill wrote:
> Sunsets look very nice, but this looks a bit odd, I've not noticed it 
> before, so I'm not sure if it was introduced with this change, or an 
> earlier one, the top of the skydome seems to have some rather odd shading:

Hmm, I've updated CVS to fix the problem by removing about all of the 
previous patch :-/

I honestly thought I did improve the dome coloring but the biggest 
impact was from adjusting the sky table in the base package.

Erik

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Re: [Flightgear-devel] [ANN] - Aircraft Carrier Improvements

2009-04-12 Thread Mathias Fröhlich

Hi,

On Friday 10 April 2009 15:47:30 Vivian Meazza wrote:
> Alexis Bory has added some wonderful detail to our model of the Nimitz
> class. I think he's mad :-) but see for yourself:
>
> ftp://ftp.abbeytheatre2.org.uk/fgfs/Nimitz/Vinson-1.jpg
> ftp://ftp.abbeytheatre2.org.uk/fgfs/Nimitz/Vinson-2.jpg
>
> The new model increases the vertex count by an order of magnitude, so you
> may find that your framerate is hit when using it. In order to minimise
> this we have added a new scenario using USS Carl Vinson 60nm west of KSFO.

Great stuff!

I do not expect too much problems with the execution speed with high polygon 
models and the reworked ground cache.
In the old implementation we have two sources of an increased run time for 
high polygon models we want to step on.
1. The rendering speed.
2. The ground cache build and lookup.

While we still need to render high polygon models, we have algorithically 
improved groundcache times.

For the impact of the polygon count on the gpu, it is more or less the same to 
render 5 or 500 polygons. The object rendering setup and the state changes in 
between rendering on the gpu is the expensive part. And this is the same for 
few polygons or for moderately more polygons. It is way more important to have 
well structured models that can render fast.
The groundcache part was blowing us away with higher polygon models. We had 
build and lookup times in the magnitude of O(n) where n is the triangle count 
around the aircraft. Now with the collision tree the lookup is O(log(n)). I 
have not thought in detail about the algorithmical complexity of the ground 
cache build time, but I would guess that this is also somehow bounded by 
O(log(n)).

This does not mean that we do no longer need to care for the polygon count, 
but if it is worth it - do it. May be the lower polygon models can still be 
used as lower LOD models ...

So all in all:
Great to see nice looking that high polygon models for the carrier.
Beware using them with the past flightgear release (I guess) :)

Greetings

Mathias

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Re: [Flightgear-devel] Carrier landing and groundcache with JSBSimAircrafts

2009-04-12 Thread Mathias Fröhlich

Hi,

On Tuesday 24 March 2009 20:31:17 jean pellotier wrote:
> I tested this few more times, in a place with severals carriers
> (eisenhower, foch, clemenceau...) and if i start FG far from this place,
> then move with the location menu to the closest airport, carriers are
> not solid (all the carriers).
> If i start near the carriers, then move far away, and then come back,
> carriers are solid.
> I remember a long flight from KLSV to the carrier near KHAF, and the
> carrier was not solid .
>
> To me it depend if the 3D model is loaded in startup.

Can you please retest?

I have found a problem with model loading and setting of the traversal masks 
that should now be fixed.

Thanks for testing and hints!

Greetings

Mathias

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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Erik Hofman

Jon Stockill wrote:
  > Sunsets look very nice, but this looks a bit odd, I've not noticed it
> before, so I'm not sure if it was introduced with this change, or an 
> earlier one, the top of the skydome seems to have some rather odd shading:
> 
> http://courgette.jml.net/~jon/fgfs-sky-001.jpg
> http://courgette.jml.net/~jon/fgfs-sky-002.jpg
> http://courgette.jml.net/~jon/fgfs-sky-003.jpg

That looks new to me and must have slipped my attention.
I'll investigate it.

Erik

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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Erik Hofman


Mathias Fröhlich wrote:
> Good morning,
> 
> On Sunday 12 April 2009 10:24:09 Erik Hofman wrote:
>> oops, that's a left over debugging printf in simgear/scene/sky/dome.cxx
>> I'll commit a fix soon.
> Oops, concurrent debugging.
> I am looking into the remaining problem with the groundcache changes and I 
> have already committed that a few hours ago since it makes debugging more 
> convenient for me :)

Ah great, thanks.

Erik

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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Jon Stockill
Erik Hofman wrote:
> Hi,
> 
> After a request in the forum for a nice pink sunset I decided to update 
> the sky coloring a bit.
> The fog color now transitions into the sky dome which gives a way better 
> result (imho).
> (changes are both in SimGear and FlightGear).
> 
> Let me know what you all think.

Sunsets look very nice, but this looks a bit odd, I've not noticed it 
before, so I'm not sure if it was introduced with this change, or an 
earlier one, the top of the skydome seems to have some rather odd shading:

http://courgette.jml.net/~jon/fgfs-sky-001.jpg
http://courgette.jml.net/~jon/fgfs-sky-002.jpg
http://courgette.jml.net/~jon/fgfs-sky-003.jpg

Jon

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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Mathias Fröhlich

Good morning,

On Sunday 12 April 2009 10:24:09 Erik Hofman wrote:
> oops, that's a left over debugging printf in simgear/scene/sky/dome.cxx
> I'll commit a fix soon.
Oops, concurrent debugging.
I am looking into the remaining problem with the groundcache changes and I 
have already committed that a few hours ago since it makes debugging more 
convenient for me :)

Greetings

Mathias

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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Vivian Meazza
Erik

 
> Vivian Meazza wrote:
> > Erik
> >
> >> After a request in the forum for a nice pink sunset I decided to update
> >> the sky coloring a bit.
> >> The fog color now transitions into the sky dome which gives a way
> better
> >> result (imho).
> >> (changes are both in SimGear and FlightGear).
> >>
> >> Let me know what you all think.
> >>
> >
> > I haven't been able to look at these changes, because they appear to
> > introduce a bug here with MSVC9. A never ending stream of blank lines is
> > printed to the console. Reverting this change corrects the bug.
> 
> oops, that's a left over debugging printf in simgear/scene/sky/dome.cxx
> I'll commit a fix soon.
> 

Should have spotted that myself - too busy modelling aircraft carriers :-).
Thanks.

Vivian



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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Erik Hofman


Vivian Meazza wrote:
> Erik
> 
>> After a request in the forum for a nice pink sunset I decided to update
>> the sky coloring a bit.
>> The fog color now transitions into the sky dome which gives a way better
>> result (imho).
>> (changes are both in SimGear and FlightGear).
>>
>> Let me know what you all think.
>>
> 
> I haven't been able to look at these changes, because they appear to
> introduce a bug here with MSVC9. A never ending stream of blank lines is
> printed to the console. Reverting this change corrects the bug.

oops, that's a left over debugging printf in simgear/scene/sky/dome.cxx
I'll commit a fix soon.

Erik

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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Vivian Meazza
Erik

> 
> After a request in the forum for a nice pink sunset I decided to update
> the sky coloring a bit.
> The fog color now transitions into the sky dome which gives a way better
> result (imho).
> (changes are both in SimGear and FlightGear).
> 
> Let me know what you all think.
> 

I haven't been able to look at these changes, because they appear to
introduce a bug here with MSVC9. A never ending stream of blank lines is
printed to the console. Reverting this change corrects the bug.

I won't get a chance to investigate this one until probably Wednesday.

Vivian  



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