Re: [Flightgear-devel] FSWeekend impressions

2009-11-18 Thread Durk Talsma
Hi Wolfram,

On Monday 16 November 2009 04:20:52 pm Wolfram Kuss wrote:
> Unfortunately I dont have time to write a long impression or "clean up" my
> photos a lot, so here is simply a huge 150MB pack of fotos with a small
> text file:
> http://www.3d-raumplan.com/wk_privat/Fotos_FSWeekend.rar
>
> It was my first FS Weekend and I was surprised at how large both the museum
> and the conference are.
>
Thanks for the pics. It was great meeting again. 

For those who might be interested: If you go to the FSWeekend website 
(http://www.fsweekend.com), there are two video reports posted on the main 
page. The one on the left is from a local Dutch TV station, while the one on 
the right is a link to a youtube video report made by a gentleman named Alex 
Alberto. The latter one contains a short section of me handling the 
Constellation on final approach. You see the double task of me typing ATC 
messages, while trying to maintain heading and altitude (starting around 1 
minute, 25 seconds).

Cheers,
Durk



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[Flightgear-devel] Precipitation

2009-11-18 Thread syd adams
Precipition always defaults to true , and the checkbox is blank at
staartup,  even with 'precipitation-gui-enabled' set to false in
preferences.xml ...
Anyone mind if I commit a preferences.xml with the added
"false" , which fixes this ?

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 43, Issue 17

2009-11-18 Thread Forums Virgin Net
I think this is Good, been wanting this feature for some time, I can't say
how often I have been filming and got the perfect shot only to realise I got
the menubar and wanted ot out of shot.

Aerotro

snip

>
> Message: 2
> Date: Tue, 17 Nov 2009 08:50:28 -0600
> From: Curtis Olson 
> Subject: Re: [Flightgear-devel] Automatically hide/show the menubar
> To: FlightGear developers discussions
> 
> Message-ID:
> 
> Content-Type: text/plain; charset="iso-8859-1"
>
> On Mon, Nov 16, 2009 at 2:49 PM, Torsten Dreyer wrote:
>
> > Hi,
> > I just committed a featurette for the menubar which is disabled by
default
> > but
> > can be enabled by setting /sim/menubar/autovisibility/enabled to true.
> >
> > If enabled, the menubar is invisible and pops up when the mouse in mode
0
> > hits
> > the upper edge of the fgfs window. It stays visible until the mouse
clicks
> > somewhere outside the pui elements. Nothing new for x-plane users...
> >
> > Previous F-10 behaviour is untouched.
> >
> > Hope you like it. If so, it might be enabled by default in
preferences.xml
> > some day.
> >
>
> Hi Torsten,
>
> Here's another random thought.  I don't know if it would be any better or
> not, but might be interesting for some situations.  Right now we hide the
> mouse pointer after 10 seconds of no mouse motion.  It might be
interesting
> to hide the menu at the same time?  This may not be optimal for those who
> fly with the mouse, but could be useful for many other usage modes.
>
> It might make sense to make the F10 toggle work in partnership with the
> auto-hider feature rather than keeping the functions totally separate?  If
> the auto-hide is turned on and the menu has become hidden, what happens
when
> someone presses F10?  Should this make the menu visible and turn off the
> auto-hide feature (at least for a while)?
>
> I'm worried that if auto-hide is enabled and someone presses F10 to toggle
> the menu off, will the menu then not appear when you move the mouse to the
> top of the screen?  If someone inadvertently presses F10 and doesn't
realize
> it, the menu could be lost to them.  I only worry about this because I got
a
> different keyboard about a year ago and I'm still forever missing my
> intended key and hitting the wrong one ... especially when I'm trying to
> focus on too many things at once ... like when I'm flying. :-)
>
> Thanks!
>
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> -- next part --
> An HTML attachment was scrubbed...
>
> --
snip


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[Flightgear-devel] conflicting rudder control from 2 joysticks

2009-11-18 Thread Pawel Ludwikow
Hello

I've found it confusing when a single input property - namely rudder - 
can be controlled from more than one joystick (joystick with "Z" axis 
and rudder pedals). It's very easy to accidentally rotate joystick which 
ruins preset rudder control from pedals.

To solve this confusion I propose a following solution:
- create new "switch" property: /input/joysticks/setup/have-pedals
- rudder pedals will set this property to 1
- if joystick has rudder control it will be used only if there is no 
rudder pedals connected


I've made a small patch to Saitek joysticks implementing above mentioned 
idea. If you like this idea I'll port it to other joysticks.


Best regards,
Pawel



diff -r 831f9a142e8a Input/Joysticks/Saitek/Pro-Flight-Rudder-Pedals.xml
--- a/Input/Joysticks/Saitek/Pro-Flight-Rudder-Pedals.xml   Wed Oct 07 
23:21:48 2009 +0200
+++ b/Input/Joysticks/Saitek/Pro-Flight-Rudder-Pedals.xml   Wed Nov 18 
21:06:06 2009 +0100
@@ -19,6 +19,12 @@
   Saitek Pro Flight Rudder Pedals
   Saitek Saitek Pro Flight Rudder Pedals

+ 
+  
+   setprop("/input/joysticks/setup/have-pedals", "1");
+  
+ 
+
   
Brake left

diff -r 831f9a142e8a Input/Joysticks/Saitek/X52-pro.xml
--- a/Input/Joysticks/Saitek/X52-pro.xmlWed Oct 07 23:21:48 2009 +0200
+++ b/Input/Joysticks/Saitek/X52-pro.xmlWed Nov 18 21:06:06 2009 +0100
@@ -153,6 +153,11 @@

Rudder

+   
+   
+   
/input/joysticks/setup/have-pedals
+   
+   
property-scale
/controls/flight/rudder


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Re: [Flightgear-devel] Link Error mostly with SGSampleGroup

2009-11-18 Thread Alexander Jäger
thank you, 
that was it.


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Re: [Flightgear-devel] Hansajet autopilot

2009-11-18 Thread Torsten Dreyer
> Well, I have sent a message about that bug some time ago, but I would like
>  to know if it has been worked on or not, maybe if the dev forgot that I
>  sent that... :P The bug: The autopilot, when activated on NAV/heading hold
>  mode, will cause the plane to do many barrel rolls. I think it's
>  overshooting. BTW, I also filed a report for the Seneca II (autopilot
>  issue, although not like this one), and it has been solved a some time ago
>  :)
It's on my todo list, but didn't make it to the top yet. Thanks for reporting!

Torsten

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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-18 Thread jorg van der venne
The fix that has been proposed will solve the problem, but I really enjoyed
watching the flightline filled with F-16's @ EHVK. It would be a shame if
they would only appear if scheduled for departure and only within 30 minutes
of that time. I will see if I can come up with a better idea/fix

Regards,
Jorg




2009/11/17 Alex Romosan 

> Gijs de Rooy  writes:
>
> > What I see on your pictures and know from my own encounters with such
> > aircraft is that they do not fly, as in "flying an airplane". They
> > just hover above the ground.
>
> if that's the case (and it seems to be because i looked and the airplane
> velocities and they were all 0) then it would make sense to draw the
> airplane only 30 mins before the scheduled departure date since it will
> eliminate all these conflicts (as i tried to do in my patch).
> unfortunately i still haven't seen any of those planes take off.
>
> --alex--
>
> --
> | I believe the moment is at hand when, by a paranoiac and active |
> |  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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Re: [Flightgear-devel] Cliffs

2009-11-18 Thread Curtis Olson
On Wed, Nov 18, 2009 at 9:29 AM, cullam Bruce-Lockhart
wrote:

> Which still leaves me with the question of where in FGFS-construct is the
> terrain type FIRST assigned. I'd like to do the cliff assignment at that
> point, rather than one of the many other time in the program it looks the
> assignment up. I just don't know which piece of code that get's the terrain
> type is actually assigning it in the first place.
>

Terrain type is defined 'first' in the original shape files.  These are then
chopped up against tile boundaries and saved into simplified terragear
polygon files.

Curt.
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[Flightgear-devel] Re: Cliffs

2009-11-18 Thread cullam Bruce-Lockhart
>That's wrong: they can and they do. Have you ever been in the Alps? I've often
been amazed at in which unlikely places plants still grow happily.

>Stefan

In general, you are correct. However, I'm doing scenery for Newfoundland, where 
there is almost no soil, just clay and rock. Short trees do grow, but once you 
get a vaguely steep hill, it's just rocks. Especially for the rocky coastline, 
the ability to define a steepness threshold, beyond which anything is brown 
rock, would make a huge difference. Obviously, this is not the case for the 
whole world, which is is why I would like to make it an input parameter. Leave 
the default at something normal, and I'll crank it up for the work that I'm 
doing. 

Which still leaves me with the question of where in FGFS-construct is the 
terrain type FIRST assigned. I'd like to do the cliff assignment at that point, 
rather than one of the many other time in the program it looks the assignment 
up. I just don't know which piece of code that get's the terrain type is 
actually assigning it in the first place. 
-cullam

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Re: [Flightgear-devel] (no subject)

2009-11-18 Thread Curtis Olson
On Wed, Nov 18, 2009 at 6:41 AM, cullam Bruce-Lockhart
wrote:

> I guess the big question is when do the textures get assigned in the first
> place?
>

This is going to sound a little strange, but what gets assigned within
terragear is a material name (which FlightGear resolves into a texture) and
generic texture coordinates (which FlightGear resolves into specific texture
coordinates.)

The benefit of this approach is that the texture and the texture scale can
be quickly swapped in the materials file without needing to regenerate the
scenery within terragear.

Another way to look at this is that a texture to be scaled properly will
cover some n x n meter area.  Terrain textures should be square textures are
are designed to be repeating/tiling.

However, if an artist designs a new texture, the imagery might be scaled to
cover some different amount of area.  If we don't change the texture
coordinate assignments, then trees and buildings and other things cooked
into the texture imagery could be too big or too small.

So the materials.xml file defines the actual texture and the texture scale,
and the final texture coordinates are computed when the scenery is loaded
and the scene graph is built (using a combination of the generic texture
coordinates assigned by terragear with a bit of code/logic on the FlightGear
side.)


> As for the stretching issue, I'll have to think about that. But I'm
> thinking about cliffs as shallow as 45 degrees, so it shouldn't be such an
> issue there. I'm also HOPING to make it an input parameter into
> fgfs-construct, so that it could be added into the main terragear
> functionality, for anyone working on high enough resolution scenery for it
> to be of use. In a low detail model, You might want 75 degrees or more to be
> defined as cliff face. But if it was an input parameter, then the option
> would be there.
>

The basic approach used by terragear makes it very difficult to change
texture coordinate mapping according to any other rules.  I don't know the
best way forward, but a couple things come to mind.

1. you could cut out holes where the cliff polygons are situated, leaving
these areas open in the final terragear result, and then place custom object
models in those holes.  You might be able to leverage terragear and make
programming modifications to assist in this process, but it will be hard to
do any kind of natural blending with the surrounding areas ... and that's
hard anyway and is something terragear doesn't address very well.

2. you could do the entire terrain block as a custom model generated  with
some other tool set (blender, creator, etc.)  There's no reason a terrain
block has to be in .btg format.  The .stg file could reference and place any
model format that is supported by OSG.

3. It might be worth looking at the terrain shader.  This kills performance
for me in mountainous, high polygon count areas, but it might be adaptable
to do exactly what you need at run time?


> Also, is there an issue I should be concerned with in terms of texture
> priority? I know that there's a list of what gets drawn on top of what. But
> there seemed to be a few places where this list came up. At the very least,
> my attempts at adding to this list failed completely. Anyone know off the
> top of their head how to change the texture list, or add my own categories
> to it? This is more so for my own local use, rather than for the Terragear
> project, as I doubt anyone else needs a texture specific to the brown rocks
> in Newfoundland.
>


Off the top of my head there is a "names.cxx/hxx" pair that contains the
definitions and priority of the areas.

Note that when the tile is built, all the polygon areas for that tile are
added in priority order and clipped against any areas that were placed
earlier in the sequence.  The end result is something like a jigsaw puzzle
where the entire tile is covered in a single layer of polygons with no gaps
and no overlaps.

So think of this "priorty" scheme not as a texture priority, but as a
clipping priority when assembling the jigsaw puzzle of shapes.  For instance
a road might have priority over a river so that the road will be shown to
cross the river.  A river would have priority over an urban area so that the
river is shown to cut through the city.  An airport area has the highest
priority because that is our best and most accurate data.

Regards,

Curt.
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Re: [Flightgear-devel] sound system oddity

2009-11-18 Thread Erik Hofman
Erik Hofman wrote:
> Alex Romosan wrote:
>> this is with the f-16. while inside the cockpit then engine sound
>> changes depending on the heading of the aircraft. going west the sound
>> is very loud going east it's almost completely gone. as the plane turns
>> the sound gradually changes going either up or down depending on the
>> direction of the turn. hope this helps.
> 
> That is odd indeed, I'll take a look at it. Thanks for the report.

Should be fixed again.

Erik

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Re: [Flightgear-devel] boost library version

2009-11-18 Thread George Patterson
2009/11/17 Diego Fernando Rodríguez Varón :
> Hello everyone.
>
> I was experiencing the segmentation fault reported by Nicolas before so I 
> just tried updating and compiling. But I get the following error:
>
> checking for boostlib >= 1.37.0... configure: error: We could not detect the 
> boost libraries (version 1.37 or higher). If you have a staged boost library 
> (still not installed) please specify $BOOST_ROOT in your environment and do 
> not give a PATH to --with-boost option.  If you are sure you have boost 
> installed, then check your version number looking in . See 
> http://randspringer.de/boost for more documentation.
>
> I'm using Ubuntu 8.04 and the boostlib supported is 1.34.
> So I had change the configure.ac file
> AX_BOOST_BASE([1.34.0]
>
> Is flightgear stopping support for Hardy Heron?   :(  Hopefully not.
>
> Do I really need 1.37?
>

Hi Diego,

You might be able to get the source package for libboost1.37 for
Intrepid and try compiling it under Hardy. I will try and run up a VM
to test this idea. Howevere it might take me a bit as I am away over
the weekend.

Regards


George

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Re: [Flightgear-devel] (no subject)

2009-11-18 Thread Stefan Seifert
On Wednesday 18 November 2009 13:41:32 cullam Bruce-Lockhart wrote:

> In the case of the stuff
>  I'm doing, the elevation model is very detailed, and the surfaces beyond
>  45 degrees can't realistically support trees.

That's wrong: they can and they do. Have you ever been in the Alps? I've often 
been amazed at in which unlikely places plants still grow happily.

Stefan


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[Flightgear-devel] (no subject)

2009-11-18 Thread cullam Bruce-Lockhart

>>
>> I'm planning on developing procedures that automatically assign cliff 
>> textures to any scenery beyond a certain slope. From reading through the 
>> flightgear devel archives, this idea has come up before. Does anybody know 
>> if any work was actually done with it? And if so, anyone know where I can 
>> find it, or who I can talk to about it? I just want to make sure I'm not 
>> doing work that's redundant.

>I suspect that's something already handled by the terrain shaders. ISTR
they give a more rocky look to steeper surfaces.

>Jon


>I think about it too; but as I understand, simply change texture's
name in btg don't help, since that texture will be stretched like any
other (i.e. looks right only for top view). It is necessary to play
with uv-coordinates or sort of.

-- 
---
>WBR, Vadym.

While looking through the code, I'd noticed the "roughness" variable seemed to 
define exactly what I wanted for "steepness". In the case of the stuff I'm 
doing, the elevation model is very detailed, and the surfaces beyond 45 degrees 
can't realistically support trees. I guess the big question is when do the 
textures get assigned in the first place? I've seen LOTS of places in the code 
where it looks up the texture, but I think those are just looking up the 
texture that's already been assigned. If, for example, I used the place in the 
code that checks for roughness to assign anything beyond a certain slope as a 
cliff, is it too late in the process? Ideally, I'd like this check to happen 
when texture first gets assigned. I could reassign them at a later point, but 
that seem inelegant. 

As for the stretching issue, I'll have to think about that. But I'm thinking 
about cliffs as shallow as 45 degrees, so it shouldn't be such an issue there. 
I'm also HOPING to make it an input parameter into fgfs-construct, so that it 
could be added into the main terragear functionality, for anyone working on 
high enough resolution scenery for it to be of use. In a low detail model, You 
might want 75 degrees or more to be defined as cliff face. But if it was an 
input parameter, then the option would be there. 

Also, is there an issue I should be concerned with in terms of texture 
priority? I know that there's a list of what gets drawn on top of what. But 
there seemed to be a few places where this list came up. At the very least, my 
attempts at adding to this list failed completely. Anyone know off the top of 
their head how to change the texture list, or add my own categories to it? This 
is more so for my own local use, rather than for the Terragear project, as I 
doubt anyone else needs a texture specific to the brown rocks in Newfoundland. 

Thanks all! 

-cullam



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Re: [Flightgear-devel] sound system oddity

2009-11-18 Thread Erik Hofman
Alex Romosan wrote:
> this is with the f-16. while inside the cockpit then engine sound
> changes depending on the heading of the aircraft. going west the sound
> is very loud going east it's almost completely gone. as the plane turns
> the sound gradually changes going either up or down depending on the
> direction of the turn. hope this helps.

That is odd indeed, I'll take a look at it. Thanks for the report.

Erik

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