Re: [Flightgear-devel] OSG + vrml plugin
Hi Curt, On Sunday, May 22, 2011 18:33:22 Curtis Olson wrote: Sounds strangely familiar! :-) Is there a particular minimum dev version I could find this patch in? I've been hanging around with v2.9.7 of OSG here because of compatibility problems of the newer versions. It looks like there is some IndexedLineSet references in the 2.9.9 version of the code -- is that the patch you are talking about? Probably yes. svn log shows that this patch must have happened somewhere before 2.9.8. What kind of CFD are you doing? We are using Fluent, although I'm not directly involved in the CFD portions of the project, just trying to help visualize the end result with FlightGear. Visualize with flightgear! Okay?! I would expect ensight, paraview or something the like for this job, but flightgear. What CFD are you using? Well, we develop the visualization for PowerFLOW. That is a Lattice Boltzman code that is made from EXA in Boston. So, I for myself have never set up a CFD myself, but I have seen plenty of datasets that make our product, PowerVIZ, crash :). No, seriously, we do the visualization software part... BTW: I will be at our cooperation partner EXA in Boston this week. And starting from today, we will attend at the NAFEMS world conference in Boston. Plenty of talks about CAE and besides. Also plenty CFD stuff there. I have never been at such a NAFEMS event - so let's see what they do :) It would be kind of cool to work out a generalized approach for generating streamlines around our models at different attitudes and configurations (gear up/down, flaps, etc.) and then develop some system to pick the closest streamline model. Maybe it would be a job for nasal since the conditions for each model and related sets of streamlines could be wildly different. Ok, you want to have a precomputed set of streamlines for different conditions and dynamically switch between them. So what are you using with fluent for computing the streamlines? Or which visualization do you use with fluent? Somehow offtopic, but I was often thinking about setting up OpenFOAM, which is open source and available for all of us, with some of our probably too simple 3d models and try to compute the aerodynamic tables for the fdm. In the whole knowledge how difficult this is and which problems and errors can happen there, It would be just interresting to see if these have something in common with the nunmbers we use for flying :). Greetings Mathias -- What Every C/C++ and Fortran developer Should Know! Read this article and learn how Intel has extended the reach of its next-generation tools to help Windows* and Linux* C/C++ and Fortran developers boost performance applications - including clusters. http://p.sf.net/sfu/intel-dev2devmay ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
On 22 May 2011, at 22:11, Martin Spott wrote: Now, since the most recent version of the ground network files are distributed via TerraSync, I'd propose to place the jetway files in the same directories. This would indeed require your scripts to look into the custom scenery directories as well - which would be the preferred option, because, as already mentioned, I'd like to reduce the dependency of Scenery from the Base Package. The preferred way of referencing custom scenery data would be to have some sort of variable as a reference for all subsystems/routines which would refer to these directories, but I have to admit that I'm not entirely certain about the current state. I'd say this is something worth checking before we proceed. I talked to Ryan on IRC last night, and we discussed this. I've some local mods to commit+test that basically do exactly what is described above; they allow Nasal (or really, the loadxml command) to hook into my existing 'find a file for an airport, in the scenery locations' code we use for the other 'airport scenery data' files. I'll hopefully commit this tomorrow, then Ryan can test, and then hopefully jetways can live in the airport scenery data happily. James -- What Every C/C++ and Fortran developer Should Know! Read this article and learn how Intel has extended the reach of its next-generation tools to help Windows* and Linux* C/C++ and Fortran developers boost performance applications - including clusters. http://p.sf.net/sfu/intel-dev2devmay ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Shader stuff
Hi, Got a basic distortion/shader program working to do edge blending and gamma correction for multi-projector systems. Also includes changes to Tim's basic distortion code to handle reading in a mesh file created by external programs for a cylindrical screen Now the question is where to place the shader program. Looking over the Docs section for effects and shaders and not sure this is the most practical way to go. Essentially, want to post render the texture created at the end of the frame and apply the edge blending and gamma correction AFTER all the pixels have been drawn -- the gamma in particular needs to be handled after the pixel value is set. The program works just fine on some modified examples from the OSG directories. Tried a couple of ideas over the weekend with little or no success. So two questions for the shader gurus... 1) how to use the osg::Uniform to link the rendered texture to the shader WITHOUT the need to create an xml file. Understand the syntax, just a question of where and how to access the FBO, and 2) that is part of the second question. Given we have the access to the FBO set as something like osg::Uniform* baseTexture = new osg::Uniform(a_link_to_FBO,0); stateset-addUniform(baseTexture); then where to place the shader as an in-line piece of code to post process the image in the FBO. Any hints or suggestions are most welcomed. No chance this will make the current release under review, but once this is working the distortion code and supporting tools should be ready for a more public showing. Thanks John -- What Every C/C++ and Fortran developer Should Know! Read this article and learn how Intel has extended the reach of its next-generation tools to help Windows* and Linux* C/C++ and Fortran developers boost performance applications - including clusters. http://p.sf.net/sfu/intel-dev2devmay ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 12
Although this should give you a list of aircraft that have been tagged as production quality it may miss some aircraft that are actually of very high quality and some of the listed aircraft may not be truly production quality. In fact looking at the list of production aircraft from my installation I would say that some of these are not true production quality. In addition the --min-status=production parm does not appear to work on my new GIT install as it lists all of the installed aircraft (over 300 of them). FGRUN also shows the aircraft status on the Select an Aircraft screen. Thanks, I didn't see the little box under the list yet. But it is a bit hard to browse through this big list to find the more attractive aircraft Getting the list by the good ol DOS-box was a bit easier- still a big list as you said... Another way to locate more developed aircraft is to check to see how much space the aircraft uses on the file system. In general the bigger the aircrafts directory the more developed it is. For example, the p51d (81.1 meg - use the jsbsim version), MiG-15 (70.3 meg) and IAR80 (53.8 meg) all have very big aircraft directories and are highly developed although I don't think that any of the authors consider them to be complete yet.Using --min-status=production should include the IAR80 in it's list but not the p51d-jsbsim (which has a status of early production) or the MiG-15 (which has no status information). Thanks for the hint There have been long threads here and on the forums about the issue of helping users locate the higher quality models. So this is a long standing and significant issue. There was a rating system that was proposed here that would have made it simple for aircraft authors to produce a consistent and verifiable status for their aircraft. The system set a very high bar for the higher status ratings. Status ratings in this system could be alpha, beta, early production, production and advanced production. Using this system the p51d-jsbsim model gets an early production status as did the c172p.Taking the p51d-jsbsim up for a spin (pun intended) will give you an idea how well developed a model under this system needs to be to get a production or advanced production rating. Unfortunately it appears that only a few of the models are actually using this system. Hal So whats so difficult to use this rating system? Regards P.M. -- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OT: Wanting to build overlays for Video
Hi all, This is way OT as its not flight related but a possible use for Flightgear. I have a friend who is motor sport and just completed a race where he has taken on board HD video and also has the GPS data from the event. I have a plan where I would like to moc up some instruments (speedo and map) and superimpose them over the video. My thought is to make a cockpit with floating instruments and transparent dash with the scenery being that of the video. Once that is done I would feed the instruments with the GPS data so that they show the speed of which the car was traveling at the time. Now for the questions. 1. Is there a good manual on how to design the layouts for the cockpit? 2. Could I project the video out the cockpit in place of scenery? 3. Can I replay GPS data into the instraments and have some sort sync with the GPS data? 4. Is it possible? Thanks Jason Cox -- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OT: Wanting to build overlays for Video
On Monday 23 May 2011 17:38:20 Jason Cox wrote: Hi all, This is way OT as its not flight related but a possible use for Flightgear. I have a friend who is motor sport and just completed a race where he has taken on board HD video and also has the GPS data from the event. I have a plan where I would like to moc up some instruments (speedo and map) and superimpose them over the video. My thought is to make a cockpit with floating instruments and transparent dash with the scenery being that of the video. Once that is done I would feed the instruments with the GPS data so that they show the speed of which the car was traveling at the time. Now for the questions. 1. Is there a good manual on how to design the layouts for the cockpit? 2. Could I project the video out the cockpit in place of scenery? 3. Can I replay GPS data into the instraments and have some sort sync with the GPS data? 4. Is it possible? Thanks Jason Cox http://www.youtube.com/user/clolsonus#p/u/65/SAMGnK9ztdA http://www.youtube.com/user/clolsonus#p/u/64/RgK1019Bjno -- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
On Mon, 2011-05-23 at 22:04 +0100, James Turner wrote: I talked to Ryan on IRC last night, and we discussed this. I've some local mods to commit+test that basically do exactly what is described above; they allow Nasal (or really, the loadxml command) to hook into my existing 'find a file for an airport, in the scenery locations' code we use for the other 'airport scenery data' files. I'll hopefully commit this tomorrow, then Ryan can test, and then hopefully jetways can live in the airport scenery data happily. Excellent- thanks James. :) While you're at it, could you also publish the $FG_SCENERY paths to the property tree? (Don't use my patch, it turned out to cause a build error (which shows how good of a programmer I am), and the pastebin link is probably expired now. ;) ) The jetways make a very noticeable impact on FlightGear's frame rate, particularly at large airports such as KSFO, where up to 120 models could be loaded at a time. Perhaps they should be disabled by default. -- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
James Turner wrote: I talked to Ryan on IRC last night, and we discussed this. I've some local mods to commit+test that basically do exactly what is described above; they allow Nasal (or really, the loadxml command) to hook into my existing 'find a file for an airport, in the scenery locations' code we use for the other 'airport scenery data' files. I'll hopefully commit this tomorrow, then Ryan can test, and then hopefully jetways can live in the airport scenery data happily. Hey, _this_ sounds like a nice plan ! Thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel