Re: [Flightgear-devel] OSG + vrml plugin

2011-05-23 Thread Mathias Fröhlich

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

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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-23 Thread James Turner

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


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[Flightgear-devel] Shader stuff

2011-05-23 Thread John Wojnaroski
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


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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 12

2011-05-23 Thread Pierre Mueller


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.

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[Flightgear-devel] OT: Wanting to build overlays for Video

2011-05-23 Thread Jason Cox
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


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Re: [Flightgear-devel] OT: Wanting to build overlays for Video

2011-05-23 Thread Ron Jensen
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

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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-23 Thread Ryan M
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.


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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-23 Thread Martin Spott
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.
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