Re: [Flightgear-devel] Add/Set properties to/in MP Protocol

2012-12-28 Thread Wolfram Wagner
Am Donnerstag, den 27.12.2012, 22:37 + schrieb Stuart Buchanan:

 Hi Wolfram,
 
  Active tuned in frequency:
  There is a property for that in MP protocol, but as much as I have seen, it
  contains always the same frequency and does not change with the radio.
 
 Correct.  When I originally implemented the MP chat function, I
 intended to enhance
 it so that chat would be filtered by the tuned frequencies.  However,
 before I managed
 to do that, FGCom was developed and it quickly became obvious that it was a 
 much
 better solution, as well as being more realistic.

True, FGCOM is much better. But many ATCs use the MP chat to help the user to 
understand and 'read back' the values. Additional many users don't use it, at 
least for now. 
The ATCs I know, accept MP Chat. Several ATC 'aircraft' and OpenRadar have 
features to support MPChat ATCing.



 It is trivial to add, and I'll take a look after the release is
 complete.  I'll also check
 with Matthias to see if there's any HLA issue I should be considering.


Thank you Stuart!


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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-28 Thread Stuart Buchanan
On Fri, Dec 21, 2012 at 12:06 PM, Renk Thorsten wrote:
 It has emerged from forum discussions that gathering the goals for developers 
 so that people can synchronize efforts better and users know what to expect 
 would be a good idea. I've sort of been trying to do that previously, so I 
 might as well continue, even if it's a bit early and 2.10 isn't rolling out 
 yet.

 My project goals till a 3.0 release are:

 * Get a high-quality model shader running under Atmospheric Light Scattering

 Pretty straightforward, has been requested a number of times, it's on the 
 agenda and I hope to have it in the next month

That's great news, and feeds into one of my goals (see below).

 * Implement a scheme for generating autumn colors procedurally

 I'm currently on that by encoding the amount of autumn color rotation in the 
 texture alpha channel - some proof of principle here:

 http://www.flightgear.org/forums/viewtopic.php?f=47t=18580

 There are still open questions how to do trees efficiently (I would like to 
 switch to the autumn version of trees at some point, but I don't know how to 
 do this without always loading both sheets. It'd be way more efficient to 
 simply color-rotate the tree texture sheet, but then I don't know how to 
 discriminate needle trees on the mixed forest sheet) and lots of detail work 
 needs to be done, but I expect that we'll soon be able to generate lots of 
 different seasonal and environment-influenced themes from the same basic 
 texture set. It'll never be as good as creating dediicated autumn textures, 
 but... it smoothy interpolates between summer and autumn.

One idea I used with the 3D clouds was to use the position of the
texture in the texture sheet to encode additional information.  In
that case, cloud textures at the bottom of the sheet are used for the
bottom of the clouds.

Perhaps we could use something similar for the trees?  I.e. pass in a
uniform indicating which fraction of the texture sheet on the x-axis
should be color-rotated.  The uniform can be taken from a property on
the material definition.

 * Atmospheric light scattering and Rembrandt

 After thinking about this for a while, I have decided that I am definitely 
 not going to do this on my own. Being maintainer of one major rendering 
 scheme and one weather system is quite enough to keep me busy, and it's not 
 something which is very close to my heart. However, if there is a decision 
 that there is going to be a team effort making this work, I will join it and 
 do my part.

I'm very keen that the atmospheric light scattering and procedural
effects are merged fully into both the classic and Rembrandt
renderers, and would absolutely be part of any team effort to make it
happen.  I'd really like to get to a position where the Atmospheric
Lighting checkbox in the Rendering dialog can be removed, as the
elements of the atmospheric renderer are simply part of the classic
and Rembrandt rendering schemes.

As part of that I think I need to make some changes to the Basic
Weather to populate the appropriate properties.  Thorsten - are the
properties documented anywhere?

Other than that I don't have any significant plans for the next
release, though I do have some small projects in mind:
- Improvements to the A-4F
- Improving random building placement.  While it looks OK for towns,
buildings aren't placed very well in cities.
- AI Tanker enhancements to allow users to select from a range of
tanker models.  This is particularly relevant for naval probe-equipped
aircraft, where there is a much greater variety of tanker types.

-Stuart

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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-28 Thread James Turner

On 28 Dec 2012, at 21:40, Stuart Buchanan stuar...@gmail.com wrote:

 I'm very keen that the atmospheric light scattering and procedural
 effects are merged fully into both the classic and Rembrandt
 renderers, and would absolutely be part of any team effort to make it
 happen.  I'd really like to get to a position where the Atmospheric
 Lighting checkbox in the Rendering dialog can be removed, as the
 elements of the atmospheric renderer are simply part of the classic
 and Rembrandt rendering schemes.
 
 As part of that I think I need to make some changes to the Basic
 Weather to populate the appropriate properties.  Thorsten - are the
 properties documented anywhere?
 
 Other than that I don't have any significant plans for the next
 release, though I do have some small projects in mind:
 - Improvements to the A-4F
 - Improving random building placement.  While it looks OK for towns,
 buildings aren't placed very well in cities.
 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.

Stuart, Thorsten, your respective goals sounds great to me. As always, if 
there's any help you'd like, just ask.

And I absolutely agree with getting rid of confusing checkboxes by making 
features 'just work' - especially something that works as nicely as the 
atmospheric effects.

Stuart, one thing that caught me out earlier today with using 2D cloud layers - 
while using a 2D layer and modifying visibility inside the layer is working 
quite well, the edge (moving vertically) is very sharp. I wonder if there's 
some technique to perturb the top and bottom of the cloud layer as the view 
transitions them, so it feels more natural. Or maybe there's even better ways 
to handle overcast / broken layers than the current 2D approach?

James
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