[Flightgear-devel] Fwd: [vtp] Color-based per-pixel blending of detail textures

2012-02-09 Thread Norman Vine


Begin forwarded message:

 From: dpapa...@ymail.com dpapa...@gmail.com
 Date: February 9, 2012 8:39:35 AM EST
 To: v...@yahoogroups.com
 Subject: [vtp] Color-based per-pixel blending of detail textures
 Reply-To: v...@yahoogroups.com
 
 Hello all,
 
 This is unrelated to the VTP per se, but I used to post in this list a long 
 while ago and I remember it to be _the_ place to discuss terrain-related 
 algorithms in general.  This is a little technique to blend detail textures 
 onto a terrain.  Although it's quite simple and straightforward (to the point 
 that I was very surprised not to find it
 already described on the net), it has some implications which make it very 
 interesting (and which I didn't in fact foresee so that I 'stumbled' on them 
 by accident).  I'm therefore posting this here for the benefit of whomever it 
 might concern.  Feedback is always welcome.
 
 The link to the paper is here and a little abstract follows:
 
 http://www.nongnu.org/techne/research/blending/
 
 This paper describes a method for blending detail textures over terrain. 
 Instead of using masks to define how much of each texture to blend into a 
 given fragment of the terrain the color of the base texture is used. A color 
 is assigned to each detail map used, for example some shade of green for 
 grass, a shade of brown for soil, gray for rock and so on. Then, when 
 rendering the terrain, at each output fragment each detail map is blended 
 with a contribution inversely proportional to the ‘distance’ of the base 
 texture color from the color assigned to the detail map in question.  The 
 blending can thus be defined 'intuitively' and per pixel so that the 
 sharpness and definition as well as the diversity of the blend is not bound 
 by the resolution of the base map.  This is in addition to the fact that only 
 one map is used for all detail textures instead of using one mask map _per_ 
 detail texture.
 
 Dimitris
 
 
 
 
 
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Re: [Flightgear-devel] Compiler error

2010-10-07 Thread Norman Vine

On Oct 7, 2010, at 11:16 AM, Tim Moore wrote:

 
 
 On Thu, Oct 7, 2010 at 5:12 PM, fiers...@zonnet.nl wrote:
 I used OSG version 2.9.10. The error probably has something to do with a
 recent change, because yesterday's compilation was fine.
 I guess I could roll back to an older version of OSG, like you
 suggested, but I was rather hoping my message would ring a bell with
 someone that committed a change between yesterday and today.
 
 Am I missing the point?
 
 Sort of. The problem is due to a change in OSG between yesterday and today.

Robert merged glu* functions into the osg namespace today

e.g.  try  osg::gluLookAt(..)  etc


I have now moved the subset of glu functions that are now part of the
core OSG library into the osg namespace, so the likes of gluScaleImage
now would be used osg::gluScaleImage.


HTH

Norman

 
 Tim 
 m
 
 
 Op 07-10-10 16:19, willie schreef:
  On 07/10/10 14:09, fiers...@zonnet.nl wrote:
 
  Hi all,
 
  I am compiling fgfs with download_and_compile.sh on Ubuntu 10.04.
 
  Latest GIT (one hour ago) is giving errors in hud.cxx:
 
  hud.cxx: In function ‘void fgUpdateHUDVirtual(osg::State*)’:
  hud.cxx:348: error: ‘gluPerspective’ was not declared in this scope
  hud.cxx:361: error: ‘gluLookAt’ was not declared in this scope
  hud.cxx: In function ‘void fgUpdateHUD(osg::State*, GLfloat, GLfloat,
  GLfloat, GLfloat)’:
  hud.cxx:397: error: ‘gluOrtho2D’ was not declared in this scope
 
 
  please check the version of OpenSceneGraph you are using.
  /bin/osgversion in your OSG install dir
 
 
  I think that script is slightly flawed in that it grabs the SVN version
  of OSG which may have been correct when the script was written but not now.
 
  Download a stable version of OSG (2.9.8 works for me) and try again,
  please. Let us know how it goes.
 
 
 
 
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Re: [Flightgear-devel] OpenGL EXT Functions - native windows

2010-05-09 Thread Norman Vine

On May 9, 2010, at 2:20 PM, Geoff McLane wrote:

 Hi Erik, Fred,
 
 Thank you Erik and Fred for pointing me to
 simgear/screen/extensions.[cxx|hxx]...
 
 So it seems all the extensions _ARE_ supported in the
 default windows DLLS (OpenGL32.dll and GLU32.dll),
 just NOT exposed through the usual 'export' section,
 thus the addresses must be 'found/loaded'...
 
 If you know any pointers to more documentation on these
 OpenGL extensions, specifically why this particular 'load'
 method, that would be great...

The official documents are maintained at

http://www.opengl.org/registry/

HTH

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Re: [Flightgear-devel] Seeking permission -- reuse of SimGear component

2010-02-20 Thread Norman Vine


On Feb 20, 2010, at 4:46 AM, Tim Moore wrote:




On Sat, Feb 20, 2010 at 1:28 AM, Michael A. K. Gross mgr...@sofia.usra.edu 
 wrote:

Hi folks,
  I'm working on a US-government-funded flight planner for a NASA  
airborne
astronomy mission (SOFIA).  Airborne astronomy has worked in true  
headings
for over 30 years due to ever-antiquated NASA INS systems, but the  
spec has
recently changed to magnetic.  So, I get to code up a magnetic  
variation

model.
  SimGear has one, and it's simpler than anything else out there.
Unfortunately, it claims GPLv2.  That would force NASA's hand at  
releasing
Actually, that code is LGPLv2, which wouldn't force NASA to release  
the code, unless you extract the coremag code and insert it into the  
planner application. Simgear is supposed to be LGPL, though the GPL  
has crept into a couple of files; mostly by mistake, I believe.

the planner code publicly, not something I can do as a contractor (nor
would it be useful to anyone -- AFAIK, SOFIA is the only airworthy  
aircraft
in existence that does not fly the wind triangle).  So, I seek  
permission to
use the pair of files coremag.hxx and coremag.cxx without releasing  
the entire

work.
  I would like to modify it to read coefficients from a file, so we  
can
update it to stay consistent with our FMS, to localize the  
namespace, and
to excise it from SimGear (no SG #includes).  I will ask if I can  
contribute

this to the SimGear project, but it's not very likely.
What a deal for us! :)

You should probably ask the copyright holder  Edward A Williams ed_willi...@compuserve.com 
 directly.



Actually it is the wrapper magvar.XXX that is GPL'd  coremag.XXX is  
LGPLd


IIRC magvar.XXX use to live in FlightGear hence its license and was  
brought into
SimGear later.  Magvar  is a simple wrapper program that could easily  
be rewritten
and or its licensed changed.Curt if IIRC this is one of those that  
I submitted

with your copyright on as I used  to do to keep licensing issues simple

In any case no need to contact Ed as his code is LPGL already.

Cheers

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Re: [Flightgear-devel] Seeking permission -- reuse of SimGear component

2010-02-20 Thread Norman Vine


On Feb 20, 2010, at 10:13 AM, Michael A. K. Gross wrote:


I do need to modify coremag to accomplish our goals, so I don't  
think LGPL

will cover it.  The file itself claims GPLv2, and it's not good enough
anyway for NASA bean counters for other authors to claim that's an  
error

without correcting it.

There are other options (like the gawdawful DoD standard that comes  
with

WMM2010); it just takes quite a lot more time.


Yes the DoD standard takes a lot more time but ..

The magnetic field doesn't change that rapidly so there is no need to
recompute it if you haven't traveled very far, except at the dipoles and
that is another story where perhaps one wants that gawdaful code :-)

The DoD code is well separated into distinct steps so one could spread  
the

calculation out over *many* frames ameliorating the 'hit' on the rest of
the program

just idle thoughts  ...

Norman


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Re: [Flightgear-devel] multiple --generic record/playback errors

2010-02-09 Thread Norman Vine


On Feb 9, 2010, at 3:14 PM, Curtis Olson wrote:

Notice you are only getting 6 decimal places on your lat/lon and I  
know from a past life that this will probably resolve down to a  
resolution of maybe 10-20 meters.



Hmm

6 decimal places should get you sub meter precision

http://manisnet.org/GeorefGuide.html#imprecision_in_coordinates

Cheers

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[Flightgear-devel] Fwd: [osg-users] Rendering 2 video stream

2010-02-02 Thread Norman Vine

someone was asking about making movies the other day

thought this might help

Norman

FGJpegHttpd Author

Begin forwarded message:


From: Cedric Pinson cedric.pin...@plopbyte.net
Date: February 1, 2010 6:14:05 PM EST
To: OpenSceneGraph Users osg-us...@lists.openscenegraph.org
Subject: Re: [osg-users] Rendering 2 video stream
Reply-To: cedric.pin...@plopbyte.net, OpenSceneGraph Users osg-us...@lists.openscenegraph.org 



Hi,
I render a video game based on osg into a video stream, you can have  
an

idea here http://plopbyte.net/?page_id=6/ you need a firefox plugin to
watch it.

The basic idea works on linux with gstreamer. Dont tested on windows  
but

because there is gstreamer, maybe it works too.

In the game code i added a thread that write image at a given rate.  
This

file is written into a file descriptor created with mkfifo.
Then i use a command line when the game is running:
gst-launch-0.10 filesrc location=myfifo ! videoparse width=800
height=600 format=15 framerate=20/1 ! ffmpegcolorspace ! videoscale !
video/x-raw-yuv, width=800, height=600 ! videoflip method=5  !  
theoraenc

quality=40  ! oggmux ! gdppay ! tcpserversink port=12000 21 log

The advantage using gstreamer is that you can use the codec you want  
to

encode the video and stream it over the web.

The code is inside this project http://hg.plopbyte.net/pokme/

Cheers,
Cedric

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On Mon, 2010-02-01 at 17:39 -0500, r...@sensorstar.com wrote:

Adrian -
 A way that I've used for that type of functionality is through a
Camera::DrawCallback subclass.  You can get the rendered scene  
through

an (osg::Image) readPixels() call and pass it out through whatever
stream you
like frame by frame.  It isn't extremely fast since it depends on the
readPixels() call, but on a Quadro or the like it has always been  
'fast

enough' for my purposes.

 For the video stream output, I can't offer too much advice because I
have usually been happy to work with the raw frames, but you can  
pretty

much tie whatever you like at that point.

Rudy

On Mon, Feb 01, 2010 at 03:51:27PM +0100, Adrian Egli  
OpenSceneGraph (3D) wrote:

Hello all,

i am looking for a library or idea how we could render osg into a  
video

stream?

/adrian

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Re: [Flightgear-devel] Understanding scenery archatecture

2009-12-11 Thread Norman Vine


On Dec 11, 2009, at 10:58 AM, cullam Bruce-Lockhart wrote:


Hey gang.
I've just started putting together some visual aids in understanding  
what happens in a scenery build process. That's well and good, but  
I'm having an issue with terrafit. I've recently discovered that my  
understanding of how terrafit works is wrong. I'd always assumed it  
took a grid of elevations, calculated planes of best fit, using  
the max error threshold, then adjusted all the heights in the grid.  
It turns out that it actually leaves the heights unchanged, but  
deletes any that aren't deemed significant. I've been reading  
through terrafit.cc, but I can't figure out anything about what it  
does to determine significance.


Could anyone explain to me how terragear uses the error threshold to  
determine what the list of points to be included is?


see

http://www.cs.cmu.edu/afs/cs/Web/People/garland/scape/

specifically

http://www.cs.cmu.edu/afs/cs/Web/People/garland/scape/scape.pdf

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Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Norman Vine


You might want to look into

/OpenSceneGraph/include/osgSim/OverlayNode

Cheers

Norman

On Jun 14, 2009, at 10:19 AM, Curtis Olson wrote:


Hi Fred,

Glad to see someone is starting to nibble at the 8.50 format and  
figure it out.  If you are developing code that takes the bezier  
outlines and can turn that into a polygon representation, then it  
shouldn't be terribly difficult to add that into genapts.


For lines and markings, I think the easiest path in the short term  
will be to cut those into the surface.  However, this can explode  
the polygon count and rendering load so we need to be careful, but  
it should be manageable if we don't get too crazy with lots of small  
segments around curves to make them look perfectly smooth.


I've never played around with glPolygonOffset in the context of btg  
files (terragear/genapts) so I don't believe there's any support  
there.  It's difficult because airport surfaces are curved and are  
not planar, so most likely any use of glPolygonOffset will not be  
perfect and there will be places where the lines z-fight with the  
underlying surface ... unless we really go crazy with a large offset  
value in which case the lines could bleed through some of the  
surfaces when they should be hidden behind them.  Still it might be  
worth playing around with to see what kind of results are actually  
achievable.


I wonder what tricks and approaches the gaming community uses for  
drawing clear and realistic roads?  The problem with cutting the  
lines into the surface as polygons is that (1) you explode the  
polygon count and (2) you have hard aliased edges which can become  
distracting in the distance.  Cooking the lines into the surface  
texture gets rid of the aliasing problem, but then you explode your  
texture memory requirements and need to do a lot of work to generate  
those textures on the fly, or generate them once and store them.   
And drawing the lines on top using glPolygonOffset is hard to do  
well when you are dealing with non-planer surfaces and the visual  
result of glPolygonOffset (at least historically) has not been  
consistent across different video cards and vendors.  It's a  
difficult challenge to do well.


Regards,

Curt.


On Sun, Jun 14, 2009 at 6:56 AM, Frederic Bouvier wrote:
Hi,

I committed the support to read new X-Plane 850 file format in
flightgear. That doesn't mean that airports will look different in
current scenery because TerraGear tools have not been updated yet, but
this is the first step to support the format.

Here are two screenshots comparing the ground radar with the different
data :
http://frbouvi.free.fr/flightsim/KSBD-810.png
http://frbouvi.free.fr/flightsim/KSBD-850.png
The Google Maps link: http://tinyurl.com/n9khev
You should notice the smooth curves in the 850 screenshot.

The parser should read current data normally, and nobody should see  
the

difference until we change the data.

Please shout if you find something broken or overlooked. (actually
something is broken in the 777 ground radar, but it's not me ;-) )

Curt wrote (about linear features) :
 Fred, were you thinking of cutting these lines into the surface  
(with

 hard polygon edges) or drawing them over the top like with a
 glPolygonOffset() approach?  Or something else?  It would be really
 great to be able to add taxi lines and other markings to our  
airports.


I didn't really thought about it yet. I am open to ideas. Does  
the .btg

file format support the glPolygonOffset approach ?

Regards,
-Fred

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Norman Vine


On Apr 7, 2009, at 11:16 AM, Curtis Olson wrote:


On Tue, Apr 7, 2009 at 9:34 AM, Melchior FRANZ wrote:
Well, so far the samples usually looked something like this:
ambient0.2 0.4 0.1 0.5/ambient.  Doesn't look *that* bad, indeed.
But in reality floats don't usually have just one digit after the
comma. What about this?

  foo2345.1239878725027 235.237926028973 558.1283745628374  
9.123242342346/foo


There goes the nicety.

Long ugly numbers or long ugly numbers.  We can split them up and  
they are slightly more readable, abut they are still long ugly  
numbers.  We've made things slightly longer, and slightly less ugly,  
but I don't know if we've improved the overall score.  It depends  
how we weight our priorities.


foo
  entry2345.1239878725027/entry
  entry235.237926028973/entry
  entry558.1283745628374/entry
  entry9.123242342346M/entry
/foo

As long as this is only an XML markup
question, the disadvantages are:

- higher failure probability

Why is there a higher probability of failure?  If I want to stretch  
to make a point, I could suggest that forcing a developer to type in  
more xml tags also increases the probability of making a typo.  But  
I think this whole point is very weak.



I know better then contribute to this discussion but 


 foo
  2345.1239878725027
  235.237926028973
  558.1283745628374
  9.123242342346
/foo


Looks best to me

Norman



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[Flightgear-devel] SimGear licensing

2009-03-08 Thread Norman Vine

Hi all,

While I was in the process of perusing the SimGear code I noticed
that some of the newer code was being released under the GPL

As part of the original SimGear team I was under the impression
that SimGear was specifically LGPL as expressed here
 http://simgear.org/mission_statement
and here
 http://cvs.flightgear.org/viewvc/SimGear/COPYING?revision=1.1.1.1root=SimGear

I have not been an active member of the FGFS community for
a while and realize that things 'change' but I am curious

The last thing I want todo is start anything even resembling a  
'license' flame.

but ...

I find this unfortunate and a bit confusing ...

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Re: [Flightgear-devel] FGFS 1.0.0 Cygwin build error

2008-05-14 Thread Norman Vine
Try commenting out lines 39 = 41:

#ifdef HAVE_WINDOWS_H
#include windows.h
#endif

For some reason you are still picking up the 
Windows min max macros.

There is nothing in this file that requires windows.h



 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On 
 Behalf Of Paul Deppe
 Sent: Wednesday, May 14, 2008 1:23 AM
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] FGFS 1.0.0 Cygwin build error
 
  Csaba/Jester wrote:
 
  Try putting this in fgmetar.cxx before the first #include:
  
  #ifdef HAVE_CONFIG
  #  include config.h
  #endif
  
  Also, upgrading to plib 1.8.5 is recommended (and required for more
  recent fg versions).
  
  --
 
 Adding the #ifdef didn't help; the same error occurred.
 
 I reinstalled a clean Cygwin (no xorg* packages) with the 
 minimum packages
 required and started over with plib-1.8.5, which compiled only after a
 modification to ssgLoadTexture.cxx (comment out lines 242-244).
 SimGear-1.0.0 also compiled and installed without errors.  I 
 tried both
 3.3.3 and 3.4.4 versions of gcc and fgmetar.cxx fails to 
 compile with either
 one:
 
 With gcc-3.3.3 the following error occurs (same as before):
 
 g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src
 -I/usr/local/in
 clude  -g -O2 -D_REENTRANT -MT fgmetar.o -MD -MP -MF 
 .deps/fgmetar.Tpo -c -o
 fgm
 etar.o fgmetar.cxx
 In file included from 
 /usr/include/c++/3.3.3/bits/locale_facets.tcc:43,
  from /usr/include/c++/3.3.3/locale:47,
  from /usr/include/c++/3.3.3/bits/ostream.tcc:37,
  from /usr/include/c++/3.3.3/ostream:535,
  from /usr/include/c++/3.3.3/iostream:45,
  from 
 /usr/local/include/simgear/debug/logstream.hxx:36,
  from ../../src/Main/fg_props.hxx:9,
  from fgmetar.cxx:42:
 /usr/include/c++/3.3.3/limits:205:22: macro min requires 2 
 arguments, but
 only
  1 given
 In file included from 
 /usr/include/c++/3.3.3/bits/locale_facets.tcc:43,
  from /usr/include/c++/3.3.3/locale:47,
  from /usr/include/c++/3.3.3/bits/ostream.tcc:37,
  from /usr/include/c++/3.3.3/ostream:535,
  from /usr/include/c++/3.3.3/iostream:45,
  from 
 /usr/local/include/simgear/debug/logstream.hxx:36,
  from ../../src/Main/fg_props.hxx:9,
  from fgmetar.cxx:42:
 /usr/include/c++/3.3.3/limits:205: error: parse error before `throw'
 /usr/include/c++/3.3.3/limits:206:22: macro max requires 2 
 arguments, but
 only
  1 given
 /usr/include/c++/3.3.3/limits:206: error: ISO C++ forbids 
 defining types
 within return type
 
 
 ...and with gcc-3.4.4 a different error occurs on fgmetar.cxx:
 
 
 g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src
 -I/usr/local/include  -g -O2 -D_REENTRANT -MT fgmetar.o -MD -MP -MF
 .deps/fgmetar.Tpo -c -o fgmetar.o fgmetar.cxx
 In file included from
 /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/streambuf:78
 1,
  from 
 /usr/local/include/simgear/debug/logstream.hxx:35,
  from ../../src/Main/fg_props.hxx:9,
  from fgmetar.cxx:42:
 /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/streambuf.t
 cc: In member
 function `virtual std::streamsize std::basic_streambuf_CharT,
 _Traits::xsgetn(_Cha
 rT*, std::streamsize)':
 /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/streambuf.t
 cc:54: error:
 expected unqualified-id before '(' token
 
 simgear_config.h and FlightGear config.h attached.
 
 I assume that others have compiled successfully using Cygwin 
 so perhaps it
 is a Cygwin configuration issue.  Still digging...any help 
 appreciated.
 
 Thanks,
 Paul
 
 [EMAIL PROTECTED]
 
 


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Re: [Flightgear-devel] GPS update rate

2008-04-16 Thread Norman Vine
 
 
 * LeeE -- Monday 14 April 2008:
  I'm running a nasal loop at 1/(frame-rate/2), which typically works 
  out to between 10-20 Hz, but because the gps update rate is much 
  slower (0.45 sec if I'm interpreting the code correctly) the 
  results aren't very smooth - the effect is that the results follow 
  a sawtooth pattern i.e. they ramp up while the gps output is 
  unchanged but then drop back down when the gps output is updated, 
  and then start to ramp up again.
 

http://autopilot.sourceforge.net/kalman.html

Cheers

Norman


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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-21 Thread Norman Vine
LeeE writes:
 
 Would it be possible to cobble together a small utility that would 
 allow small parcels of the scenery database e.g. 1x1 deg tiles, to 
 be checked and corrected manually without setting up the full 
 scenery build system?  That way, many people could work on it 
 whenever they feel like it.  I've had to do this sort of manual 
 data correlation/verification a couple of times over the years, on 
 different projects I've worked on, and while it sounds like an 
 onerous and tedious task it's not too bad if you can just do bits 
 of it, now and then, as a break from your primary tasks.
 
 Obviously, it would be a slow and long-term undertaking but at least 
 the problem would be fixed eventually, whereas the alternative 
 seems to be that it never gets fixed and we just have to live with 
 it.

A little birdie told me that the OSM project is about doing just this :-)
http://wiki.openstreetmap.org/index.php/Main_Page

Note that the same services that host mapserver.flightgear.org and 
were used to build the latest fgfs scenery, host the development 
database of OSM

Cheers

Norman


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Re: [Flightgear-devel] trees

2008-02-06 Thread Norman Vine
Stuart Buchanan writes:
 
 As people have noticed, currently the different tree textures 
 are merely colour
 variations on the current shapes. It would be great if 
 someone who knows their
 way around GIMP could spend a little time improving the tree 
 textures. I'm sure
 this would improve the realism greatly for minimal effort

http://vterrain.org/Plants/index.html


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Re: [Flightgear-devel] http://openaerialmap.org/

2008-01-31 Thread Norman Vine
Melchior FRANZ writes:
 
 ... and a short article about it: http://www.linux.com/feature/125258

Just amazing what those gremlins at telascience come up with :-)


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Re: [Flightgear-devel] trees

2008-01-27 Thread Norman Vine
Curtis Olson writes:
 
 (I haven't dug much in the code for these trees, but ...) it 
 appears that the random locations are computed as areas come 
 into view (or come close enough to the viewer.)  So each time 
 a new chunk of trees are added, I see a blip in the frame 
 rates.  If there are a lot of chunks that need to be added, 
 that translates into a lot of blips.  Would it be possible to 
 compute the locations of the trees when the tile is loaded 
 (in the load thread) and always have these structures 
 available when needed? 

 note I haven't dug into the code either 

The standard way of doing this is to time limit the loader
Thread.  Eg loading trees only a few per frame as time allows.  
perhaps into a temporary data object.

The OSG LOD loader thread is an example of how to do this

Cheers

Norman


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Re: [Flightgear-devel] Random Objects OSG patch

2007-12-29 Thread Norman Vine
Erik Hofman writes:
 
 Christian Mayer wrote:
 
  This might be a case where the great BOOST Project might help us:
  
  http://www.boost.org/libs/random/index.html
 
 One thing to keep in mind when using random generators is 
 that it would 
 be realy nice (if not required) to generate the same output on all 
 supported platforms. That means everybody in a multi player 
 environment 
 would see the same objects at the same location.
 
 That was the main motivation for using the one that is included in 
 SimGear instead of a system supplied version.

I would like to point out that the Simgear random number generator
is one of the Boost::Random variants
http://www.boost.org/libs/random/random-generators.html#mersenne_twister

Note there is now a faster implementation available from the original
authors
http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html


SFMT is a new variant of Mersenne Twister (MT) introduced by Mutsuo Saito
and Makoto Matsumoto in 2006. The algorithm was reported at MCQMC 2006. The
article will apper in the proceedings of MCQMC2006. (see Prof. Matsumoto's
Papers on random number generation.) SFMT is a Linear Feedbacked Shift
Register (LFSR) generator that generates a 128-bit pseudorandom integer at
one step. SFMT is designed with recent parallelism of modern CPUs, such as
multi-stage pipelining and SIMD (e.g. 128-bit integer) instructions. It
supports 32-bit and 64-bit integers, as well as double precision floating
point as output.

SFMT is much faster than MT, in most platforms. Not only the speed, but also
the dimensions of equidistributions at v-bit precision are improved. In
addition, recovery from 0-excess initial state is much faster. See Master's
Thesis of Mutsuo Saito for detail (submitted).


Norman 


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Re: [Flightgear-devel] Informal version number poll

2007-11-30 Thread Norman Vine
Arnt Karlsen writes:
 
  Are we a bunch of old cranky developers (it looks that way 
 sometimes!) :-)
 
 ..delurking... ;o)

:-)
 
 .. ;o)  GPL sea floor map data, anyone?

http://topex.ucsd.edu/WWW_html/mar_topo.html
http://www.shadedrelief.com/cleantopo2/index.html

Recloaking

Norman


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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Norman Vine
David Megginson writes:
 
 I think it's great that FlightGear added head lag to the sim -- it's a
 good alternative when the pilot can't feel forces -- but I think we'd
 do better to model it based on perceived forces, not on roll/yaw/pitch
 damping. For example, simply entering a coordinated bank gently
 shouldn't cause any head movement at all, but flying straight in a
 forward slip should, because there's a yaw force pulling the head
 slightly sideways.  Likewise, while the pilot is perceiving  1G the
 head should move up a bit, and while the pilot is perceiving  1G, the
 head should move down a bit.

FWIW

Expressing this elegantly is best done using Quaternions
http://en.wikipedia.org/wiki/Slerp
http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%2
0It/

Both OSG and PLIB support Quats 

Norman


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[Flightgear-devel] FW: xfplan 0.5 released

2007-10-15 Thread Norman Vine
 fyi

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Edward Falk
 Sent: Monday, October 15, 2007 9:43 PM
 To: [EMAIL PROTECTED]
 Subject: xfplan 0.5 released
 
 Hi all; just wanted to announces that I've released a version 
 of xfplan 
 with terrain display.  There's a nice screenshot at 
 http://fplan.sourceforge.net/.
 
 Terrain data takes about 32M of disk space.
 
 This version also adds airway idents and a few other minor upgrades.
 
 If I can find a database of rivers and lakes, I think map 
 mode will be 
 finished.
 
   -ed falk
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Re: [Flightgear-devel] Broken Clouds

2007-07-26 Thread Norman Vine
Curtis Olson writes:
 
 On 7/26/07, Vivian Meazza wrote:
 
Incidentally, I have observed in both linux and osx in fg/osg
that cloud layers don't work quite like I'd expect. If the
weather is scattered clouds at 3000 ft and overcast at 5000,
then when I'm sitting on the runway I see blue sky between 
the scattered clouds. It's not until I go above 3000 that
suddenly there's overcast sky above me.
   
   
   I'm rather afraid that this last is a feature rather 
 than a bug. As I 
   understand it, it is a consequence of the way osg orders/handles
   transparencies. Not good at all.
 
 
 In the old days when I first coded up the sky, we carefully 
 drew the cloud layers back to front in the correct order 
 based on altitude so that they would all show up correctly.  
 However, this code was completely overhauled at some point by 
 Fred (I think) to hand some other issues with drawing 
 external models and transparancy that didn't exist when the 
 sky code first was developed.  Then migrate all this over to 
 OSG, and I have no idea how Mathias set it up, but it 
 certainly seems like we could fall back to drawing the cloud 
 layers in the correct order manually if need be.  That said, 
 I'm useless at the moment for doing any OSG based work since 
 I haven't gotten over the first hurdle of understanding yet. 

Hint

OpenSceneGraph uses 'RenderBins' to control drawing order

So one just need to setup desired number of 'bins' and
assign 'objects' to them appropriately  

The rest is magic

Norman


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Re: [Flightgear-devel] Building multiple fgfs binaries from onesource tree

2007-07-24 Thread Norman Vine
Melchior FRANZ writes:
 
 * Hans Ulrich Niedermann -- Sunday 22 July 2007:
  As the whole thing is still in development, it makes sense for
  developers to have more than just one of the three, so that one can
  compare their behaviours.
 
 And how many developers actually do it? 

I hope many :-)

I haven't tried compiling FGFS for a while but one use
to be able to do something like

cd $FGFS
mkdir release
cd release
../configure $my_options
make


cd FGFS
mkdir debug
cd debug
../configure $my_debug_options
make

Cheers

Norman


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Re: [Flightgear-devel] C++ code beautifier / Coding standards proposal

2007-06-09 Thread Norman Vine
Durk Talsma writes;
 
 I just came across this little program called bcpp 
 http://invisible-island.net/bcpp/bcpp.html which seems to be 
 doing a pretty 
 decent job on intending and beautifying C++ code. It works 
 somewhat like 
 indent, but with the significant difference that it can also 
 handle C++ code. 

FWIW  here is another decent C++ beautifier

http://astyle.sourceforge.net/

Cheers

Norman


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Re: [Flightgear-devel] OSG, make, and cmake?

2007-04-11 Thread Norman Vine
Curtis Olson writes
 
 I just noticed this morning that all the gnu Makefiles have 
 been removed from OpenSceneGraph.  It appears that we now 
 need cmake to build OpenSceneGraph?  Make still works for the 
 moment in OpenThreads and osgProducer.  I installed cmake for 
 Fedora Core 6 and it is too old (annoying, but not a show 
 stopper.)  Does anyone know if this is a major policy shift 
 in the OSG build system, or did I just catch them in the 
 middle of some rename or reorganization activity? 
 

OpenSceneGraph and probably OpenThreads are moving to Cmake

Producer will probably stay with make

osgProducer is still a question mark

This is part of OpenSceneGraph trying to come up with
a common build system for all environments

Producer is a separate project from OpenSceneGraph

HTH

Norman


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Re: [Flightgear-devel] simulating camera output during flight

2007-03-22 Thread Norman Vine
Leidson Campos A. Ferreira writes:
 
   Start fg with --jpg-httpd=port, then you should get a 
 screenshot in your
   browser, since it's a simple request 
   you could code the http get request in you application, 
 not sure if it's
   fast enought for realtime.
 
 
 
 Is really fast. I'm using the --jpg-httpd option to interface 
 FlightGear with a ground station developed under C++ Builder 
 compiler and I can receive almost 20 frames by second in my 
 local network. 

:-)

 But to run with this speed you will need get the CVS version 
 of FlightGear because I think that latest release, 0.9.10, 
 this feature was not optimized like CVS version.

I just looked at the CVS code and this has changed *very* little
since it's initial release over 5 years ago  :-)

Good to see this feature being used !

Cheers

Norman


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Re: [Flightgear-devel] simulating camera output during flight

2007-03-22 Thread Norman Vine
Norman Vine wrote:
 
 Leidson Campos A. Ferreira writes:
  
  Start fg with --jpg-httpd=port, then you should get a 
 screenshot in 
  your
  browser, since it's a simple request 
  you could code the http get request in you application, 
 not sure if 
  it's
  fast enought for realtime.
  
  
  
  Is really fast. I'm using the --jpg-httpd option to interface 
  FlightGear with a ground station developed under C++ 
 Builder compiler 
  and I can receive almost 20 frames by second in my local network.
 
 :-)
 
  But to run with this speed you will need get the CVS version 
  of FlightGear because I think that latest release, 0.9.10, 
  this feature was not optimized like CVS version.
 
 I just looked at the CVS code and this has changed *very* little
 since it's initial release over 5 years ago  :-)
 
 Good to see this feature being used !

Note if you are using this on a local network it would be trivial
To change the code to return the data directly  bypassing the
compression/decompression overhead, this should speed things up
If your network can handle the bandwidth  :-)

 local machine or GigE would handle that easily though 

Cheers

Norman 


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Re: [Flightgear-devel] simulating camera output during flight

2007-03-22 Thread Norman Vine
 Leidson Campos A. Ferreira writes:
 
 In fact, this feature was modified by me, and accepted by 
 Flightgear team, almost 6 months ago and after this no 
 Flightgear version was released (I think), then you should 
 consider get latest Flightgear CVS version to get this 
 improvement (because old implementation was really slow). 
 
 


Could you point out to me what you changed as I don't see it

Fyi  I am the original author of this extension

Cheers

Norman


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Re: [Flightgear-devel] Flightgear remote modules

2007-02-13 Thread Norman Vine
Ralf Gerlich writes:
 Rob Ratcliff wrote:
  You could use an event distribution (Pub/Sub) paradigm based on 
  something like the CORBA Notification Service (Event Service), the 
  CORBA property service, the newer Data Distribution Service 
 (DDS) or 
  something like the High Level Architecture (HLA). A CORBA ORB TAO 
  supports communication across shared memory or sockets depending on 
  where the clients and services are running. I know that TAO is used 
  quite a bit for real time control systems communication for 
 the military.
 
 Do you know the order of magnitude of the real time deadlines 
 for the subsystem where TAO has been used?

ICE from zeroc is interesting
http://zeroc.com/

Cheers

Norman


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Re: [Flightgear-devel] Trains?

2007-01-31 Thread Norman Vine
Leee writes
 
 It had occurred to me that YASim could be (ab)used to fake a 
 car.  The gear handling would be fine for the wheels and 
 suspension - don't see too many problems there.  Ensuring it 
 didn't take off might be trickier though.

Why not look at Torcs 
It is built ontop of PLIB so might be relatively easy to snag 
some code and models

http://torcs.sourceforge.net/

Norman


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[Flightgear-devel] FW: [osg-users] Re: Performance OSG release compile vs win32 binaries

2006-11-22 Thread Norman Vine
FYI

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Gert van Maren
 Sent: Wednesday, November 22, 2006 12:44 PM
 To: osg-users@openscenegraph.net
 Subject: [osg-users] Re: Performance OSG release compile vs 
 win32 binaries
 
 Hi Robert,
 
  I can't definitively comment on VS build options that Mike Weiblen 
  will have used, but I would have thought it would be just standard 
  release build like you have done.
 
 Apparently the standard version of VS 2003 does not have a 
 optimizing compiler/linker. However you can download a free 
 one at http://xona.com/2004/06/29.html for VS 2003.
 
 The model now runs at a sold 60fps. Quite a huge performance 
 increase using an optimizing compiler/linker.
 
  Is the OSG version the same in each case?  Are you using a free 
  versions of MS's compilers that has some optimization 
 support removed.
 
 Yes, same OSG and using official Visual Studio .Net 2003.
 
 Regards Gert
 
 --
 Gert van Maren
 
 Head of Research  Development
 K2Vi Virtual Reality Software
 Data Interface Technologies Ltd
 
 Phone: +64 21 2855581
 Email: [EMAIL PROTECTED]
 Web: http://www.k2vi.com
 
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Re: [Flightgear-devel] GPL Violation?

2006-11-18 Thread Norman Vine
Stefan Seifert writes:
 
 - From a legal perspective the easiest way for you to ensure 
 that you may put screen shots of FG you made on your page is 
 to put them under the GPL. One may consider a screen shot as 
 a derivative work of FG as FG is used for creation and for 
 example it's textures are part of the picture.
 So if you put your screen shots under GPL, too, you should 
 not have to worry about any problems. This is _if_ FG authors 
 do even have some rights to screen shots you made.

This is the applicable section of the GPL
 Second paragraph section 0

Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope.  The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.


So the question is
 
1: Are screenshots a result of running the program
or
2: Are screenshots a work based on the program

I would argue (1)

Cheers

Norman


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Re: [Flightgear-devel] GPL Violation?

2006-11-18 Thread Norman Vine
Stefan Seifert writes:
 
 Norman Vine wrote:
  So the question is
   
  1: Are screenshots a result of running the program or
  2: Are screenshots a work based on the program
  
  I would argue (1)
 
 That's the point: it's arguable if it's 1 or 2. But wheter 
 it's 1 or 2 putting the screen shots themselves under GPL is 
 the safe way and I'd guess it's also the license that 
 expresses the intentions of the FG community.

Well I guess we could have the license burned on the screen
And into all snapshots  :-)

Seriously  a screenshot is a result of running the program

Now someone scraping pictures off of the FlightGear site
without giving credit is plagarasim at worst  but ..

It isn't a 'crime' as there is no restriction of any kind
on the web pages concerned

Cheers

Norman 


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Re: [Flightgear-devel] OT Sunday night fun

2006-11-12 Thread Norman Vine
Curtis Olson writes:un
 
 Hey, if anyone is around for the next few minutes, check out 
 out our multiplayer map:
 
 http://mpmap02.flightgear.org


 
 To make a long story short, someone here locally (err someone 
 who isn't driving) can watch the flightgear view in 3d, and 
 all of you can track my car live as I drive it via our 
 multiplayer google map page.  Right now the car is in the 
 driveway, but i'm going to head out in a couple minutes to 
 drive around the block ... 

Cool   must be to late haven't seen you move

A neat option to add to this would be a moving map display

Eg  the image could recenter on the selected 'target' when
The 'target gets far enough away from the center of the view

Good stuff !!

Norman


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Re: [Flightgear-devel] Linking 'fgfs' on FreeBSD

2006-11-07 Thread Norman Vine
Andy Ross writes:
 
 Martin Spott wrote:
   Think of some application that needs - just as a stupid 
 example -   only functions from libosgText but none from libosgSim ?
 
 Actually, here's a better explanation: let's call that 
 application FlightGear and say that it requires functions 
 from osgUtil, osgSim and osgDB, but not osgText.  It should 
 be able to link successfully without referencing osgText, right?

Except that you don't need osgSim if you are just using osgText

Now as to why ScalarBar is part of osgSim is perhaps a better question :-)

Cheers

Norman


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Re: [Flightgear-devel] OSG and multicore processor

2006-11-07 Thread Norman Vine
Curtis Olson writes:
 
 Right, in all this we need to remember that in all our past 
 benchmarking, the graphics themselves account for 90-95% of 
 the workload.  

I haven't profiled FGFS in a long time  however I guess that 
is true if you consider ground intersection and database 
paging part of the GFX code

Cheers

Norman


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Re: [Flightgear-devel] Simgear compile error: min function

2006-06-17 Thread Norman Vine
Mathias Fröhlich writes

 On Saturday 17 June 2006 22:44, Georg Vollnhals wrote:
  I am just trying to find that needle but I am blind!
  But not giving up for the next hour.
 Ok, google tells me that

 #define NOMINMAX

 or equivalently

 CPPFLAGS=-DNOMINMAX ./configure --whatever-you-like

 does the trick.

 Tell me if this is ok ...

It is easy to fix this once and for all ...

http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/SimGear/simgear/compiler.h.diff?r1=1.1r2=1.2cvsroot=SimGear-0.3



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RE: [Flightgear-devel] Error in SGMisc class? I don't see it ...

2006-02-27 Thread Norman Vine
You need to make sure to #define NOMINMAX

or else windows.h includes conflicting stuff

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Jon S.
 Berndt
 Sent: Monday, February 27, 2006 7:57 AM
 To: flightgear-devel@lists.sourceforge.net
 Subject: RE: [Flightgear-devel] Error in SGMisc class? I don't see it
 ...
 
 
   Here's the offensive code in /usr/local/include/simgear/math/SGMisc.hxx
  
   === start ===
  
 static T min(const T a, const T b)
  
   === end ===
  
   The last line, above, is the culprit. As before, the errors are:
  
   SGMisc.hxx:28: error: expected unqualified-id before const
   SGMisc.hxx:28: error: expected `)' before const
   SGMisc.hxx:28: error: expected `)' before const
  
   The rest of the errors (lots of them), likewise involve min.
  
   Jon
  
  It is a handy and typesafe way to program a min or max function.
  You know exactly what type the input arguments are and which the output
  arguments are.
 
  ...
 
  What brakes, but that brakes anyway if you do includes in the
  wrong order, is
  that a prevously defined min/max macro will disturb the
  declaration/implementation of the SGMisc min/max as it would
  disturb that for
  every other min/max declaration/implementation like the std::min/std::max
  functions for example too.
 
  I bet that you defined such a macro and past that include SGMath.h
 
Mathias
 
 I know what the min() template definition does - and it looks like a really
 good idea.
 
 However, the code from plib, simgear, and flightgear is all straight from
 CVS. I looked at the tests/ subdirectory and examined the headers. I renamed
 the JSBSim subdirectory. The test-up code still won't compile, and gives the
 same error. Again - this is straight from CVS. Some of the other code in
 test-up/ does compile. I'm working under CygWin, but I don't think this
 should have any effect.
 
 Jon
 
 
 
 
 
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RE: [Flightgear-devel] Modelling tools

2006-01-17 Thread Norman Vine
flying.toaster writes:
 
  I am fairly new to flightgear and there are two subjects I would like to get 
 involved into.
 
 I am a 3D modeller for Strike Fighters : Project 1 (check out 
 http://www.column5.us, there is a F/A-18 model I made) 
 using blender.
 I am willing to build many models for FlightGear but I can see two issues :
 * Blender does not allow to change easily the transforms in the scenegraph 
 (i.e. hard to orient axis)
 * Using the XML configuration file to adjust animation can be pretty clumsy 
 requiring a long trial  error process.
 
 I would like to know if it could be possible to start a project for a plib 
 application allowing to set up animations, 
 rotating an moving axis in a scenegraph and exporting the corresponding 
 animation in the xml config file. That would make 
 3D models *much* more easy.
 If anybody is interested or knows how to setup such a project I would be 
 happy to join

Hmm it wouldn't be to hard to get PrettyPoly to do this sort of thing,

To bad it has been adbandoned

Perhaps a C++ hacker could add what you wnat to it.

I don't imagine it would take too much to get it to compile

see http://prettypoly.sf.net

Norman



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RE: [Flightgear-devel] replacing existing objects in fgfsdb

2006-01-17 Thread Norman Vine
Jon Stockill writes:
 
 Frederic Bouvier wrote:
 
  A search by position bounding box would be really cool.
 
 Until I get chance to add that you can actually search by partial 
 lat/lon - so for example searching with lat=50.1 would return everything 
 from 51.0 to 51.9

repeat after me  PostGIS  PostGIS  ...  :-)

Cheers

N




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