[Flightgear-devel] Lit the lights!
Hello! Recently i tried to implement cockpit night lightning system in FG and came around a curious problem i can't solve: definition of new/additional light sources is ignored by FG. I went the classical OpenGL path and tried to incorporate additional standard light sources (OGL supports from 8 to 10 of them depending on the hardware). The code works so far, BUT only if the light source number is zero. Ergo none of the lights from 1 to 9 configured with the same code would work. Other light sources appear to be disabled somewhere in FG/SG, since OSG demonstrates in the example projects multiple light sources operated. Altering light 0 also affects the entire scene graph, but that's expected behavior as noted in OSG docs. Not even rough cut through with glEnable(...) helps. Implementation details: Markup extension: cockpit_light source0/source namecockpit_light/name colors ambient R0.0/RG0.7/GB0.0/BA1.0/A /ambient diffuse R0.0/RG0.0/GB0.0/BA0.0/A /diffuse /colors direction X0.3/XY0.3/YZ0.3/Z /direction offsets x-m-0.309142/x-m y-m0.286432/y-m z-m0.275279/z-m pitch-deg0/pitch-deg heading-deg180/heading-deg roll-deg0/roll-deg /offsets spot cutoff0.002/cutoff exponent0.002/exponent /spot attenuation constant5.0/constant linear5.0/linear quadratic10.0/quadratic /attenuation /cockpit_light Method invocation in: static osg::Node * sgLoad3DModel_internal(const SGPath path, const osgDB::ReaderWriter::Options* options_, SGPropertyNode *overlay) ... // process cockpit lights std::vectorSGPropertyNode_ptr light_nodes; light_nodes = props-getChildren(cockpit_light); for(unsigned i = 0; i light_nodes.size(); i++) { group-addChild(Particles::appendLights(group, light_nodes[i], prop_root, options.get())); } ... Method implemented: osg::Group * Particles::appendLights(const osg::ref_ptrosg::Group parent, const SGPropertyNode* configNode, SGPropertyNode* modelRoot, const osgDB::ReaderWriter::Options* options) { int lightNum = configNode-getIntValue(source, 0); // create and configure light source osg::LightSource *interiorLightSource = new osg::LightSource(); interiorLightSource-setLocalStateSetModes(osg::StateAttribute::ON); interiorLightSource-getLight()-setDataVariance(Object::DYNAMIC); interiorLightSource-setLocalStateSetModes(osg::StateAttribute::ON); // acquire the light itself and do setup osg::Light *interiorLight = interiorLightSource-getLight(); interiorLight-setLightNum(lightNum); interiorLight-setPosition(osg::Vec4(configNode-getFloatValue(offsets/x-m, 0.0), configNode-getFloatValue(offsets/y-m, 0.0), configNode-getFloatValue(offsets/z-m, 0.0), 1.0f)); interiorLight-setAmbient(osg::Vec4(configNode-getFloatValue(colors/ambient/R, 0.0), configNode-getFloatValue(colors/ambient/G, 0.0), configNode-getFloatValue(colors/ambient/B, 0.0), configNode-getFloatValue(colors/ambient/A, 0.0))); interiorLight-setDiffuse(osg::Vec4(configNode-getFloatValue(colors/diffuse/R, 0.0), configNode-getFloatValue(colors/diffuse/G, 0.0), configNode-getFloatValue(colors/diffuse/B, 0.0), configNode-getFloatValue(colors/diffuse/A, 0.0))); interiorLight-setDirection(osg::Vec3(configNode-getFloatValue(direction/X, 0.0), configNode-getFloatValue(direction/Y, 0.0), configNode-getFloatValue(direction/Z, 0.0))); // exponent cutoff interiorLight-setSpotCutoff(configNode-getFloatValue(spot/cutoff, 0.0)); interiorLight-setSpotExponent(configNode-getFloatValue(spot/exponent, 0.0)); // light attenuation interiorLight-setConstantAttenuation(configNode-getFloatValue(spot/attenuation, 0.0)); interiorLight-setLinearAttenuation(configNode-getFloatValue(spot/linear, 0.0)); interiorLight-setQuadraticAttenuation(configNode-getFloatValue(spot/quadratic, 0.0)); // state propagations osg::StateSet *parentState = parent-getOrCreateStateSet(); parentState-setMode(GL_LIGHTING, osg::StateAttribute::ON); parentState-setMode(GL_LIGHT0 + lightNum, osg::StateAttribute::ON); interiorLightSource-setStateSetModes(*parentState, osg::StateAttribute::ON); return interiorLightSource; } P.S. Best result sofar: http://www.flickr.com/photos/43342833@N04/6344963545/in/photostream -- All the data continuously generated
[Flightgear-devel] Profiling Results
Hello all, i performed hot spot and thread analysis with current FG code base, here the results: Hot Spots: http://www.flickr.com/photos/43342833@N04/6384920207/in/photostream Threads: http://www.flickr.com/photos/43342833@N04/6384919719/in/photostream -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] No geomtry rendered, please help!
Greetings, i have strange behavior in FG 2.4.0 release-final git tag complied with MSVS2008. The compiled exe appears to be operational since embeded application dialogs and camera control with mouse work , but fgfs show neither any geometry nor any background effects like clouds. I also noticed that initial teaser image while loading aircraft/scenery doesn't show off. OSG ensured operational (fgfs.exe shipped with release installer works with OSG 3.0.1 also VS2008-compiled flawless). Anomalies/deviations: - no SVN support included in this build - AL device fails to load (same visual output with sound support disabled via startup parameter) - png loader plugin produces a warning due interlacing beeing off - no teaser image This is how it looks like: http://www.flickr.com/photos/43342833@N04/6190895429/in/photostream Cheers, Paul -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Strange Build Result
I produced project files with CMake and built FG release 2.4.0 with MSVS2008 (latest service pack, built on Windows7 64bit). The overall process worked with minor glitches, but executable has only 5.18Mb compared to 9.2MB of the FG Release. It runs, the initialization phase succeeds successfully, but in the virtual environment i only see the HUD bars and sky color background. The application menue is fully operational. The only option i left out is the SVN dependency. Tried to run my executable in fully built own environment as well as in the release 2.4.0 installer provided one with the same result. Any idea? -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Running FG in debug mode? Profiling?
Is it possible to run FG in debug mode stepping with some IDE? I built FG with MS VS 2008 an MSVS 2010. While both toolchains produce working executables, none of them would run in debug mode. Launching a debug version of fgfs.exe just plain off without IDE in backstages fails in both cases due memory allocation errors while processing png textures. Is the 3.0.1 OSG version guilty? I noticed changed dependencies compared with current 2.4.0 FG and OSG version it uses: my 3.0.1 OSG asks for libpng13.dll and zlib.dll. The OSG compiled into 2.4.0 release is just happy with its internal png reader in osgdb_png***.dll Also, does anyone tried to profile FG with gprof or something? Best Regards Paul -- Doing More with Less: The Next Generation Virtual Desktop What are the key obstacles that have prevented many mid-market businesses from deploying virtual desktops? How do next-generation virtual desktops provide companies an easier-to-deploy, easier-to-manage and more affordable virtual desktop model.http://www.accelacomm.com/jaw/sfnl/114/51426474/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Code::Blocks IDE Project files for Linux?
Does someone have project files for Code::Blocks IDE for Linux? I would like to compile FG on Linux with Intel Compiler and profile the debug output with Parallel Studio. Best Regards Paul -- Special Offer -- Download ArcSight Logger for FREE! Finally, a world-class log management solution at an even better price-free! And you'll get a free Love Thy Logs t-shirt when you download Logger. Secure your free ArcSight Logger TODAY! http://p.sf.net/sfu/arcsisghtdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Which compiler has been used for Release 2.4.0?
For compatibility i would like to know, which compiler has been used for building the 2.4.0 windows release? -- Special Offer -- Download ArcSight Logger for FREE! Finally, a world-class log management solution at an even better price-free! And you'll get a free Love Thy Logs t-shirt when you download Logger. Secure your free ArcSight Logger TODAY! http://p.sf.net/sfu/arcsisghtdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Content protection for modders?
Hello all, i see the intention behind protecting models has been misunderstood. Lets clarify the issues: the modellers asked me to provide secured file format to prevent model theft and resell for benefit. They are willing to contribute to FG and don't plan to sell add-ons. Instead they would like to see their copyright enforced and not abused by others. AFAIK open source licenses in generall are about the programs and their code, not the conent people create with this software. I bet noone would ask companies using open office to disclose their documents or excel sheets ;). I also notice that MSFS enjoys greater attention by add-on creators. As for the protection realization: i think of an OSG format plugin supporting common OSG plugin conventions. The code won't be disclosed and only shipped in compiled form for dynamic linking against. Best Regards Paul -- EMC VNX: the world's simplest storage, starting under $10K The only unified storage solution that offers unified management Up to 160% more powerful than alternatives and 25% more efficient. Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Content protection for modders?
Hello everybody, not sure if this discussion arose before... From what i have seen so far, all usable 3d formats for aircraft/building models are either ASCII text or reversible/convertible formats. Mod developers told me, that they would wish close format for 3d models which would prevent reverse engineering of the content they create for free. I feel it is a legitim wish and would invite more modelers to join the FlightGear project. Is it legal to provide closed source plug-in to FlightGear (more exact OSG file reader plug-in). The only need to keep code close is the prevention of reverse engineering. Thoughts, suggestions? Best Regards Paul -- EMC VNX: the world's simplest storage, starting under $10K The only unified storage solution that offers unified management Up to 160% more powerful than alternatives and 25% more efficient. Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Near Clipping in the virtual cockpit: please help!!
Curtis, I know, it's a problem solved in FG many years ago :). I know it arises in all simulations and has to be solved in some way. Falcon4 for example apears to be scaling the cockpit model 10x of original size (from what i have seen in the code). Thanks for advice, i will check it! It was also my idea to feature ordered renderinging and switching z-depth depending on the stage, now i have to discover how :D Thanks! -- The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. http://p.sf.net/sfu/intel-dev2devfeb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Near Clipping in the virtual cockpit: please help!!
Hello! I have unsolved problem driving me nuts for weeks now. In my opengl application the terrain presentation is flickering very frequently (either as whole our 1/3 of all polygons). The problem disappears as soon as i increase the near clipping value. The problem root is the z buffer precision, but greater near clipping in turn truncates much of the virtual cockpit display. How did you solve the clipping problem in flight gear??? Thanks in advance Paul -- The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. http://p.sf.net/sfu/intel-dev2devfeb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Global Coordinate System
Hello! I'm a hobby programmer and work on a flight simulation project as well and would like to ask probably a trivial question: Lets the global origin of the coordinate system be at 0deg lat and 0deg lon. While moving an aircraft within 100km off the global origin, the movement and camera rotation / position work smooth. When moving further away the transformations start to jitter increasingly, transformations are less exact. The problem is most probably rooted in rounding error. Solution for this problem is the switch to the local coordinate system. My question is: how the local/global coordinates are managed in FlightGear? Where in the code i could reivew your solution? How do you solve the momentum of entering critical distances of the local coordinate system, ergo moving local coordinate system to get the aircraft back again within the limits of the local coordinate system? Kind Regards and thanks in advance Paul -- Centralized Desktop Delivery: Dell and VMware Reference Architecture Simplifying enterprise desktop deployment and management using Dell EqualLogic storage and VMware View: A highly scalable, end-to-end client virtualization framework. Read more! http://p.sf.net/sfu/dell-eql-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel