* Mathias Fröhlich -- Friday 07 July 2006 11:25:
> I did not yet find time to look into that. And I doubt that I
> will find this weekend.
No problem. While comments are, of course, very welcome already,
I wouldn't be all that happy about other involvement at this time,
anyway. I'd prefer if I co
On Tuesday 04 July 2006 18:14, Melchior FRANZ wrote:
> * Erik Hofman -- Monday 03 July 2006 13:45:
> > What you could do right now is committing the new HUD code [...]
>
> Done. It can be activated via /sim/hud/visibility[1] and can be used
> at the same time as the old HUD (/sim/hud/visibility[0])
* Erik Hofman -- Monday 03 July 2006 13:45:
> What you could do right now is committing the new HUD code [...]
Done. It can be activated via /sim/hud/visibility[1] and can be used
at the same time as the old HUD (/sim/hud/visibility[0]). It's not
identical, but in the end it should (almost) be. Th
On Monday 03 July 2006 22:18, Melchior FRANZ wrote:
> > To see if this path is worthwhile, it would be good to see the cleaned up
> > code ...
>
> I hope I can commit tomorrow. But the drawing code didn't change much
> at all. My changes are mostly about cleaning up the classes, removing
> redundan
* Mathias Fröhlich -- Monday 03 July 2006 22:10:
> May be we can implement a special leaf node that provides some vector drawing
> primitives like lines or something like that. [...]
sounds good
> To see if this path is worthwhile, it would be good to see the cleaned up
> code ...
I hope I c
On Monday 03 July 2006 21:37, Melchior FRANZ wrote:
> But before that we should really have a plan. I for one am against
> using animations and textures for HUD symbols, and also against a
> mixture of two techniques. An inhomogenous solution will cause nothing
> but problems, starting with differe
Melchior FRANZ a écrit :
> The question would then only
> be, how to draw lines if not with gl* commands, and how to transfer
> that into the scenegraph?!
>
You can make a new ssgVtxTable with GL_LINES type :
ssgLeaf *leaf = new ssgVtxTable( GL_LINES, vertexList, normalList,
texCoordList, col
* Mathias Fröhlich -- Monday 03 July 2006 21:32:
> Either by submitting patches between us or by using cvs for that task.
But before that we should really have a plan. I for one am against
using animations and textures for HUD symbols, and also against a
mixture of two techniques. An inhomogenous
On Monday 03 July 2006 14:09, Erik Hofman wrote:
> Melchior FRANZ wrote:
> > * Erik Hofman -- Monday 03 July 2006 13:45:
> >> What you could do right now is committing the new HUD code [...]
> >
> > ... but I should probably do that anyway, just so we have concrete
> > code to discuss, and maye eve
On Monday 03 July 2006 09:08, Melchior FRANZ wrote:
> OK, but how should I go on with the broken F16 tape?! Mathias will probably
> change that anyway, so is it worth spending time to fix it now?
>
> To make that clear: I very much agree with Mathias plans, at least so
> far as I know them. Putting
On Monday 03 July 2006 08:23, Melchior FRANZ wrote:
> You apparently missed that I had started to work on a new HUD
> implementation in src/Instrumentation/HUD/. It is based on the old HUD, but
> heavily changed, cleaned up, extended. I spent at least 20 hours work on
> that, and you didn't bother
Melchior FRANZ wrote:
> * Erik Hofman -- Monday 03 July 2006 13:45:
>> What you could do right now is committing the new HUD code [...]
>
> ... but I should probably do that anyway, just so we have concrete
> code to discuss, and maye even to work on. It should just be noted
Agreed.
> that this
* Erik Hofman -- Monday 03 July 2006 13:45:
> What you could do right now is committing the new HUD code [...]
... but I should probably do that anyway, just so we have concrete
code to discuss, and maye even to work on. It should just be noted
that this is still unfinished, and should be treated
* Erik Hofman -- Monday 03 July 2006 13:45:
> I *think* I see what you mean.
> What you could do right now is committing the new HUD code and activate
> it in the f16at-set.xml only (if that's possible) then more developers
> can look at it and try to figure out the problem.
No, no. You misunder
Melchior FRANZ wrote:
> BTW: the reason for this is that the F16 altitude tape uses this
> setting:
>
>
>/position/altitude-ft
>0.001
>100
>-100
>
>1
>0.1
>
>
> That is, as opposed to before, the tape doesn't see the real
> altitude at all anymore
* Melchior FRANZ -- Monday 03 July 2006 08:23:
> Tapes don't currently work for the F16 [...]
BTW: the reason for this is that the F16 altitude tape uses this
setting:
/position/altitude-ft
0.001
100
-100
1
0.1
That is, as opposed to before, the tape do
* Erik Hofman -- Monday 03 July 2006 08:58:
> I didn't have the impression that Mathias has been working on another
> implementation at all. He just seemed to have looked over the code and
> *did* try some workarounds for the HUD symbols to end up in the
> scenegraph. Which doesn't sound like m
Melchior FRANZ wrote:
> This new code still requires several more hours of work. Tapes don't currently
> work for the F16, everything needs more cleanup etc. A few FIXMEs to fix,
> some TODOs to do. But now that I know that you are working on yet another
> implementation, I consider every minute s
* Mathias Fröhlich -- Saturday 01 July 2006 10:48:
> On Saturday 01 July 2006 10:44, Melchior FRANZ wrote:
> > But it's not finished, and I'm not sure if I want to waste more time.
> Why 'waste time'?
> What do you have and what do you still need to do in your opinion?
You apparently missed that I
On Saturday 01 July 2006 10:44, Melchior FRANZ wrote:
> But it's not finished, and I'm not sure if I want to waste more time.
Why 'waste time'?
What do you have and what do you still need to do in your opinion?
Greetings
Mathias
--
Mathias Fröhlich, email: [EMAIL PROTECTED]
Using
Melchior FRANZ wrote:
> * Erik Hofman -- Saturday 01 July 2006 10:39:
>> It would already be an improvement to add what you have now (using
>> properties and such) and take care of using the scenegraph at some later
>> time IMHO.
>
> But it's not finished, and I'm not sure if I want to waste mor
On Saturday 01 July 2006 10:36, Melchior FRANZ wrote:
> * Mathias Fröhlich -- Saturday 01 July 2006 10:30:
> > I would like to get rid of the direct opengl calls in the hud. Drawing
> > the hud with some kind of multi stage rendering is an other different
> > thing we can think about. See the remar
* Erik Hofman -- Saturday 01 July 2006 10:39:
> It would already be an improvement to add what you have now (using
> properties and such) and take care of using the scenegraph at some later
> time IMHO.
But it's not finished, and I'm not sure if I want to waste more time.
m.
Using Tomcat but n
Melchior FRANZ wrote:
> OK, so I shall stop any further work on the HUD? No problem. Done.
> Would have been nice if you had spoken up a little sooner. We are
> discussing the HUD now since a long time.
It would already be an improvement to add what you have now (using
properties and such) and t
* Mathias Fröhlich -- Saturday 01 July 2006 10:30:
> I would like to get rid of the direct opengl calls in the hud. Drawing the
> hud
> with some kind of multi stage rendering is an other different thing we can
> think about. See the remark in the other mail.
OK, so I shall stop any further wor
On Saturday 01 July 2006 10:20, Melchior FRANZ wrote:
> BTW: this is already doable via render-to-texture. Unfortunately, I
> can't find the reason why the contents appear quite dark and the
> settings that work well on the 2D/3D HUD don't work there.
And keep in mind, that our rendertexture imple
On Saturday 01 July 2006 10:20, Melchior FRANZ wrote:
> * Mathias Fröhlich -- Saturday 01 July 2006 09:28:
> > What do you think about putting that stuff into the scenegraph [...]
>
> BTW: this is already doable via render-to-texture. Unfortunately, I
> can't find the reason why the contents appear
* Mathias Fröhlich -- Saturday 01 July 2006 10:19:
> I have already looked into that some time ago. I believe I understand more or
> less what is done there.
So do I. But that's not enough.
m.
Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with
* Mathias Fröhlich -- Saturday 01 July 2006 09:28:
> What do you think about putting that stuff into the scenegraph [...]
BTW: this is already doable via render-to-texture. Unfortunately, I
can't find the reason why the contents appear quite dark and the
settings that work well on the 2D/3D HUD do
On Saturday 01 July 2006 09:38, Melchior FRANZ wrote:
> * Mathias Fröhlich -- Saturday 01 July 2006 09:28:
> > So you are currently redoing the hud geometries?
>
> Possiblty some of it. But first I wanted to have the source that the
> original author reportedly used, because I hoped that this would
* Mathias Fröhlich -- Saturday 01 July 2006 09:28:
> So you are currently redoing the hud geometries?
Possiblty some of it. But first I wanted to have the source that the original
author reportedly used, because I hoped that this would make the messy code
easier to understand. Not sure yet if this
On Saturday 01 July 2006 09:14, Melchior FRANZ wrote:
> Seems easy to find, but wasn't[1]:
>
> http://www.hf.faa.gov/docs/milstd1787b.zip
>
> The newest version should be 1878c, though ...
Ok.
I did not find the newest one either.
So you are currently redoing the hud geometries?
What do you thin
* Melchior FRANZ -- Saturday 01 July 2006 09:14:
> http://www.hf.faa.gov/docs/milstd1787b.zip
>
> The newest version should be 1878c, though ...
1787c, of course. :-)
m.
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Get stuff done quickly with pre-integrated techn
Seems easy to find, but wasn't[1]:
http://www.hf.faa.gov/docs/milstd1787b.zip
The newest version should be 1878c, though ...
m.
[1]
http://www.hf.faa.gov/WorkbenchTools/default.aspx?rPage=Tooldetails&subCatId=39&toolID=165
Using Tomcat but need to do more? Need to support web services, sec
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