RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Oliver wrote --(en/dis)able-enhanced-lighting This is in CVS now ( should show up in a few hours on SF ). In the meantime, a screenshot : http://frbouvi.free.fr/flightsim/fgrun-basic.jpg Very nice. But i suggest to move the enhanced-lighting option into the advanced menu or at

Re: [Flightgear-devel] Aircraft loading problem in 9.8

2005-01-24 Thread Erik Hofman
Ampere K. Hardraade wrote: Now, I got a little problem of my own. Initially, I couldn't compile plib because it kept saying that I am missing glList and glLookat. This was fixed after I installed mesag3, and the computer automatically removed libraries belonged to x-window and x-lib-mesa.

Re: [Flightgear-devel] Re: AirportList

2005-01-24 Thread Erik Hofman
Andrew Midosn wrote: I can understand Austin wanting to keep the airport file as lean as possible, but like yourself I think the country information is useful. I have only looked at a demo of X-Plane, but if I remember correctly the airport list is similar to FlightGear's - very long and hard to

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Vivian Meazza wrote: On a Pentium 4 2.8 with a GeForce 5200 I get similar results. In addition, checking this option during run-time changes the colours in the cockpit of the some 3d models (I haven't tested them all). Unchecking it doesn't change the colour back. Is this a viable option, or is

Re: [Flightgear-devel] Model animation

2005-01-24 Thread Frederic Bouvier
Quoting Ampere K. Hardraade [EMAIL PROTECTED]: On January 23, 2005 10:38 pm, Jorge Van Hemelryck wrote: On Mon, 24 Jan 2005 00:39:36 +0100 Frederic Bouvier wrote: Soon on your screen : http://frbouvi.free.fr/flightsim/fg-spin-perso.jpg Has this screenshot been taken near

Re: [Flightgear-devel] Model animation

2005-01-24 Thread Frederic Bouvier
Quoting Dave Martin : On Sunday 23 Jan 2005 23:39, Frederic Bouvier wrote: Jon Stockill a écrit : Frederic Bouvier wrote: If you look at the tower-medium.xml, you will have an idea on how it is made. Jon, I will see if I can do something during the week for the spin animation.

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik Hofman wrote: Vivian Meazza wrote: On a Pentium 4 2.8 with a GeForce 5200 I get similar results. In addition, checking this option during run-time changes the colours in the cockpit of the some 3d models (I haven't tested them all). Unchecking it doesn't change the colour

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Frederic Bouvier schrieb: Erik Hofman wrote : Frederic Bouvier wrote: This is in CVS now ( should show up in a few hours on SF ). In the meantime, a screenshot : http://frbouvi.free.fr/flightsim/fgrun-basic.jpg If you're going this path

Re: [Flightgear-devel] Model animation

2005-01-24 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Dave Martin schrieb: Also, I was actually thinking about Wind Turbines earlier today; are you having them face into-wind and altering the rotation speed depending on windspeed? They don't vary that much in real-life (they are governed) but

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik wrote: Vivian Meazza wrote: Thanks for this explanation. Why does it only seem to work one way? The description 'enhanced lighting' is not particularly helpful. Oh, this is about enhanced (runway) lighting. That's a different story, I was talking about specular highlights which

Re: [Flightgear-devel] Model animation

2005-01-24 Thread Frederic Bouvier
I wrote: I also have to update documentation. Basically, in the spin animation, you'll replace : factor2.0/factor starting-pos-deg0/starting-pos-deg by : factor random min1.8/min max2.2/max /random /factor starting-pos-deg random min0/min

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Vivian Meazza wrote: Right, so ignore all the foregoing - why does 'enhanced lighting (runway)' change the colour of some 3d panels? Perhaps an artifact of the video card? And why isn't it reversible? I'm not sure about the change in color of the 3d panels, I've never noticed that myself.

Re: [Flightgear-devel] Model animation

2005-01-24 Thread Martin Spott
Christian Mayer wrote: There are 3 possibilities This is a bit different from the wind turbines we have near EDLN (Cologne area). If the wind is too high they feather their blades but still are being turned to face the wind - I think this is being required by the layout of the hub structure.

Re: [Flightgear-devel] Re: AirportList

2005-01-24 Thread Paul Surgeon
On Monday, 24 January 2005 10:48, Erik Hofman wrote: Maybe it's even a better idea to have a world map image where you can zoom in in three or four steps to select the desired airport? If someone could add ssgContext support or some way to render to a texture or window inside of FG I could add

Re: [Flightgear-devel] Rain and snow videos or photos

2005-01-24 Thread Roman Grigoriev
Thanx Ampere! The main thing I got - blur on terrain and objects and blurry runway lights and also reflections from wet runway. Ok I try to implement it ;-) Thanx - Original Message - From: Ampere K. Hardraade [EMAIL PROTECTED] To: FlightGear developers discussions

Re: [Flightgear-devel] Aircraft loading problem in 9.8

2005-01-24 Thread Curtis L. Olson
Ampere K. Hardraade wrote: On January 21, 2005 09:01 am, Frederic Bouvier wrote: Quoting Innis Cunningham: Curtis L. Olson writes Innis, I had no problem loading the version Ampere sent me in v0.9.8. I did notice there was a large (and seemingly arbitrary) mix of file permission,

Re: [Flightgear-devel] Model animation

2005-01-24 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Martin Spott schrieb: Christian Mayer wrote: There are 3 possibilities This is a bit different from the wind turbines we have near EDLN (Cologne area). If the wind is too high they feather their blades but still are being turned to face

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik Hofman wrote: Vivian Meazza wrote: Right, so ignore all the foregoing - why does 'enhanced lighting (runway)' change the colour of some 3d panels? Perhaps an artifact of the video card? And why isn't it reversible? I'm not sure about the change in color of the 3d panels, I've

Re: [Flightgear-devel] Model animation

2005-01-24 Thread Jon Stockill
Christian Mayer wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Martin Spott schrieb: Christian Mayer wrote: There are 3 possibilities This is a bit different from the wind turbines we have near EDLN (Cologne area). If the wind is too high they feather their blades but still are being

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Oliver C.
On Monday 24 January 2005 11:05, Erik Hofman wrote: Vivian Meazza wrote: Thanks for this explanation. Why does it only seem to work one way? The description 'enhanced lighting' is not particularly helpful. Oh, this is about enhanced (runway) lighting. That's a different story, I was

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 13:37, Oliver C. wrote: On Monday 24 January 2005 11:05, Erik Hofman wrote: Vivian Meazza wrote: Thanks for this explanation. Why does it only seem to work one way? The description 'enhanced lighting' is not particularly helpful. Oh, this is about enhanced

Re: [Flightgear-devel] Re: AirportList

2005-01-24 Thread Andrew Midosn
--- Paul Surgeon [EMAIL PROTECTED] wrote: On Monday, 24 January 2005 10:48, Erik Hofman wrote: Maybe it's even a better idea to have a world map image where you can zoom in in three or four steps to select the desired airport? If someone could add ssgContext support or some way to

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Oliver C.
On Monday 24 January 2005 15:05, Dave Martin wrote: I've also been confused by the monumental frame drop that even the simple runway lighting can produce at airports such as EGLL. And I do have a fairly hefty system which has been known to run graphical behemoths like Doom3 at a fair lick.

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Dave Martin wrote: On Monday 24 Jan 2005 13:37, Oliver C. wrote: On Monday 24 January 2005 11:05, Erik Hofman wrote: Vivian Meazza wrote: Thanks for this explanation. Why does it only seem to work one way? The description 'enhanced lighting' is not particularly helpful. Oh,

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:01, Oliver C. wrote: On Monday 24 January 2005 15:05, Dave Martin wrote: I've also been confused by the monumental frame drop that even the simple runway lighting can produce at airports such as EGLL. And I do have a fairly hefty system which has been known to run

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Dave Martin wrote: On Monday 24 Jan 2005 14:01, Oliver C. wrote: I assume that this feature is not supported by the hardware on the consumer video cards. So OpenGL falls back to software mode. That's why we get 1-3 fps here. Well, thats interesting; would that also explain why the normal 'point'

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:24, Erik Hofman wrote: Dave Martin wrote: On Monday 24 Jan 2005 14:01, Oliver C. wrote: I assume that this feature is not supported by the hardware on the consumer video cards. So OpenGL falls back to software mode. That's why we get 1-3 fps here. Well, thats

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik Hofman Dave Martin wrote: On Monday 24 Jan 2005 14:01, Oliver C. wrote: I assume that this feature is not supported by the hardware on the consumer video cards. So OpenGL falls back to software mode. That's why we get 1-3 fps here. Well, thats interesting; would that also

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Vivian Meazza wrote: Erik Hofman An alternative might be to use pentagonal vertex-fans and alpha blending ^^^ And in English that is ... ? :-) Is that some voodoo? Oh sorry, just a disc constructed from five polygons. Erik

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:47, Erik Hofman wrote: Dave Martin wrote: How about basic poly with a tiny texture set as 'spherical' (much as is done with the bo105 lights) Would that allow for better performance on consumer hardware or is that too simmilar to the method in use? It might be

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Dave Martin wrote: On Monday 24 Jan 2005 14:47, Erik Hofman wrote: Dave Martin wrote: How about basic poly with a tiny texture set as 'spherical' (much as is done with the bo105 lights) Would that allow for better performance on consumer hardware or is that too simmilar to

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 15:44, Vivian Meazza wrote: It would be nice to find a 'solution' to better frame-rates at illuminated airports tho because landing at EGLL at night can be near impossible even on 'good' hardware. This is a good question: just haw are people managing this one? It's

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Jim Wilson
Frederic Bouvier said: I implemented something in between : http://frbouvi.free.fr/flightsim/fgrun-basic-2.jpg The popup on this window is modal and stay as long as FG is running : http://frbouvi.free.fr/flightsim/fgrun-basic-3.jpg Very nice! Best, Jim

Re: [Flightgear-devel] Problem with Beaver and sound

2005-01-24 Thread Erik Hofman
Frederic Bouvier wrote: I just discovered that FG is suggesting me to upgrade my sound driver after alGenSources failed :-( This is the first time and all the other aircraft I tried never did the same. I even remember flying successfully with it not far ago. This should be fixed in SimGear CVS

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Jim Wilson
Dave Martin said: Well, I'm basically showing it the sharp-end of an AMD 3200XP with 1GB dual-channel and a 128Mb GeFarce FX5800 Ultra-Leaf-Blower and hoping for the best. ;-) Hehe...yeah...everyone should have one of those. My FX5700 LE, decidedly non-ultra consumer grade, goes into

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Jim Wilson
Erik Hofman said: Dave Martin wrote: On Monday 24 Jan 2005 14:01, Oliver C. wrote: I assume that this feature is not supported by the hardware on the consumer video cards. So OpenGL falls back to software mode. That's why we get 1-3 fps here. Well, thats interesting; would that

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 17:50, Jim Wilson wrote: Erik Hofman said: Dave Martin wrote: On Monday 24 Jan 2005 14:01, Oliver C. wrote: I assume that this feature is not supported by the hardware on the consumer video cards. So OpenGL falls back to software mode. That's why we get 1-3 fps

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Curtis L. Olson
Dave Martin wrote: On Monday 24 Jan 2005 17:50, Jim Wilson wrote: Erik Hofman said: Dave Martin wrote: On Monday 24 Jan 2005 14:01, Oliver C. wrote: I assume that this feature is not supported by the hardware on the consumer video cards. So OpenGL falls back to software

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Paul Surgeon
On Monday, 24 January 2005 20:32, Curtis L. Olson wrote: The opengl interface itself (for a variety of good reasons) doesn't provide you a way to directly tell if something is implimented in hardware or software. Note that this isn't dropping your whole card into software rendering mode, it's

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Curtis L. Olson
Paul Surgeon wrote: On Monday, 24 January 2005 20:32, Curtis L. Olson wrote: The opengl interface itself (for a variety of good reasons) doesn't provide you a way to directly tell if something is implimented in hardware or software. Note that this isn't dropping your whole card into software

Re: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread Durk Talsma
Hi Folks, Since I haven't seen any response to my question I guess it's either so hard that nobody knows the answer, or it just slipped by while everybody was fighting each other last week. :-) Anyways, I'm still interested in potential solutions. Cheers, Durk On Saturday 22 January 2005

Re: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread Curtis L. Olson
Durk Talsma wrote: Hi Folks, Since I haven't seen any response to my question I guess it's either so hard that nobody knows the answer, or it just slipped by while everybody was fighting each other last week. :-) Anyways, I'm still interested in potential solutions. Cheers, Durk On Saturday

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 19:39, Curtis L. Olson wrote: Something about runway lighting has changed recently. Either newer nvidia drivers/cards have intentionally slowed down some things, or we are doing something different. I don't recall a change on our end, but previously, I never saw any

Re: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread Durk Talsma
On Monday 24 January 2005 20:57, Curtis L. Olson wrote: Hi Durk, The terrain elevation system could stand to be looked at a bit. I think there is still a lurking bug where the wrong elevation can be returned under some circumstances immediately after a tile boundary is crossed. There are

RE: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread Norman Vine
Curtis L. Olson writes: The terrain elevation system could stand to be looked at a bit. I think there is still a lurking bug where the wrong elevation can be returned under some circumstances immediately after a tile boundary is crossed. There are some optimizations in the current

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik wrote: Vivian Meazza wrote: Erik Hofman An alternative might be to use pentagonal vertex-fans and alpha blending ^^^ And in English that is ... ? :-) Is that some voodoo? Oh sorry, just a disc constructed from five

RE: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread Norman Vine
Durk Talsma writes: What I am really looking for is a hint where I can find the code in FlightGear that actually does these calculations. I tried tracing back through the functions that eventually set the value of the /environment/ground-elevation-m property, but couldn't really figure

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Andy Ross
Jim Wilson wrote: Here is my local config for the p51d yasim propeller. Most of these values are pretty much on target according to actual specifications. The problem is that it appears to not produce sufficient thrust. I did actually get started on this at one point. :) The first problem I

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 20:15, Dave Martin wrote: On Monday 24 Jan 2005 19:39, Curtis L. Olson wrote: Something about runway lighting has changed recently. Either newer nvidia drivers/cards have intentionally slowed down some things, or we are doing something different. I don't recall a

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 20:22, Vivian Meazza wrote: Erik wrote: Vivian Meazza wrote: Erik Hofman An alternative might be to use pentagonal vertex-fans and alpha blending ^^^ And in English that is ... ? :-) Is that some

Re: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread David Luff
On 24/01/2005 at 21:17 Durk Talsma wrote: What I am really looking for is a hint where I can find the code in FlightGear Hi Durk, I obtain ground elevation for taxiing AI traffic in AILocalTraffic.cxx, lines 1569 - 1602 (or thereabouts). Note that this is not a cheap operation, and you

RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Dave Martin wrote On Monday 24 Jan 2005 20:22, Vivian Meazza wrote: Erik wrote: Vivian Meazza wrote: Erik Hofman An alternative might be to use pentagonal vertex-fans and alpha blending ^^^ And in English that is

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Tiago Gusmo
Vivian Meazza wrote: Dave Martin wrote: On Monday 24 Jan 2005 13:37, Oliver C. wrote: On Monday 24 January 2005 11:05, Erik Hofman wrote: Vivian Meazza wrote: Thanks for this explanation. Why does it only seem to work one way? The description 'enhanced

Re: [Flightgear-devel] Rain and snow videos or photos

2005-01-24 Thread Ampere K. Hardraade
On January 24, 2005 06:16 pm, Roman Grigoriev wrote: Thanx Ampere! The main thing I got - blur on terrain and objects and blurry runway lights and also reflections from wet runway. Ok I try to implement it ;-) Thanx Speaking of blur, is there someway to apply antialiasing effect in the area

Re: [Flightgear-devel] Aircraft loading problem in 9.8

2005-01-24 Thread Ampere K. Hardraade
On January 24, 2005 03:45 am, Erik Hofman wrote: I expect you have replaced the accelerated drivers by a software only driver now. You should have installed the mesag3-dev package only. Erik On January 24, 2005 07:32 am, Curtis L. Olson wrote: As someone else mentioned, it sounds like you

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Ampere K. Hardraade
On January 24, 2005 12:50 pm, Jim Wilson wrote: Just out of curiosity, is anyone getting this slowdown with ATI cards? Best, Jim If you mean whether I get slow down on airport at night, the answer is yes. In external view, I get about 6-7fps. At night, the framerates get halved. Ampere

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Jim Wilson
Andy Ross said: Jim Wilson wrote: Here is my local config for the p51d yasim propeller. Most of these values are pretty much on target according to actual specifications. The problem is that it appears to not produce sufficient thrust. I did actually get started on this at one point.

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Andy Ross
Jim Wilson wrote: So, let's assume you got a good manual. How does this RPM governor control work? And how can I implement that in YASim? Just set min-rpm and max-rpm properties to the RPMs in the handbook, basically. The propeller will automatically modify its pitch to seek to those values.

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Jim Wilson
Andy Ross said: Jim Wilson wrote: So, let's assume you got a good manual. How does this RPM governor control work? And how can I implement that in YASim? Just set min-rpm and max-rpm properties to the RPMs in the handbook, basically. The propeller will automatically modify its pitch

[Flightgear-devel] Segmentation fault while using textures...

2005-01-24 Thread D Wysong
Hello all - I'm creating/applying a texture under the HUD in order to project the HUD onto live video. Works fine until I get smacked with a Segmentation fault (trace attached) that seems to be appearing over in plib. ??? I can faithfully recreate the seg fault with the following steps: 1.

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Andy Ross
Jim Wilson wrote: If you look at that manual the diagram in Section I that shows the control box, indicates at #12 Prop Control (I've only got about 6 pages from that manual). That's the blue knob with the P on it in the model. The control box indicates Max RPM with the blue knob all the way

Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Paul Surgeon
On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote: After reading the glPointSize doc, I think the problem is in using point sizes bigger than 1 and point antialiasing at the same time I can't test it now, can someone do it? just disable GL_POINT_SMOOTH and see it there is an fps

Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-24 Thread Manuel Massing
Hello Robicd, I've made a .ase 3d object (a Villa of my town) for a scenery. I have a satellite picture of the place where the Villa resides, which has datum wgs84 coordinates of the two corners of the bitmap. I really don't know how to convert such coordinates (1st corner is