Re: [Flightgear-devel] lights need help

2005-07-11 Thread Erik Hofman

tom bonnell wrote:

hi

i am tryin to add some lights activated in dark like the ones in a4
aircraft...(red on top and a white in lg door) . I look at the
xml declerations of some structural models but I did not make it
work.. what I did was building simple ac model and xml to test scene
with respect to b105   but  didnt work . please help..


There are two thing you might want to keep in mind:

1. PLib doesn't render objects with one surface, so if you defined one
   quad you will need to split it up in two triangles instead.

2. Lights are made up of emissive materials in OpenGL, if you want them
   to stand out at night you will need to adjust the values of the
   emissive color.

Erik

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[Flightgear-devel] lights need help

2005-07-10 Thread tom bonnell


hi 
i am tryin to add some lights activated in dark like the ones in a4 aircraft...(red on top and a white in lg door) . I look at the xmldeclerations of somestructural models but I did not make it work.. what I did was building simple ac model and xml to test scene with respect tob105 but didnt work.please help..
PropertyList
pathligts.ac/path
animation
typebillboard/type
object-nameBox01/object-name
/animation
animation
typescale/type
object-nameBox01/object-name
property/sim/time/sun-angle-rad/property
offset-1.4/offset
x-min1/x-min
y-min1/y-min
z-min1/z-min
x-factor12/x-factor
y-factor12/y-factor
z-factor12/z-factor
/animation
/PropertyList

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
Sorry Erik
I don't want offend anyone here
But If I know that shaders will be used sometimes in fgfs I will work on
them but there are a lot of work to do and if anyone colud help me we can
work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as framework
for using shaders in fgfs. What do you think about it?
We can discuss it. if we will work on this shader framework we can make
things better.
Thanx in advance
Bye

- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 5:48 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:

  But fgfs community refuse to use it :(

 You could have made it easier if you had adopted FlightGear's rules for
 platform independent OpenGL extension support, kept the code style close
 to what is used in FlightGear, didn't add a new class at a place where
 it doesn't belong and prevented buffer overflows yourself.

 It requires just too much time to clean up the code before it would
 become useful.

 Erik

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Ampere K. Hardraade
On June 21, 2005 03:34 am, Roman Grigoriev wrote:
 to Harald JOHNSEN:
 spot lights in fgfs I had 3 years ago. they worked on vertex program and
 registercombiners but everyone afraid of vertex programs and multitexturing
 You can see some screens here http://fgfs.narod.ru
In my opinion, if the code exists already, then it shouldn't be wasted.

Just a couple of questions:

What is the performance hit as a percentage of the highest framerate?

What is the minimal graphic card requirment?

Would you mind explaining how your code works?

I understand that you have a framework for this.  Would you mind explaining to 
me what this framework is and how it works?

How flexible is this particular code?  For example, can the inside of the 
hangar be lit?

Can the light be cast on to other objects beside the ground?



Thanks in advance,
Ampere

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Erik Hofman

Roman Grigoriev wrote:

Sorry Erik
I don't want offend anyone here
But If I know that shaders will be used sometimes in fgfs I will work on
them but there are a lot of work to do and if anyone colud help me we can
work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as framework
for using shaders in fgfs. What do you think about it?
We can discuss it. if we will work on this shader framework we can make
things better.


I would like to add support for them, just in the proper way. That's why 
it is still in my TODO box. It's just the time ...


Here are a few things to consider:

1. Move the Shader class over to a new file (probably shader.cxx and
   shader.hxx) in SimGear/simgear/screen

2. Use the SimGear extension header files (you will probably need to
   extend them (see FlightGear/docs-mini/README.extensions)

Erik


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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev

- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 11:56 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:
  Sorry Erik
  I don't want offend anyone here
  But If I know that shaders will be used sometimes in fgfs I will work on
  them but there are a lot of work to do and if anyone colud help me we
can
  work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as
framework
  for using shaders in fgfs. What do you think about it?
  We can discuss it. if we will work on this shader framework we can make
  things better.

 I would like to add support for them, just in the proper way. That's why
 it is still in my TODO box. It's just the time ...

 Here are a few things to consider:

 1. Move the Shader class over to a new file (probably shader.cxx and
 shader.hxx) in SimGear/simgear/screen

 2. Use the SimGear extension header files (you will probably need to
 extend them (see FlightGear/docs-mini/README.extensions)

 Erik

I think that you are right Erik!
But I propose a technique and you Erik - fgfs maitainer, so you can decide
where to put this classes
I think this shader method have advantages that shaders are in text files
that can be changed by users without compiling all simgear and flightgear
sources. This framework add you functionality to optimize shaders to you
current architecture (NV/ATI or other machines) so we have higher
framerates. because you can specify shaders that can be loaded to NV only or
ATI only and during fgfs startup we can detect archtecture and load proper
shader. for example using NV shaders on NV hardware can get 20% boost to
framerate.
and detection of hardware is so easy you can only querry about
NV_fragment_program extension - so you have NV hardware overwise -ATI or
other videocard.
But I don't know about SGI - does this architecture support shaders at all?
So I think that if you add new classes to simgear people can start using
them and mekes things better.
Roman



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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Erik Hofman

Roman Grigoriev wrote:


But I don't know about SGI - does this architecture support shaders at all?
So I think that if you add new classes to simgear people can start using
them and mekes things better.


SGI, ehm, well yes, sort of.
They invented the shaders, but only have a software (CPU) 
implementation available ...


Erik

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
Ok Ampere
I try to explain so forgive me to my bad english
Lets start from simple For example about runway lights
http://fgfs.narod.ru/glsl.tar.gz
I think that its' not good to use sphere mapping for runway lights points to
calculate visibility and have using triangles instead points. - so you have
huge framerate drops on NV.
but points are quads in close view so you have to use point smooth extesion
have give us framerate drop.
So I decided to use NV_point_sprite extension
http://oss.sgi.com/projects/ogl-sample/registry/NV/point_sprite.txt that
supported from geforce4 or hier
now we have ARB_point_sprite that supports on ATI too ( but I have NV
GFX5950 so I develop on this hardware)
to have they smoohed and have glares on them like on this screen -
http://fgfs.narod.ru/fgfs-006.jpg
I take tga grayscale image with glare and put them into runway light point.
using points instead of polygons - great benefit because you only need 1
vertex insted of 3. but we can calculate visibility to directed runway
lights. w/o shaders you have to use sphere mapping but now we can use
shaders and get benefit from if. in scenery file (.stg) you have for runway
lights vertex positions, normals and color so normal of runway light - is
wnat we need to use because   it a visibility vector and we have view vector
only we need to dot3 them and we have visibility from 0 to 1 that 0- not
visible and 1 full visibility. also in vertex shader we calculate point
size - to have them faded on distances. visibility of lightpoint is placed
to alpha channel and goes to blender stage ( fragment shader) here we have
to add fog formulas and render them.
Its a short story how to render lightpoints :)
I advice you to see to sources  http://fgfs.narod.ru/glsl.tar.gz more deeply
to understand
I run it on GFX5950 linux 6629 (I don't try it on windows but it should
work) - If you have ATI you simply shange NV_point_sprite to
ARB_point_sprite but on nvidia hardware this can be slowdown 5-10%.
If you need more explanation I can give them but I suggest you to read about
shaders in Internet and visited some sites www.delphi3d.net
www.humus.ca http://developer.nvidia.com to see some examples.
Thanx in advance
Roman

- Original Message -
From: Ampere K. Hardraade [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 11:14 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 On June 21, 2005 03:34 am, Roman Grigoriev wrote:
  to Harald JOHNSEN:
  spot lights in fgfs I had 3 years ago. they worked on vertex program and
  registercombiners but everyone afraid of vertex programs and
multitexturing
  You can see some screens here http://fgfs.narod.ru
 In my opinion, if the code exists already, then it shouldn't be wasted.

 Just a couple of questions:

 What is the performance hit as a percentage of the highest framerate?

 What is the minimal graphic card requirment?

 Would you mind explaining how your code works?

 I understand that you have a framework for this.  Would you mind
explaining to
 me what this framework is and how it works?

 How flexible is this particular code?  For example, can the inside of the
 hangar be lit?

 Can the light be cast on to other objects beside the ground?



 Thanks in advance,
 Ampere

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev

- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:35 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:

  But I don't know about SGI - does this architecture support shaders at
all?
  So I think that if you add new classes to simgear people can start using
  them and mekes things better.

 SGI, ehm, well yes, sort of.
 They invented the shaders, but only have a software (CPU)
 implementation available ...

SO sorry to hear it but it's a reality in wich we live.
Roman


 Erik

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Martin Spott
Roman Grigoriev wrote:

 [...] because you can specify shaders that can be loaded to NV only or
 ATI only and during fgfs startup we can detect archtecture and load proper
 shader. for example using NV shaders on NV hardware can get 20% boost to
 framerate.
 and detection of hardware is so easy you can only querry about
 NV_fragment_program extension - so you have NV hardware overwise -ATI or
 other videocard.

Are you really willing to write special support for every piece of
hardware that's out there ? I slightly suspect that this will probably
not happen !?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev

- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:58 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:

  [...] because you can specify shaders that can be loaded to NV only or
  ATI only and during fgfs startup we can detect archtecture and load
proper
  shader. for example using NV shaders on NV hardware can get 20% boost to
  framerate.
  and detection of hardware is so easy you can only querry about
  NV_fragment_program extension - so you have NV hardware overwise -ATI or
  other videocard.

 Are you really willing to write special support for every piece of
 hardware that's out there ? I slightly suspect that this will probably
 not happen !?

We can simply use ARB extension - that support on ATI and NV but if you want
get some boost knowing some aspects of architecture sometimes up to 30% you
can simple use vendor specific extentions. That's it that I want to say. And
we can begin to use ARB extentions and after that we can add vendor specific
extensions.
Roman


 Martin.
 --
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Martin Spott
Roman Grigoriev wrote:

 We can simply use ARB extension - that support on ATI and NV but if you want
 get some boost knowing some aspects of architecture sometimes up to 30% you
 can simple use vendor specific extentions.

I simply fear exactly such proceeding this will manouvre FG into (a)
vendor specific corner(s) and offend numerous users,

Martin.
-- 
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--

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RE: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Vivian Meazza
Martin Spott

 Roman Grigoriev wrote:
 
  We can simply use ARB extension - that support on ATI and NV but if you
 want
  get some boost knowing some aspects of architecture sometimes up to 30%
 you
  can simple use vendor specific extentions.
 
 I simply fear exactly such proceeding this will manouvre FG into (a)
 vendor specific corner(s) and offend numerous users,
 

Not if Roman makes the hardware-specific extensions user-selectable, and as
I understand it, that is his proposal.

I think Roman should press on with this at full speed. It's been hanging
around for years. I would love to have some code to test. It all looks very
attractive.

Regards,

Vivian



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Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Harald JOHNSEN

Roman Grigoriev wrote:

 


I would like to add support for them, just in the proper way. That's why
it is still in my TODO box. It's just the time ...

Here are a few things to consider:

1. Move the Shader class over to a new file (probably shader.cxx and
   shader.hxx) in SimGear/simgear/screen

2. Use the SimGear extension header files (you will probably need to
   extend them (see FlightGear/docs-mini/README.extensions)

Erik
   



I think that you are right Erik!
But I propose a technique and you Erik - fgfs maitainer, so you can decide
where to put this classes
 

I second what Erik said, extract your code from render.cxx and put them 
in separates files.
Then it will be easier to use your code for new effects, no need for me 
to reinvente the wheel :-)

since you allready have exprerience with shaders.


I think this shader method have advantages that shaders are in text files
that can be changed by users without compiling all simgear and flightgear
sources. 


Good thing.


This framework add you functionality to optimize shaders to you
current architecture (NV/ATI or other machines) so we have higher
framerates. because you can specify shaders that can be loaded to NV only or
ATI only and during fgfs startup we can detect archtecture and load proper
shader. for example using NV shaders on NV hardware can get 20% boost to
framerate.
and detection of hardware is so easy you can only querry about
NV_fragment_program extension - so you have NV hardware overwise -ATI or
other videocard.
 

Ok, but we must at least have a generic hardware independant shader (arb 
or glsl).



But I don't know about SGI - does this architecture support shaders at all?
So I think that if you add new classes to simgear people can start using
them and mekes things better.
Roman

 

And of course shaders don't replace existing code (they can replace 
existing effect), they are allways optional.
I'll have a deeper look at your code in a few days, I need to finish the 
shadow code atm.


Harald.


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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev
to Harald JOHNSEN:
spot lights in fgfs I had 3 years ago. they worked on vertex program and
registercombiners but everyone afraid of vertex programs and multitexturing
You can see some screens here http://fgfs.narod.ru
But I work on it and now I have runway lights, landing lights, relief
mapping , DXT compression and another cool stuff that work on fragment and
vertex program
But fgfs community refuse to use it :(
to sad to hear it :((
but I have framework to use shaders from VP1.0 to GLSL in fgfs
but you have some influence in fgfs community so I think you can do what I
haven't done yet - have flightgear looks better by using some modern stuff.
we can discuss about shaders with you
feel free to mail me
Thanx in advance
Bye
- Original Message -
From: Ampere K. Hardraade [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 9:38 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
  You are a genius, forget my previous reply.
  We can't lighten pixels from the framebuffer because of the low
  precision (8 bits) but we can of course darken them.
  Algo (works better at full night) :
  1) render the scene and all non emissive geometry with a 'day' ambient
term
  2) render all lights (or emissive geometry) and update the stencil
  buffer ( stencil := 1)
  3) render a quad on screen to darken everything where stencil == 0
 
  with 1  3 the scenery goes dark/black as usual
  with 2 the scenery in light stay illuminated
  Its quasi free, simple, support a million (fake) spot light ;)
 
  Harald.

 Nice!  We will finally be able to see at night in FlightGear. =)

 On June 20, 2005 04:15 pm, Josh Babcock wrote:
  I think the shadows are cool, but I think that being able to have
  spotlights is just awesome. Perhaps we should start thinking about how
  this will be implemented from the modeler's perspective.
  ...
  A really cool bit of eye candy would be to make a visible cone of light
  that would change intensity based on how much moisture is in the air.
  That can even produce blinding reflection in a heavy fog, which IMO
  would be very cool to see. It would be great to see two beams stabbing
  out in front of a landing jetliner!
 To increase flexibility, I think it would be a good idea to allow the
modeller
 to specify the light volume.  This way, the spot light can take the shape
of
 a star if the modeller desires.  So, to light the interior of a hangar,
all
 there would need is a box that is as big as the hangar itself.  For normal
 spot light, the modeller can specify a cone as the light volume.  For a
 linear light source, the modeller can use a triangular prism to outline
the
 space being lit.

 The modeller-specified object can also be served to control the parameters
of
 the spot light.  Obviously, the width of the beam would be proportional
the
 the thickness of the object.  In addition to using XML to control the
 brightness of the light source, the size of the object itself can be used
to
 calculate the brightness factor.  The color of the object would be a
 contributing factor to the color of the light source.

 The modeller-specified object should not be hidden by default, however.
The
 modeller would have to make the object hidden manually by setting the
 object's opacity to zero.  An object that is not totally transparent will
be
 self illuminating.  This way, places such as hangar interiors can be
served
 as prop and acted as the light volume simultaneously.

  I guess it would still be up to the modeler to provide Melchior style
  billboards so that the actual light would be visible. I'm not sure how
  one would deal with the directionality of the light though. One can
  also add lights for the nav lights. Imagine being able to look out the
  cockpit window and see your anti-collision lights reflecting off the
ramp!
 Yes.  The same idea occured to me while I was coming home on the bus. =)

 Ampere

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
 to Harald JOHNSEN:
 spot lights in fgfs I had 3 years ago. they worked on vertex program and
 registercombiners but everyone afraid of vertex programs and multitexturing
 You can see some screens here http://fgfs.narod.ru
 But I work on it and now I have runway lights, landing lights, relief
 mapping , DXT compression and another cool stuff that work on fragment and
 vertex program
 But fgfs community refuse to use it :(
 to sad to hear it :((
 but I have framework to use shaders from VP1.0 to GLSL in fgfs
 but you have some influence in fgfs community so I think you can do what I
 haven't done yet - have flightgear looks better by using some modern stuff.
 we can discuss about shaders with you
 feel free to mail me
 Thanx in advance
 Bye

That is beautiful which put away any others games (flight) simulators
(don't push me to give a name)
Here is a good example of parallel development.
An energy which must be used.


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RE: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Giles Robertson
 But I work on it and now I have runway lights, landing lights, relief
 mapping , DXT compression and another cool stuff that work on fragment
and
 vertex program

Where can one download the code?

Giles Robertson

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
 to Harald JOHNSEN:
 spot lights in fgfs I had 3 years ago. they worked on vertex program and
 registercombiners but everyone afraid of vertex programs and multitexturing
 You can see some screens here http://fgfs.narod.ru
 But I work on it and now I have runway lights, landing lights, relief
 mapping , DXT compression and another cool stuff that work on fragment and
 vertex program
 But fgfs community refuse to use it :(
 to sad to hear it :((
 but I have framework to use shaders from VP1.0 to GLSL in fgfs
 but you have some influence in fgfs community so I think you can do what I
 haven't done yet - have flightgear looks better by using some modern stuff.
 we can discuss about shaders with you
 feel free to mail me
 Thanx in advance
 Bye


Hello Roman, have you any patch which could be applied on fg-9.8
I guess, it could be a great pleasure to test it.

thank

 
-- 
Gerard


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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev

- Original Message -
From: Gerard Robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
  to Harald JOHNSEN:
  spot lights in fgfs I had 3 years ago. they worked on vertex program and
  registercombiners but everyone afraid of vertex programs and
multitexturing
  You can see some screens here http://fgfs.narod.ru
  But I work on it and now I have runway lights, landing lights, relief
  mapping , DXT compression and another cool stuff that work on fragment
and
  vertex program
  But fgfs community refuse to use it :(
  to sad to hear it :((
  but I have framework to use shaders from VP1.0 to GLSL in fgfs
  but you have some influence in fgfs community so I think you can do what
I
  haven't done yet - have flightgear looks better by using some modern
stuff.
  we can discuss about shaders with you
  feel free to mail me
  Thanx in advance
  Bye


 Hello Roman, have you any patch which could be applied on fg-9.8
 I guess, it could be a great pleasure to test it.

If you intrested in I can prepare it
give me some time to test it with flightgear CVS



 thank

 
 --
 Gerard


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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 16:02 +0400, Roman Grigoriev a écrit :
 - Original Message -
 From: Gerard Robin [EMAIL PROTECTED]
 To: FlightGear developers discussions flightgear-devel@flightgear.org
 Sent: Tuesday, June 21, 2005 3:43 PM
 Subject: Re: [Flightgear-devel] Lights was: Shadows
 
 
  Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
   to Harald JOHNSEN:
   spot lights in fgfs I had 3 years ago. they worked on vertex program and
   registercombiners but everyone afraid of vertex programs and
 multitexturing
   You can see some screens here http://fgfs.narod.ru
   But I work on it and now I have runway lights, landing lights, relief
   mapping , DXT compression and another cool stuff that work on fragment
 and
   vertex program
   But fgfs community refuse to use it :(
   to sad to hear it :((
   but I have framework to use shaders from VP1.0 to GLSL in fgfs
   but you have some influence in fgfs community so I think you can do what
 I
   haven't done yet - have flightgear looks better by using some modern
 stuff.
   we can discuss about shaders with you
   feel free to mail me
   Thanx in advance
   Bye
 
 
  Hello Roman, have you any patch which could be applied on fg-9.8
  I guess, it could be a great pleasure to test it.
 
 If you intrested in I can prepare it
 give me some time to test it with flightgear CVS
 
 
  Yes, thanks, i hope, i will not be alone to test it,
The community should be interested in.
The advantage, it is existing and working.
 
-- 
Gerard


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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev
here I upload shader framework that supports shaders from VP1.0 to GLSL and
have runway lights calculated in vertex shader and uses point sprites
http://fgfs.narod.ru/glsl.tar.gz
Tested on Nvidia Geforce5950 and linux 6629 drivers
must compiled with -DGL_GLEXT_PROTOTYPES key in C++ section of makefile
Now I start integrate FBO extension in Harald clouds code to make
render-to-texture more efficiently

- Original Message -
From: Gerard Robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
  to Harald JOHNSEN:
  spot lights in fgfs I had 3 years ago. they worked on vertex program and
  registercombiners but everyone afraid of vertex programs and
multitexturing
  You can see some screens here http://fgfs.narod.ru
  But I work on it and now I have runway lights, landing lights, relief
  mapping , DXT compression and another cool stuff that work on fragment
and
  vertex program
  But fgfs community refuse to use it :(
  to sad to hear it :((
  but I have framework to use shaders from VP1.0 to GLSL in fgfs
  but you have some influence in fgfs community so I think you can do what
I
  haven't done yet - have flightgear looks better by using some modern
stuff.
  we can discuss about shaders with you
  feel free to mail me
  Thanx in advance
  Bye


 Hello Roman, have you any patch which could be applied on fg-9.8
 I guess, it could be a great pleasure to test it.

 thank

 
 --
 Gerard


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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 16:26 +0400, Roman Grigoriev a écrit :
 I found some earlier version of renderer.cxx
 I sent it w/o testing with fgfs CVS
 if It doesn't work please reply me
 but you can see my source
 
 OK, i will try to include it in fg 9.8 first,
i need only  some delay, and i will give you the answer.

thanks

 
  
-- 
Gerard


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Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Erik Hofman

Roman Grigoriev wrote:


But fgfs community refuse to use it :(


You could have made it easier if you had adopted FlightGear's rules for 
platform independent OpenGL extension support, kept the code style close 
to what is used in FlightGear, didn't add a new class at a place where 
it doesn't belong and prevented buffer overflows yourself.


It requires just too much time to clean up the code before it would 
become useful.


Erik

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-20 Thread Josh Babcock
Harald JOHNSEN wrote:


 Its quasi free, simple, support a million (fake) spot light ;)


I think the shadows are cool, but I think that being able to have
spotlights is just awesome. Perhaps we should start thinking about how
this will be implemented from the modeler's perspective. I can see the
following being pretty useful in the model.xml file:

PropertyList
 light n=0 archive=y
  pos-x-m0/pos-x-m
  pos-y-m0/pos-y-m
  pos-z-m0/pos-z-m
  azimuth0/azimuth
  elevation0/elevation
  power-cp100/power-cp
  width-deg30/width-deg
  falloff-deg5/falloff-deg
 /light
/PropertyList

By executing commands against power-cp, azimuth and elevation you would
be able to turn the light on and off and steer it, and width could be
used to simulate spotlights focusing in and out. falloff-deg would
represent the width of the band around the cone of light where the light
transitions from full power to none. Whenever someone can implement
colored lights, hue and saturation could be added (power-cp already
takes the place of value in the HSV scheme).

I guess it would still be up to the modeler to provide Melchior style
billboards so that the actual light would be visible. I'm not sure how
one would deal with the directionality of the light though. One could
also add lights for the nav lights. Imagine being able to look out the
cockpit window and see your anti-collision lights reflecting off the ramp!

A really cool bit of eye candy would be to make a visible cone of light
that would change intensity based on how much moisture is in the air.
That could even produce blinding reflection in a heavy fog, which IMO
would be very cool to see. It would be great to see two beams stabbing
out in front of a landing jetliner!

Josh

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Re: [Flightgear-devel] Lights was: Shadows

2005-06-20 Thread Ampere K. Hardraade
On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
 You are a genius, forget my previous reply.
 We can't lighten pixels from the framebuffer because of the low
 precision (8 bits) but we can of course darken them.
 Algo (works better at full night) :
 1) render the scene and all non emissive geometry with a 'day' ambient term
 2) render all lights (or emissive geometry) and update the stencil
 buffer ( stencil := 1)
 3) render a quad on screen to darken everything where stencil == 0

 with 1  3 the scenery goes dark/black as usual
 with 2 the scenery in light stay illuminated
 Its quasi free, simple, support a million (fake) spot light ;)

 Harald.

Nice!  We will finally be able to see at night in FlightGear. =)

On June 20, 2005 04:15 pm, Josh Babcock wrote:
 I think the shadows are cool, but I think that being able to have
 spotlights is just awesome. Perhaps we should start thinking about how
 this will be implemented from the modeler's perspective.
 ...
 A really cool bit of eye candy would be to make a visible cone of light
 that would change intensity based on how much moisture is in the air.
 That can even produce blinding reflection in a heavy fog, which IMO
 would be very cool to see. It would be great to see two beams stabbing
 out in front of a landing jetliner!
To increase flexibility, I think it would be a good idea to allow the modeller 
to specify the light volume.  This way, the spot light can take the shape of 
a star if the modeller desires.  So, to light the interior of a hangar, all 
there would need is a box that is as big as the hangar itself.  For normal 
spot light, the modeller can specify a cone as the light volume.  For a 
linear light source, the modeller can use a triangular prism to outline the 
space being lit.

The modeller-specified object can also be served to control the parameters of 
the spot light.  Obviously, the width of the beam would be proportional the 
the thickness of the object.  In addition to using XML to control the 
brightness of the light source, the size of the object itself can be used to 
calculate the brightness factor.  The color of the object would be a 
contributing factor to the color of the light source.

The modeller-specified object should not be hidden by default, however.  The 
modeller would have to make the object hidden manually by setting the 
object's opacity to zero.  An object that is not totally transparent will be 
self illuminating.  This way, places such as hangar interiors can be served 
as prop and acted as the light volume simultaneously.

 I guess it would still be up to the modeler to provide Melchior style
 billboards so that the actual light would be visible. I'm not sure how
 one would deal with the directionality of the light though. One can
 also add lights for the nav lights. Imagine being able to look out the
 cockpit window and see your anti-collision lights reflecting off the ramp!
Yes.  The same idea occured to me while I was coming home on the bus. =)

Ampere

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[Flightgear-devel] Lights

2004-09-22 Thread Luca Masera
Hi,

There's a way to add a new light to FlightGear? I vould try to add a real landing light
to the airplanes (a real light, not a batch of enlighted vertex).


Luca


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RE: [Flightgear-devel] Lights

2004-09-22 Thread Vivian Meazza


Luca Masera wrote:

 Sent: Wednesday, September 22, 2004 10:12 AM
 To: flightgear-devel
 Subject: [Flightgear-devel] Lights
 
 
 Hi,
 
 There's a way to add a new light to FlightGear? I vould try 
 to add a real landing light 
 to the airplanes (a real light, not a batch of enlighted vertex). 
 

Nope, not yet.

Regards

Vivian



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Re: [Flightgear-devel] Lights

2004-09-22 Thread David Luff


On 9/22/04 at 11:12 AM Luca Masera wrote:

Hi,

There's a way to add a new light to FlightGear? I vould try to add a real
landing light 
to the airplanes (a real light, not a batch of enlighted vertex). 



I believe Roman Grigoriev managed to do this a while ago - you might try
emailing him (search the list archives).  Some of the screenshots he posted
looked pretty good.

Cheers - Dave



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Re: [Flightgear-devel] lights flaring on runways in FG

2004-08-08 Thread Peter L
Interesting, I re-installed Windoze, ATI drivers and motherboard chipset
drivers. I set the frame rate at 85 fps and don't get the problems. It looks
like it may be one of the options, but havn't found a combination yet.

Peter
- Original Message -
From: Jon Stockill [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Friday, July 30, 2004 12:54 AM
Subject: Re: [Flightgear-devel] lights flaring on runways in FG


 Chris Metzler wrote:
  On Thu, 29 Jul 2004 14:04:57 +0100
  Jon Stockill [EMAIL PROTECTED] wrote:
 
 The problem at EGNM I mentioned is on several NVidia based systems. As
 I said though - it's nowhere near as severe as in those screenshots.
 I'll try and grab an example tonight.
 
 
  I'm on an Nvidia card (finally), and what I see at EGNM is this:  at
  the beginning of 14, along the right side of the displaced threshhold,
  I see a seam where the terrain suddenly jumps up about a meter in
  elevation, leaving a sky-colored gap between (vertical, thus only
  visible from one side).  Is this what you see?  If so, I see that sort
  of thing too, near most large airports.  I suspect it's not a FlightGear
  thing so much as a TerraGear thing -- I suspect it's an artifact of
  the smoothing done in making things flat for the runways etc.  But I
  dunno.

 Yes - that's it.

 I can't remember the exact relative positioning in the sim, but in real
 life that's about the point where the road disappears under the end of
 the runway. Could that be the cause? ISTR a similar problem at RAF
 Finningley (EGXI) where a railway crosses the end of the runway (it
 should be just on the boundary of the airfield, but the VMAP and/or
 airfield accuracy cause an overlap.

 --
 Jon Stockill
 [EMAIL PROTECTED]

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Jon Stockill
Chris Metzler wrote:
Josh sent me along a few screenshots to illustrate the ground poly
bugginess he's seeing near airports.  They can be found at:
http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg
Weird stuff.  What airports are these?
There's a similar, but much less severe problem at the end of runway 
14/32 at Leeds/Bradford (EGNM).

--
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Chris Metzler
On Thu, 29 Jul 2004 00:08:31 -0400
Josh Babcock [EMAIL PROTECTED] wrote:

 
 Moving just a few inches any direction or changing the view angle makes
 these things change wildly, or even go away. In fact, in the right spot
 they will flicker on and off. They only seem to appear when I am over an
 airport. There is also a poly in the dc3 model that does this no matter
 where I am.  It always shows up from inside the cockpit as a bright
 orange vertical stripe on the left side of the windscreen. It looks
 texture mapped. I have to position the view angle just right to see it.

Hmm.  I see various problems at various airports, including these two,
such as tears along seams in the terrain -- like there's an abrupt jump
in ground elevation without any effort to connect the two levels -- but
they typically aren't severe, no more than a meter or so vertically, and
I don't see polygons up in the air.  And I don't see any problem with
the DC-3.  I want to say that this is something odd about your drivers,
but I'm too ignorant of this stuff to be sure.  Is it only ATI people
that see this stuff?  Do all ATI people see this stuff

-c


-- 
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(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Jon Stockill
Chris Metzler wrote:
On Thu, 29 Jul 2004 00:08:31 -0400
Josh Babcock [EMAIL PROTECTED] wrote:
Moving just a few inches any direction or changing the view angle makes
these things change wildly, or even go away. In fact, in the right spot
they will flicker on and off. They only seem to appear when I am over an
airport. There is also a poly in the dc3 model that does this no matter
where I am.  It always shows up from inside the cockpit as a bright
orange vertical stripe on the left side of the windscreen. It looks
texture mapped. I have to position the view angle just right to see it.

Hmm.  I see various problems at various airports, including these two,
such as tears along seams in the terrain -- like there's an abrupt jump
in ground elevation without any effort to connect the two levels -- but
they typically aren't severe, no more than a meter or so vertically, and
I don't see polygons up in the air.  And I don't see any problem with
the DC-3.  I want to say that this is something odd about your drivers,
but I'm too ignorant of this stuff to be sure.  Is it only ATI people
that see this stuff?  Do all ATI people see this stuff
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots. 
I'll try and grab an example tonight.

--
Jon Stockill
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Boris Koenig
Chris Metzler wrote:
On Thu, 29 Jul 2004 00:08:31 -0400
And I don't see any problem with the DC-3.  I want to say that this 
 is something odd about your drivers,  but I'm too ignorant
 of this stuff to be sure.  Is it only ATI people
that see this stuff?  Do all ATI people see this stuff
Personally, I would say that while there do seem to be some issues
specific to ATI cards, I cannot complain in general as the overall
performance seems a lot better than using a better card, regarding
ATI I've come to the conclusion that it's just a matter of disabling the
right options to reduce the problems (like the mentioned lack of updates
in specific parts of the client area) and to make the whole situation
bearable.
On the ATI issues I am going to download some other plib applications
in order to specifically look out for similar problems but also
performance, maybe it's really not that much related to FlightGear
itself but rather plib ? That would at least make sense if I don't
find _any_ plib app where I achieve more than 10-15 FPS with the
nvidia card ;-)
Regarding the idea to profile the openGL specific parts of FlightGear
I have to say that I did download the mentioned software but to be
honest: I wouldn't have the slightest clue about what to look for,
so the best thing I could possibly offer is to log everything and
make the logs available - but the evaluation of these logs would
probably be a totally diffferent issue :-/
On the other hand I had a closer look at this openGL logging application
and I think one might attempt to get representative results by
adding the functionality to FlightGear itself (a debugging version) and
try to run some basic flight data replay (or something similar to
utilize openGL for a specific amount of time which should be available
in all versions) on as many machines as possible.
Maybe one could then find essential differences by comparing the
collected logs ? (just guessing)
Even though I did personally also consider running other (more
performant) Windows openGL applications in order to see in what way
they deal differently with the accelerator card, possibly it's really
about enabling specific options on some boards ?!

Boris
P.S.: Sorry Erik for typing more than 5 lines of text :-)
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RE: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Norman Vine
Boris Koenig writes:

 That would at least make sense if I don't
 find _any_ plib app where I achieve more than 10-15 FPS with the
 nvidia card ;-)

I have many PLib applications that run at a rock steady 70hz, my
screen refresh rate, on a NVIDIA GeForce 2 in a PIII 733 
 
 On the other hand I had a closer look at this openGL logging application
 and I think one might attempt to get representative results by
 adding the functionality to FlightGear itself 

Low level OpenGL logging is already built into FlightGear
but you need to hard-compile it in.  There are no instructions 
other then the source code as if one can't read the code then
one has no reason to have this capability as they certainly 
won't understand the resulting output :-)
 
 possibly it's really
 about enabling specific options on some boards ?!

!!! it's about *disenabling* specific options on some boards !!!

Yup,  there is enough variability in machines that there is no 
'one size' fits all.   The default settings are a compromise 
between reasonable performance on most semi modern
machines and what the hard core entusiasts want in terms
of 'eye candy'

One thing non-coders could do that would be useful would 
be to start collecting these machine specific tips on a web page
somewhere  like the Wiki .

Cheers

Norman

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Chris Metzler
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill [EMAIL PROTECTED] wrote:
 
 The problem at EGNM I mentioned is on several NVidia based systems. As
 I said though - it's nowhere near as severe as in those screenshots. 
 I'll try and grab an example tonight.

I'm on an Nvidia card (finally), and what I see at EGNM is this:  at
the beginning of 14, along the right side of the displaced threshhold,
I see a seam where the terrain suddenly jumps up about a meter in
elevation, leaving a sky-colored gap between (vertical, thus only
visible from one side).  Is this what you see?  If so, I see that sort
of thing too, near most large airports.  I suspect it's not a FlightGear
thing so much as a TerraGear thing -- I suspect it's an artifact of
the smoothing done in making things flat for the runways etc.  But I
dunno.

-c

-- 
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Jon Stockill
Chris Metzler wrote:
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill [EMAIL PROTECTED] wrote:
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots. 
I'll try and grab an example tonight.

I'm on an Nvidia card (finally), and what I see at EGNM is this:  at
the beginning of 14, along the right side of the displaced threshhold,
I see a seam where the terrain suddenly jumps up about a meter in
elevation, leaving a sky-colored gap between (vertical, thus only
visible from one side).  Is this what you see?  If so, I see that sort
of thing too, near most large airports.  I suspect it's not a FlightGear
thing so much as a TerraGear thing -- I suspect it's an artifact of
the smoothing done in making things flat for the runways etc.  But I
dunno.
Yes - that's it.
I can't remember the exact relative positioning in the sim, but in real 
life that's about the point where the road disappears under the end of 
the runway. Could that be the cause? ISTR a similar problem at RAF 
Finningley (EGXI) where a railway crosses the end of the runway (it 
should be just on the boundary of the airfield, but the VMAP and/or 
airfield accuracy cause an overlap.

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Josh Babcock
Jon Stockill wrote:
Chris Metzler wrote:
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill [EMAIL PROTECTED] wrote:
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots. 
I'll try and grab an example tonight.

I'm on an Nvidia card (finally), and what I see at EGNM is this:  at
the beginning of 14, along the right side of the displaced threshhold,
I see a seam where the terrain suddenly jumps up about a meter in
elevation, leaving a sky-colored gap between (vertical, thus only
visible from one side).  Is this what you see?  If so, I see that sort
of thing too, near most large airports.  I suspect it's not a FlightGear
thing so much as a TerraGear thing -- I suspect it's an artifact of
the smoothing done in making things flat for the runways etc.  But I
dunno.

Yes - that's it.
I can't remember the exact relative positioning in the sim, but in real 
life that's about the point where the road disappears under the end of 
the runway. Could that be the cause? ISTR a similar problem at RAF 
Finningley (EGXI) where a railway crosses the end of the runway (it 
should be just on the boundary of the airfield, but the VMAP and/or 
airfield accuracy cause an overlap.

At least one of my screenshots (KADW) had no roads involved.
Josh
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RE: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Vivian Meazza


Jon Stockill wrote
 Sent: 29 July 2004 14:05
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] lights flaring on runways in FG
 
 
 Chris Metzler wrote:
  On Thu, 29 Jul 2004 00:08:31 -0400
  Josh Babcock [EMAIL PROTECTED] wrote:
  
 
 Moving just a few inches any direction or changing the view angle 
 makes these things change wildly, or even go away. In fact, in the 
 right spot they will flicker on and off. They only seem to 
 appear when 
 I am over an airport. There is also a poly in the dc3 model 
 that does 
 this no matter where I am.  It always shows up from inside 
 the cockpit 
 as a bright orange vertical stripe on the left side of the 
 windscreen. 
 It looks texture mapped. I have to position the view angle 
 just right 
 to see it.
  
  
  Hmm.  I see various problems at various airports, including 
 these two, 
  such as tears along seams in the terrain -- like there's an abrupt 
  jump in ground elevation without any effort to connect the 
 two levels 
  -- but they typically aren't severe, no more than a meter or so 
  vertically, and I don't see polygons up in the air.  And I 
 don't see 
  any problem with the DC-3.  I want to say that this is 
 something odd 
  about your drivers, but I'm too ignorant of this stuff to 
 be sure.  Is 
  it only ATI people that see this stuff?  Do all ATI people see this 
  stuff
 
 The problem at EGNM I mentioned is on several NVidia based 
 systems. As I said though - it's nowhere near as severe as in 
 those screenshots. 
 I'll try and grab an example tonight.
 

There are some problems of levels over at EGMH (Manston). Much improved aver
previous scenery releases though.

Regards,

Vivian




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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Lee Elliott
On Thursday 29 July 2004 03:06, Chris Metzler wrote:
 cc'ing this to make sure you see the reply . . .

 On Sat, 24 Jul 2004 17:07:55 +0200

 Frederic Bouvier [EMAIL PROTECTED] wrote:
 Lee Elliott replying to Josh Babcock:
  I get the same ground poly problems that you seem to be getting with
  your
 
  new
 
  ATI driver, except I've been getting them for some time now.
 
  It actually only seems to be the airfield polys that are affected but
 
  you'll
 
  often see it with airfields that are a long way away, to the extent
  that
 
  you
 
  can't see the airfield itself but only the displaced polys as they
  sick up through the haze, sometimes to many tens of thousand of feet.
 
  Could you post screenshots ?

 Josh sent me along a few screenshots to illustrate the ground poly
 bugginess he's seeing near airports.  They can be found at:

 http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
 http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
 http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg

 Weird stuff.  What airports are these?

 -c

That's what I'm seeing too.  I notice it on most airfields and I certainly  
get it at KSFO, and I can see it happening at KOAK and KHAF, in the distance 
- some these polys get stretched pretty big.

I don't think it's an airfield specific thing.

LeeE

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Lee Elliott
On Thursday 29 July 2004 05:08, Josh Babcock wrote:
 Chris Metzler wrote:
  cc'ing this to make sure you see the reply . . .
 
  On Sat, 24 Jul 2004 17:07:55 +0200
 
  Frederic Bouvier [EMAIL PROTECTED] wrote:
 Lee Elliott replying to Josh Babcock:
 I get the same ground poly problems that you seem to be getting with
 your
 
 new
 
 ATI driver, except I've been getting them for some time now.
 
 It actually only seems to be the airfield polys that are affected but
 
 you'll
 
 often see it with airfields that are a long way away, to the extent
 that
 
 you
 
 can't see the airfield itself but only the displaced polys as they
 sick up through the haze, sometimes to many tens of thousand of feet.
 
 Could you post screenshots ?
 
  Josh sent me along a few screenshots to illustrate the ground poly
  bugginess he's seeing near airports.  They can be found at:
 
  http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
  http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
  http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg
 
  Weird stuff.  What airports are these?
 
  -c

 KADW, and two from KONT.  I have all the visual bells and whistles turned
 on except enhanced runway lighting, which also acts really weird (in fact,
 I think I'll send along some screenies of that too).  Latest fglrx drivers
 on an old Radeon 8500.  Kernel 2.4.22, XFree86 4.3.0.

 Moving just a few inches any direction or changing the view angle makes
 these things change wildly, or even go away. In fact, in the right spot
 they will flicker on and off. They only seem to appear when I am over an
 airport. There is also a poly in the dc3 model that does this no matter
 where I am.  It always shows up from inside the cockpit as a bright orange
 vertical stripe on the left side of the windscreen. It looks texture
 mapped. I have to position the view angle just right to see it.
 Josh

Ah - there's a slight difference - I get them on distant airfields too.  This 
is on a 9200.

LeeE

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-28 Thread Chris Metzler

cc'ing this to make sure you see the reply . . .

On Sat, 24 Jul 2004 17:07:55 +0200
Frederic Bouvier [EMAIL PROTECTED] wrote:
Lee Elliott replying to Josh Babcock:

 I get the same ground poly problems that you seem to be getting with
 your
 new
 ATI driver, except I've been getting them for some time now.

 It actually only seems to be the airfield polys that are affected but
 you'll
 often see it with airfields that are a long way away, to the extent
 that
 you
 can't see the airfield itself but only the displaced polys as they
 sick up through the haze, sometimes to many tens of thousand of feet.
 
 Could you post screenshots ?

Josh sent me along a few screenshots to illustrate the ground poly
bugginess he's seeing near airports.  They can be found at:

http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg

Weird stuff.  What airports are these?

-c


-- 
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-28 Thread Josh Babcock
Chris Metzler wrote:
cc'ing this to make sure you see the reply . . .
On Sat, 24 Jul 2004 17:07:55 +0200
Frederic Bouvier [EMAIL PROTECTED] wrote:
Lee Elliott replying to Josh Babcock:
I get the same ground poly problems that you seem to be getting with
your
new
ATI driver, except I've been getting them for some time now.
It actually only seems to be the airfield polys that are affected but
you'll
often see it with airfields that are a long way away, to the extent
that
you
can't see the airfield itself but only the displaced polys as they
sick up through the haze, sometimes to many tens of thousand of feet.
Could you post screenshots ?

Josh sent me along a few screenshots to illustrate the ground poly
bugginess he's seeing near airports.  They can be found at:
http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg
Weird stuff.  What airports are these?
-c

KADW, and two from KONT.  I have all the visual bells and whistles turned on 
except enhanced runway lighting, which also acts really weird (in fact, I think 
I'll send along some screenies of that too).  Latest fglrx drivers on an old 
Radeon 8500.  Kernel 2.4.22, XFree86 4.3.0.

Moving just a few inches any direction or changing the view angle makes these 
things change wildly, or even go away. In fact, in the right spot they will 
flicker on and off. They only seem to appear when I am over an airport. There is 
also a poly in the dc3 model that does this no matter where I am.  It always 
shows up from inside the cockpit as a bright orange vertical stripe on the left 
side of the windscreen. It looks texture mapped. I have to position the view 
angle just right to see it.
Josh

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-25 Thread Lee Elliott
On Sunday 25 July 2004 23:39, Peter Larson wrote:
  I get the same ground poly problems that you seem to be getting with your

 new

  ATI driver, except I've been getting them for some time now.
 
  It actually only seems to be the airfield polys that are affected but

 you'll

  often see it with airfields that are a long way away, to the extent that

 you

  can't see the airfield itself but only the displaced polys as they sick
  up through the haze, sometimes to many tens of thousand of feet.
 
  Are you able to fly at night i.e. when the sun is below the horizon?  If
  I

 try

  flying in these conditions FG starts but crashes once I get a few hundred
  feet in the air and I think this is also due to the ATI drivers.

 I'm very new on FG, only been running it for two weeks. Also, my PC was
 just recently rebuilt, so pretty much everything in new.

 I was getting the segfault when I exited FG, but this disappeared when I
 installed the latest driver from the ATI web site. I've seen some comments
 that there are problems with some VIA chipsets and the ATI Radeon cards, so
 I have also installed the latest drivers for the motherboard. My machine
 was hanging when the resolution was greater than 1024 x 768, just running
 windows, so there is obviously some clashes there. since I did this, I
 havn't tried higher than 1024 resolution, so I don't know if I've actually
 fixed the problem.

 Are you using an ATI card? The problems you described are similar,
 especially the long distance problems. I assumed at first that is was
 really bad sheet lightning graphics until I noticed they were coming from
 the ground!

Yep - I'm using an ATi card.


 I've had FG hang once in a night flight, possibly around 100 seconds, as
 others indicated in this thread. I'll pay more detail from now on, as I've
 assumed most of my problems up until now have been motherboard/video
 clashes.

 Peter

I'm pretty certain that these problem are due to the ATI drivers - using the 
same FG s/w versions on other systems with old Matrox cards is fine.  I've 
also had problems with other s/w that seems to be clearly linked to the ATI 
drivers too.

LeeE

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Josh Babcock
Peter Larson wrote:
Not sure this is the right forum, I'm getting coloured apostraphe shapes
around 200 pixels high on the screen. They appear to be related to runway
lights. They also appear while the sim is in the air.
I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
GA-7VT600 motherboard. Drivers all loaded within the last week.
Any ideas?
Regards
Peter
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I also have this problem, and have been having it for several months, using many 
different CVS versions and several different fglrx versions.  You can make it go 
away by turning off enhanced runway lighting.

Do you also get segfault s after flying at night for a few minutes?  I have this 
problem as well, though it started later (I think), but not by much.  I have no 
workaround for this one.  I have a few straces that all end the same way laying 
around from this one, if anyone is interested in looking at them.

Also, with the latest ATI driver, I started seeing random ground vertexes 
shifted around, sometimes leaving entire ground polys up in the air, and many 
holes in the terrain.  These come and go as I move about and are most common 
over airports.  I haven't gone back to an old driver to confirm that this is in 
fact the driver, and not a coincidence of updating the driver and fgfs source 
code at the same time, though I'm pretty sure it was the driver update that 
started it.

display: :0.0  screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 8500 DDR Generic
OpenGL version string: 1.3 (X4.3.0-3.9.0)
Linux tower 2.4.22 #24 Fri Nov 14 19:34:40 EST 2003 i686 athlon i386 GNU/Linux
Josh
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Lee Elliott
On Saturday 24 July 2004 14:38, Josh Babcock wrote:
 Peter Larson wrote:
  Not sure this is the right forum, I'm getting coloured apostraphe shapes
  around 200 pixels high on the screen. They appear to be related to runway
  lights. They also appear while the sim is in the air.
  I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
  GA-7VT600 motherboard. Drivers all loaded within the last week.
  Any ideas?
  Regards
  Peter
 
 
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 I also have this problem, and have been having it for several months, using
 many different CVS versions and several different fglrx versions.  You can
 make it go away by turning off enhanced runway lighting.

 Do you also get segfault s after flying at night for a few minutes?  I have
 this problem as well, though it started later (I think), but not by much. 
 I have no workaround for this one.  I have a few straces that all end the
 same way laying around from this one, if anyone is interested in looking at
 them.

 Also, with the latest ATI driver, I started seeing random ground vertexes
 shifted around, sometimes leaving entire ground polys up in the air, and
 many holes in the terrain.  These come and go as I move about and are most
 common over airports.  I haven't gone back to an old driver to confirm that
 this is in fact the driver, and not a coincidence of updating the driver
 and fgfs source code at the same time, though I'm pretty sure it was the
 driver update that started it.

 display: :0.0  screen: 0
 OpenGL vendor string: ATI Technologies Inc.
 OpenGL renderer string: RADEON 8500 DDR Generic
 OpenGL version string: 1.3 (X4.3.0-3.9.0)

 Linux tower 2.4.22 #24 Fri Nov 14 19:34:40 EST 2003 i686 athlon i386
 GNU/Linux

 Josh

I get the same ground poly problems that you seem to be getting with your new 
ATI driver, except I've been getting them for some time now.

It actually only seems to be the airfield polys that are affected but you'll 
often see it with airfields that are a long way away, to the extent that you 
can't see the airfield itself but only the displaced polys as they sick up 
through the haze, sometimes to many tens of thousand of feet.

Are you able to fly at night i.e. when the sun is below the horizon?  If I try 
flying in these conditions FG starts but crashes once I get a few hundred 
feet in the air and I think this is also due to the ATI drivers.

LeeE

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Lee Elliott
On Saturday 24 July 2004 15:35, Lee Elliott wrote:
 On Saturday 24 July 2004 14:38, Josh Babcock wrote:
  Peter Larson wrote:
   Not sure this is the right forum, I'm getting coloured apostraphe
   shapes around 200 pixels high on the screen. They appear to be related
   to runway lights. They also appear while the sim is in the air.
   I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
   GA-7VT600 motherboard. Drivers all loaded within the last week.
   Any ideas?
   Regards
   Peter
  
  
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  I also have this problem, and have been having it for several months,
  using many different CVS versions and several different fglrx versions. 
  You can make it go away by turning off enhanced runway lighting.
 
  Do you also get segfault s after flying at night for a few minutes?  I
  have this problem as well, though it started later (I think), but not by
  much. I have no workaround for this one.  I have a few straces that all
  end the same way laying around from this one, if anyone is interested in
  looking at them.
 
  Also, with the latest ATI driver, I started seeing random ground vertexes
  shifted around, sometimes leaving entire ground polys up in the air, and
  many holes in the terrain.  These come and go as I move about and are
  most common over airports.  I haven't gone back to an old driver to
  confirm that this is in fact the driver, and not a coincidence of
  updating the driver and fgfs source code at the same time, though I'm
  pretty sure it was the driver update that started it.
 
  display: :0.0  screen: 0
  OpenGL vendor string: ATI Technologies Inc.
  OpenGL renderer string: RADEON 8500 DDR Generic
  OpenGL version string: 1.3 (X4.3.0-3.9.0)
 
  Linux tower 2.4.22 #24 Fri Nov 14 19:34:40 EST 2003 i686 athlon i386
  GNU/Linux
 
  Josh

 I get the same ground poly problems that you seem to be getting with your
 new ATI driver, except I've been getting them for some time now.

 It actually only seems to be the airfield polys that are affected but
 you'll often see it with airfields that are a long way away, to the extent
 that you can't see the airfield itself but only the displaced polys as they
 sick up through the haze, sometimes to many tens of thousand of feet.

 Are you able to fly at night i.e. when the sun is below the horizon?  If I
 try flying in these conditions FG starts but crashes once I get a few
 hundred feet in the air and I think this is also due to the ATI drivers.

 LeeE

Oops! - I see you already have the night problem too - dunno why I missed 
that.

LeeE

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Frederic Bouvier
 I get the same ground poly problems that you seem to be getting with your
new
 ATI driver, except I've been getting them for some time now.

 It actually only seems to be the airfield polys that are affected but
you'll
 often see it with airfields that are a long way away, to the extent that
you
 can't see the airfield itself but only the displaced polys as they sick up
 through the haze, sometimes to many tens of thousand of feet.

Could you post screenshots ?

-Fred



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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Josh Babcock
Frederic Bouvier wrote:
I get the same ground poly problems that you seem to be getting with your
new
ATI driver, except I've been getting them for some time now.
It actually only seems to be the airfield polys that are affected but
you'll
often see it with airfields that are a long way away, to the extent that
you
can't see the airfield itself but only the displaced polys as they sick up
through the haze, sometimes to many tens of thousand of feet.

Could you post screenshots ?
-Fred

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If someone gives me an ftp site to put them on.
Josh
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Josh Babcock
Lee Elliott wrote:
Are you able to fly at night i.e. when the sun is below the horizon?  If I try 
flying in these conditions FG starts but crashes once I get a few hundred 
feet in the air and I think this is also due to the ATI drivers.
Yeah, that's the problem I get.  Once the sun is below the horizon, I have about 
one hundred seconds until it segfaults.  With the old ATI driver, this would 
hang X, but the latest one survives fgfs segfaulting.  The end of the stack 
trace always looks roughly the same too:

read(14, 0xa57f244, 8)  = -1 EAGAIN (Resource temporarily 
unavailable)
getpid()= 4368
ioctl(6, 0x4008642a, 0xb4e8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xbfffec18)= 0
ioctl(6, 0x4008642a, 0xbfffead8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xb668)= 0
getpid()= 4368
ioctl(5, FIONREAD, [0]) = 0
gettimeofday({1090465804, 754367}, {240, 0}) = 0
time(NULL)  = 1090465804
time(NULL)  = 1090465804
gettimeofday({1090465804, 754995}, {240, 0}) = 0
gettimeofday({1090465804, 755221}, {240, 0}) = 0
select(1024, [12 13], [13], NULL, {0, 0}) = 0 (Timeout)
time(NULL)  = 1090465804
read(14, 0xa57f244, 8)  = -1 EAGAIN (Resource temporarily 
unavailable)
getpid()= 4368
ioctl(6, 0x4008642a, 0xb4e8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xbfffec18)= 0
ioctl(6, 0x4008642a, 0xbfffead8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xb668)= 0
getpid()= 4368
ioctl(5, FIONREAD, [0]) = 0
gettimeofday({1090465804, 793631}, {240, 0}) = 0
time(NULL)  = 1090465804
time(NULL)  = 1090465804
gettimeofday({1090465804, 794071}, {240, 0}) = 0
gettimeofday({1090465804, 794347}, {240, 0}) = 0
gettimeofday({1090465804, 794391}, {240, 0}) = 0
time(NULL)  = 1090465804
read(14, 0xa57f244, 8)  = -1 EAGAIN (Resource temporarily 
unavailable)
getpid()= 4368
ioctl(6, 0x4008642a, 0xb4e8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xbfffec18)= 0
ioctl(6, 0x4008642a, 0xbfffead8)= 0
getpid()= 4368
--- SIGSEGV (Segmentation fault) @ 0 (0) ---
+++ killed by SIGSEGV +++

Josh
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Ampere K. Hardraade
Send them to me in an attachment.

Regards,
Ampere

On July 24, 2004 12:04 pm, Josh Babcock wrote:
 If someone gives me an ftp site to put them on.

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Peter Larson
 I get the same ground poly problems that you seem to be getting with your
new
 ATI driver, except I've been getting them for some time now.

 It actually only seems to be the airfield polys that are affected but
you'll
 often see it with airfields that are a long way away, to the extent that
you
 can't see the airfield itself but only the displaced polys as they sick up
 through the haze, sometimes to many tens of thousand of feet.

 Are you able to fly at night i.e. when the sun is below the horizon?  If I
try
 flying in these conditions FG starts but crashes once I get a few hundred
 feet in the air and I think this is also due to the ATI drivers.

I'm very new on FG, only been running it for two weeks. Also, my PC was just
recently rebuilt, so pretty much everything in new.

I was getting the segfault when I exited FG, but this disappeared when I
installed the latest driver from the ATI web site. I've seen some comments
that there are problems with some VIA chipsets and the ATI Radeon cards, so
I have also installed the latest drivers for the motherboard. My machine was
hanging when the resolution was greater than 1024 x 768, just running
windows, so there is obviously some clashes there. since I did this, I
havn't tried higher than 1024 resolution, so I don't know if I've actually
fixed the problem.

Are you using an ATI card? The problems you described are similar,
especially the long distance problems. I assumed at first that is was really
bad sheet lightning graphics until I noticed they were coming from the
ground!

I've had FG hang once in a night flight, possibly around 100 seconds, as
others indicated in this thread. I'll pay more detail from now on, as I've
assumed most of my problems up until now have been motherboard/video
clashes.

Peter


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[Flightgear-devel] lights flaring on runways in FG

2004-07-23 Thread Peter Larson
Not sure this is the right forum, I'm getting coloured apostraphe shapes
around 200 pixels high on the screen. They appear to be related to runway
lights. They also appear while the sim is in the air.
I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
GA-7VT600 motherboard. Drivers all loaded within the last week.
Any ideas?
Regards
Peter


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[Flightgear-devel] Lights and plib

2004-04-06 Thread Luca Masera
I've not even tried if moving the objects in (0,0,0)
makes them work fine. I'll try today (perharps, if
I've enought time).

About the textures problem I've asked some time
ago on the PLIB mailing list and we've found that
3dsMAX doesn't use a standard to read the rgb files.
So it seems that it load them upside down respect
to PLIB loader. However it's a minor problem, that
could be solved quicky.

Or are there different 3ds format versions?
If I understand the question, I could tell you that the
ASE format is different from 3ds format. It's like the 
ac3d files, where all the informations about the scene
are readable (the data it's not compressed or codified).


Hi, Luca


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[Flightgear-devel] Lights problems

2004-04-05 Thread Luca Masera
Hi,

I've couldn't answer more quickly because I couldn't
read the mail in the past two days. However, now I find
that I've not placed correctly the objects in (0,0,0) but
I leave them in the place that they will have to go (now I
understand because the one's in the elicopter are in
(0,0,0) and then moved in the right place). Now
I'll make some attempts.

About the ASE format it works fine but that's only a
problem with the rgb textures due to the fact that plib
and 3dsMAX use different coordinates for them but it
could be solved mirroring the textures. My question
about the lights was born because in 3ds I could add
lights that could be exported in the ASE file but that
aren't supported by FlightGear or PLIB.


Hi,

Luca


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[Flightgear-devel] Lights question

2004-02-19 Thread Luca Masera
Hi,

I'm working on a new aircraft model but I've some problems
 with the lights. I've tried to add the nav lights (like the ones
in the c310u3a and p51d) but they become black, like the
airplane, when the night falls. I'm working with 3dsMAX, maybe
the problem is the colour assgned to the objects but I've made
several attempts without any change. If it's important, the
electronic entity is the one used in the p51d.

Congratulations to the new father.

Hi,
Luca


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Re: [Flightgear-devel] Lights question

2004-02-19 Thread Frederic BOUVIER
Luca Masera wrote:
 Hi,
 
 I'm working on a new aircraft model but I've some problems
 with the lights. I've tried to add the nav lights (like the ones
 in the c310u3a and p51d) but they become black, like the
 airplane, when the night falls. I'm working with 3dsMAX, maybe
 the problem is the colour assgned to the objects but I've made
 several attempts without any change. If it's important, the
 electronic entity is the one used in the p51d.

Do you use emissive color for your light ? In the .ac file, it is
in the Material line, after the emis keyword.

-Fred


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