Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Erik Hofman

Martin Spott wrote:


 Anyway, even if someone optimizes FlightGear's use of unusual graphics
 hardware there will ever be the lack of CPU cycles, as even modern SGI
 Workstations run at moderate CPU speed. This gets pretty obvious when
 comparing frame rates of FlightGear running LaRCsim or JSBSim,


That has been solved in the latest version. A moderate R5000/200 Mhz 
should work for FlightGear (given a good enough OpenGL hardware).

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Erik Hofman

Christian Mayer wrote:


 PS: Is there a way to install FGFS (+SimGear + PLIB + GLUT) on a Indy
 w/o root privileges? I'd like to try it at the university.


For source is easy, just place it in you home directory.
For tardist packages:

inst -r ~

this will change the root of the distribution to your home directory.

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Erik Hofman

Curtis L. Olson wrote:

 
 I'm still not sure what special graphics features sgi provides (that
 something like a mid-hi level geforce card doesn't) that we'd be
 interested in.


One thing I know of is default support for stereo glasses.
The rest is almost completely implemented in the new (PC) video hardware.

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Erik Hofman

Alex Perry wrote:

Someone should actually go through all the entries and pick
appropriate non-texture colors for each material.  I thought it would
be intresting to taket the average of all the pixels in the texture,
but never got around to seeing how well that would work.  But it's
something you could then automate to handle future textures or texture
updates pretty easily.

 
 A quick way to see how well it works is to have a script iterate through
 all the texture files, and have a program compute the average RGB value
 of all the pixels then replace all the pixels with that average and save.
 Then run FGFS normally and see what the scenery looks like ...


This aproach gives us a bonus level of detail:
Create a treshold altitude at which all textures are removed (like F9 
was pressed) to gain some extra speed (fps).

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Erik Hofman

Alex Perry wrote:

Alex, what sgi hardware features are you referring to, and are these
available on any of the machines our developers have access to?

 
I'm still not sure what special graphics features sgi provides (that
something like a mid-hi level geforce card doesn't) that we'd be
interested in.

 
 I'm thinking of the video that is genlock capable, their graphics cards
 that can do true 3D textures, and the like.  Much of this was add-ons
 on the earlier machines.  My point of view is that those machines are


Although i agree with you here, someone has to make these 3D textures.
I have created some 2D textures and that was already quite difficult.

While I deffinately like to have some more SGI(Irix) developers over 
here, if there are no 3D textures available for me to use it's likely i 
don't spent time in useing them :-)


 physically installed in existing Sim settings, so if we want to be
 able to make inroads into those systems (and get to play with them)
 then we also have to be able to run (as best we can) on the unfeatured
 machines beforehand, to establish feasibility and get that access.

That's the exact reason I keep pushing to get FlightGear working on 
Irix. I don't have a high-end machine but what works for me works also 
on a mult-head onyx-3000 with 1024 processors ;-)

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Curtis L. Olson

Erik Hofman writes:
 This aproach gives us a bonus level of detail:
 Create a treshold altitude at which all textures are removed (like F9 
 was pressed) to gain some extra speed (fps).

On some hardware :-) the video card can do all the texture
calculations in parallel with everything else, so there is very little
performance difference with textures off vs on.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread David Megginson

Curtis L. Olson writes:

  On some hardware :-) the video card can do all the texture
  calculations in parallel with everything else, so there is very
  little performance difference with textures off vs on.

Perhaps more usefully, we could replace entire tiles with
appropriately-coloured rectangles at a certain distance.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Erik Hofman

David Megginson wrote:

 Curtis L. Olson writes:
 
   On some hardware :-) the video card can do all the texture
   calculations in parallel with everything else, so there is very
   little performance difference with textures off vs on.
 
 Perhaps more usefully, we could replace entire tiles with
 appropriately-coloured rectangles at a certain distance.


That might even be better since you don't see that much difference 
anymore. But I was (and still am) under the impression that a large 
number of polygons (with different textures) would slow down the 
perfomance anyhow.

Erik


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Curtis L. Olson

Erik Hofman writes:
 Curtis L. Olson wrote:
 
  Erik Hofman writes:
  
 This aproach gives us a bonus level of detail:
 Create a treshold altitude at which all textures are removed (like F9 
 was pressed) to gain some extra speed (fps).
 
  
  On some hardware :-) the video card can do all the texture
 
 
 You don't get me, I can have up to 1024 Mb texture memory :-)

Ok, yes, that does make me just a tiny bit jealous. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   Getting the tile edges to match without gaps is always the challenge
   there.
 
 At a sufficient distance, the problem might not be noticable.

What you really are talking about is an LOD scheme.  From my
experience, the gaps end up being very noticable and annoying, even at
a far distance.  You really need to have some scheme to hide the gaps
... I've lost Steve Baker's definitive work on the subject but there
are things like:

Make multiple versions of each tile designed to match with any
possible different LOD of each neighboring tile.  This leads to quite
a prohibitively large amount of permutations, and also if you are
matching a low lod tile against a high lod tile you can get an
annoying starburst pattern in the low lod tile because a couple
internal verticies have to match up with many verticies on the border.

YRather than coming up with multiple versions of tiles to match all
possible neighboring LOD's you could come up with transition regions
and just create the necessary variety of transition sections.  That
makes the space requirements a little more managealbe.

ou can come up with some sort of 'skirt' scheme and put skirts around
your tile ... but this increases your polygon count and cuts into your
fill rate budget.  But on modern hardware with good polygon and
fillrate throughput might not be a bad thing to try.  However, in
mountainous regions, ignoring edges and depending on skirts to hide
gaps between different LOD's on neighboring tiles ... you have to hide
some pretty big gaps so that might start to be noticable.

Recently there has been a lot of work on continuous level of detail
schemes.  The stuff I've seen however has been great for demos and
certain games, but there are serious issues in using this sort of
scheme for a flight simulator that needs accurate terrain mapping.  We
need to cut holes for airports.  We need lots of objects/buildings on
top of the scenery.  We need to be able to fly seamlessly across the
entire world and be able to store the data for the entire world on a
single computer.  I'm just not convinced that a CLOD scheme is really
best suited for our needs.  (Something could be made to work of
course, but I never jumped on the CLOD bandwagon myself.)

There are a lot of approaches out there and they all have their
strengths and weaknesses.

Beyond that, if you are changing LOD of a tile, you have to consider
what to do with all the objects on the surface of that tile.  Do you
let objects float or get buried, or do you let them float up and down
as the underlying terrain changes ... none of these are ideal options.

If you are doing some sort of combat, what happens if your opponent
flies behind a hill in the distance, but your renderer has removed or
simplified the hill in the distance because of the LOD scheme.
Suddenly your opponent is wrongly visible.  He thinks he's hiding, but
you can falsely see him.  Now what.  You are able to shoot him down
because the LOD scheme has given you an unfair advantage.  It might be
worse in close in combat ... if I'm hiding behind a rock or a tree
that get's dropped by the opponents renderer ... anyway ... things to
think about and things that have to be dealt with.

Currently flightgear punts on the whole issue and does no LOD on any
terrain.  A certain industry flight sim guru did this as well on his
flight sims ...

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread David Megginson

Curtis L. Olson writes:

  Beyond that, if you are changing LOD of a tile, you have to consider
  what to do with all the objects on the surface of that tile.  Do you
  let objects float or get buried, or do you let them float up and down
  as the underlying terrain changes ... none of these are ideal options.

I'm talking about a very coarse LOD cutoff, i.e. 500nm or more.  The
idea would be to allow visibility from high-altitude flight without
killing the program.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-02-01 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   Beyond that, if you are changing LOD of a tile, you have to consider
   what to do with all the objects on the surface of that tile.  Do you
   let objects float or get buried, or do you let them float up and down
   as the underlying terrain changes ... none of these are ideal options.
 
 I'm talking about a very coarse LOD cutoff, i.e. 500nm or more.  The
 idea would be to allow visibility from high-altitude flight without
 killing the program.

Is anyone familiar with 'fade level of detail'.  The idea is to smooth
the transition between two levels of detail to avoid 'popping' by
using transparency.  As an object moves through the LOD transition
'range' you draw both the higher LOD model and the lower LOD model on
top of each other, but use a transparency to blend the two.  If the
transparency (or alpha) is in a range of 0 - 1 where 0 is completely
transparent and 1 is fully opaque, then one version of the model is
drawn with alpha = a and the other version of the model is drawn
with alpha = 1 - a.

This might be one technique we could use to transition between a
high-resolution low altitude world and a lower resolution high
altitude world, and then even a really low res globe for viewing
things from space.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Martin Spott writes:
 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 

Well in that case you are probably then better off just taking that
$1000 and buying a modern PC which for most applications will probably
beat the socks off the Octane anyways.

In my last job we ran a simulator using an old SGI Onyx.  We could buy
3 very high end PC's every year for what we paid in yearly hardware
support contract costs.  And each of those 3 PC's individually would
beat the socks off the onyx.

I like sgi, I wish they were doing better as a company.  But,
unfortunately I just don't see a lot of advantage in buying their
hardware these days, and there are very few applications these days
that run on sgi only.  There are still a few uses where sgi makes the
most sense, but these are getting fewer and fewer.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Erik Hofman

Curtis L. Olson wrote:

 Martin Spott writes:
 
To explain what Erik's talking about: You don't get an appropriate video
card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
FlightGear's textured scenerey without TRAM 

 
 Well in that case you are probably then better off just taking that
 $1000 and buying a modern PC which for most applications will probably
 beat the socks off the Octane anyways.
 
 In my last job we ran a simulator using an old SGI Onyx.  We could buy
 3 very high end PC's every year for what we paid in yearly hardware
 support contract costs.  And each of those 3 PC's individually would
 beat the socks off the onyx.
 
 I like sgi, I wish they were doing better as a company.  But,
 unfortunately I just don't see a lot of advantage in buying their
 hardware these days, and there are very few applications these days
 that run on sgi only.  There are still a few uses where sgi makes the
 most sense, but these are getting fewer and fewer.


So you're basically saying I am wasting my time ...
I doubt that the 40 people downloading FlightGear 0.7.7 each month could 
be conviced to use crappy PC hardware just because it's cheap. I realy 
don't like that attitude and prefer to leave the hardware choice to 
everyone who wishes to chose.

Ergo, we should stick with support for old hardware or remove the line 
multi platfrom and state the change on the website.

Then at least *I* would know what to do.

Erik





___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Christian Mayer

Erik Hofman wrote:
 
 Curtis L. Olson wrote:
 
  Martin Spott writes:
 
 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 
 
 
  Well in that case you are probably then better off just taking that
  $1000 and buying a modern PC which for most applications will probably
  beat the socks off the Octane anyways.
 
  In my last job we ran a simulator using an old SGI Onyx.  We could buy
  3 very high end PC's every year for what we paid in yearly hardware
  support contract costs.  And each of those 3 PC's individually would
  beat the socks off the onyx.
 
  I like sgi, I wish they were doing better as a company.  But,
  unfortunately I just don't see a lot of advantage in buying their
  hardware these days, and there are very few applications these days
  that run on sgi only.  There are still a few uses where sgi makes the
  most sense, but these are getting fewer and fewer.
 
 So you're basically saying I am wasting my time ...
 I doubt that the 40 people downloading FlightGear 0.7.7 each month could
 be conviced to use crappy PC hardware just because it's cheap. I realy
 don't like that attitude and prefer to leave the hardware choice to
 everyone who wishes to chose.
 
 Ergo, we should stick with support for old hardware or remove the line
 multi platfrom and state the change on the website.
 
 Then at least *I* would know what to do.

Well, the modern SGIs shouldn't have trouble running a recent version of
FGFS. So we run on a SGI.

You don't expect a software rendering 386 to give decent frame rates, do
you?

But we could offer a minimum recomended SGI configuration.

CU,
Christian

PS: Is there a way to install FGFS (+SimGear + PLIB + GLUT) on a Indy
w/o root privileges? I'd like to try it at the university.

--
The idea is to die young as late as possible.-- Ashley Montague

Whoever that is/was; (c) by Douglas Adams would have been better...

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 You don't expect a software rendering 386 to give decent frame rates, do
 you?

Haven't tried that yet, because just the FGFS base is 50MB ... and that PC
only has a 100MB HD.  My 486 doesn't do very well, due to software 3D.
If I come across an ISA 3D card spare, I try it ... it might be usable!


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 

  In my last job we ran a simulator using an old SGI Onyx.  We could buy
  3 very high end PC's every year for what we paid in yearly hardware
  support contract costs.  And each of those 3 PC's individually would
  beat the socks off the onyx.

 So you're basically saying I am wasting my time ...
 I doubt that the 40 people downloading FlightGear 0.7.7 each month could 
 be conviced to use crappy PC hardware just because it's cheap. I realy 
 don't like that attitude and prefer to leave the hardware choice to 
 everyone who wishes to chose.

It's also worth bearing in mind that
(a) FGFS is currently not taking advantage of some SGI hardware features
(b) A big benefit of SGI support is the visual hardware that is plugged in

I think we should continue to support the untextured scenery for FGFS,
partly because when used for IFR, people will want every ounce of performance
going into the panel.  On machines with 810 style chipsets, having all that
texture memory floating around really hurts performance to no benefit.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Erik,

I want to clarify that I wasn't trying to speak ill of sgi or those
who use sgi computers.  I was just responding to Martin Spott's
suggestion that it would cost $1000 to turn an Octane SSI into
something that could reasonably run FlightGear.  And then pointing out
that for that $1000 you could buy an entire PC which would run
FlightGear splendidly.

SGI has it's place in the world, they do some things very well, but
also at a very high price.  I hope FlightGear can continue to support
their platform.

Back a couple years ago I got a very early version of FlightGear
running on SGI.  My department had tons of sgi's all over the place so
it seemed like a great idea since sgi *is* *the* 3d graphics company
(or at least was back then.)

I was shocked then to find out that there was only one sgi machine in
the entire building (out of about 30) capable of running flightgear
decently.  This was a $250,000 Onyx which was not for playing games.
The rest of the sgi's around here either had no graphics hardware
acceleration at all (i.e. Indies) or had some minimal 3d acceleration
but didn't support basic things like texturing.  After that, I
personally stopped investing time on the sgi port because as I
unfortunately discovered, I didn't have convenient access to any sgi
machines that could run it.

These days you can get a Voodoo2 (with two texture engines) for $10 on
ebay.  I certainly hope sgi isn't *still* selling machines without
hardware texturing support.

Any, my real point here is that I personally do not care to work very
hard to support a non-textured flightgear mode simply for the sake of
old sgi hardware.  However, if there are other reasons as well
... supporting notebook (few of which have 3d graphics), or to still
support cards with very little texture ram ... then I have no problem
with continuing on with our support of a non-textured world mode.

However, with respect to the current bug in coloring, someone else is
going to have to volunteer to look into the problem.

Regards,

Curt.


Erik Hofman writes:
 Curtis L. Olson wrote:
 
  Martin Spott writes:
  
 To explain what Erik's talking about: You don't get an appropriate video
 card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
 upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
 FlightGear's textured scenerey without TRAM 
 
  
  Well in that case you are probably then better off just taking that
  $1000 and buying a modern PC which for most applications will probably
  beat the socks off the Octane anyways.
  
  In my last job we ran a simulator using an old SGI Onyx.  We could buy
  3 very high end PC's every year for what we paid in yearly hardware
  support contract costs.  And each of those 3 PC's individually would
  beat the socks off the onyx.
  
  I like sgi, I wish they were doing better as a company.  But,
  unfortunately I just don't see a lot of advantage in buying their
  hardware these days, and there are very few applications these days
  that run on sgi only.  There are still a few uses where sgi makes the
  most sense, but these are getting fewer and fewer.
 
 
 So you're basically saying I am wasting my time ...
 I doubt that the 40 people downloading FlightGear 0.7.7 each month could 
 be conviced to use crappy PC hardware just because it's cheap. I realy 
 don't like that attitude and prefer to leave the hardware choice to 
 everyone who wishes to chose.
 
 Ergo, we should stick with support for old hardware or remove the line 
 multi platfrom and state the change on the website.
 
 Then at least *I* would know what to do.
 
 Erik
 
 
 
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Paul Deppe

 Any, my real point here is that I personally do not care to work very
 hard to support a non-textured flightgear mode simply for the sake of
 old sgi hardware.  However, if there are other reasons as well
 ... supporting notebook (few of which have 3d graphics), or to still
 support cards with very little texture ram ... then I have no problem
 with continuing on with our support of a non-textured world mode.

Here's another scenario in which a non-textured world is useful:  We develop
IRIX software on an (old) Indy R5K and an Indigo II to run on our Onyx RE2
because the Onyx is not always available for development.  It's much more
productive to have a non-textured mode available on the slower machines.

I agree with Curt's comments concerning SGI vs. modern PC graphics hardware,
but hope that the efforts of Erik and others to keep FGFS alive on IRIX will
continue.

Regards,

Paul

Paul R. Deppe
Veridian Engineering (formerly Calspan)
Flight  Aerospace Research Group
150 North Airport Drive
Buffalo, NY  14225
(716) 631-6898
(716) 631-6990 FAX
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Erik Hofman

Curtis L. Olson wrote:

 Erik,
 
 I want to clarify that I wasn't trying to speak ill of sgi or those
 who use sgi computers.  I was just responding to Martin Spott's
 suggestion that it would cost $1000 to turn an Octane SSI into
 something that could reasonably run FlightGear.  And then pointing out
 that for that $1000 you could buy an entire PC which would run
 FlightGear splendidly.


Hmm, maybe I didn't understand it quite well then.
Anyway, I've discovered that allmost all of the ambient and diffuse 
colors in the materials.xml file hive the same value for r, g an b.

I guess there has gone something wrong in the conversion of the file.
Does anybody have the original still laying around?

I have one from FLightGear-0.7.6 which is probably too old (but usable 
if there are no other options).

Erik





___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Erik Hofman writes:
 Anyway, I've discovered that allmost all of the ambient and diffuse 
 colors in the materials.xml file hive the same value for r, g an b.
 
 I guess there has gone something wrong in the conversion of the
 file.

Ahhh, that actually looks like the source of the problem r = g = b =
value will be a shade of grey.  Looks like something did get lost in
the conversion.

 Does anybody have the original still laying around?
 
 I have one from FLightGear-0.7.6 which is probably too old (but usable 
 if there are no other options).

The 0.7.8 base package should be on ftp.flightgear.org and should
contain a fairly recent materials file.

Someone should actually go through all the entries and pick
appropriate non-texture colors for each material.  I thought it would
be intresting to taket the average of all the pixels in the texture,
but never got around to seeing how well that would work.  But it's
something you could then automate to handle future textures or texture
updates pretty easily.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Cameron Moore

* [EMAIL PROTECTED] (Erik Hofman) [2002.01.31 14:14]:
 Curtis L. Olson wrote:
 
 Erik,
 
 I want to clarify that I wasn't trying to speak ill of sgi or those
 who use sgi computers.  I was just responding to Martin Spott's
 suggestion that it would cost $1000 to turn an Octane SSI into
 something that could reasonably run FlightGear.  And then pointing out
 that for that $1000 you could buy an entire PC which would run
 FlightGear splendidly.
 
 
 Hmm, maybe I didn't understand it quite well then.
 Anyway, I've discovered that allmost all of the ambient and diffuse 
 colors in the materials.xml file hive the same value for r, g an b.
 
 I guess there has gone something wrong in the conversion of the file.
 Does anybody have the original still laying around?
 
 I have one from FLightGear-0.7.6 which is probably too old (but usable 
 if there are no other options).
 
 Erik

Yes, this is definately wrong.  I have a copy, but I'm not sure how old
it is (prolly a couple months).  I don't think it has all of the changes
up to when it was removed.  Anybody know how to retrieve it from the CVS
Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
server?  ;-)
-- 
Cameron Moore
[ There's no place like $HOME ]

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread David Megginson

Erik Hofman writes:

  I guess there has gone something wrong in the conversion of the file.
  Does anybody have the original still laying around?

The colours in the original were mostly not filled in either,
unfortunately.  When you tweak the colours around, do you get anything
useful?


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Cameron Moore

* [EMAIL PROTECTED] (David Megginson) [2002.01.31 15:32]:
 Cameron Moore writes:
 
   Yes, this is definately wrong.  I have a copy, but I'm not sure how old
   it is (prolly a couple months).  I don't think it has all of the changes
   up to when it was removed.  Anybody know how to retrieve it from the CVS
   Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
   server?  ;-)
 
 To get the version from, say, November 30 2001, try something like
 
   cvs update -D20011130 materials

Okay, I was trying to use '-r 1.11' and it wasn't working.  This should
get you the last version prior to the XML switch-over:

  cvs update -D20011227 materials

 That said, it's my mess, so I'll clean it up.  I don't think I have
 the perl script I used for that conversion any more though.

Well, if you find it, it looks like you were dropping the BG values and
just converting everything to RRR instead of RGB.
-- 
Cameron Moore
/ If a person with multiple personalities threatens \
\  suicide, is that considered a hostage situation? /

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Martin Spott

 Well, the modern SGIs shouldn't have trouble running a recent version of
 FGFS. So we run on a SGI.

Yep, as long as you have lots of CPU cycles. I believe an R10k at 300 MHz is
minimum, also a MaxImpact/MXI graphics subsystem with maximum TRAM should be
recommended.

 PS: Is there a way to install FGFS (+SimGear + PLIB + GLUT) on a Indy
 w/o root privileges? I'd like to try it at the university.

Yes, you could place the binary in your home directory and adjust 'fg-root'.
That's it. But be warned: My first SGI was a 175 MHz Indigo2 MaxImpact
(somewhat Indy's successor) wit 2x 1 MByte TRAM. CPU was too slow and TRAM
was too little. Now I have an 195 MHz Octane SSI. CPU is still somewhat too
slow and SSI has _no_ TRAM. I doubt you'll be lucky on an Indy,

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Christian Mayer

Martin Spott wrote:
 
 From: Alex Perry [EMAIL PROTECTED]
 
  It's also worth bearing in mind that
  (a) FGFS is currently not taking advantage of some SGI hardware features
 
 Do you believe it might make sense to take these features into account for
 FlightGear ? I had the impression that by using several 'abstraction layers'
 like 'glut' and 'plib' there's not much room to take advantage of OpenGL
 specifics. 

That's no problem. AFAIK is our only need for GLUT to tell us the
dimension of the OpenGL window that the window manager created for us.

PLIB gives us a scenegraph. And PLIB should work *very* well on SGI as
the author has a very strong SGI background (and SSG was strongly
inspired by performer). PLIB also let's us call our own OpenGL calls
(that's e.g. the way we draw our sky) and only need a few informations
from us which aren't limiting us in any way.
Oh, and we can allways inherit classes from PLIB to have out very custom
OpenGL calls.

So no trouble here. But *I* think it's not worth the hazle.

CU,
Christian

--
The idea is to die young as late as possible.-- Ashley Montague

Whoever that is/was; (c) by Douglas Adams would have been better...

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

David Megginson writes:
 Erik Hofman writes:
 
   I guess there has gone something wrong in the conversion of the file.
   Does anybody have the original still laying around?
 
 The colours in the original were mostly not filled in either,
 unfortunately.  When you tweak the colours around, do you get anything
 useful?

Some of them had been carefully tweaked at one point, but new
additions probably weren't tweaked.  Clearly the actual/original rgb
values did not get brought over in the conversion to xml.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Curtis L. Olson

Martin Spott writes:
 From: Alex Perry [EMAIL PROTECTED]
 
  It's also worth bearing in mind that
  (a) FGFS is currently not taking advantage of some SGI hardware
  features

Alex, what sgi hardware features are you referring to, and are these
available on any of the machines our developers have access to?

 Do you believe it might make sense to take these features into account for
 FlightGear ? I had the impression that by using several 'abstraction layers'
 like 'glut' and 'plib' there's not much room to take advantage of OpenGL
 specifics. Anyways, as my insight in FlightGear's 'mechanics' is limited I
 easily might be wrong.

For the most part glut and plib do not hinder you from using raw
opengl commands.  They don't necessarily provide an abstraction for
the fancy new card features and opengl extensions coming out, but they
don't get in the way of you writing raw opengl calls yourself.

 Anyway, even if someone optimizes FlightGear's use of unusual
 graphics hardware there will ever be the lack of CPU cycles, as even
 modern SGI Workstations run at moderate CPU speed. This gets pretty
 obvious when comparing frame rates of FlightGear running LaRCsim or
 JSBSim,

I'm still not sure what special graphics features sgi provides (that
something like a mid-hi level geforce card doesn't) that we'd be
interested in.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread John Check

On Thursday 31 January 2002 04:09 pm, you wrote:
 * [EMAIL PROTECTED] (Erik Hofman) [2002.01.31 14:14]:
  Curtis L. Olson wrote:
  Erik,
  
  I want to clarify that I wasn't trying to speak ill of sgi or those
  who use sgi computers.  I was just responding to Martin Spott's
  suggestion that it would cost $1000 to turn an Octane SSI into
  something that could reasonably run FlightGear.  And then pointing out
  that for that $1000 you could buy an entire PC which would run
  FlightGear splendidly.
 
  Hmm, maybe I didn't understand it quite well then.
  Anyway, I've discovered that allmost all of the ambient and diffuse
  colors in the materials.xml file hive the same value for r, g an b.
 
  I guess there has gone something wrong in the conversion of the file.
  Does anybody have the original still laying around?
 
  I have one from FLightGear-0.7.6 which is probably too old (but usable
  if there are no other options).
 
  Erik

 Yes, this is definately wrong.  I have a copy, but I'm not sure how old
 it is (prolly a couple months).  I don't think it has all of the changes
 up to when it was removed.  Anybody know how to retrieve it from the CVS
 Attic?  Or...what are to chances of getting ViewCVS on the fgfs-base
 server?  ;-)

I'll look into it next week. I'm scheduling an overhaul of that machine
soon.  Probably after the next release.

John

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 Alex, what sgi hardware features are you referring to, and are these
 available on any of the machines our developers have access to?

 I'm still not sure what special graphics features sgi provides (that
 something like a mid-hi level geforce card doesn't) that we'd be
 interested in.

I'm thinking of the video that is genlock capable, their graphics cards
that can do true 3D textures, and the like.  Much of this was add-ons
on the earlier machines.  My point of view is that those machines are
physically installed in existing Sim settings, so if we want to be
able to make inroads into those systems (and get to play with them)
then we also have to be able to run (as best we can) on the unfeatured
machines beforehand, to establish feasibility and get that access.


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-31 Thread Alex Perry

 Someone should actually go through all the entries and pick
 appropriate non-texture colors for each material.  I thought it would
 be intresting to taket the average of all the pixels in the texture,
 but never got around to seeing how well that would work.  But it's
 something you could then automate to handle future textures or texture
 updates pretty easily.

A quick way to see how well it works is to have a script iterate through
all the texture files, and have a program compute the average RGB value
of all the pixels then replace all the pixels with that average and save.
Then run FGFS normally and see what the scenery looks like ...

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-30 Thread Erik Hofman

Curtis L. Olson wrote:


 Now - Feb 8 (this week and next) is the last chance to submit new
   features for the 0.7.9 version.  Preferably I'd see more bug fixes
   than features in this time.
 
 Feb 9 - Feb 15: Everyone should be building from cvs and the trial
   tarballs and reporting any bugs, build problems and platform
   incompatibilies.  Try it out on your platform and compiler and send
   in bug reports sooner rather than later.  If you don't, and 0.7.9
   has problems on your platform, don't come complaining to me
   afterwards. :-)


This time could also be used to commit non-code changes, like textures, 
sound files and last tweaks for aircraft configuration files.

 
 Feb 16: Official 0.7.9 release day.


BTW. Is it just me, or is the color gone from the non-texture scenery 
(F9) ? If i do that it's just grey-scale.

Erik




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-30 Thread David Megginson

Curtis L. Olson writes:

  Uh oh, could this have been introduced when David converted the
  materials file to materials.xml?  I don't think it's a widely used
  feature.  I wouldn't be opposed to completely ripping it out.  These
  days if your video hardware doesn't have reasonable texture you need
  to consider investing $50 into a video card that does.

It should have survived -- at least, materials.xml still contains the
information.  I agree that it's not much use now (and most of the
colours weren't set properly anyway), but we might want to do some
blending with textures in the future.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 0.7.9 release schedule

2002-01-29 Thread John Check

On Tuesday 29 January 2002 05:08 pm, you wrote:
 I really, really, really want to roll out the FlightGear-0.7.9 release
 soon.  I haven't posted an official release time table yet, but I will
 do that in this message.

   John Check writes:
For sure. Just make sure you guys don't commit any major breakage
to CVS this week ;)

   LWCE/New York is this week and as per John's request, perhaps it
   would be a good idea to go slow on a lot of major CVS changes to
   keep from complicating their lives.  However, John, no matter what
   we do, it would be wise to get the latest version running before the
   show starts and just stick with it, warts and all.  Tracking cvs and
   rebuilding the binary on the booth demo machines in the middle of
   the show is just asking for trouble, wierd problems, and uh ... it
   just was working or I don't know why it just did that type
   moments.  Get a recent version working, and then just stick with it.


Right. I was just busting you guys chops.
I do notice the c310 JSBsim is a little shaky sometimes. Mainly 2 things

1)  Going Hypersonic - once in a while she accelerates to muti mach
speeds and gets sucked into NAN land
2) Reset crashes X sometimes. Usually after smacking into something.

I'll take notes and see if I can come up with conditions to reproduce
either situation.

 So here is my proposed schedule:

 Now - Feb 8 (this week and next) is the last chance to submit new
   features for the 0.7.9 version.  Preferably I'd see more bug fixes
   than features in this time.

 Feb 9 - Feb 15: Everyone should be building from cvs and the trial
   tarballs and reporting any bugs, build problems and platform
   incompatibilies.  Try it out on your platform and compiler and send
   in bug reports sooner rather than later.  If you don't, and 0.7.9
   has problems on your platform, don't come complaining to me
   afterwards. :-)

 Feb 16: Official 0.7.9 release day.

 Does this schedule sound reasonable?

 My time is very limited these days, but I will do my best to stick to
 this timeline.  If everyone agrees, I will go ahead and cast it in
 stone.

 I will do everything I can to look at and apply everyone's patch
 submissions in time.  Also be aware that David Megginson has cvs write
 access so you can send reasonable stuff to him as well.  Be aware that
 neither of us blindly commit patch submissions and we evaluate your
 submission to make sure it fits in the overall scheme of the project.
 We try to fix things as much as possible if not, and only reject
 patches as a last resort.  This can be a lot of work depending if the
 patch submitters send in something that is whipped together quickly,
 not thought through very well, or an 'ugly' hack.  And we really
 cringe if we see the I didn't understand what this code over here did
 so I removed it type patches.

 Regards,

 Curt.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel