Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread James Turner

On 30 Sep 2011, at 19:52, Michael Robson wrote:

 Essentially what I am looking to do is create some instruments of my own with 
 some detailed generation of graphical entities that are being continually 
 updated.  I am therefore assuming that a 'dynamic texture' is the way to go 
 with this.  If there is another way, perhaps better, then I am open to 
 suggestions!

Correct, basically.

Also note i just added a 'NavDisplay' instrument to Git, which is another kind 
of dynamic texture, along with ground-radar. It's new, untested code (that's 
part of my plan for this weekend), but is designed to show navigation type info 
(route, waypoints, traffic, airports, navaids) in a customisable way, and hence 
be used to simulate the navigation modes of various modern cockpits.

Depending on what you want to do, you might be able to use the code as is, or 
certainly use it as an example (along with the other render-to-texture 
instruments)

But, be aware I'm still shaking the bugs out - and then I need to write some 
docs :)

James


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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Alan Teeder
Another way is to use the ZKV1000 instrument. See 
http://wiki.flightgear.org/FlightGear_Newsletter_October_2010. It is so far 
in the Hondajet and Diamond DA42 aircraft.

I have re-used the moving map code from ZKV1000 in my TSR2 project.  The 
moving map takes a set of map images (in windows these have to be stored in 
C:/user/yourname/AppData/Roaming/flightgear.org/zkv1000/maps/terrain  !!). 
The code choses which image contains the current A/C position and uses a 
virtual texture to present a section of this image, shifted X and Y for 
lat/long, on the moving map display.

This method makes use of already existing code in Flightgear.

Chase Zakharov for a better description of what is happening.

Alan

-Original Message- 
From: James Turner
Sent: Saturday, October 01, 2011 9:40 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module


On 30 Sep 2011, at 19:52, Michael Robson wrote:

 Essentially what I am looking to do is create some instruments of my own 
 with some detailed generation of graphical entities that are being 
 continually updated.  I am therefore assuming that a 'dynamic texture' is 
 the way to go with this.  If there is another way, perhaps better, then I 
 am open to suggestions!

Correct, basically.

Also note i just added a 'NavDisplay' instrument to Git, which is another 
kind of dynamic texture, along with ground-radar. It's new, untested code 
(that's part of my plan for this weekend), but is designed to show 
navigation type info (route, waypoints, traffic, airports, navaids) in a 
customisable way, and hence be used to simulate the navigation modes of 
various modern cockpits.

Depending on what you want to do, you might be able to use the code as is, 
or certainly use it as an example (along with the other render-to-texture 
instruments)

But, be aware I'm still shaking the bugs out - and then I need to write some 
docs :)

James


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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Robbo
James, this sounds very interesting. I will check out the code this weekend
if I get time and have a look through. I am pretty sure that this is the way
I need to go to implement my instument!

Alan, that instrument looks interesting. I may be able to use the technique
for a 'layer' on my display. Is it essentially 'redrawing' parts of image
texture tiles, calculated by position?

I think my solution could use the tiled background with a dynamic layer on
top.

Robbo
On Oct 1, 2011 9:40 AM, James Turner zakal...@mac.com wrote:

 On 30 Sep 2011, at 19:52, Michael Robson wrote:

 Essentially what I am looking to do is create some instruments of my own
with some detailed generation of graphical entities that are being
continually updated. I am therefore assuming that a 'dynamic texture' is the
way to go with this. If there is another way, perhaps better, then I am open
to suggestions!

 Correct, basically.

 Also note i just added a 'NavDisplay' instrument to Git, which is another
kind of dynamic texture, along with ground-radar. It's new, untested code
(that's part of my plan for this weekend), but is designed to show
navigation type info (route, waypoints, traffic, airports, navaids) in a
customisable way, and hence be used to simulate the navigation modes of
various modern cockpits.

 Depending on what you want to do, you might be able to use the code as is,
or certainly use it as an example (along with the other render-to-texture
instruments)

 But, be aware I'm still shaking the bugs out - and then I need to write
some docs :)

 James



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 threats, fraudulent activity, and more. Splunk takes this data and makes
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Michael Sgier
Now that G1000 looks promising, but I get while compiling Atlas on Ubuntu 10.04:
make[2]: Betrete Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[2]: *** Keine Regel vorhanden, um das Target »MPAircraft.o«, 
  benötigt von »Atlas«, zu erstellen.  Schluss.
make[2]: Verlasse Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[1]: *** [install-recursive] Fehler 1
no rule for making MPAircraft.oAny ideas/help on what to do? In GIT the Honda 
and DA20 are black/off?ThanksMichael



--- On Sat, 10/1/11, Alan Teeder ajtee...@v-twin.org.uk wrote:

From: Alan Teeder ajtee...@v-twin.org.uk
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Saturday, October 1, 2011, 11:07 AM

Another way is to use the ZKV1000 instrument. See 
http://wiki.flightgear.org/FlightGear_Newsletter_October_2010. It is so far 
in the Hondajet and Diamond DA42 aircraft.

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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Alan Teeder


From: Michael Sgier 
Sent: Saturday, October 01, 2011 3:43 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module



  Any ideas/help on what to do? In GIT the Honda and DA20 are black/off?

  Thanks

  Michael


 


I hit Ctrl-C to find where the hotspots were and then pressed all the buttons 
to see what works.

The map will not work unless you first generate a set of special format maps 
using the buildmaps.pl script that is in the ZKV1000\Systems directory.

It took me quite a long time to get this working.

Perhaps the authors will be along to help.

Alan--
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Alan Teeder


From: Robbo 
Sent: Saturday, October 01, 2011 10:57 AM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
Alan, that instrument looks interesting. I may be able to use the technique for 
a 'layer' on my display. Is it essentially 'redrawing' parts of image texture 
tiles, calculated by position?





Robbo

The map uses the property-base animation (usually used in Livery over MP) to 
select which image tile to display, and the textranslate animation to pan the 
image with lat-long.

Alan
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Robbo
Ok so I think that I am making some progress here, but what I really need to
do is 'register a listener',  so that my code can be called for updating the
dynamic texture.

I have looked, but I am not too sure what to register my object as a
listener with, can anyone point me in the right direction?

I can see that in 'groundradar' there are two listeners registered, one with
radar-range and one with airport, but what i really need is to have my code
called continuously as part of the osg::frame!

Any help would be appreciated,

Robbo

On 1 October 2011 18:23, Alan Teeder ajtee...@v-twin.org.uk wrote:



  *From:* Robbo robbo_b...@hotmail.com
 *Sent:* Saturday, October 01, 2011 10:57 AM
 *To:* FlightGear developers 
 discussionsflightgear-devel@lists.sourceforge.net
 *Subject:* Re: [Flightgear-devel] Query about groundradar Instrument
 module

 Alan, that instrument looks interesting. I may be able to use the technique
 for a 'layer' on my display. Is it essentially 'redrawing' parts of image
 texture tiles, calculated by position?





 Robbo

 The map uses the property-base animation (usually used in Livery over MP)
 to select which image tile to display, and the textranslate animation to
 pan the image with lat-long.

 Alan


 --
 All of the data generated in your IT infrastructure is seriously valuable.
 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-d2dcopy2
 ___
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 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Robbo
Actually, I think that the solution here would be to just use a standard
OSG::NodeCallBack technique! please correct me if there is a better way of
doing this within FGFS!

Robbo

On 1 October 2011 21:07, Robbo robbo_b...@hotmail.com wrote:

 Ok so I think that I am making some progress here, but what I really need
 to do is 'register a listener',  so that my code can be called for updating
 the dynamic texture.

 I have looked, but I am not too sure what to register my object as a
 listener with, can anyone point me in the right direction?

 I can see that in 'groundradar' there are two listeners registered, one
 with radar-range and one with airport, but what i really need is to have my
 code called continuously as part of the osg::frame!

 Any help would be appreciated,

 Robbo

 On 1 October 2011 18:23, Alan Teeder ajtee...@v-twin.org.uk wrote:



  *From:* Robbo robbo_b...@hotmail.com
 *Sent:* Saturday, October 01, 2011 10:57 AM
 *To:* FlightGear developers 
 discussionsflightgear-devel@lists.sourceforge.net
 *Subject:* Re: [Flightgear-devel] Query about groundradar Instrument
 module

 Alan, that instrument looks interesting. I may be able to use the
 technique for a 'layer' on my display. Is it essentially 'redrawing' parts
 of image texture tiles, calculated by position?





 Robbo

 The map uses the property-base animation (usually used in Livery over
 MP) to select which image tile to display, and the textranslate animation
 to pan the image with lat-long.

 Alan


 --
 All of the data generated in your IT infrastructure is seriously valuable.
 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-d2dcopy2
 ___
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 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-30 Thread Michael Robson

Hi,

Thanks for your replies with regards to this subject.

It is all starting to make some sense now.  If I understand correctly then, the 
C++ module generates an in-memory texture that the xml files reference for 
displaying within the OSG tree.  This texture is being continually re-generated 
to provide a 'dynamic texture'!

Can I assume that this this is the standard way to generate dynamic graphical 
information on screen?

Essentially what I am looking to do is create some instruments of my own with 
some detailed generation of graphical entities that are being continually 
updated.  I am therefore assuming that a 'dynamic texture' is the way to go 
with this.  If there is another way, perhaps better, then I am open to 
suggestions!

Regards,

Robbo
  --
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-29 Thread Csaba Halász
On Thu, Sep 29, 2011 at 10:32 PM, Robbo robbo_b...@hotmail.com wrote:
 Hi,

 Essentially, there is a 'texture' declared as follows:
 static const char* default_texture_name =
 Aircraft/Instruments/Textures/od_groundradar.rgb;

 FGTextureManager::addTexture(texture_name, getTexture());

 Now all is good at this point until I go and look for this file, which i
 expected to find in data/Aircraft/Instruments/Textures/, however, this file
 does not appear there, nor does it appear anywhere else on my filesystem
 either.

 I thought, well maybe the code is not actually using this texture, since its
 a 'default_texture', however, when i change the name to point to something
 else which also does not exist, then, the once black background becomes
 white!

 So I am assuming that this file MUST be somewhere, but I have no idea where
 it is, can anyone assist me with this?

That is the name of the generated dynamic texture, the od_ prefix is
supposed to signal this for owner drawn, see od_gauge.cxx/hxx. The
call you found actually registers it with the texture manager so that
other components (notably models) can refer to it by that name.

-- 
Csaba/Jester

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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-29 Thread Scott
Robbo,

  I just went through the process of adding this texture to the A380
after reading the source code, for when you are taxiing around an
airport.

  The output texture file is in essence a virtual file. So the texture
is created in memory and given a path reference (it's never actually
persisted to the file system),
  So when you add the instrument to the aircraft, you must exactly use
the virtual path, I never knew this was possible, it's a simple but
highly effective idea.


  S.




On Thu, 2011-09-29 at 21:32 +0100, Robbo wrote:

 Hi,
 
 I am trying to familiarise myself with Flightgear's source code so
 that I may try and contribute.  I am currently looking at the
 'groundradar' instrument module and there is something within that is
 causing me some confusion.
 
 Essentially, there is a 'texture' declared as follows:
 static const char* default_texture_name =
 Aircraft/Instruments/Textures/od_groundradar.rgb;
 
 This is then used by the following method:
 void GroundRadar::createTexture(const char* texture_name)
 
 in the following way:
 FGTextureManager::addTexture(texture_name, getTexture());
 
 Now all is good at this point until I go and look for this file, which
 i expected to find in data/Aircraft/Instruments/Textures/, however,
 this file does not appear there, nor does it appear anywhere else on
 my filesystem either.
 
 I thought, well maybe the code is not actually using this texture,
 since its a 'default_texture', however, when i change the name to
 point to something else which also does not exist, then, the once
 black background becomes white!
 
 So I am assuming that this file MUST be somewhere, but I have no idea
 where it is, can anyone assist me with this?
 
 Thanks
 
 Robbo
 
 --
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 sense of it. Business sense. IT sense. Common sense.
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-29 Thread Ron Jensen
On Thursday 29 September 2011 14:32:54 Robbo wrote:
 Hi,

 I am trying to familiarise myself with Flightgear's source code so that I
 may try and contribute.  I am currently looking at the 'groundradar'
 instrument module and there is something within that is causing me some
 confusion.

 Essentially, there is a 'texture' declared as follows:
 static const char* default_texture_name =
 Aircraft/Instruments/Textures/od_groundradar.rgb;

 This is then used by the following method:
 void GroundRadar::createTexture(const char* texture_name)

 in the following way:
 FGTextureManager::addTexture(texture_name, getTexture());

 Now all is good at this point until I go and look for this file, which i
 expected to find in data/Aircraft/Instruments/Textures/, however, this file
 does not appear there, nor does it appear anywhere else on my filesystem
 either.

 I thought, well maybe the code is not actually using this texture, since
 its a 'default_texture', however, when i change the name to point to
 something else which also does not exist, then, the once black background
 becomes white!

 So I am assuming that this file MUST be somewhere, but I have no idea where
 it is, can anyone assist me with this?

 Thanks

 Robbo

Definitely  not my area, but...

The hint for me was the call 'createTexture()' opposed to load or get 
Texture(). I believe we are doing a render-to-texture thing. If you grep for 
Aircraft/Instruments/Textures/od_groundradar.rgb in fgdata/Aircraft you get 
many hits like:
ATC/radar-screen.xml:
pathAircraft/Instruments/Textures/od_groundradar.rgb/path

So, if I understand things correctly, the models are asking for a texture by 
name, which is created by GroundRadar::createTexture() instead of being 
loaded from disk.

Ron

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