Thanks for stabilized submodels, makes them more versatile.

Using 2 beams of each 5 submodels per second (max 10 submodels at a time 
together, norm 4 -8) I could not monitor a frame rate drop (ok, maybe in 
the 1-3fps scale, but that is hardly monitorable as you never know where 
it is coming from), maybe because no visible model is attached.

Fly on,
Markus

Vivian Meazza wrote:
> Markus
>
>   
>> Subject: Re: [Flightgear-devel] Object avoidance
>>
>>
>> LeeE wrote:
>>     
>>> On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
>>>   
>>>       
>>>> * R. van Steenbergen -- Friday 15 February 2008:
>>>>     
>>>>         
>>>>> Melchior FRANZ wrote:
>>>>>       
>>>>>           
>>>>>> ...you could abuse that by
>>>>>> launching an invisible, lightweight, and very fast submodel, and 
>>>>>> check where and at which altitude it lands.
>>>>>>         
>>>>>>             
>>>>> Don't they call that 'radar' in real life? :) (The very fast, 
>>>>> lightweight submodels being microwave photons in that case)
>>>>>       
>>>>>           
>>>> Hehe, yes. Except that ours don't come back. And I'm not 
>>>>         
>> sure if they 
>>     
>>>> collide with static/random buildings. They hardly do with 
>>>>         
>> trees. Hmm 
>>     
>>>> ... cows?
>>>>
>>>> m.
>>>>     
>>>>         
>>> Markus Zojer has used this technique for the TFA functions in the
>>> B-1B.  I had a look at it and experimented with it when I wanted to 
>>> add TFA to a couple of aircraft I've done - it's a very appealing 
>>> approach because it's almost like simulating a real radar.
>>>
>>> I had a play with the technique but hit some problems with it,
>>> mainly because the trajectory of the submodels is fixed to the 
>>> pitch of the aircraft.  I found it fine while the aircraft was in 
>>> level flight but I hit some issues when the aircraft was pitched up 
>>> or down to any significant degree and in the end I decided to use 
>>> the Nasal geo functions instead.
>>>
>>>   
>>>       
>> I am still working on the terrain following function, rewriting it 
>> completely for the 3rd time and again used "the real radar" 
>> approach, as 
>> you are not dependent in the scanning resolution of the geo 
>> properties. The fixed radar beam (submodels) could be refined 
>> if we would add the 
>> property absolute to the pitch angle of the submodel  (so the 
>> submodel 
>> leaves the plane at always the same pitch angle).
>>
>> Due to the ongoing environment development in OSG, now low 
>> level flying 
>> is really flashing :)
>>
>> Expect the new version included in the next release (coming  
>> hopefully 
>> within the next 10 days).
>>
>> Fly on,
>> Markus
>>     
>>> As I mentioned previously, the geo functions do interact with static
>>> buildings and structures, as long as the scanning scheme has a high 
>>> enough resolution to ensure sampling them - I haven't tried with 
>>> random objects though - still on OSG 2.2 here and the performance 
>>> hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
>>> great here.
>>>
>>> I have noticed that pylons are not detected and I would doubt that
>>> trees are detected either, presumably because they have no area.  
>>> The pylons are made with line objects that have no width and the 
>>> trees, at least in plan, also have no width, so it'll be very 
>>> unlikely to hit the exact point where they are in any scanning 
>>> scheme.  Adding a transparent horizontal plane poly to the top of 
>>> these objects probably would make it work, but not only would it 
>>> increase the render load but also probably introduce more 
>>> transparency render artifacts and ordering issues.
>>>
>>>       
>
> OK I can give you submodels which are stabilised in pitch within a few days,
> if this is really a good approach - submodels are a big frame rate hit.
>
> Would an alternative be to duplicate the code which calculates the ground
> intersection for submodels, without the cost of "flying" the submodel? This
> approach would take more coding, but might be less frame rate intensive.
> However, the methods which are used are some of the most frame rate heavy
> around so perhaps in practice not too different. 
>
> Vivian 
>
>
>
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