Re: [Flightgear-devel] OpenSceneGraph
awesome! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mathias Fröhlich Sent: Tuesday, October 24, 2006 3:45 PM To: FlightGear discussions Subject: [Flightgear-devel] OpenSceneGraph Hi, I had worked now for some time on an OSG port of flightgear. At the moment many things are already working. - Scenery and 3d models are there. - Animations work mostly as expected. - The usual lights including the vasi are there. - The 3d panel is displayed and interactive. - The sky looks as usual - including stars and the 2d clouds. - The HUD's. - The usual menus. What is missing so far are - The shadows - The 3d clouds - The lightning and rain code - The render surface instruments On my notebook, where I do much of the development, I get improved frame rates up to a factor of two. Depending on the model and daytime. The rain stuff as well as the render surface stuff is nothing too complicated and already available in osg, but that needs to be done and tested. There is a replacement for our shadows in osg available. Also an improved shadow toolkit is in the works by the osg guys - I believe we should make use of that in the longer term. The 3d clouds are something to think about. osg can assist here but I need to think about that. We will need some small updates to the current OSG version. That is: An updated rgb loader that does not crash on some of our rgb files. An updated ac3d loader - we will need that to get our models right. Ok, long talk - what to do? I would like to check that into our cvs. The usual way would be to create a cvs branch and do that work on that branch. In this case it would be good if we could avoid changes in the HEAD branch that touches anything visible. In some private mails with Curt he directed me to an other scheme: Create a branch for the old plib/ssg code and do the osg stuff on HEAD. In this case we would have the plib/ssg stuff still available in that branch for those of us who need the well tested old stuff. We could safe some final merging if we do it in this way. Thougths/Comments - where should I check in? Well, two screenshots of that are at ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061024 Greetings Mathias - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] multiple views on separate monitors?
Thanks for the info. I should have clarified that I was wondering if how hard it would be to do it on one machine --of course the entire program is too processor intensive to run twice on one machine. Some simulator programs run multiple windows on low end machines, so it's doable in some cases. It's not just a matter of saving the cost of the second machine (and we would have a lot of installations), its also a huge convenience and requires less support and hassleespecially to exhibit flightgear training devices at expos. I know a bit about opengl and flightgear but not enough(at this point) to pop in a multiple window module that provides another camera view without recomputing any flight data. At least not by myself--I will take it on as a hobby, if I can get a little competent guidance. At some point management here might wish to support the effort. But certainly I should know before I take it on---if there is any reason why it might not work well---given the current design or other factors. Adding another view may--- for all I know ---require an enormous increase in complexitiy to achieve the required efficiency. But it seems likely that a bad ass computer and video card setup would solve that the efficiency issue and that stuff is getting cheaper by the minute. thanks steve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stuart Buchanan Sent: Saturday, October 21, 2006 6:45 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] multiple views on separate monitors? --- Sexauer, Steve wrote: can you use multiple monitors and perhaps multiple video cards with flightgear in windows or linux? By that I mean do an out the window view on one monitor and a cockpit view on another. Yes, FG supports multiple monitors. It's even documented in The Manual (http://www.flightgear.org/docs.html) here: http://www.flightgear.org/Docs/getstart/node3.html#SECTION033400 00 -Stuart Send instant messages to your online friends http://uk.messenger.yahoo.com - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] multiple views on separate monitors?
can you use multiple monitors and perhaps multiple video cards with flightgear in windows or linux? By that I mean do an out the window view on one monitor and a cockpit view on another. if not, I wonder if the architecture lends itself to upgrading to that capability , or if that is a possibility in the future? - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2d PFD?
I have a couple of 2D mfds that I've been playing with. I need to figure out how to submit some of the things I have been doing, I'm starting on an airport and playing with some tutorial code in C++ . -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Curtis L. Olson Sent: Wednesday, August 16, 2006 2:36 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] 2d PFD? Andy Ross wrote: Can't you just use a 3D cockpit with an appropriate ortho matrix? I have to confess that I enjoy the 3d cockpits, but I've not been involved at all in the coding or creating of any of them. What would I need to do to make this work? Am I going to need to learn how to use a 3d modeling tool to assemble a custom 3d cockpit? 2d cockpits are easy because you can slide things around and scale them in a convenient 2d coordinate system. I don't think FG supports an ortho view at the moment, does it? I'm trying to minimize coding effort here because I have a deadline of this coming monday so I can't dig in too far under the hood. Thanks, Curt. -- Curtis Olsonhttp://baron.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel . - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] moving hotspots?
Is it possible to have hotspots on moving objects like the stick throttle? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maik Justus Sent: Monday, July 31, 2006 4:06 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] heli simulation update ready for cvs? Hi, there was a bug in the diff file (I have deleted some debug code directly in the diff file...). Please use this file instead of the diff file enclosed in the archive. Maik Maik Justus schrieb: Hello, for my part the update of the yasim heli simulation is ready for cvs. Andy: therefore I want to ask you for a review of the patch and your agreement to add this to cvs or a list of necessary modifications or (hopefully not) a clear no. The heli add on is not fully finished now, but the missings will have only very small impact to the flight dynamic. The only upcoming modification with impact to the xml configuration files of the helicopters will be the connection to the yasim engines. Probably I will do this by a rotorgear tag, which will be a modified propeller tag acting as an interface between one engine and all the rotors. But I need further modifications, because now there is no governor for the engines. For constant rpm propeller the incidence is varied to get the constant rpm, for a rotor the power must be modified to get constant rpm. And simulation of multi engine helicopters should be done by more than one engine... I have decided to include the patch directly to this mail due to the quite small size. I have to say thank you to Melchior for his assistance testing and improving this patch. Maik - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 7 page MFDs
I'm trying to build 3 MFDs that each have several pages --one has 7 or more ( the aircraft is still in development) I'm not sure what the simplest organization is. Nested layers seems complex as there as 6 instruments plus text and lables on several pages. I was thinking I would organize each page as a panel. so I tried giving the different panels the same name and looked for an array in the property tree that I might work with --didn't find anything. Is there a way to turn panels on and off? maybe I could add a switch statement somewhere in the source code that reads a property? Steve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mathias Fröhlich Sent: Thursday, July 27, 2006 10:16 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers Melchior, On Thursday 27 July 2006 09:58, Melchior FRANZ wrote: * Mathias Fröhlich -- Wednesday 26 July 2006 22:49: Because it is not a limitation but rather a gain. A *well* *done* and *well* *supported* scenegraph will help you some much more than you probably can imagine now. You completely miss the point: we are using ssg! There was no decision made to switch to osg. So, if we switch to ssg wrappers first, we lose capabilities, that we may or may not get back later. I don't accept that and object. In fact, a proper design - like a well done scenegraph provides You miss the point. We are using ssg! So why should we limit ourselves in the long term with ssg? Fact is: we are using ssg. We may or may not switch to osg later. There has *no* decision been made, so we can't rip out stuff now that osg may provide later. The way to go is: - formal decision to switch to osg (or at least to start working on it) - generate osg branch in cvs - parallel development In the osg branch you can do with the HUD what you like. But not in the current, *SSG* branch. I believe that you miss the point. The point is that we can, without loosing features, with a sensible design, prepare getting rid of ssg. As allmost allways, building sensible structures is a win even if no switch will happen. Just blocking that is not a good idea. ... did you ever look at the sceens of csp.sf.net? Greetings Mathias - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Windows compile is twice as big, shakey and takes much longer to load
my windows compile of fg 9.10 is 6,626KB instead of 3,772KB, it also takes way longer to load --- but the unacceptable part is that went you scroll around the cockpit, the picture shakes. The orignal, smaller 9.10 precompiled version runs fine on my machine, anybody ran into this or have any ideas? Thanks steve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Melchior FRANZ Sent: Monday, July 10, 2006 9:47 AM To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] coding style unification * Melchior FRANZ -- Monday 10 July 2006 17:45: So do I. But most people don't understand that concept, and will always mix tabs into it. Err ... spaces. There! ... now I mix them up, too. :-] m. - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel . - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] compiling FlightGear-- linking phase
I'm trying to compile FlightGear for the first time. (using VS 8 on windoze) I'm getting 704 unresolved externals (4411 errors) on the second pass of the linking phase (after compiling everything sucessfully) I have the following defined in the linker as additional library directories C:\plib\lib C:\simgear; C:\AL;C:\zlib; plib has 12 .libs SimGear has SimGear.lib AL has alut.lib ( alut.dll) zlib has zdll.lib ( zlib1.dll) I'm also getting a good number of unreferenced local variable warnings in the compile phase. Is that anything to look into ? I didn't reinstall the base anywhere since I have the main installation, but I dont see anything in there it needs. ? Thanks Steve ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
RE: [Flightgear-devel] F-14 undercarriage animation / Blender / SF.net lists
Blender is awesome. I just imported a T6(Raytheon) built in Blender using the ac3d format. I haven't gotten to the animations yet, I too was wondering how/if they work work. My 3ds models from blender didn't keep the texture mappings. Steve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lee Elliott Sent: Thursday, May 18, 2006 3:51 PM To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] F-14 undercarriage animation / Blender / SF.net lists On Thursday 18 May 2006 22:11, AJ MacLeod wrote: Forwarding this to the list as requested. And because there are lots of people here much better qualified than I to answer the animation questions :-) Cheers, AJ -- Forwarded Message -- From: flying.toaster To: AJ MacLeod Hi there I send you this e-mail because the anti-spam at sourceforge is filtering my domain name (voila.fr, which is sort of like hotmail). I know that lots of spam come from that kind of domain but this restriction is kind of violent ! Do you have any idea how I could get my posts sent ? Here is the latest one I wanted to send regarding the tomcat if you want to forward it ... I posted a preview of animations (landing gear retraction) at avsim forum. I think I got the blender inverse kinematics right now, but I am wondering if this is of any use since blender uses bones as a replacement for transforms in the animations (actually bones are pseudo objects redefining the axes of its childs in the hierarchy). Bones are very elegant but I don't think there is such a thing on plib animations. Furthermore, animations are interpolated across multiple frames but how do I export a particular animation for a particular part (say ground spoilers) for use in flight gear ? I just feel like all the pretty work on blender is going to be useless. Anybody tried blender export before ? regards Enrique Hi AJ, Enrique, there's no support for IK in FG - you'll have to use axis and the existing rotate and translate animation methods. This has become a lot easier to do since it was possible to define axis by their endpoints instead of normalised values. Getting them right when the axis is compounded between x, y z still requires some effort and it can help if you temporarily bind the control-input axis for the animation you're working on to one of your joystick axis and then, for rotation animations, set the factor so that the rotating object rotates through 360 degrees. This should make the rotation axis a lot clearer. You've still got to fire up FG after each change to check stuff though. LeeE --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid0709bid3057dat1642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel