Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Sexauer, Steve
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

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Re: [Flightgear-devel] multiple views on separate monitors?

2006-10-22 Thread Sexauer, Steve
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



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[Flightgear-devel] multiple views on separate monitors?

2006-10-20 Thread Sexauer, Steve








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?








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Re: [Flightgear-devel] 2d PFD?

2006-08-16 Thread Sexauer, Steve
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



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[Flightgear-devel] moving hotspots?

2006-08-01 Thread Sexauer, Steve
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


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[Flightgear-devel] 7 page MFDs

2006-07-27 Thread Sexauer, Steve
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

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[Flightgear-devel] Windows compile is twice as big, shakey and takes much longer to load

2006-07-10 Thread Sexauer, Steve
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.



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[Flightgear-devel] compiling FlightGear-- linking phase

2006-05-31 Thread Sexauer, Steve
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




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RE: [Flightgear-devel] F-14 undercarriage animation / Blender / SF.net lists

2006-05-19 Thread Sexauer, Steve
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



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