[Flightgear-devel] IANAE but is this useful?

2002-04-01 Thread David Findlay

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http://www.gamasutra.com/gdc2002/features/rayner/rayner_01.htm
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[Flightgear-devel] JSBSim compile error

2002-04-01 Thread David Findlay

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make[4]: Entering directory `/home/david/flightgear/FlightGear/src/FDM/JSBSim'
c++ -DFGFS -I../../.. -I../../../src  -I/usr/local/include 
- -I/usr/X11R6/include  -g -O2 -D_REENTRANT -c JSBSim.cpp
JSBSim.cpp: In method `bool FGJSBsim::copy_from_JSBsim()':
JSBSim.cpp:530: no matching function for call to `FGFCS::GetDePosN ()'
JSBSim.cpp:531: no matching function for call to `FGFCS::GetDaLPosN ()'
JSBSim.cpp:532: no matching function for call to `FGFCS::GetDaLPosN ()'
JSBSim.cpp:533: no matching function for call to `FGFCS::GetDrPosN ()'
JSBSim.cpp:534: no matching function for call to `FGFCS::GetDfPosN ()'
make[4]: *** [JSBSim.o] Error 1

Anyone else getting this? Thanks,

David
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Re: [Flightgear-devel] Panel locking to z-offset

2002-04-01 Thread David Megginson

Jim Wilson writes:

   Sure we do (but implicitly; see below).  That's the whole point of a
   scene graph -- objects draw themselves into their own coordinate
   system, and their containers, being higher up in the scene graph,
   set up the modeling transformation appropriately.
   
  Yes this is true, but models move within the scene, and the panel
  needs to be located at a given xyz in relation to the model not the
  scene.  Of course it could be oriented in the scene as it is now,
  but it really ought to be placed in the model, hence the suggestion
  that the orientation data come from the FGModel class.

I think what Andy's suggesting is that the panel be part of the
model's scene graph.


All the best,


David

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[Flightgear-devel] C172 3D Model

2002-04-01 Thread David Megginson

For those who didn't read my long post about PLIB problems, there is
now a new C172 3D model in the base-package CVS, including the
much-requested translucent propeller disk for high RPM.

Unfortunately, to see the model correctly, you will have to patch your
local plib source tree to fix the AC3D loader.  Here are the two
(small) patches against the latest plib CVS:

  http://www.megginson.com/flightsim/plib-smoothing.dif
  http://www.megginson.com/flightsim/plib-transparency.dif

Without these patches, the model is unsmoothed, and the propeller disk
and windows are opaque.


All the best,


David

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[Flightgear-devel] How to download LaRCsim?

2002-04-01 Thread Julius

Hello,
  could you say how could I download larcsim from ftp.flightgear.org??? When
I try to connect, server asks password.

Please help me.

Julius


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RE: [Flightgear-devel] JSBSim compile error

2002-04-01 Thread Jon Berndt

 make[4]: Entering directory
 `/home/david/flightgear/FlightGear/src/FDM/JSBSim'
 c++ -DFGFS -I../../.. -I../../../src  -I/usr/local/include
 - -I/usr/X11R6/include  -g -O2 -D_REENTRANT -c JSBSim.cpp
 JSBSim.cpp: In method `bool FGJSBsim::copy_from_JSBsim()':
 JSBSim.cpp:530: no matching function for call to `FGFCS::GetDePosN ()'
 JSBSim.cpp:531: no matching function for call to `FGFCS::GetDaLPosN ()'
 JSBSim.cpp:532: no matching function for call to `FGFCS::GetDaLPosN ()'
 JSBSim.cpp:533: no matching function for call to `FGFCS::GetDrPosN ()'
 JSBSim.cpp:534: no matching function for call to `FGFCS::GetDfPosN ()'
 make[4]: *** [JSBSim.o] Error 1

 Anyone else getting this? Thanks,

 David


No. GetDrPosN() and similar functions are now gone. Are you running from
JSBSim CVS?

Jon


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RE: [Flightgear-devel] How to download LaRCsim?

2002-04-01 Thread Jon Berndt

It comes with FlightGear. Go to this page and read up on how to get the code
via anonymous CVS:

http://flightgear.sourceforge.net/cvsResources/anoncvs.html

Jon


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Julius
 Sent: Monday, April 01, 2002 5:13 AM
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] How to download LaRCsim?


 Hello,
   could you say how could I download larcsim from
 ftp.flightgear.org??? When
 I try to connect, server asks password.

 Please help me.

 Julius


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[Flightgear-devel] Re: [Plib-devel] PLIB/FlightGear Problems

2002-04-01 Thread Curtis L. Olson

David/Plib developers,

I believe we are in the same situation with the plib patches which
allow more than 3 concurrent sounds to be played.  I believe these are
only in the 1.5.x tree.  So, that would be another reason to roll out
plib-1.6.0 ...

I recall some sort of confusion and misunderstanding last time we made
this request and I'd like to avoid that if possible.  Pushing out a
new stable release can be a lot of work, so before we ask too
agressively we need to make sure we are close to being ready to roll
out a corresponding version of FlightGear that actually requires these
changes.

I will say that even the current flightgear release would benefit from
the ac3d smoothing patches and also from the  3 concurrent sounds
patch.

Regards,

Curt.



David Megginson writes:
 I've run into some philosophical problems about how to handle plib.
 Right now, plib has two technical problems loading AC3D models:
 
 1. The models are not smoothed.
 
 2. Alpha transparency in a texture is not respected (unless the
entire object is partly transparent, which looks stupid).
 
 I have a new C172 model ready with windows and a propeller disk, but
 both of these features require a plib patch to fix #2 -- otherwise,
 the windows and propeller disk are entirely opaque.  The models also
 look crude and chunky without a patch to fix #1.
 
 I thought that I might avoid these problems by converting the model to
 plib's native ssg format, pre-smoothed, etc., but unfortunately that
 uncovered another plib bug -- the SSG model loader does not respect
 the ssgTexturePath, so textures for an .ssg model are not loaded
 unless you launch FlightGear from the directory containing the
 textures.  I tried every format that plib supports, systematically,
 and in the end none but AC3D preserved all of the model, including
 textures and texture alpha information (and then, only with my
 patches).
 
 My patches are inelegant and oversimplistic, so Steve Baker might not
 want to add them to the plib CVS (the AC3D loader really needs a major
 structural overhaul, not just a few pieces of duct tape).  Even if he
 does accept them, though, they will be available only in the CVS
 version of plib, and as a policy, we avoid dependencies on prerelease
 versions of plib.  That means that anyone who builds FlightGear with
 the latests released plib version will still have opaque windows (from
 the outside) and an opaque propeller disk at high RPM.
 
 Comments?  Suggestions?  I guess the best possible outcome would be
 for the plib people to incorporate my patches (or improved versions)
 and then put out a new official release very soon, which we can
 require for our next official release.  The worst possible outcome is
 for us to have to distribute patches against plib in the FlightGear
 distro and to require people to build FlightGear with a patched
 version.  For now, my plib patches are available at
 
   http://www.megginson.com/flightsim/plib-smoothing.dif
   http://www.megginson.com/flightsim/plib-transparency.dif
 
 I'll add my new model to the FlightGear base package repository, since
 CVS developers are capable of managing patched plib trees, but might
 have to roll back if there are a lot of complaints.
 
 
 Thanks, and all the best,
 
 
 David
 
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Re: [Flightgear-devel] Panel locking to z-offset

2002-04-01 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
Sure we do (but implicitly; see below).  That's the whole point of a
scene graph -- objects draw themselves into their own coordinate
system, and their containers, being higher up in the scene graph,
set up the modeling transformation appropriately.

   Yes this is true, but models move within the scene, and the panel
   needs to be located at a given xyz in relation to the model not the
   scene.  Of course it could be oriented in the scene as it is now,
   but it really ought to be placed in the model, hence the suggestion
   that the orientation data come from the FGModel class.
 
 I think what Andy's suggesting is that the panel be part of the
 model's scene graph.
 

So am I, but panel isn't moved to a scene graph yet.  Now that I think about
it though, he is still going to need the offsets that the model doesn't know
about to implement the mouse action.  So never mind.  That information is and
will be in the property tree.  Sometime this week I should be ready to set up
the property tree for view data in it's more or less final form.

Best,

Jim


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Re: [Flightgear-devel] JSBSim compile error

2002-04-01 Thread Tony Peden

On Mon, 2002-04-01 at 03:22, David Findlay wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 make[4]: Entering directory `/home/david/flightgear/FlightGear/src/FDM/JSBSim'
 c++ -DFGFS -I../../.. -I../../../src  -I/usr/local/include 
 - -I/usr/X11R6/include  -g -O2 -D_REENTRANT -c JSBSim.cpp
 JSBSim.cpp: In method `bool FGJSBsim::copy_from_JSBsim()':
 JSBSim.cpp:530: no matching function for call to `FGFCS::GetDePosN ()'
 JSBSim.cpp:531: no matching function for call to `FGFCS::GetDaLPosN ()'
 JSBSim.cpp:532: no matching function for call to `FGFCS::GetDaLPosN ()'
 JSBSim.cpp:533: no matching function for call to `FGFCS::GetDrPosN ()'
 JSBSim.cpp:534: no matching function for call to `FGFCS::GetDfPosN ()'
 make[4]: *** [JSBSim.o] Error 1
 
 Anyone else getting this? Thanks,

It sounds like you've got an old version of JSBSim.cxx.  
 
 David
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 Comment: For info see http://www.gnupg.org
 
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[Flightgear-devel] compiling under Linux RedHat 7.2 and Accelerated 3D Summit openGL

2002-04-01 Thread stefan


Hello,

I've found out that flighgear does not compile clean under RedHat 7.2 with 
Accelerated X Summit 3D drivers 2.1.4 from www.xig.com

Are any folks having the same configuration like me and somebody else have
seen these errors which comes from xglUtils.c 

xglUtils.c:218: initializer element is not constant
xglUtils.c:218: (near initialization for `glenum_string[157].val')
xglUtils.c:335: `GL_NORMAL_ARRAY_COUNT_EXT' undeclared here (not in a 
function)
xglUtils.c:335: initializer element is not constant
xglUtils.c:335: (near initialization for `glenum_string[268].val')
xglUtils.c:471: `GL_TEXTURE_COORD_ARRAY_COUNT_EXT' undeclared here (not in 
a function)
xglUtils.c:471: initializer element is not constant
xglUtils.c:471: (near initialization for `glenum_string[396].val')
xglUtils.c:509: `GL_VERTEX_ARRAY_COUNT_EXT' undeclared here (not in a 
function)

right now I just comment out these definitions from xglUitils.c 

I am using glut from XIG and libGL are from XIG too.

stefan


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Re: [Flightgear-devel] Panel locking to z-offset

2002-04-01 Thread Andy Ross

Jim Wilson wrote:
  David Megginson wrote:
   I think what Andy's suggesting is that the panel be part of the
   model's scene graph.

Yeah.  What he said. :)

  So am I, but panel isn't moved to a scene graph yet.  Now that I think
  about it though, he is still going to need the offsets that the model
  doesn't know about to implement the mouse action.

Nope; just the matrices.  The panel knows that if it runs an airframe
coordinate through teh modelview and projection matrices, it'll get
screen coordinates in the range [-1:1].  Just invert that matrix and
we can go from screen coordinates to airframe, thence to panel
coordinates.  It's a little more complicated in practice, but that's
the essence of the problem.  The panel certainly doesn't need to know
anything specific about the model or the viewer.  It can do it all on
its own, without reference to anything but the OpenGL render state.
Again, that's the point behind scene graph architectures.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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Re: [Flightgear-devel] compiling under Linux RedHat 7.2 and Accelerated 3D Summit openGL

2002-04-01 Thread Andy Ross

Stefan wrote:
  I've found out that flighgear does not compile clean under RedHat 7.2
  with Accelerated X Summit 3D drivers 2.1.4 from www.xig.com
 
  Are any folks having the same configuration like me and somebody else
  have seen these errors which comes from xglUtils.c

This sounds to me like the XiG drivers are shipping and old or broken
gl.h header file.  By convention, the gl.h file is standardized by the
OpenGL ARB and should always contain symbol definitions for all
features, even if those features aren't supported by the
implementation.

You could try replacing your /usr/include/GL/gl.h file with the one
Red Hat installed originally (which I know to be ARB compliant).
Alternatively, see if XiG has dropped a broken one somewhere else,
like /usr/X11R6/include/GL.

Andy

-- 
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Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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RE: [Flightgear-devel] Panel locking to z-offset

2002-04-01 Thread Norman Vine

Andy Ross writes:

Jim Wilson wrote:
  David Megginson wrote:
   I think what Andy's suggesting is that the panel be part of the
   model's scene graph.

Yeah.  What he said. :)

  So am I, but panel isn't moved to a scene graph yet.  Now that I think
  about it though, he is still going to need the offsets that the model
  doesn't know about to implement the mouse action.

Nope; just the matrices.  The panel knows that if it runs an airframe
coordinate through teh modelview and projection matrices, it'll get
screen coordinates in the range [-1:1].  Just invert that matrix and
we can go from screen coordinates to airframe, thence to panel
coordinates.  It's a little more complicated in practice, but that's
the essence of the problem.  The panel certainly doesn't need to know
anything specific about the model or the viewer.  It can do it all on
its own, without reference to anything but the OpenGL render state.
Again, that's the point behind scene graph architectures.

and you could probably even use the 'hitlist' mechanism almost as is
to do this in an SSG way that would return both the face hit and the
position in that face :-)

I think it is just a matter of putting the cockpit into SSG and then setting
up the apropriate 'ray' to intersect with the 'Model' SceneGraph

For the 'adventurous' I believe that the 3D cursor stuff from PPE should be
convertable to FGFS too.  In any event the applicable matrix stuff is all
there
in 'src / Viewer / ppeViewer.cxx'  for anyone inclined to peek

Norman


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RE: [Flightgear-devel] Panel locking to z-offset

2002-04-01 Thread Norman Vine

Andy Ross writes:

But the core point is valid -- this is essentially a collision
detection (or picking -- same thing) problem, and can be solved using
all the same tricks.

Hence my reference to PPE which constrains the 'picker' to a plane
where the math is all worked out for doing this in a SSG friendly way

Norman

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Re: [Flightgear-devel] Rationalizing view

2002-04-01 Thread Michael Selig

Below are some ideas I proposed for chase and tower views.  I am wondering 
if some things like this might now be included w/ the improved view code.

I'll reiterate a little.

Chase views:

[1] One view like the old one, but minus the sway that was due to 
sideslip.  In this case the horizon on the screen is always level.  (I 
don't think the new chase view behaves like this.  The horizon is not 
level, it rolls w/ the aircraft.)

[2] What would be seen from a following aircraft.  In this case, the 
horizon will move like it does on the HSI.  The final view will look very 
much like the current cockpit view minus the instruments but w/ the 3D 
model of the aircraft shown.

[3] A lagged version of [2].  Not as important, but neat.  It would 
effectively show what one would record from a video camera in the chase 
plane. The 3D model of the aircraft will not always be centered on the 
screen.  In extremely rapid maneuvers, the 3D model might even move off of 
the screen (out of the camera field of view).

It seems that to do 2 and 3, the aircraft trajectory history (so many feet 
of flight path trajectory) needs to be saved and used by the viewer code.

Tower view:

[1] One version w/ the view positioned at the end of the runway and 
slightly behind and above the aircraft, looking down on the aircraft.  This 
view is extremely useful for testing new-aircraft nonlinear-aero 
models.  It's hard to judge stall and other extreme maneuvers from the 
cockpit, but from the tower one can gauge these things pretty well.

[2] Another from the tower at the particular airport.

Maybe the latest code can already do these things w/ input via xml(?).

Regards,
Michael

At 3/9/02, you wrote:
I have a couple of comments below.

At 3/9/02, you wrote:
As far as I can figure out, there are only three situations we need to
deal with in the viewer code:

1. Looking away from a known position.
2. Looking towards a known position from a known distance and
angle(s).

With respect to the chase view (2), three potential options come to mind:

2.1 What you get now w/ the 'v' key, but with one tweak.  This view always 
keeps the horizon horizontal on the screen.  When the aircraft is flying 
straight down what you see is a plan view.  When the aircraft is level 
what you see is a rearview.  When the aircraft is doing a Dutch roll, the 
horizon is still level.  All of this is good.  Another tweak to this view, 
however, is where the view is not sort of tied to the body axis 
directionally.  Right now for an aircraft that has a strong adverse yaw 
(or Dutch roll), the view sways from side to side (w/ horizon level), and 
this makes it hard to fly w/o getting airsick (for me).  It would be 
better to simply see the aircraft yawing side to side w/ the view not 
swaying back and forth.  So this view would be tied to the aircraft 
trajectory history.

2.2 A chase view.  This would be a view that looks at the viewed aircraft 
from a following shadow aircraft.  The horizon here would move like it 
does when flying from inside the aircraft.  The viewed aircraft in this 
case would be centered on the screen as it is now w/ the 'v' key.  There 
is no lag w/ the aircraft centered on the screen.

2.3 A chase view, but more realistic.  If one were following the viewed 
aircraft from a chase plane, there would be some lag in the view.  In this 
case, the viewed aircraft would not stay in the center of the screen.  It 
will only be centered when flying steady state, but for, say, a rapid 
pull-up, the viewed aircraft would move up from the center of the 
screen.  So the chase view is more or less what a human would see w/ 
binoculars from the following aircraft --- there would be lag.


3. Looking from one known position towards another.

For the tower view, having a zoom feature would be really good.

In fact, for all cases, it would be handy if the zoom-in/zoom-out 
increased the distance between the viewer and viewee.


An example of (1) is the view from inside the aircraft; an example of
(2) is a chase view; and an example of (3) is a tower view.  The view
manager class should take care of setting up viewers appropriately for
different situations.

In every case, we want to be able to specify offsets for all six
degrees of freedom.  I think that it makes sense to put all of this in
a single, configurable viewer class, rather than having separater
viewer_lookat, viewer_rph, and (eventually) viewer_tower classes that
duplicate most of each-others' code.

The main required output is the VIEW matrix to pass to ssgSetCamera,
but several parts of FlightGear need vectors and matrices that are
byproducts of calculating VIEW as well (such as the world-up vector);
it would be nice to minimize these dependencies as far as possible.

All of the views can still be managed by the view-manager class (a
proper subsystem), but we should try to remove all hard-coded
dependencies from the rest of the FlightGear codebase.  For example,
the scenery code doesn't 

[Flightgear-devel] compilation error

2002-04-01 Thread matthew law

Hello,

Could someone help me out please? - I'm having a trouble compiling after 
checking out a copy of CVS today.

I have the correct versions of PLIB, SimGear, and MetaKit installed in 
/usr/local/ - pretty much as per the docs.  When I cd into 
/usr/local/src/FlightGear and run autogen.sh it completes without error as 
does:

 ./configure --disable-network-olk --with-x --prefix=/usr/local/FlightGear

However, when I issue a make command I get the following error:

In file included from ATCdisplay.cxx:28:
../../src/Main/fg_props.hxx:11: simgear/misc/props_io.hxx: No such file or 
directory

Would I be right in thinking that I have screwed up and forgotten something 
or maybe put something in the wrong place?  If it helps I previously had a 
standard SuSE FlightGear 0.78 rpm installed which I have removed and I'm 
running SuSE 7.3.

Many thanks in advance,

Matt.   

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[Flightgear-devel] Re: compiling under Linux RedHat 7.2 and Accelerated 3D Summit openGL

2002-04-01 Thread stefan


Thank you for answer. I have submited to XIG this information. Indeed 
under Mesa's gl.h all the above definitons are included.

I have to see what XIG's answer is. Previous they made clear that Mesa 
does not stand 100% OpenGL ARB.


stefan


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Re: [Flightgear-devel] compilation error

2002-04-01 Thread Curtis L. Olson

Matt,

If you are building FlightGear from CVS, then you also need SimGear
from CVS.

Regards,

Curt.


matthew law writes:
 Hello,
 
 Could someone help me out please? - I'm having a trouble compiling after 
 checking out a copy of CVS today.
 
 I have the correct versions of PLIB, SimGear, and MetaKit installed in 
 /usr/local/ - pretty much as per the docs.  When I cd into 
 /usr/local/src/FlightGear and run autogen.sh it completes without error as 
 does:
 
  ./configure --disable-network-olk --with-x --prefix=/usr/local/FlightGear
 
 However, when I issue a make command I get the following error:
 
 In file included from ATCdisplay.cxx:28:
 ../../src/Main/fg_props.hxx:11: simgear/misc/props_io.hxx: No such file or 
 directory
 
 Would I be right in thinking that I have screwed up and forgotten something 
 or maybe put something in the wrong place?  If it helps I previously had a 
 standard SuSE FlightGear 0.78 rpm installed which I have removed and I'm 
 running SuSE 7.3.
 
 Many thanks in advance,
 
 Matt. 
 
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Re: [Flightgear-devel] Re: compiling under Linux RedHat 7.2 and Accelerated 3D Summit openGL

2002-04-01 Thread Simon Fowler

On Mon, Apr 01, 2002 at 01:21:15PM -0800, Andy Ross wrote:
 All that being said, I'd be curious as you how your experience is with
 the XiG drivers.  These provide the only useful Radeon support for
 Linux, right now, and are rather reasonably priced.
 
The DRI Radeon drivers aren't useful? They work nicely for me . . . 

Simon

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Re: [Flightgear-devel] Re: compiling under Linux RedHat 7.2 and Accelerated 3D Summit openGL

2002-04-01 Thread Andy Ross

Simon Fowler wrote:
  Andy Ross wrote:
   All that being said, I'd be curious as you how your experience is with
   the XiG drivers.  These provide the only useful Radeon support for
   Linux, right now, and are rather reasonably priced.
 
  The DRI Radeon drivers aren't useful? They work nicely for me . . .

Correct me if I'm wrong, but the last time I checked the DRI driver
lacked support for the (now almost a year old) 8500 cards, had no
hardware geometry acceleration, nor multitexture support.  These might
work, in the sense of producing correct results, but they are only
semi-complete at best.  Performance-wise, ATIs windows drivers stomp
all over them.  Whether that consitutes useful or not depends on
your perspective, I guess.  I should have picked a better term.

The Xi Graphics folks at least claim to support the full feature set
of the cards.  I was curious as to how well it worked.

Andy

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Re: [Flightgear-devel] Re: compiling under Linux RedHat 7.2 andAccelerated 3D Summit openGL

2002-04-01 Thread Mike McLean

On Mon, 2002-04-01 at 15:19, Simon Fowler wrote:
 On Mon, Apr 01, 2002 at 01:21:15PM -0800, Andy Ross wrote:
  All that being said, I'd be curious as you how your experience is with
  the XiG drivers.  These provide the only useful Radeon support for
  Linux, right now, and are rather reasonably priced.
  
 The DRI Radeon drivers aren't useful? They work nicely for me . . . 
 
 Simon
 

I've had good luck with the DRI radeon drivers on FreeBSD.  I think the
only thing that's missing is teh TL and that's currently in one of the
DRI CVS branches.  BTW I'm getting between 40-100fps in FlightGear
depending on the area

Cheers,

Mike


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Re: [Flightgear-devel] Panel locking to z-offset

2002-04-01 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 Nope; just the matrices.  The panel knows that if it runs an airframe
 coordinate through teh modelview and projection matrices, it'll get
 screen coordinates in the range [-1:1].  Just invert that matrix and
 we can go from screen coordinates to airframe, thence to panel
 coordinates.  It's a little more complicated in practice, but that's
 the essence of the problem.  The panel certainly doesn't need to know
 anything specific about the model or the viewer.  It can do it all on
 its own, without reference to anything but the OpenGL render state.
 Again, that's the point behind scene graph architectures.
 
Interesting. I've read about this method but assumed it was best for more
complex scenes.  What I was thinking is that with the offset values you could
essentially remap the panel's 2D hot spots to new 2D locations, but that's
perhaps a bit heavy computationally.

Best,

Jim

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Re: [Flightgear-devel] Re: compiling under Linux RedHat 7.2 and Accelerated 3D Summit openGL

2002-04-01 Thread Simon Fowler

On Mon, Apr 01, 2002 at 02:43:00PM -0800, Andy Ross wrote:
 Simon Fowler wrote:
  Andy Ross wrote:
   All that being said, I'd be curious as you how your experience is with
   the XiG drivers.  These provide the only useful Radeon support for
   Linux, right now, and are rather reasonably priced.
 
  The DRI Radeon drivers aren't useful? They work nicely for me . . .
 
 Correct me if I'm wrong, but the last time I checked the DRI driver
 lacked support for the (now almost a year old) 8500 cards, had no
 hardware geometry acceleration, nor multitexture support.  These might
 work, in the sense of producing correct results, but they are only
 semi-complete at best.  Performance-wise, ATIs windows drivers stomp
 all over them.  Whether that consitutes useful or not depends on
 your perspective, I guess.  I should have picked a better term.
 
The 8500 support is currently non-existant, yes, but tcl support is
available for the original Radeon chips, and I believe multitexture
support is likewise available, at least in the DRI cvs tree (which
is quite easy to install and use - certainly no harder than dealing
with FlightGear/SimGear/plib cvs trees). There are also binary
snapshots of the latest development code available.

Support for the 8500 /is/ planned - the docs are available, and the
reason there's no support yet is because the developers are working
on getting tcl support for the original Radeon working properly.
This includes developing the framework for hardware tcl support, so
that supporting the full feature set of the 8500 (and in fact /any/
chip that supports hardware tcl and similar) should be much easier.

rant
As for a comparison with ATI's windows drivers . . . . . How many
man-hours has gone into them? Over how many years? Compared to about
three people working on the DRI code intermittently over the last
couple of years . . . At least they have full documentation now.

You might as well say that FlightGear isn't useful, because it
doesn't have everything that Fly! does . . .
/rant

Yes, the DRI drivers are a work in progress, but at present they
/do/ work, and they certainly work well enough that I'd choose to
use them rather than fork out cash for binary drivers.

 The Xi Graphics folks at least claim to support the full feature set
 of the cards.  I was curious as to how well it worked.
 
They also ship with a broken gl.h, apparently . . . What that
suggests about their quality control is left as an exercise for the
reader.

Simon

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Re: [Flightgear-devel] Rationalizing view

2002-04-01 Thread Jim Wilson

Michael Selig [EMAIL PROTECTED] said:

 Chase views:
 
 [1] One view like the old one, but minus the sway that was due to 
 sideslip.  In this case the horizon on the screen is always level.  (I 
 don't think the new chase view behaves like this.  The horizon is not 
 level, it rolls w/ the aircraft.)
 

Actually only the pitch is applied to the model.  The roll is not.  From the
side it does look a little funky. In relation to the horizon, the pitch angle
gets doubled.

 [2] What would be seen from a following aircraft.  In this case, the 
 horizon will move like it does on the HSI.  The final view will look very 
 much like the current cockpit view minus the instruments but w/ the 3D 
 model of the aircraft shown.
 

Hmmm...try setting the z-offset to -25.0 in the pilot view.

 [3] A lagged version of [2].  Not as important, but neat.  It would 
 effectively show what one would record from a video camera in the chase 
 plane. The 3D model of the aircraft will not always be centered on the 
 screen.  In extremely rapid maneuvers, the 3D model might even move off of 
 the screen (out of the camera field of view).
 
 It seems that to do 2 and 3, the aircraft trajectory history (so many feet 
 of flight path trajectory) needs to be saved and used by the viewer code.

Yes, some sort of fifo buffer would work.

 Tower view:
 
 [1] One version w/ the view positioned at the end of the runway and 
 slightly behind and above the aircraft, looking down on the aircraft.  This 
 view is extremely useful for testing new-aircraft nonlinear-aero 
 models.  It's hard to judge stall and other extreme maneuvers from the 
 cockpit, but from the tower one can gauge these things pretty well.
 
 [2] Another from the tower at the particular airport.
 
 Maybe the latest code can already do these things w/ input via xml(?).
 

Almost.  It should by the end of the week, maybe sooner.  Once I have the
basic viewer xml configuration setup, I will probably be expanding it to allow
quite a lot of control via xml configs.

Best,

Jim

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[Flightgear-devel] JSBSim Body Axes question

2002-04-01 Thread ÕÅÐÛ

Could someone help me out please? 
In the JSBSimCoordinates.pdf from http://jsbsim.sourceforge.net, we know that the 
Xbody Axis positive forward out through out the nose of the plane, Ybody positive out 
the right side, Zbody Axis positive downwards. Then we know that:
(look from the tail of the plane)
(1) roll rate (p) clockwise are positive;
(2) roll angle (phi) clockwise are positive;
(3) left-aileron up and right-aileron down are positive;
Right?
Assume the plane flying steadily now, 
if aileron left-up and right-down , that is aileron position increase , the plane 
would roll anti-clockwise, that is roll rate (or roll angle) would decrease? Right?
But why does JSBSim not match it? When I increase aileron position, the roll rate and 
roll angle increase too.
Who can tell me why?






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Re: [Flightgear-devel] JSBSim Body Axes question

2002-04-01 Thread Tony Peden

On Tue, Apr 02, 2002 at 11:05:18AM +0800,  wrote:
 Could someone help me out please? 
 In the JSBSimCoordinates.pdf from http://jsbsim.sourceforge.net, we know that the 
Xbody Axis positive forward out through out the nose of the plane, Ybody positive out 
the right side, Zbody Axis positive downwards. Then we know that:
 (look from the tail of the plane)
 (1) roll rate (p) clockwise are positive;
 (2) roll angle (phi) clockwise are positive;
 (3) left-aileron up and right-aileron down are positive;
 Right?

The flight controls follow the right hand rule relative to the body axis
system.  This means that *both* ailerons are positive trailing edge down
and negative trailing edge up.

 Assume the plane flying steadily now, 
 if aileron left-up and right-down , that is aileron position increase , the plane 
would roll anti-clockwise, that is roll rate (or roll angle) would decrease? Right?
 But why does JSBSim not match it? When I increase aileron position, the roll rate 
and roll angle increase too.
 Who can tell me why?
 
 
 
 
 
 
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Re: Re: [Flightgear-devel] JSBSim Body Axes question

2002-04-01 Thread Dirty Bear

On Tue, Apr 02, 2002 at 11:05:18AM +0800,  wrote:
 Could someone help me out please? 
 In the JSBSimCoordinates.pdf from http://jsbsim.sourceforge.net, we know that the 
Xbody Axis positive forward out through out the nose of the plane, Ybody positive out 
the right side, Zbody Axis positive downwards. Then we know that:
 (look from the tail of the plane)
 (1) roll rate (p) clockwise are positive;
 (2) roll angle (phi) clockwise are positive;
 (3) left-aileron up and right-aileron down are positive;
 Right?

The flight controls follow the right hand rule relative to the body axis
system.  This means that *both* ailerons are positive trailing edge down
and negative trailing edge up.
In the older version of JSBSim, we control the two ailerons at the same time. 
The turnning orientation of them are opposite(One up , another down)? if so , left-up 
and right-down are positive?
In the newer version of JSBSim , we can control the two ailerons separately. 
then Can they somtimes act as flags do? and what is the positive position of them? 
I am using the older version of JSBSim with ailerons controled simultaneously.
thanks.

 Assume the plane flying steadily now, 
 if aileron left-up and right-down , that is aileron position increase , the plane 
would roll anti-clockwise, that is roll rate (or roll angle) would decrease? Right?
 But why does JSBSim not match it? When I increase aileron position, the roll rate 
and roll angle increase too.
 Who can tell me why?
 
 
 
 
 
 
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RE: Re: [Flightgear-devel] JSBSim Body Axes question

2002-04-01 Thread Jon Berndt

The definition of a positive aileron deflection is when the right-hand
aileron deflects according to the right hand rule - that is, trailing edge
down (TED). Unfortunately, this results in a negative roll rate - it would
be nice if our choice of coordinate system caused a positive aileron
deflection to result in a positive roll rate, but this is not the case. :-(

Anyhow, yes, Tony wanted to control each aileron individually, so this was
changed. It *should* *be* the same to you and I. It's just that the left
aileron will get the negative of the right aileron deflection.

A control system *could* use the ailerons as flaps AND as ailerons. These
are called flaperons. The space shuttle uses the wing outer control surfaces
as ailerons and elevator. These are called elevons. You might also combine
flaps, spoilers, ailerons, and elevator and call it a slapevon. Well ...
maybe not.  ;-)

In any case, Tony was right to split out the left and right aileron controls
because we might want to model an aircraft that addresses various control
surfaces in unique and interesting ways.

Jon


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[Flightgear-devel] =?gb2312?B?UmU6UkU6IFJlOiBbRmxpZ2h0Z2Vhci1kZXZlbF0gSlNCU2ltIEJvZHkgQXhlcyBxdWVzdGlv

2002-04-01 Thread ÕÅÐÛ

bg==?=
X-Priority: 3
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X-Mailer: Coremail2.0 Copyright Tebie Ltd., 2001

The definition of a positive aileron deflection is when the right-hand
aileron deflects according to the right hand rule - that is, trailing edge
down (TED). Unfortunately, this results in a negative roll rate - it would
be nice if our choice of coordinate system caused a positive aileron
deflection to result in a positive roll rate, but this is not the case. :-(

Anyhow, yes, Tony wanted to control each aileron individually, so this was
changed. It *should* *be* the same to you and I. It's just that the left
aileron will get the negative of the right aileron deflection.

A control system *could* use the ailerons as flaps AND as ailerons. These
are called flaperons. The space shuttle uses the wing outer control surfaces
as ailerons and elevator. These are called elevons. You might also combine
flaps, spoilers, ailerons, and elevator and call it a slapevon. Well ...
maybe not.  ;-)

In any case, Tony was right to split out the left and right aileron controls
because we might want to model an aircraft that addresses various control
surfaces in unique and interesting ways.

Jon

Yes, It is necessary to control the ailerons separately for widely use.
I just found that a positive aileron pos result in a positive roll rate -- the JSBSim 
version is downloaded 2 weeks ago. It run with C172 model. and I did a little change. 
If you can be sure that positive aileron pos would result in nagative roll rate, that 
must be my matter. Let me check it .
thank you for your patience.





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Re: [Flightgear-devel] Rationalizing view

2002-04-01 Thread Michael Selig

At 4/2/02, you wrote:
Michael Selig [EMAIL PROTECTED] said:

  Chase views:
 
  [1] One view like the old one, but minus the sway that was due to
  sideslip.  In this case the horizon on the screen is always level.  (I
  don't think the new chase view behaves like this.  The horizon is not
  level, it rolls w/ the aircraft.)
 

Actually only the pitch is applied to the model.  The roll is not.  From the
side it does look a little funky. In relation to the horizon, the pitch angle
gets doubled.

Maybe I should wait until you have it done, but I'd like to comment on my 
observations which you are surely aware of.

As things are now, one gets this when the model is viewed from behind:
- pitch is applied to the model
   (model pitches up-down / horizon is level on screen)
- roll is applied to the view
   (horizon rolls / wings are level on screen)
- yaw is applied to the view
   (horizon swings side-to-side / model is straight nose-to-tail on screen)

Then when the model is viewed from the side:
- pitch is applied to the view
   (horizon rolls / aircraft is level --- opposite above)
- roll is applied to the model
   (opposite above)
- yaw is applied to the view
   (horizon swings side-to-side --- same as above)

Things are halfway between these two with the quartering views.

For me, speaking from experience, this is a recipe for vertigo.  But I 
guess it is also a cure for my addiction to flying the sim!

Because I am not ready to be cured, I'd like to propose in these terms 
above one basic view mode, which is somewhat similar to the way things 
were.  It goes like this:

In rearview:
- pitch is applied to the model
- roll  is applied to the model
- yaw   is applied to the model

In sideview, etc:
- same as above

I think this would be a very intuitive view.  In this case, the horizon is 
always level on the screen and only the model rolls, pitches and yaws.  The 
viewer is always looking at the airplane from a point on a circular 
perimeter that surrounds the airplane and this disk is always parallel to 
flat ground.

Regards,
Michael

  [2] What would be seen from a following aircraft.  In this case, the
  horizon will move like it does on the HSI.  The final view will look very
  much like the current cockpit view minus the instruments but w/ the 3D
  model of the aircraft shown.
 

Hmmm...try setting the z-offset to -25.0 in the pilot view.

  [3] A lagged version of [2].  Not as important, but neat.  It would
  effectively show what one would record from a video camera in the chase
  plane. The 3D model of the aircraft will not always be centered on the
  screen.  In extremely rapid maneuvers, the 3D model might even move off of
  the screen (out of the camera field of view).
 
  It seems that to do 2 and 3, the aircraft trajectory history (so many feet
  of flight path trajectory) needs to be saved and used by the viewer code.

Yes, some sort of fifo buffer would work.

  Tower view:
 
  [1] One version w/ the view positioned at the end of the runway and
  slightly behind and above the aircraft, looking down on the 
 aircraft.  This
  view is extremely useful for testing new-aircraft nonlinear-aero
  models.  It's hard to judge stall and other extreme maneuvers from the
  cockpit, but from the tower one can gauge these things pretty well.
 
  [2] Another from the tower at the particular airport.
 
  Maybe the latest code can already do these things w/ input via xml(?).
 

Almost.  It should by the end of the week, maybe sooner.  Once I have the
basic viewer xml configuration setup, I will probably be expanding it to allow
quite a lot of control via xml configs.

Best,

Jim

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[Flightgear-devel] Re: compiling under Linux RedHat 7.2 and Accelerated 3D Summit openGL

2002-04-01 Thread stefan


Thanks everybody for answers. In short:

There is no XFRee86, DRI support for Radeon 8500 3D. Radeon 8500 is 
different 
that standard Radeon therefore I think 3D engine has been changed. I hope 
4.3.0 XFRee will have support for that.

Yes gl.h from XIG has no definitions for GL constants found under 
xglUtils.c (some which ended with an error)- Now if this is a not a matter 
of conformance about OpenGL ARB 
whhat exactly are those GL constants ? I tried last night to search under 
OpenGL Reference book but with no success. They are not defined in there. 
But arent't GL constants part of OpenGL standard, like telling in version 1.2.1 what 
constants should 
we find under gl.h ? What GL constants then are added to gl.h in version 
1.3 and so on ?

I have to see what XIG's answer is. 

The drivers works really cool. I did not have any problems at all. the 
performance is really different from a starndard Radeon and the drivers 
are stable. Right now they have out 2.1.4 -

I had previously standard Radeon 64DDRAM, and now Radeon 8500 64 DDR.
I have no experience with nVidia cards so much. Is GeForce4Ti 4600 better 
than Radeon 8500 ? Do you guys have any experience with the new cards 
from ASUS, Creative or LeadTek ?

stefan


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