[Flightgear-devel] Re: Remove .cvsignore?

2002-06-26 Thread Melchior FRANZ

* David Megginson -- Wednesday 26 June 2002 03:10:
 I now think that was a mistake, since people probably want
 their own, local, customized .cvsignore files if they want any at
 all. 

Huh?? You think that everybody should maintain his own .cvsignore
files now? They are supposed to list all files that are not globally
excluded and generated during the normal build process. I don't
see where there is room for personal preferences. If I'm not happy
with some, I can still provide a patch or change them locally. But
in general they belong into CVS. They are in the repositories of 
Alsa, Wine, ImageMagick, XFree, Mesa, KDE, ...  I couldn't name
a single project where they are =not= in the repository.

m.  :-/



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RE: [Flightgear-devel] Glut font format

2002-06-26 Thread Norman Vine

Andy Ross writes:

Norman Vine wrote:
 I think that you will find that inorder to get 'high quality' fonts
 one needs to use a vector based font directly.  The only problem in
 doing this is that the polygon count goes up considerably.

Have you tried the antialiased fonts in KDE, WinXP or recent versions
of Gtk+?  They look *fantastic*, and are generated with exactly the
method I propose -- a very high resolution bitmap is generated and
then downsampled into a grayscale image that is alpha composited onto
the screen.  The plib TXF loader already does the second part, there
simply aren't any tools to do the rendering and downsampling.

Andy

I saw a lot about this technique when MSoft first announced it
and the Fonts do look great but aren't the fonts created when
they are first requested for each requested size ??

Plib is using standard OpenGL texture mapping todo the scaling
from a 'base' raster.

I also think that there would probably need to be a 'special' rendering
for each 'rotation' used. but I may be mistaken.

FWIW
I can't find it right now but I remember seeing a 'utility' that will
convert
any truetype font into an XFont somewhere which migh be useful too

Please don't let me discourage you from making the fonts 'prettier'
but IMHO the 'easiest' best looking fonts for the Panel will be Vector
based.

I don't think the 'polygon' budget will be excessive if we are careful
about it as on GeForce2  or equivalant  cards as I believe we are
currently 'fill limited' when drawing the panel.

To clear a possible misinterpratation up.
The Fonts that are distributed with PLib were created by SteveB
on a Linux machine,  I have however created ny own on a Cygwin
system without an XServer but you had to provide a XLib library.
I use a 'slightly' modified version of the one that comes with the
Cygwin RXVT source package. Of course if you gave X installed
you don't need this

font-rendering-best-left-to-the-likes-of-Knuth'ly yr's

Norman


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Re: [Flightgear-devel] Remove .cvsignore?

2002-06-26 Thread julianfoad

I don't mind either way.

I have found it generally useful to have them provided, and have wished the plib would 
do the same (for .deps directories, in particular).

However, I have only ever worked on small patches, never adding files, so I have never 
needed to take note of the ? and unknown file messages that CVS prints.  Even with 
the .cvsignore files, I still get a whole bunch of these messages, many of which are 
from local back-up files etc., but some of which I think should be added to the 
checked-in .cvsignore files (I can't check at the moment).  I now always filter out 
lines starting with a question mark from the output of cvs update and cvs diff.

If I was adding files I probably would want correct and complete .cvsignore lists.  (I 
could add one in my home directory to describe most of my local back-up files.)

While these files are in CVS people must occasionally update them.  Not a very big 
deal, but in general the fewer files the better.  About 22 of the 32 Flight Gear 
.cvsignore files contain just Makefile, Makefile.in and .deps.  These could 
perhaps be replaced with a per-repository list in `$CVSROOT/CVSROOT/cvsignore'.

- Julian



David Megginson wrote:
 
 A while ago, I added .cvsignore files to the FlightGear, SimGear, and
 TerraGear CVS repositories to let CVS know to ignore generated files
 like executables and scripts, and cut down on the noise in CVS
 sessions.  I now think that was a mistake, since people probably want
 their own, local, customized .cvsignore files if they want any at
 all.  Would anyone object to my removing them from the repositories?
 Does anyone else care?


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RE: [Flightgear-devel] Remove .cvsignore?

2002-06-26 Thread Norman Vine

[EMAIL PROTECTED] wwrites:

I have found it generally useful to have them provided, and
have wished the plib would do the same (for .deps directories,
in particular).

FYI
the FlightGear 'configure' is designed to be able to be run in
a directory other then then the CVS source tree.

This has several advantages amongst them keeping the source
tree MUCH cleaner :-)

To use this feature:
1) run autogen.sh inside the CVS tree
2) create a new directory outside of the CVS tree
3) cd to the new directory
4) execute  $PATH_TO_CVS_SOURCE_TREE/configure; make

All of the compiler produced files should now be in your new directory
 .o .deps ect 
and the CVS tree should be 'clean' except for the files that autogen.sh
created
 ie aclocal automake and autoconf created files 

IMHO these autogen.sh created files should be reflected in the .cvsignore(s)

Cheers

Norman


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RE: [Flightgear-devel] Remove .cvsignore?

2002-06-26 Thread julianfoad

 FYI
 the FlightGear 'configure' is designed to be able to be run in
 a directory other then then the CVS source tree.

That sounds well worth a try.  Thanks.

 This has several advantages amongst them keeping the source
 tree MUCH cleaner :-)

And being able to keep a debug build and a release build without doing a make clean 
every time.

- Julian


 To use this feature:
 1) run autogen.sh inside the CVS tree
 2) create a new directory outside of the CVS tree
 3) cd to the new directory
 4) execute  $PATH_TO_CVS_SOURCE_TREE/configure; make
 
 All of the compiler produced files should now be in your new directory
  .o .deps ect 
 and the CVS tree should be 'clean' except for the files that autogen.sh
 created
  ie aclocal automake and autoconf created files 
 
 IMHO these autogen.sh created files should be reflected in the .cvsignore(s)
 
 Cheers
 
 Norman


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Re: [Flightgear-devel] Remove .cvsignore?

2002-06-26 Thread Cameron Moore

Personally, I agree with Fred.  The number of people who will actually
be using a custom cvsignore will be far fewer than those of us who will
not.

Can you make your custom cvsignore read-only so cvs can't stomp on it?

* [EMAIL PROTECTED] (Frederic BOUVIER) [2002.06.26 07:09]:
 Yes, but people can always modify their own version,
 even if they are already in CVS.
 
 I still don't see the benefit of having all those ?
 lines. If you want to remove the burden
 of maintaining per-directory .cvsignore, put one
 in /CVSROOT and you're set for the whole tree.
 
 Cheers,
 
 -Fred
 
 
 Messsage du 26/06/2002 13:07
 De :  [EMAIL PROTECTED]
 A :  [EMAIL PROTECTED]
 Copie ? :
 Objet : Re: [Flightgear-devel] Remove .cvsignore?
 
  Frederic Bouvier writes:
 
What is the rational of doing that ?
 
  To let people create their own, local, customized .cvsignore files
  instead (those who care, that is).
 
  David

-- 
Cameron Moore
[ When sign makers go on strike, what do they picket with? ]

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Re: [Flightgear-devel] Remove .cvsignore?

2002-06-26 Thread David Megginson

Cameron Moore writes:

  Personally, I agree with Fred.  The number of people who will actually
  be using a custom cvsignore will be far fewer than those of us who will
  not.

That seems to be the consensus -- I won't remove them.


All the best,


David

-- 
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Re: [Flightgear-devel] A-4C attitude indicator

2002-06-26 Thread Curtis L. Olson

Andy Ross writes:
 * For safety.  The A-4 had automatic slats that were retracted by
   aerodynamic force -- they dropped automatically at low airspeeds and
   high AoA's.  On the ground, they just hung open.  This was a great
   idea for maintenance purposes, but left open the possibility that
   they might get stuck and deploy asymmetrically.  That's a
   recoverable situation normally, but not when there's another plane a
   few feet under or above your wing tip. :)

The helio courier also has this feature.  The leading edge slats are
split so you have two per wing ... four total acting independently of
each other.  Depending on a variety of factors, each of the four could
deploy/retract at a different time.  They made a bit of a bang coming
down so if you weren't expecting them, an unwary passenger might be a
little surprised and wonder what just fell off. :-) It's a neat idea
that is simple and effective.  I've always thought it would be kind of
fun to impliment something like this on an R/C model, not that the
typical R/C model would need them ...

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] A-4C attitude indicator

2002-06-26 Thread Gene Buckle

 that is simple and effective.  I've always thought it would be kind of
 fun to impliment something like this on an R/C model, not that the
 typical R/C model would need them ...

I once saw an F-4 with controllable slats - they weren't automagic though.

The Bf-109 and Me-110 has aerodynamic slats like the A4 does.

g.



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Re: [Flightgear-devel] Spiffy new panel gadget

2002-06-26 Thread Curtis L. Olson

Andy Ross writes:
 I should explain the problem a little better.  What's happening is
 that there is no place to put a normal vector in the .ac file.  The
 plib loader thus has to generate its own normals by averaging the
 normals of each polygon attached to a vertex.  For vertices that are
 inside an object/texture, this works fine.  But ones on the edge
 can't average in the normal of the polgon(s) that are on the other
 texture, as those are part of a different object in the .ac file.  So
 what happens is that a vertex on one texture has a normal vector that
 is *different* from the normal of the same point on a different
 texture.  This makes that polygon edge look sharp when lit.
 
 What's especially frustrating is that (1) I'm generating this file
 automatically, so I could export the normals explicitly if I wanted
 to, but the file format won't let me; and (2) it's a sphere!
 Generating normals is a ridiculously trivial operation -- they're just
 the coordinate of the vertex.

Somewhere in simgear there is code to generate a plib sphere.  It's
adapted from the glu sphere code, but this code builds a sphere in a
plib scene graph.  We use it to build the moon and the sun I believe.

That doesn't help you directly, but maybe if we extended the
instrument xml so you can specify a primative and a texture and a
placement and the animation variable hooks ... might not be too hard (?)

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] A-4C attitude indicator

2002-06-26 Thread Tony Peden

On Wed, 2002-06-26 at 14:08, Curtis L. Olson wrote:
 Andy Ross writes:
  * For safety.  The A-4 had automatic slats that were retracted by
aerodynamic force -- they dropped automatically at low airspeeds and
high AoA's.  On the ground, they just hung open.  This was a great
idea for maintenance purposes, but left open the possibility that
they might get stuck and deploy asymmetrically.  That's a
recoverable situation normally, but not when there's another plane a
few feet under or above your wing tip. :)
 
 The helio courier also has this feature.  The leading edge slats are
 split so you have two per wing ... four total acting independently of
 each other.  Depending on a variety of factors, each of the four could
 deploy/retract at a different time.  They made a bit of a bang coming
 down so if you weren't expecting them, an unwary passenger might be a
 little surprised and wonder what just fell off. :-) It's a neat idea
 that is simple and effective.  I've always thought it would be kind of
 fun to impliment something like this on an R/C model, not that the
 typical R/C model would need them ...

Two per wing, all independent?  Sounds like a lot of potential for
lateral control hell

 
 Curt.
 -- 
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
 
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Re: [Flightgear-devel] A-4C attitude indicator

2002-06-26 Thread Curtis L. Olson

 On Wed, 2002-06-26 at 14:08, Curtis L. Olson wrote:
  The helio courier also has this feature.  The leading edge slats are
  split so you have two per wing ... four total acting independently of
  each other.  Depending on a variety of factors, each of the four could
  deploy/retract at a different time.  They made a bit of a bang coming
  down so if you weren't expecting them, an unwary passenger might be a
  little surprised and wonder what just fell off. :-) It's a neat idea
  that is simple and effective.  I've always thought it would be kind of
  fun to impliment something like this on an R/C model, not that the
  typical R/C model would need them ...

Tony Peden writes:
 Two per wing, all independent?  Sounds like a lot of potential for
 lateral control hell

Didn't seem to be too much of a problem in practice.  The transition
period is relatively short and you are moving fairly slow (less than
80 kts or so?) when they deploy.  I don't think deploying them
significantly changes lift or drag, but it does introduce a slat on
the leading edge to help keep the airflow stuck to the wing in
extremely high angle of attack situations.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] ANN: C172P Hi-Res Panel Photos

2002-06-26 Thread Curtis L. Olson

Ryan Larson writes:
 I can get hires photos of a Warrior, Archer, Arrow, Grumman Tiger,
 Beechcraft Sierra, C182, C172R, C172RG, Mooney 201, Saratoga II and possibly
 an Aztec F.
 
 I love my new flying club!
 
 What do we have and what do we need?  Would it also be helpful to get hires
 photos of the outsides of planes and maybe the moving parts (gear, alerons,
 rudder, flaps, elevator and the prop)?

Admittedly this is for somewhat selfish reasons (I'm working on a side
project where the primary instruments will fill an entire display and
the out-the-window visuals will be on a second display.)  So I vote
for someone to create instruments where each instrument is about
256x256 resolution.  And beyond this particular project, it would
allow anyone with two machines to set up a similar arrangement.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] A-4C attitude indicator

2002-06-26 Thread Tony Peden

On Wed, 2002-06-26 at 15:15, Curtis L. Olson wrote:
  On Wed, 2002-06-26 at 14:08, Curtis L. Olson wrote:
   The helio courier also has this feature.  The leading edge slats are
   split so you have two per wing ... four total acting independently of
   each other.  Depending on a variety of factors, each of the four could
   deploy/retract at a different time.  They made a bit of a bang coming
   down so if you weren't expecting them, an unwary passenger might be a
   little surprised and wonder what just fell off. :-) It's a neat idea
   that is simple and effective.  I've always thought it would be kind of
   fun to impliment something like this on an R/C model, not that the
   typical R/C model would need them ...
 
 Tony Peden writes:
  Two per wing, all independent?  Sounds like a lot of potential for
  lateral control hell
 
 Didn't seem to be too much of a problem in practice.  The transition
 period is relatively short and you are moving fairly slow (less than
 80 kts or so?) when they deploy.  I don't think deploying them
 significantly changes lift or drag,

They typically don't at deploy/retract airspeeds.  At lower airspeeds,
however, the wing will make quite a bit more lift with them deployed.

Should one segment jam, however, some *very* serious lateral control 
problems can develop.  It can, of course, also happen with a fully
powered system as well, but at least there you've got half a chance of
detecting the asymmetry and stopping the deploy/retract sequence.

 but it does introduce a slat on
 the leading edge to help keep the airflow stuck to the wing in
 extremely high angle of attack situations.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
 
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[Flightgear-devel] jitters testing

2002-06-26 Thread Jim Wilson

Setting all the view offsets to 0 I was able to prove that the
position/rotation matrices generated on the model and the camera are
numerically identical.  Here's a sample from the dump:

POS Aircraft
0.823776 -0.150286 -0.546632 0.00
0.468893 0.722572 0.507965 0.00
0.318641 -0.674762 0.665706 0.00
5064.624023 590.030945 -1211.297729 1.00
VIEW From
0.468893 0.722572 0.507965 0.00
-0.823776 0.150286 0.546632 0.00
0.318641 -0.674762 0.665706 0.00
5064.624023 590.030945 -1211.297729 1.00

POS Aircraft
0.823778 -0.150284 -0.546631 0.00
0.468911 0.722528 0.508011 0.00
0.318610 -0.674809 0.665673 0.00
5064.621582 590.031433 -1211.296509 1.00
VIEW From
0.468911 0.722528 0.508011 0.00
-0.823778 0.150284 0.546631 0.00
0.318610 -0.674809 0.665673 0.00
5064.621582 590.031433 -1211.296509 1.00

Note that one is applied to the object and the other the camera.  If you look
closely you'll see that the numbers in sync.  This is only a couple of
iterations,  but the values don't diverge over time either.

With no offsets what so ever to either the model or the camera the jitters are
still there (I modified a model in order to observe the jitters at 0,0,0
offset).  The jitters are also there in Chase View so it has nothing to do
with rendering the cockpit in a seperate ssg root.

This tells me the problem is most likely in plib, or at least plib
is where we send these numbers.

Best,

Jim


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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Curtis L. Olson

Jim Wilson writes:
 Setting all the view offsets to 0 I was able to prove that the
 position/rotation matrices generated on the model and the camera are
 numerically identical.  Here's a sample from the dump:
 
 POS Aircraft
 0.823776 -0.150286 -0.546632 0.00
 0.468893 0.722572 0.507965 0.00
 0.318641 -0.674762 0.665706 0.00
 5064.624023 590.030945 -1211.297729 1.00
 VIEW From
 0.468893 0.722572 0.507965 0.00
 -0.823776 0.150286 0.546632 0.00
 0.318641 -0.674762 0.665706 0.00
 5064.624023 590.030945 -1211.297729 1.00
 
 POS Aircraft
 0.823778 -0.150284 -0.546631 0.00
 0.468911 0.722528 0.508011 0.00
 0.318610 -0.674809 0.665673 0.00
 5064.621582 590.031433 -1211.296509 1.00
 VIEW From
 0.468911 0.722528 0.508011 0.00
 -0.823778 0.150284 0.546631 0.00
 0.318610 -0.674809 0.665673 0.00
 5064.621582 590.031433 -1211.296509 1.00
 
 Note that one is applied to the object and the other the camera.  If you look
 closely you'll see that the numbers in sync.  This is only a couple of
 iterations,  but the values don't diverge over time either.
 
 With no offsets what so ever to either the model or the camera the jitters are
 still there (I modified a model in order to observe the jitters at 0,0,0
 offset).  The jitters are also there in Chase View so it has nothing to do
 with rendering the cockpit in a seperate ssg root.
 
 This tells me the problem is most likely in plib, or at least plib
 is where we send these numbers.

Plib for the most part is a very thin layer on top of opengl so these
matricies are probably getting sent directly to opengl so most likely
we are achieving some sort of numerical precision problem that is
affecting opengl.  This sort of thing probably isn't a bug with plib.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Jim Wilson

Jim Wilson [EMAIL PROTECTED] said:

 
 This tells me the problem is most likely in plib, or at least plib
 is where we send these numbers.


On further investigation, it appears that this is almost certainly due to
normal variation in fdm position and orientation output.  The variations are
probably correct, but the way 3D rendering works you get what appears to be a
jump when a pixel boundry is crossed.  This is clearest when testing with the
magic carpet fdm.

Maybe anti-aliasing would fix the problem,  but it seems that the only
reasonable way to get rid of this is to make the cockpit a special case model
and overlay it after all the scenery, etc. is rendered (without the
position/orientation transformations).  On the other hand I'm not sure that
this is a good idea as a perfectly stable cockpit that does not jitter at all
wouldn't be realistic either.

Best,

Jim


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Re: [Flightgear-devel] Multiplayer Engine project started

2002-06-26 Thread Curtis L. Olson

ace project writes:
 In my previous mail (Multplayer efforts ?) We asked
 for the status on multiplayer-capabilities. We
 received responses that suggested that such an engine
 was not maintained for a while. 
 
 We ourselves could use the engine for adding NPC to
 the project, but thats still a far goal.
 
 My friend and I got permission from our school to
 build such an engine as a school project. We got 100
 dedicated work days to make this happen, so wish us
 luck !
 
 Our part of the engine will be handling the
 network-traffic and status of the connection. Easy to
 use hooks to draw the plaines in the game should be
 developed by the core team, if they don't exist yet.
 If there are such hooks, plz mail them, so that we can
 tweak data-packets to them.
 
 Today we started brainstorming about what data would
 be interresting for multiplayer. As soon as this is
 finished I'll post the result for request for comment.
 
 The first prototype to be capable of hooking into the
 game should be ready within 2 months. This will be a
 kind of software switch, wherein the clients to the
 heavy work of collision detection and such.
 
 Test-releases to test network performance and
 incompatibilities should be out by next month.
 
 Comments are highly appriciated,

Ok, here are some various thoughts ...

I agree you want to generally use UDP.  I'd strongly suggest you build
everything with the plib net libraries since that makes all the
socket/net platform portability issues go away (plus as Norman
mentioned, it is patterned after a proven design.)

Even if you have a UDP data channel, you might also want to consider
a TCP channel for 'command' type messages ... things that the server
might only want to send once.  For one application here I did this and
used an embedded http server as the command channel.  That preserves
a 'connectionless' design where either side can shut down and start up
without hosing the other side.

People have talked about HAL/DIS implimentations before, but nothing
has ever been done with that.  As I understand it, one thing that DIS
does to conserve bandwidth is both sides (client/server) use the same
fprediction algorithm.  That way the server can know where the clients
have extrapolated the other aircraft to be.  When this diverges enough
from the real position, the server can send new information.

If you are talking about building a system that can function over a
56kb modem connection, then I really doubt you will need to seriously
consider threaded vs. multiplexed performance issues.  Even if this
does eventually become an issue, I'd strongly suggest starting out
with a simpler multiplexed implimentation, and some day when we have
thousands of people served off the same server, we could take the time
then to sit down and write a multi-threaded implimentation that runs
on some huge super computer with huge pipes.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Curtis L. Olson

Jim Wilson writes:
 On further investigation, it appears that this is almost certainly due to
 normal variation in fdm position and orientation output.  The variations are
 probably correct, but the way 3D rendering works you get what appears to be a
 jump when a pixel boundry is crossed.  This is clearest when testing with the
 magic carpet fdm.
 
 Maybe anti-aliasing would fix the problem,  but it seems that the only
 reasonable way to get rid of this is to make the cockpit a special case model
 and overlay it after all the scenery, etc. is rendered (without the
 position/orientation transformations).  On the other hand I'm not sure that
 this is a good idea as a perfectly stable cockpit that does not jitter at all
 wouldn't be realistic either.

It seems strange that everything else in the cockpit and 3d model of
the aircraft is perfectly stable and only this one instrument is
jittery.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Andy Ross

Jim Wilson wrote:
 On further investigation, it appears that this is almost certainly due to
 normal variation in fdm position and orientation output.

This theory doesn't work though.  Think about it: in cockpit mode, the
orientation of the aircraft is bolted to the FDM orientation.  If
the FDM points left, the cockpit will point left by the same amount.
Jitter from the FDM would cause the *scenery* to jitter, not the
cockpit.

Conversely, in tower view, the scenery should stay put while the
aircraft jitters.  But it doesn't, the aircraft geometry jitters here
too.  So the problem somewhere in the model's scene graph; there
really aren't any other places it could hide that I can think of.

Could you give us a quick rundown of exactly which matrices or
ssgTransforms get added to the scene graph and where they come from?
I started tracing this out but got distracted by the glut font stuff
(different discussion entirely). :)

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Andy Ross

Curtis L. Olson wrote:
 It seems strange that everything else in the cockpit and 3d model of
 the aircraft is perfectly stable and only this one instrument is
 jittery.

Actually, the whole cockpit is jittering.  The ball just has more
high-frequency information to catch your eye.

The panel doesn't (er, didn't) jitter because it's drawn via an
entirely different code path that doesn't look at aircraft orientation
at all -- only viewing offsets.  If you apply my current 3D panel
code, you'll see the whole cockpit assembly wiggle in exactly the same
way.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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Re: [Flightgear-devel] jitters testing

2002-06-26 Thread Curtis L. Olson

Jim Wilson writes:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  It seems strange that everything else in the cockpit and 3d model of
  the aircraft is perfectly stable and only this one instrument is
  jittery.
  
 That's an optical illusion.  Turn off the panel and you'll see that the whole
 cockpit jitters in unison.  I actually think it'll be ok once we
 remove the 2D panel all together.

Ok, you are right, the entire 3d aircraft model is jittering.  That
points to a discrepancy between the model position and the view
position (or some rounding or numerical precision issue.)  If the view
position and model position matched exactly, there shouldn't be any
jitter.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] New panel code

2002-06-26 Thread Andy Ross

David Megginson wrote:
 1. Can you post a copy of your modified base-package files
(a4-yasim-set.xml and a4-blue.xml)?

The -set files don't require any significant changes -- just remove
the panel entries and that's it.  The model files for the A-4 and
172 are attached.  All they needed is a panel entry like the one I
posted.

 2. Are you willing to do the 3D C172 file?  I don't want to put your
patches in CVS if they'll kill the current 3D cockpit for the 172;

OK, attached.  I just lifted some rough coordinates from AC3D's demo
program and twiddled a bit to get it to look more or less OK.  It's
not polished, but it'll do.  The mag compass is partly obscured by
geometry -- it should really move into its own panel somewhere else,
or be modeled in full 3D.  Also, the background texture doesn't quite
match the geometry it's drawn on.  But it's there, it works, and it's
drawn *behind* the yoke. :)

One thing is wrong, though: Something is drawing the 2D panel, even
though I removed the entries from the -set.xml file.  I'm flummoxed on
this one.  It's not part of my code changes, as it's there regardless
of whether the 3D panel exists or not.  It doesn't happen on the A-4;
is it possible that something has hard-coded the 172's panel
somewhere?

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


?xml version=1.0?

PropertyList

 pathc172-dpm.ac/path

 !-- 3D Panel --

 panel
  pathAircraft/c172/Panels/c172-vfr-panel.xml/path
  bottom-left
   x-m-0.12/x-m
   y-m-0.64/y-m
   z-m-0.36/z-m
  /bottom-left
  bottom-right
   x-m-0.12/x-m
   y-m 0.64/y-m
   z-m-0.36/z-m
  /bottom-right
  top-left
   x-m-0.17/x-m
   y-m-0.64/y-m
   z-m 0.06/z-m
  /top-left
 /panel

 !-- LOD for the model as a whole --

 animation
  typerange/type
  min-m0/min-m
  max-m1/max-m
 /animation

 !-- LOD for specific objects --

 animation
  typerange/type
  object-nameCabin/object-name
  object-nameSeat.1/object-name
  object-nameSeat.2/object-name
  object-nameSeat.3/object-name
  object-nameSeat.4/object-name
  min-m0/min-m
  max-m50/max-m
 /animation

 animation
  typerange/type
  object-nameYoke.1/object-name
  object-nameYoke.2/object-name
  object-namePedal.1/object-name
  object-namePedal.2/object-name
  object-namePedal.3/object-name
  object-namePedal.4/object-name
  object-nameThrottle/object-name
  object-nameMixture/object-name
  object-nameCompass/object-name
  object-namePedestal/object-name
  min-m0/min-m
  max-m3/max-m
 /animation

 !-- Object movements --

 animation
  typeselect/type
  object-namePropeller/object-name
  condition
   less-than
property/engines/engine[0]/rpm/property
value1500/value
   /less-than
  /condition
 /animation

 animation
  typeselect/type
  object-namePropeller.2/object-name
  condition
   greater-than
property/engines/engine[0]/rpm/property
value1000/value
   /greater-than
  /condition
 /animation

 animation
  typetranslate/type
  object-nameThrottle/object-name
  property/controls/throttle[0]/property
  factor-0.1/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
 /animation

 animation
  typetranslate/type
  object-nameMixture/object-name
  property/controls/mixture[0]/property
  factor-0.1/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
 /animation

 animation
  typetranslate/type
  object-nameYoke.1/object-name
  property/controls/elevator/property
  factor-0.1/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
 /animation

 animation
  typerotate/type
  object-nameYoke.1/object-name
  property/controls/aileron/property
  factor-45.0/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
  center
   x-m0/x-m
   y-m-.26/y-m
   z-m-.29/z-m
  /center
 /animation

 animation
  typetranslate/type
  object-nameYoke.2/object-name
  property/controls/elevator/property
  factor-0.1/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
 /animation

 animation
  typerotate/type
  object-nameYoke.2/object-name
  property/controls/aileron/property
  factor-45.0/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
  center
   x-m0/x-m
   y-m.27/y-m
   z-m-.29/z-m
  /center
 /animation

 animation
  typetranslate/type
  object-namePedal.1/object-name
  object-namePedal.3/object-name
  property/controls/rudder/property
  factor0.1/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
 /animation

 animation
  typerotate/type
  object-namePedal.1/object-name
  object-namePedal.3/object-name
  property/controls/brakes[0]/property
  factor-15/factor
  axis
   x0.0/x
   y1.0/y
   z0.0/z
  /axis
  center
   x-m-0.1/x-m
   y-m0/y-m
   z-m-0.9/z-m
  /center
 /animation

 animation
  typetranslate/type
  object-namePedal.2/object-name
  object-namePedal.4/object-name
  property/controls/rudder/property
  factor-0.1/factor
  axis
   x1.0/x
   y0.0/y
   z0.0/z
  /axis
 /animation