[Flightgear-devel] Pictures of flight over Jura

2002-07-17 Thread Frederic Bouvier

Hello,

in case someone is interested, here are the photos taken during my
first solo flight in a PA-28 around LFLK. It was my 90th hour of
flight. Mont Blanc is supposed to be on one picture or two but it
didn't impressed the digital film very well.

http://perso.wanadoo.fr/frbouvi/photos/020708/

I can send 2272x1704 versions by PM to those interested.

Cheers,

-Fred




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Re: [Flightgear-devel] MP RFC protocols v0.01

2002-07-17 Thread ace project


--- [EMAIL PROTECTED] wrote:
 ace project [EMAIL PROTECTED] writes:
 
  I've attached a (Word generated) HTML-file with
 the 
  proposed protocols/headers to be used. Plz bomb
 them
  :)
 
 I have only a few comments right now.  More as I
 have time to delve into this further...
 
 1. If you establish a TCP/IP connection, then
 provide a way to pass a
protocol version number upon connection
 establishment.  If using UDP,
then a protocol version number should be passed
 in each packet.  There are
a few ways to do this:
 
a. Add two extra bytes in the Level 1 or Level 2
 header.  You likely don't
   want to add extra bytes, so the other options
 are probably better right
   now.
 
b. Allocate 3 bits in FLAGS as a version number,
 with '111' reserved for
   versions greater than 6 (with some place to
 put them added later and
   known to exist because of the reserved '111'
 value.
 
c. Allocate 1 bit in FLAGS to mean initial
 protocol (version 1.0).  If
   not enabled, then the non-initial protocol
 must define where/how the
   version number is encoded.  It should be well
 documented that any
   subsequent protocol version MUST define a way
 of specifying the protocol
   version number.
 
If you don't provide for a protocol version
 number, you'll likely end up
(in version 1.1 or 2.0) with things that you'd
 like to do but can't, while
still maintaining backwards compatibility.
 
Version numbering per packet should not be necessary,
we will set the version that will be used in the
client-initialisation packet. This packet should not
change or be 'autodetect'. BTW client init should NOT
have compression...
Other version controlling methods are still under
consideration.

 2. Providing only 12 bits of flags seems really
 skimpy to me.  This isn't
really an issue, though, when you add the
 protocol version number feature
described above.  If more bits are needed for a
 future protocol version,
they can be added by that version.
 
 3. FDM is declared as 50b in one place, and 20b in
 another.  Ditto for
Nickname.
 
 4. Flight Dynamics Model as text sounds risky.  What
 about having FDMs
registered at FlightGear.org (with a numerical
 identifier assigned to them)
and then just passing the appropriate FDM id?
 
 5. Why is a termination character ('\r') required
 for plane and FDM when
there's a length field provided?  It shouldn't be
 necessary.
 
3,5:
We have not yet decided on this issue, we could use 1
length and then plit them up or (as defined atm) use
length field and split them up manually.

 6. Eight players seems like a severe limitation.  I
 can see the potential for
hundreds of players.  It would be nice to design
 the protocol such that
there's no limit on number of players.
 
That would be easy, just send multiple packets of
player list, the only thing to add is a 'final flag as
in:
1. list 1-10 final=false
2. list 11-21 final=false
3. list 22-30 final-true

 You've got a really nice start here!
 
 Cheers,
 
 Derrell
 
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RE: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-17 Thread Curtis L. Olson

Gouthas, Themie writes:
 I dont think the alpha sorting code was ever comitted, so currently
 I dont beleive PLIB will alpha sort.

Really?  I thought this was something that Steve had in place even in
the early days of plib ... unless it was broke along the way and still
needs to be fixed?

Regards,

Curt.


 -Original Message-
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]]
 Sent: Tuesday, 16 July 2002 9:10 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] ANN: a new dimension to FlightGear
 
 
 David Megginson writes:
  David Findlay writes:
  
Just noted one problem. The billboard backgrounds are transparent
only for the ground, not other objects. This doesn't look great
when you're buzzing through the forest. Other than that it looks
great. Thanks,
  
  Noted.  Unfortunately, alpha transparency is a nightmare -- only
  things drawn *before* the object with transparency will show through.
  I draw the dynamically-placed objects after the ground, so you can
  always see the ground through them, but they are drawn before the
  clouds in the sky (since you will want to see them through the gaps in
  the clouds).  It will be (apparently) random whether any individual
  tree shows up through the alpha portion of any other individual
  tree's texture.  I know of no appropriate solution for this problem.
  The current arrangement works best for the normal situation, flying
  above 100ft AGL, but you're right that it can cause problems when
  you're buzzing cows.
 
 David,
 
 What you need to do is set the transparent flag in the ssgSimpleState
 for these objects.  That way plib can sort them and draw them back to
 front.
 
 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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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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RE: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-17 Thread David Megginson

Curtis L. Olson writes:

  Really?  I thought this was something that Steve had in place even in
  the early days of plib ... unless it was broke along the way and still
  needs to be fixed?

No, unfortunately we've already been through this with the 3D models.


All the best,


David

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Re: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-17 Thread Andy Ross

Gouthas, Themie wrote:
 I dont think the alpha sorting code was ever comitted, so currently
 I dont beleive PLIB will alpha sort.

I'm not sure this is a great idea in any case.  There are a *lot* of
these objects, and doing an NlogN sort of them (with attendant
geometry processing to get the distances, not to mention the cache
effects of doing an extra sweep over all of them) every frame is
likely to be awfully slow.

Hacking around the issue by diddling the rendering order (and maybe
double-rendering problem objects like nearby clouds) sounds like the
best idea to me.  We could also investigate the use of destination
alpha, which is available and fast on high end hardware these days.

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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[Flightgear-devel] Randomly-placed objects, take 2

2002-07-17 Thread David Megginson

I've just checked in a major revision to my new randomly-placed object
code: it cuts down the memory usage a fair bit and eliminates long
pauses when complex tiles fall out of the cache.  There are still some
stutters at very high speeds (i.e. 3000kt), but at normal speeds, all
seems smooth now.

The basic principle is that I add only a placeholder to the scene
graph for the objects in each triangle.  When it falls into range, a
callback creates the objects, and when it falls out of range, another
callback frees them again.  That way, we have objects added only to
triangles that are close to the plane, and there is no need to free
hundreds or thousands of objects at once when a tile falls off the
cache.

I also modified the material code so that an object and its texture
are loaded only once, no matter how many materials use it.

According to some quick tests, with randomly-placed objects disabled,
FlightGear uses 214MB of which 79MB are RSS; with randomly-placed
objects enabled, FlightGear uses about 237MB of which 102MB are RSS.
That's a bit of a blow-up, but not nearly as bad as it was, and after
a while the memory usage stops increasing and sometimes actually falls
a bit.

Please everyone give this a brutal workout to find any further
problems.  To enable randomly-placed objects, use

  fgfs --prop:/sim/rendering/dynamic-objects=true


All the best,


David

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RE: [Flightgear-devel] Randomly-placed objects, take 2

2002-07-17 Thread Norman Vine

David Megginson writes:

I've just checked in a major revision to my new randomly-placed object
code: i

Please everyone give this a brutal workout to find any further
problems.  To enable randomly-placed objects, use

  fgfs --prop:/sim/rendering/dynamic-objects=true

Frame Rate report 

Win2k PIII 733 256meg Geforce2 GTS 32 meg
Latest certified WQL GFX drivers from NVIDIA
at default startup location no HUD no Panel

Latest changes~17fps
your original code~32 fps
no dynamic objects  ~75fps

Norman


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RE: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-17 Thread Gouthas, Themie

Granted, about the NlogN and cache misses penalties.. but whateve solution
you choose will be at a cost. Double rendering cloud layers? There goes
your fill rate out the window! 
 
If anyone is interested in experimenting, I'll be happy to provide the code 
that you can toggle alpha sorting. Ive never done a performace comparison, 
but seeing as you guys have something implemented that can excersise it, 
it might be worth your while to assess its merits quantitavely.

By the way, do you mind elaborating on what you mean by use of destination 
alpha.

regards,
Themie

-Original Message-
From: Andy Ross [mailto:[EMAIL PROTECTED]]
Sent: Thursday, 18 July 2002 2:22 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] ANN: a new dimension to FlightGear


Gouthas, Themie wrote:
 I dont think the alpha sorting code was ever comitted, so currently
 I dont beleive PLIB will alpha sort.

I'm not sure this is a great idea in any case.  There are a *lot* of
these objects, and doing an NlogN sort of them (with attendant
geometry processing to get the distances, not to mention the cache
effects of doing an extra sweep over all of them) every frame is
likely to be awfully slow.

Hacking around the issue by diddling the rendering order (and maybe
double-rendering problem objects like nearby clouds) sounds like the
best idea to me.  We could also investigate the use of destination
alpha, which is available and fast on high end hardware these days.

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] Randomly-placed objects, take 2

2002-07-17 Thread David Megginson

Norman Vine writes:

  Frame Rate report 
  
  Win2k PIII 733 256meg Geforce2 GTS 32 meg
  Latest certified WQL GFX drivers from NVIDIA
  at default startup location no HUD no Panel
  
  Latest changes~17fps
  your original code~32 fps
  no dynamic objects  ~75fps

Here's what I get sitting still at the default location, no panel or
hud, with a GeForce2Go, 32MB, 800x600x32, with the latest Linux
drivers (I'm using the latest plib CVS, but I assume you are as well):

 no dynamic objects: ~40fps
 dynamic objects (latest code): ~34fps
 dynamic objects (old code): ~32fps

Here's a fairer test: moving at 120kts, 1500ft AGL starting at the
default location:

  no dynamic objects: ~35fps
  dynamic objects (latest code): ~28fps

So yes, there is a hit, but I'm not seeing a significant difference
between the old and new code, and nothing like the spreads you're
seeing.  The default location is a complex one; I get much better
framerates in simpler terrain.

To be fair, I've never been able to reproduce your framerate reports.
Patches that, say, add or subtract 20 or 50% framerate for you (Norm)
usually make a difference of less than +-5% for me.  I wonder what
difference in our systems could account for this.

What framerates are showing up for other people?


Thanks, and all the best,


David

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RE: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-17 Thread David Megginson

Gouthas, Themie writes:

  If anyone is interested in experimenting, I'll be happy to provide the code 
  that you can toggle alpha sorting. Ive never done a performace comparison, 
  but seeing as you guys have something implemented that can excersise it, 
  it might be worth your while to assess its merits quantitavely.

You might see a difference alpha-sorting, say, 5000 billboarded trees
that didn't show up for a few simple polys.


All the best,


David

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RE: [Flightgear-devel] Randomly-placed objects, take 2

2002-07-17 Thread David Megginson

David Megginson writes:

  Here's what I get sitting still at the default location, no panel or
  hud, with a GeForce2Go, 32MB, 800x600x32, with the latest Linux
  drivers (I'm using the latest plib CVS, but I assume you are as well):
  
   no dynamic objects: ~40fps
   dynamic objects (latest code): ~34fps
   dynamic objects (old code): ~32fps

That's with AGP disabled.  At AGP 4x I get ~41fps and ~36fps.


All the best,


David

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RE: [Flightgear-devel] Randomly-placed objects, take 2

2002-07-17 Thread Curtis L. Olson

David Megginson writes:
 Norman Vine writes:
 
   Frame Rate report 
   
   Win2k PIII 733 256meg Geforce2 GTS 32 meg
   Latest certified WQL GFX drivers from NVIDIA
   at default startup location no HUD no Panel
   
   Latest changes~17fps
   your original code~32 fps
   no dynamic objects  ~75fps
 
 Here's what I get sitting still at the default location, no panel or
 hud, with a GeForce2Go, 32MB, 800x600x32, with the latest Linux
 drivers (I'm using the latest plib CVS, but I assume you are as well):
 
  no dynamic objects: ~40fps
  dynamic objects (latest code): ~34fps
  dynamic objects (old code): ~32fps

David,

My frame rate trends typically are more in line with yours.  However,
with the latest cvs code, default startup aiport, no hud, no panel,
I'm seeing:

dynamic objects (latest code):   ~23-24fps
no dynamic objects (latest code): ~75fps

So I am seeing a huge difference with dynamic objects on vs. off.

This is with a 1Ghz class cpu, 256Mb RAM, and GeForce2MX running
Linux.

With dynamics objects on I'm also seeing a lot of choppiness
(i.e. inconsistant frame rates.)

Regards,

Curt.


 Here's a fairer test: moving at 120kts, 1500ft AGL starting at the
 default location:
 
   no dynamic objects: ~35fps
   dynamic objects (latest code): ~28fps
 
 So yes, there is a hit, but I'm not seeing a significant difference
 between the old and new code, and nothing like the spreads you're
 seeing.  The default location is a complex one; I get much better
 framerates in simpler terrain.
 
 To be fair, I've never been able to reproduce your framerate reports.
 Patches that, say, add or subtract 20 or 50% framerate for you (Norm)
 usually make a difference of less than +-5% for me.  I wonder what
 difference in our systems could account for this.
 
 What framerates are showing up for other people?
 
 
 Thanks, and all the best,
 
 
 David
 
 -- 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] LaSRS++........info required.

2002-07-17 Thread thomas k
Hi,
the project on which i am working is using framework which has the same architecture as that of LaSRS++. since FG is not using it plz can you refer some other mailing list, contact, URL etc or anything which would prove to be helpful to me.
i am guy stranded on a tiny winny island...so maximum help needed from all quarters!
keeping my fingers crossed
thomas.Post your ad for free now! Yahoo! Canada Personals

RE: [Flightgear-devel] Randomly-placed objects, take 2

2002-07-17 Thread Norman Vine

David Megginson writes:

To be fair, I've never been able to reproduce your framerate reports.
Patches that, say, add or subtract 20 or 50% framerate for you (Norm)
usually make a difference of less than +-5% for me.  I wonder what
difference in our systems could account for this.

I believe your GFX system is 'fill limited' in comparison to mine
so you don't get to 'see' the effect of the code as much.

eg.   When starting up over the open ocean where all the tiles are 
'generated' I get ~375fps reported with 800x600x32 when looking 
straight down.What do you get ?

FYI
I have recompiled fgfs with the old and the new 'dynamic-objects'
several times (5 each) tonight and once the new code was 'slightly'
faster, similar to your results.  All other times it is roughtly 50%
the speed of the older code.  

I am finding this quite bewildering ??

Norman



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RE: [Flightgear-devel] ANN: a new dimension to FlightGear

2002-07-17 Thread Gouthas, Themie

Well, here is a simple way to actually get a qualitative feel.. perhaps you
may be pleasantly surprise, perhaps you can chant I told you so! with
conviction and a wry grin. All I'm suggesting is try it before dismissing
it.

Just replace ssgDlist.cxx with this version, no other changes are necessary.

If your billboards have the translucent bit set, they will subsequently, 
be sorted before each frame.

If it works well for 500 trees and provides good visual integrity over
5000 unsorted trees that keep sporadically disappearing behind invisible 
walls, perhaps a more judiciuos use of LOD and fewer billboards might be 
the overall best result.

Most Visual Simulation packages and DIS Stealth Viewers do this, which is
why
I'm not convinced that its completely dismissible. 

I would prefer to test, and report the results myself, but I'm only a 
lurker on this mailing list for inspiration and ideas, so I am not set
up to build FSGear.

:-)


-Original Message-
From: David Megginson [mailto:[EMAIL PROTECTED]]
Sent: Thursday, 18 July 2002 11:00 AM
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] ANN: a new dimension to FlightGear


Gouthas, Themie writes:

  If anyone is interested in experimenting, I'll be happy to provide the
code 
  that you can toggle alpha sorting. Ive never done a performace
comparison, 
  but seeing as you guys have something implemented that can excersise it, 
  it might be worth your while to assess its merits quantitavely.

You might see a difference alpha-sorting, say, 5000 billboarded trees
that didn't show up for a few simple polys.


All the best,


David

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ssgDList2.cxx
Description: Binary data