[Flightgear-devel] Landing lights lobes (some thoughts)

2002-10-22 Thread Roman Grigoriev
Hi guys!
runway lights are really impressive!
so there is some minor thing todo: landing lights
but here is huge problem - multitexturing
Steve don't want to include in plib some patches to make multitexturing and
he wait for OpenGL2.0 with shaders
so we have to implement it our own way.
Do someone work in this direction?
Curtis, do you plan to include landing lights in flightgear or there are
some major work to do?
What's your position on this feature.
Will we wait plib with multitexturing or make it own way?
I think we should use landing lights with only runway/taxiway textures
because if we use it with all textures there will be huge frame rate hit
Also I'll be very appreciate if someone give me a link with landing lights
pics.
Thanx in advance
Bye



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Re: [Flightgear-devel] Landing lights lobes (some thoughts)

2002-10-22 Thread Erik Hofman
Roman Grigoriev wrote:

Hi guys!
runway lights are really impressive!
so there is some minor thing todo: landing lights
but here is huge problem - multitexturing
Steve don't want to include in plib some patches to make multitexturing and
he wait for OpenGL2.0 with shaders
so we have to implement it our own way.
Do someone work in this direction?
Curtis, do you plan to include landing lights in flightgear or there are
some major work to do?
What's your position on this feature.
Will we wait plib with multitexturing or make it own way?
I think we should use landing lights with only runway/taxiway textures
because if we use it with all textures there will be huge frame rate hit
Also I'll be very appreciate if someone give me a link with landing lights
pics.


You mean something like this:
http://www.flightgear.org/tmp/rwy_lights3.jpg

Erik


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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-22 Thread Arnt Karlsen
On Mon, 21 Oct 2002 21:03:18 -0400, 
<[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> Andy Ross writes:
> 
>  > > An excellent point -- I wonder how they do it, then?  On the
>  > > ground, they can obviously line up with something well known, and
>  > > in VFR, they can line up two landmarks on the map, but how to
>  > > update the DG in IFR?
>  > 
>  > As Alex points out, if you have three receivers (and synchronize
>  > them to use the same satellite set) you can get the location for
>  > each point of a triangle and figure out the orientation for that.
> 
> Right, but I'm not asking how people could do it but how they actually
> do.  I doubt that most pilots in the north have 3-GPS in-flight setups
> right now.

..standard is "one antenna for vfr type flight", position is 
accurate within a 300ft diameter by 450 ft tall "error egg" with
cold war type crypto turned on, egg shrinks to 35?ft by 50?ft on
turning off the crypto (random noise vector) signal.  
The "error egg" shrinks further when additional observations are 
added to the equation set, such as altimeter, DG, GS etc readings, 
exact position of antenna(s) and other sensors on airframe, in 
relation to its datum origo.  Differential GPS may add one or more
ground station "satellite" observations to the equation set, the 
early work tried to calculate and nullify the random noise vector, 
and instead added (athmosphaerically bent) signal path leg errors.

..AFAIK, the average aviator "up north" uses cheap shelf 
ware gps units "to back up" his nav work.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Landing lights lobes (some thoughts)

2002-10-22 Thread Roman Grigoriev

- Original Message -
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, October 22, 2002 1:34 PM
Subject: Re: [Flightgear-devel] Landing lights lobes (some thoughts)


> Roman Grigoriev wrote:
> > Hi guys!
> > runway lights are really impressive!
> > so there is some minor thing todo: landing lights
> > but here is huge problem - multitexturing
> > Steve don't want to include in plib some patches to make multitexturing
and
> > he wait for OpenGL2.0 with shaders
> > so we have to implement it our own way.
> > Do someone work in this direction?
> > Curtis, do you plan to include landing lights in flightgear or there are
> > some major work to do?
> > What's your position on this feature.
> > Will we wait plib with multitexturing or make it own way?
> > I think we should use landing lights with only runway/taxiway textures
> > because if we use it with all textures there will be huge frame rate hit
> > Also I'll be very appreciate if someone give me a link with landing
lights
> > pics.
>
> You mean something like this:
> http://www.flightgear.org/tmp/rwy_lights3.jpg
>

Nope Erik I mean not runway lights but aircraft landing lights.

> Erik
>
>
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Re: [Flightgear-devel] Landing lights lobes (some thoughts)

2002-10-22 Thread Curtis L. Olson
Roman Grigoriev writes:
> Hi guys!
> runway lights are really impressive!
> so there is some minor thing todo: landing lights
> but here is huge problem - multitexturing
> Steve don't want to include in plib some patches to make multitexturing and
> he wait for OpenGL2.0 with shaders
> so we have to implement it our own way.
> Do someone work in this direction?
> Curtis, do you plan to include landing lights in flightgear or there are
> some major work to do?
> What's your position on this feature.
> Will we wait plib with multitexturing or make it own way?
> I think we should use landing lights with only runway/taxiway textures
> because if we use it with all textures there will be huge frame rate hit
> Also I'll be very appreciate if someone give me a link with landing lights
> pics.

I don't really have a plan for how to do this at the moment.

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] DC-3

2002-10-22 Thread david
Doug Pomerenke writes:

 > Do you have any plans on introducing a damage model?

It's hard to say.  Some day we'll probably want to be able to simulate
damage in the flight model, and we may want to give some visual
indication of that as well (such as a separated aileron or a blown
tire).  I don't now if it will ever be a priority to be able to show
bullet holes in the wing or an explosion when a plane crashes, but
that will depend on the interests and skills of the developers who
contribute in the future.


All the best,


David

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re: [Flightgear-devel] Landing lights lobes (some thoughts)

2002-10-22 Thread david
Roman Grigoriev writes:

 > so there is some minor thing todo: landing lights
 > but here is huge problem - multitexturing

Another alternative might be actually to include an OpenGL light
source in spot mode.  An yes, we do need landing lights to work with
fields, etc. as well.  Some day, we might even have a taxi model for
water so that we can model seaplanes realistically.


All the best,


David

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re: [Flightgear-devel] Reparsing cmd lines

2002-10-22 Thread david
John Wojnaroski writes:

 > Appears the command line is being reparsed. This results is the program
 > failing when a TCP socket is requested for the native-ctrls channel as the
 > server is created on the first pass and on the next pass trying to create
 > and bind  a "second" server at the same port# fails.

Oops -- I was wondering if reparsing the command line would break
anything.

The right fix is to have the TCP module read properties and open its
socket *after* the command line is parsed, so that the command-line
parsing is side-effect free (there may be other side-effects as well).


All the best,


David

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Re: [Flightgear-devel] DC-3

2002-10-22 Thread Curtis L. Olson
[EMAIL PROTECTED] writes:
> It's hard to say.  Some day we'll probably want to be able to simulate
> damage in the flight model, and we may want to give some visual
> indication of that as well (such as a separated aileron or a blown
> tire).  I don't now if it will ever be a priority to be able to show
> bullet holes in the wing or an explosion when a plane crashes, but
> that will depend on the interests and skills of the developers who
> contribute in the future.

This is just a WAG, but based on other sims I've flown, they probably
just do simple things like scale lift with the amount of wing left, or
add weight/reduce lift for icing or maybe force a pitch/aileron/rudder
trim offset.  Just a few little things can make flying the plane
challenging enough so that the pilot won't notice if their plane is
actually behaving *exactly* like their tail was shot off.  

More important for us are things like engine failure modeling and some
sort of plausible icing model, as well as all the various internal
systems failures.

Maybe someone needs to come up with CombatFDM or JSBSimJr. or
something like that which would impliment more arcade-ish "fun" flight
dynamics.

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] Reparsing cmd lines

2002-10-22 Thread Curtis L. Olson
[EMAIL PROTECTED] writes:
> John Wojnaroski writes:
> 
>  > Appears the command line is being reparsed. This results is the program
>  > failing when a TCP socket is requested for the native-ctrls channel as the
>  > server is created on the first pass and on the next pass trying to create
>  > and bind  a "second" server at the same port# fails.
> 
> Oops -- I was wondering if reparsing the command line would break
> anything.
> 
> The right fix is to have the TCP module read properties and open its
> socket *after* the command line is parsed, so that the command-line
> parsing is side-effect free (there may be other side-effects as well).

David,

That may ultimately be what we need to do, but remind me why we need
to parse the command line options twice?

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] SimGear and clouds3d complie problems

2002-10-22 Thread Bevan Anderson
Hi All,

I'm having a few problems compiling the latest SimGear from the CVS tree
(0.3).

Its barfing on multiple definitions and parse errors (from undefined
typedef's) in extgl.h (conflicting with definitions in gl.h). Ive been
searching and nothing seems to fit the problems I'm seeing.

The errors start like this and roll on and on:

gcc -DHAVE_CONFIG_H -I. -I. -I../../../simgear -I../../..  -I/usr/X11R6/incl
ude
 -g -O2 -D_REENTRANT -Wl,--allow-multiple-definition -c `test -f 'extgl.c'
|| ec
ho './'`extgl.c
In file included from extgl.c:85:
extgl.h:1665: warning: `GL_MODELVIEW1_ARB' redefined
/usr/X11R6/include/GL/glext.h:241: warning: this is the location of the
previous
 definition
In file included from extgl.c:85:
extgl.h:357: `glBlendColor' redeclared as different kind of symbol
/usr/X11R6/include/GL/gl.h:1648: previous declaration of `glBlendColor'
extgl.h:358: `glBlendEquation' redeclared as different kind of symbol
/usr/X11R6/include/GL/gl.h:1645: previous declaration of `glBlendEquation'
extgl.h:359: `glDrawRangeElements' redeclared as different kind of symbol
/usr/X11R6/include/GL/gl.h:1590: previous declaration of
`glDrawRangeElements'
extgl.h:360: `glColorTable' redeclared as different kind of symbol
/usr/X11R6/include/GL/gl.h:1617: previous declaration of `glColorTable'
..etc

Its bascially hosed. Now the fact someone else hasnt seen this problem says
to me I've got something screwey, but I've been lookign at it off and on for
a week or more and just cannot find it. If anyone has any ideas pls let me
know.

I'm using cygwin and gcc-2.95 with Mesa 3.4

Thanks,

Bevan Anderson..





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re: [Flightgear-devel] Reparsing cmd lines

2002-10-22 Thread david
Curtis L. Olson writes:

 > That may ultimately be what we need to do, but remind me why we need
 > to parse the command line options twice?

It's an init-order work-around to make the --aircraft option work as
expected.


All the best,


David

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread William L. Riley
On Monday 21 October 2002 11:14 pm, Curtis L. Olson wrote:
> I just added support for generating taxiway lights into terragear
> (with some corresponding changes in FlightGear) so I guess someone is
> going to have to regenerate the airports again. :-)
>
> Curt.

Base package updated.

http://www.randdtechnologies.com/fgfs/newScenery/
ftp://ftp.randdtechnologies.com/fgfs/baseScenery/current.tar.gz

P.S. The taxiway lights are extremely dim on my setup, barely visible right at 
dusk/dawn and pretty much invisible after dark. Do I need to enable the 
experimental lighting in main.cxx? And yes, KOAK is still completely void of 
lights. :(

Linux (2.4.19-gentoo-r9)
Nvidia Geforce2 MX (driver 1.0.3123)
plib,SimGear, FlightGear are recent CVS

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Andy Ross
Curtis L. Olson wrote:
> I just added support for generating taxiway lights into terragear
> (with some corresponding changes in FlightGear) so I guess someone is
> going to have to regenerate the airports again. :-)

How about doing the light generation at tile load time, instead of
generation time?  This would have big payoffs for maintenance --
someone could fix lighting configurations without regenerating the
whole tile.

My assumption would be that this process is pretty quick -- one
hitlist computation per light -- and wouldn't impact performance
noticeably.

Andy

-- 
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Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
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Re: [Flightgear-devel] Landing lights lobes (some thoughts)

2002-10-22 Thread Andy Ross
David Megginson wrote:
> Roman Grigoriev writes:
> > so there is some minor thing todo: landing lights
> > but here is huge problem - multitexturing
>
> Another alternative might be actually to include an OpenGL light
> source in spot mode.

Spotlights, and OpenGL lights in general, only work at vertices.  The
tesselation of the scenery tiles is so coarse that this would
essentially be a no-op.  None of the tile vertices would fall inside
the landing lights.  That is, until one stochastically passes through
it and the ground in front of the aircraft lights up like a bomb
flash. :)

I think Roman's suggestion is the right one -- you would generate the
light pattern as a texture and apply it projectively as the second
texture pass on "nearby" tiles.  This really wouldn't be so hard, I
suspect.  Multitexture on modern hardware is essentially free.

The mechanism would be to write a ssg node class to represent a tile.
If the tile is "far" from all such lights, then draw as normal.  If it
is in the near field for some light (remembering that not all lights
are going to be attached to the pilot's aircraft!), then set up the
texture state appropriately and draw by hand.

Not trivial, but not difficult either.  I wrote a ssg node for
wrapping 2D panels, and it worked pretty cleanly.

Andy


-- 
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Senior Software Engineer  Emeryville, CA
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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Curtis L. Olson
Andy Ross writes:
> How about doing the light generation at tile load time, instead of
> generation time?  This would have big payoffs for maintenance --
> someone could fix lighting configurations without regenerating the
> whole tile.
> 
> My assumption would be that this process is pretty quick -- one
> hitlist computation per light -- and wouldn't impact performance
> noticeably.

Andy,

I have thought about it, and there are advantages and disadvantages to
both offline and runtime approaches.  For now I went with the offline
approach because (a) there were less technical issues to solve and (b)
I was nervous about the possible runtime performance issues.

There are hundreds of lights per airport and doing 100's of terrain
intersections certainly would cause a noticable frame rate blip.  Note
that with the random ground cover objects and random ground cover
lighting, we are doing a clever trick to avoid having to do any
terrain intersections at all.  This trick doesn't work for runway
lighting.

There is also a problem with doing terrain intersections on tiles that
are freshly loaded, but haven't been fully pushed into the render
pipeline yet.  That's a technical issue we haven't solved yet, but we
need to at some point.

Also consider the case of an airport that lies on the corner of 4
tiles.  When the first tile is requested and an airport is attached to
that tile, the airport needs to be loaded.  But, we would also need to
somehow identify this situation and make sure the remaining tiles are
also loaded so that the terrain intersections in the neighboring tiles
also return valid results.  Most likely if a tile intersection comes
up with a void, that would trigger a tile load request for the missing
void.  But, we'd have to wait until that missing tile load is done,
then redo the original intersection test and then keep going.  This
could be a substantial pause as we wait for additional tiles to load.

Oh, and what if the 3 other tiles that we are suddenly forced to load,
also have airports that span other tile boundaries and we are forced
to load those first too.  We could concievably have a nastly little
cascading tile loading problem.  Probably generally rare, but anyone
want to take bets on whether or not it would happen someplace?  This
need for cascaded tile loading might also factor interestingly with
our threaded tile loader ... the threaded tile loader code is
something that I'd really rather not go out of my way to make more
complex than it already is.  Especially with threads, complexity
usually equals bugs that are nearly impossible to track down.

I'm doing a *lot* of wgs_84 math for positioning the lights -- things
like start at point A and move 100' in the direction of the runway to
arrive at point B.  This also get's to be really expensive.  There are
probably lots of ways to optimize this and stay within a pixel or two
error, but it's nice to be able to use accurate math and not have to
worry about it.

So there you go.  A runtime approach is certainly possible, but there
are quite a few significant issues that need to be considered and
solved first, and the path of least resistance clearly took me down
the offline route.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] Landing lights lobes (some thoughts)

2002-10-22 Thread Curtis L. Olson
Andy Ross writes:
> Spotlights, and OpenGL lights in general, only work at vertices.

Is there an opengl extension that would allow the spot light to work
per pixel rather than per vertex?

It seems like I've heard of something, but I haven't investigated
myself.

> I think Roman's suggestion is the right one -- you would generate the
> light pattern as a texture and apply it projectively as the second
> texture pass on "nearby" tiles.  This really wouldn't be so hard, I
> suspect.  Multitexture on modern hardware is essentially free.

This would be interesting, especially since you could fake the lense
patterns of the lights.  Using a spot light (even if it worked as
you'd hope) would almost be a little too perfect.

We'd also need to draw the light beam near the aircraft in foggy
conditions.  Would love to see a 747 dropping out of the soup from the
tower view with it's lights blazing through the fog.  That probably
wouldn't be too hard to do, and could even be done as an animation as
part of the model.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Curtis L. Olson
William L. Riley writes:
> Base package updated.
> 
> http://www.randdtechnologies.com/fgfs/newScenery/
> ftp://ftp.randdtechnologies.com/fgfs/baseScenery/current.tar.gz
> 
> P.S. The taxiway lights are extremely dim on my setup, barely visible right at 
> dusk/dawn and pretty much invisible after dark. Do I need to enable the 
> experimental lighting in main.cxx?

That would help, but it's a big frame rate hit, probably unacceptably
big.  You might consider turning off all the lights in your room.
There may be some monitor gamma issues.  Also note that taxiway lights
are most visible when you are nearly horizontal with them.  If you are
above them, they get nearly impossible to see.

> And yes, KOAK is still completely void of 
> lights. :(
> 
> Linux (2.4.19-gentoo-r9)
> Nvidia Geforce2 MX (driver 1.0.3123)
> plib,SimGear, FlightGear are recent CVS

Is FlightGear recent as of yesterday/today ... never mind, it would
have to be if you are seeing the taxiway lights in blue.  Strange, I
have no idea what's up with KOAK.  When I generate it myself it works
just fine.  If the base package cvs get's updated, I can let you know
if I see lights in your version of KOAK or not.

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] taxiway lights

2002-10-22 Thread William L. Riley
On Tuesday 22 October 2002 12:18 pm, Curtis L. Olson wrote:
> That would help, but it's a big frame rate hit, probably unacceptably
> big.  You might consider turning off all the lights in your room.
> There may be some monitor gamma issues.  Also note that taxiway lights
> are most visible when you are nearly horizontal with them.  If you are
> above them, they get nearly impossible to see.

The experimental lighting cuts my frame rate down to 12 (from 60ish) but 
doesn't improve the taxiway lights. Here is a screenshot.
http://www.randdtechnologies.com/tmp/taxiway_lights.jpg
They are all but invisible even with low room lighting. Am I the only one not 
seeing them well? Maybe it is just a gamma issue with my setup. The other 
airport lights are very nice, however.

Wm

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread William L. Riley
On Tuesday 22 October 2002 03:32 pm, Curtis L. Olson wrote:
> One thing you could play with is this:
>
> Find line #493 in src/Objects/matlib.cxx
>
> tex_name = gen_taxiway_dir_light_map( 20, 20, 235, 155 );
>
> Change the last number (155) which is the overall alpha for the light
> to a higher value.  The number can be in the range of 0 -> completely
> transparent to 255 -> completely opaque.  The larger the number (up to
> 255), the more visible the lights should be.  You might try 200 for
> starters and then increase to 255.

I changed the alpha up to 255 in matlib.cxx as suggested and can now see them 
fairly well. Are these single pixel lights? Maybe it is my Acer monitor that 
is the problem. ;)

Wm

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Jon Stockill
On Tue, 22 Oct 2002, William L. Riley wrote:

> I changed the alpha up to 255 in matlib.cxx as suggested and can now see them
> fairly well. Are these single pixel lights? Maybe it is my Acer monitor that
> is the problem. ;)

If they're single pixel lights, then will FSAA cause then to be blurred
out, especially if they've got a significant alpha component?

-- 
Jon Stockill
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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Frederic Bouvier
From: "William L. Riley" <[EMAIL PROTECTED]>

> On Tuesday 22 October 2002 03:32 pm, Curtis L. Olson wrote:
> > One thing you could play with is this:
> >
> > Find line #493 in src/Objects/matlib.cxx
> >
> > tex_name = gen_taxiway_dir_light_map( 20, 20, 235, 155 );
> >
> > Change the last number (155) which is the overall alpha for the light
> > to a higher value.  The number can be in the range of 0 -> completely
> > transparent to 255 -> completely opaque.  The larger the number (up to
> > 255), the more visible the lights should be.  You might try 200 for
> > starters and then increase to 255.
>
> I changed the alpha up to 255 in matlib.cxx as suggested and can now see
them
> fairly well. Are these single pixel lights? Maybe it is my Acer monitor
that
> is the problem. ;)

I also find all runway/taxyway light very dim when seen from close.
At a distance, it is the fact that they are all close together that
makes the whole correctly bright. As points have no dimension, or at
least a size that is not dependant of the distance, we can hardly see
a light alone, only rows. Would it be possible to add dimensions to
lights, that is, make them with triangles in fill mode ?

Cheers,

-Fred


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[Flightgear-devel] KOAK lighting

2002-10-22 Thread William L. Riley
I have updated my base Scenery package to include lights at KOAK. Putting the 
KOAK airport info from default.apt into a separate file and generating it by 
itself seems to work, as Curt said. I will be regenerating more of the US 
airports soon and hope to catch an error or something that will help explain 
why certain airports (maybe just KOAK?) don't get working lights.

Wm

http://www.randdtechnologies.com/fgfs/newScenery/

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Re: [Flightgear-devel] KOAK lighting

2002-10-22 Thread Curtis L. Olson
William L. Riley writes:
> I have updated my base Scenery package to include lights at KOAK. Putting the 
> KOAK airport info from default.apt into a separate file and generating it by 
> itself seems to work, as Curt said. I will be regenerating more of the US 
> airports soon and hope to catch an error or something that will help explain 
> why certain airports (maybe just KOAK?) don't get working lights.

I had lights at KOAK from your base package update today.  Did you
cvs update your FlightGear code since this afternoon?

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] Pannel illumination gone on DC3

2002-10-22 Thread Dave Perry
I updated plib, simgear, and FlightGear sources, and well as fgfsbase 
from cvs Sunday and
recompiled all source.  I noticed that the dc3 pannel is black at night 
except for the radio
lcds.  I just updated via cvs both fgfsbase and FlightGear source and 
recompiled
and the dc3 pannel is still unlit at night.

Are others seeing this?  I will check the yasim c172 (2d pannel) to see 
if it is also dark.
- Dave


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[Flightgear-devel] dc3 pannel lights

2002-10-22 Thread Dave Perry
The c172-yasim pannel is lit at night, so this seems to be a change to 
the dc3 only.
- Dave


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Re: [Flightgear-devel] dc3 pannel lights

2002-10-22 Thread John Check
On Tuesday 22 October 2002 10:11 pm, Dave Perry wrote:
> The c172-yasim pannel is lit at night, so this seems to be a change to
> the dc3 only.
> - Dave

What it is is that when electrical system modeling was added
it affected planes for which no electrical system
was added. I went through and added the markup to include
the electrical.xml from the default 172 to all the variants, but never did the
non Cessna planes.

I don't recall any replies to my asking about using that as a default for the 
rest of the fleet.

>
>
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Re: [Flightgear-devel] DC-3

2002-10-22 Thread Doug Pomerenke
On Tue, 2002-10-22 at 08:50, Curtis L. Olson wrote:
> [EMAIL PROTECTED] writes:
> > It's hard to say.  Some day we'll probably want to be able to simulate
> > damage in the flight model, and we may want to give some visual
> > indication of that as well (such as a separated aileron or a blown
> > tire).  I don't now if it will ever be a priority to be able to show
> > bullet holes in the wing or an explosion when a plane crashes, but
> > that will depend on the interests and skills of the developers who
> > contribute in the future.
> 
> This is just a WAG, but based on other sims I've flown, they probably
> just do simple things like scale lift with the amount of wing left, or
> add weight/reduce lift for icing or maybe force a pitch/aileron/rudder
> trim offset.  Just a few little things can make flying the plane
> challenging enough so that the pilot won't notice if their plane is
> actually behaving *exactly* like their tail was shot off.  
> 
> More important for us are things like engine failure modeling and some
> sort of plausible icing model, as well as all the various internal
> systems failures.
> 
> Maybe someone needs to come up with CombatFDM or JSBSimJr. or
> something like that which would impliment more arcade-ish "fun" flight
> dynamics.
> 
> Curt.
> -- 
My intention is for the damage model to have an effect on the FDM that
will be as realistic as possible. Initially it would address conditions
that could occur to all aircraft, hard landings, shear applied to the
landing gear, high g forces. These effects would somehow work their way
to the flight model and alter it's characteristics. I just realized that
engine failures and icing are also damage, in the sense that they alter
the flight model characteristics. I'm beginning to see some
relationships here that map over to OOAD, mainly abstractness and
inheritance, quit well. I'd like to do the combat stuff, but a well
designed system would first cover the general cases, then get more
specialized. Since this is closely related the the FDM, perhaps this
topic should probably move over to the
[EMAIL PROTECTED] list.

Doug 


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Re: [Flightgear-devel] dc3 pannel lights

2002-10-22 Thread Andy Ross
John Check wrote:
> What it is is that when electrical system modeling was added it
> affected planes for which no electrical system was added. I went
> through and added the markup to include the electrical.xml from the
> default 172 to all the variants, but never did the non Cessna planes.

Shouldn't the sane choice for the defaults be the opposite?  The
instruments work unless the electrical system tells them that they are
disabled?  Otherwise every all new panel work will either be useless
at night or require hacking in a nonsensical simulation.  The A-4 has
the same symptom, for example.  Certainly we don't want a Cessna
electrical system, no?

Andy

--
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
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Re: [Flightgear-devel] dc3 pannel lights

2002-10-22 Thread John Check
On Wednesday 23 October 2002 12:44 am, Andy Ross wrote:
> John Check wrote:
>  > What it is is that when electrical system modeling was added it
>  > affected planes for which no electrical system was added. I went
>  > through and added the markup to include the electrical.xml from the
>  > default 172 to all the variants, but never did the non Cessna planes.
>
> Shouldn't the sane choice for the defaults be the opposite?  The
> instruments work unless the electrical system tells them that they are
> disabled?  Otherwise every all new panel work will either be useless
> at night or require hacking in a nonsensical simulation.  The A-4 has
> the same symptom, for example.  Certainly we don't want a Cessna
> electrical system, no?
>
> Andy

Well, Ideally, no, but like anything else, unless we have some documentation
to work from, getting it right isn't likely. I don't know what doco is 
available. My feeling is that that we should at least have the battery and/or 
alternator connected to a main buss, which is simpler than what the 172 has.
All we need is for a generic_electrical.xml to be loaded when one isn't 
specified. I have no problems with making it a requirement to add one to the
markup for a plane, but I'm sure others may feel differently.
I have no idea how this was handled prior. 

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Re: [Flightgear-devel] Networked Sound / Networked Input

2002-10-22 Thread John Wojnaroski
Manuel Bessler writes:
>
> PS: anyone using OpenGC under unix ?
> After fixing some capitalization Issues, I got the 0.3 CVS version
> compiled (using cmake) 2 weeks ago. However it does not work
> w/ flightgear. Looking at the source I could see why: the fgfs stuff
> is just left out at some places.
>
ATM neither the FlightGear or OpenGC work out of the box. Just looked at the
OpenGC source and see your point. Have no idea who did that, but it shuts
down the network interface.  Changes to the FG socket code in May "broke"
the control channel from the OpenGC FMS to FlightGear. Disappointed that my
queries to the author of the change have gone unanswered. Guess that is one
of the pitfalls of open-source development. Bottom line - neither program
will work without some modifications and tailoring.

My cockpit sim is currently running with customized versions of the latest
CVS copies of FG and OpenGC with Debian Linux connected over a LAN. If
you're interested, be happy to send along info, tips, and fixes to get
things running.

Regards
John  W.






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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Frederic Bouvier
From: "Curtis L. Olson" <[EMAIL PROTECTED]>
>
> Frederic Bouvier writes:
> > I also find all runway/taxyway light very dim when seen from close.
> > At a distance, it is the fact that they are all close together that
> > makes the whole correctly bright. As points have no dimension, or at
> > least a size that is not dependant of the distance, we can hardly see
> > a light alone, only rows. Would it be possible to add dimensions to
> > lights, that is, make them with triangles in fill mode ?
>
> The "correct" (?) fix is to use the glPointParam extention by enabling
> FG_EXPERIMENTAL_LIGHTING in main.cxx
>
> This imposes a significant frame rate hit unfortunately on probably
> everyone's hardware.

I tried FG_EXPERIMENTAL_LIGHTING without seeing a significant change.
Anyway, I needed to apply this patch in order to compile with MSVC :

D:\FlightGear\cvs\FlightGear\src\Main>cvs -z3 -q diff -u main.cxx
Index: main.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Main/main.cxx,v
retrieving revision 1.32
diff -u -r1.32 main.cxx
--- main.cxx21 Oct 2002 03:22:27 -  1.32
+++ main.cxx23 Oct 2002 06:06:23 -
@@ -134,9 +134,16 @@
 #include 


-// #define FG_EXPERIMENTAL_LIGHTING
+#define FG_EXPERIMENTAL_LIGHTING
 #ifdef FG_EXPERIMENTAL_LIGHTING
 #  ifdef WIN32
+# ifndef GL_DISTANCE_ATTENUATION_EXT
+#define GL_DISTANCE_ATTENUATION_EXT
0x8129
+# endif
+# ifndef GL_POINT_SIZE_MIN_EXT
+#define GL_POINT_SIZE_MIN_EXT
0x8126
+# endif
+
   typedef void (APIENTRY * PFNGLPOINTPARAMETERFEXTPROC)(GLenum pname,
 GLfloat param);
   typedef void (APIENTRY * PFNGLPOINTPARAMETERFVEXTPROC)(GLenum pname,
END===

Values are taken from extgl.h found in Clouds3D directory.

Cheers,

-Fred



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