Re: [Flightgear-devel] shaders for flightgear

2004-08-27 Thread Arnt Karlsen
On Fri, 27 Aug 2004 14:16:35 -, Jim wrote in message 
<[EMAIL PROTECTED]>:

> Roman Grigoriev said:
> 
> > So I think that we have to rework threaded scenery loading scheme
> > because I have hangups during loading tiles on high speed aircrafts.
> > and maybe
> 
> Are you below 250kt under 10k agl?  It works fine for legal flights
> doesn't it ;-)

..in sim's, it's legal to buzz town, no?  ;-)

-- 
..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] length measures in runways.dat

2004-08-27 Thread Chris Metzler
On Fri, 27 Aug 2004 09:22:23 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> http://x-plane.org/users/robinp/AptNavFAQ.html

Oof.  I read the copy of this document that's in FlightGear's CVS archive,
at

http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/docs/AirNav/AptNavFAQ.FlightGear.html?rev=1.1.1.1&cvsroot=FlightGear-0.9

and it didn't have that paragraph at the end of the specification for
length of displaced threshhold that's in the X-Plane copy, and that
answers the question completely.  Thanks muchly.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
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have become civilized." - Chief Luther Standing Bear


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Re: [Flightgear-devel] sky-writing

2004-08-27 Thread David Culp
> Can we set that one up in the base package (so the
> novice submodeler's can try it out)?  Which a/c did you use?


Here's the puff-of-smoke model that you need to put in Models/Geometry:

http://home.comcast.net/~davidculp2/puff.ac

Then you need a trigger binding.  I use the joystick trigger:

 
  Trigger
  
   property-assign
   /systems/submodels/submodel[0]/trigger
   true
  
  
   
property-assign
/systems/submodels/submodel[0]/trigger
false
   
  
 

Then you need to pick an airplane (I used the OV-10, which actually *does* 
have a smoke generator BTW) and set the path to the submodel system config:


 ...
  
   
Aircraft/c172/c172-electrical.xml
   
   
true
Aircraft/OV10/submodels.xml
   
   
 ...


Then put this in the submodels.xml config file in that aircraft's root 
directory:

  
smoke
Models/Geometry/puff.ac
systems/submodels/submodel[0]/trigger
0.0
true
0.1
4000
0.0
0.0
-4.0
0.0
0.0
1000.0
  


That should do it.  I guess the OV-10 would make a good demonstrator.  It's 
already the thunderstorm and weather radar demonstrator.


Dave
-- 

David Culp
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Re: [Flightgear-devel] length measures in runways.dat

2004-08-27 Thread Curtis L. Olson
Chris Metzler wrote:
On Fri, 27 Aug 2004 09:55:46 +0200
Erik Hofman <[EMAIL PROTECTED]> wrote:
 

Chris Metzler wrote:
   

Are the lengths of displaced threshholds and stopways given for a
particular runway in runways.dat included in that runway's given
length?  In other words, for this runyway:
R KSFO 01L  37.618096 -122.376161  27.70  7502   200 NARHN NYNN  491  
0
NNVN  00

is the length of the runway itself 7011 feet?  Or is the length of
the runway itself 7502 feet, meaning that the length of paved surface
is 7993 feet?
 

As far as I know this is true. At least for my local airport it is.
   

Heh, sorry, *which* is true?  There are two possibilities above.  I'm
guessing you mean the latter (that the length refers to the runway
alone, and not the total length of paved surface)?
Thanks,
-c
 


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The official format specification is here.  Note that the FG format is a 
direct 1 to 1 translation of the X-Plane format.  We did this 
historically because the X-Plane format had some severe limitation we 
wanted to move beyond.  However, in the mean time the X-Plane format has 
been beefed up significantly so I am considering a long term migration 
of our code to do everything natively in x-plane format.

http://x-plane.org/users/robinp/AptNavFAQ.htm
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] shaders for flightgear

2004-08-27 Thread Matevz Jekovec
And what happens if you have Geforce 2  or Geforce 4 MX? It doesn't work 
at all or it works, but are those features disabled.
I'm interested in benchmarks between the current engine and with shaders 
included.
Having 30 fps on KSFO airport on Gf5950 ultra sounds like Doom 3 to me...

- Matevz
Roman Grigoriev wrote:
on ATI it works fine but you have to have at least geforce fx or ATI 
9xxx card on other cards it doesn't work
The question is: do you need this?

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Re: [Flightgear-devel] shaders for flightgear

2004-08-27 Thread Jim Wilson
Roman Grigoriev said:

> So I think that we have to rework threaded scenery loading scheme because I
> have hangups during loading tiles on high speed aircrafts. and maybe

Are you below 250kt under 10k agl?  It works fine for legal flights doesn't it ;-)

Best,

Jim 


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Re: [Flightgear-devel] length measures in runways.dat

2004-08-27 Thread Erik Hofman
Chris Metzler wrote:
Heh, sorry, *which* is true?  There are two possibilities above.  I'm
guessing you mean the latter (that the length refers to the runway
alone, and not the total length of paved surface)?
As far as I know it is the total length of the paved surface (including 
displaced thresholds). Maybe Curtis knows a bit more about this?

Erik
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Re: [Flightgear-devel] length measures in runways.dat

2004-08-27 Thread Chris Metzler
On Fri, 27 Aug 2004 09:55:46 +0200
Erik Hofman <[EMAIL PROTECTED]> wrote:
>
> Chris Metzler wrote:
> > Are the lengths of displaced threshholds and stopways given for a
> > particular runway in runways.dat included in that runway's given
> > length?  In other words, for this runyway:
> > 
> > R KSFO 01L  37.618096 -122.376161  27.70  7502   200 NARHN NYNN  491  
> >  0
> > NNVN  00
> > 
> > is the length of the runway itself 7011 feet?  Or is the length of
> > the runway itself 7502 feet, meaning that the length of paved surface
> > is 7993 feet?
> 
> As far as I know this is true. At least for my local airport it is.

Heh, sorry, *which* is true?  There are two possibilities above.  I'm
guessing you mean the latter (that the length refers to the runway
alone, and not the total length of paved surface)?

Thanks,

-c


-- 
Chris Metzler   [EMAIL PROTECTED]
(remove "snip-me." to email)

"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear


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Re: [Flightgear-devel] sky-writing

2004-08-27 Thread Chris Metzler
On Fri, 27 Aug 2004 08:53:06 -0500
David Culp <[EMAIL PROTECTED]> wrote:
>
> One of the uses of the new submodel code - sky writing :)
> 
> http://home.comcast.net/~davidculp2/sky-writing.jpg

Oh man!  "Surrender Dorothy!" would make a great screenshot.

-c


-- 
Chris Metzler   [EMAIL PROTECTED]
(remove "snip-me." to email)

"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear


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Re: [Flightgear-devel] sky-writing

2004-08-27 Thread Jim Wilson
David Culp said:

> One of the uses of the new submodel code - sky writing :)
> 
> http://home.comcast.net/~davidculp2/sky-writing.jpg
> 

Hehethat's great!  Can we set that one up in the base package (so the
novice submodeler's can try it out)?  Which a/c did you use?

Best,

Jim

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[Flightgear-devel] sky-writing

2004-08-27 Thread David Culp
One of the uses of the new submodel code - sky writing :)

http://home.comcast.net/~davidculp2/sky-writing.jpg


Dave
-- 

David Culp
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Re: [Flightgear-devel] shaders for flightgear

2004-08-27 Thread Roman Grigoriev

- Original Message - 
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Friday, August 27, 2004 12:58 AM
Subject: Re: [Flightgear-devel] shaders for flightgear


> Roman Grigoriev wrote:
> > on ATI it works fine but you have to have at least geforce fx or ATI
> > 9xxx card on other cards it doesn't work
> > The question is: do you need this?
>
> It all sounds very nice, but I reckon that at the moment it is only
> useful for around 1% of our users (and developers).
>
> More importantly, do we want to integrate it into FlightGear itself, or
> in plib, or switch over to another SceneGraph library instead?

Good question Erik!
BTW I have 30 fps on KSFO on my 5950 ultra in flightgear CVS so I can only
guess what I have on riva TNT or voodoo3 ;))
So I think that we have to rework threaded scenery loading scheme because I
have hangups during loading tiles on high speed aircrafts. and maybe
integrating some LODs in to the tiles

>
> Erik
>
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Re: [Flightgear-devel] shaders for flightgear

2004-08-27 Thread Erik Hofman
Roman Grigoriev wrote:
on ATI it works fine but you have to have at least geforce fx or ATI 
9xxx card on other cards it doesn't work
The question is: do you need this?
It all sounds very nice, but I reckon that at the moment it is only 
useful for around 1% of our users (and developers).

More importantly, do we want to integrate it into FlightGear itself, or 
in plib, or switch over to another SceneGraph library instead?

Erik
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Re: [Flightgear-devel] length measures in runways.dat

2004-08-27 Thread Erik Hofman
Chris Metzler wrote:
Are the lengths of displaced threshholds and stopways given for a
particular runway in runways.dat included in that runway's given
length?  In other words, for this runyway:
R KSFO 01L  37.618096 -122.376161  27.70  7502   200 NARHN NYNN  4910
NNVN  00
is the length of the runway itself 7011 feet?  Or is the length of
the runway itself 7502 feet, meaning that the length of paved surface
is 7993 feet?
As far as I know this is true. At least for my local airport it is.
Erik
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