Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Martin Spott
"Ampere K. Hardraade" wrote:
> Still no luck with direct rendering.  If I use the one from XFree86, direct 
> rendering will get enabled, but the framerate is so poor that even my i810 
> can beat it.  If I use the one from fglrx, it is error after error after 
> error.  Sigh... and I thought ATI is supposed to be Linux-friendly?!

Things have changed a bit these days, but the r200 chip is still one of
the best supported GPU's in the OpenSource world. The problem on _your_
computer is not ATI's fault:

> [EMAIL PROTECTED]:~$ LIBGL_DEBUG=verbose glxinfo
> name of display: :0.0
> libGL error: XF86DRIQueryDirectRenderingCapable returned falselibGL [...]
   ^^
And:

> Also, in the XFree86.0.log, this keeps coming up:
> (EE) fglrx(0): [agp] could not determine AGP since mode=0x
   ^
As Fred already posted: You still appear to have different flavours of
OpenGL libaries as well as different DRI drivers on your box. You still
try to use the 'fglrx' and apparently you have libGL that doesn't match
your DRI driver - whichever you try to use.

You'd probably want to clean up all the fglrx/DRI stuff and reinstall
the necessary parts,

Martin.
-- 
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RE: [Flightgear-devel] Seafire and Spitfire engine startup

2004-11-08 Thread Vivian Meazza

Paul wrote:
 
> Either I'm a bit thick or something is wrong with the
> Spitfire and Seafire. I cannot get them to start.
> Fuel cocks open, magnetos on, mixture rich, a bit of
> priming, crank ... crank ... crank ... crank ...
> With the Spitfire and the Coffman starter it doesn't
> even kick the engine over once.
> 
> Not even dropping them from 1 feet with a 5000
> foot/min, wind-milling situation would get those
> cylinders to fire.
> 
> Was I supposed to hook that red wire to the blue wire
> under the seat first?  ;-)
> 
> If there is a trick to getting them started can you
> maybe add an engine startup section to the pilot
> notes?
> 

Paul

This morning I downloaded the cvs version of the Spitfire/Seafire. Using
both the Windows 0.9.6 binary, and the current cvs version compiled under
Cygwin, both models started as per the instructions in the pilot's notes.
Which system are you using? I'd like to get to the bottom of this one.

Could you use the properties browser to make sure all switches/fuel cocks
are in the right position, and confirm that the Coffman starter is indexing
correctly? You are using the starter button and not the adjacent fuel gauge
button (I'm sure you are)? The engine will do a windmill start if you switch
the magnetos to 'on' while the engine is rotating above about 500rpm. 

There are some other snags, sigh. Submodels don't seem to work now under
Cygwin, while they do with 0.9.6. Back to the drawing board.

Regards,

Vivian



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[Flightgear-devel] MD11 model filenames

2004-11-08 Thread Richard Bytheway
I have noticed that there are files in the MD11 model which have the same name 
on a system with a case insensitive filesystem:

$ ls Aircraft/MD11/Models/cockpit/
BW000.RGB  BW128.RGB  BW230.RGB  cockpit.3ds  CVS GS.RGB   PANELBG.RGB
BW064.RGB  BW191.RGB  BW255.RGB  cockpit.xml  gs.rgb  panelbg.rgb

Specifically gs.rgb/GS.RGB and panelbg.rgb/PANELBG.RGB. 
It appears that the files are identical except for the case of the filename, so 
one of each pair can probably be deleted.

Could someone with CVS access rectify this please?

Richard


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[Flightgear-devel] Re: Seafire and Spitfire engine startup

2004-11-08 Thread Melchior FRANZ
* Paul Surgeon -- Monday 08 November 2004 00:04:
> Either I'm a bit thick or something is wrong with the
> Spitfire and Seafire. I cannot get them to start.
> Fuel cocks open, magnetos on, mixture rich, a bit of
> priming, crank ... crank ... crank ... crank ...
> With the Spitfire and the Coffman starter it doesn't
> even kick the engine over once.

That's because you didn't compile fgfs with SDL (--enable-sdl) but
with glut. Glut (at least freeglut) either has a keyboard event bug,
or is wrongly configured in fgfs: if the space bar is held down,
there's a constant flow of "pressed, released, pressed, released, ..."
events. Hence spitfire.startCof(1) turns /controls/engines/engine/starter
on, but the immediately following spitfire.startCof(0) turns it off
again.
Of course, fixing glut or the way fgfs uses it would be the preferred
solution. As a workaround, compile with --enable-sdl, or (with glut)
set /controls/engines/engine/starter manually.

m.

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Re: [Flightgear-devel] Re: Seafire and Spitfire engine startup

2004-11-08 Thread Martin Spott
Melchior FRANZ wrote:

> That's because you didn't compile fgfs with SDL (--enable-sdl) but
> with glut. Glut (at least freeglut) either has a keyboard event bug,
> or is wrongly configured in fgfs: if the space bar is held down,
> there's a constant flow of "pressed, released, pressed, released, ..."

I assume this bug is related to FreeGLUT only. I've never encountered
difficulties starting or restarting engines, which might be related to
the space bar (mostly related to mind   ;-)
A cross check to the Beaver startup procedure might reveal further
insights,

Martin.
-- 
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[Flightgear-devel] X-Plane on Linux

2004-11-08 Thread Jon Berndt
Looks like X-Plane is finally going Linux - not just the support apps, but the 
whole
thing. I guess there's even a beta available. Anyone try it, yet?

Jon


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[Flightgear-devel] Re: Seafire and Spitfire engine startup

2004-11-08 Thread Melchior FRANZ
* Melchior FRANZ -- Monday 08 November 2004 11:49:
> Glut (at least freeglut) either has a keyboard event bug,
> or is wrongly configured in fgfs: if the space bar is held down,
> there's a constant flow of "pressed, released, pressed, released, ..."
> events.

Actually, that's what X reports. So it's not necessarily a bug. SDL,
however, reports "pressed, pressed, ..." and only one "released" when
the key is really released, which isn't entirely correct either.

One could even argue that the X/freeglut way is the better one, and
that it's up to fgfs to disable autorepeat for all keys that make use
of . It just looks as if neither SDL, nor glut allow setting
autorepeat on a per-key basis. X does. (Hey, Andy! Where's --enable-X? :-)

m.

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Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant

2004-11-08 Thread David Megginson
On Mon, 8 Nov 2004 06:05:57 +0100, Arnt Karlsen <[EMAIL PROTECTED]> wrote:

> ..this is with or without oxygen?

Without -- oxygen is a very difficult thing to manage in the eastern
half of the continent.  I could purchase a portable oxygen system good
enough for me (not enough for pax) for less than USD 1,000 but almost
no FBOs could fill it for me -- out west, near the Rockies, oxygen is
a standard service, but not around here.  That means that I'd have to
find a local oxygen supplier (a scuba shop? a welding supplier?) and
take the tank there after every few hours of use to have it refilled
-- you can see how that's a non-starter for long cross-country trips.

Here's something I'm curious about: since airliners typically
pressurize to about 7,000 ft but hypoxia can affect night vision even
at 5,000 ft, do airline pilots ever worry about this issue?  I'm
guessing not, because they always use approaches to land, and when
you're already lined up with the runway night vision isn't really an
issue.


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] X-Plane on Linux

2004-11-08 Thread Boris Koenig
Jon Berndt wrote:
Looks like X-Plane is finally going Linux - not just the support apps, but the 
whole
thing. I guess there's even a beta available. Anyone try it, yet?
I think it's only a demo ?
On the other hand the description of the upcoming v. 8.0 release
sounds indeed VERY promising: http://www.x-plane.com/v8descrip.html
So, I am about to download it -  unfortunately the download is only
offered as BitTorrent (shared) down-/upload so far:
http://bt.markal.net/bt/torrents/XLIN800B15.tar.bz2.torrent
Some of the changes or rather announcements sound really like damn
good advertisement - what really surprised me when I read the changelog:
...it seems that Austin Meyer has just recently discovered the arts of
OOP and using the STL with C++ - maybe I didn't get something right,
but my impression is really that SO FAR, X-Plane was merely using
procedural design :-O ?
If that's true, it's even more amazing that he managed to write such
a complex application using merely procedural techniques...
Obviously, he was just recently shown how to do OOP - taking into
account that Austin Meyer has written X-Plane for a long time
all by himself, it's really amazing how a "one man show" can
yield such astounding results.
Now that X-Plane is not only becoming OOP but also other developers
get involved, one can probably expect a lot of cool stuff from them
within the near future.
FlightGear is probably lucky because X-Plane isn't open source ;-)

-
Boris
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Re: [Flightgear-devel] X-Plane on Linux

2004-11-08 Thread Arthur Wiebe
I have been using X-Plane on Mac OS X for awhile. Previous X-Plane 8
betas let you fly for 20 minutes and after that the joystick was
disabled. Now it's down to 6 min. as the final release draws in.

The reason I use X-Plane is because it's developed on a Mac, and is
well supported and it just the best out there.
I like FlightGear because it's open source but other than that X-Plane
is a lot better. Hopefully in the future I'll actually be able to do a
full build of FGFS without so many problems. :)

On Mon, 08 Nov 2004 15:48:39 +0100, Boris Koenig <[EMAIL PROTECTED]> wrote:
> Jon Berndt wrote:
> > Looks like X-Plane is finally going Linux - not just the support apps, but 
> > the whole
> > thing. I guess there's even a beta available. Anyone try it, yet?
> 
> I think it's only a demo ?
> 
> On the other hand the description of the upcoming v. 8.0 release
> sounds indeed VERY promising: http://www.x-plane.com/v8descrip.html
> 
> So, I am about to download it -  unfortunately the download is only
> offered as BitTorrent (shared) down-/upload so far:
> 
> http://bt.markal.net/bt/torrents/XLIN800B15.tar.bz2.torrent
> 
> Some of the changes or rather announcements sound really like damn
> good advertisement - what really surprised me when I read the changelog:
> 
> ...it seems that Austin Meyer has just recently discovered the arts of
> OOP and using the STL with C++ - maybe I didn't get something right,
> but my impression is really that SO FAR, X-Plane was merely using
> procedural design :-O ?
> 
> If that's true, it's even more amazing that he managed to write such
> a complex application using merely procedural techniques...
> 
> Obviously, he was just recently shown how to do OOP - taking into
> account that Austin Meyer has written X-Plane for a long time
> all by himself, it's really amazing how a "one man show" can
> yield such astounding results.
> 
> Now that X-Plane is not only becoming OOP but also other developers
> get involved, one can probably expect a lot of cool stuff from them
> within the near future.
> 
> FlightGear is probably lucky because X-Plane isn't open source ;-)
> 
> -
> Boris
> 
> 
> 
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[Flightgear-devel] Re: X-Plane on Linux

2004-11-08 Thread Melchior FRANZ
* Arthur Wiebe -- Monday 08 November 2004 15:55:
> I like FlightGear because it's open source but other than that X-Plane
> is a lot better. Hopefully in the future I'll actually be able to do a
> full build of FGFS without so many problems. :)

So, X-Plane is better than fgfs, because *you* have problems compiling fgfs!?
Now, that seems like a very objective and mature attitude.

m.

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Re: [Flightgear-devel] Re: X-Plane on Linux

2004-11-08 Thread Curtis L. Olson
Melchior FRANZ wrote:
* Arthur Wiebe -- Monday 08 November 2004 15:55:
 

I like FlightGear because it's open source but other than that X-Plane
is a lot better. Hopefully in the future I'll actually be able to do a
full build of FGFS without so many problems. :)
   

So, X-Plane is better than fgfs, because *you* have problems compiling fgfs!?
Now, that seems like a very objective and mature attitude.
 

To be fair, X-Plane does some things that are a lot nicer than FG.  
Also, our Mac support is woefully inadequate (mostly because we have 
precious few Mac developers on board.)  The original poster was 
referencing the Mac platform and I think his comments were entirely fair.

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] Re: X-Plane on Linux

2004-11-08 Thread Andreas Hasenack
It will indeed be interesting to see how X plane performs on linux.

Regarding the 6min limit, it was always there on the demo.

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[Flightgear-devel] nurbs headaches

2004-11-08 Thread Curtis L. Olson
I'm posting here to the general devel list in hopes that someone here 
can help me with a nurbs problem.

First a little background.  FlightGear has non-flat airport surfaces.  
Unfortunately DEM data is *way* too noisy and has too much potential for 
odd artifacts to use directly.  What I have done is to take a coarse 
grid of points over the surface of an airport ... sample the raw dem 
data and come up with an average elevation for each grid point.  Then I 
fit a nurbs surface through this coarse grid and drapped the airport 
over the nurbs surface.  The nurbs surface gives "natural" elevation 
changes, covers the entire area smoothly, and allows me to filter out 
all the DEM noise and artifacts.

I have been using nurbs++ (libnurbs.sf.net) as my nurbs library to do 
this.  However, the 3d support of nurbs++ seems to be problematic and 
buggy.  I can't reach the author for help, and the 3d portions of the 
lib are absolutely not documented.

I find that when I try to interpolate a nurbs surface through the grid 
points, the resulting surface misses many/most of the points, which is 
not what I expected.  I also tried a least squares fit which actually I 
*really* like, however, I'm finding that the least squares fit blows up 
on some data sets for no apparent reason ... there's nothing ill defined 
about the data sets it is blowing up on.

This is a major headache for me since I'd like to rebuild all the 
airports and the world scenery *NOW*.

Does anyone have any experience with nurbs++ or any other nurbs library 
who could help me out here?  I'm *not* looking for people who can help 
me google.  I'm looking for people with actual experience and who know 
something about nurbs who can either help me debug the problem with 
nurbs++, or who can suggest an alternate and more robust library.  I 
don't need an all encompassing nurbs library, I just need something that 
can fit a nurbs surface to a set of data points.

Thanks in advance, I'd really like to get the next world rebuild moving 
again here.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Alex Perry
From: Martin Spott <[EMAIL PROTECTED]>
> "Ampere K. Hardraade" wrote:
> > Sigh... and I thought ATI is supposed to be Linux-friendly?!
> Things have changed a bit these days, but the r200 chip is still one of
> the best supported GPU's in the OpenSource world. The problem on _your_
> computer is not ATI's fault

Martin isn't kidding.  You have to pick _one_ route, either the open
source one or the closed source one, and get your whole 3D system,
from user libraries through to kernel modules, lined up to support
just that execution path ... end to end.  That's the key point.

I can give you advice on the fglrx route (which is what I'm using),
Martin can give you advice on the X.org route (which he knows).
However, if you don't choose and strip back your system, you'll fail.

Rmember:  Linux has compatibility way beyond Microsoft, which means that
everything will do its best to get it to work (badly) when misconfigured
instead of simply not working and spewing errors all over the place.
All it takes is one 'compatible' element in the path to break DRI.
If DRI doesn't come up, it means you have missed some key element.


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Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant

2004-11-08 Thread Arnt Karlsen
On Mon, 8 Nov 2004 09:16:02 -0500, David wrote in message 
<[EMAIL PROTECTED]>:

> On Mon, 8 Nov 2004 06:05:57 +0100, Arnt Karlsen <[EMAIL PROTECTED]> wrote:
> 
> > ..this is with or without oxygen?
> 
> Without -- oxygen is a very difficult thing to manage in the eastern
> half of the continent.  I could purchase a portable oxygen system good
> enough for me (not enough for pax) for less than USD 1,000 but almost

..you don't need it for your pax, just for your own night vision in a
pinch, like when you find yourself burning reserve gas above some
dead airport with no electricity except possibly your own magnetos.

..the exception for pax oxygen, would be if airliner pax helps out in
SAR at night.

> no FBOs could fill it for me -- out west, near the Rockies, oxygen is
> a standard service, but not around here.  That means that I'd have to
> find a local oxygen supplier (a scuba shop? a welding supplier?) and

..scuba shops sells oxygen???  Welding oxygen _can_ be made pure 
enough, argon, nitrogen, and (up to 7%) CO2 etc is acceptable ;-), 
the eerie part is what else is in those welder bottles.

> take the tank there after every few hours of use to have it refilled
> -- you can see how that's a non-starter for long cross-country trips.

..oh yeah, I consider it an emergency tool to boost your night vision,
_when_ you need it.

> Here's something I'm curious about: since airliners typically
> pressurize to about 7,000 ft but hypoxia can affect night vision even
> at 5,000 ft, do airline pilots ever worry about this issue?  

..well, oxygen is fed to pax thru constant flow masks while the cockpit
crew uses on-deman masks, so that problem is solved, and if they need
night vision, they can have it, AFAIK.  Dave C, you have experience
here, does airline pilots ever use oxygen to boost night vision?

> I'm guessing not, because they always use approaches to land, and when
> you're already lined up with the runway night vision isn't really an
> issue.

..seeing the lights makes this a non-issue, but you 
_can_ see the "Osama prank potential" here.  ;-)

-- 
..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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[Flightgear-devel] Re: X-Plane on Linux

2004-11-08 Thread Melchior FRANZ
* Curtis L. Olson -- Monday 08 November 2004 16:22:
> To be fair, X-Plane does some things that are a lot nicer than FG.  
> Also, our Mac support is woefully inadequate (mostly because we have 
> precious few Mac developers on board.)  The original poster was 
> referencing the Mac platform and I think his comments were entirely fair.

Ah, OK. Didn't relate this to the Mac port. At first this looked like
the classical troll post: go to an application specific forum, tell
how this app sucks and how others are better (which so far would be
OK) but then do not describe what exactly are the reasons for this
conclusion. Yes, fgfs' Mac incarnation may be less than optimal, but
that's only because the Apple users don't care much for FlightGear. :-)  

m.

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Re: [Flightgear-devel] MD11 model filenames

2004-11-08 Thread Durk Talsma
On Monday 08 November 2004 10:13, Richard Bytheway wrote:
> I have noticed that there are files in the MD11 model which have the same
> name on a system with a case insensitive filesystem:
>

To the best of my knowledge, this duplication was introduced when Erik changed 
the original upper case names to lower case, because I thought the upper case 
filenames might give problems on windows systems, or something like that. 
But, on case-sensitive OSses (such as my trustworthy linux station). The 3ds 
model file expects all upper case texturefile names, which is why they were 
changed back to their original state.

I guess the lower case files remained in CVS, but I'm not sure about that. 
Maybe Erik can enlighten us?

Cheers,
Durk


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Re: [Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Steven Beeckman
Alex Perry wrote:
From: Martin Spott <[EMAIL PROTECTED]>
 

"Ampere K. Hardraade" wrote:
   

Sigh... and I thought ATI is supposed to be Linux-friendly?!
 

Things have changed a bit these days, but the r200 chip is still one of
the best supported GPU's in the OpenSource world. The problem on _your_
computer is not ATI's fault
   

Martin isn't kidding.  You have to pick _one_ route, either the open
source one or the closed source one, and get your whole 3D system,
from user libraries through to kernel modules, lined up to support
just that execution path ... end to end.  That's the key point.
I can give you advice on the fglrx route (which is what I'm using),
Martin can give you advice on the X.org route (which he knows).
 

Martin, if you want you may explain to me how to get the ATI Radeon 9200 
to work on a brand new Slackware 10.0 ;-). The docs of DRI speak about 
getting the CVS of X.Org, configuring the kernel (but _what_ has to be 
configured isn't told). I' ve messed things up a few weeks ago while 
playing with DRI and have decided to reinstall (and upgrade to 10.0) the 
thing :-D. So a description of what has to be done would be really nice :-).

Thanks,
Steven
PS: Alex: what's fglrx? The drivers from ATI? I've tried the rpm I 
think, but it didn't work out either :-s (probably because of what you 
said: two ways to solve the same problem ...)

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If in doubt ... (was Re: [Flightgear-devel] Re: X-Plane on Linux)

2004-11-08 Thread David Megginson
On Mon, 8 Nov 2004 17:42:37 +0100, Melchior FRANZ <[EMAIL PROTECTED]> wrote:

> Ah, OK. Didn't relate this to the Mac port. At first this looked like
> the classical troll post: go to an application specific forum, tell
> how this app sucks and how others are better (which so far would be
> OK) but then do not describe what exactly are the reasons for this
> conclusion. Yes, fgfs' Mac incarnation may be less than optimal, but
> that's only because the Apple users don't care much for FlightGear. :-)

The goal of a troll is to make people overreact, so staying
reasonable, calm, and polite is always the right choice.

If we assume that a person is not a troll and it turns out that a
person is, then there's little or no real harm done -- we look good
and the troll strikes out.  There's nothing wrong with asking polite,
probing questions, of course (i.e. "what version are you using?", "can
you list the compiler output?", etc.).

If we assume that a person *is* a troll  and it turns out that a
person is not, then we look defensive and immature.  Let's always give
new posters the benefit of a doubt unless they're way over the top
(i.e. "Die @[EMAIL PROTECTED]@% gay commie al quaida scum!!!"), and in such a
case, let's just ignore them.


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant

2004-11-08 Thread David Culp
> ..well, oxygen is fed to pax thru constant flow masks while the cockpit
> crew uses on-deman masks, so that problem is solved, and if they need
> night vision, they can have it, AFAIK.  Dave C, you have experience
> here, does airline pilots ever use oxygen to boost night vision?

No, but in the military it was sometimes used to cure hangovers :)


Dave
-- 

David Culp
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RE: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant

2004-11-08 Thread Vivian Meazza
> 
> > ..well, oxygen is fed to pax thru constant flow masks while the cockpit
> > crew uses on-deman masks, so that problem is solved, and if they need
> > night vision, they can have it, AFAIK.  Dave C, you have experience
> > here, does airline pilots ever use oxygen to boost night vision?
> 
> No, but in the military it was sometimes used to cure hangovers :)
> 

What a suggestion! I never went on 100% O2 on the ground, honest.

Vivian



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Re: [Flightgear-devel] New Sidewinder Precision Pro Joystick settings

2004-11-08 Thread Erik Hofman
Oliver C. wrote:
Hello, 

i modified the joystick settings for the Sidewinder Precision Pro joystick.
Now all buttons and axis react the same way in unix and windows except for
the view elevation binding which is on axis 5 in unix and 7 in windows. 
Here the windows axis is inverse, the unix version is not.
This means if you move the hat down in unix you will look down
if you move the hat down in windows you will look up.
To fix this we would need some sort of property to inverse the axis independly 
for windows and unix. If you know a way to do this feel free to fix this.

You might want to take a look at the Saitek/X45.xml configuration file, 
especially the ones that use "nasal" in their binding.
This file has been committed.

Erik
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Re: [Flightgear-devel] Re: X-Plane on Linux

2004-11-08 Thread Arthur Wiebe
Yes, but for a few X-Plane 8 betas the demo lasted 20 min.


On Mon, 8 Nov 2004 13:28:37 -0200, Andreas Hasenack
<[EMAIL PROTECTED]> wrote:
> It will indeed be interesting to see how X plane performs on linux.
> 
> Regarding the 6min limit, it was always there on the demo.
> 
> 
> 
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Re: [Flightgear-devel] nurbs headaches

2004-11-08 Thread Christian Mayer
Curtis L. Olson schrieb:
I find that when I try to interpolate a nurbs surface through the grid 
points, the resulting surface misses many/most of the points, which is 
not what I expected.  I also tried a least squares fit which actually I 
*really* like, however, I'm finding that the least squares fit blows up 
on some data sets for no apparent reason ... there's nothing ill defined 
about the data sets it is blowing up on.
NURBS aren't good conditioned. That means that depending on the input 
data it can easily happen that your result will be rubbish.

I don't know what least square fit you are doing, but it might as well 
be badly implemented (I don't know of the top of my head if they are 
badly conditioned as well)

What you might try is putting a bezier patch through the points. The 
Bezier curve guarantees you that it won't leave the convex hull of your 
points. But it won't go through your controll points (what you actually 
want to achive to smooth your data...)
And IIRC bezier curves are good conditioned.

Does anyone have any experience with nurbs++ 
No, I have never used nurbs++
or any other nurbs library 
who could help me out here?  
I've heard quite a bit over nurbs in my numerics course at university though
I'm *not* looking for people who can help 
me google.
Well, googling for "bezier 2d" gave me:
http://www.cs.wpi.edu/~matt/courses/cs563/talks/surface/bez_surf.html
(not exactly what you are looking for, but it looked like an easy to 
read "memory refresher")

Oh, I forgot I shouldn't have helped you googling :(
CU,
Christian
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Re: [Flightgear-devel] Re: X-Plane on Linux

2004-11-08 Thread Arthur Wiebe
On Mon, 8 Nov 2004 17:42:37 +0100, Melchior FRANZ <[EMAIL PROTECTED]> wrote:
> * Curtis L. Olson -- Monday 08 November 2004 16:22:
> > To be fair, X-Plane does some things that are a lot nicer than FG.
> > Also, our Mac support is woefully inadequate (mostly because we have
> > precious few Mac developers on board.)  The original poster was
> > referencing the Mac platform and I think his comments were entirely fair.
> 
> Ah, OK. Didn't relate this to the Mac port. At first this looked like
> the classical troll post: go to an application specific forum, tell
> how this app sucks and how others are better (which so far would be
> OK) but then do not describe what exactly are the reasons for this
> conclusion. Yes, fgfs' Mac incarnation may be less than optimal, but
> that's only because the Apple users don't care much for FlightGear. :-)
> 
> m.
> 
Just to make myself more clear. I like FlightGear. It's a great
simulator. I just like X-Plane better because it's of better quality
and a more mature product. Especially on OSX :)
 The fact that I can't build the latest source without problems I
don't know how to fix just adds to the reasons but is not the reason.

Once I get everything building I will make my builds available online for OSX.

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Re: [Flightgear-devel] nurbs headaches

2004-11-08 Thread Curtis L. Olson
Christian Mayer wrote:
NURBS aren't good conditioned. That means that depending on the input 
data it can easily happen that your result will be rubbish.

I'm not married to nurbs, but I'm looking for a way to fit a smooth 
curved surface through a set of points.  The nurbs++ library is what I 
found first, but the more I dig into it, the more problems I find with it.

What you might try is putting a bezier patch through the points. The 
Bezier curve guarantees you that it won't leave the convex hull of 
your points. But it won't go through your controll points (what you 
actually want to achive to smooth your data...)
And IIRC bezier curves are good conditioned.

How would I determine the control points?
Well, googling for "bezier 2d" gave me:
http://www.cs.wpi.edu/~matt/courses/cs563/talks/surface/bez_surf.html
(not exactly what you are looking for, but it looked like an easy to 
read "memory refresher")

It would be great if I didn't have to write and debug my own bezier 
library, are you aware of any existing code that could help me out here?

Thanks,
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] ..modelling night vision loss to hypoxia rant ; -), was; The Rant

2004-11-08 Thread Arnt Karlsen
On Mon, 8 Nov 2004 17:15:26 -, Vivian wrote in message 
<[EMAIL PROTECTED]>:

> > 
> > > ..well, oxygen is fed to pax thru constant flow masks while the
> > > cockpit crew uses on-deman masks, so that problem is solved, and
> > > if they need night vision, they can have it, AFAIK.  Dave C, you
> > > have experience here, does airline pilots ever use oxygen to boost
> > > night vision?
> > 
> > No, but in the military it was sometimes used to cure hangovers :)
> > 
> 
> What a suggestion! I never went on 100% O2 on the ground, honest.

..how many % placebo?  ;-)

-- 
..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] nurbs headaches

2004-11-08 Thread Norman Vine
Curtis L. Olson writes: 
> 
> It would be great if I didn't have to write and debug my own bezier 
> library, are you aware of any existing code that could help me out here?

Here is a classic source
http://www.nar-associates.com/nurbs/c_code.html

Note that you will want to repeat the edge vertices
to insure that they are honored

You might want to check out the main site too :-)
http://www.nar-associates.com/

Norman

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RE: [Flightgear-devel] nurbs headaches

2004-11-08 Thread Norman Vine
Curtis L. Olson writes: 
> 
> It would be great if I didn't have to write and debug my own bezier 
> library, are you aware of any existing code that could help me out here?

This is another 'classic' that has source available
http://eros.cagd.eas.asu.edu/~farin/cagdbook/cagdbook.html

Norman

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[Flightgear-devel] Re: X-Plane on Linux

2004-11-08 Thread Melchior FRANZ
* Arthur Wiebe -- Monday 08 November 2004 19:13:
> Just to make myself more clear. I like FlightGear. It's a great
> simulator. I just like X-Plane better because it's of better quality
> and a more mature product. 

Better quality is still quite vague for people who don't know X-Plane.
Overall better quality? FDM? ATC? Weather (rain/snow/hail/lightning)?
Scenery? Better GUI? Hey, but they can't beat fgfs' property system,
its many network/io options. Built-in http server ...  :-)



> Once I get everything building I will make my builds available online for OSX.

:-)

m.

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RE: [Flightgear-devel] Re: X-Plane on Linux

2004-11-08 Thread Norman Vine
Melchior FRANZ writes:
> 
> * Arthur Wiebe -- Monday 08 November 2004 19:13:
> > Just to make myself more clear. I like FlightGear. It's a great
> > simulator. I just like X-Plane better because it's of better quality
> > and a more mature product. 
> 
> Better quality is still quite vague for people who don't know X-Plane.
> Overall better quality? FDM? ATC? Weather (rain/snow/hail/lightning)?
> Scenery? Better GUI? Hey, but they can't beat fgfs' property system,
> its many network/io options. Built-in http server ...  :-)

PLEASE do **not** reply to this message

< can't resist > 
What is the best text editor nowadays ?


Cheers

Norman


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[Flightgear-devel] Re: Re: ATI 9200 - fglrx

2004-11-08 Thread Alex Perry
(Maybe we should fork the subject to the open and closed source alternatives)

From: Steven Beeckman <[EMAIL PROTECTED]>
> Alex Perry wrote:
> >I can give you advice on the fglrx route (which is what I'm using),
> PS: Alex: what's fglrx? The drivers from ATI? I've tried the rpm I 
> think, but it didn't work out either :-s (probably because of what you 
> said: two ways to solve the same problem ...)

They've always worked for me (aside from the known rendering bugs sigh),
but it used to be a fair amount of hassle to get them running on Debian.
Currently, they rpm download seems to convert cleanly (using alien) into
a deb that works for both Stable and Testing.  You just need a single
dpkg-divert to deal with one file that is unnecessarily duplicated.

I suspect the biggest mistake people make, under Debian or similar,
is to try the install _outside_ their distribution's packaging system.
That drops your integrity to the level of a third party WinXP install.


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[Flightgear-devel] Model animations

2004-11-08 Thread Vance Souders








I've been trying unsuccessfully to spin the prop on a modified
version of the T6.  Here's a cut and paste from the model file.  Does
anyone see something that I am missing?  The props_spin shows up as a separate
object in both 3DStudio Max and AC3D (we are playing with the model in 3DS,
importing it into AC3D and then finally exporting to ac format for inclusion
with FlightGear.).  If I remove the  section from the XML, the
prop fails to load so I'm sure the animation file is being parsed.  Any
ideas?

 

Thanks,

Vance  

 



  

   T6Texan2.acpath>

   

   

spintype>

props_spinobject-name>

/engines/engine[0]/rpmproperty>

 0x-m>  0y-m>  0z-m> center>  1x>  0y>  0z> axis>    animation>     PropertyList> ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d

[Flightgear-devel] JSBSim Scripts in FlightGear

2004-11-08 Thread Jon S Berndt
I got a request to implement something I've been considering 
implementing for some time, anyhow. JSBSim has the ability to run 
scripted flights. Scripts are composed in an XML-format command file. 
This works quite well for JSBSim in a standalone mode. I have yet to 
try to implement this in JSBSim.cxx - the interface. However, I 
suspect it is merely a matter of not taking input from FlightGear, but 
instead taking input from our script class.

The problem I need to know how to solve is in taking a command line 
option from FlightGear. We still need to specify the name of the 
script file to use. The script file designates which aircraft to load, 
as well as the initial conditions file to use. So, what I'd like to do 
is to implement a command line option in Flightgear that is mutually 
exclusive with setting initial conditions and aircraft name. Possible?

Jon
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Re: [Flightgear-devel] Model animations

2004-11-08 Thread Erik Hofman
Vance Souders wrote:
I've been trying unsuccessfully to spin the prop on a modified version 
of the T6.  Here's a cut and paste from the model file.  Does anyone see 
something that I am missing?  The props_spin shows up as a separate 
object in both 3DStudio Max and AC3D (we are playing with the model in 
3DS, importing it into AC3D and then finally exporting to ac format for 
inclusion with FlightGear.).  If I remove the  section from the 
XML, the prop fails to load so I'm sure the animation file is being 
parsed.  Any ideas?
A limitation of plib dictates that an object must be at least two 
triangles. So one quad won't work ...

Erik
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RE: [Flightgear-devel] Model animations

2004-11-08 Thread Vance Souders
Erik,

The prop is multiple triangles.  I've even tried spinning other parts of the
craft but have had no luck.  In fact, none of the animation commands seem to
be doing much of anything to the craft, which is what led me to believe that
there was something wrong with my syntax.

-Vance

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erik Hofman
Sent: Monday, November 08, 2004 3:27 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Model animations

Vance Souders wrote:
> I've been trying unsuccessfully to spin the prop on a modified version 
> of the T6.  Here's a cut and paste from the model file.  Does anyone see 
> something that I am missing?  The props_spin shows up as a separate 
> object in both 3DStudio Max and AC3D (we are playing with the model in 
> 3DS, importing it into AC3D and then finally exporting to ac format for 
> inclusion with FlightGear.).  If I remove the  section from the 
> XML, the prop fails to load so I'm sure the animation file is being 
> parsed.  Any ideas?

A limitation of plib dictates that an object must be at least two 
triangles. So one quad won't work ...

Erik

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Re: [Flightgear-devel] JSBSim Scripts in FlightGear

2004-11-08 Thread Erik Hofman
Jon S Berndt wrote:
I got a request to implement something I've been considering 
implementing for some time, anyhow. JSBSim has the ability to run 
scripted flights. Scripts are composed in an XML-format command file. 
This works quite well for JSBSim in a standalone mode. I have yet to try 
to implement this in JSBSim.cxx - the interface. However, I suspect it 
is merely a matter of not taking input from FlightGear, but instead 
taking input from our script class.

The problem I need to know how to solve is in taking a command line 
option from FlightGear. We still need to specify the name of the script 
file to use. The script file designates which aircraft to load, as well 
as the initial conditions file to use. So, what I'd like to do is to 
implement a command line option in Flightgear that is mutually exclusive 
with setting initial conditions and aircraft name. Possible?
I would go the other way around, implement FlightGear's FDM socket 
communication protocol for JSBSim and run it as a stand-alone FDM that 
feeds FlightGear with it's data.

Erik
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[Flightgear-devel] FG on Mac OSX

2004-11-08 Thread Jeffrey Sinsay

 
> On Mon, 8 Nov 2004 17:42:37 +0100, Melchior FRANZ
> <[EMAIL PROTECTED]> wrote:
> > * Curtis L. Olson -- Monday 08 November 2004
> 16:22:
> > > To be fair, X-Plane does some things that are a
> lot nicer than FG.
> > > Also, our Mac support is woefully inadequate
> (mostly because we have
> > > precious few Mac developers on board.)  The
> original poster was
> > > referencing the Mac platform and I think his
> comments were entirely fair.
> > 
> Just to make myself more clear. I like FlightGear.
> It's a great
> simulator. I just like X-Plane better because it's
> of better quality
> and a more mature product. Especially on OSX :)
>  The fact that I can't build the latest source
> without problems I
> don't know how to fix just adds to the reasons but
> is not the reason.
> 

Arthur,

When you get FlightGear up and running on your Mac OSX
system please post a good install/compile HOWTO on the
web. I'm also a Mac OSX user and tried several months
ago to compile the latest FG release, but ran in to
numerous problems and never have found the time to sit
down and try again. 

I'd like to do some development work on FG with
regards to building a good thermal model for soaring
enthusists, but my other option besides my G4 laptop
is the 550 Mhz PIII with Win2000 and that's a pain for
a variety of other reasons.

Thanks 

Jeff



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Re: [Flightgear-devel] JSBSim Scripts in FlightGear

2004-11-08 Thread Jon S Berndt
I would go the other way around, implement FlightGear's FDM socket 
communication protocol for JSBSim and run it as a stand-alone FDM 
that feeds FlightGear with it's data.

Erik
I like this idea a lot - but I'm not quite sure how to proceed on 
this. Do you have any ideas to throw out on how this might work? Mind 
you, I have had no exposure to the FDM scp.

Jon
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Re: [Flightgear-devel] Model animations

2004-11-08 Thread David Culp

> /engines/engine[0]/rpm


The T6 is using the FGTurbine model, which doesn't report rpm.  We don't 
really have a turboprop model, for various reasons, one of which is inability 
to have the throttle act as a "thrust lever" that modulates rpm and/or prop 
pitch depending on whether the engine/prop is running in  constant speed or 
variable speed mode.

The turbine does report N2, which varies from 65.0 to 100.0.

/engines/engine[0]/n2


Erik has a nice prop animation done in his PC-7 model.  See 
Aircraft/pc7/Models/pc7.xml


Dave
-- 

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Re: [Flightgear-devel] FG on Mac OSX

2004-11-08 Thread David Culp

> I'd like to do some development work on FG with
> regards to building a good thermal model for soaring
> enthusists, ...


If there is anything different you'd like to see in the current thermal model, 
let me know.  BTW, in CVS FlightGear the thermals now have tops.



Dave
-- 

David Culp
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[Flightgear-devel] Runway HUD projection

2004-11-08 Thread Aaron Wilson


I'm trying to project a virtual runway image on the HUD and I do not
fully understand the FlightGear coordinate system.  I am using the
following code to get the four corners on the runway and seem to
correspond to the absolute_view_pos vector when located on the
corner of the runway.  I am trying to render spheres on the corners
of the runway to be sure that the XYZ coordinates of the runway corners
are correct, but the spheres are not being displayed.  I feel that
the model view and/or the projection matrix may be incorrect since I am
trying to render the spheres inside the HUD instrument draw()
function.
void
runway_instr::get_rwy_points(sgdVec3 *corners) {   
Point3D center = globals->get_scenery()->get_center();
double alt = current_aircraft.fdm_state->get_Runway_altitude()*SG_FEET_TO_METER;
double length = (runway.length/2.0)*SG_FEET_TO_METER;
double width = (runway.width/2.0)*SG_FEET_TO_METER;
double frontLat,frontLon,backLat,backLon,az,tempLat,tempLon;
geo_direct_wgs_84(alt,runway.lat,runway.lon,runway.heading,length,&backLat,&backLon,&az);
geo_direct_wgs_84(alt,runway.lat,runway.lon,runway.heading+180,length,&frontLat,&frontLon,&az); 

geo_direct_wgs_84(alt,backLat,backLon,runway.heading+90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,corners[0]);
geo_direct_wgs_84(alt,backLat,backLon,runway.heading-90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,corners[1]);
geo_direct_wgs_84(alt,frontLat,frontLon,runway.heading-90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,corners[2]);
geo_direct_wgs_84(alt,frontLat,frontLon,runway.heading+90,width,&tempLat,&tempLon,&az);
sgGeodToCart(tempLat*SG_DEGREES_TO_RADIANS,tempLon*SG_DEGREES_TO_RADIANS,alt,corners[3]);
}
void runway_instr::draw() {
 runway = get_active_runway();
 get_rwy_points(rwy_corners);
 FGViewer* view = globals->get_current_view();
 double * viewPos = view->get_absolute_view_pos();
 const sgVec4 *viewVec = view->get_VIEW();
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();

glLoadMatrixf( (float *)viewVec );
glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
  
GLUquadricObj *quad = gluNewQuadric();

for(int c=0; c<4; c++) {

glTranslatef(rwy_corners[c][0],rwy_corners[c][1],rwy_corners[c][2]);
gluSphere(quad,100.0,50,50);
glTranslatef(-rwy_corners[c][0],-rwy_corners[c][1],-rwy_corners[c][2]);
}
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();  
}

Aaron I. Wilson
AST: Computer Engineer
TEL:  (304) 367-8299
FAX:  (304) 367-8203
[EMAIL PROTECTED] 
http://www.ivv.nasa.gov/



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Re: [Flightgear-devel] nurbs headaches

2004-11-08 Thread Christian Mayer
Curtis L. Olson schrieb:
Christian Mayer wrote:
What you might try is putting a bezier patch through the points. The 
Bezier curve guarantees you that it won't leave the convex hull of 
your points. But it won't go through your controll points (what you 
actually want to achive to smooth your data...)
And IIRC bezier curves are good conditioned.
How would I determine the control points?
I'd take the noisy hight resolution DEM-data as the control points. The 
bezier surface will automatically smooth the data then.

The bezier surface won't go through the control points - except the 
start and endpoint (in the 1D/2D case; in 3D the border points)

I suggest you try an interactive demo of bezier lines (are the bezier 
surface demos as well?) in the internet. There are many Java-applet 
implementations arround.

Well, googling for "bezier 2d" gave me:
http://www.cs.wpi.edu/~matt/courses/cs563/talks/surface/bez_surf.html
(not exactly what you are looking for, but it looked like an easy to 
read "memory refresher")
It would be great if I didn't have to write and debug my own bezier 
library, are you aware of any existing code that could help me out here?
I don't know any implementations, but I'm sure Norman's sources are as 
good as they allways are. :)

BTW: At least in the case of bezier lines the implementation is very 
easy. I've done it a few times already. It's so easy that I prefer 
writing it myself than reading foreign code ;)

CU,
Christian
PS: (Nearly) every paint/graphics programm has bezier curves.
PPS: The reason why NURBS are thought of the "best splines" is just 
their flexibility (you can model exact circles). But in reality more 
simple splines are usually better suited
PPPS: You can fill whole lectures on the pro and cons of the different 
splines

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Re: [Flightgear-devel] FG on Mac OSX

2004-11-08 Thread Arthur Wiebe
I will. (Not that I've been trying that hard lately)

The biggest problem is getting plib to compile and install. But then
again my problem was with simgear. I have some new ideas now and will
try them out. If ever I break through the ice you'll hear from me. :-)


On Mon, 8 Nov 2004 12:42:44 -0800 (PST), Jeffrey Sinsay
<[EMAIL PROTECTED]> wrote:
> 
> 
> > On Mon, 8 Nov 2004 17:42:37 +0100, Melchior FRANZ
> > <[EMAIL PROTECTED]> wrote:
> > > * Curtis L. Olson -- Monday 08 November 2004
> > 16:22:
> > > > To be fair, X-Plane does some things that are a
> > lot nicer than FG.
> > > > Also, our Mac support is woefully inadequate
> > (mostly because we have
> > > > precious few Mac developers on board.)  The
> > original poster was
> > > > referencing the Mac platform and I think his
> > comments were entirely fair.
> > >
> > Just to make myself more clear. I like FlightGear.
> > It's a great
> > simulator. I just like X-Plane better because it's
> > of better quality
> > and a more mature product. Especially on OSX :)
> >  The fact that I can't build the latest source
> > without problems I
> > don't know how to fix just adds to the reasons but
> > is not the reason.
> >
> 
> Arthur,
> 
> When you get FlightGear up and running on your Mac OSX
> system please post a good install/compile HOWTO on the
> web. I'm also a Mac OSX user and tried several months
> ago to compile the latest FG release, but ran in to
> numerous problems and never have found the time to sit
> down and try again.
> 
> I'd like to do some development work on FG with
> regards to building a good thermal model for soaring
> enthusists, but my other option besides my G4 laptop
> is the 550 Mhz PIII with Win2000 and that's a pain for
> a variety of other reasons.
> 
> Thanks
> 
> Jeff
> 
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-- 


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[Flightgear-devel] Thermal Model in FG

2004-11-08 Thread Jeffrey Sinsay

>> I'd like to do some development work on FG with
>> regards to building a good thermal model for
soaring
>> enthusists, ...


>If there is anything different you'd like to see in
>the current thermal 
>model, 
>let me know.  BTW, in CVS FlightGear the thermals now
>have tops.

David,

Last time I check the thermal model required me to
postion thermals a prior using some XML strings in a
text file before I start FG. What I'd like to do is
have a system which dynamically creates thermals and
moves them around the FG world based on underlying
terrain, wind, time of day, cloud cover, etc. Also the
thermals should have a variety of shapes and sizes,
with areas of sink modeled as well. Several months ago
someone on this list suggested a good way to go about
doing this by placing thermals on a grid centered
about the aircraft and then using a seperate
subroutine to populate the grid with thermals
according to some undefined alogrithm. I hust haven't
had to time to implement that.

Jeff





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Re: [Flightgear-devel] nurbs headaches

2004-11-08 Thread Richard Harke
On Monday 08 November 2004 13:28, Christian Mayer wrote:
> Curtis L. Olson schrieb:
> > Christian Mayer wrote:

> >> Well, googling for "bezier 2d" gave me:
> >>
> >> http://www.cs.wpi.edu/~matt/courses/cs563/talks/surface/bez_surf.html
> >> (not exactly what you are looking for, but it looked like an easy to
> >> read "memory refresher")
> >
> > It would be great if I didn't have to write and debug my own bezier
> > library, are you aware of any existing code that could help me out here?
>
> I don't know any implementations, but I'm sure Norman's sources are as
> good as they allways are. :)
>
OpenGl has some NURBS support. Look for gluNurbs*
These are listed in my 1.1 reference manual so they are not that recent.

Also, the book "An introduction to NURBS" promises "C" code at
http://www.mkp.com/NURBS/nurbs.html  I have never looked at
that site so I make no promise.

Richard Harke

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Re: [Flightgear-devel] Thermal Model in FG

2004-11-08 Thread David Culp
> What I'd like to do is
> have a system which dynamically creates thermals and
> moves them around the FG world based on underlying
> terrain, wind, time of day, cloud cover, etc.

This sounds a lot like Durk's traffic manager, which creates AI aircraft 
dynamically. Your thermal manager will look much like this.

> Also the 
> thermals should have a variety of shapes and sizes,
> with areas of sink modeled as well.


Sink is easy - just use a negative value for strength.  As for diameter, keep 
in mind that in the current thermal model only the thermal closest to the 
airplane (measured from the *center* of the thermal) effects the airplane.  
This means that thermals of different diameters can cause a problem, you 
could be inside one thermal yet closer to the center of another.  The 
solution is either to use the same diameter for all thermals, or to change 
the present code to look for thermal nearest-edges instead of centers.



Dave
-- 

David Culp
[EMAIL PROTECTED]


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RE: [Flightgear-devel] Thermal Model in FG

2004-11-08 Thread Norman Vine
David Culp writes:
> 
> > Also the 
> > thermals should have a variety of shapes and sizes,
> > with areas of sink modeled as well.
> 
> 
> Sink is easy - just use a negative value for strength.  As for diameter, keep 
> in mind that in the current thermal model only the thermal closest to the 
> airplane (measured from the *center* of the thermal) effects the airplane.  
> This means that thermals of different diameters can cause a problem, you 
> could be inside one thermal yet closer to the center of another.  The 
> solution is either to use the same diameter for all thermals, or to change 
> the present code to look for thermal nearest-edges instead of centers.

Or use the dual of the delaunay triangulation the vornoi tesselation
http://www.voronoi.com/

This is cheap to compute if you are only doing a handful of points
and look up as to containing cell is lightning quick

Norman

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Re: [Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Ampere K. Hardraade
It turned out that the half of dozen kernel panic I have and my sloppy repair 
works was also a contributor to the problem.  To make a long story short, I 
wipped the drive clean and start fresh.

I would certainly like to hear your advice on the fglrx route. =)

Ampere

On November 8, 2004 11:12 am, Alex Perry wrote:
> Martin isn't kidding.  You have to pick _one_ route, either the open
> source one or the closed source one, and get your whole 3D system,
> from user libraries through to kernel modules, lined up to support
> just that execution path ... end to end.  That's the key point.
>
> I can give you advice on the fglrx route (which is what I'm using),
> Martin can give you advice on the X.org route (which he knows).
> However, if you don't choose and strip back your system, you'll fail.

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Ampere K. Hardraade
Well, the r200 driver did work, but for some reason it only gave me ~200 fps 
at the most. =(

Ampere

On November 8, 2004 03:28 am, Martin Spott wrote:
> Things have changed a bit these days, but the r200 chip is still one of
> the best supported GPU's in the OpenSource world. The problem on _your_
> computer is not ATI's fault:

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Re: [Flightgear-devel] MD11 model filenames

2004-11-08 Thread Ampere K. Hardraade
I can go to 3D Studio and change the textures' name to lowercase, but I won't 
be able to do that until... next year.  I have been kind of busy these days.

Ampere

On November 8, 2004 11:51 am, Durk Talsma wrote:
> To the best of my knowledge, this duplication was introduced when Erik
> changed the original upper case names to lower case, because I thought the
> upper case filenames might give problems on windows systems, or something
> like that. But, on case-sensitive OSses (such as my trustworthy linux
> station). The 3ds model file expects all upper case texturefile names,
> which is why they were changed back to their original state.

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Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant

2004-11-08 Thread Ampere K. Hardraade
On November 8, 2004 11:58 am, David Culp wrote:
> > ..well, oxygen is fed to pax thru constant flow masks while the cockpit
> > crew uses on-deman masks, so that problem is solved, and if they need
> > night vision, they can have it, AFAIK.  Dave C, you have experience
> > here, does airline pilots ever use oxygen to boost night vision?
>
> No, but in the military it was sometimes used to cure hangovers :)
>
>
> Dave

Heard of that. =)

Ampere

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[Flightgear-devel] ATI 9600 Pro Rendering problem on Linux.

2004-11-08 Thread Chris Reid
Performance wise I don't have any complaints with my ATI 
(Sapphire) 9600 Pro 256M but I have yet to figure out why I 
have an odd (wingdings of some ilk?) front in place of 
readable text in dialog boxes and menu.  Also I seem to 
have alphanumeric clouds.

Emerged the ati-drivers into gentoo ran fglrx and was up and 
running :-) no problems anywhere else but with FG :-(.

For some reason this seems to only affect xorg and not xfree 
(??!??), any thoughts appreciated (no not going to run 
xfree anymore :-).


Thanks!

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Ampere K. Hardraade
Fresh Linux installation, but I'm still getting this:

(II) fglrx(0): [agp] AGP v1/2 disable mask 0x
(II) fglrx(0): [agp] AGP v3 disable mask   0x
(EE) fglrx(0): [agp] could not determine AGP since mode=0x
(EE) fglrx(0): cannot init AGP

Ampere

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Re: [Flightgear-devel] New Sidewinder Precision Pro Joystick settings

2004-11-08 Thread Oliver C.
On Monday 08 November 2004 18:33, Erik Hofman wrote:

> > To fix this we would need some sort of property to inverse the axis
> > independly for windows and unix. If you know a way to do this feel free
> > to fix this.
>
> You might want to take a look at the Saitek/X45.xml configuration file,
> especially the ones that use "nasal" in their binding.

Ok thanks for the hint, I will look into that and try to fix it.

> This file has been committed.

Thank you, but i think (after looking into cvs today) that you checked in 
another file, it is different to my one and doesn't have the fixes.


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Ampere K. Hardraade
Actually, since the radeon driver is working better than fglrx at the moment, 
I would like to see if I can speed the framerate up first.

I will include the logs tomorrow.

Thanks in advance,
Ampere

On November 8, 2004 09:27 pm, Ampere K. Hardraade wrote:
> I would certainly like to hear your advice on the fglrx route. =)

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Martin Spott
"Ampere K. Hardraade" wrote:
> Fresh Linux installation, but I'm still getting this:

> (II) fglrx(0): [agp] AGP v1/2 disable mask 0x
   ^
Your fault - isn't it ? If you need support for a closed source driver,
then please call the vendor and stop annoying people on an OpenSource
mailing list !
If you insist on being so stupid not to follow the advice we already
gave you, then there's nothing we can do for you anymore,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] ATI 9600 Pro Rendering problem on Linux.

2004-11-08 Thread Martin Spott
Chris Reid wrote:

> For some reason this seems to only affect xorg and not xfree 
> (??!??),

Probably ATI's not yet up to date with XOrg ? As far as I remember the
interface to the DRI driver has changed a bit, this might break your
attempt to run drivers designed for XFree86,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux

2004-11-08 Thread Ampere K. Hardraade
On November 9, 2004 01:07 am, Martin Spott wrote:
> "Ampere K. Hardraade" wrote:
> > Fresh Linux installation, but I'm still getting this:
> >
> > (II) fglrx(0): [agp] AGP v1/2 disable mask 0x
>
>^
> Your fault - isn't it ? If you need support for a closed source driver,
> then please call the vendor and stop annoying people on an OpenSource
> mailing list !
> If you insist on being so stupid not to follow the advice we already
> gave you, then there's nothing we can do for you anymore,
>
> Martin.

Actually, I am using open source driver _now_.

Sorry for the annoyance though.  Perhaps I should take this into private?

Ampere

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[Flightgear-devel] Re: ATI 9200 Direct Rendering problem

2004-11-08 Thread Alex Perry
> On November 8, 2004 11:12 am, Alex Perry wrote:
> > Martin isn't kidding. ?You have to pick _one_ route, either the open
> > source one or the closed source one, and get your whole 3D system,
> > from user libraries through to kernel modules, lined up to support
> > just that execution path ... end to end. ?That's the key point.
> >
> > I can give you advice on the fglrx route (which is what I'm using),
> > Martin can give you advice on the X.org route (which he knows).
> > However, if you don't choose and strip back your system, you'll fail.

From: "Ampere K. Hardraade" <[EMAIL PROTECTED]>
> It turned out that the half of dozen kernel panic I have
> and my sloppy repair works was also a contributor to the problem.
> To make a long story short, I 
> wipped the drive clean and start fresh.
> 
> I would certainly like to hear your advice on the fglrx route. =)

All, I'll respond to Ampere directly (feel free to ask me for copies
of the messages).  When he is up and running, he can post to the list
to say what the _important_ bit of what I told him turned out to be.
8-)


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[Flightgear-devel] Re: ATI 9200 - fglrx

2004-11-08 Thread Kalle Valo
Alex Perry <[EMAIL PROTECTED]> writes:

>> PS: Alex: what's fglrx? The drivers from ATI? I've tried the rpm I 
>> think, but it didn't work out either :-s (probably because of what you 
>> said: two ways to solve the same problem ...)
>
> They've always worked for me (aside from the known rendering bugs sigh),
> but it used to be a fair amount of hassle to get them running on Debian.
> Currently, they rpm download seems to convert cleanly (using alien) into
> a deb that works for both Stable and Testing.  You just need a single
> dpkg-divert to deal with one file that is unnecessarily duplicated.

I compiled fglrx packages for my Debian unstable using the document
below. It was quite easy and I recommend it to other Debian users as
well.

http://xoomer.virgilio.it/flavio.stanchina/debian/fglrx-installer.html

-- 
Kalle Valo


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RE: [Flightgear-devel] Model animations

2004-11-08 Thread Innis Cunningham
Hi Vance
If you could just clear something up for me.The last time the t6 was in FG 
it was
using an mdl (MSFS) to run.Is the model you are running using an .ac model 
file.If
not the animations won't work.
Anyway if you want to see the XML code to spin the fan on the 737 just have 
a
look at the boeing733.XML file.

Cheers
Innis
Vance Souders writes
Erik,
The prop is multiple triangles.  I've even tried spinning other parts of 
the
craft but have had no luck.  In fact, none of the animation commands seem 
to
be doing much of anything to the craft, which is what led me to believe 
that
there was something wrong with my syntax.

-Vance

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Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; T

2004-11-08 Thread Innis Cunningham
Hi David
 David Megginson writes
Without -- oxygen is a very difficult thing to manage in the eastern
half of the continent.  I could purchase a portable oxygen system good
enough for me (not enough for pax) for less than USD 1,000 but almost
no FBOs could fill it for me -- out west, near the Rockies, oxygen is
a standard service, but not around here.  That means that I'd have to
find a local oxygen supplier (a scuba shop? a welding supplier?) and
take the tank there after every few hours of use to have it refilled
-- you can see how that's a non-starter for long cross-country trips.
Were do the airlines and the business jets get there supplies from in
your area.We used to get our supplies from Commonwealth Industrial 
Gases(CIG)
here in Western Australia when I was working in the industry.

Cheers
Innis

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