Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux
"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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Seafire and Spitfire engine startup
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] MD11 model filenames
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 This e-mail has been scanned for Bede Scientific Instruments for all viruses by Star Internet. The service is powered by MessageLabs. For more information on a proactive anti-virus service working around the clock, around the globe, visit: http://www.star.net.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Seafire and Spitfire engine startup
* 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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Seafire and Spitfire engine startup
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] X-Plane on Linux
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Seafire and Spitfire engine startup
* 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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant
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/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] X-Plane on Linux
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] X-Plane on Linux
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 > > > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: X-Plane on Linux
* 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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: X-Plane on Linux
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: X-Plane on Linux
It will indeed be interesting to see how X plane performs on linux. Regarding the 6min limit, it was always there on the demo. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] nurbs headaches
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: X-Plane on Linux
* 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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] MD11 model filenames
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux
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 ...) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
If in doubt ... (was Re: [Flightgear-devel] Re: X-Plane on Linux)
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/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant
> ..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 [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant
> > > ..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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New Sidewinder Precision Pro Joystick settings
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: X-Plane on Linux
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. > > > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] nurbs headaches
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: X-Plane on Linux
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. -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] nurbs headaches
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] nurbs headaches
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] nurbs headaches
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: X-Plane on Linux
* 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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: X-Plane on Linux
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Re: ATI 9200 - fglrx
(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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Model animations
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, VanceT6Texan2.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
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Model animations
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] JSBSim Scripts in FlightGear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] FG on Mac OSX
> 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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] JSBSim Scripts in FlightGear
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Model animations
> /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 -- David Culp [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] FG on Mac OSX
> 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 [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Runway HUD projection
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/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] nurbs headaches
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] FG on Mac OSX
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 > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Thermal Model in FG
>> 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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] nurbs headaches
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Thermal Model in 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. 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] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Thermal Model in FG
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux
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: ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] MD11 model filenames
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; The Rant
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] ATI 9600 Pro Rendering problem on Linux.
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! ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New Sidewinder Precision Pro Joystick settings
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: ATI 9200 Direct Rendering problem on Linux
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. =) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux
"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 ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ATI 9600 Pro Rendering problem on Linux.
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 ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: ATI 9200 Direct Rendering problem
> 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-) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: ATI 9200 - fglrx
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Model animations
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] ..modelling night vision loss to hypoxia rant ; -), was; T
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d