Re: [Flightgear-devel] How does the Replay Subsystem work?

2004-12-05 Thread Erik Hofman
[EMAIL PROTECTED] wrote:
Thanks Erik. 

I failed to find acms.xml file in official released 0.9.6 base
file...but I understood you point.
You are right, this has been developed after the 0.9.6 release.
After checking codes, I found that the replay works without interaction
with FDM because:
if ( ! replay_master-getBoolValue() ) {
cur_fdm_state-update( delta_time_sec );   // FDM update
here.
} else {
FGReplay *r = (FGReplay *)(globals-get_subsystem( replay
));
r-replay( replay_time-getDoubleValue() );
...
The FDM states will be updated by update_fdm in replay func.
Hmm, this is the internal replay system which replays actual FlightGear 
flights and doesn't interact with any external connection?

Erik
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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread David Luff


On 12/5/04 at 5:35 PM Martin Spott wrote:

Martin Spott wrote:

 I had a quick look at my favourite airfield yesterday and I saw that
 the modified airport generator somehow shows similarities to TaxiDraw:
 They both don't render stopways.

Would someone please be so kind to comment on this claim ? Did I get
things wrong or is it actually the case that the airport generator
'forgot' to create these stopways ? Can anyone confirm the assumption
that the stopways are missing - for example by comparing a known 'real'
airfield with the new scenery ?


Hi Martin,

There appear to be no stopway textures in the FlightGear base package, so
without digging through the genapts runway generation code (yet) I'm
guessing that stopways aren't supported by genapts yet.  Definately
something to fix before the next scenery rebuild IMHO.  The latest TaxiDraw
code shows stopways as an ugly shade of yellow ochre BTW - it shouldn't be
too long before it's bug-checked enough to release.

Completely off topic, your screenshots look like you're getting dark lines
at runway texture boundaries similar to what I see on an ATI machine, but
not on a NVidia machine.  Are you also on an ATI card, and am I correct in
thinking that Andy Ross might have once produced a plib patch to cure this
- does anyone know if it ever went into plib or not?

Cheers - Dave


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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Curtis L. Olson
Martin Spott wrote:
Would someone please be so kind to comment on this claim ? Did I get
things wrong or is it actually the case that the airport generator
'forgot' to create these stopways ? Can anyone confirm the assumption
that the stopways are missing - for example by comparing a known 'real'
airfield with the new scenery ?
 

Right, the airport generator does not create stopways yet.
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] New scenery build

2004-12-05 Thread Martin Spott
David Luff wrote:

 There appear to be no stopway textures in the FlightGear base package, so
 without digging through the genapts runway generation code (yet) I'm
 guessing that stopways aren't supported by genapts yet.

Ah, fine - I already thought I'd be crazy   probably I actually am
so anyways  ;-)

 Completely off topic, your screenshots look like you're getting dark lines
 at runway texture boundaries similar to what I see on an ATI machine, but
 not on a NVidia machine.  Are you also on an ATI card, and am I correct in
 thinking that Andy Ross might have once produced a plib patch to cure this
 - does anyone know if it ever went into plib or not?

Sorry, I'm not aware of such a PLIB patch but I'm definitely not an
authoritative source of information in this topic.
My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia -
but probably a platform that you'd be willing to declare as OpenGL
reference platform  :-)

Thanks for your response,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Frederic Bouvier
Selon David Luff :
 Completely off topic, your screenshots look like you're getting dark lines
 at runway texture boundaries similar to what I see on an ATI machine, but
 not on a NVidia machine.  Are you also on an ATI card, and am I correct in
 thinking that Andy Ross might have once produced a plib patch to cure this
 - does anyone know if it ever went into plib or not?

I have them also with NVidia 5900FX. I think it is related with highest level of
filtering.

I am quite sure the problem lies in the genapt code but I hadn't time to
investigate yet. There is something that seems strange though. This comment
appears at line 93 of rwy_prec.cxx

// we add 2' to the length for texture overlap.  This puts the
// lines on the texture back to the edge of the runway where they
// belong.

I wonder if that overlap is not the problem. As it does not show up with my GF3,
I guess it doesn't appears on GF4 too so perhaps this why Curt is not seeing
them ( otherwise he would surely have done something to cure them ). My
rationale here is that it is likely to be in the code because otherwhise we
would see them everywhere, not just on runways.

-Fred

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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Martin Spott
David Luff wrote:

 [...] The latest TaxiDraw
 code shows stopways as an ugly shade of yellow ochre BTW [...]

That's great ! To complete the picture, would you consider to add a
visual marker for the threshold ? Probably you could later add a
property to this marker that connects to the - if present -
displacement of the threshold (in feet), similar to the properties of
runways and taixways,

Martin.
-- 
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--

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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread David Luff
Martin Spott [EMAIL PROTECTED] writes:

 David Luff wrote:
 
  [...] The latest TaxiDraw
  code shows stopways as an ugly shade of yellow ochre BTW [...]
 
 That's great ! To complete the picture, would you consider to add a
 visual marker for the threshold ? Probably you could later add a
 property to this marker that connects to the - if present -
 displacement of the threshold (in feet), similar to the properties of
 runways and taixways,
 

I've already got a revamped runways dialog that lets stopway and displaced 
threshold lengths be specified.  I guess I ought to add a visual indication of 
threshold position...

Cheers - Dave

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