Re: [Flightgear-devel] Introduction

2005-04-26 Thread Josh Babcock
Mostyn Gale wrote:
Hi guys,
I've been looking around and decided to make a contribution to FlightGear.
Some of the projects that I am looking at doing are a visual model for the
Harrier, and such aircraft as the Grumman F-14, Sikorsky S-76, Airbus A300,
Bell UH-1 and Lockheed Constellation.  I guess I want to demonstrate the
full potential of Flightgear to people.
In the meantime I will just do a few warmup projects, i.e. A Robinson R22,
Piper PA25 Pawnee and Cessna 152.  Information can be found on my site at
www.geocities.com/flightgearproject.
Cheers,
Mostyn
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Bravo, and feel free to ask any questions at all. A lot of plane design right 
now is kind of undocumented, and there are a lot of tips and tricks out there. 
The website looks good, so does the Robinson model. You will definitely want a 4 
axis joystick if you are going to play with a helo FDM. A good cheap one that I 
use is the Saitek Cyborg. I would also love to see a UH-1, S-76 and Connie.

Josh
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[Flightgear-devel] Introduction

2005-04-26 Thread Mostyn Gale
Hi guys,
I've been looking around and decided to make a contribution to FlightGear.
Some of the projects that I am looking at doing are a visual model for the
Harrier, and such aircraft as the Grumman F-14, Sikorsky S-76, Airbus A300,
Bell UH-1 and Lockheed Constellation.  I guess I want to demonstrate the
full potential of Flightgear to people.

In the meantime I will just do a few warmup projects, i.e. A Robinson R22,
Piper PA25 Pawnee and Cessna 152.  Information can be found on my site at
www.geocities.com/flightgearproject.

Cheers,
Mostyn


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Re: [Flightgear-devel] New 3d clouds

2005-04-26 Thread Harald JOHNSEN
Frederic Bouvier wrote:
Selon Melchior FRANZ:
 

* Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
   

Clouds are not culled correctly. That explains the poping, but it had
also an enormous impact on fps.
In attachment is a quick hack.
 

Ahh. That makes a big difference. Almost usable now.  :-)
Now, if you could fix the fog problem and fade clouds in&out rather than
popping them up abruptly, it would be quite cool already.
   

I just compile them with MSVC without a single warning. And they work fine 
( I
missed the initial glitches ;-). I am really impressed.
 

Erik did a few adaptations, I'm only using .net since a week or two and 
I have allready forgotten the headach I had with templates and MSVC ;)

I know this is preliminary code, but is there a reason why 100% cloud density
doesn't give us overcast rather than scatered/broken as it is now ?
-Fred
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The density is supposed to reduce the number of clouds on low to mid 
level computer, it won't change a broken layer into an overcast one.

Harald.
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Re: [Flightgear-devel] cloudfield.cxx FOV usage

2005-04-26 Thread Frederic Bouvier
Selon Andy Ross <[EMAIL PROTECTED]>:

> Just nocied this on the simgear-cvslogs list.  If I read this
> correctly, this is still a "terrible" bug, and even worse because it
> will be much harder to detect and correct in the future.  The FOV is a
> dynamically settable property.  Hardcoding a particular value is going
> to cause very odd behavior with zoom and/or multi-monitor
> configurations.


Yep, I changed the FOV to wide-angle by pressing shift-x multiple times : the
clouds are only in the center of the screen, and they pop in or out as you
change direction. It is left unnoticed when you stay at the standard FOV.

-Fred

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Re: [Flightgear-devel] cloudfield.cxx FOV usage

2005-04-26 Thread Curtis L. Olson
Andy Ross wrote:
Just nocied this on the simgear-cvslogs list.  If I read this
correctly, this is still a "terrible" bug, and even worse because it
will be much harder to detect and correct in the future.  The FOV is a
dynamically settable property.  Hardcoding a particular value is going
to cause very odd behavior with zoom and/or multi-monitor
configurations.
 

And simgear should never be adjusting the FOV anyway, that should be 
left to the FlightGear layer.

Curt.

Andy
 


Subject:
[Simgear-cvslogs] CVS: SimGear/simgear/scene/sky cloudfield.cxx, 1.4, 1.5
From:
Erik Hofman <[EMAIL PROTECTED]>
Date:
Tue, 26 Apr 2005 15:14:40 -0500
To:
[EMAIL PROTECTED]
To:
[EMAIL PROTECTED]
Update of /var/cvs/SimGear-0.3/SimGear/simgear/scene/sky
In directory baron:/tmp/cvs-serv30082
Modified Files:
	cloudfield.cxx 
Log Message:
Harald Johnsen: Fix a 'terrible' bug with culling of the clouds.

Index: cloudfield.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/sky/cloudfield.cxx,v
retrieving revision 1.4
retrieving revision 1.5
diff -C2 -r1.4 -r1.5
*** cloudfield.cxx  26 Apr 2005 09:08:58 -  1.4
--- cloudfield.cxx  26 Apr 2005 20:14:37 -  1.5
***
*** 181,184 
--- 181,185 
ssgContext *context = ssgGetCurrentContext();
frustum = *context->getFrustum();
+   frustum.setFOV(55.0,0);
frustum.setNearFar(1.0, CloudVis);
 }
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] New 3d clouds

2005-04-26 Thread Frederic Bouvier
Selon Melchior FRANZ:

> * Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
> > Clouds are not culled correctly. That explains the poping, but it had
> > also an enormous impact on fps.
> > In attachment is a quick hack.
>
> Ahh. That makes a big difference. Almost usable now.  :-)
>
> Now, if you could fix the fog problem and fade clouds in&out rather than
> popping them up abruptly, it would be quite cool already.

I just compile them with MSVC without a single warning. And they work fine ( I
missed the initial glitches ;-). I am really impressed.

I know this is preliminary code, but is there a reason why 100% cloud density
doesn't give us overcast rather than scatered/broken as it is now ?

-Fred

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[Flightgear-devel] cloudfield.cxx FOV usage

2005-04-26 Thread Andy Ross
Just nocied this on the simgear-cvslogs list.  If I read this
correctly, this is still a "terrible" bug, and even worse because it
will be much harder to detect and correct in the future.  The FOV is a
dynamically settable property.  Hardcoding a particular value is going
to cause very odd behavior with zoom and/or multi-monitor
configurations.

Andy
--- Begin Message ---
Update of /var/cvs/SimGear-0.3/SimGear/simgear/scene/sky
In directory baron:/tmp/cvs-serv30082

Modified Files:
cloudfield.cxx 
Log Message:
Harald Johnsen: Fix a 'terrible' bug with culling of the clouds.

Index: cloudfield.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/sky/cloudfield.cxx,v
retrieving revision 1.4
retrieving revision 1.5
diff -C2 -r1.4 -r1.5
*** cloudfield.cxx  26 Apr 2005 09:08:58 -  1.4
--- cloudfield.cxx  26 Apr 2005 20:14:37 -  1.5
***
*** 181,184 
--- 181,185 
ssgContext *context = ssgGetCurrentContext();
frustum = *context->getFrustum();
+   frustum.setFOV(55.0,0);
frustum.setNearFar(1.0, CloudVis);
  }


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[Flightgear-devel] Re: New 3d clouds

2005-04-26 Thread Melchior FRANZ
* Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
> Clouds are not culled correctly. That explains the poping, but it had 
> also an enormous impact on fps.
> In attachment is a quick hack.

Ahh. That makes a big difference. Almost usable now.  :-)

Now, if you could fix the fog problem and fade clouds in&out rather than
popping them up abruptly, it would be quite cool already.

m. 

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-26 Thread Harald JOHNSEN
Vivian Meazza wrote:
Harald JOHNSEN wrote:
 

I have another probleme with wincvs.
In the list of files in the explorer nearly all files have an 'unknown'
state. So i don't have the diff choice when I right click on them.
I've tried an update with the command line but that does not chance
anything. Its a fresh install of wincvs 2.x but I had the same with the
1.3.
Harald.
   

I'm absolutely not a WinCVS guru. What I know about it has been learned
mostly by trial and error (some of the former and lots of the latter). The
documentation, shall we say, leaves a lot to be desired.
So here goes. What are the extensions of the unknown status files? Many
files in the source code are generated by the compiler, and are therefore
not in the repository (sorry, BGOTO) extensions .a, .o .exe fall into this
category. Files which you have generated and are not in the repository also
have the status unknown. Some editors spew these like crazy; they are hidden
in windows explorer, but not in WinCVS.
Try selecting a directory (make sure it's not one in which you have modified
files - that's not fatal, but recovering your work is a darned nuisance -,
then Modify > Update. On the update screen select 'create missing
directories' and 'get the clean copy'. See what happens.
Next, open some directory in windows explorer and delete the files which
have status unknown (but are not .a .o. or .exe) See what happens - they
should get the status missing. (If they don't they are probably not in the
repository in the first place.) Then try the above again to restore them.
Finally, if none of this addresses the problem, you can always delete the
directories and start over. I've had to do that several times when my copy
and the cvs copy just got too far out of line. The good thing about the
later versions of WinCVS is that it pretty much works, but it's not all that
intuitive and takes some figuring out.
Hope none of this is teaching grandmother to suck eggs. 

V. 



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Thx for the help. Nothing worked so I did a checkout on an empty 
directory as you sugjested.
If cvs creates the files all is ok. It does not work with files coming 
from a tarball or created by hand.

Harald.

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Re: [Flightgear-devel] New 3d clouds

2005-04-26 Thread Harald JOHNSEN
Jon Stockill wrote:
Yes, it's slightly odd seeing the clouds appear/disappear (even when 
stationary - just rotating the view seems to cause the problem). 
However, the overall effect is fantastic - is there any way to see the 
precipitation model yet?

Great work Harald!
Shame on me.
I was not using an up to date flightgear cvs, now that I have updated it 
I see the desastrous effect.
Clouds are not culled correctly. That explains the poping, but it had 
also an enormous impact on fps.
In attachment is a quick hack.

Harald.

cvs diff -u -- cloudfield.cxx (in directory 
F:\dvlp\SG\source\simgear\scene\sky\)
Index: cloudfield.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/cloudfield.cxx,v
retrieving revision 1.4
diff -u -r1.4 cloudfield.cxx
--- cloudfield.cxx  26 Apr 2005 09:08:58 -  1.4
+++ cloudfield.cxx  26 Apr 2005 18:28:46 -
@@ -180,6 +180,7 @@
// correct the frustum with the right far plane
ssgContext *context = ssgGetCurrentContext();
frustum = *context->getFrustum();
+   frustum.setFOV(55.0,0);
frustum.setNearFar(1.0, CloudVis);
 }
 
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[Flightgear-devel] Re: Strobe Lights

2005-04-26 Thread Melchior FRANZ
* Innis Cunningham -- Tuesday 26 April 2005 19:00:
> My knowledge of  Nasal is limited that is to say none.But
> I will have a look at what you have said below and see
> how things work out.

You don't need to understand Nasal to copy the lines into A380-set.xml,
and to replace "foo" by "A380" and to adapt the property paths.  :-)
But learning a bit of Nasal is a good idea in any case.

Maybe Fred can show us how that could be done with a "timed" animation
alone. When I tried it I first had problems because there was no documentation
about the "personality" feature[1], and then it crashed fgfs routinely.
Back then I was only interested in strobes, not in fixing a segfault. ;-)

m.


[1] there *is* some documentation, though: it's in the cvs log of
animation.cxx

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[Flightgear-devel] Out of town

2005-04-26 Thread Curtis L. Olson
I just thought I should let everyone know that I am out of town all week 
(Sacramento, CA) with limited email/internet access.  So I'll be very 
scarce all week.  If any one needs anything from me, I'll try to get to 
it as soon as I can upon my return next week (i.e. after May 1)

Thanks,
Curt.
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RE: [Flightgear-devel] Re: Strobe Lights

2005-04-26 Thread Innis Cunningham
Thanks Melchior
My knowledge of  Nasal is limited that is to say none.But
I will have a look at what you have said below and see
how things work out.
 Melchior FRANZ writes
* Innis Cunningham -- Tuesday 26 April 2005 14:30:
> I am looking to add strobe lights to the A380 model
> and would like to know if there is an animation for
> strobe lights like there is for the beacon on the Cessna.
The f16 uses a "timed" animation for a strobe, just like some others
use it for beacons. I couldn't get acceptable behavior for the bo105's
strobes with that, so I wrote a Nasal based signal generator that is
now available for everyone in aircraft.nas. You can put this into your
aircraft's nasal file or right into the *-set.xml file, like so:



strobe_switch = props.globals.getNode("controls/lighting/strobe", 1);
aircraft.light.new("sim/model/foo/strobe-top", 0.05, 1.00, strobe_switch);
aircraft.light.new("sim/model/foo/strobe-bottom", 0.05, 1.03, strobe_switch);
whereby you best replace "foo" with your aircraft's name. This is the Nasal module name and must not contain other characters than alphanumeric and underscore. No minus! This generates two "blinking" properties that listen to the strobe switch. You can directly use the switch property path-string as 4th argument. You can also assign the whole light class to a variable and access some internal values. But don't if there's no need to! Now you just use this property in a "select" animation to turn some light object on and off. See $FG_ROOT/Nasal/aircraft.nas for documentation and $FG_ROOT/Aircraft/bo105/Models/bo105.nas for real-life examples. m. Cheers Innis ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d

[Flightgear-devel] Re: Strobe Lights

2005-04-26 Thread Melchior FRANZ
* Innis Cunningham -- Tuesday 26 April 2005 14:30:
> I am looking to add strobe lights to the A380 model
> and would like to know if there is an animation for
> strobe lights like there is for the beacon on the Cessna.

The f16 uses a "timed" animation for a strobe, just like some others
use it for beacons. I couldn't get acceptable behavior for the bo105's
strobes with that, so I wrote a Nasal based signal generator that is
now available for everyone in aircraft.nas. You can put this into your
aircraft's nasal file or right into the *-set.xml file, like so:




strobe_switch = 
props.globals.getNode("controls/lighting/strobe", 1);
aircraft.light.new("sim/model/foo/strobe-top", 0.05, 1.00, 
strobe_switch);
aircraft.light.new("sim/model/foo/strobe-bottom", 0.05, 1.03, 
strobe_switch);




whereby you best replace "foo" with your aircraft's name. This is the Nasal
module name and must not contain other characters than alphanumeric and 
underscore.
No minus!

This generates two "blinking" properties that listen to the strobe switch.
You can directly use the switch property path-string as 4th argument. You
can also assign the whole light class to a variable and access some internal
values. But don't if there's no need to!

Now you just use this property in a "select" animation to turn some
light object on and off. See $FG_ROOT/Nasal/aircraft.nas for documentation
and $FG_ROOT/Aircraft/bo105/Models/bo105.nas for real-life examples.

m.

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[Flightgear-devel] Strobe Lights

2005-04-26 Thread Innis Cunningham
Hi Guys
I am looking to add strobe lights to the A380 model
and would like to know if there is an animation for
strobe lights like there is for the beacon on the Cessna.
If someone could give me a XML example or point me to
a model that may already have them.
Thanks in advance.
Cheers
Innis

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