Re: [Flightgear-devel] Fun with the FAA DOF.

2005-02-01 Thread Dale E. Edmons
Chris Metzler wrote:
Chris,
Is there code we can grab to test and look at other areas?  Even what 
you have is okay for a lot of stuff.

I like the screenshots.  Thanks.
Dale
With building positions and heights from the FAA Digital Obstruction
File, and a few new buriable (thus, height-adjustable) models, here's
an approach into La Guardia Rwy 04, starting over Staten Island.
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_001.jpg
 

--clip--
Re: frame rates.  You can see the frame rates I was getting in
the lower-right-hand corner.  This is with a Gf4 Ti4600, but
at 1600x1200.  I did this approach again without the buildings
in the scene, and got framerates that were 1-4 fps larger.  And
Manhattan is a worst-case scenario.  So I don't think framerates
are going to be much of a problem.
-c
 


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Re: [Flightgear-devel] Re: [Terragear-devel] Reducing airports polygon count

2005-01-29 Thread Dale E. Edmons
Martin Spott wrote:
"Dale E. Edmons" wrote:
 

This might also help others who are having problems with frame rate.  
Airports are currently very dense in terms of polygon count, and 
somewhat flat.  Reducing the polygon and texture count would bound to 
improve FGFS's framerate too.
   

To my experience the airport's runway itself doesn't have much
influence on the frame rate, the most significant hit comes from
runway lightning and additional scenery objects around the airfield.
Compared to that the impact of the runway on the frame rate is
neglectible.
BTW, reducing the polygon count of the runway is a bit tricky. In many
cases you must have the polygons at least match the _borders_ of the
runway because, as in real life, the surroundung terrain is very often
_not_ flat, so you have to distinct the level of the runway from the
terrain. On the other hand the runway, while being smooth in order to
avoid bumps, still should follow the terrain elevation in its
longitudinal orientation,
 

Being inheritantly lazy I'm just trying to coax as much as I can out of 
TerraGear.  Any resulting problems will have to corrected/modeled by hand.

Dale
Martin.
 


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Re: [Flightgear-devel] Re: [Terragear-devel] Reducing airports polygon count

2005-01-29 Thread Dale E. Edmons
Martin Spott wrote:
Erik Hofman wrote:
 

http://fgsd.sourceforge.net/images/LFPX-photo-scenery.png
For more complex airports more polygons are being created to map the 
threshold, runway numbers (two quads at every side), runway markings, etc.
   

I think some confusion arises from the fact, that Dale probably talks
about real _polygons_ in the meaning of the word. When people talk
about polygons in FlightGear scenery they always mean _triangles_.
As I understood Dales words his IG theoretically could handle a single
polygon describing the whole runway - under the assumption that the
terrain is totally flat,
 

Our polygons can be either three or four sided but must be planar.  
Polygons are grouped into objects etc...  Textures just break up the 
surface from being a solid color.  Polygon count is a general, but not 
exact, indication of system load (lights are a single vertex but have 
direction and many other attributes).

Yes, we have flat runways.  The markings are additional polygons on 
top.  The texture makes it look like asphalt/concrete and puts skid 
marks in the landing zone.  We need to get away from flat runway 
though.  The two sims I usually talk about are the oldest (15 years 
old).  The two newer ones don't have the problems and don't get 
discussed much.

Dale
Martin.
 


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Re: [Flightgear-devel] Database formats / interfaces

2005-01-07 Thread Dale E. Edmons
Wach, Brian SIK wrote:
I am considering integrating your free software into some of our simulators
here at Sikorsky Aircraft.
Question #1. Can we use your API to drive your visuals from a SGI thru a UDP
/ Ethernet / shared memory mechanism ?
Question #2 Can we convert or use any of our legacy Open Flight databases to
run with Flight Gear ?
Brian
Brian Wach
Senior Visual Systems Engineer
Sikorsky Aircraft
6900 Main Street
Stratford CT, 06615
Office 203-386-4344
Fax 203-386-3419
 

Brian,
I've been working on code that allows me to convert/generate models for 
the SPX-200/500 using TerraGear and FGSD for use in two of our sims.  
FGSD (http://fgsd.sourceforge.net) has an export method to output in 
text format using an offset UTM that gives you a useable coordinate 
system.  I use a modified SimGear to write the SPX-200 macro format 
which is a little bit similar to the ascii version.

I've actually flown a couple of models generated this way in our MD83 
full flight sim.  They're not useable for training *yet* but it only 
takes a few minutes or hours compared to a few months.

Dale
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Re: [Flightgear-devel] FlightGear v0.9.8-pre2

2005-01-04 Thread Dale E. Edmons

On Monday 03 January 2005 21:43, Curtis L. Olson wrote:
 

The second v0.9.8 prerelease of FlightGear (v0.9.8-pre2) is now
available for download and testing (source only.)
   http://www.flightgear.org
I ask as many people as possible to download the tarballs, build and
test.  The more problems we can catch now, the less problems our end
users will catch.
   

Haven't been able to run the current CVS.  I get no splash screen or 
anything then
   [1]+ Killed   fgfs

I've rebuilt plib, openal, simgear, and fgfs.
I'll try the v0.9.8-pre2 tarball next...
Dale
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Re: [Flightgear-devel] New scenery build

2004-12-09 Thread Dale E. Edmons
Jason,
I sent the scripts to you directly.  I didn't know if mail list would 
take them.
Let me know if you get them to work.  Under the current CVS most of the
airport don't show up after a bld-scenery (last time I checked).  I 
haven't had
time to look into it but I think Curt is still working on the CVS.

Dale
Jason Cox wrote:
Dale,
that sound good if you could send them it would help 
thanks 
jason cox

On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote:
 

Jason,
Jason Cox wrote:
   

Curt,
In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or do you do each step
individualy ?   
 

I've got some scripts I use.  I mostly just use the stuff Curt 
outlined.  If you'd
like to have them let me know and I can send them.  I'll have to edit 
them first
as they have many commented lines right now.  They work with the previous
scenery code but currently don't build the new stuff.

In the end, after I have things properly set up I just do: bld-scenery
and wait for the results (errors or useable data). 

Dale
   


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Re: [Flightgear-devel] New scenery build

2004-12-08 Thread Dale E. Edmons
Jason,
Jason Cox wrote:
Curt,
	In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or do you do each step
individualy ?	
 

I've got some scripts I use.  I mostly just use the stuff Curt 
outlined.  If you'd
like to have them let me know and I can send them.  I'll have to edit 
them first
as they have many commented lines right now.  They work with the previous
scenery code but currently don't build the new stuff.

In the end, after I have things properly set up I just do: bld-scenery
and wait for the results (errors or useable data). 

Dale
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Re: [Flightgear-devel] fgfs-construct problem

2004-11-29 Thread Dale E. Edmons
Martin Spott wrote:
Jason Cox wrote:
 

Yes it is a OOM Problem, I thought 760M would be fine but apparently it
is not. Thats why I would like to find out how much others have to build
scenery.
   

Is your swap partion/file active?
I have a server with enough memory, but I yet didn't manage to build
the requirements for the TerraGear utilities.
No I have a question: Depending on where you look at the requirements
for TerraGear differ. According David's tutorial I need PLIB, Simgear,
GPC. Some README's speak about GTS and LIBNURBS++
Now I am a bit confused: Could someone tell me what's acutally required
for building the recent scenery tools ?
 

PLIB, Simgear, & GPC have always been required.  LibNURBS is required, 
but I think its a fairly recent addition.  GTS, afaik, isn't used 
anymore but the configure scripts still depend on it.  In short, all of 
the above are required with GTS depreciated.

Martin.
 

Dale
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Re: [Flightgear-devel] fgfs-construct problem

2004-11-27 Thread Dale E. Edmons
Jason Cox wrote:
Yes it is a OOM Problem, I thought 760M would be fine but apparently it
is not. Thats why I would like to find out how much others have to build
scenery.
 

I have 250M ram, 243 swap.  I'm not running the latest CVS though.  I 
had some problems with it and I'm trying to work on another project.  
I'll likely try the CVS again next week.

Dale
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Re: [Flightgear-devel] SimGear Compile error - related to openal

2004-11-23 Thread Dale E. Edmons
Vivian Meazza wrote:
Dale E. Edmons wrote
 

[EMAIL PROTECTED] wrote:
   

Hi, all,
I encountered a compile error when make the simgear-0.3.7 for
FlightGear-0.9.6.  I am working with Cygwin in windows 2000 and I have
plib and Zlib done.
 

... snip ...
 

Got to /etc/ld.so.conf and see if it has /usr/local/lib or whereever you
installed openal.  Edit the file if the directory entry is not present.
Then try doing ldconfig and see if it works.
I updated my SimGear, PLIB, and OpenAl from CVS and recompiled them all
and I had no problems.  (I'm running Debian Linux "testing" branch.)
   

This may well work for Linux (although I think it should work right out of
the box) but AFAIK will not work for Cygwin. OpenAL has not yet been
formally implemented with Cygwin, hence the need to download and install the
special version I mentioned earlier.
 

My browser was scrolled down and I didn't see your reply before I hit 
send.  Guess I need new glasses.  Oops, I'm wearing my new glasses.  Oh boy.

Dale
Regards,
Vivian
 


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Re: [Flightgear-devel] SimGear Compile error - related to openal

2004-11-22 Thread Dale E. Edmons
[EMAIL PROTECTED] wrote:
Hi, all,
I encountered a compile error when make the simgear-0.3.7 for
FlightGear-0.9.6.  I am working with Cygwin in windows 2000 and I have
plib and Zlib done.
What I did:
- download OpenAL from CVS.
- put the openal in /usr/local/source
- cd openal/linux
 $ ./autogen.sh
 $ ./configure
 $ make
 $ make install
- cd /usr/local/source/SimGear-0.3.7/simgear
 $ make
I got: 

g++  -g -O2 -D_REENTRANT   -o openal_test1.exe  openal_test1.o
../../simgear/deb
ug/libsgdebug.a -lwinmm -ldsound -ldxguid -lole32
openal_test1.o(.text+0xc7d): In function `main':
/usr/local/source/SimGear-0.3.7/simgear/sound/openal_test1.cxx:43:
undefined ref
erence to `_alutInit'
 

Got to /etc/ld.so.conf and see if it has /usr/local/lib or whereever you 
installed openal.  Edit the file if the directory entry is not present.  
Then try doing ldconfig and see if it works.

I updated my SimGear, PLIB, and OpenAl from CVS and recompiled them all 
and I had no problems.  (I'm running Debian Linux "testing" branch.)

Can anyone help me? What should I do?
Thanks.
Regards,
Heckel
_
Good Luck.
Dale
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Re: [Flightgear-devel] OT: Another FGFS PPL :-D

2004-11-14 Thread Dale E. Edmons
Matthew Law wrote:
After 18 months and 49 hours flying I finally passed my PPL skills test 
today.

I can quite confidently say that I would never have tried flying at all 
if it wasn't for the adventures of David M and a few other people on 
these lists.

I'd also like to say a big thank you to everyone who has contributed to 
FGFS.  It has without a doubt saved me lots of lessons and allowed me to 
run through some things I found difficult until I nailed them.  IMHO 
FGFS is the best 'fly it like it is' simulator around.

All the best,
Matthew.
 

I thought 18mo.49h would be enough for a commercial ticket!  Oh!  I 
see.  49h flight time took you 18mo.  :)
Congratulations & fly safe!

Dale
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Re: [Flightgear-devel] Multiheaded video cards?

2004-11-05 Thread Dale E. Edmons
Chris Metzler wrote:
On Wed, 03 Nov 2004 23:07:01 -0800
"Dale E. Edmons" <[EMAIL PROTECTED]> wrote:
 

Chris Metzler wrote:
   

What I can tell you, though, is that DRI and OpenGL support for Matrox
cards under Linux sucks rocks.  First of all, Matrox' drivers are open,
and their proprietary HAL module doesn't really buy you anything, so
 

No real arguments here, but there is useable code for the card in the 
native X11.
   

Sure; it's just broken.  The DRI project people agree that it's broken;
they just don't have anybody that can fix it right now (or, rather,
didn't as of late summer.  things may have changed).
 

for just a taste.  There's a lot more there too.  Personally, I had
constant hard lockups requiring a full system reset, with lots of
DMA idle timeout messages to my X log, whenever I tried flightgear
for very long with the Matrox card.  From other messages in the Matrox
 

Sounds like the ASUS (junk!)  motherboard I had.  My 1GHz athalon on its
ASUS
board sits collecting dust (it doesn't even do that very well).  The 
G450 I have is very
robust as is the code.  I run Debian Linux without a single lockup in 
over a year now.
   

Hmmm, well, yes, this is with an Athlon (XP 2000+) on an Asus a7v333.
 

My old one was an Athlon based 1GHz machine.  I've been told its not a 
reliable combination (ASUS/Athlon).  AMD wouldn't speak to me about it 
except to say, "ASUS is not one of the recommended motherboards."  If 
you have the card, try it in another machine.

However, the exact problem I encountered with the Matrox drivers has
been reported by several other people on e.g. the X.org and DRI project
bugzillas, and they weren't running Asus motherboards.  And when I
dumped the G550 for a GF4 Ti4600, I never had another problem.
 

Mine's a G450.  Similar, but not identical.  My card is good and 
motherboard bad.
Similar, but different problems.  So people should stay away from 
Matrox's except the
G450 if they can even pick one up anymore,  and of course, some ASUS 
motherboards. :)

Dale
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Re: [Flightgear-devel] Multiheaded video cards?

2004-11-03 Thread Dale E. Edmons
Chris Metzler wrote:
On Tue, 02 Nov 2004 12:37:40 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
 

I periodically get asked about multiheaded video cards for FlightGear.  
My standard answer is that I don't know for sure, but I suspect they 
wouldn't work well for FlightGear.  However, the questions keep coming 
and I feel like I'm not able to give a really good answer.

So can anyone help me out?  For instance, has anyone tried one of these 
sorts of cards?

   http://www.matrox.com/mga/products/parhelia/series.cfm
What kind of opengl support is available under linux?
   

I haven't used these cards.  However, the card I used before the one
I have now was the immediate predecessor to the Parahelia, the Matrox
Millenium G550.  It was equipped for multihead, but I never used it.
What I can tell you, though, is that DRI and OpenGL support for Matrox
cards under Linux sucks rocks.  First of all, Matrox' drivers are open,
and their proprietary HAL module doesn't really buy you anything, so
 

No real arguments here, but there is useable code for the card in the 
native X11.

for just a taste.  There's a lot more there too.  Personally, I had
constant hard lockups requiring a full system reset, with lots of
DMA idle timeout messages to my X log, whenever I tried flightgear
for very long with the Matrox card.  From other messages in the Matrox
 

Sounds like the ASUS (junk!)  motherboard I had.  My 1GHz athalon on its 
ASUS
board sits collecting dust (it doesn't even do that very well).  The 
G450 I have is very
robust as is the code.  I run Debian Linux without a single lockup in 
over a year now.

The ASUS with a simple ATI GL card still locks up.  What a waste of silicon!
Dale
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Re: [Flightgear-devel] Multiheaded video cards?

2004-11-03 Thread Dale E. Edmons
Curtis L. Olson wrote:
I periodically get asked about multiheaded video cards for 
FlightGear.  My standard answer is that I don't know for sure, but I 
suspect they wouldn't work well for FlightGear.  However, the 
questions keep coming and I feel like I'm not able to give a really 
good answer.

So can anyone help me out?  For instance, has anyone tried one of 
these sorts of cards?

   http://www.matrox.com/mga/products/parhelia/series.cfm
I was looking into these by my slush fund died a sudden death.  :(
What kind of opengl support is available under linux?

I run a Matrox G450 in the dual-head configuration.  The primary channel 
has the acceleration.  If you run glxgears on both displays, the 
secondary display outperforms the primary.  If you run fgfs on both, the 
secondary display almost stops and the primary display alternates 
between smooth flight and very slooow.
The dual headed G450 would be great for a primary display and an 
instructors display or for groking code while flying the sim.

The GL stuff works great within limits.  Here is the performance I get 
(primary display only):
   (fgfs-cvs --hud-tris &)
   night   160fps steep circling turn over airport, 300fps level flight 
away from airport
   noon   11fps steep circling turn over airport, 30fps level flight 
away from airport

I don't have a clue if these values are good or bad, but it's what FGFS 
reports.

The Matrox card support is minimal but it works great for me.  I run two 
20' monitors side-by-side and the GL stuff is always on the primary.  
Anything can go on the secondary but GL will kill performance of both 
displays.

Don't, but, don't us Xinerama as it is non-accelerated and generally a pain.
Has anyone played around with any of these options who can report 
success or failure or something in between?  What kind of performance 
are you getting?

Thanks,
Curt.
Dale
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Re: [Flightgear-devel] TaxiDraw-0.2.2 released

2004-10-27 Thread Dale E. Edmons
Curtis Olson wrote:
Dale E. Edmons wrote:
Yes, I'm trying to use Terragear to bring some life back into an old 
SPX-200 system.
(ie flat runways)  Other than polygon count this is the biggest 
problem I have.  Oh, well.

You should be able to hack terragear to limit the max runway grade  to 
0% and/or limit the overall elevation change allowed to 0 meters.

I should have said, "I'm using TerraGear Scenery."  I've actually hacked 
FlightGear Scenery Designer to do most of the work (with lots of help 
from Fred).  The runways are a mixed blessing.  In the future we may be 
required to match the actual slope of runways so I'm leaving this alone 
until the last minute when I can display scenes on the simulator (right 
now only the modeling station will display my autogenerated models).

Thanks for the info though, as this may be something that I may be 
forced to do.  (I'm just starting to look into the TerraGear code to see 
if I can generate whole chunks at a time.  I haven't figured out a good 
way to adapt the offset UTM conversion I do to convert to flat map type 
xy coordinates like I do under FGSD.)

Thanks.
Dale
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Re: [Flightgear-devel] TaxiDraw-0.2.2 released

2004-10-19 Thread Dale E. Edmons
Paul Surgeon wrote:
I'm not complaining about the sloping runways - I absolutely love it!
 

Me too.
In fact that was the number one feature that stood out to me when I first 
tried FlightGear. Whoever did the coding (Curt?) did a great job.
It's just a pain from a programming point of view to work with "real values".
 

Yes, I'm trying to use Terragear to bring some life back into an old 
SPX-200 system.
(ie flat runways)  Other than polygon count this is the biggest problem 
I have.  Oh, well.

Paul
On Tuesday, 19 October 2004 23:34, Dale E. Edmons wrote:
 

The big guys are moving to *non-flat* runways.  Flat runways cause many
problems
with landing altitude, G/S, touchdown point, and most of all,
*realizism*.  In a word,
"don't do flat runway modeling"!  This may become a point with FAA
certification in
the near future as well.  Flat=bad,   correctly modeled = good.
Dale
   


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Re: [Flightgear-devel] TaxiDraw-0.2.2 released

2004-10-19 Thread Dale E. Edmons
Paul Surgeon wrote:
While we're on the taxiway topic ...
I've been toying around with some taxiway ideas over the last couple of days 
after having played with David's TaxiDraw app.
TaxiDraw is an excellent piece of work but I really don't like the way 
TerraGear/FlightGear create and handle taxiways.
Yes, they are simple and were probably done in a hurry just to get something 
working quickly but they don't come close to being "correct".

The biggest things I would like to see implemented with regards to taxiways 
are :
1. Proper use of directional textures
2. Proper taxiway markings and lighting (from runway to parking ramp)
I realize that these are no small changes!

It will require :
1. A new drawing tool (Similar to the way it was done in Fly! but more user 
friendly)
2. A change in the way TerraGear builds taxiways
3. A new airport/taxiway database to store the tons of taxiway and apron data 
into

The new drawing tool will be responsible for building the taxiways at the 
polygon level (including texturing) because unique cases will require manual 
tweaking and drawing.
TerraGear will be responsible for merging the DEM data with the raw polygon 
and texture data.

Later on we can get the AI to taxi around the airport correctly according to 
ATC instructions.  ;-)

Of course someone has to do all this hard work so I've started playing with 
some code to do the taxiway drawing and rendering. I just hope I can keep 
focused - so many distractions and so little time.  :)

One thing that is a real pain to deal with is the issue that airports are not 
flat in FlightGear. Of course non-flat airports and runways look so cool but 
when you get down to the polygon level you quickly realize why "the big guys" 
stick with flat airports. It makes texturing and layering polygons 10 times 
more complex.
 

The big guys are moving to *non-flat* runways.  Flat runways cause many 
problems
with landing altitude, G/S, touchdown point, and most of all, 
*realizism*.  In a word,
"don't do flat runway modeling"!  This may become a point with FAA 
certification in
the near future as well.  Flat=bad,   correctly modeled = good.

Curt ... why oh why?!  :P
If you guys have any suggestions please add them.
I've taken note of Chris Metzler's suggestion of labeling taxiways so that we 
can automatically place taxiway signs later on. That's a great idea!

Paul
 

Dale
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Re: [Flightgear-devel] OpenFlight (*.flt) files as terrain?

2004-09-20 Thread Dale E. Edmons
Derek Bridges wrote:
I'm posting this here since it seems to be a fairly
high-level question.
Does anyone know how if (and how) FlightGear (in
general, but I'm running 0.9.4) can use OpenFlight
(*.flt) files as terrain?  I'm asking for someone else
who has *.flt files produced using MultiGen Terrain
Studio.  I can see that PLIB can read *.flt files, but
I don't know if that's only for models (like
buildings) or if can also be used for terrain.
Thanks,
Derek Bridges
 

Derek,
One of our newer systems at work uses MultiGen and .flt files.   I'll 
have to see if it is "Creator" or what the particular name is.  Anyway, 
if you find out more about this I'd be interested in exchanging 
information.  After I get code working for the SPX-200, I intend on 
doing the same for our multigen system.

Enjoy.
Dale
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Re: [Flightgear-devel] OpenFlight (*.flt) files as terrain?

2004-09-14 Thread Dale E. Edmons
Curtis L. Olson wrote:
Derek Bridges wrote:
Does anyone know how if (and how) FlightGear (in
general, but I'm running 0.9.4) can use OpenFlight
(*.flt) files as terrain?  I'm asking for someone else
who has *.flt files produced using MultiGen Terrain
Studio.  I can see that PLIB can read *.flt files, but
I don't know if that's only for models (like
buildings) or if can also be used for terrain.

I'm doing something similar except in reverse--outputting FlightGear 
scenery for use on the SPX-200 (Evans & Sutherland).


Here's one thing you could try just for fun ... if you models are in a 
X/Y=horizontal, Z=up coordinate system, try this:

1. Figure out the lon/lat/elev that corresponds to the 0,0,0 point of 
your terrain model.

2. Find the right .stg file for this lon/lat.
3. Add an entry to the .stg file that references your terrain model.
4. You probably want to remove any entries that references the FG 
terrain and airports.

I'm using FlightGear Scenery Designer (fgsd.sourceforge.net) with a 
modified SimGear write_bin().  This may be helpful just to see if the 
read_bin() works after you've modified the .stg, then use fgfs to see 
how it  really works after you've sorted out the details.

 covers a large area.  And you may have problems if your terrain is 
divided up into chunks and you want them to match seamlessly at the 
edges.

Regards,
Curt.
I've actually got our modeling station to read and compile the generated 
scenery (thanks to Fred).  Now all I have left to do is reduce the 
polygon count (which I've nearly completed) and then transform the 
results into a flat model as Curt described.  Then I can test it on the 
simulator...

Dale
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Re: [Flightgear-devel] Compile Failure on current CVS

2004-09-01 Thread Dale E. Edmons
Erik Hofman wrote:
Try updating FlightGear CVS again, I just fixed this.
Erik
Yes, you did.  Thanks.
Dale
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[Flightgear-devel] Compile Failure on current CVS

2004-09-01 Thread Dale E. Edmons
Hi all,
I just did a "cvs update -d -P" and tried to recompile but got the
following error(s):
-
if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src
-I/usr/local/include -I/usr/X11R6/include -I/usr/local//include  -g -O2
-D_REENTRANT -MT submodel.o -MD -MP -MF ".deps/submodel.Tpo" \
 -c -o submodel.o `test -f 'submodel.cxx' || echo './'`submodel.cxx; \
then mv -f ".deps/submodel.Tpo" ".deps/submodel.Po"; \
else rm -f ".deps/submodel.Tpo"; exit 1; \
fi
submodel.cxx: In member function `bool
  SubmodelSystem::release(SubmodelSystem::submodel*, double)':
submodel.cxx:92: no matching function for call to
`FGAIManager::createBallistic
  (std::string&, double&, double&, double&, double&, double&, double&,
  double&, double&)'
../../src/AIModel/AIManager.hxx:104: candidates are: int
  FGAIManager::createBallistic(std::basic_string,
  std::allocator >, double, double, double, double, double, double,
  double, double, double)
make[2]: *** [submodel.o] Error 1
make[2]: Leaving directory
`/bld/terra/fgfs/cvs/FlightGear-0.9.x/source/src/Systems'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/bld/terra/fgfs/cvs/FlightGear-0.9.x/source/src'
make: *** [all-recursive] Error 1
---------
I did update plib, SimGear, and TerraGear first.
Thanks.
Dale E. Edmons
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