Re: [Flightgear-devel] 3D instrument kit.

2005-01-04 Thread Jim Wilson
Dave Martin said:

 Hopefully, by the time I've finished, everyone will own 6800 class video 
 cards 
 to cope with all the polys (any maybe I'll own one too so I can finish the 
 models) ;-)

Those look fantastic!  Judging from the pictures, I don't think there will be
much trouble.  Sometimes you can cheat a bit and make something that is
physically incorrect but looks good in 3D.  Otherwise even with several
hundred vertices there won't be a problem with most cheap video cards.  The
textures and transparencies are more likely to hit the frame rates on the 32mb
cards.   Of course this wouldn't exactly be the case if you were modeling an
original SST cockpit with several dozens of instruments showing at once.  But
you are not so I wouldn't worry alot about it, so long as you are being
efficient.  It would be very nice to get some good 3D instrumentation into the
default c172.

Best,

Jim


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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Erik Hofman
Dave Martin wrote:
You probably know by now that I have a serious case of 'show and tell' 
syndrome. 
:-)
Hopefully, by the time I've finished, everyone will own 6800 class video cards 
to cope with all the polys (any maybe I'll own one too so I can finish the 
models) ;-)
Looks very nice, but the instrument covers seem indeed a bit polygon 
heavy. To be honest I can't really think of a way to cheat a bit to 
decrease the polygon count.

Erik
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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 09:03, Erik Hofman wrote:

 Looks very nice, but the instrument covers seem indeed a bit polygon
 heavy. To be honest I can't really think of a way to cheat a bit to
 decrease the polygon count.

 Erik

While I didn't set out to produce low-poly instruments (I wanted to prioritise 
them looking 'round') , I've used most tricks in the book to keep the vertex 
count down. 

Just by way of example, comparing the Hawker Hunter's AI with my AI:

The Hunter bezels are made in 16 segments.

My bezels are made in 24 segments.

My AI also has an extra 24 segment disk for it's 'Glass'

Hunter AI: 346 vertices.
Mine: 188 

I was pleasantly suprised at that. :-)

I finished a TC with animated slip-ball last night. I'd been dreading that 
instrument because of the slip-ball animation; as it turns out, it only took 
5 mins with a bit of concentration.

I literally chucked all the instruments into the PA28 (just so they were in 
view and animated) and I was not getting any noticable frame-rate hit (yet) 
over the default panel.

Time will tell - at the very worst case, these instruments are actually a lot 
of fun to make so nothing is lost if they can't be used or if they have to go 
in the cupboard for a couple of years while hardware catches up ;-)

Cheers.

Dave Martin




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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Martin Spott
Dave Martin wrote:

 Time will tell - at the very worst case, these instruments are actually a lot 
 of fun to make so nothing is lost if they can't be used or if they have to go 
 in the cupboard for a couple of years while hardware catches up ;-)

These instruments look really marvellous. I wish you'd release the
stuff so everyone can compare it to the default instrumentation on
their individual platform.
I believe there are platforms out in the wild, even not that up to
date, that won't be hit that much by ploygon count   I myself would
love to try it out in order to see how much the polygon count has
influence on the frame rate.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Curtis L. Olson
Erik Hofman wrote:
Looks very nice, but the instrument covers seem indeed a bit polygon 
heavy. To be honest I can't really think of a way to cheat a bit to 
decrease the polygon count.

They look to pristine though ... you need to add some textures with wear 
and tear ... maybe put some scratches in the instrument faces, etc.etc. :-)

Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread David Luff
Martin Spott writes:

 I believe there are platforms out in the wild, even not that up to
 date, that won't be hit that much by ploygon count   I myself would
 love to try it out in order to see how much the polygon count has
 influence on the frame rate.
 

I think you might be very right there.  I used to think that my Radeon 7200 was 
getting hit by polygon count with complex airports and the recent 3d airport 
furniture, but it turns out that it's lights that kill it - get a vasi or papi 
in view and the framerate plummets from the twenties into single figures, 
whereas even complex airports with no glideslope lighting have neglible effect. 
 I suspect it's the beacon lights rather than poly count that kill it as well.  
My Geforce3 ti200 by contrast is completely unaffected by the lights.

Cheers - Dave

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 14:13, Martin Spott wrote:

 These instruments look really marvellous.

Thanks :-)

 I wish you'd release the 
 stuff so everyone can compare it to the default instrumentation on
 their individual platform.

I'll make them available one way or another once they're all working. I've 
made a radio set and *almost* got that to work today so it's coming along.

I'll perhaps package them so you can use a props value or simillar to switch 
to them and try them out.

 I believe there are platforms out in the wild, even not that up to
 date, that won't be hit that much by ploygon count   I myself would
 love to try it out in order to see how much the polygon count has
 influence on the frame rate.

We shall see ;-)

On Friday 31 Dec 2004 14:15, Curtis L. Olson wrote:
 Erik Hofman wrote:
  Looks very nice, but the instrument covers seem indeed a bit polygon
  heavy. To be honest I can't really think of a way to cheat a bit to
  decrease the polygon count.

 They look to pristine though ... you need to add some textures with wear
 and tear ... maybe put some scratches in the instrument faces, etc.etc. :-)

 Curt.

Hey, I've only just made them, so technically, they're brand-new out of the 
box ;-P

I'll go back and have a look at putting textures over the bezels to make 
scratches and such once I've got everything working; the radios are a 
nightmare and my texture/digit system is a little flaky at best.

Any idea why a frequency of 120.5 apparently gets rounded down to 120.49 when 
displayed?

Cheers all

Dave Martin

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Martin Spott
Dave Martin wrote:
 On Friday 31 Dec 2004 14:13, Martin Spott wrote:

 I believe there are platforms out in the wild, even not that up to
 date, that won't be hit that much by ploygon count   I myself would
 love to try it out in order to see how much the polygon count has
 influence on the frame rate.
 
 We shall see ;-)

The old SGI MGRAS boards (first seen in the mid nineties, I think) are
told to draw almost two million shaded triangles per second just in
hardware, I presume they'll cope with a few more polygons. Heavy use of
high resolution textures is a different story 

Martin.
-- 
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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Dave Martin
On Friday 31 Dec 2004 15:27, Martin Spott wrote:
 Dave Martin wrote:
  On Friday 31 Dec 2004 14:13, Martin Spott wrote:
  I believe there are platforms out in the wild, even not that up to
  date, that won't be hit that much by ploygon count   I myself would
  love to try it out in order to see how much the polygon count has
  influence on the frame rate.
 
  We shall see ;-)

 The old SGI MGRAS boards (first seen in the mid nineties, I think) are
 told to draw almost two million shaded triangles per second just in
 hardware, I presume they'll cope with a few more polygons. Heavy use of
 high resolution textures is a different story 

 Martin.

I heard somewhere that plib can automatically convert textures which are too 
large for a given video card. Is this the case?

Dave Martin

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Re: [Flightgear-devel] 3D instrument kit.

2004-12-31 Thread Curtis L. Olson
Dave Martin wrote:
On Friday 31 Dec 2004 15:27, Martin Spott wrote:
 

Dave Martin wrote:
   

On Friday 31 Dec 2004 14:13, Martin Spott wrote:
 

I believe there are platforms out in the wild, even not that up to
date, that won't be hit that much by ploygon count   I myself would
love to try it out in order to see how much the polygon count has
influence on the frame rate.
   

We shall see ;-)
 

The old SGI MGRAS boards (first seen in the mid nineties, I think) are
told to draw almost two million shaded triangles per second just in
hardware, I presume they'll cope with a few more polygons. Heavy use of
high resolution textures is a different story 
Martin.
   

I heard somewhere that plib can automatically convert textures which are too 
large for a given video card. Is this the case?
 

Yes, I believe that is true, although it was always the old voodoo cards 
that had the 256x256 max texture resolution limits.  Most cards these 
days can handle much larger textures.  But do the math xres * yres * 3 
(for rgb) or 4 (for rgba) and you quickly realize you can't use too many 
of these big textures.

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] 3D instrument kit.

2004-12-31 Thread Martin Spott
Curtis L. Olson wrote:

 Yes, I believe that is true, although it was always the old voodoo cards 
 that had the 256x256 max texture resolution limits.  Most cards these 
 days can handle much larger textures.  But do the math xres * yres * 3 
 (for rgb) or 4 (for rgba) and you quickly realize you can't use too many 
 of these big textures.

This is the point: The Octane can store large textures of almost any
size in RAM and it has a 1,6 GByte/s crossbar (although I believe RAM
is supposed not to be _that_ speedy) but it has only a 5 MByte texture
cache on the graphics board for small, repeating textures,

Martin.
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[Flightgear-devel] 3D instrument kit.

2004-12-30 Thread Dave Martin
You probably know by now that I have a serious case of 'show and tell' 
syndrome. 

So I just wanted to show you what I've been up to today ;-)

So far I've made 6 instruments which could possibly be used for lightplanes.

The instruments include depth-oriented components and face-glasses which show 
specular highlights depending on sun-angle.

Screenshots:
http://www.cyfinity.com/fgfs/3dins2.jpg
http://www.cyfinity.com/fgfs/3dins3.jpg
http://www.cyfinity.com/fgfs/3dins4.jpg

The above is just a 'mock-up' of static models so I could place them all in FG 
at the same time. (AI and DI are missing glasses).

The ASI, VSI, Tacho and AI are fully animated now.

The DI is partly animated and the Altimeter needs its baro animated.

Hopefully, by the time I've finished, everyone will own 6800 class video cards 
to cope with all the polys (any maybe I'll own one too so I can finish the 
models) ;-)

Dave Martin

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