Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-07 Thread Jim Wilson
Josh Babcock [EMAIL PROTECTED] said:

 Well, I already changed the slop constatnt in my plib librarys to a much 
 smaller number, but for this application, I need something that will 
 work right with a clean flightgear install.
 
 Josh

We might be able to get something into the next release plib to allow setting
the slop constant.  Steve mentioned it a couple months back when the current
setting in plib cvs was reduced to 1.0mm (it was 1.0cm!).  It just needs to
someone to write a function for it.  Then we could add a property driven
setting to simgear and end up with something that could work on a clean
flightgear install.

For Andy's patch to be added I think it will require some slight
reorganization of the ac3d loader/optimizer code.  Basically the optimization
routines (including Andy's version) need to be exposed to an external API so
that SimGear and other plib users can select which to use.

Maybe the current AC3D loader wrapper that calls the current optimizer should
be left alone.  Note, I'm suggesting adding Andy's work to plib as an
alternative optimizer function, not a replacement for the current code.  It is
possible that there are some apps out there that use a lowres sphere or some
similar thing that would render poorly with Andy's optimizer.

Simgear (and other apps) could have there own routine that calls plibs' raw
AC3D loader and plibs' new optimizer (aka Andy's version) individually.  That
reminds me,  another requirement for adding Andy's patch to plib would
probably be a function to set the crease angle which is currently hardcoded. 
Or maybe it could be a parameter in the external interface for the optimizer?

Best,

Jim


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-07 Thread Andy Ross
Jim Wilson wrote:
 Note, I'm suggesting adding Andy's work to plib as an alternative
 optimizer function, not a replacement for the current code.

No need for this.  They produce identical results if you set the sharp
angle to 180 degrees.  All someone needs to do is export the value via
the loader API.

I give up on the plib folks.  All reports are that the current version
of this patch produces better looking models in all cases.  Are there
any real-world cases where we want something different?

Andy


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-07 Thread Paul Surgeon
On Wednesday, 7 January 2004 20:07, Andy Ross wrote:
 I give up on the plib folks.  All reports are that the current version
 of this patch produces better looking models in all cases.  Are there
 any real-world cases where we want something different?

 Andy

Why are you giving up on the plib folks? Are they resisting the integration 
of your code into plib?
Dragging their feet?
Rejecting patches?
(I would check to see what has been happening if the mailing list archives 
actually worked on SF)

If so is there anything we can do collectively to make things happen quicker 
short of sending them personal threats?  ;-)

Paul


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-07 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  Note, I'm suggesting adding Andy's work to plib as an alternative
  optimizer function, not a replacement for the current code.
 
 No need for this.  They produce identical results if you set the sharp
 angle to 180 degrees.

Theoretically yes, but are you sure of that?

  All someone needs to do is export the value via
 the loader API.
 
 I give up on the plib folks.  All reports are that the current version
 of this patch produces better looking models in all cases.  Are there
 any real-world cases where we want something different?

Got me.  I'm not involved directly with that project.  I guess I'm taking the
conservative approach.  We certainly aren't the only users.

If the patch was finished, with the support for the old method (or an exact
match as you mentioned above) then I can't imagine that the plib folks would
not accept the patch.  Steve seemed to support the idea of alternate
optimizers and like you said all reports are good.  When it is ready I'm sure
all the Flight Gear folks including yours truly will lobby for it and it will
get in.

Best,

Jim


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-07 Thread Curtis L. Olson
Jim Wilson writes:
 Andy Ross [EMAIL PROTECTED] said:
 
  Jim Wilson wrote:
   Note, I'm suggesting adding Andy's work to plib as an alternative
   optimizer function, not a replacement for the current code.
  
  No need for this.  They produce identical results if you set the sharp
  angle to 180 degrees.
 
 Theoretically yes, but are you sure of that?
 
   All someone needs to do is export the value via
  the loader API.
  
  I give up on the plib folks.  All reports are that the current version
  of this patch produces better looking models in all cases.  Are there
  any real-world cases where we want something different?
 
 Got me.  I'm not involved directly with that project.  I guess I'm taking the
 conservative approach.  We certainly aren't the only users.
 
 If the patch was finished, with the support for the old method (or an exact
 match as you mentioned above) then I can't imagine that the plib folks would
 not accept the patch.  Steve seemed to support the idea of alternate
 optimizers and like you said all reports are good.  When it is ready I'm sure
 all the Flight Gear folks including yours truly will lobby for it and it will
 get in.

I'd love to see this get into plib too.  Maybe it's time to ask about
it on the plib list and try and pin them down on exactly what their
objections are if any, and if there aren't any maybe a reminder or two
would be all it takes to get someone to apply the changes.

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-06 Thread Josh Babcock
Hmm, I compiled and installed plib, then did a make clean, make and make 
install on simgear, then a make clean on FlightGear, and the make for 
Flightgerar still gives the same kind of error:

snip
g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src 
-I/usr/X11R6/include -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 
-D_REENTRANT -c -o viewmgr.o `test -f viewmgr.cxx || echo './'`viewmgr.cxx
rm -f libMain.a
ar cru libMain.a main.o fg_commands.o fg_init.o fg_io.o fg_props.o 
globals.o logger.o options.o splash.o util.o viewer.o viewmgr.o
ranlib libMain.a
source='bootstrap.cxx' object='bootstrap.o' libtool=no \
depfile='.deps/bootstrap.Po' tmpdepfile='.deps/bootstrap.TPo' \
depmode=gcc3 /bin/sh ../../depcomp \
g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src 
-I/usr/X11R6/include -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 
-D_REENTRANT -c -o bootstrap.o `test -f bootstrap.cxx || echo 
'./'`bootstrap.cxx
g++ -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 -D_REENTRANT 
-L/usr/X11R6/lib -o fgfs bootstrap.o ../../src/Main/libMain.a 
../../src/Aircraft/libAircraft.a ../../src/ATC/libATC.a 
../../src/Autopilot/libAutopilot.a ../../src/Cockpit/libCockpit.a 
../../src/Cockpit/built_in/libBuilt_in.a 
../../src/Controls/libControls.a ../../src/FDM/libFlight.a 
../../src/FDM/Balloon/libBalloon.a 
../../src/FDM/ExternalNet/libExternalNet.a 
../../src/FDM/ExternalPipe/libExternalPipe.a 
../../src/FDM/JSBSim/libJSBSim.a ../../src/FDM/YASim/libYASim.a 
../../src/FDM/JSBSim/filtersjb/libfiltersjb.a 
../../src/FDM/LaRCsim/libLaRCsim.a 
../../src/FDM/UIUCModel/libUIUCModel.a ../../src/GUI/libGUI.a 
../../src/Input/libInput.a 
../../src/Instrumentation/libInstrumentation.a 
../../src/Model/libModel.a ../../src/Network/libNetwork.a 
../../src/Navaids/libNavaids.a ../../src/Scenery/libScenery.a 
../../src/Sound/libSound.a ../../src/Airports/libAirports.a 
../../src/MultiPlayer/libMultiPlayer.a ../../src/Objects/libObjects.a 
../../src/Replay/libReplay.a ../../src/Systems/libSystems.a 
../../src/Time/libTime.a ../../src/Environment/libEnvironment.a 
-lsgclouds3d -lsgroute -lsgsky -lsgsound -lsgephem -lsgmaterial -lsgtgdb 
-lsgmodel -lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops 
-lsgdebug -lsgmagvar -lsgmisc -lsgxml -lsgsound -lsgserial -lsgstructure 
-lsgthreads -lpthread -lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg 
-lplibsg -lplibul -lz -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi 
-lXext -lX11 -ldl -lm -lplibsl -lplibsm
../../src/Main/libMain.a(main.o)(.text+0x804): In function 
`trRenderFrame()':
../../src/Scenery/scenery.hxx:369: undefined reference to 
`ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x844):../../src/Scenery/scenery.hxx:369: 
undefined reference to `ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x858):../../src/Scenery/scenery.hxx:369: 
undefined reference to `ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x1377): In function 
`fgRenderFrame()':
../../src/Scenery/scenery.hxx:369: undefined reference to 
`ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x13b0):../../src/Scenery/scenery.hxx:369: 
undefined reference to `ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x13ce):../../src/Scenery/scenery.hxx:369: 
more undefined references to `ssgCullAndDraw(ssgRoot*)' follow
collect2: ld returned 1 exit status
make[2]: *** [fgfs] Error 1
make[2]: Leaving directory `/usr/local/src/FlightGear-0.9.3/src/Main'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/usr/local/src/FlightGear-0.9.3/src'
make: *** [all-recursive] Error 1

After re-installing the regular 1.6.0 distribution of plib and cleaning, 
making and installing plib, SimGear and FlightGear, everything is back 
the way it was before. Something is definitely broken with the patch, it 
is the only thing that I changed between the two builds. Is it possible 
that I picked up a bug in FlightGear from CVS recently and the plib 
patch is activating it?

Josh

Andy Ross wrote:

Josh Babcock wrote:
 

OK, the snapshot file solves that problem, but I think that main.o 
is failing to link.  See here:
   

You swapped plib versions, but still have some SimGear and/or
FlightGear files compiled against the old one.  In general, C++
libraries aren't binary compatible across versions.  You need to do a
complete rebuild.
Andy

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-06 Thread Curtis L. Olson
You should also check *very* carefully to make sure you don't have a
stray packaged copy of plib installed on your system somewhere.  If
that was built with a different version of the compiler (very
plausible) then you would see errors similar to what you are
reporting.

Regards,

Curt.

Josh Babcock writes:
 Hmm, I compiled and installed plib, then did a make clean, make and make 
 install on simgear, then a make clean on FlightGear, and the make for 
 Flightgerar still gives the same kind of error:
 
 snip
 g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src 
 -I/usr/X11R6/include -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 
 -D_REENTRANT -c -o viewmgr.o `test -f viewmgr.cxx || echo './'`viewmgr.cxx
 rm -f libMain.a
 ar cru libMain.a main.o fg_commands.o fg_init.o fg_io.o fg_props.o 
 globals.o logger.o options.o splash.o util.o viewer.o viewmgr.o
 ranlib libMain.a
 source='bootstrap.cxx' object='bootstrap.o' libtool=no \
 depfile='.deps/bootstrap.Po' tmpdepfile='.deps/bootstrap.TPo' \
 depmode=gcc3 /bin/sh ../../depcomp \
 g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src 
 -I/usr/X11R6/include -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 
 -D_REENTRANT -c -o bootstrap.o `test -f bootstrap.cxx || echo 
 './'`bootstrap.cxx
 g++ -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 -D_REENTRANT 
 -L/usr/X11R6/lib -o fgfs bootstrap.o ../../src/Main/libMain.a 
 ../../src/Aircraft/libAircraft.a ../../src/ATC/libATC.a 
 ../../src/Autopilot/libAutopilot.a ../../src/Cockpit/libCockpit.a 
 ../../src/Cockpit/built_in/libBuilt_in.a 
 ../../src/Controls/libControls.a ../../src/FDM/libFlight.a 
 ../../src/FDM/Balloon/libBalloon.a 
 ../../src/FDM/ExternalNet/libExternalNet.a 
 ../../src/FDM/ExternalPipe/libExternalPipe.a 
 ../../src/FDM/JSBSim/libJSBSim.a ../../src/FDM/YASim/libYASim.a 
 ../../src/FDM/JSBSim/filtersjb/libfiltersjb.a 
 ../../src/FDM/LaRCsim/libLaRCsim.a 
 ../../src/FDM/UIUCModel/libUIUCModel.a ../../src/GUI/libGUI.a 
 ../../src/Input/libInput.a 
 ../../src/Instrumentation/libInstrumentation.a 
 ../../src/Model/libModel.a ../../src/Network/libNetwork.a 
 ../../src/Navaids/libNavaids.a ../../src/Scenery/libScenery.a 
 ../../src/Sound/libSound.a ../../src/Airports/libAirports.a 
 ../../src/MultiPlayer/libMultiPlayer.a ../../src/Objects/libObjects.a 
 ../../src/Replay/libReplay.a ../../src/Systems/libSystems.a 
 ../../src/Time/libTime.a ../../src/Environment/libEnvironment.a 
 -lsgclouds3d -lsgroute -lsgsky -lsgsound -lsgephem -lsgmaterial -lsgtgdb 
 -lsgmodel -lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops 
 -lsgdebug -lsgmagvar -lsgmisc -lsgxml -lsgsound -lsgserial -lsgstructure 
 -lsgthreads -lpthread -lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg 
 -lplibsg -lplibul -lz -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi 
 -lXext -lX11 -ldl -lm -lplibsl -lplibsm
 ../../src/Main/libMain.a(main.o)(.text+0x804): In function 
 `trRenderFrame()':
 ../../src/Scenery/scenery.hxx:369: undefined reference to 
 `ssgCullAndDraw(ssgRoot*)'
 ../../src/Main/libMain.a(main.o)(.text+0x844):../../src/Scenery/scenery.hxx:369: 
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 ../../src/Main/libMain.a(main.o)(.text+0x858):../../src/Scenery/scenery.hxx:369: 
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 ../../src/Main/libMain.a(main.o)(.text+0x1377): In function 
 `fgRenderFrame()':
 ../../src/Scenery/scenery.hxx:369: undefined reference to 
 `ssgCullAndDraw(ssgRoot*)'
 ../../src/Main/libMain.a(main.o)(.text+0x13b0):../../src/Scenery/scenery.hxx:369: 
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 ../../src/Main/libMain.a(main.o)(.text+0x13ce):../../src/Scenery/scenery.hxx:369: 
 more undefined references to `ssgCullAndDraw(ssgRoot*)' follow
 collect2: ld returned 1 exit status
 make[2]: *** [fgfs] Error 1
 make[2]: Leaving directory `/usr/local/src/FlightGear-0.9.3/src/Main'
 make[1]: *** [all-recursive] Error 1
 make[1]: Leaving directory `/usr/local/src/FlightGear-0.9.3/src'
 make: *** [all-recursive] Error 1
 
 
 After re-installing the regular 1.6.0 distribution of plib and cleaning, 
 making and installing plib, SimGear and FlightGear, everything is back 
 the way it was before. Something is definitely broken with the patch, it 
 is the only thing that I changed between the two builds. Is it possible 
 that I picked up a bug in FlightGear from CVS recently and the plib 
 patch is activating it?
 
 Josh
 
 Andy Ross wrote:
 
 Josh Babcock wrote:
   
 
 OK, the snapshot file solves that problem, but I think that main.o 
 is failing to link.  See here:
 
 
 
 You swapped plib versions, but still have some SimGear and/or
 FlightGear files compiled against the old one.  In general, C++
 libraries aren't binary compatible across versions.  You need to do a
 complete rebuild.
 
 Andy
 
 
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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-05 Thread Josh Babcock
Actually, I think that I nuked the base makefile by unzipping the patch 
in that directory.  That brings me back to the original problem, which 
is that I can't log into the CVS repository.  I guess I'll just keep 
trying.  I tried applying the patches to the regular plib distribution 
and they compiled alright, but after rebuilding flightgear i didn't see 
any changes.

Josh

Andy Ross wrote:

Josh Babcock wrote:
 

Well, this download is working better, but it is complaining:
Makefile:315: *** missing separator.  Stop.
   

Which Makefile?

 

I also had to move Makefile.am back into the base directory.
   

Had to or... what?  As always, bug reports with complete symptom
descriptions are easiest to resolve. Try a complete rebuild of plib,
and leave the base directory makefile alone.
One thought: you must be using the CVS version of plib for the new
files to work.
Andy

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-05 Thread Curtis L. Olson
Josh Babcock writes:
 
 Actually, I think that I nuked the base makefile by unzipping the patch 
 in that directory.  That brings me back to the original problem, which 
 is that I can't log into the CVS repository.  I guess I'll just keep 
 trying.  I tried applying the patches to the regular plib distribution 
 and they compiled alright, but after rebuilding flightgear i didn't see 
 any changes.

Plib is hosted at source forge and apparently they are still
struggling with spotty access to the cvs repository.  I think that if
you keep trying you will eventually get through.  Otherwise, I think
they also make a snapshot of the latest source available for ftp/http
download.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-05 Thread Josh Babcock
OK, the snapshot file solves that problem, but I think that main.o is 
failing to link.  See here:

[EMAIL PROTECTED] FlightGear-0.9.3]$ make
SNIP
Making all in Main
make[2]: Entering directory `/usr/local/src/FlightGear-0.9.3/src/Main'
g++ -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 -D_REENTRANT  
-L/usr/X11R6/lib -o fgfs  bootstrap.o ../../src/Main/libMain.a 
../../src/Aircraft/libAircraft.a ../../src/ATC/libATC.a 
../../src/Autopilot/libAutopilot.a ../../src/Cockpit/libCockpit.a 
../../src/Cockpit/built_in/libBuilt_in.a 
../../src/Controls/libControls.a ../../src/FDM/libFlight.a 
../../src/FDM/Balloon/libBalloon.a 
../../src/FDM/ExternalNet/libExternalNet.a 
../../src/FDM/ExternalPipe/libExternalPipe.a 
../../src/FDM/JSBSim/libJSBSim.a ../../src/FDM/YASim/libYASim.a 
../../src/FDM/JSBSim/filtersjb/libfiltersjb.a 
../../src/FDM/LaRCsim/libLaRCsim.a 
../../src/FDM/UIUCModel/libUIUCModel.a ../../src/GUI/libGUI.a 
../../src/Input/libInput.a 
../../src/Instrumentation/libInstrumentation.a 
../../src/Model/libModel.a ../../src/Network/libNetwork.a 
../../src/Navaids/libNavaids.a ../../src/Scenery/libScenery.a  
../../src/Sound/libSound.a ../../src/Airports/libAirports.a 
../../src/MultiPlayer/libMultiPlayer.a  ../../src/Objects/libObjects.a 
../../src/Replay/libReplay.a ../../src/Systems/libSystems.a 
../../src/Time/libTime.a ../../src/Environment/libEnvironment.a 
-lsgclouds3d -lsgroute -lsgsky -lsgsound -lsgephem -lsgmaterial -lsgtgdb 
-lsgmodel -lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops 
-lsgdebug -lsgmagvar -lsgmisc -lsgxml -lsgsound -lsgserial -lsgstructure 
-lsgthreads -lpthread  -lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg 
-lplibsg -lplibul   -lz -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi 
-lXext -lX11 -ldl -lm  -lplibsl -lplibsm
../../src/Main/libMain.a(main.o)(.text+0x804): In function 
`trRenderFrame()':
../../src/Scenery/scenery.hxx:369: undefined reference to 
`ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x844):../../src/Scenery/scenery.hxx:369: 
undefined reference to `ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x858):../../src/Scenery/scenery.hxx:369: 
undefined reference to `ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x1377): In function 
`fgRenderFrame()':
../../src/Scenery/scenery.hxx:369: undefined reference to 
`ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x13b0):../../src/Scenery/scenery.hxx:369: 
undefined reference to `ssgCullAndDraw(ssgRoot*)'
../../src/Main/libMain.a(main.o)(.text+0x13ce):../../src/Scenery/scenery.hxx:369: 
more undefined references to `ssgCullAndDraw(ssgRoot*)' follow
collect2: ld returned 1 exit status
make[2]: *** [fgfs] Error 1
make[2]: Leaving directory `/usr/local/src/FlightGear-0.9.3/src/Main'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/usr/local/src/FlightGear-0.9.3/src'
make: *** [all-recursive] Error 1

In plib/src/ssg I see this though:
[EMAIL PROTECTED] ssg]$ grep ssgCullAndDraw *  
Binary file libplibssg.a matches
ssg.cxx:void ssgCullAndDraw ( ssgBranch *r )
ssg.h:void ssgCullAndDraw ( ssgBranch *root ) ;
Binary file ssg.o matches

I don't see what's broken here, is ssgCullAndDraw mistyped?  That 
FlightGear build came out of CVS last night, btw.
Josh

Curtis L. Olson wrote:

Josh Babcock writes:
 

Actually, I think that I nuked the base makefile by unzipping the patch 
in that directory.  That brings me back to the original problem, which 
is that I can't log into the CVS repository.  I guess I'll just keep 
trying.  I tried applying the patches to the regular plib distribution 
and they compiled alright, but after rebuilding flightgear i didn't see 
any changes.
   

Plib is hosted at source forge and apparently they are still
struggling with spotty access to the cvs repository.  I think that if
you keep trying you will eventually get through.  Otherwise, I think
they also make a snapshot of the latest source available for ftp/http
download.
Regards,

Curt.
 



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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-05 Thread Andy Ross
Josh Babcock wrote:
 OK, the snapshot file solves that problem, but I think that main.o 
 is failing to link.  See here:

You swapped plib versions, but still have some SimGear and/or
FlightGear files compiled against the old one.  In general, C++
libraries aren't binary compatible across versions.  You need to do a
complete rebuild.

Andy


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Josh Babcock
I just tried to get the latest CVS version to try this, and got this:

[EMAIL PROTECTED] plib-1.6.0]$ cvs 
-d:pserver:[EMAIL PROTECTED]:/cvsroot/plib login
Logging in to :pserver:[EMAIL PROTECTED]:2401/cvsroot/plib
CVS password:
cvs [login aborted]: end of file from server (consult above messages if any)

Is it critical to use the CVS version, or can I use 1.6.0?  I did try 
using the 1.6.0 version, but got this:
Makefile.am: required file `./depcomp' not found
which I am not familiar with.

I'm playing with this because I am designing an ac3d model in Blender, 
and am having a great deal of trouble getting the edges and shading to 
look right.  Currently fixing most of the problems will be very dificult 
and involve creating a lot more groups and objects in the .ac file than 
there really need to be, and some, like making the leading edge of a 
wing smooth and the trailing edge sharp, seem impossible.  I don't want 
to go and add a bunch more polys around the sharp edges because A) it 
would be a lot of work at this point and b) I'm pushing 9000 polys right 
now and am way over the budget that I set.  Add to the fact that this 
model has a greenhouse cockpit canopy with lots and lots of little polys 
that each need to look seperate from each other, and I'm getting quite 
frustrated.  Looks great in Blender though.

[EMAIL PROTECTED] wrote:

Hi, Andy

Andy Ross [EMAIL PROTECTED] wrote:
 

Ilja wrote:
 1.  The trim wheel looks in AC3D like this [...] is just an ugly
 object: [...] The orange mixture stick doesn't look correct too.
Off hand, it looks to me like the normals are wrong.  The bright white
vertices usually result from a normal being far too large.  AC3D has
been known to generate some very strange geometry in the past, and
it's possible that it is confusing plib's normal calculation.  Try to
look through the file and verify that you don't have any degenerate
triangles, etc...
   

I will do that.

 

Or, if you are feeling adventurous, try my plib patch which replaces
the normal calculation step with a smarter one that understands the
difference between smooth and sharp edges:
  http://www.plausible.org/vertsplit/vertsplit2.tar.gz

  (Make sure you are using the CVS version of plib, dump all the files
   in the tarball into src/ssg, then rebuild plib and FlightGear).
   

I´m sorry, but I´m using the precompiled FlightGear v 9.3 for Windows and I haven´t got any compiler. 

 

The two implementations share no code, so if the problem persists with
the patch, the bug is almost certainly in your model file.
 2. The instrument panel shines through the fuselage: [...] but the dc3
model is not alone there, when you look at other aircrafts with 2d
panels, you can find the same bug (or feature?). So I took
screenshots from c172, a4 and c310u3a.
This is a known issue that gets reported from time to time.  The 2D
panels use a depth buffer offset to draw the layers, and it ends up
being too coarse on 16 bit depth buffers.  Try setting your screen
depth to 24bpp and see if that fixes the issue.
 It seems to depend on models' surfaces, but what can you see in
 FlightGear v. 9.2?  [...]  There is no bug!
Are you sure you didn't change your display settings and/or take the
screenshots on a different machines?
   

Yes, I´m sure.

Ilja





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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Paul Surgeon
On Sunday, 4 January 2004 15:38, Josh Babcock wrote:
 I'm playing with this because I am designing an ac3d model in Blender,
 and am having a great deal of trouble getting the edges and shading to
 look right.  Currently fixing most of the problems will be very dificult
 and involve creating a lot more groups and objects in the .ac file than
 there really need to be, and some, like making the leading edge of a
 wing smooth and the trailing edge sharp, seem impossible.

What I do is separate flat surfaces into separate objects.
Flat/planar objects can obviously not be smoothed so it works great for 
cockpit windows. However I'm not sure how this will work for trailing edges.

I've only just started doing some wing modeling so I'll let you know tommorrow 
if I managed to get it right.
I'm also using Blender (2.31) with the AC3D Python export script and so far 
I've had no hassles.

Paul


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Andy Ross
Josh Babcock wrote:
 I'm playing with this because I am designing an ac3d model in
 Blender, and am having a great deal of trouble getting the edges and
 shading to look right.  [...] I don't want to go and add a bunch
 more polys around the sharp edges [...]  Looks great in Blender
 though.

There are patches to plib available that should fix this problem.
Erik Hofman has the current version at:

http://www.a1.nl/~ehofman/fgfs/downloads/Andy_Ross_vertsplit2-EMH.tar.gz

Try them.  If you like them, please let the plib folks know and ask
them to apply the patches. :)

Andy


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Josh Babcock
The problem that I have is that if you seperate the top and bottom 
halves, you get an edge on the leading edge.  If you leave them as one 
object, you get shading artifacts on the trailing edge.  It would be 
really great if the export script and plib supported the crease-angle 
attribute that the new ac3d supports.  That or if it didn't join up 
vertices that I purposely seperated to prevent smooth shading on that edge.

Josh

Paul Surgeon wrote:

On Sunday, 4 January 2004 15:38, Josh Babcock wrote:
 

I'm playing with this because I am designing an ac3d model in Blender,
and am having a great deal of trouble getting the edges and shading to
look right.  Currently fixing most of the problems will be very dificult
and involve creating a lot more groups and objects in the .ac file than
there really need to be, and some, like making the leading edge of a
wing smooth and the trailing edge sharp, seem impossible.
   

What I do is separate flat surfaces into separate objects.
Flat/planar objects can obviously not be smoothed so it works great for 
cockpit windows. However I'm not sure how this will work for trailing edges.

I've only just started doing some wing modeling so I'll let you know tommorrow 
if I managed to get it right.
I'm also using Blender (2.31) with the AC3D Python export script and so far 
I've had no hassles.

Paul

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Josh Babcock
is this one differnt than the one at:
http://www.plausible.org/vertsplit/vertsplit2.tar.gz?
That's the one that I'm trying to apply now, without luck.
Josh

Andy Ross wrote:

Josh Babcock wrote:
 

I'm playing with this because I am designing an ac3d model in
Blender, and am having a great deal of trouble getting the edges and
shading to look right.  [...] I don't want to go and add a bunch
more polys around the sharp edges [...]  Looks great in Blender
though.
   

There are patches to plib available that should fix this problem.
Erik Hofman has the current version at:
http://www.a1.nl/~ehofman/fgfs/downloads/Andy_Ross_vertsplit2-EMH.tar.gz

Try them.  If you like them, please let the plib folks know and ask
them to apply the patches. :)
Andy

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Erik Hofman
Josh Babcock wrote:
is this one differnt than the one at:
http://www.plausible.org/vertsplit/vertsplit2.tar.gz?
That's the one that I'm trying to apply now, without luck.
It is basically the same, I've just modified the code a bit to integrate 
it some more with plib.

Erik

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Andy Ross
Josh Babcock wrote:
 is this one differnt than the one at:
 http://www.plausible.org/vertsplit/vertsplit2.tar.gz?
 That's the one that I'm trying to apply now, without luck.

It's essentially identical.  It should just work to drop the files
into your src/ssg directory and do a rebuild.  What problems are you
having?

Andy


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Josh Babcock
Well, this download is working better, but it is complaining:
Makefile:315: *** missing separator.  Stop.
I also had to move Makefile.am back into the base directory.
Josh

Andy Ross wrote:

Josh Babcock wrote:
 

is this one differnt than the one at:
http://www.plausible.org/vertsplit/vertsplit2.tar.gz?
That's the one that I'm trying to apply now, without luck.
   

It's essentially identical.  It should just work to drop the files
into your src/ssg directory and do a rebuild.  What problems are you
having?
Andy

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Jim Wilson
Josh Babcock [EMAIL PROTECTED] said:

 The problem that I have is that if you seperate the top and bottom 
 halves, you get an edge on the leading edge.  If you leave them as one 
 object, you get shading artifacts on the trailing edge.  It would be 
 really great if the export script and plib supported the crease-angle 
 attribute that the new ac3d supports.

Andy's patch to plib basically does this without the crease-angle attribute,
although it doesn't have a good way to control the effect other than to split
surfaces (stepped angles) if you want roundness.  Plib doesn't support the
ac3d 4.0 format and I haven't seen signs that it will yet.

Basically Andy Colburne stiffed all his current users.  And once one part of a
contract is broken it's hard to know what will be next.  More than likely AC3D
will always be a minor player.  I for one won't be making an effort to update
the ac3d support.  The next step for plib (and FlightGear) should probably be
VRML support.

 That or if it didn't join up 
 vertices that I purposely seperated to prevent smooth shading on that edge.

That requires some modification to the loader.  I started on it a while ago
with some success but real work got in the way.  The problem is plib doesn't
track the surface/poly level data which is essential to calculating normals on
the fly.  This means that if the vertices are identical they will be
identified as the same for normal calculations, even if they are on different
surfaces (so long as both surfaces are grouped in the same object).

If the plib loader/optimizer didn't snap all vertices less than 1mm apart (a
stupid feature?) then we could work around by exploding the seperated vertices
by 0.1 or something like that.

Best,

Jim


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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Josh Babcock
Well, I already changed the slop constatnt in my plib librarys to a much 
smaller number, but for this application, I need something that will 
work right with a clean flightgear install.

Josh

Jim Wilson wrote:

Josh Babcock [EMAIL PROTECTED] said:

 

The problem that I have is that if you seperate the top and bottom 
halves, you get an edge on the leading edge.  If you leave them as one 
object, you get shading artifacts on the trailing edge.  It would be 
really great if the export script and plib supported the crease-angle 
attribute that the new ac3d supports.
   

Andy's patch to plib basically does this without the crease-angle attribute,
although it doesn't have a good way to control the effect other than to split
surfaces (stepped angles) if you want roundness.  Plib doesn't support the
ac3d 4.0 format and I haven't seen signs that it will yet.
Basically Andy Colburne stiffed all his current users.  And once one part of a
contract is broken it's hard to know what will be next.  More than likely AC3D
will always be a minor player.  I for one won't be making an effort to update
the ac3d support.  The next step for plib (and FlightGear) should probably be
VRML support.
 

That or if it didn't join up 
vertices that I purposely seperated to prevent smooth shading on that edge.
   

That requires some modification to the loader.  I started on it a while ago
with some success but real work got in the way.  The problem is plib doesn't
track the surface/poly level data which is essential to calculating normals on
the fly.  This means that if the vertices are identical they will be
identified as the same for normal calculations, even if they are on different
surfaces (so long as both surfaces are grouped in the same object).
If the plib loader/optimizer didn't snap all vertices less than 1mm apart (a
stupid feature?) then we could work around by exploding the seperated vertices
by 0.1 or something like that.
Best,

Jim

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Re: [Flightgear-devel] DC-3 3d cockpit

2004-01-04 Thread Andy Ross
Josh Babcock wrote:
 Well, this download is working better, but it is complaining:
 Makefile:315: *** missing separator.  Stop.

Which Makefile?

 I also had to move Makefile.am back into the base directory.

Had to or... what?  As always, bug reports with complete symptom
descriptions are easiest to resolve. Try a complete rebuild of plib,
and leave the base directory makefile alone.

One thought: you must be using the CVS version of plib for the new
files to work.

Andy


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Aw: Re: [Flightgear-devel] DC-3 3d cockpit

2003-12-06 Thread iljamod
Yes, I am.
Ilja

Von: Marcio Shimoda [EMAIL PROTECTED]
 Hi, Ilja!
 Are you running on Windows?
 
 Marcio Shimoda






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Re: [Flightgear-devel] DC-3 3d cockpit

2003-12-06 Thread iljamod
Hi, Andy

Andy Ross [EMAIL PROTECTED] wrote:
 Ilja wrote:
   1.  The trim wheel looks in AC3D like this [...] is just an ugly
   object: [...] The orange mixture stick doesn't look correct too.
 
 Off hand, it looks to me like the normals are wrong.  The bright white
 vertices usually result from a normal being far too large.  AC3D has
 been known to generate some very strange geometry in the past, and
 it's possible that it is confusing plib's normal calculation.  Try to
 look through the file and verify that you don't have any degenerate
 triangles, etc...

I will do that.
 
 Or, if you are feeling adventurous, try my plib patch which replaces
 the normal calculation step with a smarter one that understands the
 difference between smooth and sharp edges:
 
http://www.plausible.org/vertsplit/vertsplit2.tar.gz
 
(Make sure you are using the CVS version of plib, dump all the files
 in the tarball into src/ssg, then rebuild plib and FlightGear).

I´m sorry, but I´m using the precompiled FlightGear v 9.3 for Windows and I haven´t 
got any compiler. 

 The two implementations share no code, so if the problem persists with
 the patch, the bug is almost certainly in your model file.
 
   2. The instrument panel shines through the fuselage: [...] but the dc3
  model is not alone there, when you look at other aircrafts with 2d
  panels, you can find the same bug (or feature?). So I took
  screenshots from c172, a4 and c310u3a.
 
 This is a known issue that gets reported from time to time.  The 2D
 panels use a depth buffer offset to draw the layers, and it ends up
 being too coarse on 16 bit depth buffers.  Try setting your screen
 depth to 24bpp and see if that fixes the issue.
 
   It seems to depend on models' surfaces, but what can you see in
   FlightGear v. 9.2?  [...]  There is no bug!
 
 Are you sure you didn't change your display settings and/or take the
 screenshots on a different machines?

Yes, I´m sure.

Ilja





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Re: [Flightgear-devel] DC-3 3d cockpit

2003-12-06 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 Ilja wrote:
   1.  The trim wheel looks in AC3D like this [...] is just an ugly
   object: [...] The orange mixture stick doesn't look correct too.
 
 Off hand, it looks to me like the normals are wrong.  The bright white
 vertices usually result from a normal being far too large.  AC3D has
 been known to generate some very strange geometry in the past, and
 it's possible that it is confusing plib's normal calculation.  Try to
 look through the file and verify that you don't have any degenerate
 triangles, etc...

Plib snaps vertices together.  Yet another why do we need this? feature that
is always on by default.  I think the snap value has been reduced from 1cm to
1mm in plib cvs.  Also there is a fix in plib cvs that partially fixes a
problem where perfectly good triangles were being found degenerate.  When plib
finds degenerate triangle it just puts a 1,0,0 normal on the vertices (hence
the white).   It is still possible for plib to detect a good triangle as
degenerate.

   2. The instrument panel shines through the fuselage: [...] but the dc3
  model is not alone there, when you look at other aircrafts with 2d
  panels, you can find the same bug (or feature?). So I took
  screenshots from c172, a4 and c310u3a.
 
 This is a known issue that gets reported from time to time.  The 2D
 panels use a depth buffer offset to draw the layers, and it ends up
 being too coarse on 16 bit depth buffers.  Try setting your screen
 depth to 24bpp and see if that fixes the issue.
 
   It seems to depend on models' surfaces, but what can you see in
   FlightGear v. 9.2?  [...]  There is no bug!
 
 Are you sure you didn't change your display settings and/or take the
 screenshots on a different machines?

It isn't showing in 24bpp mode.  Some aircraft do a range select on the panel
object so that it doesn't show at all when in external views (e.g. c172p-3d).
Maybe that is where the confusion is.


Best,

Jim


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[Flightgear-devel] DC-3 3d cockpit

2003-12-05 Thread iljamod
Hello, 
I´m working on a 3d-cockpit for dc3, but I got some problems. You can download these 
aircraft files from: http://home.arcor.de/iljamod/dc3.zip

1.  The trim wheel looks in AC3D like this: 
http://home.arcor.de/iljamod/object_in_ac3d.jpg, but in FlightGear it is just an ugly 
object: http://home.arcor.de/iljamod/dc3-throttle-bug.jpg
The orange mixture stick doesn’t look correct  too.

2. The instrument panel shines through the fuselage: 
http://home.arcor.de/iljamod/dc3-model-bug.jpg, but the dc3 model is not alone there, 
when you look at other aircrafts with 2d panels, you can find the same bug (or 
feature?). So I took screenshots from c172, a4 and c310u3a.
http://home.arcor.de/iljamod/c172-model-bug.jpg
http://home.arcor.de/iljamod/a4.jpg
http://home.arcor.de/iljamod/c310u3a.jpg

It seems to depend on models´ surfaces, but what can you see in FlightGear v. 9.2? 
http://home.arcor.de/iljamod/c172-fgfs-9-2.jpg
There is no bug! 

What´s wrong there?
Thank you very much in advance
Ilja





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[Flightgear-devel] DC-3 3d cockpit

2003-12-05 Thread iljamod
I´m sorry
some adresses were incorrect, these are right:

http://home.arcor.de/iljamod/dc3.zip
http://home.arcor.de/iljamod/object_in_ac3d.jpg
http://home.arcor.de/iljamod/dc3-throttle-bug.jpg
http://home.arcor.de/iljamod/dc3-model-bug.jpg
http://home.arcor.de/iljamod/c172-model-bug.jpg
http://home.arcor.de/iljamod/a4.jpg
http://home.arcor.de/iljamod/c310u3a.jpg
http://home.arcor.de/iljamod/c172-fgfs-9-2.jpg

Ilja





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Re: [Flightgear-devel] DC-3 3d cockpit

2003-12-05 Thread Marcio Shimoda
Hi, Ilja!
Are you running on Windows?

Marcio Shimoda
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Re: [Flightgear-devel] DC-3 3d cockpit

2003-12-05 Thread Andy Ross
Ilja wrote:
 1.  The trim wheel looks in AC3D like this [...] is just an ugly
 object: [...] The orange mixture stick doesn't look correct too.
Off hand, it looks to me like the normals are wrong.  The bright white
vertices usually result from a normal being far too large.  AC3D has
been known to generate some very strange geometry in the past, and
it's possible that it is confusing plib's normal calculation.  Try to
look through the file and verify that you don't have any degenerate
triangles, etc...
Or, if you are feeling adventurous, try my plib patch which replaces
the normal calculation step with a smarter one that understands the
difference between smooth and sharp edges:
  http://www.plausible.org/vertsplit/vertsplit2.tar.gz

  (Make sure you are using the CVS version of plib, dump all the files
   in the tarball into src/ssg, then rebuild plib and FlightGear).
The two implementations share no code, so if the problem persists with
the patch, the bug is almost certainly in your model file.
 2. The instrument panel shines through the fuselage: [...] but the dc3
model is not alone there, when you look at other aircrafts with 2d
panels, you can find the same bug (or feature?). So I took
screenshots from c172, a4 and c310u3a.
This is a known issue that gets reported from time to time.  The 2D
panels use a depth buffer offset to draw the layers, and it ends up
being too coarse on 16 bit depth buffers.  Try setting your screen
depth to 24bpp and see if that fixes the issue.
 It seems to depend on models' surfaces, but what can you see in
 FlightGear v. 9.2?  [...]  There is no bug!
Are you sure you didn't change your display settings and/or take the
screenshots on a different machines?
Andy

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Re: [Flightgear-devel] DC-3 3d cockpit

2003-12-05 Thread David Megginson
[EMAIL PROTECTED] wrote:

1.  The trim wheel looks in AC3D like this: 
http://home.arcor.de/iljamod/object_in_ac3d.jpg, but in FlightGear it is just an ugly 
object: http://home.arcor.de/iljamod/dc3-throttle-bug.jpg
The orange mixture stick doesnt look correct  too.
That's a plib bug -- any vertices closer than 1cm together get merged, 
messing up surfaces.  It's easy to fix, but the plib project isn't always 
fast to take up patches.  I run a patched copy locally, and you might want 
to do the same thing:

Index: src/ssg/ssgOptimiser.cxx
===
RCS file: /cvsroot/plib/plib/src/ssg/ssgOptimiser.cxx,v
retrieving revision 1.31
diff -c -u -r1.31 ssgOptimiser.cxx
--- src/ssg/ssgOptimiser.cxx4 Dec 2002 20:42:28 -   1.31
+++ src/ssg/ssgOptimiser.cxx5 Dec 2003 15:29:08 -
@@ -26,7 +26,7 @@
 static float optimise_vtol [3] =
 {
-  0.01f,   /* DISTANCE_SLOP = One centimeter */
+  0.001f,  /* DISTANCE_SLOP = One millimeter */
   0.04f,   /* COLOUR_SLOP = Four percent */
   0.004f,  /* TEXCOORD_SLOP = One texel on a 256 map */
 } ;
2. The instrument panel shines through the fuselage: 
http://home.arcor.de/iljamod/dc3-model-bug.jpg, but the dc3 model is not alone there, 
when you look at other aircrafts with 2d panels, you can find the same bug (or 
feature?). So I took screenshots from c172, a4 and c310u3a.
http://home.arcor.de/iljamod/c172-model-bug.jpg
http://home.arcor.de/iljamod/a4.jpg
http://home.arcor.de/iljamod/c310u3a.jpg
I think that's mainly a matter of where the panel comes in the object order, 
but I'm not sure.

All the best,

David

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