Re: [Flightgear-devel] Multiplayer Location Transformation toLat/Lon/Alt

2005-08-16 Thread Mathias Fröhlich

Hi,

 Is there a plan to switch to OSG?  Just wondering.  I didn't know.
I do not know of concrete plans, but here and then there are roumors.
I for my own would apprecheate that, since it looks very promising.
... also a few weeks ago a small cvs checkin with some 'flightgear' path in it 
slipped into osg's cvs. So there must be people on it behind the scenes.
:)

 I think the current math utilities are self-documented adequately.  One of
 my obstacles has been learning the definition of the multiplayer interface,
 so I know where to start.  I think I am beginning to understand now.

 It appears the position is cartesian (ecef), but is the difference between
 the player location and the center of _his_ current tile.  The position is
 in the fourth row of the 4x4, in the first three columns.  The upper left
 3x3 represents the orientation.
That depends a bit.
The scenery center is in current cvs now locateable at any position. This 
fixes problems with roundoff and jumpy 3d objects near the eyepoint.
In fact it is allways near the current eyepoint.

 There has been much talk here about reworking the multiplayer model.  I'm
 guessing that the assumption that the other players are all on the same
 tile will not be required in future versions.  Are the current thoughts
 toward sending absolute position across the wire?  Would that be geodetic
 or cartesian?  (just gathering current thoughts, not definitive answers for
 where this is heading)
It looks like they will be cartesian.
And IMO this is the preferred way, even if people find lat/lon more intuitive, 
cartesian coordinates are much more handy for nearly every kind of 
computation required to be done in this area.

   Greetings

 Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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RE: [Flightgear-devel] Multiplayer Location Transformation toLat/Lon/Alt

2005-08-14 Thread Jim Alberico

 Well, if my hackery here must server as a reference for that, I think we
 should improove the framework around that stuff and we should
 document that
 better.
 By improoving that framework, I can well imagine to abstract from
 the vector
 classes provided from plib, so that for that time we really
 switch to Open
 SceneGraph, we can just change that abstraction to be compatible with the
 osg::* classes instead of changes several hundred places where
 they occure.

 Added to my allways growing todo list.
 :)

 Apart from that, you may look at

 http://www.flightgear.org/Docs/Scenery/CoordinateSystem/Coordinate
 System.html

   Greetings

Mathias

 --
 Mathias Fröhlich, email: [EMAIL PROTECTED]

Thanks, Mathias.

Is there a plan to switch to OSG?  Just wondering.  I didn't know.

I think the current math utilities are self-documented adequately.  One of
my obstacles has been learning the definition of the multiplayer interface,
so I know where to start.  I think I am beginning to understand now.

It appears the position is cartesian (ecef), but is the difference between
the player location and the center of _his_ current tile.  The position is
in the fourth row of the 4x4, in the first three columns.  The upper left
3x3 represents the orientation.

There has been much talk here about reworking the multiplayer model.  I'm
guessing that the assumption that the other players are all on the same tile
will not be required in future versions.  Are the current thoughts toward
sending absolute position across the wire?  Would that be geodetic or
cartesian?  (just gathering current thoughts, not definitive answers for
where this is heading)

Highest Regards,

Jim A




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