Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread William L. Riley
On Monday 21 October 2002 11:14 pm, Curtis L. Olson wrote:
 I just added support for generating taxiway lights into terragear
 (with some corresponding changes in FlightGear) so I guess someone is
 going to have to regenerate the airports again. :-)

 Curt.

Base package updated.

http://www.randdtechnologies.com/fgfs/newScenery/
ftp://ftp.randdtechnologies.com/fgfs/baseScenery/current.tar.gz

P.S. The taxiway lights are extremely dim on my setup, barely visible right at 
dusk/dawn and pretty much invisible after dark. Do I need to enable the 
experimental lighting in main.cxx? And yes, KOAK is still completely void of 
lights. :(

Linux (2.4.19-gentoo-r9)
Nvidia Geforce2 MX (driver 1.0.3123)
plib,SimGear, FlightGear are recent CVS

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William L. Riley
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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Andy Ross
Curtis L. Olson wrote:
 I just added support for generating taxiway lights into terragear
 (with some corresponding changes in FlightGear) so I guess someone is
 going to have to regenerate the airports again. :-)

How about doing the light generation at tile load time, instead of
generation time?  This would have big payoffs for maintenance --
someone could fix lighting configurations without regenerating the
whole tile.

My assumption would be that this process is pretty quick -- one
hitlist computation per light -- and wouldn't impact performance
noticeably.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Curtis L. Olson
Andy Ross writes:
 How about doing the light generation at tile load time, instead of
 generation time?  This would have big payoffs for maintenance --
 someone could fix lighting configurations without regenerating the
 whole tile.
 
 My assumption would be that this process is pretty quick -- one
 hitlist computation per light -- and wouldn't impact performance
 noticeably.

Andy,

I have thought about it, and there are advantages and disadvantages to
both offline and runtime approaches.  For now I went with the offline
approach because (a) there were less technical issues to solve and (b)
I was nervous about the possible runtime performance issues.

There are hundreds of lights per airport and doing 100's of terrain
intersections certainly would cause a noticable frame rate blip.  Note
that with the random ground cover objects and random ground cover
lighting, we are doing a clever trick to avoid having to do any
terrain intersections at all.  This trick doesn't work for runway
lighting.

There is also a problem with doing terrain intersections on tiles that
are freshly loaded, but haven't been fully pushed into the render
pipeline yet.  That's a technical issue we haven't solved yet, but we
need to at some point.

Also consider the case of an airport that lies on the corner of 4
tiles.  When the first tile is requested and an airport is attached to
that tile, the airport needs to be loaded.  But, we would also need to
somehow identify this situation and make sure the remaining tiles are
also loaded so that the terrain intersections in the neighboring tiles
also return valid results.  Most likely if a tile intersection comes
up with a void, that would trigger a tile load request for the missing
void.  But, we'd have to wait until that missing tile load is done,
then redo the original intersection test and then keep going.  This
could be a substantial pause as we wait for additional tiles to load.

Oh, and what if the 3 other tiles that we are suddenly forced to load,
also have airports that span other tile boundaries and we are forced
to load those first too.  We could concievably have a nastly little
cascading tile loading problem.  Probably generally rare, but anyone
want to take bets on whether or not it would happen someplace?  This
need for cascaded tile loading might also factor interestingly with
our threaded tile loader ... the threaded tile loader code is
something that I'd really rather not go out of my way to make more
complex than it already is.  Especially with threads, complexity
usually equals bugs that are nearly impossible to track down.

I'm doing a *lot* of wgs_84 math for positioning the lights -- things
like start at point A and move 100' in the direction of the runway to
arrive at point B.  This also get's to be really expensive.  There are
probably lots of ways to optimize this and stay within a pixel or two
error, but it's nice to be able to use accurate math and not have to
worry about it.

So there you go.  A runtime approach is certainly possible, but there
are quite a few significant issues that need to be considered and
solved first, and the path of least resistance clearly took me down
the offline route.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Curtis L. Olson
William L. Riley writes:
 Base package updated.
 
 http://www.randdtechnologies.com/fgfs/newScenery/
 ftp://ftp.randdtechnologies.com/fgfs/baseScenery/current.tar.gz
 
 P.S. The taxiway lights are extremely dim on my setup, barely visible right at 
 dusk/dawn and pretty much invisible after dark. Do I need to enable the 
 experimental lighting in main.cxx?

That would help, but it's a big frame rate hit, probably unacceptably
big.  You might consider turning off all the lights in your room.
There may be some monitor gamma issues.  Also note that taxiway lights
are most visible when you are nearly horizontal with them.  If you are
above them, they get nearly impossible to see.

 And yes, KOAK is still completely void of 
 lights. :(
 
 Linux (2.4.19-gentoo-r9)
 Nvidia Geforce2 MX (driver 1.0.3123)
 plib,SimGear, FlightGear are recent CVS

Is FlightGear recent as of yesterday/today ... never mind, it would
have to be if you are seeing the taxiway lights in blue.  Strange, I
have no idea what's up with KOAK.  When I generate it myself it works
just fine.  If the base package cvs get's updated, I can let you know
if I see lights in your version of KOAK or not.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread William L. Riley
On Tuesday 22 October 2002 03:32 pm, Curtis L. Olson wrote:
 One thing you could play with is this:

 Find line #493 in src/Objects/matlib.cxx

 tex_name = gen_taxiway_dir_light_map( 20, 20, 235, 155 );

 Change the last number (155) which is the overall alpha for the light
 to a higher value.  The number can be in the range of 0 - completely
 transparent to 255 - completely opaque.  The larger the number (up to
 255), the more visible the lights should be.  You might try 200 for
 starters and then increase to 255.

I changed the alpha up to 255 in matlib.cxx as suggested and can now see them 
fairly well. Are these single pixel lights? Maybe it is my Acer monitor that 
is the problem. ;)

Wm

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Jon Stockill
On Tue, 22 Oct 2002, William L. Riley wrote:

 I changed the alpha up to 255 in matlib.cxx as suggested and can now see them
 fairly well. Are these single pixel lights? Maybe it is my Acer monitor that
 is the problem. ;)

If they're single pixel lights, then will FSAA cause then to be blurred
out, especially if they've got a significant alpha component?

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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Frederic Bouvier
From: William L. Riley [EMAIL PROTECTED]

 On Tuesday 22 October 2002 03:32 pm, Curtis L. Olson wrote:
  One thing you could play with is this:
 
  Find line #493 in src/Objects/matlib.cxx
 
  tex_name = gen_taxiway_dir_light_map( 20, 20, 235, 155 );
 
  Change the last number (155) which is the overall alpha for the light
  to a higher value.  The number can be in the range of 0 - completely
  transparent to 255 - completely opaque.  The larger the number (up to
  255), the more visible the lights should be.  You might try 200 for
  starters and then increase to 255.

 I changed the alpha up to 255 in matlib.cxx as suggested and can now see
them
 fairly well. Are these single pixel lights? Maybe it is my Acer monitor
that
 is the problem. ;)

I also find all runway/taxyway light very dim when seen from close.
At a distance, it is the fact that they are all close together that
makes the whole correctly bright. As points have no dimension, or at
least a size that is not dependant of the distance, we can hardly see
a light alone, only rows. Would it be possible to add dimensions to
lights, that is, make them with triangles in fill mode ?

Cheers,

-Fred


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Re: [Flightgear-devel] taxiway lights

2002-10-22 Thread Frederic Bouvier
From: Curtis L. Olson [EMAIL PROTECTED]

 Frederic Bouvier writes:
  I also find all runway/taxyway light very dim when seen from close.
  At a distance, it is the fact that they are all close together that
  makes the whole correctly bright. As points have no dimension, or at
  least a size that is not dependant of the distance, we can hardly see
  a light alone, only rows. Would it be possible to add dimensions to
  lights, that is, make them with triangles in fill mode ?

 The correct (?) fix is to use the glPointParam extention by enabling
 FG_EXPERIMENTAL_LIGHTING in main.cxx

 This imposes a significant frame rate hit unfortunately on probably
 everyone's hardware.

I tried FG_EXPERIMENTAL_LIGHTING without seeing a significant change.
Anyway, I needed to apply this patch in order to compile with MSVC :

D:\FlightGear\cvs\FlightGear\src\Maincvs -z3 -q diff -u main.cxx
Index: main.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Main/main.cxx,v
retrieving revision 1.32
diff -u -r1.32 main.cxx
--- main.cxx21 Oct 2002 03:22:27 -  1.32
+++ main.cxx23 Oct 2002 06:06:23 -
@@ -134,9 +134,16 @@
 #include Scenery/tileentry.hxx


-// #define FG_EXPERIMENTAL_LIGHTING
+#define FG_EXPERIMENTAL_LIGHTING
 #ifdef FG_EXPERIMENTAL_LIGHTING
 #  ifdef WIN32
+# ifndef GL_DISTANCE_ATTENUATION_EXT
+#define GL_DISTANCE_ATTENUATION_EXT
0x8129
+# endif
+# ifndef GL_POINT_SIZE_MIN_EXT
+#define GL_POINT_SIZE_MIN_EXT
0x8126
+# endif
+
   typedef void (APIENTRY * PFNGLPOINTPARAMETERFEXTPROC)(GLenum pname,
 GLfloat param);
   typedef void (APIENTRY * PFNGLPOINTPARAMETERFVEXTPROC)(GLenum pname,
END===

Values are taken from extgl.h found in Clouds3D directory.

Cheers,

-Fred



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[Flightgear-devel] taxiway lights

2002-10-21 Thread Curtis L. Olson
I just added support for generating taxiway lights into terragear
(with some corresponding changes in FlightGear) so I guess someone is
going to have to regenerate the airports again. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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