[Flightgear-devel] terrain surface types...

2006-07-20 Thread syd sandy
Hi all , is it possible to detect the type of surface one lands on, by 
surface type / land cover/ or texture ? In the process of trying to 
design a wake / spray for the Beaver  I would like to only show a 
spray if landing on water ... it would look a bit silly on land , and 
although it IS a seaplane , some (pilots) apparently take off from 
runways ;) . And  I am adding retractable gear  ,  but came across some 
interesting info while trying  to find out proper operation of the gear.
The gear apparently has very little shock absorption , very difficult to 
control/steer in a crosswind, brakes tend to fail easily  and very 
hazardous if accidentally left extended during a water landing . now 
if I can just accurately model all that !
Cheers ,
Syd

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[Flightgear-devel] Update: Sun

2006-07-20 Thread Mark
Hi,

since I have finished the integration of my suncode in the environment 
I'd like to set the implementation in the wild.
So far everything is ready for committing it to cvs. The patches are here:

http://www.akermann.org/fgfs/simgear-sun.tar.gz
http://www.akermann.org/fgfs/flightgear-sun.tar.gz

The changes include modifications in simgear as well as in flightgear 
and should be committed to both at the same time.
There's also the sun-texture pack that has to be put into cvs including 
these textures:

Textures/Sky/inner_halo.rgba
Textures/Sky/outer_halo.rgba
Textures/Sky/sun.rgba

You can find the texture pack here:
http://www.akermann.org/fgfs/halos.tgz

After it is in cvs I'd be happy for some feedback and suggestions for 
improvement.
You can change the sun's appearance by changing altitude and visibility 
and it also will react to humidity (which is out of the users control).


TIA,

Mark

P.S.: Who can I send patches for simgear without penetrating the list?

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Re: [Flightgear-devel] Update: Sun

2006-07-20 Thread Melchior FRANZ
* Mark -- Thursday 20 July 2006 20:31:
 After it is in cvs I'd be happy for some feedback and suggestions for 
 improvement.

Here's some already, mostly formal problems. (I'm the pedant here.)
The important aspects seem to be OK.


  fgGetNode(/environment)); 

... in a constructor. Although the existence of the /environment is
pretty much guaranteed, we still make sure that the node gets created:

  fgGetNode(/environment, true));



--
consistency:

+SGPath ihalopath = path , ohalopath=path;

Now, what is it? spaces around '=' (good) or not? Space in front of
comma operator?

+i_halo_color[0] = 1- (1.1* red_scat_f);
+o_halo_color[0] = 1- (1.4* red_scat_f);

Operators sticking on numbers at several places. Either spaces around
operators (good IMHO) or not. Or is they kind of unary operators?  :-}


--


indentation:

+ohalo-setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
+ohalo-setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
+
+   sun_transform-addKid( ohalo );
+   sun_transform-addKid( ihalo );

What about aligning those correctly?


--


+  if ( env_node ){
+  env_node-setDoubleValue(atmosphere/altitude-troposphere-top,r_tropo - 
r_earth);
+  env_node-setDoubleValue(atmosphere/altitude-half-to-sun, alt_half);
+  }

Umm ... what about indenting that correctly?
Yes, I know, the existing code isn't consistent either. But that's no
reason to make the situation worse.

m.

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Re: [Flightgear-devel] Update: Sun

2006-07-20 Thread Vassilii Khachaturov
 http://www.akermann.org/fgfs/simgear-sun.tar.gz
The chunk
@@ -109,6 +109,7 @@ void SGSky::build( double h_radius_m, do
 // 180 degrees = darkest midnight
 bool SGSky::repaint( const SGSkyColor sc )
 {
+   using namespace std;
 if ( effective_visibility  1000.0 ) {
enable();
dome-repaint( sc.sky_color, sc.fog_color, sc.sun_angle,
seems a debugging artifact to me.

In oursun.cxx the constants (such as sqrt_m_log01) should probably be
declared as const. Per-coordinate vector calculations there could be
made to use the sg facilities of plib, but AFAIU it wouldn't change
much except for shorten the code a tiny bit. It's pretty readable as it is
anyhow, and fits in very nicely. Also, a patch to Thanks is due along
with the commit, to mention yourself :)

Thank you very much!!!

Vassilii


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