Re: [Flightgear-devel] Energy worm in hud

2006-07-28 Thread Melchior FRANZ
* Lee Elliott -- Saturday 29 July 2006 01:03:
> I saw that the test for ilcanclaw was re-introduced in 
> hud_ladr.cxx and it seems to stop the energy worm from working

No. It hasn't ever been changed there (Cockpit/hud_ladr.cxx).
I only commented it out in the new HUD code in
src/Instrumentation/HUD/HUD_ladder.cxx where it's still commented out.

m.

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[Flightgear-devel] Energy worm in hud

2006-07-28 Thread Lee Elliott
Probably one for Melchior...

I saw that the test for ilcanclaw was re-introduced in 
hud_ladr.cxx and it seems to stop the energy worm from working.

It works again if I remove the test.

LeeE


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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Ampere K. Hardraade
On Friday 28 July 2006 06:21, Robin van Steenbergen wrote:
> I know that, since all the airports in the Netherlands are made that
> way. But there's one pretty important thing that's not generated on the
> ground chart: The buildings are all missing!
> Most ground charts do have the buildings on them but they're not labeled
> and they're pretty hard to auto-generate since they require modeling. Or
> you have to represent them as boxes like FS2004 does, but that's not
> exactly pretty. I'm using the ground chart to determine the correct
> sizes of my buildings (using the runway as a reference) and their
> placement.
Buildings too...

http://flamebunny.homelinux.net/svg2ac.php

Ampere

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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Martin Doege
On 7/27/06, Jon Stockill <[EMAIL PROTECTED]> wrote:
> So forget converting anything from their 3d warehouse - if you want to
> use a model you'll need to get it direct from the author.

There is one thing FG could learn from Google Earth's 3D Warehouse:The
GE Warehouse is linked to directly and prominently from the Google
Earth main page, while the link to FGFSDB is hidden somewhere in the
FG related websites list without any explanation of what it is about.
Users can easily miss it and if they miss it they cannot contribute.

So perhaps the FG main page should address user contributions, e.g. in
the Google Earth "common questions" format, like "How can I put my
house/school/home town into the FG terrain?"

Simply make it obvious how to create models for FG so that casual
users who may not have visited all related websites are not left out.

Martin

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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Melchior FRANZ
* Frederic Bouvier -- Thursday 27 July 2006 08:30:
> I agree with Mathias : doing raw ogl call outside the scenegraph requires lots
> of costly state save and restore 

And as I said: the HUD doesn't do many state changes.



> if you don't want to see your screen screwed. 
> OSG is extensible and already support far more OpenGL than SSG.

Yes, but that's the whole point: we use SSG. And dumbing the HUD down
to SSG niveau only to make it smart again with OSG is silly. I think
about simple things like glLineWidth. To make that work with SSG
one would probably have to write ssg nodes *and* then to implement
the missing capabilities with callbacks, using raw code again. So we
end up where we started, just with a lot of superfluous extra work.
I'd prefer pragmatism to politics here.

But then again: "show me the code". Maybe it's easy enough ...  :-)

m.

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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Frederic Bouvier
Selon Mathias Fröhlich :

>
> Hi,
>
> On Wednesday 26 July 2006 19:20, Melchior FRANZ wrote:
> > We had talked about abstracting out the raw gl-commands into just
> > one file, and then to use plib wrappers to plug the HUD into the
> > scene graph. The plib wrappers could eventually get replaced by osg
> > wrappers.
> >
> > The abstraction is still a goal, and so is plugging the HUD into
> > the scene graph. But I think now that using plib/osg wrappers is
> > a bad idea. This would prevent us from using some gl features for
> > absolutely no good reason (e.g. line width, clipping, ...). And
> > finally, ogl *is* a standard, while neither plib nor osg are. So
> > why leaving the standard? Raw gl-code can still be plugged into
> > the scene graph via callbacks, and the only thing that the wrappers
> > would buy us is management of state changes for performance reasons.
> > But the HUD code doesn't change that much, and this can be done
> > manually, too.
> >
> > Why exactly would we want to limit ourselves?  :-}
> Because it is not a limitation but rather a gain. A *well* *done* and *well*
> *supported* scenegraph will help you some much more than you probably can
> imagine now.
> In fact, a proper design - like a well done scenegraph provides - will enable
> such features in a much less error prone and more efficient way.
> Also a *supported* scenegraph that is developed further will make use of
> improovements in OpenGL that an unsupported one like plib's ssg will never
> see. ssg forces you to do many things yourselves in a probably less efficient
> way with direct OpenGL calls, that can be done with a smarter implementation
> without such direct OpenGL commands.
> There is nothing in OpenGL you cannot do with osg. But there is nowerdays
> nearly everything from current OpenGL features - even some basic ones like
> clip planes - that is missing in ssg, so that you need to implement that
> yourselves ...
> Having that will be much more of a gain that a limitation ...
>
> So why should we limit ourselves in the long term with ssg?

I agree with Mathias : doing raw ogl call outside the scenegraph requires lots
of costly state save and restore if you don't want to see your screen screwed.
OSG is extensible and already support far more OpenGL than SSG.

I once proposed a compatible ssg extension :
http://frbouvi.free.fr/plib/nsssg.html

I was able to use it with flightgear without code change except to support the
new features ( like multi texturing and environment mapping ). The code still
exist but stalled after it was ignored by the plib team and further
developments  ( like shaders ) were lost in a disk crash.

-Fred

--
Frédéric Bouvier
http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer

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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Melchior FRANZ
* Jeff McBride -- Friday 28 July 2006 15:46:
> Actually, sometimes if you get it right (well, I did it once), you can
> go a lot faster than that. 

Yes, you are right. I suggested 8000 ft only as sufficiently high to
not rush into the ground immediately, at that high speed. But trying
at 1000 ft one can easily accelerate to 3000 kt and more. Very
dangerous! Don't try at home, kids!

m.

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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Torsten Dreyer
> $ fgfs --aircraft=YF-23 --airport=knuq --disable-real-weather-fetch
>
> - full throttle
> - climb to 8000 ft
> - 90 degree bank
> - pull stick fully back
>   amazingly: you don't bleed off speed, but *accelerate*
> - at ~1630 kt (after that the speed decreases) 0 degree bank and
>   90 degree pitch up
> - climb to 163000 ft in no time
>
> m.  :-)

just tried this on a seneca in reality. 
Didn't work. 
Reality could be so disappointing...

Torsten

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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Jeff McBride
Actually, sometimes if you get it right (well, I did it once), you can
go a lot faster than that.  I managed to get the speed to diverge
rapidly up to 5 or 6 digits once and then FG crashed.  I wasn't able
to do it consistently  though.

-Jeff

On 7/28/06, Melchior FRANZ <[EMAIL PROTECTED]> wrote:
> $ fgfs --aircraft=YF-23 --airport=knuq --disable-real-weather-fetch
>
> - full throttle
> - climb to 8000 ft
> - 90 degree bank
> - pull stick fully back
>   amazingly: you don't bleed off speed, but *accelerate*
> - at ~1630 kt (after that the speed decreases) 0 degree bank and
>   90 degree pitch up
> - climb to 163000 ft in no time
>
> m.  :-)
>
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[Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-07-28 Thread Melchior FRANZ
$ fgfs --aircraft=YF-23 --airport=knuq --disable-real-weather-fetch

- full throttle
- climb to 8000 ft
- 90 degree bank
- pull stick fully back
  amazingly: you don't bleed off speed, but *accelerate*
- at ~1630 kt (after that the speed decreases) 0 degree bank and
  90 degree pitch up
- climb to 163000 ft in no time

m.  :-)

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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Robin van Steenbergen
Ampere K. Hardraade schreef:
> On Wednesday 26 July 2006 12:53, Robin van Steenbergen wrote:
>   
>> I'm working on an accurate
>> model of Eindhoven Airport and you can actually put the ground chart of
>> the airport on the 'floor' and model on top of that.
>> 
>
> We have the capability to generate an airport directly out of the ground 
> chart.
>
> Ampere
>   
I know that, since all the airports in the Netherlands are made that 
way. But there's one pretty important thing that's not generated on the 
ground chart: The buildings are all missing!
Most ground charts do have the buildings on them but they're not labeled 
and they're pretty hard to auto-generate since they require modeling. Or 
you have to represent them as boxes like FS2004 does, but that's not 
exactly pretty. I'm using the ground chart to determine the correct 
sizes of my buildings (using the runway as a reference) and their placement.

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Re: [Flightgear-devel] FlightGear MP authentication

2006-07-28 Thread Buchanan, Stuart

--- Martin Spott wrote:
> I know, this discussion is barely coupled to ongoing development, but
> because I like to participate in creating admirable plans, I don't want
> to miss it  :-))

Yup, there's nothing like designing something there is little chance you
will implement yourself ;).

> "Buchanan, Stuart" wrote:
> 
> > 2) Account holders have a key generated based on their call-sign (*).
> This
> > is transmitted with the MP position data. The MP server uses it to
> > authenticate the user. MP server doesn't need to check against the
> LDAP
> > directory.
> 
> I believe it is essential to verify a key against the directory because
> otherwise you won't be able neither to check if the key really belongs
> to the account holder nor to verify if it's still valid.
> I think the validity of a key has to be verified against the directory
> from time to time using a fixed interval.

I think you _can_ check the ownership of a callsign without checking
against the directory.

The trick is to use public/private key encryption. When a user creates an
account on the website they decide on a call-sign. The website checks the
uniqueness of the callsign against it's own directory/whatever. Assuming
it is unique, the callsign is then encrypted using the private key and the
ciphertext is retained by the user.

When the user joins a MP session, both the ciphertext and call-sign are
passed to the MP server. The MP server decrypts the ciphertext using the
public key and verifies that the cleartext matches the call-sign.

Where this falls down slightly is in verifying that a call-sign is still
valid. I'm not sure that is a requirement though. Do we want to be able to
recycle call-signs that haven't been used for a period of time (a year)? 

To do so, we can simply remove the user from the directory, with means
theie callsign can then be recycled. However, the original user can still
join a MP session with their old callsign.

-Stuart







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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Robin van Steenbergen
Jason Cox schreef:
> Hi all,
> just wondering on weather some one has looked into "tapping
> into" the
> 3d models that are available for downlaod from google earth?
> i think we maybeable to use these if we convert them as they are created
> by users of the sketchup program.
> any thoughts?
> Jason
>   
That should be possible. Google SketchUp models are .kmz files which are 
nothing more than ZIPped XML files with vertices, polygons, textures etc 
in plain text. I'm a very big fan of SketchUp and it's great for 
developing scenery, the only thing is that no-one has ever attempted to 
create a converter for Keyhole Markup Language (XML with a defined 
format) to a 'regular' model format like 3DS or Gmax. Should be possible 
though.

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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Vassilii Khachaturov
FWIW, the current precipitation rendering code is raw-gl-based as well,
not even done with proper branching via ssg; we just have a special call
to its rendering from within the renderer. I am currently working on
texturing-based precipitation which needs multitexturing, and naturally it
can't be done fully above ssg w/o raw gl codes since multitexturing is not
supported in ssg. My plan is to first achieve a sensible visual
effect/performance, (at which point a demo patch will be posted over to
the list with a call to you texture artists for better textures for rain,
snow. and hail) then ssgify it properly to make sure the gl state is
managed in a coordinated way between the precipitation code and the other
ssg-based one (a milestone for another patch), and, finally, fix the
culling issues (so that we no longer rain into underground etc.)

Currently I am having some nasty visual artifacts which make the whole
thing look worse than the GL_LINES based current code; I am getting 25-33%
FPS drop here on various nvidia cards (33 on older ones, 25 on better
ones). I might be able to improve the FPS drop though, as I have some GL
optimization tricks unused yet. Nevertheless, since the FPS impact is no
longer negligible (like it's in the lines-based code), it means that there
will be a configurable rendering option to stay with the GL_LINES based
old code for those who don't want the penalty, although I won't guarantee
a runtime-switchable (i.e., you need to reload fgfs). For cards w/o the
multitexturing capability, it's automatically going to be using the old
precipitation code.

Vassilii


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