Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

David Megginson wrote:
 On 31/10/2007, Christian Buchner [EMAIL PROTECTED] wrote:
 
 I would like to get a few pointers where to look for information about the
 terrain engine that is currently used by
 Flight Gear. In particular about the irregular terrain mesh - how is it
...
 
 Our current terrain engine was great in the late 1990s (when MSFS
 still had a flat world), but it's pretty stale now, mainly from a lack
 of interest and the difficulty of understanding the code.  It's
 actually deteriorated in some ways -- note that all the Great Lakes
 have been forced to sea level now, so that Lakes Huron, Michigan, and
 Superior are in deep gorges, and all the cities beside them are
 perched on cliff faces (that wasn't happening a couple of years ago).
 I'm not sure that we should really be maintaining our own terrain
 engine any more, though -- we should concentrate on aircraft models
 and flight dynamics, and try to interface with an existing engine.
That depends on where your interests lie, I suppose.

A flight simulator has specialized needs from a terrain engine: good close-up 
detail
for near or on- earth operations, terrain stretching to a far horizon, no-pause 
loading
of terrain from everywhere on the round earth, accurate material properties for 
ground
polygons. I don't know of any free project that offers this.

 
 One promising prospect is Demeter, which works with OpenSceneGraph
 (already supported by FGFS):
 
 http://www.tbgsoftware.com/index.html
 
 Unfortunately, Demeter itself seems to have gone a bit stale -- some
 of the links from the site don't work any more, and it won't compile
 with the latest version of OSG.  It does, however, support LOD and
 lots of other nice stuff (check out the screen shots!).  Maybe someone
 should take it over if the maintainer has abandoned it, or fork it if
 the maintainer hasn't but is stalling on new releases.

It doesn't do round-earth at all...
 
 The best thing we could do in FGFS, in the meantime, would be to
 isolate scenery-engine dependencies so that it's easy to switch to a
 new engine when it's ready.
 
That's not a bad idea; isolating the scenery engine would make it viable as an
independent project as well.

I think we have the expertise, both on the production / GIS side and the 
programming
side, to create a first-class world terrain and terrain engine that would be 
taken up
by other projects too. I personally want to work on this, but I need to help 
get our
OSG house in order first.

I'll start a Wiki page with some of my ideas (which aren't very original).

Tim

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Re: [Flightgear-devel] Problem compiling Atlas

2007-11-01 Thread K. Hoercher
On 10/31/07, Durk Talsma [EMAIL PROTECTED] wrote:
 As I was typing this reply, I got your other mail. Yes, you're pretty much
 right that Atlas no longer compiles against Simgear CVS. But, most fixes are
 pretty straightforward.

Provided one already has that optind=0; stuff, the attached patch
should take care of the linking flags and some simgear type changes I
encountered. (Minus some local hackery I removed; it does compile and
seemingly run as of last week's cvs HEAD of simgear , qualified by
that evil for me)

HTH
K. Hoercher
diff -Nur Atlas.cleanorig/src/Makefile.am Atlas.cleanhack/src/Makefile.am
--- Atlas.cleanorig/src/Makefile.am	2007-10-26 13:19:27.0 +0200
+++ Atlas.cleanhack/src/Makefile.am	2007-10-26 13:19:02.0 +0200
@@ -28,6 +28,7 @@
 	Preferences.cxx Preferences.hxx
 
 Atlas_LDADD = \
+	-lsgstructure -lsgprops \
 	-lsgmagvar -lsgtiming -lsgmisc -lsgio -lsgserial -lsgdebug -lsgbucket\
 	-lsgxml -lplibsg -lplibpu -lplibul -lplibfnt -lplibnet \
 	$(opengl_LIBS) \
@@ -45,8 +46,9 @@
 	fg_mkdir.cxx fg_mkdir.hxx
 
 Map_LDADD = \
+	-lsgstructure -lsgprops -lsgserial -lsgxml \
 	-lsgmagvar -lsgtiming -lsgmisc -lsgio -lsgdebug \
-	-lplibsg -lplibpu -lplibul -lplibfnt -lsgbucket -lsgscreen \
+	-lplibsg -lplibpu -lplibul -lplibfnt -lplibnet -lsgbucket -lsgscreen \
 	$(opengl_LIBS) \
 	-lpng -lz -ljpeg
 
@@ -61,8 +63,9 @@
 	Scenery.cxx Scenery.hxx
 
 MapPS_LDADD = \
+	-lsgstructure -lsgprops -lsgserial -lsgxml \
 	-lsgmagvar -lsgtiming -lsgmisc -lsgio -lsgdebug \
-	-lplibsg -lsgbucket \
+	-lplibsg -lplibnet -lsgbucket \
 	-lpng -lz
 
 GetMap_SOURCES = \
diff -Nur Atlas.cleanorig/src/MapMaker.cxx Atlas.cleanhack/src/MapMaker.cxx
--- Atlas.cleanorig/src/MapMaker.cxx	2007-10-26 13:19:27.0 +0200
+++ Atlas.cleanhack/src/MapMaker.cxx	2007-10-26 13:19:02.0 +0200
@@ -653,8 +653,8 @@
 
   /* convert point_list of wgs84 nodes to a list of points transformed
  into the maps local coordinate system */
-  const point_list wgs84_nodes = tile.get_wgs84_nodes();
-  for ( point_list::const_iterator node = wgs84_nodes . begin(); 
+  const std::vectorSGVec3d wgs84_nodes = tile.get_wgs84_nodes();
+  for ( std::vectorSGVec3d::const_iterator node = wgs84_nodes . begin(); 
 	node != wgs84_nodes . end();
 	node++ ) {
 
@@ -674,8 +674,8 @@
   }
 
   // same as above for normals
-  const point_list m_norms = tile.get_normals();
-  for ( point_list::const_iterator normal = m_norms.begin(); 
+  const std::vectorSGVec3f m_norms= tile.get_normals();
+  for ( std::vectorSGVec3f::const_iterator normal = m_norms.begin(); 
 	normal != m_norms.end();
 	normal++ ) {
 // Make a new normal
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[Flightgear-devel] Colombian Air Force virtual T-37

2007-11-01 Thread Erik Hofman

Hi,

I received the following request from a university group:

 VOLTA is a research group of Militar Nueva Granada University, in this
 moment we are development a project for Colombian Air Force. In reference
 with a e-mail send by JHON JAIRO PALOMINO LOSADA (it was send in
 25-oct-2007), We need the T-37 for FSX with all the instruments at the
 control panel and painted with the Colombian Air Force logo and colors. If
 you can do it, send us the quotation (how much is it, time and payment
 way)
 
 This requirement is very important and urgent for us, we thank for its aid
 and quick answer

Now since I don't have time to do it, nor the expertise to create a FSX 
model I wonder is someone here might be interested in this proposal.

I wouldn't mind if someone would make some bucks out of this using my 
T-37 model (both FDM and 3d model) provided that the changes to the 
existing T-37 model will be backported to the FlightGear model as well.

Anyone who is interested could contact me privately for the contact 
information.

Erik

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Re: [Flightgear-devel] Compiling TerraGear !

2007-11-01 Thread will Pink
Well I have downloaded the latest Simgear CVS and ran the autogen.sh but is 
missing 

./autogen.sh
Host info: Linux i686
 automake: 1.10 (110)

Running aclocal
aclocal: `configure.ac' or `configure.in' is required
Running autoheader
autoheader: `configure.ac' or `configure.in' is required
ERROR: autoheader didn't create simgear/simgear_config.h.in!

Why are these missing?

Kind Regards,
Will

 [EMAIL PROTECTED] 10/31/07 16:53 PM 
On 10/31/07, Jon Stockill wrote:

 will Pink wrote:
  I have the lastest CVS version of SimGear but the package doesn't
 include configure.ac or configure.in! Any reason why?

 Because it's the cvs version, and those are built by autotools



There is definitely a configure.ac in the cvs checkout.  You need to run
./autogen.sh followed by ./configure , followed by make ...

You also need to have OSG available since that is a dependency for simgear.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d



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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread David Megginson
On 01/11/2007, Tim Moore [EMAIL PROTECTED] wrote:

  ...  we should concentrate on aircraft models
  and flight dynamics, and try to interface with an existing engine.

 That depends on where your interests lie, I suppose.

By we, I meant the Flightgear project, not the individuals in it.  I
would also be very interested in contributing to a terrain engine, but
I think it probably would need its own maintainer and team of core
developers who were focusing primarily on it, rather than building it
as a sideshow to FlightGear, especially since it would have to come
with a suite of editing tools to help people manipulate GIS data and
manually tweak scenery.


All the best,


David

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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Sergey
Hello,

Few thoughts

as FlightGear moves to osg there is a nice virtual terrain project which is
integrates with osg.
The site for the project is http://www.vterrain.org/ and some papers are
here http://www.vterrain.org/LOD/Papers/.

Personally I like Thatcher Ulrich adaptive quadtrees approach ( which allows
to load chunks in runtime and thus it is possible to ) the approach is
implemented in Soul Ride game which source could be obtained here
http://sourceforge.net/projects/soulride/ ( this one specific implementation
does not feature   loading new chunks but I seen the java code with the
functionality.

anyhow there are quite a bit of approaches which are presented at
http://www.vterrain.org/LOD/Papers/ and some are more hardware friendly than
adaptive quadtrees.

Regards
Sergey Kurdakov
http://www.sim-ai.org/simplestgame.htm
http://www.sim-ai.org/FlightGearlesson.htm





On 11/1/07, Tim Moore [EMAIL PROTECTED] wrote:


 A flight simulator has specialized needs from a terrain engine: good
 close-up detail
 for near or on- earth operations, terrain stretching to a far horizon,
 no-pause loading
 of terrain from everywhere on the round earth, accurate material
 properties for ground
 polygons. I don't know of any free project that offers this.

 I think we have the expertise, both on the production / GIS side and the
 programming
 side, to create a first-class world terrain and terrain engine that would
 be taken up
 by other projects too. I personally want to work on this, but I need to
 help get our
 OSG house in order first.

 I'll start a Wiki page with some of my ideas (which aren't very original).


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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread David Megginson
On 01/11/2007, Sergey [EMAIL PROTECTED] wrote:

 as FlightGear moves to osg there is a nice virtual terrain project which is
 integrates with osg.
 The site for the project is http://www.vterrain.org/ and some papers are
 here http://www.vterrain.org/LOD/Papers/.

Excellent.  It looks like a good start, but there is a strange culture
around the site -- for example, you have to request a download instead
of simply downloading the source, even though it seems to have a
BSD-style license.  I wonder if most of the developers are coming from
the Windows world, and don't quite get the norms of open source yet.


All the best,


David

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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Sergey
Hello David.

you have to request a download instead
of simply downloading the source, even though it seems to have a
BSD-style license.

I do not know exact rationale why this system to get a code is in
place, still the pass goes without problems and
the author is from linux/unix world himself ( to my know ).

Regards
sergey

On 11/1/07, David Megginson  wrote:
 On 01/11/2007, Sergey wrote:

  as FlightGear moves to osg there is a nice virtual terrain project which is
  integrates with osg.
  The site for the project is http://www.vterrain.org/ and some papers are
  here http://www.vterrain.org/LOD/Papers/.

 Excellent.  It looks like a good start, but there is a strange culture
 around the site -- for example, you have to request a download instead
 of simply downloading the source, even though it seems to have a
 BSD-style license.  I wonder if most of the developers are coming from
 the Windows world, and don't quite get the norms of open source yet.





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Re: [Flightgear-devel] Colombian Air Force virtual T-37 for FSX

2007-11-01 Thread Grupo de Investigación VOLTA
Dear Sir:

We are very interested in develop the T-37 for FSX in the way that you
said. Please contact us whit the persons who could help us (if is
different to you), this to establish the specifications, develop time,
cost and mode of payment.

One of the requirements  for the virtual T-37 for FSX is the time of
development which can`t be greater to fifteen day.

we thank for its aid

VOLTA
Research group
William Gómez Rivera M.Sc.
Mobile Phone: 57-3112324076


 Dear Sir/Madam,

 I've asked around in the FlightGear team to see if others are interested
 in adjusting this model to FSX and there seams to be some interest in
 doing so.

 If you are still interested in this effort please let me know (or you
 could post a message the the flightgear mailinglist:
 flightgear-devel@lists.sourceforge.net).

 Regards,

 Erik Hofman


 Grupo de Investigación VOLTA wrote:
 Hello Mr. Erik:

 VOLTA is a research group of Militar Nueva Granada University, in this
 moment we are development a project for Colombian Air Force. In
 reference
 with a e-mail send by JHON JAIRO PALOMINO LOSADA (it was send in
 25-oct-2007), We need the T-37 for FSX with all the instruments at the
 control panel and painted with the Colombian Air Force logo and colors.
 If
 you can do it, send us the quotation (how much is it, time and payment
 way)

 This requirement is very important and urgent for us, we thank for its
 aid
 and quick answer



 VOLTA
 Research group
 William Gómez Rivera M.Sc.
 Mobile Phone: 57-3112324076






VOLTA
Grupo de Investigación en Energias Renovables y Aplicaciones Mecánicas
Lider: M.Sc.Ing. William Gómez Rivera

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Re: [Flightgear-devel] FlightGear terrain engine

2007-11-01 Thread Ralf Gerlich
Hello!

Georg Vollnhals schrieb:
 1. Getting better scenery details for wide areas without buying any data
 - the Landsat7 project

 http://www.custom-scenery.org/Building-Scener.331.0.html

 Here a semi-automatic scanning of prepared Landsat 7 pictures can result
 into a much more detailed scenery. There are two areas available for
 FlightGear, the Berlin Linuxtag scenery and (as far as I remember) the
 Bodensee scenery. Although the process of scanning these pictures is
 not easy due to the low resolution and the software and AI is under
 development the result was fascinating in my eyes.
 The aim of this project is to enhance the local scenery worldwide
 automatically by scanning the LS7 stuff. This is far! from working but a
 very interesting branch of development.
   
Well, it _is_ working, as you can see from the Custom Scenery examples
on http://mapserver.flightgear.org/. The limiting factors currently are
the simplification required so the TerraGear and FlightGear don't choke
on the load of details we get from the low resolution imagery ;-) , and
the second is making the process workable for average Joe User (which is
mainly a problem of simplification, as well ;-) )

I have documented the process of classification at
http://www.custom-scenery.org/Building-Scener.331.0.html

Martin is currently working on trying the process himself and maybe will
be able to establish a webservice where users can retrieve parts of the
Landsat imagery for their favourite area, produce a training vector map,
e.g. using QGIS, submit that to the service again and retrieve
automatically classified vector data. He has established close ties with
the OSGeo foundation and we are allowed to use some of their topnotch
hardware for this task.

So, no, this is not far from working. In contrast, we are finally
approaching a point where this can be applied generally, and it might be
that Seb's work will allow us to use all the detail we can retrieve from
Landsat.

Cheers,
Ralf



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Re: [Flightgear-devel] FlightGear terrain engine

2007-11-01 Thread Georg Vollnhals
Ralf Gerlich schrieb:
 Hello!

 Georg Vollnhals schrieb:
   
 1. Getting better scenery details for wide areas without buying any data
 - the Landsat7 project

 http://www.custom-scenery.org/Building-Scener.331.0.html

 Here a semi-automatic scanning of prepared Landsat 7 pictures can result
 into a much more detailed scenery. There are two areas available for
 FlightGear, the Berlin Linuxtag scenery and (as far as I remember) the
 Bodensee scenery. Although the process of scanning these pictures is
 not easy due to the low resolution and the software and AI is under
 development the result was fascinating in my eyes.
 The aim of this project is to enhance the local scenery worldwide
 automatically by scanning the LS7 stuff. This is far! from working but a
 very interesting branch of development.
   
 
 Well, it _is_ working, as you can see from the Custom Scenery examples
 on http://mapserver.flightgear.org/. The limiting factors currently are
 the simplification required so the TerraGear and FlightGear don't choke
 on the load of details we get from the low resolution imagery ;-) , and
 the second is making the process workable for average Joe User (which is
 mainly a problem of simplification, as well ;-) )

 I have documented the process of classification at
 http://www.custom-scenery.org/Building-Scener.331.0.html

 Martin is currently working on trying the process himself and maybe will
 be able to establish a webservice where users can retrieve parts of the
 Landsat imagery for their favourite area, produce a training vector map,
 e.g. using QGIS, submit that to the service again and retrieve
 automatically classified vector data. He has established close ties with
 the OSGeo foundation and we are allowed to use some of their topnotch
 hardware for this task.

 So, no, this is not far from working. In contrast, we are finally
 approaching a point where this can be applied generally, and it might be
 that Seb's work will allow us to use all the detail we can retrieve from
 Landsat.

 Cheers,
 Ralf



   

Hi Ralf,

you know yourself how much I appreciate your work and like the output -
just remember my words about the Berlin terrain in the GFF.

The aim of this project is to enhance the local scenery worldwide
automatically by scanning the LS7 stuff.
This worldwide automatically = press the button I'll do the rest  is
really far from working as you describe yourself. Actually there is a
lot of knowledge necessary to do the work and even if Martin will finish
his part you have to go through the training process for every LS7
picture as far as I understood all.

But your work will result in a big step forward to a better scenery,
together with tasks from other people, and even going through several
procedures before you'll get the result is nothing compared to the
manually Landsat7 picture scanning like I did for OSG areas and
obviously many OSG people do - even if OSG has a Tools with JOSM and the
LS7 background-area function a tool we are only dreaming of.

submit that to the service again and retrieve automatically classified vector 
data

I doubt that this will help most of the scenery-developers/users as long
as you cannot process these data due to that cannot compile, cannot
use TerraGear problem.

Regards
Georg

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Re: [Flightgear-devel] Colombian Air Force virtual T-37 for FSX

2007-11-01 Thread leee
On Thursday 01 November 2007 18:26, Erik Hofman wrote:
 Grupo de Investigación VOLTA wrote:
  Dear Sir:
 
  We are very interested in develop the T-37 for FSX in the way that
  you said. Please contact us whit the persons who could help us (if
  is different to you), this to establish the specifications, develop
  time, cost and mode of payment.
 
  One of the requirements  for the virtual T-37 for FSX is the time
  of development which can`t be greater to fifteen day.

 So far I've had one response of someone who is skilled enough to do
 the 3d modeling but doesn't know much about FSX and other parts of
 the simulator.

 If anyone else is interested to join in please let it know. (I was
 thinking maybe Bill Galbraith might be interested).

 If this doesn't work out I think I want to let them know as soon as
 possible.

 Erik

Alexis did a great job of making the A-10 usable, so in that respect it 
would be in good hands.  Has MS FSX actually been released yet?

LeeE

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Re: [Flightgear-devel] Material animation problem

2007-11-01 Thread alexis bory
SydSandy a écrit :
  On Wed, 31 Oct 2007 20:51:40 + Jon Stockill [EMAIL PROTECTED]
  wrote:

  I'm having problems with the following seemingly simple bit of
  animation (running the cvs osg version):
 
  animation object-nameWarnLoVolt/object-name
  object-nameWarnGen/object-name
  object-nameWarnLoOil/object-name
  object-nameWarnFuel/object-name
  object-nameWarnStarter/object-name condition not
  propertyinstrumentation/warning-panel/test/property /not
  /condition typematerial/type emission red0.0/red
  green0.0/green blue0.0/blue
  factor-propinstrumentation/warning-panel/brightness/factor-prop
  /emission /animation
 
  animation object-nameWarnLoVolt/object-name
  object-nameWarnGen/object-name
  object-nameWarnLoOil/object-name
  object-nameWarnFuel/object-name
  object-nameWarnStarter/object-name condition
  propertyinstrumentation/warning-panel/test/property
  /condition typematerial/type emission red1.0/red
  green0.0/green blue0.0/blue
  factor-propinstrumentation/warning-panel/brightness/factor-prop
  /emission /animation
 
  It's supposed to light all the lamps on a warning panel when the
  test button is pressed. If used as shown, the lamps never light.
  Switching the order of the 2 animation blocks results in the
  lamps lighting when the test switch is pressed - but they remain on
  when it is released (the controlling property value in the browser
  does change). With the lamps lit if the brightness is changed and
  the test button pressed again the brightness of the lamps changes -
  so the first animation can still be triggered - it appears that the
  second is always ignored though.
 
  Have I done something silly, or have I discovered a bug?
 
  Jon

  Hi Jon , I THINK type has to come right after animation ...
  Cheers


Another tip: you better use a group in the .ac (3D) model and use the 
group name
when you want an animation on all objects together, doing so create a 
different
branch in the tree. If you specify all the objects namely in the same 
block, you
may have difficulties to animate them separately later.

You can also use another method which is a bit more verbose: a select 
animation
with the condition, and later in the xml the material animation without 
condition.
You will have in your .ac (3D) file of the panel the lamp off and the 
lamp on. then
in the xml you can select the 'lamp on' object upon a property.
Again use separate block for single objects called by their name or a 
group of them
if needed.

Alexis


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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Ampere K. Hardraade
On Thursday 01 November 2007 09:32, Curtis Olson wrote:
 Certainly we could and should take a look at cleaning up the
 scenery render engine API within FlightGear.
I think the problem here is about sceney _data_ generation as much as about 
the scenery engine itself.  The sceney generation process is overly complex, 
many people who tried didn't get far for one reason or another.  Then, we 
have experts who know how everything ties together but simply don't have the 
time to maintain the code.  Finally, when scenery actually gets generated, it 
either lost a lot of details or worst, has a lot of errors.

There are a few opensource libraries that are dedicated to the features that 
you have mentioned.  GTS, for example, can do continious LODs as well as CSG.  
The great thing about using existing libraries is that these libraries are 
purposely designed, dedicated to what they do, and are maintained by experts, 
instead of being hacks that are written once and hardly get looked at 
afterwards.  So, not only will we able to cut holes into the terrain for 
runways, we will also be able to do so better and much more efficiently.



Ampere

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