[Flightgear-devel] FSWeekend 2008

2008-08-04 Thread Durk Talsma
Hello Everybody,

This is just a quick announcement / heads-up: FSWeekend, the largest Flight 
Simulation event in europe being organized on November 1st and 2nd, at 
Lelystad airport (EHLE). As in previous years, I'm planning to organize a 
booth, in close collaboration with Martin Spott and Torsten Dreyer, and 
hopefully a few other people.

So, if you happen to be around, please step by to say Hi. :-). In addition, I 
guess we can still use a few hands to help in runnning the booth. Feel free to 
contact me when interested. 

More information can be found here:
http://www.fsweekend.com/

Cheers,
Durk

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Re: [Flightgear-devel] EGNW apt.dat corrections and additions

2008-08-04 Thread Bohnert Paul



--- On Sun, 8/3/08, Martin Fenelon <[EMAIL PROTECTED]> wrote:

> From: Martin Fenelon <[EMAIL PROTECTED]>
> Subject: [Flightgear-devel] EGNW apt.dat corrections and additions
> To: flightgear-devel@lists.sourceforge.net
> Date: Sunday, August 3, 2008, 6:35 AM
> Hello,
> 
> I've just sent the following minor corrections to Robin
> Peel for inclusion 
> in the next update.
> 
> EGNW (Wickenby) [810 format, Unix line endings].
> 
> http://awaywiththepixies.org.uk/pub/FlightGear/Aerodromes/EGNW/EGNW-20080802.dat
> 
> Summary of changes:
> 1. Runways - default position/length/orientation corrected
> (UK AIP)
> 2. Windsock - removed four defaults and correctly placed
> one unlit
> 3. Tower - add tower viewpoint + prevent auto drawing of
> tower
> 4. Light Beacon - add dummy green+white beacon to prevent
> auto creation
> 5. Taxiways/Apron - basic structure added
> 6. Comms - "Wickenby Radio" A/G frequncy added
> 
> Reference data used (AIP) is freely available via UK/JAA
> NATS sources:
>  http://www.nats-uk.ead-it.com/aip/current/ad/EGNW/EG_AD_2_EGNW_en.pdf
> 
> A few points are worth a mention. The runway surface is
> listed as being 
> concrete although photographs seem to indicate otherwise. I
> contacted 
> the operating company concerned who did indeed confirm that
> the runway 
> surface is now asphalt. Markings are a little odd looking
> too. Their 
> runway is actually a runway marked within an old runway.
> Officially 
> declared distances are all within those markings with no
> under or 
> overrun, despite what looks suspiciously like displaced
> thresholds for 
> 03 and 34. The old eastern taxiway terminates rather
> abruptly as what 
> remains of it is now a public road.
> 
> EFVA is progressing nicely.
> 
> It this the right place to make such postings?
> 
> Kind regards.
> 
> Martin Fenelon.
> 
> 
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Martin,

You asked, so here is my two cents worth.

I would not post this to the Developers List.

I might, from time to time, post progress reports to the Users list.  It is 
good to here that progress is being made even if the results are not 
immediately apparent.  Some other user with the same interest might be willing 
to help you out.  At the least avoid duplication of effort.  

The frustrating part of editing taxiways is waiting for a scenery rebuild.  
Most users will not see your improvements till the next scenery release.

Thanks for making the FlightgGear world a better place.


Paul B.
[EMAIL PROTECTED]



  

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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Curtis Olson
On Mon, Aug 4, 2008 at 11:53 AM, Curtis Olson wrote:

> On Mon, Aug 4, 2008 at 9:05 AM, Curtis Olson  wrote:
>
>> We had a network switch that died yesterday ... the network guy is working
>> on getting it replaced this morning.  I don't have an eta yet.
>>
>
> Update: the switch has been replaced, but there seems to be a configuration
> issue still.  Packets get out, but nothing gets back in that the machine can
> see ... I'm still working with the net guys to try to prove it's not my own
> machine's fault.
>

Late afternoon cvs server update: the switch configuration issues should now
be all sorted out.  Somehow after the replacement, no inbound traffic was
allowed through, I couldn't even ping the router .. but that should be fixed
now.  Also in the process of all this, they moved my machine to a different
subnet and IP address.  I have updated the flightgear.org dns, but it may
take several ours to flush through to all the caching dns servers around the
world.   If you'd like to check that you are getting the correct address
from your dns server, the new IP address is 128.101.141.227.   (On linux you
can run "host cvs.flightgear.org" and you should get this number, if not,
you'll have to wait for your dns server's cached entries to expire ... which
can be up to 12 hours after I made the change.)  Sorry for the mess, but
every once in a while a piece of network hardware will go chips up and
thankfully they had a new replacement switch already to drop in.

Curt.
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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Curtis Olson
On Mon, Aug 4, 2008 at 9:05 AM, Curtis Olson  wrote:

> We had a network switch that died yesterday ... the network guy is working
> on getting it replaced this morning.  I don't have an eta yet.
>

Update: the switch has been replaced, but there seems to be a configuration
issue still.  Packets get out, but nothing gets back in that the machine can
see ... I'm still working with the net guys to try to prove it's not my own
machine's fault.

Curt.
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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Curtis Olson
On Mon, Aug 4, 2008 at 8:34 AM, Curtis Olson wrote:

> I suggested to Melchior that I would be able to look at it Monday AM ...
> it's 8:30am here right now and I'm about to go look at the machine...
>

We had a network switch that died yesterday ... the network guy is working
on getting it replaced this morning.  I don't have an eta yet.

Curt.
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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Curtis Olson
I suggested to Melchior that I would be able to look at it Monday AM ...
it's 8:30am here right now and I'm about to go look at the machine...

Regards,

Curt.


On Mon, Aug 4, 2008 at 8:24 AM, Heiko Schulz wrote:

>
> --- Melchior FRANZ <[EMAIL PROTECTED]> schrieb am Mo, 4.8.2008:
>
> > Von: Melchior FRANZ <[EMAIL PROTECTED]>
> > Betreff: Re: [Flightgear-devel] CVS-Server down?
> > An: flightgear-devel@lists.sourceforge.net
> > Datum: Montag, 4. August 2008, 15:16
> > * Heiko Schulz -- Monday 04 August 2008:
>
> >
> > > Is there any mirror?
> >
> > Yes, there are git repos:
> >
> >   $ git clone git://pigeond.net/flightgear/simgear.git
> >   $ git clone
> > git://pigeond.net/flightgear/flightgear.source.git
> >
> I wanted to update my data- is there any mirror for that in git too?
>
>
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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Heiko Schulz

--- Melchior FRANZ <[EMAIL PROTECTED]> schrieb am Mo, 4.8.2008:

> Von: Melchior FRANZ <[EMAIL PROTECTED]>
> Betreff: Re: [Flightgear-devel] CVS-Server down?
> An: flightgear-devel@lists.sourceforge.net
> Datum: Montag, 4. August 2008, 15:16
> * Heiko Schulz -- Monday 04 August 2008:

> 
> > Is there any mirror?
> 
> Yes, there are git repos:
> 
>   $ git clone git://pigeond.net/flightgear/simgear.git
>   $ git clone
> git://pigeond.net/flightgear/flightgear.source.git
> 
I wanted to update my data- is there any mirror for that in git too?


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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Martin Spott
Hi Heiko,

Heiko Schulz wrote:

> Is this known? Is there any mirror?

CVS as such is not easy about mirroring, because the CVS servers'
hostname is stored in the CVS "Root" entry and you would have to change
that before updating from a mirror.

If you don't mind taking a bypath, then I'd recommend you to have a
look at our GIT 'mirror', which is updated twice a day (as long as the
main CVS service is alife). This should at least allow easy browsing of
the source tree(s) and also allows those people, who are sitting behind
a firewall and a HTTP proxy, to track current development (delayed by
max. 12 hours) at:

  http://mapserver.flightgear.org/git/gitweb.pl

Mirrors of the official CVS service are marked with the "FlightGear
Flight Simulator" description,

Martin.
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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Rob Shearman, Jr.
I had the same problem about 12 hours ago... glad to hear it's not just me, 
meaning it's probably just offline... Cheers, -R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as [EMAIL PROTECTED]



- Original Message 
From: Heiko Schulz <[EMAIL PROTECTED]>
To: FGFS Developers Mail List 
Sent: Monday, August 4, 2008 8:56:58 AM
Subject: [Flightgear-devel] CVS-Server down?

Hi,

Tried today to update FGFS, but I can't login:

>cvs [login aborted]: connect to cvs.flightgear.org:2401 failed

Is this known? Is there any mirror?

Regards
HHS



still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] CVS-Server down?

2008-08-04 Thread Melchior FRANZ
* Heiko Schulz -- Monday 04 August 2008:
> Is this known?

Yes. More of that network seems to be down, but Curt doesn't have
the possibilty/authority to fix it. The theory was that it should
be fixed by now. Hmm ...



> Is there any mirror?

Yes, there are git repos:

  $ git clone git://pigeond.net/flightgear/simgear.git
  $ git clone git://pigeond.net/flightgear/flightgear.source.git

Had we switched to git already, then we could just continue to work,
committing patches to our local copies, and push that to the central
repo once it's up again. (With cvs or svn we can just stop working,
or create a mess later. :-)

m.

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[Flightgear-devel] Antwoord bij afwezigheid

2008-08-04 Thread gijsrooy
Ik ben momenteel op vakantie.
Woensdag 13 augustus ben ik weer terug.
 
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[Flightgear-devel] Antwoord bij afwezigheid

2008-08-04 Thread gijsrooy
Ik ben momenteel op vakantie.
Woensdag 13 augustus ben ik weer terug.
 
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[Flightgear-devel] CVS-Server down?

2008-08-04 Thread Heiko Schulz
Hi,

Tried today to update FGFS, but I can't login:

>cvs [login aborted]: connect to cvs.flightgear.org:2401 failed

Is this known? Is there any mirror?

Regards
HHS

 

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread R. van Steenbergen
James Turner schreef:
> I'm not clear what there is to be afraid of :) I mean, of course there  
> needs to be a way to render basic geometry, and there's an issue about  
> how to do that internally - a 'line' could be rendered by hand-written  
> Breshnam code into a texture, it could be an OSG node rendered  
> orthographically, etc, etc. There's many ways to get a 'vector' line  
> on the screen, but they're mostly dictated by the underlying OSG  
> rendering approach we adopt.
>   
What I'm suggesting is to make an abstraction for that so that display 
designers do not need to worry about the OSG code itself, but just 
define where their lines, points, rectangles, and text will go and the 
underlying engine will do the rest. Whether this is sent over the 
network or just stored in a file isn't really an issue -- it can go 
either way. I am personally in favor of orthographic rendering.
> This is what I have a problem with - I'm concerned to get something  
> simple and workable behaving with the current panels and systems in  
> FG. So initially I want in-process code, using the existing property  
> tree, panels and scene graph. While something like your approach would  
> give maximum flexibility, it's something we  could talk about pursuing  
> once a basic solution that works in FG is established. If we're  
> rendering each display as an OSG sub-camera, extracting that logic and  
> wrapping it in a stand-alone OSG viewer should be simplicity itself -  
> and so long as it's driven by properties, those can be sent over a  
> socket. That's an approach which seems a lot more bearable to me than  
> sending per-frame pixel surfaces over shared memory or sockets / pipes.
>
> James
>   
My approach wouldn't be sending the pixel surfaces (like video) over a 
network, but sending the low-level geometry that would result in pixel 
data. The rendering into the actual framebuffer would be done by the 
receiving application, this would also allow abstraction over different 
display engines (fx. for Windows developers who may prefer Direct3D or 
GDI+), so my idea is to make a VM-like structure with instructions like 
"draw line", "draw polygon", "translate", "rotate" etc. and a 
stack-based architecture. These instructions could be executed locally 
(acting on properties) or sent over a network for remote display, or 
saved to a file for delayed rendering.

A property-based display in an OSG viewer could also be a good idea, 
though, but it has a minor downside of decreased flexibility, since 
you're placing part of the instruments' intelligence in the client. But 
it might be a simpler solution in the short term -- and since the 
property interface is well documented, it wouldn't be hard to connect 
that to other flight simulation packages as well.

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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread R. van Steenbergen
James Turner schreef:
> On 4 Aug 2008, at 10:43, Tim Moore wrote:
>   
>>> Lots of interesting issues here.
>>>   
>
> Yep :)
>
>   
>> Instrumentation/wxradar.cxx and Instrumentation/od_gauge.cxx are the  
>> existing
>> examples we have of a custom glass instrument. The weather radar  
>> does work in
>> FlightGear OSG; there isn't any weather yet, but it can show other  
>> aircraft
>> traffic and is the basis for the ATC radar. od_gauge.cxx uses the  
>> method that
>> would be used for any glass instrument: an osg::Camera that is bound  
>> to an
>> off-screen render target, i.e a texture. The texture can then be  
>> used anywhere
>> in the scene.
>> 
>
> Okay, that fits my basic expectations, great. I'll look more closely  
> at the od_guage as well as the wx_radar.
>
>   
>> You can integrate arbitrary OpenGL code with an OSG application. It  
>> is most
>> friendly to setup and change all OpenGL state using OSG's StateSet  
>> mechanism,
>> but even that is not necessary. We use the GUI code from PLIB, which  
>> doesn't
>> know anything about OSG. See the SGPuDrawable class in Main/ 
>> renderer.cxx for the
>> implementation. The one catch is that OSG has a strong notion of  
>> separation
>> between the update of a "scene" and its rendering, and that might  
>> not play well
>> with arbitrary existing OpenGL code.
>> 
>
> Also good to know, though purely in terms of sane design I'd want some  
> better structure than just hacking up low-level GL calls I think. I  
> was aware the OSG could wrap arbitrary GL code, I'd just forgotten it  
> was that easy. Silly me.
>   
A cockpit display doesn't require *arbitrary* GL calls, only the ones 
related to drawing geometry and transformation are useful. Most special 
API calls like the ones found in GLU aren't even used. And I don't think 
basic geometry and transformation would be difficult to map.
> I'm also very aware that even for a stand-alone cockpit-display  
> running full-screen, many elements can be drawn much cheaper as a  
> texture than as SVG graphics. It's not as aesthetically pure as  
> specifying everything in pure vector formats, but I'd be happy to use  
> a mixture of simple vector graphics and bitmap textures to start with,  
> and the replace the textures with vector art once there's a suitable  
> renderer.
>   
Err, come on... Compared to a full scene graph, rendering a full-vector 
graphics cockpit display is like rendering the desktop for most 
contemporary  graphics cards. Textures have their uses (as bitmaps), but 
they aren't the way to go when emulating vector graphics when you have 
GPU cycles to spare. My software runs pure vector and it runs smoothly 
even on a 7-year-old Celeron without a 3D card. And for the record, 
that's on Windows 2000.
>> A moving map is a different beast. It would make sense to implement  
>> that as a
>> scene graph in its own right with its own pager. That would require  
>> a change in
>> current fg architecture to use a CompositeViewer instead of a single  
>> Viewer, but
>> we're contemplating that anyway.
>> 
>
> Yep, I agree, moving map is a much harder problem, and not something  
> I'm going to worry about in the short term.
>
> James
I did a moving map with complete navigation database and flight plan 
support in one file for my OpenRJ project (see a previous post), and 
it's about 300-400 lines of code total, including the surrounding MFD's. 
So a separate scene graph can work if that's what you want but it is not 
really neccessary.

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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread Martin Spott
Frederic Bouvier wrote:

> There is a new OSG pluggin that requires librsvg in OSG 2.6.0 RC1. 
> I didn't managed to build it under Windows though.

Without having a close look at it, I just tried to install the devel
package on a stable Debian distribution and noticed that 'librsvg2-dev'
pulls a _huge_ list of dependencies,

Martin.
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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread James Turner

On 4 Aug 2008, at 10:54, Frederic Bouvier wrote:

> There is a new OSG pluggin that requires librsvg in OSG 2.6.0 RC1.
> I didn't managed to build it under Windows though.

Depending on something like librsvg is pretty much my idea of hell.  
It's heavy, depends on libart (or possibly cairo, now), and doesn't  
seem to be actively developed. To be persuaded on the SVG front, I'd  
want to be sure there's a reasonably lightweight solution that would  
map to primitives we can easily support, i.e raw GL or OSG drawables.  
And it's not like we need a large set of SVG - I think SVG-Tiny would  
be sufficient, though I've forgotten what features are in each 'level'  
of the SVG 1.1 standard.

Anyway, I'll do some research on the SVG technologies. I sort of feel  
it's a side issue anyway - whether the compass rose is drawn as an SVG  
or PNG is the easy part, it's getting the appearance to be reasonably  
close to a Boeing/Airbus/Primus/Garmin display that will take time, I  
feel. If the biggest complaint people have is that the graphical  
elements aren't sharp enough, I'd be happy :)

James

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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread Erik Hofman
James Turner wrote:

> Yeah, I've also (just) been looking at the state of the art in SVG ->  
> GL rendering. I was hoping to find something reasonably compact, but  
> there's various dead links and so on. 

This might be exactly what you need:
http://fabrice.bellard.free.fr/TinyGL/

Erik


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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread James Turner

On 4 Aug 2008, at 07:28, R. van Steenbergen wrote:

> I fear, though, that in some way you are going to have to fall back to
> the rendering of very basic geometry (points, lines, rectangles)  
> because
> they are the basic make-up of a 2D vector display.

I'm not clear what there is to be afraid of :) I mean, of course there  
needs to be a way to render basic geometry, and there's an issue about  
how to do that internally - a 'line' could be rendered by hand-written  
Breshnam code into a texture, it could be an OSG node rendered  
orthographically, etc, etc. There's many ways to get a 'vector' line  
on the screen, but they're mostly dictated by the underlying OSG  
rendering approach we adopt.

> I am thinking about a small 'dumb' GL rendering application that takes
> in geometry data in some sort of byte-code from stdin, a file or a
> socket, and outputs GL frame buffer data into a block of memory. If it
> would be possible to offer that block of memory to OSG as a texture  
> and
> tell it to map it onto some surface, we pretty much get what we're
> looking for, including the degree of flexibilty required by deck  
> builders.
> This tiny app could have other uses as well, as the Blender crew might
> be interested into an app that generates pixel data from a raw  
> geometry
> stream, maybe incorporating GPU-accelerated rendering.

This is what I have a problem with - I'm concerned to get something  
simple and workable behaving with the current panels and systems in  
FG. So initially I want in-process code, using the existing property  
tree, panels and scene graph. While something like your approach would  
give maximum flexibility, it's something we  could talk about pursuing  
once a basic solution that works in FG is established. If we're  
rendering each display as an OSG sub-camera, extracting that logic and  
wrapping it in a stand-alone OSG viewer should be simplicity itself -  
and so long as it's driven by properties, those can be sent over a  
socket. That's an approach which seems a lot more bearable to me than  
sending per-frame pixel surfaces over shared memory or sockets / pipes.

James

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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread James Turner

On 4 Aug 2008, at 10:43, Tim Moore wrote:
>> Lots of interesting issues here.

Yep :)

>
> Instrumentation/wxradar.cxx and Instrumentation/od_gauge.cxx are the  
> existing
> examples we have of a custom glass instrument. The weather radar  
> does work in
> FlightGear OSG; there isn't any weather yet, but it can show other  
> aircraft
> traffic and is the basis for the ATC radar. od_gauge.cxx uses the  
> method that
> would be used for any glass instrument: an osg::Camera that is bound  
> to an
> off-screen render target, i.e a texture. The texture can then be  
> used anywhere
> in the scene.

Okay, that fits my basic expectations, great. I'll look more closely  
at the od_guage as well as the wx_radar.

> You can integrate arbitrary OpenGL code with an OSG application. It  
> is most
> friendly to setup and change all OpenGL state using OSG's StateSet  
> mechanism,
> but even that is not necessary. We use the GUI code from PLIB, which  
> doesn't
> know anything about OSG. See the SGPuDrawable class in Main/ 
> renderer.cxx for the
> implementation. The one catch is that OSG has a strong notion of  
> separation
> between the update of a "scene" and its rendering, and that might  
> not play well
> with arbitrary existing OpenGL code.

Also good to know, though purely in terms of sane design I'd want some  
better structure than just hacking up low-level GL calls I think. I  
was aware the OSG could wrap arbitrary GL code, I'd just forgotten it  
was that easy. Silly me.

> If a vector description of instruments is the way to go, then you  
> should look at
> using SVG with OpenGL and OSG. The big player here is cairo+glitz,  
> but the last
> time I looked at this it was hard, perhaps impossible, to coax glitz  
> to draw
> into an OpenGL context that it had not created. Perhaps this has  
> been solved.
> Another library is svgl at svgl.sourceforge.net, but I have no idea  
> if it is
> still alive. Any solution that renders to memory using the CPU is  
> going to be
> too slow, IMHO.

Yeah, I've also (just) been looking at the state of the art in SVG ->  
GL rendering. I was hoping to find something reasonably compact, but  
there's various dead links and so on. We already have some of the  
components (XML parser) so my preferred approach would be to make  
something like an osg-svg-kit by borrowing code from a project like  
svgl, but I really haven't looked at enough code to be sure about  
that. I'm also pretty wary of SVG as a technology, I've worked on the  
Mozilla SVG code in the distant past.

I'm also very aware that even for a stand-alone cockpit-display  
running full-screen, many elements can be drawn much cheaper as a  
texture than as SVG graphics. It's not as aesthetically pure as  
specifying everything in pure vector formats, but I'd be happy to use  
a mixture of simple vector graphics and bitmap textures to start with,  
and the replace the textures with vector art once there's a suitable  
renderer.

Anyway, going to play with svgl now.

>
>
> A moving map is a different beast. It would make sense to implement  
> that as a
> scene graph in its own right with its own pager. That would require  
> a change in
> current fg architecture to use a CompositeViewer instead of a single  
> Viewer, but
> we're contemplating that anyway.

Yep, I agree, moving map is a much harder problem, and not something  
I'm going to worry about in the short term.

James

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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread Frederic Bouvier

- "Tim Moore" <[EMAIL PROTECTED]> a écrit :

> If a vector description of instruments is the way to go, then you
> should look at using SVG with OpenGL and OSG. The big player here 
> is cairo+glitz, but the last time I looked at this it was hard, 
> perhaps impossible, to coax glitz to draw into an OpenGL context 
> that it had not created. Perhaps this has been solved. 
> Another library is svgl at svgl.sourceforge.net, but I have no idea if
> it is still alive. Any solution that renders to memory using the CPU is
> going to be too slow, IMHO.

There is a new OSG pluggin that requires librsvg in OSG 2.6.0 RC1. 
I didn't managed to build it under Windows though.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-04 Thread Tim Moore
R. van Steenbergen wrote:
> James Turner schreef:
>> Yeah, that's an absolute non-starter, same as the OpenGC code - low  
>> level OpenGL will not be flexible enough, or efficient in the OSG  
>> scene-graph, is my perception. I hope Tim Moore will pitch in with his  
>> opinion on the best way to do the OSG integration, separate camera  
>> feels like the best choice to me, but I need to think about the details.
>>
>> James
>>   
> I fear, though, that in some way you are going to have to fall back to 
> the rendering of very basic geometry (points, lines, rectangles) because 
> they are the basic make-up of a 2D vector display.
Lots of interesting issues here.

Instrumentation/wxradar.cxx and Instrumentation/od_gauge.cxx are the existing 
examples we have of a custom glass instrument. The weather radar does work in 
FlightGear OSG; there isn't any weather yet, but it can show other aircraft 
traffic and is the basis for the ATC radar. od_gauge.cxx uses the method that 
would be used for any glass instrument: an osg::Camera that is bound to an 
off-screen render target, i.e a texture. The texture can then be used anywhere 
in the scene.

You can integrate arbitrary OpenGL code with an OSG application. It is most 
friendly to setup and change all OpenGL state using OSG's StateSet mechanism, 
but even that is not necessary. We use the GUI code from PLIB, which doesn't 
know anything about OSG. See the SGPuDrawable class in Main/renderer.cxx for 
the 
implementation. The one catch is that OSG has a strong notion of separation 
between the update of a "scene" and its rendering, and that might not play well 
with arbitrary existing OpenGL code.

If a vector description of instruments is the way to go, then you should look 
at 
using SVG with OpenGL and OSG. The big player here is cairo+glitz, but the last 
time I looked at this it was hard, perhaps impossible, to coax glitz to draw 
into an OpenGL context that it had not created. Perhaps this has been solved. 
Another library is svgl at svgl.sourceforge.net, but I have no idea if it is 
still alive. Any solution that renders to memory using the CPU is going to be 
too slow, IMHO.

A moving map is a different beast. It would make sense to implement that as a 
scene graph in its own right with its own pager. That would require a change in 
current fg architecture to use a CompositeViewer instead of a single Viewer, 
but 
we're contemplating that anyway.
> 
> I am thinking about a small 'dumb' GL rendering application that takes 
> in geometry data in some sort of byte-code from stdin, a file or a 
> socket, and outputs GL frame buffer data into a block of memory. If it 
> would be possible to offer that block of memory to OSG as a texture and 
> tell it to map it onto some surface, we pretty much get what we're 
> looking for, including the degree of flexibilty required by deck builders.
> This tiny app could have other uses as well, as the Blender crew might 
> be interested into an app that generates pixel data from a raw geometry 
> stream, maybe incorporating GPU-accelerated rendering.
It will be much more efficient to integrate this directly into FlightGear and 
render to a texture. Otherwise your program and FlightGear will thrash with 
graphics context switches and you'll have the cost of copying from memory to 
GPU.

Tim

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Re: [Flightgear-devel] A patch to prevent multiple loading AIModels on reset

2008-08-04 Thread Erik Hofman
Tatsuhiro Nishioka wrote:

> So here is my suggestion.
> First, we use my patch as a temporal fix just to prevent the fps drop.
> Second, we investigate a reasonable means of loading and unloading AIModels 
> on reset (and remove my patch).
> 
> Any opinions?

Sounds good to me.

Erik

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