[Flightgear-devel] Genapts bug with grass and dirt runways
I noticed long ago that only 1/2 of dirt and grass runways were "textured". The untextured part was an appropriate color so I didn't worry too much about it. Yesterday papillon81 brought the issue up on IRC because he'd like to improve the texture. Looking at the code and using simgear's decode_binobj to dump an airport I found that: Dirt and grass runways are generated by GenAirports/rwy_simple.cxx. The runways are divided into two halves, "A" and "B" each consisting of two triangles. Runway half "A" is good. Runway half "B"'s first triangle UV coordinates are a very short line, and its second triangle's UV coordinates are a point. This patch fixes the issue, but I suspect the original intent was to mirror the texture around the center-line to hide any seams and this patch doesn't do that... Thanks, Ron diff --git a/src/Airports/GenAirports/rwy_simple.cxx b/src/Airports/GenAirports/rwy_simple.cxx index 99eb321..1ba7ec8 100644 --- a/src/Airports/GenAirports/rwy_simple.cxx +++ b/src/Airports/GenAirports/rwy_simple.cxx @@ -101,7 +101,7 @@ void gen_simple_rwy( const TGRunway& rwy_info, tp = TGTexParams( runway_b.get_pt(0,0), rwy_info.width * SG_FEET_TO_METER, rwy_info.length * SG_FEET_TO_METER / 2.0, - rwy_info.heading + 180.0 ); + rwy_info.heading ); texparams->push_back( tp ); #if 0 -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer ATC "aircraft, " feature request...
That might be best . I know very little about what information a real scope displays , and intercepting a radial is the pilots job , so I dont know if I can bring myself to add that line ;). I know , Im sure you mean this as a "training " tool, and I'll play around with ideas , but I'd be interested in what you come with also. Cheers I'm still way below the level where I can code these things on my own, but I > might be at a point now where I can compare ATC1 and ATC2 and snip out the > best bits into a cobbled-together version I like. Maybe I'll mess with that > over the coming weeks and see where I end up. > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer ATC "aircraft, " feature request...
> You can "tint" the view from the menu to darken it so the screen info displays clearer ... what about another step to blackout the background view completely? Well I really think having separate "window" and "scope" views might make it easier to discern the details, particularly the callsigns and data blocks in the scope. So next time I do ATC I will switch back to version 1 and see if I have a better experience. > a line from the tower center outward on the display that could be rotated , > but centering it on a runway might be tougher. If the extended centerlines are difficult to do, a radial from the tower would probably be a "close-enough" approximation, although of course it would never be exact since very few runways extend on radials intercepting the tower :) :) :) It's a decent work-around for now. I know you have several other projects you're working on. Maybe there's someone else on the list already working on improving the ATC set? > Another plan I had was to remove any "true heading " references , since airports deal in magnetic headings , and it just confuses issues. Indeed. Of course there's some debate over the METAR info, whether it is in true or magnetic, and I think the consensus was that it's in true? This is the first simulator I've experienced with this level of detail given to such things, so I can't really weigh in. I know that the wind display atop the ATC2 screen does "translate" it, which is nice. I'm still way below the level where I can code these things on my own, but I might be at a point now where I can compare ATC1 and ATC2 and snip out the best bits into a cobbled-together version I like. Maybe I'll mess with that over the coming weeks and see where I end up. Thanks again for the audience. Sincerely, -R. (MD-Terp) Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu From: syd adams To: FlightGear developers discussions Sent: Saturday, August 8, 2009 6:06:12 PM Subject: Re: [Flightgear-devel] Multiplayer ATC "aircraft, " feature request... I think I know what your looking for , dont know if I like the idea , but it shouldn't be too difficult. You can "tint" the view from the menu to darken it so the screen info displays clearer ... what about another step to blackout the background view completely? What comes to mind is a line from the tower center outward on the display that could be rotated , but centering it on a runway might be tougher. Another plan I had was to remove any "true heading " references , since airports deal in magnetic headings , and it just confuses issues. But there are several people tweaking it , so I thought I'd leave it alone. Im currently working on other things , but I'll see what I can do . Cheers Thanks for your consideration. I appreciate all of the effort you guys put into this project, and all of the "novelties" you think to include! :) > >Cheers, >-R. (MD-Terp) > > Robert M. Shearman, Jr. >Transit Operations Supervisor, >University of Maryland Department of Transportation >also known as rm...@umd.edu > > > >-- >>Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day >>trial. Simplify your report design, integration and deployment - and focus on >>what you do best, core application coding. Discover what's new with >>Crystal Reports now. http://p.sf.net/sfu/bobj-july >___ >>Flightgear-devel mailing list >Flightgear-devel@lists.sourceforge.net >https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer ATC "aircraft, " feature request...
I think I know what your looking for , dont know if I like the idea , but it shouldn't be too difficult. You can "tint" the view from the menu to darken it so the screen info displays clearer ... what about another step to blackout the background view completely? What comes to mind is a line from the tower center outward on the display that could be rotated , but centering it on a runway might be tougher. Another plan I had was to remove any "true heading " references , since airports deal in magnetic headings , and it just confuses issues. But there are several people tweaking it , so I thought I'd leave it alone. Im currently working on other things , but I'll see what I can do . Cheers On Sat, Aug 8, 2009 at 2:39 PM, Rob Shearman, Jr. wrote: > Hello, Syd and Jester... > > How easy/difficult would it be to add a small detail to the radar scope > view, which would be extended centerlines for the runways? Trying to use > version 2 today, I ran into difficulty giving good localizer intercepts just > trying to eyeball the extended lines, especially when zoomed out past the > range where the runways were clearly visible. > > Also, if you are able to add this feature, I would most preferably like to > see it in both version 1 and version 2 (if that's not asking too much, of > course). Today I was using version 2, and while it was nice to have a > full-sreen view of the "live" action, it made details on the scope a little > illegible. We (the group of users participating in my "MP event" today) are > hoping to make our gathering a monthly thing, so next month I can try > version 1 instead and see if it's any better/easier. > > Thanks for your consideration. I appreciate all of the effort you guys put > into this project, and all of the "novelties" you think to include! :) > > Cheers, > -R. (MD-Terp) > > Robert M. Shearman, Jr. > Transit Operations Supervisor, > University of Maryland Department of Transportation > also known as rm...@umd.edu > > > > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest CVS still showing major MP problems...
Same thing here, ongoing for at least 2 weeks. People often missing in chat and mp list, though I can see them visually. Sometimes it seems to only let me "see" two others in the chat/mp_list at a time, other times I can see more, and rarely can see everyone. I have zero nasal errors, or errors of any other kind. cheers -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Multiplayer ATC "aircraft," feature request...
Hello, Syd and Jester... How easy/difficult would it be to add a small detail to the radar scope view, which would be extended centerlines for the runways? Trying to use version 2 today, I ran into difficulty giving good localizer intercepts just trying to eyeball the extended lines, especially when zoomed out past the range where the runways were clearly visible. Also, if you are able to add this feature, I would most preferably like to see it in both version 1 and version 2 (if that's not asking too much, of course). Today I was using version 2, and while it was nice to have a full-sreen view of the "live" action, it made details on the scope a little illegible. We (the group of users participating in my "MP event" today) are hoping to make our gathering a monthly thing, so next month I can try version 1 instead and see if it's any better/easier. Thanks for your consideration. I appreciate all of the effort you guys put into this project, and all of the "novelties" you think to include! :) Cheers, -R. (MD-Terp) Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Latest CVS still showing major MP problems...
Hello all -- Of late I have been reporting some bugs in the MP system, and I still believe the problems stem from the more recent CVS builds. Vivian asked me to report whether there were any NASL console errors associated, and I can now definitively say that there are none. The symptom is that two MP users on the same MP server at/near the same location can see one anothers' aircrafts, but cannot communicate with one another, and cannot see them in the Network Pilots List. I am a Windows Vista user, using Fred's Win32 builds and doing corresponding data checkouts with Tortoise. I originally "discovered" the MP problem using the 6/27 build, and reverting to the 5/23 build seemed to alleviate the issue. Again today I was using the 7/26 build, and switching to 5/23 seemed to fix things, although there was still a little weirdness (and of course I can't be sure what versions and/or builds everyone else in the scenario was using; I didn't stop to take a headcount, unfortunately). I, and many other CVS users on the Forum who have reported similar problems, certainly appreciate you all looking into this. Sincerely, -Rob. (MD-Terp) Robert M. Shearman, Jr. Transit Operations Supervisor, University of Maryland Department of Transportation also known as rm...@umd.edu -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
> Hi on my wish list for eye candy would be: > > 1. Shadows (aircraft shadows cast on to itself and onto the ground.) > > 2. Wet runways that reflect some sort of foggy, fuzzy something or other. > Like glass effects except more wet runway-ish. > > 3. Proper landing lights that illuminate the scene. > > Curt. > -- > Curtis Olson: http://baron.flightgear.org/~curt/ All things that advanced materials and shaders will help to make possible. :) This is good stuff...even though it means I'll need a new gpu soon cheers! -- Jacob (aka Tuxklok) -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Sat, Aug 8, 2009 at 3:20 PM, Stuart Buchanan wrote: > However, it's possible that the 3d clouds and trees are being loaded in a > different > way to the new shaders, in a way that is sub-optimal. I'm sure Tim will > know :) > > So, we now have shaders for trees, clouds and terrain. Particles next? ;) Hi on my wish list for eye candy would be: 1. Shadows (aircraft shadows cast on to itself and onto the ground.) 2. Wet runways that reflect some sort of foggy, fuzzy something or other. Like glass effects except more wet runway-ish. 3. Proper landing lights that illuminate the scene. Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Curtis Olson wrote: > For what it's worth, 3d clouds seem to run reasonably fast by themselves, > but if you have 3d clouds + these new shader effects (or existing effects > like rain/snow) then my frame rates come grinding to nearly a halt. > Switching to 2d clouds with these new shader effects puts me back > up to running fast again. Also 3d clouds + drawing to multiple > cameras/windows is another thing that seems to bring the frame rates down > substantially. The last statement suggests to me that you're just maxing out your graphics card rather than something intrinsic to the 3d clouds vs. the new shaders. Do you see a change running the new shaders but no 3d clouds on single vs. multiple cameras/windows, in particular with high visibility? However, it's possible that the 3d clouds and trees are being loaded in a different way to the new shaders, in a way that is sub-optimal. I'm sure Tim will know :) So, we now have shaders for trees, clouds and terrain. Particles next? ;) -Stuart -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Saturday 08 August 2009 19:55:19 Curtis Olson wrote: > Hi AJ, > > Under a scenario with these shaders (and/or rain&snow), fly up into the 3d > cloud lyaer so you are punching through the puffy clouds. Are you still > getting 20 fps? I don't see much difference between flying above the puffy clouds and flying underneath them... possibly slightly lower fps when flying higher, but I can imagine several reasons for that. Overall, I'd say the new effects seem to have the kind of performance penalty that I'd expected, and are well worth it... one can always turn them off if necessary, anyway. Did I also forget to mention how much more fun flying is with the more realistic turbulence that was added a while back? :-) Cheers, AJ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Hi AJ, Under a scenario with these shaders (and/or rain&snow), fly up into the 3d cloud lyaer so you are punching through the puffy clouds. Are you still getting 20 fps? Thanks, Curt. On Sat, Aug 8, 2009 at 1:52 PM, AJ MacLeod wrote: > On Saturday 08 August 2009 19:39:26 Victhor Foster wrote: > > I'm also suffering from the same problem. I can get nearly 25 fps > > without the new shaders/rain/snow. > > I would just like to clarify that I'm perfectly content with the drop in > fps > that I'm seeing - I think it's entirely commensurate with the improvement > in > visual appearance. > > In my local area (near EGPE, so not terribly built-up) I usually get just > over > 30 fps with 3d clouds, trees etc and the Buccaneer; it drops to a still > usable 20-something with the latest shader effects in action (there's a > good > bit of sea around here of course...) I consider that quite acceptable, > given > that my graphics card is not exactly powerful by current standards (Nvidia > 7300GS) > > Although high performance on lesser hardware is nice, I think it's > reasonable > enough to demand powerful hardware for the nicest eye candy. > > Cheers, > > AJ > > > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Saturday 08 August 2009 19:39:26 Victhor Foster wrote: > I'm also suffering from the same problem. I can get nearly 25 fps > without the new shaders/rain/snow. I would just like to clarify that I'm perfectly content with the drop in fps that I'm seeing - I think it's entirely commensurate with the improvement in visual appearance. In my local area (near EGPE, so not terribly built-up) I usually get just over 30 fps with 3d clouds, trees etc and the Buccaneer; it drops to a still usable 20-something with the latest shader effects in action (there's a good bit of sea around here of course...) I consider that quite acceptable, given that my graphics card is not exactly powerful by current standards (Nvidia 7300GS) Although high performance on lesser hardware is nice, I think it's reasonable enough to demand powerful hardware for the nicest eye candy. Cheers, AJ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
I'm also suffering from the same problem. I can get nearly 25 fps without the new shaders/rain/snow. Hi, >For what it's worth, 3d clouds seem to run reasonably fast by themselves, but if you have 3d clouds + these new shader effects (or existing effects like >rain/snow) then my frame rates come grinding to nearly a halt. Switching to 2d clouds with these new shader effects puts me back up to running fast >again. Also 3d clouds + drawing to multiple cameras/windows is another thing that seems to bring the frame rates down substantially. > >Regards, > >Curt. Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0 we should solve that Regards HHS -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Hi, >For what it's worth, 3d clouds seem to run reasonably fast by themselves, but >if you have 3d clouds + these new shader effects (or existing effects like >>rain/snow) then my frame rates come grinding to nearly a halt. Switching to >2d clouds with these new shader effects puts me back up to running fast >>again. Also 3d clouds + drawing to multiple cameras/windows is another thing >that seems to bring the frame rates down substantially. > >Regards, > >Curt. Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0 we should solve that Regards HHS -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Sat, Aug 8, 2009 at 1:23 PM, AJ MacLeod wrote: > On Saturday 08 August 2009 11:26:00 Tim Moore wrote: > > I've committed a version of Till Busch's terrain effects, as seen at > > LinuxTag. I know that he hasn't finished tuning them, and I've changed > his > > landmass effect to use the base terrain texture, which he's not entirely > in > > agreement with :) Nevertheless, they are great examples of using the new > > effects framework. > > These effects, in combination with our new 3d clouds, are a massive step > forward in the realism of FG's "outside world". No doubt there's some > tuning > and improvement to come, but even as it is just now, it looks fantastic. > > In fact, it's probably about good enough to convince me it's time for a > graphics card upgrade so I can enjoy using them with my previous > framerates :-) > > Thanks for all the hard work that's gone into them, and I look forward to > seeing more (I'm sure the existing use is only scratching the surface of > what > can be achieved.) For what it's worth, 3d clouds seem to run reasonably fast by themselves, but if you have 3d clouds + these new shader effects (or existing effects like rain/snow) then my frame rates come grinding to nearly a halt. Switching to 2d clouds with these new shader effects puts me back up to running fast again. Also 3d clouds + drawing to multiple cameras/windows is another thing that seems to bring the frame rates down substantially. Regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Saturday 08 August 2009 11:26:00 Tim Moore wrote: > I've committed a version of Till Busch's terrain effects, as seen at > LinuxTag. I know that he hasn't finished tuning them, and I've changed his > landmass effect to use the base terrain texture, which he's not entirely in > agreement with :) Nevertheless, they are great examples of using the new > effects framework. These effects, in combination with our new 3d clouds, are a massive step forward in the realism of FG's "outside world". No doubt there's some tuning and improvement to come, but even as it is just now, it looks fantastic. In fact, it's probably about good enough to convince me it's time for a graphics card upgrade so I can enjoy using them with my previous framerates :-) Thanks for all the hard work that's gone into them, and I look forward to seeing more (I'm sure the existing use is only scratching the surface of what can be achieved.) Cheers, AJ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] dhc2 beaver mods
On Sat, Aug 8, 2009 at 12:42 PM, syd adams wrote: > OK panel fixed Thanks syd, everything is working great now. cheers! -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] dhc2 beaver mods
OK panel fixed -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] dhc2 beaver mods
Yes Ive separated the instruments into a panel.xml since I want to add ap original instrument and panel layout. I.ll commit the extra files for now but is a work on progress On Sat, Aug 8, 2009 at 8:42 AM, Jacob Burbach wrote: > > Looks good , Ive commited your work, but changed the wheel rotation to > use > > my nasal tire-rpm and spin down script. > > Thanks for the nice work . > > Thanks syd. Your wheel spin code looks great, the spin down on take > off is nice touch. Will the wheel spin work over multiplayer, or could > it be made to do so without too much trouble? Would be neat. > > > I'll leave the mp-osi alone until I know what direction we're going with > that.Might be better to change the replay code if we're going to remove > > that property. > > I'll just modify my local copy to use mp-osi until it is sorted, no > worries. I think the whole replay thing needs an overhaul anyway. > > There seems to be a missing file in cvs right now. I get `Failed to > load file: "Aircraft/dhc2/Models/panel1.xml"', and my panel is > completely empty. :D > > cheers! > > -- Jacob (aka Tuxklok) > > > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] dhc2 beaver mods
Yep, tried to signal that error on the cvs annoucement list, don't know if the moderator let it through or not. You can do a diff on the previous version to copy back all the instruments as temporary stopgap measure :) On Sat, Aug 8, 2009 at 11:42 AM, Jacob Burbach wrote: > > Looks good , Ive commited your work, but changed the wheel rotation to > use > > my nasal tire-rpm and spin down script. > > Thanks for the nice work . > > Thanks syd. Your wheel spin code looks great, the spin down on take > off is nice touch. Will the wheel spin work over multiplayer, or could > it be made to do so without too much trouble? Would be neat. > > > I'll leave the mp-osi alone until I know what direction we're going with > that.Might be better to change the replay code if we're going to remove > > that property. > > I'll just modify my local copy to use mp-osi until it is sorted, no > worries. I think the whole replay thing needs an overhaul anyway. > > There seems to be a missing file in cvs right now. I get `Failed to > load file: "Aircraft/dhc2/Models/panel1.xml"', and my panel is > completely empty. :D > > cheers! > > -- Jacob (aka Tuxklok) > > > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Be Kind. Remember, everyone is fighting a hard battle. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] dhc2 beaver mods
> Looks good , Ive commited your work, but changed the wheel rotation to use > my nasal tire-rpm and spin down script. > Thanks for the nice work . Thanks syd. Your wheel spin code looks great, the spin down on take off is nice touch. Will the wheel spin work over multiplayer, or could it be made to do so without too much trouble? Would be neat. > I'll leave the mp-osi alone until I know what direction we're going with > that.Might be better to change the replay code if we're going to remove > that property. I'll just modify my local copy to use mp-osi until it is sorted, no worries. I think the whole replay thing needs an overhaul anyway. There seems to be a missing file in cvs right now. I get `Failed to load file: "Aircraft/dhc2/Models/panel1.xml"', and my panel is completely empty. :D cheers! -- Jacob (aka Tuxklok) -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Sat, Aug 8, 2009 at 5:26 AM, Tim Moore wrote: > I've committed a version of Till Busch's terrain effects, as seen at > LinuxTag. > I know that he hasn't finished tuning them, and I've changed his landmass > effect > to use the base terrain texture, which he's not entirely in agreement with > :) > Nevertheless, they are great examples of using the new effects framework. > You > can enable these effects with the property > /sim/rendering/shader-experimental. > Also, I've added checkboxes to the rendering dialog to access these > effects, > and shaders in general. Also, thanks to Till for cleaning up the effects > file > syntax. I posted a quick youtube video to show the water reflection effects for those that haven't had a chance to pull the latest CVS changes and play with it themselves. I shot the video with my lousy android phone, so there's places where it's compression scheme doesn't show very well (compression by throwing away 95% of the video frames apparently ...) http://www.youtube.com/watch?v=wfRY1rmKDQo&feature=channel_page This is a really neat effect! I've got some suggestions for tuning it, but it's pretty good as is. Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
I wrote: > > I've committed a version of Till Busch's terrain effects, as seen at > > LinuxTag. > > I know that he hasn't finished tuning them, and I've changed his > landmass > > effect > > to use the base terrain texture, which he's not entirely in agreement > with > > :) > > Nevertheless, they are great examples of using the new effects > framework. > > You > > can enable these effects with the property /sim/rendering/shader- > > experimental. > > Also, I've added checkboxes to the rendering dialog to access these > > effects, > > and shaders in general. Also, thanks to Till for cleaning up the effects > > file > > syntax. > > I'm sure it's all very good - but it breaks the MSVC9 build here. I'm > checking. > Adding this: #include to simgear\scene\material\EffectBuilder.hxx works, but it might not be the right or best way to do it. Vivian -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Tim Moore wrote > I've committed a version of Till Busch's terrain effects, as seen at > LinuxTag. > I know that he hasn't finished tuning them, and I've changed his landmass > effect > to use the base terrain texture, which he's not entirely in agreement with > :) > Nevertheless, they are great examples of using the new effects framework. > You > can enable these effects with the property /sim/rendering/shader- > experimental. > Also, I've added checkboxes to the rendering dialog to access these > effects, > and shaders in general. Also, thanks to Till for cleaning up the effects > file > syntax. I'm sure it's all very good - but it breaks the MSVC9 build here. I'm checking. Vivian -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/scene/material
Tim Moore wrote: > Update of /var/cvs/SimGear-0.3/source/simgear/scene/material > In directory baron.flightgear.org:/tmp/cvs-serv9328/simgear/scene/material > > Modified Files: >Effect.cxx Makefile.am makeEffect.cxx mat.cxx mat.hxx > Added Files: >EffectBuilder.cxx EffectBuilder.hxx Noise.cxx Noise.hxx >TextureBuilder.cxx TextureBuilder.hxx > Log Message: > New effects from Till Busch: crops, water, landmass I'm well excited to see Till's work finding its way into CVS ! Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Till Busch's terrain shaders
I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader-experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. Tim -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] dhc2 beaver mods
On Fri, 7 Aug 2009, syd adams wrote: > lol. No problem :).I was just bugging since I sort of know you through MP. > But you did raise an interesting topic. Some time ago I was under the > impression that we were > phasing out mp-osi in favor of mp-inhg. > I didnt realize the replay system used it. (I rarely use replay) If replay uses it we need to change replay too. The manifold pressure isn't reported in osi (ounces per square inch IIRC) but in inHg so storing it in a property postfixed -osi for replay is confusing and plain wrong. Cheers, Anders - who also never uses replay.. -- --- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Newsletter August 2009
Stuart Buchanan wrote: > Hi All, > > I have the pleasure to announce that the latest edition of the FlightGear > Newsletter is now available: > > http://wiki.flightgear.org/index.php/FlightGear_Newsletter_August_2009 Looking at the custom made scenery screenshots I must say that hand altered scenery might look close to, if not as good as, photo realistic scenery. The downside is the required hard work but the upside is that it's using cheap (for todays hardware) vertices instead of massive bandwidth consuming (both network and internal pc bus) texture arrays. Well done! Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel