[Flightgear-devel] how to write XML files for scenery models

2010-02-01 Thread Andrew Gillanders
I want to create some scenery models which include some animation  
(comms tower with strobe light in this instance) in an XML file. Is  
there some documentation somewhere on just what to put in the XML  
file? I can cut and paste from other models, but knowing more about  
what can be done in XML would be good.

Thanks
Andrew


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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Tim Moore wrote:
On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman e...@ehofman.com wrote:
Stuart Buchanan wrote:
 It's been a long time since I (re-)wrote the random object code for OSG, 
 but my
 recollection is that we use the same random number seed when generating
 random model placements, to ensure that a building is in the same place on
 every computer.

Looks like that part is gone, at least the part where every random
object in the scenery was in the same place every time you start up
FlightGear. This used to be working at some point (and could be used for
landmark navigation).


I'm a bit confused. Are random objects actually starting up at different 
points in each run
 now? I haven't noticed that nor have I seen a report of that. All I've seen 
 in this thread is 
 that the code that resets the random generator in each tile (well, several 
 times per tile) 
 may be affecting the random distribution of some models.

I managed to do a couple of test-flights to validate Erik's bug report without 
crashing my GPU. 
The problem appears to be limited to the case where there are multiple object 
path elements 
defined under the object node. In this case, the actual object placed at a 
given location varies 
from run to run. The effect can be quite subtle because the position of the 
object (and any trees) stay
the same, and a lot of our object definitions only have a single path element 
so you often don't
see the bug for large objects.

From a code read I think the problem is that we don't actually define the 
specific path element
to use in obj.cxx, but it gets selected later in 
SGMatModel::get_random_model(), which still uses
sg_random() rather than the mt_rand(seed) code used elsewhere. This in turn is 
called by
sgGetRandomModel(), which is called by SGLoadBTG().

So, I think the fix is for SGLoadBTG() to pass the seed generated at obj.cxx 
line 606 down through 
sgGetRandomModel() and for get_random_model() to use a call to mt_rand(seed) 
rather than 
sg_random() to determine the actual model to generate. 

The mt_rand code generates the same set of pseudo-random numbers across runs 
(and I believe computers)

Apologies again that I can't fix this myself right now, but hopefully that 
should fix the problem in time for
the release.

-Stuart


  

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Stuart Buchanan wrote:
 I managed to do a couple of test-flights to validate Erik's bug report 
 without crashing my GPU. 
 The problem appears to be limited to the case where there are multiple object 
 path elements 
 defined under the object node. In this case, the actual object placed at a 
 given location varies 
 from run to run. The effect can be quite subtle because the position of the 
 object (and any trees) stay
 the same, and a lot of our object definitions only have a single path 
 element so you often don't
 see the bug for large objects.

Indeed that was also my conclusion.

Erik

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Tim Moore
On Mon, Feb 1, 2010 at 9:04 AM, Stuart Buchanan 
stuart_d_bucha...@yahoo.co.uk wrote:

 Tim Moore wrote:
 On Sun, Jan 31, 2010 at 8:07 PM, Erik Hofman e...@ehofman.com wrote:
 Stuart Buchanan wrote:
  It's been a long time since I (re-)wrote the random object code for
 OSG, but my
  recollection is that we use the same random number seed when
 generating
  random model placements, to ensure that a building is in the same
 place on
  every computer.
 
 Looks like that part is gone, at least the part where every random
 object in the scenery was in the same place every time you start up
 FlightGear. This used to be working at some point (and could be used
 for
 landmark navigation).
 
 
 I'm a bit confused. Are random objects actually starting up at different
 points in each run
  now? I haven't noticed that nor have I seen a report of that. All I've
 seen in this thread is
  that the code that resets the random generator in each tile (well,
 several times per tile)
  may be affecting the random distribution of some models.

 I managed to do a couple of test-flights to validate Erik's bug report
 without crashing my GPU.
 The problem appears to be limited to the case where there are multiple
 object path elements
 defined under the object node. In this case, the actual object placed at
 a given location varies
 from run to run. The effect can be quite subtle because the position of the
 object (and any trees) stay
 the same, and a lot of our object definitions only have a single path
 element so you often don't
 see the bug for large objects.

 From a code read I think the problem is that we don't actually define the
 specific path element
 to use in obj.cxx, but it gets selected later in
 SGMatModel::get_random_model(), which still uses
 sg_random() rather than the mt_rand(seed) code used elsewhere. This in
 turn is called by
 sgGetRandomModel(), which is called by SGLoadBTG().

 I was wondering about that while looking at the code last night.

 So, I think the fix is for SGLoadBTG() to pass the seed generated at
 obj.cxx line 606 down through
 sgGetRandomModel() and for get_random_model() to use a call to
 mt_rand(seed) rather than
 sg_random() to determine the actual model to generate.

 The mt_rand code generates the same set of pseudo-random numbers across
 runs (and I believe computers)

 Apologies again that I can't fix this myself right now, but hopefully that
 should fix the problem in time for
 the release.

Since the bug is in model choice (not position), affects less than a third
of the object definitions in materials.xml, and is being reported very late
in our release process, I'm inclined to fix this in a 2.0.1 maintenance
release.

Tim
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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
leee wrote:
 On Sunday 31 Jan 2010, Erik Hofman wrote:
  Stuart Buchanan wrote:
   It's been a long time since I (re-)wrote the random object code
   for OSG, but my recollection is that we use the same random
   number seed when generating random model placements, to ensure
   that a building is in the same place on every computer.
 
  Looks like that part is gone, at least the part where every
  random object in the scenery was in the same place every time you
  start up FlightGear. This used to be working at some point (and
  could be used for landmark navigation).
 
  Erik
 
 It's a sad fact that much of which used to make FG extremely stable 
 and consistant has been sacrificed to implement new features.
 
 Sorry folks, but all the new developments in FG, over the past few 
 years, have come at the cost of stability and robustness.  

Codswallop :)

This particular bug is in a feature that was introduced in post-plib, and is
not a regression, as you seem to be implying. 

As I recall, the plib code didn't even attempt to make random object placement
consistent across runs and I spent quite some time with help from a number 
of people in putting together something that provided that consistency.

I remember the 0.9.8 and 0.9.9 releases all having issues, just as the 1.9.1b 
has
and 2.0.0 releases will have. People have worked very hard to track down 
difficult bugs
such as the NaN issue and to ensure consistency when enhancing FG (e.g. the
sound system)..

CVS has possibly become a little less stable, but I can't say that I've 
noticed, and
my understanding is that the release team are working from a GIT branch of 
known-stable code to ensure that we've got a stable release.

Sniping from the side-lines has absolutely no value unless you're prepared to 
roll 
up your sleeves, which you've stated you aren't.

-Stuart



  

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Tim Moore wrote:
 Since the bug is in model choice (not position), affects less than a 
 third of the object definitions in materials.xml, and is being reported 
 very late in our release process, I'm inclined to fix this in a 2.0.1 
 maintenance release.

Another way to fix it is to use a round-robin method instead of using 
random for model selection. This would probably be an easy fix.
This method is also used for multiple scenery textures.

Erik

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Stuart Buchanan wrote:
 As I recall, the plib code didn't even attempt to make random object placement
 consistent across runs and I spent quite some time with help from a number 
 of people in putting together something that provided that consistency.

Actually FlightGear did this already for a very long time. I know 
because I started the discussion about it back then.

Erik

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Tim Moore wrote:
 Since the bug is in model choice (not position), affects less 
 than a third of the object definitions in materials.xml, and is 
 being reported very late in our release process, I'm inclined 
 to fix this in a 2.0.1 maintenance release.

As I'm out of the loop concerning the release date, and any
plan for a follow-up maintenance release I'm more than happy 
to leave this to your judgement. 

-Stuart



  

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote:
 Stuart Buchanan wrote:
 As I recall, the plib code didn't even attempt to make random object 
 placement
 consistent across runs and I spent quite some time with help from a number 
 of people in putting together something that provided that consistency.
 
 Actually FlightGear did this already for a very long time. I know 
 because I started the discussion about it back then.

looking at the code:
mt_init(seed, unsigned(123));

Note that back then first I used a random seed of lat*36000+lon*100 (or 
vice versa) of the tile center as a seed, making each tile more random.

Erik

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote:
 Tim Moore wrote:
 Since the bug is in model choice (not position), affects less than a 
 third of the object definitions in materials.xml, and is being reported 
 very late in our release process, I'm inclined to fix this in a 2.0.1 
 maintenance release.
 
 Another way to fix it is to use a round-robin method instead of using 
 random for model selection. This would probably be an easy fix.
 This method is also used for multiple scenery textures.

Alright, this is committed to CVS for now. It is tested and works 
reliably. After the release we could discuss if this is the right 
approach or using random would be better.

Erik

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Erik Hofman
Erik Hofman wrote:
 Another way to fix it is to use a round-robin method instead of using 
 random for model selection. This would probably be an easy fix.
 This method is also used for multiple scenery textures.
 
 Alright, this is committed to CVS for now. It is tested and works 
 reliably. After the release we could discuss if this is the right 
 approach or using random would be better.

Ok, this turn out not to be perfect;
When starting at a different airport and then switching to KSFO (and 
probably when flying around for some time and returning to KSFO) you 
might find a different building at places then before. But at least 
that's consistent (also between sessions).

Erik

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Stuart Buchanan
Erik Hofman wrote:

 Erik Hofman wrote:
  Another way to fix it is to use a round-robin method instead of using 
  random for model selection. This would probably be an easy fix.
  This method is also used for multiple scenery textures.
  
  Alright, this is committed to CVS for now. It is tested and works 
  reliably. After the release we could discuss if this is the right 
  approach or using random would be better.
 
 Ok, this turn out not to be perfect;
 When starting at a different airport and then switching to KSFO (and 
 probably when flying around for some time and returning to KSFO) you 
 might find a different building at places then before. But at least 
 that's consistent (also between sessions).

Thanks for sorting this out.

I think the solution I proposed should resolve the remaining issues, and
using lat/lon to inform the seeding process should create more 
pseudo-randomnes. I'll look into this in more detail once I have a working
development machine.

-Stuart



  

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Re: [Flightgear-devel] material animation still breaks pick highlights

2010-02-01 Thread dave perry

On 01/31/2010 11:16 PM, Tim Moore wrote:



On Thu, Jan 21, 2010 at 5:45 PM, dave perry skida...@mindspring.com 
mailto:skida...@mindspring.com wrote:


Hi,

I just added a pick object to a material animation so it would be
illuminated when cockpit lighting is turned on.  This pick object was
highlighted as expected via ctrl-C before adding it to the material
animation, but now even with the cockpit lighting off, the pick
highlight no longer works.  This is with yesterday's cvs.

Is there an aircraft in CVS that exhibits this problem?

Yes, the specific object referenced is the cabin door handle of the 
pa24-250.  there are many objects in the pa24 that have this problem.  
E.g. all the switches, throttle, carb heat, prop control, and mixture.

Thanks,
Tim

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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread Martin Spott
Gene Buckle wrote:

 Here's a wild idea - once an object has been placed, why not record it's 
 position in a configuration file?

This _might_ work for 'normal' random objects since there are not too
many objects, but will end up in a _very_ long list if you're trying to
achieve the same results for a dense forest  ;-)

Martin.
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[Flightgear-devel] error C5108 unknown semantics and C7011 implicit cast

2010-02-01 Thread S Andreason
Hi Tim,

I never got any response, so I guess my email got lost.
I am see a new error message with yesterday's cvs, so here is a new 
report with OSG_NOTIFY_LEVEL stepped up to DEBUG

http://seahorseCorral.org/bugreport/fgfs-results.C172.KSFO.gz

search for error yields 40 results:

(25) : error C5108: unknown semantics FACE specified for gl_FrontFacing

and now also 21 results for:

(29) : warning C7011: implicit cast from vec4 to vec3



Tim Moore wrote:
 glLinkProgram  FAILED
 Program  infolog:
 Fragment info
 -
 (25) : error C5108: unknown semantics FACE specified for
 gl_FrontFacing


 Has anybody else seen this?

 Stewart

 What hardware?

Linux 2.6.24, libc 2.7, gcc-4.2.3, windowmaker 0.92.0, glib 2.18.4
AMD Sempron 3000, Nvidia FX5200, driver 173.14.18

Stewart


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Re: [Flightgear-devel] error C5108 unknown semantics and C7011 implicit cast

2010-02-01 Thread Tim Moore
On Mon, Feb 1, 2010 at 4:53 PM, S Andreason sandrea...@gmail.com wrote:

 Hi Tim,

 I never got any response, so I guess my email got lost.
 I am see a new error message with yesterday's cvs, so here is a new
 report with OSG_NOTIFY_LEVEL stepped up to DEBUG

 http://seahorseCorral.org/bugreport/fgfs-results.C172.KSFO.gz

 search for error yields 40 results:

 (25) : error C5108: unknown semantics FACE specified for gl_FrontFacing

 and now also 21 results for:

 (29) : warning C7011: implicit cast from vec4 to vec3


 I've seen this reported recently on older ATI cards (on Macintosh).

The workaround is to #ifdef out the code that looks like

 if (!gl_FrontFacing)
n = -n;

in Shaders/default.frag and Shaders/mat-anim.frag. I'll think about how to
make this automatic for older hardware.
Tim


 Tim Moore wrote:
  glLinkProgram  FAILED
  Program  infolog:
  Fragment info
  -
  (25) : error C5108: unknown semantics FACE specified for
  gl_FrontFacing
 
 
  Has anybody else seen this?
 
  Stewart
 
  What hardware?

 Linux 2.6.24, libc 2.7, gcc-4.2.3, windowmaker 0.92.0, glib 2.18.4
 AMD Sempron 3000, Nvidia FX5200, driver 173.14.18

 Stewart



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[Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread Peter Brown
 First email disappeared, so I'm sending again -

 Hey guys,
 
 I'm finding an issue using --prop:/sim/paths/use-custom-scenery-data=true
 
 Thresholds on a number of test airports are off by a large degree, and the 
 tower viewpoint is an issue at some.  When use-custom-scenery-data=false 
 spawn locations and tower viewpoints are correct.  
 Test photos are linked here:
 http://s512.photobucket.com/albums/t325/barefootr/Flightgear/Threshold%20Bug/
 
 KSFO spawns you in the water off 28R.  Tower viewpoint appears correct.
 KSLC appears to spawn same as normal, but tower viewpoint is far underground. 
  Changing tower height in apt.dat file does not affect viewpoint.
 KBTV spawns off the end of runway 33, similar to KSFO.  Tower viewpoint 
 appears correct.
 KJFK spawns far off the end of 31L, and tower viewpoint is at zero (0) 
 altitude.  (Tower height is 320' in apt.dat, and shows correct when 
 --prop:/sim/paths/use-custom-scenery-data=false)
 
 Oddly, other runway spawn locations appear to be unaffected.
 Issue has tested valid so far using:
  - Mac OS 10.6.2 (Snow Leopard) and Tat's 2.0.0-pre1(273)
  - Mac OS 10.4.11 and Tat's 2.0.0-pre1(273)
 
 Anyone know what's going on?
 
 Thanks,
 Peter


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Re: [Flightgear-devel] error C5108 unknown semantics and C7011implicit cast

2010-02-01 Thread Alan Teeder

   

Tim Moore wrote:
 glLinkProgram  FAILED
 Program  infolog:
 Fragment info
 -
 (25) : error C5108: unknown semantics FACE specified for
 gl_FrontFacing


 Has anybody else seen this?

 Stewart

 What hardware?

Linux 2.6.24, libc 2.7, gcc-4.2.3, windowmaker 0.92.0, glib 2.18.4
AMD Sempron 3000, Nvidia FX5200, driver 173.14.18

Stewart

I also see the FACE error with Windows XP, Nvidia FX5200 driver 6.14.11.7519

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Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread Heiko Schulz
Hi,


 First email disappeared, so I'm sending
 again -
 
 Hey guys,
 I'm finding an issue
 using --prop:/sim/paths/use-custom-scenery-data=true
 Thresholds on a number of test airports are off
 by a large degree, and the tower viewpoint is an issue at
 some.  When use-custom-scenery-data=false spawn
 locations and tower viewpoints are correct.
  Test photos are linked
 here:http://s512.photobucket.com/albums/t325/barefootr/Flightgear/Threshold%20Bug/
 
 
 
 KSFO spawns you in the water off 28R.  Tower viewpoint
 appears correct.KSLC appears to spawn same as
 normal, but tower viewpoint is far underground.
  Changing tower height in apt.dat file does not affect
 viewpoint.KBTV spawns off the end of runway 33,
 similar to KSFO.  Tower viewpoint appears
 correct.KJFK spawns far off the end of 31L, and
 tower viewpoint is at zero (0) altitude.  (Tower height
 is 320' in apt.dat, and shows correct
 when --prop:/sim/paths/use-custom-scenery-data=false)
 Oddly, other runway spawn locations appear to be
 unaffected.Issue has tested valid so far
 using: - Mac OS 10.6.2 (Snow Leopard) and
 Tat's 2.0.0-pre1(273) - Mac OS 10.4.11
 and Tat's 2.0.0-pre1(273)
 Anyone know what's going on?
 Thanks,Peter
 

maybe this helps:
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg24424.html



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Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread Peter Brown

On Feb 1, 2010, at 12:25 PM, Heiko Schulz wrote:

 Hi,
 
 
 First email disappeared, so I'm sending
 again -
 
 Hey guys,
 I'm finding an issue
 using --prop:/sim/paths/use-custom-scenery-data=true
 Thresholds on a number of test airports are off
 by a large degree, and the tower viewpoint is an issue at
 some.  When use-custom-scenery-data=false spawn
 locations and tower viewpoints are correct.
  Test photos are linked
 here:http://s512.photobucket.com/albums/t325/barefootr/Flightgear/Threshold%20Bug/
 
 
 
 KSFO spawns you in the water off 28R.  Tower viewpoint
 appears correct.KSLC appears to spawn same as
 normal, but tower viewpoint is far underground.
  Changing tower height in apt.dat file does not affect
 viewpoint.KBTV spawns off the end of runway 33,
 similar to KSFO.  Tower viewpoint appears
 correct.KJFK spawns far off the end of 31L, and
 tower viewpoint is at zero (0) altitude.  (Tower height
 is 320' in apt.dat, and shows correct
 when --prop:/sim/paths/use-custom-scenery-data=false)
 Oddly, other runway spawn locations appear to be
 unaffected.Issue has tested valid so far
 using: - Mac OS 10.6.2 (Snow Leopard) and
 Tat's 2.0.0-pre1(273) - Mac OS 10.4.11
 and Tat's 2.0.0-pre1(273)
 Anyone know what's going on?
 Thanks,Peter
 
 
 maybe this helps:
 http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg24424.html
 
 


Thanks Heiko.
In reading your link -

It appears that Alex created a patch as stated here:
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg24826.html

But that was November, so perhaps the patch is not working or included in Tat's 
2.0.0 pre1(273) ?
The thread did not mention the tower viewpoint bug, which is also evident.

Peter


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[Flightgear-devel] FlightGear 2.0.0 release process: Update

2010-02-01 Thread Durk Talsma
Hi All, 

Here's just a quick update regarding the 2.0.0 release. The final release is 
really close now. We had planned to have a third release candidate by now, 
which we would promote to the final release within a few days from now, 
provided that no further showstopping bugs show up. We're currently having a 
few minor technical glitches to deal with, which has been delaying the roll up 
of this final release candidate. We're pretty close now, and I expect that the 
final glitches will be solved real soon now.

Cheers,
Durk

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Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery

2010-02-01 Thread Martin Spott
Hi Peter,

Peter Brown wrote:

 It appears that Alex created a patch as stated here:
 http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg24826.html

Let's pass archive links around  ;-)

As stated in:

  
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg24701.html

  I think that touching the displaced threshold value is
inappropriate, no matter from which end you're looking at it.

I remember a _very_ old mailing list discussion which resulted in some
small offset of just a few meters being added to the non-displaced
threshold position in order to determine the startup position.

Cheers,
Martin.
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Re: [Flightgear-devel] materials.xml request

2010-02-01 Thread leee
On Monday 01 Feb 2010, Stuart Buchanan wrote:
 leee wrote:
  On Sunday 31 Jan 2010, Erik Hofman wrote:
   Stuart Buchanan wrote:
It's been a long time since I (re-)wrote the random object
code for OSG, but my recollection is that we use the same
random number seed when generating random model placements,
to ensure that a building is in the same place on every
computer.
  
   Looks like that part is gone, at least the part where every
   random object in the scenery was in the same place every time
   you start up FlightGear. This used to be working at some
   point (and could be used for landmark navigation).
  
   Erik
 
  It's a sad fact that much of which used to make FG extremely
  stable and consistant has been sacrificed to implement new
  features.
 
  Sorry folks, but all the new developments in FG, over the past
  few years, have come at the cost of stability and robustness.

 Codswallop :)

 This particular bug is in a feature that was introduced in
 post-plib, and is not a regression, as you seem to be implying.

 As I recall, the plib code didn't even attempt to make random
 object placement consistent across runs and I spent quite some
 time with help from a number of people in putting together
 something that provided that consistency.

 I remember the 0.9.8 and 0.9.9 releases all having issues, just
 as the 1.9.1b has and 2.0.0 releases will have. People have
 worked very hard to track down difficult bugs such as the NaN
 issue and to ensure consistency when enhancing FG (e.g. the sound
 system)..

 CVS has possibly become a little less stable, but I can't say
 that I've noticed, and my understanding is that the release team
 are working from a GIT branch of known-stable code to ensure that
 we've got a stable release.

 Sniping from the side-lines has absolutely no value unless you're
 prepared to roll up your sleeves, which you've stated you aren't.

 -Stuart

In the past I was able to track down and fix a couple of minor code 
bugs, and add a couple of new filter types, but I simply don't have 
the C++ and OOP skills to delve more deeply into the code; it's not 
a question of not being prepared to roll up my sleeves but rather 
that to do so would just leave me standing around with cold arms.

LeeE

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[Flightgear-devel] Request for comments: Airport lighting

2010-02-01 Thread Lauri Peltonen
Hi!

I've heard that there is need for ability to toggle certain runway
lights on or off, depending on which runways are in use.

I've done some tests with obj.cxx and GroundLightManager to group lights
together and turn them on or off, and I think I have figured it out so
that I could make the system work. BUT we need to have the information
about which light belongs to which runway, so this would need some
changes.

I propose following:

- Add 3 new property types to btg file format
(http://wiki.flightgear.org/index.php/BTG_File_Format):
3: Grandparent node name (in light's case, this would be the ICAO code
of the airport)
4: Parent node name (with lights this would be the runway code)
5: Direction, vector (could be used with directional runway and taxiway
lights, if missing, assume point light)

3 and 4 would be strings of arbitrary length, and 5 could be 3 doubles,
x, y and z.

This way we could easily bind the lights to certain airport code and
runway code, so they could be toggled on or off via easy properties. I
also think that one light could have multiple parents, so opposite ends
of runway would light up the same lights.

I don't think this breaks compatibility with older versions of FG, since
the .btg reader just discards unknown properties.

I also have some questions about lighting in general:
- Does the runway have same kind of lighting if it's used for takeoffs
or landings? What about which end of the runway is used?
- Can one runway have different sets of lights (simple, CATI, CATII,
whatever they are?)
- Are taxiway lights always on or do they depend on the runways being
used?

I also saw something interesting here, like the blinking runway guard
lights, stop bar lights and lead-on lights. They should probably be
taken into account for future versions. Link:
http://www.caa.co.uk/docs/33/CAP637.PDF

And an image from the forums showing current situation which may or may
not be realistic:
http://lh3.ggpht.com/_UQs70Ldx8uc/S2BAlMoiKqI/BEY/eWQaD5JufaI/fgfs-screen-007.png

I'm glad to take any comments about this proposition, and if there are
some things about the lights that should be taken into consideration.

Sincerely, Lauri (Zan)
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lauri.pelto...@gmail.com




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[Flightgear-devel] Stencil Lighting

2010-02-01 Thread Vivian Meazza
Hi All

 

Lauri Peltonen (aka Zan) has produced a stencil shader which can be used to
simulate the light cone of Taxi or Landing lights, or Floodlights for
airport aprons. The possibilities are endless. I have put together a demo
using the Buccaneer - some screenshots are here:

 

ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/lightcone11.jpg

 

ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/lightcone12.jpg

 

That's the good news - unfortunately, I cheated. There's some problem around
the near/far camera changeover:

 

ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/lightcone10.jpg

 

And as you can see, the light effect works quite well on terrain, but it
floods other models with white. It also has hard edges, and no attenuation.
I have applied a texture which helps a bit, but it is far from a realistic
light. These aren't problems that look as if they will be solved short-term,
if at all. Nevertheless, I think it's worth pursuing at least until we have
light shaders available, so I have uploaded the shaders etc. to cvs-data. To
complete the process, minor patches are required to FG and SG - here: 

 

ftp://ftp.abbeytheatre2.org.uk/fgfs/Light/

 

For those who want it an updated Windows binary including the stencil shader
is at:

 

ftp://ftp.abbeytheatre2.org.uk/fgfs/executable/

 

I don't think this code is sufficiently mature for inclusion in the upcoming
release, but once that is complete, perhaps someone would apply the patches
to cvs.

 

Vivian

 

 

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Re: [Flightgear-devel] Stencil Lighting

2010-02-01 Thread Isaias Prestes
Vivian,

Thank you very much for all information. Very interesting!

Best regards,

Prestes

2010/2/1 Vivian Meazza vivian.mea...@lineone.net

  Hi All



 Lauri Peltonen (aka Zan) has produced a stencil shader which can be used to
 simulate the light cone of Taxi or Landing lights, or Floodlights for
 airport aprons. The possibilities are endless. I have put together a demo
 using the Buccaneer – some screenshots are here:



 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/lightcone11.jpg



 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/lightcone12.jpg



 That’s the good news – unfortunately, I cheated. There’s some problem
 around the near/far camera changeover:



 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/lightcone10.jpg



 And as you can see, the light effect works quite well on terrain, but it
 floods other models with white. It also has hard edges, and no attenuation.
 I have applied a texture which helps a bit, but it is far from a realistic
 light. These aren’t problems that look as if they will be solved short-term,
 if at all. Nevertheless, I think it’s worth pursuing at least until we have
 light shaders available, so I have uploaded the shaders etc. to cvs-data. To
 complete the process, minor patches are required to FG and SG – here:



 ftp://ftp.abbeytheatre2.org.uk/fgfs/Light/



 For those who want it an updated Windows binary including the stencil
 shader is at:



 ftp://ftp.abbeytheatre2.org.uk/fgfs/executable/



 I don’t think this code is sufficiently mature for inclusion in the
 upcoming release, but once that is complete, perhaps someone would apply the
 patches to cvs.



 Vivian






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[Flightgear-devel] Threshold bug when using custom scenery enable

2010-02-01 Thread Peter Brown
Hey guys,

I'm finding an issue using --prop:/sim/paths/use-custom-scenery-data=true

Thresholds on a number of test airports are off by a large degree, and the 
tower viewpoint is an issue at some.  When use-custom-scenery-data=false spawn 
locations and tower viewpoints are correct.  
Test photos are linked here:
http://s512.photobucket.com/albums/t325/barefootr/Flightgear/Threshold%20Bug/

KSFO spawns you in the water off 28R.  Tower viewpoint appears correct.
KSLC appears to spawn same as normal, but tower viewpoint is far underground.  
Changing tower height in apt.dat file does not affect viewpoint.
KBTV spawns off the end of runway 33, similar to KSFO.  Tower viewpoint appears 
correct.
KJFK spawns far off the end of 31L, and tower viewpoint is at zero (0) 
altitude.  (Tower height is 320' in apt.dat, and shows correct when 
--prop:/sim/paths/use-custom-scenery-data=false)

Oddly, other runway spawn locations appear to be unaffected.
Issue has tested valid so far using:
 - Mac OS 10.6.2 (Snow Leopard) and Tat's 2.0.0-pre1(273)
 - Mac OS 10.4.11 and Tat's 2.0.0-pre1(273)

Anyone know what's going on?

Thanks,
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Re: [Flightgear-devel] Fwd: Threshold bug when using custom scenery enable

2010-02-01 Thread syd adams
If your using custom scenery , then it appears that tower info is read from
Scenery/Airports/ ././. *.twr.xml
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