Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread James Turner

On 30 Sep 2011, at 19:52, Michael Robson wrote:

 Essentially what I am looking to do is create some instruments of my own with 
 some detailed generation of graphical entities that are being continually 
 updated.  I am therefore assuming that a 'dynamic texture' is the way to go 
 with this.  If there is another way, perhaps better, then I am open to 
 suggestions!

Correct, basically.

Also note i just added a 'NavDisplay' instrument to Git, which is another kind 
of dynamic texture, along with ground-radar. It's new, untested code (that's 
part of my plan for this weekend), but is designed to show navigation type info 
(route, waypoints, traffic, airports, navaids) in a customisable way, and hence 
be used to simulate the navigation modes of various modern cockpits.

Depending on what you want to do, you might be able to use the code as is, or 
certainly use it as an example (along with the other render-to-texture 
instruments)

But, be aware I'm still shaking the bugs out - and then I need to write some 
docs :)

James


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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Alan Teeder
Another way is to use the ZKV1000 instrument. See 
http://wiki.flightgear.org/FlightGear_Newsletter_October_2010. It is so far 
in the Hondajet and Diamond DA42 aircraft.

I have re-used the moving map code from ZKV1000 in my TSR2 project.  The 
moving map takes a set of map images (in windows these have to be stored in 
C:/user/yourname/AppData/Roaming/flightgear.org/zkv1000/maps/terrain  !!). 
The code choses which image contains the current A/C position and uses a 
virtual texture to present a section of this image, shifted X and Y for 
lat/long, on the moving map display.

This method makes use of already existing code in Flightgear.

Chase Zakharov for a better description of what is happening.

Alan

-Original Message- 
From: James Turner
Sent: Saturday, October 01, 2011 9:40 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module


On 30 Sep 2011, at 19:52, Michael Robson wrote:

 Essentially what I am looking to do is create some instruments of my own 
 with some detailed generation of graphical entities that are being 
 continually updated.  I am therefore assuming that a 'dynamic texture' is 
 the way to go with this.  If there is another way, perhaps better, then I 
 am open to suggestions!

Correct, basically.

Also note i just added a 'NavDisplay' instrument to Git, which is another 
kind of dynamic texture, along with ground-radar. It's new, untested code 
(that's part of my plan for this weekend), but is designed to show 
navigation type info (route, waypoints, traffic, airports, navaids) in a 
customisable way, and hence be used to simulate the navigation modes of 
various modern cockpits.

Depending on what you want to do, you might be able to use the code as is, 
or certainly use it as an example (along with the other render-to-texture 
instruments)

But, be aware I'm still shaking the bugs out - and then I need to write some 
docs :)

James


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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Robbo
James, this sounds very interesting. I will check out the code this weekend
if I get time and have a look through. I am pretty sure that this is the way
I need to go to implement my instument!

Alan, that instrument looks interesting. I may be able to use the technique
for a 'layer' on my display. Is it essentially 'redrawing' parts of image
texture tiles, calculated by position?

I think my solution could use the tiled background with a dynamic layer on
top.

Robbo
On Oct 1, 2011 9:40 AM, James Turner zakal...@mac.com wrote:

 On 30 Sep 2011, at 19:52, Michael Robson wrote:

 Essentially what I am looking to do is create some instruments of my own
with some detailed generation of graphical entities that are being
continually updated. I am therefore assuming that a 'dynamic texture' is the
way to go with this. If there is another way, perhaps better, then I am open
to suggestions!

 Correct, basically.

 Also note i just added a 'NavDisplay' instrument to Git, which is another
kind of dynamic texture, along with ground-radar. It's new, untested code
(that's part of my plan for this weekend), but is designed to show
navigation type info (route, waypoints, traffic, airports, navaids) in a
customisable way, and hence be used to simulate the navigation modes of
various modern cockpits.

 Depending on what you want to do, you might be able to use the code as is,
or certainly use it as an example (along with the other render-to-texture
instruments)

 But, be aware I'm still shaking the bugs out - and then I need to write
some docs :)

 James



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Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread thorsten . i . renk

Hi Curt,

thanks for your comments and explanations.

 We always recognized potential difficulties with blending the sky into
 the terrain.  The original design used the fog color as the opengl clear
 color (the color that the display buffer is cleared to before starting
 to draw   any
 of the frame).  We blended the bottom of the skydome into the fog color.
 And then made sure we drew enough tiles to extend at least to the fully
 fogged range in all directions.  This allowed us to hide the seam
 between the sky and the ground in the fog/haze at the horizon.

Yes, as far as I can see, that's the only way this can be done and why the
scattering skydome shader never worked with the default terrain shading.

As a side note: I've observed that we're currently fading into fog with

exp(-d^2/vis^2)

where d is distance and vis is visibility where I believe the physically
correct behaviour would be

exp(-d/vis)

Now, the only reason I can think of to do the square fading is that you
really get a hard cutoff after d = vis and minimize the amount of terrain
tiles you need for a seamless blending. On the other hand, the square
fading brings less fog for d vis than there should be, and actually many
optical integrals rely on the factorization transmission (layer a) *
transmission (layer b) = transmission (layer a + layer b). So I would
prefer linear exponential fading. If the hard cutoff is the only rational
for square fading, then I'd propose to use

exp(-d/vis - 0.1 (d/vis)^6)

instead which for any distance d  vis gives linear fading and then has a
cutoff as efficient as square fading. Please let me know if there's any
other reason why the current code is as it is!


 One problem: tall
 mountains in the distance would be fog colored and extend visually up
 into the blue part of the skydome and look weird -- so the original
 design worked pretty well, but wasn't perfect.

I would guess it is visually acceptable to let mountaintops never blend
into the horizon fog. In my current design it would be possible to do so,
provided the visibility passed to the tile manager is a clever combination
of ground and aloft visibility.

Maybe that's actually the general solution - pass a function of different
visibility properties used by the shader to the tile manager. The simplest
solution is to pass the maximum of all visibilities, but that may load
more than one ever needs, so probably an angular weighted version
dependent on current altitude would be more useful. I can work the math
out... as long as it's possible to go for a solution like that.

 Oh, and we also had some additional code that would change the fog color
 depending on your view angle relative to the sun ... so at sun set/rise
 the fog color would be oranger/redder looking at the sun versus
 looking away from it.

I'm currently using gl_LightSource[0].diffuse as fog color - to the degree
that sunlight light changes, my version inherits that (seems to be working
fine so far).

 So definitely we should try to figure out how to make your sky model
 blend with the terrain some how.

It *seems* to be doing fine now after I introduced the harder fogging
cutoff - above the ground layer, it still uses /environment/visibility-m
to keep track of this part of the optical integrals, so the amount of
tiles loaded is actually sufficient - but at 50.000 ft or so I rountinely
have visibility values of 100 km. For me, Flightgear renders that still
stable and reasonably fast (I tried Custom France scenery, Hawaii as well
as Pacific Northwest as test cases), and only above 140 km I get unstable
behaviour (some of my Blackbird Screenshots were rather difficult). But on
slow machines, this'd probably be a show-stopper. But that's not a shader
problem but related to the weather code - that can be instructed to
provide a cutoff for visibility that is never exceeded.

 One more thought while I'm writing.  The current scattering effect
 skydome
 has a glitch/seam at the azimuth.  Depending on the time of day it is
 more
 or less visible.  It can be really ugly, I'd love to get this fixed if
 you  happen to stumble on what's causing it as you play with all
 this code.

I know...

I'm really not a shader person, I have just one idea as to what the cause
might be (?).

I've often observed that the edges of scenery tiles with the water
reflection shader have different colors. I have also on occasion seen fog
artefacts at just the same position. My theory as to what happens is that
the vertices in this case (= the tile edges) are rather far apart, so when
the vertex shader is asked to compute an angle for reflection or light
scattering or fogging, it must interpolate over a large area because the
vertices are far apart. If it interpolates linear, but the quantity to
interpolate is (as in this case) non-linear, then in a certain angular
regime there must be artefacts.

In this case, there'd be nothing wrong with the shader, the vertices would
just too far apart to get it right.

Now, I have 

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-01 Thread thorsten . i . renk

Hi Stuart,


 (Apologies if I've missed this already) Are you planning put this into
 git?

Should actually be in now - you might have to activate it though, because
I haven't changed the gui and some menu options cause errors with the new
rendering system because they are not implemented or obsolete.

Find

var hardcoded_clouds_flag = 0;

in Nasal/local_weather/local_weather.nas

and change it to

var hardcoded_clouds_flag = 1;

All the parameters for the layers are in cloud_definitions.nas

 I've had another look. The property is /environment/wind-speed.kt

 However, the layer only gets updated when the layer height
 (/environment/clouds/layer[n]/elevation-ft) is subsequently updated.

 A similar thing happens with the wind direction.

I see. So what do I do when I want to change the wind and want the clouds
to follow the new setting? Simply do a setprop for the layer height
setting it to the same value it was?

Cheers,

* Thorsten


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread James Turner

On 1 Oct 2011, at 03:33, Curtis Olson wrote:

 That could very well be true ... and I don't think it would be a huge coding 
 change ... but it should be done in a way that bumps up the btg version 
 number and picks a new packet id so as to maintain backwards compatibility 
 with all the existing scenery out there.

Just looking at the relevant Simgear code - it already runs through GZip, so 
I'm not worried about overhead there - and the versioning system looks pretty 
sane to deal with too. There's already the version check for 
short-vs-unsigned-short counts, adding a new version increment and making the 
values longs looks pretty easy.

BUT, if I modify the current Simgear code on 'next', is that the only place 
that needs to be changed, or is there another copy of this code somewhere in 
the terragear repo? I know terragear depends on simgear, but I've not looked at 
which code is actually shared.

James

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Curtis Olson
On Sat, Oct 1, 2011 at 9:29 AM, James Turner wrote:

 Just looking at the relevant Simgear code - it already runs through GZip,
 so I'm not worried about overhead there - and the versioning system looks
 pretty sane to deal with too. There's already the version check for
 short-vs-unsigned-short counts, adding a new version increment and making
 the values longs looks pretty easy.

 BUT, if I modify the current Simgear code on 'next', is that the only place
 that needs to be changed, or is there another copy of this code somewhere in
 the terragear repo? I know terragear depends on simgear, but I've not looked
 at which code is actually shared.


Hi James, the answer is yes. :-)

We need to modify the loader in simgear as well as the format generation
code in terragear.  Right now the indices are packed as 2-byte short ints in
the binary .btg file so of course making a change only to the simgear side
will do nothing to fix the problem.

Whatever we do needs to happen in close coordination with the terragear code
in order to make sure that the changes match and are sane and reasonable
from both perspectives.

Regards,

Curt.
-- 
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http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Michael Sgier
Now that G1000 looks promising, but I get while compiling Atlas on Ubuntu 10.04:
make[2]: Betrete Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[2]: *** Keine Regel vorhanden, um das Target »MPAircraft.o«, 
  benötigt von »Atlas«, zu erstellen.  Schluss.
make[2]: Verlasse Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[1]: *** [install-recursive] Fehler 1
no rule for making MPAircraft.oAny ideas/help on what to do? In GIT the Honda 
and DA20 are black/off?ThanksMichael



--- On Sat, 10/1/11, Alan Teeder ajtee...@v-twin.org.uk wrote:

From: Alan Teeder ajtee...@v-twin.org.uk
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Saturday, October 1, 2011, 11:07 AM

Another way is to use the ZKV1000 instrument. See 
http://wiki.flightgear.org/FlightGear_Newsletter_October_2010. It is so far 
in the Hondajet and Diamond DA42 aircraft.

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread James Turner

On 1 Oct 2011, at 15:37, Curtis Olson wrote:

 We need to modify the loader in simgear as well as the format generation code 
 in terragear.  Right now the indices are packed as 2-byte short ints in the 
 binary .btg file so of course making a change only to the simgear side will 
 do nothing to fix the problem.
 
 Whatever we do needs to happen in close coordination with the terragear code 
 in order to make sure that the changes match and are sane and reasonable from 
 both perspectives.
 

Okay, but the relevant source file (sg_binobj) appears to contain both the read 
*and* write code paths - which is really what I was asking - is the write logic 
in sg_binobj.cxx the one terragear uses, or 'something else'?

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Curtis Olson
I think the original intention was to keep the read/write together and
centralized so it was easier to keep format changes compatible.  That said,
I haven't been tracking terragear-cs changes so I don't know what version of
simgear they are using or if they've made other changes around this area.

Curt.



On Sat, Oct 1, 2011 at 10:51 AM, James Turner zakal...@mac.com wrote:


 On 1 Oct 2011, at 15:37, Curtis Olson wrote:

  We need to modify the loader in simgear as well as the format generation
 code in terragear.  Right now the indices are packed as 2-byte short ints in
 the binary .btg file so of course making a change only to the simgear side
 will do nothing to fix the problem.
 
  Whatever we do needs to happen in close coordination with the terragear
 code in order to make sure that the changes match and are sane and
 reasonable from both perspectives.
 

 Okay, but the relevant source file (sg_binobj) appears to contain both the
 read *and* write code paths - which is really what I was asking - is the
 write logic in sg_binobj.cxx the one terragear uses, or 'something else'?

 James



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 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
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http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
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Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Vivian Meazza
Thorsten

 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 01 October 2011 11:20
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric haze modelling
 
 
 Hi Curt,
 
 thanks for your comments and explanations.
 
  We always recognized potential difficulties with blending the sky into
  the terrain.  The original design used the fog color as the opengl clear
  color (the color that the display buffer is cleared to before starting
  to draw   any
  of the frame).  We blended the bottom of the skydome into the fog color.
  And then made sure we drew enough tiles to extend at least to the fully
  fogged range in all directions.  This allowed us to hide the seam
  between the sky and the ground in the fog/haze at the horizon.
 
 Yes, as far as I can see, that's the only way this can be done and why the
 scattering skydome shader never worked with the default terrain shading.
 
 As a side note: I've observed that we're currently fading into fog with
 
 exp(-d^2/vis^2)
 
 where d is distance and vis is visibility where I believe the physically
 correct behaviour would be
 
 exp(-d/vis)
 
 Now, the only reason I can think of to do the square fading is that you
 really get a hard cutoff after d = vis and minimize the amount of terrain
 tiles you need for a seamless blending. On the other hand, the square
 fading brings less fog for d vis than there should be, and actually many
 optical integrals rely on the factorization transmission (layer a) *
 transmission (layer b) = transmission (layer a + layer b). So I would
 prefer linear exponential fading. If the hard cutoff is the only rational
 for square fading, then I'd propose to use
 
 exp(-d/vis - 0.1 (d/vis)^6)
 
 instead which for any distance d  vis gives linear fading and then has a
 cutoff as efficient as square fading. Please let me know if there's any
 other reason why the current code is as it is!
 
 
  One problem: tall
  mountains in the distance would be fog colored and extend visually up
  into the blue part of the skydome and look weird -- so the original
  design worked pretty well, but wasn't perfect.
 
 I would guess it is visually acceptable to let mountaintops never blend
 into the horizon fog. In my current design it would be possible to do so,
 provided the visibility passed to the tile manager is a clever combination
 of ground and aloft visibility.
 
 Maybe that's actually the general solution - pass a function of different
 visibility properties used by the shader to the tile manager. The simplest
 solution is to pass the maximum of all visibilities, but that may load
 more than one ever needs, so probably an angular weighted version
 dependent on current altitude would be more useful. I can work the math
 out... as long as it's possible to go for a solution like that.
 
  Oh, and we also had some additional code that would change the fog color
  depending on your view angle relative to the sun ... so at sun set/rise
  the fog color would be oranger/redder looking at the sun versus
  looking away from it.
 
 I'm currently using gl_LightSource[0].diffuse as fog color - to the degree
 that sunlight light changes, my version inherits that (seems to be working
 fine so far).
 
  So definitely we should try to figure out how to make your sky model
  blend with the terrain some how.
 
 It *seems* to be doing fine now after I introduced the harder fogging
 cutoff - above the ground layer, it still uses /environment/visibility-m
 to keep track of this part of the optical integrals, so the amount of
 tiles loaded is actually sufficient - but at 50.000 ft or so I rountinely
 have visibility values of 100 km. For me, Flightgear renders that still
 stable and reasonably fast (I tried Custom France scenery, Hawaii as well
 as Pacific Northwest as test cases), and only above 140 km I get unstable
 behaviour (some of my Blackbird Screenshots were rather difficult). But on
 slow machines, this'd probably be a show-stopper. But that's not a shader
 problem but related to the weather code - that can be instructed to
 provide a cutoff for visibility that is never exceeded.
 
  One more thought while I'm writing.  The current scattering effect
  skydome
  has a glitch/seam at the azimuth.  Depending on the time of day it is
  more
  or less visible.  It can be really ugly, I'd love to get this fixed if
  you  happen to stumble on what's causing it as you play with all
  this code.
 
 I know...
 
 I'm really not a shader person, I have just one idea as to what the cause
 might be (?).
 
 I've often observed that the edges of scenery tiles with the water
 reflection shader have different colors. I have also on occasion seen fog
 artefacts at just the same position. My theory as to what happens is that
 the vertices in this case (= the tile edges) are rather far apart, so when
 the vertex shader is asked to compute an angle for reflection or light
 scattering or fogging, it must 

Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Curtis Olson
On Sat, Oct 1, 2011 at 11:13 AM, Vivian Meazza vivian.mea...@lineone.netwrote:

 Emilian and I have been working on the water shader, and have run into some
 show stoppers caused by the lack mf vertices in the ocean tiles - there are
 just 4 so far as we can see, so the junctions between tiles always show up
 as you speculate. It might be we can do something about this in due course.


Hi Vivian,

Another interesting thing is to turn on wireframe rendering and you can see
exactly where the triangle seams are in the ocean surface.  I noticed visual
seams in the sea foam and reflections that weren't related to the underlying
structure and seemed more likely to be a texture wrapping problem (i.e. one
of the textures wasn't fully tileable?)  Either that or there is a texture
coordinate problem introduced in the latest water effects code.

The original ocean auto-gen code was intended to keep things simple and keep
polygon counts low.  We certainly could generate more vertices in the ocean
auto-gen code.  That shouldn't be too hard and probably is worth doing now
with computers that could easily handle a few more polygons.  The challenge
would be mating these autogen tiles up with adjacent terragear-generated
tiles that are part land part ocean.

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
--
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Why? It contains a definitive record of application performance, security
threats, fraudulent activity, and more. Splunk takes this data and makes
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Alan Teeder


From: Michael Sgier 
Sent: Saturday, October 01, 2011 3:43 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module



  Any ideas/help on what to do? In GIT the Honda and DA20 are black/off?

  Thanks

  Michael


 


I hit Ctrl-C to find where the hotspots were and then pressed all the buttons 
to see what works.

The map will not work unless you first generate a set of special format maps 
using the buildmaps.pl script that is in the ZKV1000\Systems directory.

It took me quite a long time to get this working.

Perhaps the authors will be along to help.

Alan--
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Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Frederic Bouvier
Vivian,

- Mail original -
 Emilian and I have been working on the water shader, and have run
 into some show stoppers caused by the lack mf vertices in the ocean 
 tiles - there are just 4 so far as we can see, so the junctions 
 between tiles always show up as you speculate. It might be we can 
 do something about this in due course.

You can use the geometry shader to amplify the geometry if you want to.
I used it to build forests walls in the landmass shader.

Regards,
-Fred

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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Alan Teeder


From: Robbo 
Sent: Saturday, October 01, 2011 10:57 AM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
Alan, that instrument looks interesting. I may be able to use the technique for 
a 'layer' on my display. Is it essentially 'redrawing' parts of image texture 
tiles, calculated by position?





Robbo

The map uses the property-base animation (usually used in Livery over MP) to 
select which image tile to display, and the textranslate animation to pan the 
image with lat-long.

Alan
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Christian Schmitt
James Turner wrote:

 Okay, but the relevant source file (sg_binobj) appears to contain both the
 read *and* write code paths - which is really what I was asking - is the
 write logic in sg_binobj.cxx the one terragear uses, or 'something else'?
 
 James

Please be aware that TG uses SG-CS currently. I used it with the normal SG 
for a while but this was no longer possible recently. It exposed weird 
behaviour and crashes.

Chris

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Martin Spott
Christian Schmitt wrote:

 Please be aware that TG uses SG-CS currently. I used it with the normal SG 
 for a while but this was no longer possible recently. It exposed weird 
 behaviour and crashes.

Indeed, we're still maintaining a simgear-cs for terragear-cs to
keep a working source tree as a fallback in those situations when
essential features are removed from stock simgear (which already had
happened).

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-01 Thread Stuart Buchanan
On 1 Oct 2011, at 11:25, Thorsten Renk wrote:
 I see. So what do I do when I want to change the wind and want the clouds
 to follow the new setting? Simply do a setprop for the layer height
 setting it to the same value it was?

For the moment, Yes. 

At some point in the future we should fix it so that we're picking up the wind 
from the appropriate aloft layer. 

-Stuart
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Martin Spott
Martin Spott wrote:

 Indeed, we're still maintaining a simgear-cs for terragear-cs to
 keep a working source tree as a fallback in those situations when
 essential features are removed from stock simgear (which already had
 happened).

  
http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=commitdiff;h=4e9a529b1f0da025c61dc73503cef6d55daa51f5;hp=f68f25e0c5c7477905173ed9a94aa53e5c624719

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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Robbo
Ok so I think that I am making some progress here, but what I really need to
do is 'register a listener',  so that my code can be called for updating the
dynamic texture.

I have looked, but I am not too sure what to register my object as a
listener with, can anyone point me in the right direction?

I can see that in 'groundradar' there are two listeners registered, one with
radar-range and one with airport, but what i really need is to have my code
called continuously as part of the osg::frame!

Any help would be appreciated,

Robbo

On 1 October 2011 18:23, Alan Teeder ajtee...@v-twin.org.uk wrote:



  *From:* Robbo robbo_b...@hotmail.com
 *Sent:* Saturday, October 01, 2011 10:57 AM
 *To:* FlightGear developers 
 discussionsflightgear-devel@lists.sourceforge.net
 *Subject:* Re: [Flightgear-devel] Query about groundradar Instrument
 module

 Alan, that instrument looks interesting. I may be able to use the technique
 for a 'layer' on my display. Is it essentially 'redrawing' parts of image
 texture tiles, calculated by position?





 Robbo

 The map uses the property-base animation (usually used in Livery over MP)
 to select which image tile to display, and the textranslate animation to
 pan the image with lat-long.

 Alan


 --
 All of the data generated in your IT infrastructure is seriously valuable.
 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-d2dcopy2
 ___
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Re: [Flightgear-devel] flight recorder / replay system

2011-10-01 Thread ThorstenB
Hi,

finally had the time to complete the replay system overhaul. Thanks to 
everyone providing input. Some people had sent me longer wish lists – 
unfortunately I'm unable to fulfill all of them - at least not now :). 
But some things are still high on my list: specifically the option to 
easily save/load and stream recorded data using a format that doesn't 
break easily. Also, the option of taking over flight controls at any 
point during a replay. The latter isn't as easy as it sounds, since most 
FDMs don't really like being repositioned or even having the speed 
changed externally.

Another thing, since the topic was raised: since FG2.4.0 the multiplayer 
system is already aware of replay sessions - and already freezes the 
state. Other pilots are no longer annoyed by remote replay sessions. 
It's still a good idea though to start the replay only while in a 
parking position – since other MP players could still see your aircraft 
squatting the runway or frozen in mid-flight.

Now to the overhaul: main improvement is the option of making it work 
properly with any type of aircraft and any custom properties. The old 
system only worked perfectly with certain propeller aircraft and piston 
engines.

Important to mention though: by default, nothing changes for existing 
aircraft. The old system already covered a huge number of properties - 
but it's impossible to just record everything. I did some tests trying 
to auto-detect aircraft types and properties to be recorded - but that 
cannot really work with all aircraft for a number of reasons.  And any 
fixed selection eventually doesn't work perfectly with some aircraft. 
Hence, it seems a better idea to avoid any kind of guessing and 
hard-coded logic - and rely on configuration alone. The default, 
obviously, is the same set as hard-coded for FG2.4 and earlier.

The new system is still easy to adapt since several ready-to-use 
configuration files are available - which simply need to be included, 
depending on aircraft/engine/.. type. And it's not much more work to 
customize.

For those interested, there's a README.flightrecorder in the Docs 
folder. There's also a few examples in fgdata showing different levels 
of customization: the ASK13 (glider), the c172p (prop/piston), the 
b1900d (turboprop), the UH-1 (helicopter), and the 777-200ER (jet).

As announced, I haven't changed the actual replay buffering. But, as 
someone requested, all buffer properties are now configurable (see 
/sim/replay/buffer properties). So, if you have enough memory, you could 
increase the buffer sizes/rates. There's still no configuration GUI for 
these properties though.

The most obvious change though is probably the new GUI dialog: looks 
like a video player, provides play/pause/skip controls, also controls 
replay speed. You can also use the 4 arrow keys to control replay (they 
were useless during replay so far).
Finally, since replay can be paused now, it was necessary to move the 
stop replay key binding to the ESC key (instead of pressing pause 
twice) – which feels more intuitive to me anyway.

Hope some people find all this a bit useful - so have fun. I recommend 
you take your favourite aircraft for a ride and then replay and evaluate 
your landing using the new slow-motion support... ;-) And I'm sure 
you'll let me know when things aren't working as expected...

cheers,
Thorsten


On 04.09.2011 20:56, ThorstenB wrote:
 Hi,

 I'm currently looking into an overhaul of the replay system. The
 buffer mechanisms of the existing replay system itself won't change,
 but I'm replacing the hard-coded recorder/FDM interface. Instead,
 I'll introduce a fully configurable flight recorder. It's basically
 a property recorder, so anything that's in the property tree can be
 recorded - and replayed. Aircraft-specific XML descriptions can be
 used to specify properties, data type and interpolation method
 (discrete, linear, or rotational in degrees/radiant) for each
 signal.

 There'll be a set of default property lists which can be included, so
 only custom properties need to be specified manually. Naturally, all
 (existing) aircraft not providing any recorder configuration will use
 a default, matching the hard-coded system of = FG 2.4.0.

 I have a prototype which also shows the new system is going to be
 faster, mainly since it doesn't resolve property paths at run-time
 and avoids copying data around. It'll also use less memory, since
 most properties can be recorded with reduced precision, e.g. it's
 unnecessary to record things like flap or gear position with full
 double precision. And the current system always records properties
 for 4 engines + 4 propellers + 6 tanks + 3 gear. With the new system,
 this can be easily adapted - a glider doesn't even need
 tank/gear/engine/propeller properties. On the other hand, most jet
 engine properties weren't recorded so far - this will also improve.
 And the obvious advantage of the new system is the option of
 recording custom 

Re: [Flightgear-devel] flight recorder / replay system

2011-10-01 Thread Jacob Burbach
On Sat, Oct 1, 2011 at 5:58 PM, ThorstenB bre...@gmail.com wrote:
 Also, the option of taking over flight controls at any
 point during a replay. The latter isn't as easy as it sounds, since most
 FDMs don't really like being repositioned or even having the speed
 changed externally.

Many (many) months back I had a build of flightgear where there was a
bug-feature that actually allowed this to happen. I forget exactly how
I triggered it and maybe it is/was still possibleI think it was
some magic combo of reset/pause/unpause during a replay. It worked
quite well and smooth on some aircraft, I remember shooting an
approach over and over again by triggering it. Would be cool to see
that work again, as an actual feature this time. :)

 Another thing, since the topic was raised: since FG2.4.0 the multiplayer
 system is already aware of replay sessions - and already freezes the
 state. Other pilots are no longer annoyed by remote replay sessions.
 It's still a good idea though to start the replay only while in a
 parking position – since other MP players could still see your aircraft
 squatting the runway or frozen in mid-flight.

Could we have replays broadcast over mp as a hidden option or
something, something that is disabled by default? It was actually kind
of useful sometimes to be able to see other peoples replays. Having it
hidden and/or disabled by default should prevent most/all
unintentional bad behavior. And we have the ignore options on MP to
get rid of any intentionally annoying people.

 The most obvious change though is probably the new GUI dialog: looks
 like a video player, provides play/pause/skip controls, also controls
 replay speed. You can also use the 4 arrow keys to control replay (they
 were useless during replay so far).
 Finally, since replay can be paused now, it was necessary to move the
 stop replay key binding to the ESC key (instead of pressing pause
 twice) – which feels more intuitive to me anyway.
 Hope some people find all this a bit useful - so have fun. I recommend
 you take your favourite aircraft for a ride and then replay and evaluate
 your landing using the new slow-motion support... ;-) And I'm sure
 you'll let me know when things aren't working as expected...

This sounds really awesome, really. I'm really looking forward to the
future when all aircraft have configured themselves to have flawless
replays, instead of being half crippled most of the time like they
have been for so long. :)

cheers..and thanks!
--Jacob

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