Re: [Flightgear-devel] Double Input Resolution?

2012-03-08 Thread Stuart Buchanan
On Wed, Mar 7, 2012 at 6:48 PM, Gene Buckle wrote:
 Scratch building hall effect sensor input assemblies is very, very easy.
 See here: http://www.simpits.org/geneb/?p=299

 Here's a more detailed how-to that I posted:
 http://simhq.com/forum/ubbthreads.php/topics/3225807/DIY_hall_sensor.html#Post3225807

 I've been told by a guy that built a set of these for his cockpit that he
 gets a wider voltage range by using a single magnet instead of an opposed
 pair.  I haven't had a chance to try that idea myself however.

That's a very neat solution. Makes me want to create a throttle
quadrant from scratch
just to get the chance to try it out.

Only question is whether to make a generic one, or build a North
American T-6/P51-D style
console and add trim controls as well

-Stuart

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Re: [Flightgear-devel] Lightfields to GIT

2012-03-08 Thread Renk Thorsten

I've just tested the runtime-switchable lightfield with GIT as of 30 minutes 
ago, and it seems to run just fine. If anyone would care to pick it up, here is 
the link:

http://users.jyu.fi/~trenk/files/terrain-haze-v1.2.tgz

In fact, choosing a technique index of 7 has the pleasant side effect that all 
shaders which would potentially interfere with the lightfield (water, 
urban,...) don't need to be switched off but are simply ignored - so the 
rendering changes just with the skydome scattering shader switch and almost 
nothing else needs to be adjusted (well, random vegetation still needs to be 
off...).

(This is suggested as a temporary solution till Emilian has figured out how to 
factor out light and fog, or till this is ultimately integrated into Rembrandt 
- but until then, it works just fine)

Here are two comparison shots of the same scene in default and lightfield 
rendering - comments appreciated (tuning the light is quite tricky, and good 
aerial shots of sunsets are difficult to come by - I have the feeling the 
lightfields are sometimes a bit larger than life though...)

http://www.flightgear.org/forums/viewtopic.php?f=47t=14755p=152702#p152684

Cheers,

* Thorsten
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Re: [Flightgear-devel] Two small weather issues

2012-03-08 Thread Torsten Dreyer
Am 08.03.2012 08:27, schrieb thorsten.i.r...@jyu.fi:

 I still have two small (weather-related) issues which I can't resolve myself:

 * rain is still 'smart' i.e. de-activates above the lowest cloud layer.
 Since Advanced Weather has its own precipitation region control, I'd need
 a dumb version which just rains when I set the property

 * for visibility  1000 m, the skydome seems to unload. This is not a
 problem in the default rendering scheme, but it is with terrain haze and
 scattering shader, because the terrain haze is made seamless with what
 goes on in the skydome shader, not with background light. Thus, for 1.1 km
 visibility everything is fine, but if it deteriorates further suddenly
 rendering artefacts appear. Can we just not unload the skydome?

Hi Thorsten,

I'll try to 'unsmart' the rain and snow. After looking at the code, I 
have two solutions: a quick and dirty one and the one I'd prefer to use 
but needs some thinking. If you can wait for a week or two, I'd go for 
the think-first-implement-later aproach ;-)

If I don't come up with something by the end of March, please give me a 
wakeup call.

For the unloading of the skydome, I'm not smart enough - I have to leave 
this to others, sorry.

Greetings,

Torsten

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Re: [Flightgear-devel] Two small weather issues

2012-03-08 Thread Curtis Olson
Hi T{h,}orsten,

I'm pretty sure the sky dome disabling was an attempt at frame rate
optimization from years ago -- which probably seems pretty silly with
today's hardware.

I bet there's a line of code somewhere that looks like:

if ( visibility_meter  1000 ) {
   do_sky_dome_stuff();
}

Probably a very simple fix once we find where that code lives these days.

Curt.
On Mar 8, 2012 12:17 PM, Torsten Dreyer tors...@t3r.de wrote:

 Am 08.03.2012 08:27, schrieb thorsten.i.r...@jyu.fi:
 
  I still have two small (weather-related) issues which I can't resolve
 myself:
 
  * rain is still 'smart' i.e. de-activates above the lowest cloud layer.
  Since Advanced Weather has its own precipitation region control, I'd need
  a dumb version which just rains when I set the property
 
  * for visibility  1000 m, the skydome seems to unload. This is not a
  problem in the default rendering scheme, but it is with terrain haze and
  scattering shader, because the terrain haze is made seamless with what
  goes on in the skydome shader, not with background light. Thus, for 1.1
 km
  visibility everything is fine, but if it deteriorates further suddenly
  rendering artefacts appear. Can we just not unload the skydome?

 Hi Thorsten,

 I'll try to 'unsmart' the rain and snow. After looking at the code, I
 have two solutions: a quick and dirty one and the one I'd prefer to use
 but needs some thinking. If you can wait for a week or two, I'd go for
 the think-first-implement-later aproach ;-)

 If I don't come up with something by the end of March, please give me a
 wakeup call.

 For the unloading of the skydome, I'm not smart enough - I have to leave
 this to others, sorry.

 Greetings,

 Torsten


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Re: [Flightgear-devel] Two small weather issues

2012-03-08 Thread ThorstenB
On 08.03.2012 19:21, Curtis Olson wrote:
 I bet there's a line of code somewhere that looks like:

 if ( visibility_meter  1000 ) {
 do_sky_dome_stuff();
 }

Ha, Curt, I know you cheated! You just looked at the code, right? ;-)
simgear/scene/sky/sky.cxx, SGSky::repaint:
 if ( effective_visibility  1000.0 ) {
 enable();
 dome-repaint();
 stars-repaint();
 planets-repaint();
 oursun-repaint();
 moon-repaint();

cheers,
Thorsten

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[Flightgear-devel] FG_SERVER::Loop() - Bytes = 0!

2012-03-08 Thread Roland Häder
Hi,

I get this message flooded into fgms.log file with latest master. Can you 
please take a look?

Regards,
  Roland

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-08 Thread Olaf Flebbe
Hi Fred,

I checked the specs: unsigned int is not part of the GLSL 1.20. It is GLSL 1.30.

Unfortunately I get on may MAC:
ERROR: 0:1: '' :  version '130' is not supported
if I try. ;-(

Appended a diff using int, no error message and a screenshot for made with 
this path and map-size 4096

Screenshot at:
http://dl.dropbox.com/u/17221087/fgfs-screen-003.png

--- a/src/Main/CameraGroup.cxx
+++ b/src/Main/CameraGroup.cxx
@@ -919,11 +919,11 @@ const char *ssao_frag_src = 
 uniform float g_intensity;\n
 uniform float g_sample_rad;\n
 uniform float random_size;\n
-uniform unsigned int osg_FrameNumber;\n
+uniform int osg_FrameNumber;\n
 varying vec4 ray;\n
 const vec2 v[4] = 
vec2[](vec2(1.0,0.0),vec2(-1.0,0.0),vec2(0.0,1.0),vec2(0.0,-1.0));\n
 vec2 getRandom( in vec2 uv ) {\n
-unsigned int level = osg_FrameNumber - ((osg_FrameNumber / 64U) * 
64U);\n
+int level = osg_FrameNumber - ((osg_FrameNumber / 64) * 64);\n
 return normalize( texture3D( noise_tex, vec3(uv*50.0, float(level) / 
64.0) ).xy * 0.14 - 0.07 );\n
 }\n
 vec3 getPosition(in vec2 uv, in vec2 uv0, in vec4 ray0) {\n

Olaf


Am 07.03.2012 um 08:45 schrieb Frederic Bouvier:

 Hi Olaf,
 
 maybe I can tell you from a screenshot. From memory, we need at least 
 GL_ARB_framebuffer_object and float_texture
 
 I don't know what extension or declaration is required to have unsigned int 
 uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx)
 
 Regards,
 -Fred


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Re: [Flightgear-devel] scenery loading cleanup

2012-03-08 Thread Clement de l'Hamaide

 Hi,

 Also for the breginning of the development cycle, I started working on 
 improoving fgviewer and cleanup scenery/model loading.

 I have now checked in a change that should fix some long standing problems 
 with 
 modelss that appear to have z-fighting. This change should not harm and works 
 so far for all I have tested. But it slightly changes the way stg files paths 
 are handled.
 So if this really introduces a problem, please tell me.

 Greetings

 Mathias

Hi Mathias,

I've encountered a problem about this change but I fixed it. Some explanation :
I use 5 sceneries folders and some of them add some data to the precedent 
scenery folder.
I use this argument : 
--fg-scenery=/home/clement/Scenery_test:/home/clement/fgdata_paf/Scenery:/home/clement/Scenery_elmaxo:/home/clement/Scenery_papillon81/Scenery:/home/clement/Scenery_italy:/home/clement/Scenery
In order to fly at LFHU (France) I use these data:
~/fgdata_paf/Scenery/Object/e000n40/e006n45/3056064.stg
~/Scenery_elmaxo/Terrain/e000n40/e006n45/3056064.stg
~/Scenery_elmaxo/Terrain/e000n40/e006n45/3056064.btg.gz
~/Scenery_elmaxo/Terrain/e000n40/e006n45/LFHU.btg.gz

Since you have changed I need to move associated Terrain in the same Scenery 
folder of Object folder. So I copied/pasted Terrain data in the same Scenery 
folder contains Objects and now I use these data:
~/fgdata_paf/Scenery/Object/e000n40/e006n45/3056064.stg
~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/3056064.stg
~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/3056064.btg.gz
~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/LFHU.btg.gz

Without this little tweaks the tile can't be loaded. In conclusion, with your 
change we need to associate Object AND Terrain folder.
It's just a feedback of my experience, don't take it as a critics ;)

Cheers,
Clément
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Re: [Flightgear-devel] Double Input Resolution?

2012-03-08 Thread Arnt Karlsen
On Wed, 07 Mar 2012 20:41:56 +0100, Roberto wrote in message 
4f57ba04.2080...@gmx.net:

 
  Parking brake is just a on/off flag (1bit).
 
 Well, right, but not totally. I've seen aircrafts accepting a double 
 value, and I'd like to make it consistent. Intermediate values make 
 sense here since it's a lever that moves along a path (or at least 
 rotates around a hinge). It's not a two positions switch. Anyway,
 that's not the point, I'm just disgressing :-)

..I've seen levers 'n pedals used on parking brakes, if you set 
it slowly enough, they go click click click click, just count 
the clicks. ;o)

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  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-08 Thread Arnt Karlsen
On Wed, 7 Mar 2012 07:46:37 +1300, Chris wrote in message 
cah3ygc2-urb3gpvhuj-cuhn8sosjgvwcns9wyr6ndjp8hog...@mail.gmail.com:

 On 7/03/2012 4:42 AM, Arnt Karlsen a...@c2i.net wrote:
 
  On Sat, 03 Mar 2012 21:17:30 +0100, Torsten wrote in message
  4f527c5a.5060...@t3r.de:
  
   The screen stays white with three black corners (top right, bottom
   right and bottom left). No splash screen. I can exit after some
   time with (Esc)-(Enter).
  
   GPU is GeForce Go 7400 with latest driver.
  
   Anything I can do to help debugging?
 
  ..try the nouveau driver, it _might_ work here, and will in
  any case give a different set of error messages.
 
 I doubt you're going to have an acceptable experience

..now, _that_ would be a very nice surprise. ;o)

 using a deferred renderer on a go7400

..there is another and preferred renderer for it?

 , regardless of driver bugs. There's not a lot of
 fillrate there.

..ok, my point was try get _another_ set of error etc messages 
with the nouveau driver, if it as a bonus works better than 
Nvidea's driver, _celebrate_. ;o)

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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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[Flightgear-devel] OT: how-to do inline threaded post responses from daily etc digests, was: [Rembrandt] the plan

2012-03-08 Thread Arnt Karlsen
On Wed, 7 Mar 2012 14:58:26 +0200, Lauri wrote in message 
CAMvWtwRfitebMwBNB=zbcged62j20_dzw0_vfqtyz_eezy7...@mail.gmail.com:
 
 P.s. anyone know how to reply in the thread, when having the daily
 digest of this list?

..use formail, from 'man formail':
EXAMPLES
   To split up a digest one usually uses:
  formail +1 -ds the_mailbox_of_your_choice
   or
  formail +1 -ds procmail

..formail comes with procmail in most distros.

..a _much_ better way IME, is drop the digests, and instead set 
up procmail to drop all your mail home into a mail folder _tree_,
with one folder for every mail list you are on, and a folder for 
every box etc that might mail you deamon or FG compile etc logs.

..best way to get there, is set up your new mail folder tree and
your procmail and whatever else mail, spam etc filters you have, 
and cat all your old mail, pipe it via formail thru procmail etc
into your new mail folder tree.  
Keep your old stuff at least until you get it all right. 

..the same cat pipe formail trick can also be used to train your 
spam filters. ;o)

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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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[Flightgear-devel] auto-coordination

2012-03-08 Thread syd adams
Hi folks,
Ran into a little problem just recently.
I was informed on IRC that auto-coordination broke autopilot behavior
and eventually it went out of control.
I admit I never thought about it before , I've never used it , even
with a mouse as my only controller .
I could add a check every time autopilot is engaged to disable it
while autopilot is active , but my real question is ,
can it be removed from the code ? It consists of three lines in
flightgear/src/Aircraft/controls.cxx , but it seems
that this should be handled by the autopilot system.
Any thoughts ?
Cheers

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Re: [Flightgear-devel] auto-coordination

2012-03-08 Thread Curtis Olson
Hi Syd,

That was a hack from the very early days of the project, so if it went
away, it wouldn't bother me.  Fred might have a check box in the window
launcher, and there may be a command line option or property value to hunt
down and remove.

Curt

On Thursday, March 8, 2012, syd adams  wrote:
 Hi folks,
 Ran into a little problem just recently.
 I was informed on IRC that auto-coordination broke autopilot behavior
 and eventually it went out of control.
 I admit I never thought about it before , I've never used it , even
 with a mouse as my only controller .
 I could add a check every time autopilot is engaged to disable it
 while autopilot is active , but my real question is ,
 can it be removed from the code ? It consists of three lines in
 flightgear/src/Aircraft/controls.cxx , but it seems
 that this should be handled by the autopilot system.
 Any thoughts ?
 Cheers


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Re: [Flightgear-devel] auto-coordination

2012-03-08 Thread syd adams
On Thu, Mar 8, 2012 at 10:19 PM, Curtis Olson curtol...@gmail.com wrote:
 Hi Syd,

 That was a hack from the very early days of the project, so if it went away,
 it wouldn't bother me.  Fred might have a check box in the window launcher,
 and there may be a command line option or property value to hunt down and
 remove.

 Curt


Thanks , Curt.
Actually I'd prefer the auto-coordination property to remain , and the
options to enable it too , just that it be handled in an autopilot
file rather than hard-coded.
I've added a sort of auto coordination to the R22  below a certain
airspeed, otherwise I cant get it off the ground no matter how fast I
tap those rudder keys , and enabling auto-coordination would be a
easier in these situations, i think.
At least for those of us without rudder pedals.
It would mean more work for aircraft designers , but a simple filter
should easily do what the code does.
Syd

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Re: [Flightgear-devel] auto-coordination

2012-03-08 Thread Renk Thorsten
 I could add a check every time autopilot is engaged to disable it
 while autopilot is active , but my real question is ,
 can it be removed from the code ? It consists of three lines in
 flightgear/src/Aircraft/controls.cxx , but it seems
 that this should be handled by the autopilot system.

Being a mouse pilot, I'm using auto-coordination...

My understanding is that the AP system is quite different from airplane to 
airplane, and not all planes have a working AP at all, so if you remove auto 
coordination from the code, then I end up not having it in most of the planes.

Sounds like a bad idea to me.

auto-coordination is runtime property controlled - if it interferes with you 
AP, it should be a one-liner to de-activate it whenever AP is engaged and a 
three liner to reset it to the state it was before when AP is disengaged. 
What's the problem with that approach?

* Thorsten
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Re: [Flightgear-devel] Two small weather issues

2012-03-08 Thread Renk Thorsten
 I'll try to 'unsmart' the rain and snow. After looking at the code, I
 have two solutions: a quick and dirty one and the one I'd prefer to use
 but needs some thinking. If you can wait for a week or two, I'd go for
 the think-first-implement-later aproach ;-)

It's not urgent, it's been broken for more than 6 months, so enough time to 
think first :-) I just have plans to give thunderstorms some extra love, but 
it's nicer if I can see them rendered as they should be, i.e. with lots of rain 
thrown in.

Thanks,

* Thorsten
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