[Flightgear-devel] Tupolev 154 goes GPL

2013-07-08 Thread Yurik V. Nikiforoff

Hello All Flightgear developers!

It has been almost 5 years since Tu-154B first appeared in FlightGear. Now, 
after years of development and bug-fixing, release 3.0 is available - and it is 
GPL compliant and Rembrandt ready!

Unfortunately, many FlightGear pilots do not even know this airplane exists. 
The reason is, the Tu-154B is a converted version of Project Tupolev's Tu-154 
originally created for MSFS. It was not GPL compliant, and, thus, not 
available on the FlightGear page for download. Till now.

We have now been allowed by Project Tupolev to distribute Tu-154B under 
GNU/GPL. In addition, the model has undergone major overhaul regarding the 
Rembrandt project. It now provides a full specter of real lighting, for both 
exterior model and the cockpit.

You can download Tu-154b ver.3.0 from here: 

http://yurik.flightgear.ru/tu154b-release/tu154b-3.0_jul2013.tar.gz

You can see some screenshots here: 
ftp://ftp.kbrare.ru/pub/tu154bv3-screenshots/


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[Flightgear-devel] test

2011-08-08 Thread Yurik V. Nikiforoff

It's test. Please, ignore it.

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[Flightgear-devel] new An-2

2011-08-08 Thread Yurik V. Nikiforoff

Hi all!

I re-done old An-2 model. It have whole new visual model, modern shaders 
animations, new 3D cockpit, deep reconstructed FDM. 

Model intend for replacing old an-2 model  cause old an-2 don't work since 
years.

Please, replace old an-2 with new from here: 
http://yurik.flightgear.ru/an2/an2-2.0.zip

It seems, it work Ok with new FG 2.4 but comments are welcome.


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[Flightgear-devel] TU-154B Ver 1.0 is ready!

2009-05-24 Thread Yurik V. Nikiforoff
After about two years of development, i have done it 23 may 2009.

You can download model here (50 Mb):
http://yurik.flightgear.ru/tu154b-release/tu154b-1.0.tar.gz

Model is compatible with FG 1.9.1 and devel version. For devel, you should 
select another FDM file - read docs carefully!

I hope, it will suitable for you...

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[Flightgear-devel] test

2008-10-26 Thread Yurik V. Nikiforoff
test, sorry
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[Flightgear-devel] forum troubles...

2008-02-10 Thread Yurik V. Nikiforoff

I have account at www.flightgear.org/forums since may 2007. I don't write 
messages at all. Today, I attempt to log-in, and my login/passwd was 
rejected. It's say - my account was locked.

I can't find emai of administrators/moderators on forum, and personal messages 
was disabled for this board, so I can't describe my trouble and get any help.

Is anybody of administrators read this list? Please, send me your email or any 
contact links.

Sorry for offtopic.

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[Flightgear-devel] heading indicator

2007-12-26 Thread Yurik V. Nikiforoff
Hi All!

It seems, there is error in heading_indicator.cxx, OSG around month ago
line 84 :
===
dt -= dt * (0.25/60); // 360 deg/day
===
But, IMHO, it's should be

===
double current_lat = getDoubleValue(/* here latitude property */)
dt -= dt * (0.25/60) * sin( current_lat ); // time-based precession on this 
latitude
===

There is not time-based precession in mrg.cxx, so we have not poperly heading 
gyro at all.

Second question. In mrg.cxx, we have movement-induced error - gyro have some 
deviation by plane orientation changes and accelerations.

Can we do property for switch this deviation? Real compass systems have 
stabilizers for body of reference gyro, and it's eliminate orientation errors  
( introduceed by roll and roll rate, etc ). So, if we have ability of 
controls of orientation errors - we can simulate compass systems more clear, 
and simulate failures of stabilizers of gyro...


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Re: [Flightgear-devel] OSG spotlights

2007-11-20 Thread Yurik V. Nikiforoff
Hi Markus!
В сообщении от 20 ноября 2007 Markus Zojer написал(a):
> The second problem of not lightened surfaced exists, but can be optimized a
> bit by adjusting spot cutoff and light distance attenuation.

Unfortunatelly, spot parameters can't resolve problem of spot lighting for big 
surfaces. Big - it mean size of triangles too big rather then size of spot 
light, for example, if we want create landing lights. Limits of spread of 
lights for big surfases don't allow create realistic landing lights. 

For small surfases, then distance from light source greate then appprox size 
between surface vertex, we have good result. 

So, if we want landing lights, we should find another lights system. 

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Re: [Flightgear-devel] OSG spotlights

2007-11-18 Thread Yurik V. Nikiforoff
В сообщении от 18 ноября 2007 Markus Zojer написал(a):
> Hi there!
>
> Maybe I missed something, but under OSG/opengl it should be able to
> create up to 8 light sources.

Please, read this first:
http://sourceforge.net/mailarchive/message.php?msg_id=200610270754.15858.Mathias.Froehlich%40gmx.net


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Re: [Flightgear-devel] Material animation problem

2007-11-07 Thread Yurik V. Nikiforoff
Hi AJ MacLeod!

В сообщении от 6 ноября 2007 AJ MacLeod написал(a):
> "Correct" depends on your point of view ;-)
>
> To me, the above XML doesn't really make logical sense; at best it's
> confusing.  The object should be controlled by one factor property, or (if
> you need extreme control) you can have a separate property to control each
> colour/alpha etc.

It's true in most cases. But there are some moments, when separate animation 
(one type) of one object has matter. For example, it's conviency for creating 
checking lamp procedure. All of lamps may flash by one condition material 
animation, controlled by one property. If we put it into nasal, we need much 
more work: save state of each lamp, set on them all by setting numerous 
properties, and after release check-lamp button restore states of lamps. We 
need care about stopping subsystems, who controls lamps for avoid change 
lamps properties during check-lamp procedure etc.

I'm not complain, but I have write and debug around hundred of information 
indicators for Project Tupolev, checking by double material animation, and 
after updating FG I get it all unoperate :(


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Re: [Flightgear-devel] Material animation problem

2007-11-06 Thread Yurik V. Nikiforoff
> On Wed, 31 Oct 2007 20:51:40 +
>
> Jon Stockill <[EMAIL PROTECTED]> wrote:
> > I'm having problems with the following seemingly simple bit of animation
> > (running the cvs osg version):
> >
> > 
> >WarnLoVolt
> >WarnGen
> >WarnLoOil
> >WarnFuel
> >WarnStarter
> >
> >  
> >instrumentation/warning-panel/test
> >  
> >
> >material
> >
> >  0.0
> >  0.0
> >  0.0
> >  instrumentation/warning-panel/brightness
> >
> > 
> >
> > 
> >WarnLoVolt
> >WarnGen
> >WarnLoOil
> >WarnFuel
> >WarnStarter
> >
> >  instrumentation/warning-panel/test
> >
> >material
> >
> >  1.0
> >  0.0
> >  0.0
> >  instrumentation/warning-panel/brightness
> >
> > 
> >
> > It's supposed to light all the lamps on a warning panel when the test
> > button is pressed. If used as shown, the lamps never light. Switching
> > the order of the 2  blocks results in the lamps lighting when
> > the test switch is pressed - but they remain on when it is released (the
> > controlling property value in the browser does change). With the lamps
> > lit if the brightness is changed and the test button pressed again the
> > brightness of the lamps changes - so the first animation can still be
> > triggered - it appears that the second is always ignored though.
> >
> > Have I done something silly, or have I discovered a bug?
> >

IMHO, it's a bug. Sequence of  animation of one object work wrong.

Suppopse, we have this code:


material
lamp

1.0
1.0
1.0
mycraft/lamp-flag




material
lamp

1.0
1.0
1.0
mycraft/another-lamp-flag



Now, second animation not work at all. But some times ago (around half of 
year), such code work properly - object has control of last animation .

I don't know - may be, rules of multiply animations of one objects was 
changed. 

It's appear only in OSG version, old PLIB branch work correct.



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Re: [Flightgear-devel] Project Tupolev & FlightGear

2007-09-10 Thread Yurik V. Nikiforoff

TU-154B captain panel.

All gauges has placed on panel.

"Check lamp" button pressed.

 http://foto.radikal.ru/f.aspx?i=1176da6da79046e7985c71cfe990b3f3

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[Flightgear-devel] AN-2 starter sound

2007-07-08 Thread Yurik V. Nikiforoff

David G. Brader find real sound of inertial starter for An-2, and make some 
correction in an2-sound.xml. I put it into my ftp:

New sound: ftp://ftp.megasignal.com/pub/FlightGear/devel/an2_gyro.wav  
Put it into an2/Sounds.

Corrected config: ftp://ftp.megasignal.com/pub/FlightGear/devel/an2-sound.xml 
Put it into an2/Systems.

I think, it's good to put it into CVS.

Thanks David for help.

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Re: [Flightgear-devel] An2 fixes for MP

2007-06-05 Thread Yurik V. Nikiforoff
В сообщении от 4 Июнь 2007 18:34 AJ MacLeod написал(a):

> For custom properties there is not quite the same urgency since they're not
> passed by the MP protocol (yet), but unless there is a good reason to use
> an absolute path I think it would be wise to avoid them.

Ok, I understand. I remember to remove leading slashes for props of  my next 
project.

Thanks for you advise!

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Re: [Flightgear-devel] An2 fixes for MP

2007-06-03 Thread Yurik V. Nikiforoff
Hi AJ MacLeod!
В сообщении от 2 Июнь 2007 20:13 AJ MacLeod написал(a):

> Leading slashes in the model.xml have been removed, and the standard
> properties (created in the FDM update, above) are used to animate the
> control surfaces.
>
> Yurik - could you check and approve this, so it can go into CVS?

When I write model, I don't take care about MP abilites, so I say big thanks 
for you and you work.

Let's it to go to CVS.

What's a rules for right MP animations? Should I not use leading slashes for 
properties? for default properties only or for custom props too?

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Re: [Flightgear-devel] Project Tupolev & FlightGear

2007-05-31 Thread Yurik V. Nikiforoff
В сообщении от 31 Май 2007 13:58 [EMAIL PROTECTED] написал(a):

> Sorry to say, the non commercial clause is a violation of the GPL.

Yes, I known. PT Team distribute his models free, but NOT under GPL.

> Another points: Do you have permission to distribute modified models?

Yes, I get such permission directly.

> Does 
> the community have the right to modify the sources and distribute it?

Yes, they permit to modify model for our needs, and distribute model ( ac file 
& textures) under restriction: we can't use it for any commercial purpose.


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[Flightgear-devel] Project Tupolev & FlightGear

2007-05-30 Thread Yurik V. Nikiforoff
Couple days ago, I get permission for use Tupolev 154 b model from PT team for 
FlightGear. Project Tupolev Team is a a well-known Russian team which is 
developing add-ons for Microsoft Flight Simulator. Imho, PT-154b model is a 
best of MSFS world. It's a very realistic and complex model. You can read 
about PT Team and they's models here:

http://www.fs-proteam.com/about.html

They give us sources of visual model of Tu-154b, and permit to use it "as is", 
for non-commercial purpose. So, it's not GPL.

I begin porting Tu-154 from PT to FlightGear. Due to model complexity, it may 
take many times. I will  report about process here.

Some of screenshots  you can see here:
ftp://ftp.megasignal.com/pub/FlightGear/shots/tu154b/
it's give impression about level  of reality of virtual cockpit (without 
instruments yet), and amount of needed works...

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-05-23 Thread Yurik V. Nikiforoff
В сообщении от 18 Май 2007 00:19 Martin Spott написал(a):

> > Or even better, follow in the footsteps of the Lightning and A-10 and
> > make use of the superb improved tutorial system ;-)
>
> I thought about that one, too, but I guess it's quite a huge task to
> add such an animated tutorial 

I write tutorial like A-10. If my description of procedures not correct, 
please, set right my English...

and there is small fdm patch for tune gear appearance. So, tires has pumped:)




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Re: [Flightgear-devel] youtube video

2007-05-22 Thread Yurik V. Nikiforoff
В сообщении от 22 Май 2007 15:48 Steve Hosgood написал(a):
> Curtis, you really ought to pump the tires on that AN-2. They looked
> totally flat to me :-)

There is small error in gear position. I had not enough time to take care 
about it and want  to fix it late - may be, this week or next...

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-05-20 Thread Yurik V. Nikiforoff
В сообщении от 17 Май 2007 21:39 Martin Spott написал(a):
> Yurik: Would you mind me placing the description of the engine startup
> procedure in 'an2.html' right underneath the screenshot of the 3D
> cockpit - or, as an alternative, put the screenshot between the
> explanation of the different instruments and the startup procedure ?



Please, take picture and html patch here:
ftp://ftp.megasignal.com/pub/FlightGear/Docs/an2_engine_start_help.tar.gz

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-05-17 Thread Yurik V. Nikiforoff
В сообщении от 18 Май 2007 00:40 K. Hoercher написал(a):
> out, that the numbering of the flap gauge in the two pictures (2d, 3d)
>  included in the an2.html is inconsistent. While it is listed as #20
> and that number depicts the rightmost gauge in a group of 3 in the 2d
> jpg, the same number is situated over the left gauge of the
> corresponding group in the 3d picture. But the flapsetting gets
> annunciated in the righthand gauge there too.

This gauges (pos 18,19,20) place different then real aircraft. Oil cooler 
damper position gauge (18)  stay near right board of console of real 
aircraft, you can see it on left down corner of real second pilot panel 
photo. Air cooler position (19) absent on real aircraft and 2d panel. I 
rearrange this group at all, for convience. 

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-05-17 Thread Yurik V. Nikiforoff
В сообщении от 17 Май 2007 21:39 Martin Spott написал(a):
> Yurik: Would you mind me placing the description of the engine startup
> procedure in 'an2.html' right underneath the screenshot of the 3D
> cockpit - or, as an alternative, put the screenshot between the
> explanation of the different instruments and the startup procedure ?

I'll create such explanation for monday and put it here.

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-05-16 Thread Yurik V. Nikiforoff
I get some messages about bugs. I fix it, and rewrite propeller pitch & 
mixture controls. 

Apply this patches, pls.

Thanks  all for you comments.

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-05-15 Thread Yurik V. Nikiforoff
В сообщении от 15 Май 2007 22:52 AJ MacLeod написал(a):
> This one works fine for me on both OSG and PLIB (with the modified splash
> screen as discussed here.) 



I rewrite handlers for pitch & mixt controls, as discussed here some times 
ago.  I'll put small patch here for this week.

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-04-26 Thread Yurik V. Nikiforoff
В сообщении от 27 Апрель 2007 02:53 Martin Spott написал(a):
> I don't claim this to be your fault, I just notice that your model
> appears to trigger a bug somewhere in FlightGear which crashes the sim
> for me so I can't test it.

I write model for PLIB-devel & 0.9.10 release, and have not OSG version for 
testing. Yestarday, I update my flightgear & simgear to OSG devel, and get 
sim crash like you.

and before crash, I get message about global material animation. Is it 
deprecated now? 

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-04-20 Thread Yurik V. Nikiforoff
В сообщении от 20 Апрель 2007 18:06 Jon S. Berndt написал(a):

> Interesting. What does the "automatic pitch subsystem" do? I wonder if it
> is similar to a capability that is already in the JSBSim propeller model?
> I'd be concerned that the two approaches could result in an instability.

I comment minpitch/maxpitch (as recomended here), so it's not two controls for 
one parameter. 


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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-04-20 Thread Yurik V. Nikiforoff
В сообщении от 20 Апрель 2007 18:01 gh.robin написал(a):

> Anyhow if one, who develop a model within JSBSim and want a manual pitch
> propeller, there is a trick
>  just comment out the lines which contains
>   
> 
> into Propeller .xml file
>
> And you will be able to tune manualy  the pitch

Yes, I know this trick, and it work for some aircrafts. but for some value of 
rpm, there is oscillation in pitch/rpm feedback. I write custom procedure, 
for adjust feedback gain, and it work without problems.

And there is one issue: custom pitch control can help for 0.9.10 release 
users, for engine start. This problem has discussed here, it fixed for devel 
version, but for release, engine can not start without custom pitch control.


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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-04-20 Thread Yurik V. Nikiforoff
В сообщении от 20 Апрель 2007 17:29 Anders Gidenstam написал(a):
> I think you can (and are strongly encouraged to) override/redefine
> controls.adjPropeller to do the appropriate thing for your aircraft.

ok. I'll try it this weekend.

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-04-20 Thread Yurik V. Nikiforoff
В сообщении от 20 Апрель 2007 16:38 Tim Moore написал(a):
> Would it be possible to use controls.adjPropeller instead of
> an2.propeller_pitch_control? Then you wouldn't need a custom joystick
> xml file because controls.adjPropeller is already mapped in the existing
> joystick files.

Please, no.
controls.adjPropeller will change value 
of /controls/engines/engine/propeller-pitch, but it property has controlled 
by automatic pitch subsystem (see prop_handler() from an2.nas). 

If you want disable automatic propeller pitch, you may comment first call of 
prop_handler() in an2.nas. When, you may use default propeller pitch handler.

But real an-2 has pitch automatic... IMHO, setting of couple command in user 
config is not a big deal...


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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-04-19 Thread Yurik V. Nikiforoff

Sorry, but 

Is anybody has tested model? 

splash-screen format is fixed...

and I wait reports about another bugs - I don't believe, whey where are not :)

Is anybody may commit it into CVS?

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Re: [Flightgear-devel] An-2 v0.2 ready!

2007-04-13 Thread Yurik V. Nikiforoff
В сообщении от 13 Апрель 2007 17:51 gh.robin написал(a):
>
> When loading  an2,  the splash.rgb file makes segmentation error, if i
> remove it everything is right.

sim version pls...

windows? OSG or PLIB?

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[Flightgear-devel] An-2 v0.2 ready!

2007-04-12 Thread Yurik V. Nikiforoff

Apr, Friday, 13 :)

3D cockpit. 80 animated/controlled items on panels!
Engine & prop has rewritten;
New animation for gear;
Automatic mixture correction (like real aircraft);
New ADF control gauge;
Automatic slats with real aerodynamic data;
Second pilot view point;
A lots of bugfixes;
New textures, splash-screen, etc.

Now, AN-2 is not "devel only" aircraft. I don't use new feature like "pick" 
animation, so you can use it with FlightGear release 0.9.10.

Tested only with PLIB version - devel & release.

I don't make diff - please, take it at all. There are too many changes in 
project.

22 Mb.
ftp://ftp.megasignal.com/pub/FlightGear/an2-0.2.tar.gz


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Re: [Flightgear-devel] An2 problems

2007-03-23 Thread Yurik V. Nikiforoff
В сообщении от 23 Март 2007 15:53 AJ MacLeod написал(a):
> > Some screenshots of new An-2 3d cocpit you can see here:
> > http://www.avsim.ru/forum/index.php?showtopic=34552
>
> Or we could if we were registered users, I'm guessing :-\

Ooops! Whey change policy for anonymous login... sorry...

Look here:
ftp://ftp.megasignal.com/pub/FlightGear/shots/3dcockpit/

>
> Still, I'm very much looking forward to seeing it in CVS - the An-2 is a
> great model and a 3d cockpit will be the icing on the cake :-)

It's 3 month of work since november :)

>
> By the way, regarding the "engine start" help you might want to look at
> Melchior's latest work on the tutorial system, demonstrated by the latest
> Lightning engine start tutorial.  It would be perfect for the An-2 3D
> cockpit...

Thank's, I shell read it. 

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Re: [Flightgear-devel] An2 problems

2007-03-23 Thread Yurik V. Nikiforoff

Some screenshots of new An-2 3d cocpit you can see here:

http://www.avsim.ru/forum/index.php?showtopic=34552

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Re: [Flightgear-devel] An2 problems

2007-03-23 Thread Yurik V. Nikiforoff
В сообщении от 12 Март 2007 21:26 gh.robin написал(a):
>
>  we only need from  Yurik V. Nikiforoff
>

Sorry for long silence, but I was busy wery much, and return to my country one 
day ago. I had not inet at all about month:(

New version of An-2 should be ready about 2-3 weeks. It's have animated 3d 
cockpit and new engine and prop configure file, and more improvements, so I 
hope,  all of problems should be solved.

Wait some weeks, please.

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Re: [Flightgear-devel] objects with transparent textures

2007-01-25 Thread Yurik V. Nikiforoff
В сообщении от 25 Январь 2007 19:44 AJ MacLeod написал(a):
> There was also a simple ordering animation which could be done in the FG
> XML file using a "none" animation type, but simply listing the objects in
>  tags in the desired order.  I'm not sure whether that still
> works with OSG or not (I've never used it myself anyway AFAIK).  It's
> mentioned in the model-howto.html

oops... I don't known about it.

I read handbook from FG distribution and here: 
http://www.flightgear.org/Docs/fgfs-model-howto.html, but not found nothing 
about ordering objects and transparency problem... 

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[Flightgear-devel] objects with transparent textures

2007-01-25 Thread Yurik V. Nikiforoff

There are objects with transparent textures - part of visual model or 3d 
instruments. If two or more such objects overlaps, there is wrong appearance. 
Objects behind transparent texture may disappear or lost transparency. Some 
models from CVS has  this effect (artefacts with windows, propeller disk 
etc). I can't find documentation about it.

I found, that appearance of transparent objects depend from sequense this 
objects in ac file. But there is no methods for control of object sequence in 
3d editors (like ac3d).

There is simple issue - swap objects in ac file by text editor. Ac3d have 
simple and well documented format of file.

Order of transparent object in ac file must be "from rear to front". For 
example, if object A stay behind object B, then object A must be placed in ac 
file before object B.

I don't know, if wrong appearance of transparent object present in OSG world, 
but PLIB version is.

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[Flightgear-devel] 2d instruments in 3d cockpit

2006-12-04 Thread Yurik V. Nikiforoff

I want use 2d panel into 3d cockpit. I write some like it:

 
  Aircraft/c172p/Models/c172p-2d-panel.xml
  
   -0.37
   -0.50
   -0.10
  
...
 

to model.xml file.

Panel is visible, instruments work, all right. But if I change view to 
external, I can see instruments through fuselage. 

What I do wrong?

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-26 Thread Yurik V. Nikiforoff
В сообщении от 24 Ноябрь 2006 21:30 Melchior FRANZ написал(a):
> Someone mentioned it already: the aileron animation is
> wrong. Goes up when it should go down and vice versa.

I fix this, and another bug, but I have not enough time to prepare right 
update. Too many works at end of year... 

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-13 Thread Yurik V. Nikiforoff
В сообщении от 10 Ноябрь 2006 04:17 Martin Spott написал(a):
> I took the AN-2 for a ride at very low altitude along a shoreline in
> order to have a visual reference. Actually I came to a different
> conclusion, but, hey, we'll be able to fix this later if required  :-)

I look at rotation carefully, and I admit, you are right. Aircraft not rotated 
around center of gravity.

I fix this, and some other errors (inverse ailerons, starter etc).

How I can upload it into CVS?

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-09 Thread Yurik V. Nikiforoff
В сообщении от 9 Ноябрь 2006 20:13 Martin Spott написал(a):

> With your AN-2, the FDM places the VRP close to (or maybe "at", I don't
> know exactly) the center of lift whereas the 3D model has its VRP at
> the nose. 

Hmmm... VRP stay at 0,0,0 - you may see it at an2.xml. 3D model shifted (by 
6.2 m by X ) to this point in an2-model.xml. Imho, both points is right, 
cause:

If there is mismatch between ref points, rotation of model will wrong, you are 
right. I spend many times for tune center of rotation. Main reason was wrong 
position of long parts, outstanding from fuselage, for example, gears. If 
refs point was wrong, gear was sink under ground, when craft begin rotation.

I remove this effect (by put ref point to right place), but there is small 
mismatch - you can see it, look to gear on landing. May be, it shoul be tuned 
more carefully...


> The result is that, when you apply big movements to the 
> elevator in flight, the aircraft rotates around its nose like a wagging
> dog tail.

Airplane rotated around his center of gravity. It is near the nose, you are 
right, but it's right. FDM count CG at 160' from nose.

You can open MSFS, load this model (there is link about original model in xml 
files), open payload menu and look at graphic. In another sim, CG will near 
the nose too.


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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-09 Thread Yurik V. Nikiforoff
В сообщении от 9 Ноябрь 2006 18:08 Didier Fabert написал(a):
>
> nice, what is the net address ?

I shell write to you and devel list, when it will be ready.

> me too. i 'm under gentoo linux and i test freebsd (64bits system). window$
> is not installed at all and perhaps never be.

Well, I use FreeBSD too. Would you system use 32-bit FreeBSD 6.1 binary? If 
yes, I can send patched binary for you.


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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-09 Thread Yurik V. Nikiforoff
В сообщении от 9 Ноябрь 2006 18:24 Martin Spott написал(a):
> According to my memory people didn't fall in love with the proposed
> patch because it attempted to set lightning stuff outside the
> scenegraph. This results in much higher cost of performance and
> maintainability !! compared to a clean solution inside the scenegraph,

I'm not so familiary with code of FG, and I really did not known about this 
way. May be, I should ask to devel list before write code...

. When I want to rewrite code and put lights to scenegraph, devel community 
begin migration to OSG. I decide wait some times, until process will gone to 
working state.

I understand principial problem this lights - bad light on big polygon. It's 
experimental issue.

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-08 Thread Yurik V. Nikiforoff
В сообщении от 9 Ноябрь 2006 12:21 Joacim Persson написал(a):
> situations with --real-weather-fetch. I assume it can't take off with 5
> tons under all circumstances?

5 tonn - it is a full (brutto) weight, aircraft+fuel+cargo. After start:

8000 lbs - dry aircraft
350 - crew
1000 - cargo
1200 - full fuel tanks.

I think, I write fuel/payload subsystem for An-2 late. Now, you can change 
loading by editing fuel in an2-set.xml (or change /consumable/fuel/tank1, 
tank2 at runtime) and cargo in an2.xml files.

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Re: [Flightgear-devel] JSBsim and low rpm engines (AN-2)

2006-11-08 Thread Yurik V. Nikiforoff
В сообщении от 9 Ноябрь 2006 09:21 Jon S. Berndt написал(a):
> The philosophy behind our propulsion system is to provide a decent
> perception of propulsive forces applied to the aircraft - not an
> engineering simulation of an engine. With that said, improvements to the
> engine model are always something we are interested in.

May I take some question?

What is a parameter "displacement" in engine xml file? It tune heating of 
cylinder heat?

There are dampers for change air flow, in air-cooled engine. How I can change 
cool degrees in JSBsim engine model? 

I write dampers gauges and handles for An-2 model, but I don't know how it 
apply to engine.


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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-08 Thread Yurik V. Nikiforoff
В сообщении от 9 Ноябрь 2006 05:05 Didier Fabert написал(a):
> hi,
>
> how can i switch on the landing light ? like the last image on
> http://www.avsim.ru/forum/index.php?showtopic=30396

It work only for patched sim. I write patch, for use openGL light source in 
FGFS. This patch was rejected with some reason - read pls devel list about 
two weeks ago.

I want to put compiled and patched FGFS on my ftp archive, for experimental 
use - but I have not windows and I not know nothing about compiling FGFS for 
windows. It may take some days, when I do it. 

But if you have devel version of FGFS, you can apply patch, recompile sim and 
send to me fgfs.exe. I put it for another people, who want use this lights.

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-08 Thread Yurik V. Nikiforoff
В сообщении от 8 Ноябрь 2006 23:54 Joacim Persson написал(a):
> Yurik:
> Perhaps that explains the start-up problems with a 136" prop? 

Yes, you are right. I can't tune propeller, and I decide to do it late, when 
starter trouble will fixed.

There  is handle "Propeller pitch", but it operate wrong.

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-08 Thread Yurik V. Nikiforoff
В сообщении от 9 Ноябрь 2006 02:04 Maik Justus написал(a):

> if there is a why. And the size should be easy to minimize. Some sounds
> have much more size than is necessary and some textures are a little bit
> to large (An instrument for the 2D panel need not to be larger than
> displayed on a large screen).

Textures of instruments not extremally big. Most of size take sounds (8Mb) and 
variants of livreas (11 mb not compressed). But each of paint variants not 
big too - it take about 1.5 mb.

All of this come from MSFS model. In Russian simmers forums, this model take 
good apprecation for realistic sounds too.  Imho, it's pity, if we cut it. 

I think, if users will complain about size, we can put extended livreas to 
another archive. We even can put sounds separatly too, and use default cessna 
sounds (one string in -set.xml file). But it will not good, imho...

Now, 15 mb of traffic is not big problem, imho...


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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-08 Thread Yurik V. Nikiforoff
В сообщении от 8 Ноябрь 2006 20:31 Chris Metzler написал(a):
> It's a pretty A/C.  I started and took off with no problem, but was never
> able to get the plane above a speed of about 70 knots while holding
> my altitude.  Does that seem right?

hmmm... something is wrong...

After start sim, aircraft have full load of fuel and cargo, so plane have 
weight about 5000 kg (11000lbs). At this condition, after climbing, you may 
set cruise speed between 150-220 km/h (81-119 kias), at constant altitude 
about 1000 m. I verify it now.

Pls, try adjust mixture, may be it would help...

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-08 Thread Yurik V. Nikiforoff
В сообщении от 8 Ноябрь 2006 15:34 Joacim Persson написал(a):
> > this limitation, inertial starter may work unstable.
>
> Works for me anyway. I just followed the instructions on the screen.
>

Yes, It works, but I can't set diameter of propeller by data sheat from flight 
manual. Engine can't start, if I set propeller greater then 110'. But real 
AV-2 propeller have 136' diameter.


> But I noticed that there is a 3D cockpit (without instruments) in the
> model, viewable from the outside. This however doesn't appear in the
> cockpit view for me. Is that switched off intentionally, by mistake, or has
> it something to do with my rendering setup?

Yes, you are right. There is 3d cockpit for An-2, but not animated, and 
without instruments.

May be, I set up it later, or it will be done by another people, who like 3D 
cockpit. Now it disabled, but you can open it if you want.

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-07 Thread Yurik V. Nikiforoff
В сообщении от 7 Ноябрь 2006 17:04 AJ MacLeod написал(a):

> The main problem with the 2d panel is the way it disappears if one looks
> around - this problem was recently fixed in the pc7 and it would be a big
> improvement if it was done in the an2.

I bind nasal command "center wiew" to one of joystick button in my preferences 
file. Now, after I look around, I press this button and panel stay on screen.

> The only concern I have is about the flight manual - we have to be very
> careful about copyright here.  If the manual is still in copyright then
> perhaps it would be better if you kept it available for download (for
> example) on your website and provided a link within the an2 documentation.
> That way, the project avoids any potential copyright problems and Russian
> speakers can still get to read the manual.  I wish I could!

Ok, I write about it in forum of russian simmers, may be I found authors of 
manual...

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-07 Thread Yurik V. Nikiforoff
В сообщении от 8 Ноябрь 2006 04:38 Maik Justus написал(a):
> right), the propeller turns some seconds and then: silence...
> Any one else with this problem?

I answer to next letter.

>
> And I found a minor bug. The help (engine start, space bar) only works
> on 1024x768.

Yes, but parametrized help, for several screen sizes, take too many times for 
tune text position, cause I can't reload nasal script on runtime...

May be, I do it late...

> I hope I can fly it tomorrow.

I write additional manual to next letter. I hope, it will help you.

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Re: [Flightgear-devel] Antonov AN-2 ready for download

2006-11-07 Thread Yurik V. Nikiforoff
В сообщении от 8 Ноябрь 2006 05:42 Didier Fabert написал(a):
> > But I have a problem. I am not able to start the engine. I put on
> > electric main-switch, magnetos to 1+2, fuel up, starter switch on, other
> > starter switch short to the left and then to right (I hold it on the
> > right), the propeller turns some seconds and then: silence...
> > Any one else with this problem?
>
> same thing here, perhaps an explaination with some screenshots can help us.
>
> aircraft engine looks like my engine car : ignition problem :-)

Well, I suppose about this trouble. It's result of bad help...

Real AN-2 equipped inertial starter. It allow to start engine even main 
battery full discharged - there is handle for spinup wlywheel of starter 
manually, from cargo cabin. Usually, for start engine, flywheel of starter 
spinned of electric engine.

Main procedure of use inertial starter this:

1. Turn on electrical circuit for supply electrical engine of starter: main 
battery switch & starter switch. Red "generator failure" lamp will on, like a 
car;

2. Spinup of wlywheel of starter; for this, turn starter selector to left 
position and hold it _until wlywheel will spinned_. While wheel spinning, 
consumable current will decreasing from max value (see VA-3 instrument) to 
value around zero, when wlywheel will spin enough.  It take around 7 sec; you 
will hear sound of spinned wlywheel.
 
3. Apply spinned flywheel to engine crankshaft: set starter selector to right 
position and hold it _until engine started_. It take several second; see on 
tachometer instrument TE-48. When engine achieved above 550 rpm, release 
selector and turn off starter switch.

There is one problem around it. Power of starter not enough for spin engine 
shaft with big propeller - as I understand, this is JSBsim limitation. I read 
about it in devel list, but fix not ready yet. Cause this limitation, 
inertial starter may work unstable.

You may discard inertial started at all - go to an2-set.xml and comment 
binding of key 32:


 

 
comment here:


It allow you crank engine by press spacebar, as default.


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[Flightgear-devel] Antonov AN-2 ready for download

2006-11-06 Thread Yurik V. Nikiforoff

This is legendary Russian aircraft. First flight was 1947. 

This is port of MSFS model by Anton Nikolaev aka Xomer. Published under GPL 
with his permission.

Model have 8 livreas, original sound, full animated visual and complicate 2d 
panel. There is real flight manual, but only in Russian, sorry...

Model need devel version of FGFS. There is precompiled Win32 binary of devel 
version from 
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/, 
for you convience put to 
ftp://ftp.megasignal.com/pub/FlightGear/devel/ fgfs-win32-20061024.zip.

Model:
ftp://ftp.megasignal.com/pub/FlightGear/an2.tar.gz
Warning! Total size: 18 Mb!

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[Flightgear-devel] new model

2006-11-02 Thread Yurik V. Nikiforoff

I make new model of aircraft for FlightGear. How I can distribute it? Should I 
use CVS? Whats a manual I need read about it?

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Re: [Flightgear-devel] Not only landing lights...

2006-10-26 Thread Yurik V. Nikiforoff

This is light patch for devel branch of fgfs.


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light_source_devel.tar.gz
Description: application/tgz
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Re: [Flightgear-devel] Not only landing lights...

2006-10-25 Thread Yurik V. Nikiforoff
В сообщении от 26 Октябрь 2006 12:20 Mike Dusseault написал(a):

> I hit one error with your center variable in lightmgr.hxx/.cxx.  The
> FGScenery class I have defines get_center as returning SGVec3d&, not
> Point3D&.  I changed it to SGVec3d and that compiled.  But then:

Yes, I get this error to my mail from anower peoples. I use release 0.9.10 for 
experiment, no devel branch. 

In devel, Point3D was removed as deprecated, but I don't known about it.

Today, I get devel branch of FG/SG and shell create patch for it. I hope, it 
will be ready for tomorrow.

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Re: [Flightgear-devel] Not only landing lights...

2006-10-25 Thread Yurik V. Nikiforoff
В сообщении от 25 Октябрь 2006 14:56 Melchior FRANZ написал(a):
> These two problems sound exactly like the ones that we had with
> another light patch a while ago. It was done the wrong way (lights
> not in the scenegraph) and was unfixable. According to Mathias,
> who knows his stuff.  :-)

I fix error. Never blinks when center of scene jump to 30 m.

Sorry, I should debug my code carefully.


Try this:

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Re: [Flightgear-devel] Not only landing lights...

2006-10-25 Thread Yurik V. Nikiforoff
Night landing


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[Flightgear-devel] Not only landing lights...

2006-10-24 Thread Yurik V. Nikiforoff
Night landing
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[Flightgear-devel] Not only landing lights...

2006-10-24 Thread Yurik V. Nikiforoff

Intro.

An openGL have eight light sources. In FlightGear world, first of them used
for create sun/moon light, but seven light sources stays unused.

I offer use this light sources for creating landing light and scenery
 effects. I write some code, based on Modelmgr subsystem. It add to
 FlightGear ability to control openGL (Plib) light sources like an aircraft
 model.

Light source may be static or dynamic, moving under FDM or script control, by
setting properties. It may be added to existing aircraft, just write some
section to aircraft-set.xml file. All of work doing into videoboard, CPU only
count coordinates - no need redraw 3d objects, textures etc. It is _real_
light - no lightmap or like it.


There are two problems around this issue.

First, position of light source is jump over 30 meters, when flightgear shift
center of scenery to new position. If light direct ahead (like landing
lights), it seen like small blink, but if you have static light (for example,
on ground projector) it will blink more. I can blank this, but in this case,
result worse - dark comes in some times. I need help about it .

Second trouble. Then aircraft near the runway, light stay very unstable -
 spot light may disappear or blink. The reason is big polygon of
 runway/taxiway mesh. OpenGL not correctly count lighting, if size of polygon
 near or big size of spot light. First issue - split big polygon of mesh to
 less, but you can drop some reality and use omnidirectional light for
 taxiing, shift light source some meters ahead and up.

Install procedure.

Unpack archive, apply patch to src/Main/model.cxx & src/Main/globals.hxx
Put lightmgr.cxx & lightmgr.hxx to src/Model
Overwrite src/Model/Makefile.am

Run configure and make. Since globals.hxx was changed, you will need
 recompile flightgear at all.

Copy   section from example-aircraft-set.xml to your favorite aircraft
set file.

Run fgfs, open file->browse internal properties->sim. You may tune light
parameters by editing light/light-source vars.

You may up to 7 sources simultaneously, simple add new sections
  to /sim/light, but it depend of power of you video board.

sorry for English...
-- 
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Re: [Flightgear-devel] Patch to 2d panel

2006-09-20 Thread Yurik V. Nikiforoff
В сообщении от 21 Сентябрь 2006 00:18 Melchior FRANZ написал(a):
> Oh, and welcome to fgfs, and thanks for submitting actual, useful code!

Thanks! It's my first attempt to write code for opensource:)
 
and I'm converting one of model from msfs to flightgear now. 

I write article about fgfs and publish it to www.avsim.ru. Unfortunatelly, 
where is no many users of flightgear in Russia, and no russian web-resources 
about it.

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Re: [Flightgear-devel] Patch to 2d panel

2006-09-20 Thread Yurik V. Nikiforoff
В сообщении от 20 Сентябрь 2006 18:28 [EMAIL PROTECTED] написал(a):

> with. But the color properties are chosen by the aircraft developer,
> and fgfs needs a damn good reason to overrule them. 
> What if I, 
> as an aircraft developer, decide to chose 0.1/0.0/0.1 for the panel
> light? No matter if that looks good or bad and if it's darker than day
> light, it was my *will*.

Well. I see, I must describe this patch.

When FGFS count light of 2d panel, it take some scene parameters (day, night 
weather etc) and count rgb-levels of panel light. Panel have light like scene 
at all. And when night become, the panel become dark too. Panel lighting 
change rgb-levels if this levels less than some fixed value. Panel have fixed 
color at night, and variable color at day, like scene diffuse light.

I change fixed rgb-levels for night panel lighting to adjustable properties. 
Also, I make some checking, for avoid wrong levels if property not set, for 
backward compatibility.

Now, aircraft developer may set night panel lighting - but day panel color 
stay unchanged.


> looked at the source file and (b) likes 2d panels. Most users find
> them disgusting. I do.  ;-)

IMHO, 2d panel - is best way to create realistic & complicate interface. 3d 
instruments not allow such reality, or they need much more resources of GL. 

There are many good examples of 2d panels in msfs world, but good 3d - less...

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Re: [Flightgear-devel] Patch to 2d panel

2006-09-20 Thread Yurik V. Nikiforoff
В сообщении от 20 Сентябрь 2006 15:17 Melchior FRANZ написал(a):
> Please make that:
>
>   
>   
>   ...
>   ...
>   ...
>   

Fixed

>
>
> and avoid:
>
> (A) underscores in property names (for consistency reasons)

fixed
>
> (B) superfluous comments like

fixed

> (C) pee marks like

fixed

New, correct patch attached:



-- 
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354a355
> double color;
382,384c383,398
<   if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
<   if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
<   if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
---
> 	// multi-color panel lighting
>  	  if( 	fgHasNode("/panel/light/red") && 	
>  		fgHasNode("/panel/light/green") &&
>  		fgHasNode("/panel/light/blue") ){	  
>  		  color = fgGetDouble("/panel/light/red");
>  		  if( panel_color[0] < color ) panel_color[0] = color;
>  		  color = fgGetDouble("/panel/light/green");
>  		  if( panel_color[1] < color ) panel_color[1] = color;
>  		  color = fgGetDouble("/panel/light/blue");
>  		  if( panel_color[2] < color ) panel_color[2] = color;
>  	  }
>  	  else {	// default red mask
>  		  if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
>  		  if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
>  		  if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
>  	  }		  
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Re: [Flightgear-devel] Patch to 2d panel

2006-09-20 Thread Yurik V. Nikiforoff
В сообщении от 20 Сентябрь 2006 15:29 Melchior FRANZ написал(a):
> And this doesn't make the least sense to me:
>  > color = fgGetDouble("/panel/red_light");
>  > if( panel_color[0] < color ) panel_color[0] = color;
>
> The parameter should only be set if it's greater? 

Yes. If parameter will changed without checking,  lighting of 2d panel will be 
wrong, when day light more bright then light of panel.


> This makes light settings unpredictable. 


No. It's work,  and current light settings doing like this:
(code from panel.cxx)

   if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
   if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
   if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;

> Bad design. 

I change fixed mask walue by property only. If it bad design, it's not my 
mistake. 

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[Flightgear-devel] Patch to 2d panel

2006-09-19 Thread Yurik V. Nikiforoff

Hi!

It's wery simple patch to Cockpit/panel.cxx. It make possible create 
multi-color light for 2d panel. 

May be, guru will change location of 2d ligh property - I put them to /panel 
node.

Now, we can place somewhat like 


0.7
0.5
0.1


to craft_set.xml, light of 2d panel will more impressive...

Sorry for my pidgin English :)

-- 
Wbr, Yurik
355d354
<   double color;
383,398c382,384
< 	  // Added by Yurik Nikiforoff
< 	  if( 	fgHasNode("/panel/red_light") && 	// check if custom props exist
< 		fgHasNode("/panel/green_light") &&
< 		fgHasNode("/panel/blue_light") ){	  
< 		  color = fgGetDouble("/panel/red_light");
< 		  if( panel_color[0] < color ) panel_color[0] = color;
< 		  color = fgGetDouble("/panel/green_light");
< 		  if( panel_color[1] < color ) panel_color[1] = color;
< 		  color = fgGetDouble("/panel/blue_light");
< 		  if( panel_color[2] < color ) panel_color[2] = color;
< 	  }
< 	  else {	// default red mask
< 		  if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
< 		  if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
< 		  if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
< 	  }		  
---
>   if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
>   if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
>   if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
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