Re: [Flightgear-devel] 3D instruments vanished with today's cvs

2008-09-16 Thread Erik Hofman

Tim Moore wrote:
> You're seeing it in the pa24-250. The depth sort can go awry with 
> nearly-coplanar polygons. Furthermore, it's too expensive to sort every 
> polygon, 
> so the sort is based on sets of polygons which just make the sorting 
> ambiguity 
> worse. The plib version doesn't sort at all, AFAIK, but draws polygons in the 
> order in which they appear in the .ac files. This doesn't work in general but 
> does work well for views from a fixed position, like the cockpit, so aircraft 
> designers carefully arranged their transparent polys with this in mind. The 
> OSG 
> version does sort, causing rendering  artifacts with some models.
>   
Is it possible with osg to disable sorting for a model using an 
animation type?

Erik

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Re: [Flightgear-devel] 3D instruments vanished with today's cvs

2008-09-16 Thread Tim Moore
James Turner wrote:
> On 16 Sep 2008, at 07:05, Erik Hofman wrote:
> 
>>> ALPHA_TEST is slow on modern hardware, which is why I was hoping to  
>>> not have it
>>> be on by default in the scene graph. Oh well. I'll leave this  
>>> reverted for now
>>> and think about turning it on only for states with transparent  
>>> textures.
>>>
>>>
>> I had no problems like this with my f-16 probably because I decided  
>> not
>> to add transparent glasses to the instruments.
>> One way I could think of is to change the alpha-test animation to turn
>> in on for that particular model. It has been used for the plib branch
>> for quite some time and is unused for the osg version as far as I  
>> know.
> 
> As I understand it, alpha-testing is slow(er, than it was on say SGI  
> hardware) because the (vastly) preferred solution is collect the  
> transparent geometry and render it back-to-front after the opaque  
> geometry - usually with Z-tests enabled but Z-writes disabled. This  
Alpha testing is slow because it disables the "early z" optimization in modern 
cards, which can avoid processing a fragment altogether if it's known that the 
fragment won't pass the depth test. In our case this is probably a 
micro-optimization and I should get over it :)
> assumes transparent materials (StatesSets) can be pulled out and re- 
> ordered, but I'd sort of guessed OSG could do this already using a  
> RenderBin.
OSG (and FlightGear) does do this, of course, but with Z writes enabled. When 
alpha testing is enabled, the Z buffer won't be written if the test fails 
(i.e., 
the fragment is transparent), whereas if it is disabled the blended fragment 
will be written with the new depth. This is the cause of the pa24-250 problems.
> 
> Or is there some fundamental / awkward reason why FG can't use this  
> approach?
You're seeing it in the pa24-250. The depth sort can go awry with 
nearly-coplanar polygons. Furthermore, it's too expensive to sort every 
polygon, 
so the sort is based on sets of polygons which just make the sorting ambiguity 
worse. The plib version doesn't sort at all, AFAIK, but draws polygons in the 
order in which they appear in the .ac files. This doesn't work in general but 
does work well for views from a fixed position, like the cockpit, so aircraft 
designers carefully arranged their transparent polys with this in mind. The OSG 
version does sort, causing rendering  artifacts with some models.

Tim

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Re: [Flightgear-devel] 3D instruments vanished with today's cvs

2008-09-14 Thread dave perry
Erik Hofman wrote:
> dave perry wrote:
>   
>> After updating SimGear and fgfs source from cvs this morning, the 3D 
>> instruments in the pa24-250 and pa28-161 disappear and reappear 
>> depending on the the viewing angle.  This was not the case with cvs from 
>> a week ago.  After seeing this anomaly, I updated OpenSceneGraph from 
>> today's svn and recompiled all three.  The 3D instruments were still not 
>> visible.
>> 
>
> This should be fixed, I've committed a one liner patch to renderer.cxx
>
> Erik
>
>
>   
Thanks Erik, fixed indeed.

- Dave


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Re: [Flightgear-devel] 3D instruments vanished with today's cvs

2008-09-14 Thread Erik Hofman


dave perry wrote:
> After updating SimGear and fgfs source from cvs this morning, the 3D 
> instruments in the pa24-250 and pa28-161 disappear and reappear 
> depending on the the viewing angle.  This was not the case with cvs from 
> a week ago.  After seeing this anomaly, I updated OpenSceneGraph from 
> today's svn and recompiled all three.  The 3D instruments were still not 
> visible.

This should be fixed, I've committed a one liner patch to renderer.cxx

Erik

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Re: [Flightgear-devel] 3D instruments vanished with today's cvs

2008-09-13 Thread Ron Jensen
On Sat, 2008-09-13 at 15:48 -0600, Ron Jensen wrote:
> On Sat, 2008-09-13 at 14:18 -0600, dave perry wrote:
> > After updating SimGear and fgfs source from cvs this morning, the 3D 
> > instruments in the pa24-250 and pa28-161 disappear and reappear 
> > depending on the the viewing angle.  This was not the case with cvs from 
> > a week ago.  After seeing this anomaly, I updated OpenSceneGraph from 
> > today's svn and recompiled all three.  The 3D instruments were still not 
> > visible.
> > 
> > - Dave Perry
> 
> Just as a quick data point my fgfs built  around 05:00 GMT 13 Sep works
> for me.
> 
> Ron

Whoops, sorry for the noise.  The pa28-161 is broken as Dave describes.
The instruments are behind a transparent panel and they don't always
show through.

Ron


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Re: [Flightgear-devel] 3D instruments vanished with today's cvs

2008-09-13 Thread Ron Jensen
On Sat, 2008-09-13 at 14:18 -0600, dave perry wrote:
> After updating SimGear and fgfs source from cvs this morning, the 3D 
> instruments in the pa24-250 and pa28-161 disappear and reappear 
> depending on the the viewing angle.  This was not the case with cvs from 
> a week ago.  After seeing this anomaly, I updated OpenSceneGraph from 
> today's svn and recompiled all three.  The 3D instruments were still not 
> visible.
> 
> - Dave Perry

Just as a quick data point my fgfs built  around 05:00 GMT 13 Sep works
for me.

Ron



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[Flightgear-devel] 3D instruments vanished with today's cvs

2008-09-13 Thread dave perry
After updating SimGear and fgfs source from cvs this morning, the 3D 
instruments in the pa24-250 and pa28-161 disappear and reappear 
depending on the the viewing angle.  This was not the case with cvs from 
a week ago.  After seeing this anomaly, I updated OpenSceneGraph from 
today's svn and recompiled all three.  The 3D instruments were still not 
visible.

- Dave Perry

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Re: [Flightgear-devel] 3d instruments

2007-12-09 Thread Tatsuhiro Nishioka
Hi,

Thanks Curt,

You wrote half of what I really want to say.
As I only wrote one extreme aspect of my thought,
Many objections can be expected, but that's OK.

Actually I do agree with sharing files because of productivity,
ease in fixing bugs, availability of latest functions, etc. 
however, the different versions of shared files may lead some 
aircraft to unexpected result.

As Curt said, it is a dilemma in sharing vs holding all needed 
files in each independent package. Both have pros and cons.
So here is my real question. How can we take the pros of shared
files as well as keeping the robustness currently given only by 
separating shared files in each aircraft?

What I'm doing in developing some Japanese aircraft is
storing shared files in one place in a repository, and put 
these shared files into each package when I release aircraft
package. 

This way, I can release one aircraft as fast as I can.
then, I'm going to test another aircraft using the updated
shared file after the release. These files can be stored in
a shared folder as Melchior said. but now I'm not doing it.
that's maybe simply because I don't have a CVS account and
don't want to bother you guys for updating my aircraft.
But I also want to find some better ways to have both
robustness and productivity.

I have some broad idea, but it's still kinda hard to realize.

A shared file has its own version number in cvs, if each aircraft
package has such version number in it, then an aircraft
download program can check a compatibility of shared files.
If the shared files are not suitable for the aircraft, then  it
automatically installs some proper files for the aircraft package,
probably by exporting one from cvs with version number?
Tagging the repository for each aircraft for compatibility is much 
easier but we have too many tags in cvs. no good.

By the way, Melchior's last post also has a point since copied shared
files do not tend to be maintained. If all the aircraft are equally
well maintained, then all shared files can be safely stored in
shared folder, even the base package goes a bit fat.

Maybe I'm thinking too much since I want too much?
I'm making my jwarbirds work on 0.9.10/0.9.11/CVS-head
but it is a time consuming work. I want to make it easier.

Best,

Tat

- Original Message -
> From: Melchior FRANZ <[EMAIL PROTECTED]>
> 
> * Curtis Olson -- Sunday 09 December 2007:
> > a change to a common object breaks your aircraft.  Newer aircraft
> > may not work with older versions of FlightGear that don't have the
> > shared pieces you expect. 
> 
> Newer aircraft usually don't work with older releases, anyway. There's
> too much changing. Aircraft developers who don't want to have their work
> in CVS have to live with making their aircraft for a particular release.
> Maintained aircraft in CVS don't have the problem at all.
> 
> This copying of generic files is more likely to cause problems. We
> still have aircraft around with old copies of fuel.nas and aar.nas.
> The generic files are maintained and work, the copies don't.
> 
> m.



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Re: [Flightgear-devel] 3d instruments

2007-12-09 Thread Melchior FRANZ
* Curtis Olson -- Sunday 09 December 2007:
> a change to a common object breaks your aircraft.  Newer aircraft
> may not work with older versions of FlightGear that don't have the
> shared pieces you expect. 

Newer aircraft usually don't work with older releases, anyway. There's
too much changing. Aircraft developers who don't want to have their work
in CVS have to live with making their aircraft for a particular release.
Maintained aircraft in CVS don't have the problem at all.

This copying of generic files is more likely to cause problems. We
still have aircraft around with old copies of fuel.nas and aar.nas.
The generic files are maintained and work, the copies don't.

m.

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Re: [Flightgear-devel] 3d instruments

2007-12-09 Thread Curtis Olson
On Dec 9, 2007 9:21 AM, Melchior FRANZ <> wrote:

> * Tatsuhiro Nishioka -- Sunday 09 December 2007:
> > For downloadable add-on aircraft, 3D instruments should be stored
> > inside each downloadable aircraft package even these can be duplicated.
>
> NO! $FG_ROOT/Aircraft/{Generic,Instruments,Instruments-3d} are to
> be shipped with the release. They are meant to contain shared files
> and these files *must* *not* be copied to every single aircraft.
> (Of course, you are free to copy whatever pleases you in aircraft
> that you distribute on your own.)


Yes! :-)  I think both of you make good points.

There is a dilema here and probably not one right or perfect answer.

If you are an aircraft designer and depending on things in the shared
directories, understand that these may be subject to change.  That could be
good: you get the newer version of the object automatically, or it could be
bad: a change to a common object breaks your aircraft.  Newer aircraft may
not work with older versions of FlightGear that don't have the shared pieces
you expect.  If you make a local copy of a shared item for your aircraft,
just flip all those things around.  Your aircraft won't be broke when
something outside of your control changes, but you also won't automatically
get the updates and improvements to these objects.  And we never have
complete aircraft independence because aircraft are dependent on all the
supporting code in FlightGear to run.

I think it boils down to the preferences of the aircraft designer.  If you
depend on shared items, the burden is on you to check and test once in a
while and make sure no changes in the common files break your design.  If
you make local copies of shared items, then you also have a burden to track
the changes in the common files and update your local copies in order to get
improvements or bug fixes.

For aircraft that are distributed with flightgear and put in CVS, I think it
makes more sense to depend on the common objects.  Developers that change
those shared objects and scripts have an opportunity (obligation?) to test
your aircraft and make sure their changes don't break anything.  For
aircraft that are developed and distributed outside the
flightgear.orgrealm, then it probably makes more sense to keep your
own local copies of
shared objects and just update and test them as needed.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] 3d instruments

2007-12-09 Thread Melchior FRANZ
* Tatsuhiro Nishioka -- Sunday 09 December 2007:
> For downloadable add-on aircraft, 3D instruments should be stored
> inside each downloadable aircraft package even these can be duplicated.

NO! $FG_ROOT/Aircraft/{Generic,Instruments,Instruments-3d} are to
be shipped with the release. They are meant to contain shared files
and these files *must* *not* be copied to every single aircraft.
(Of course, you are free to copy whatever pleases you in aircraft
that you distribute on your own.)

m.


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Re: [Flightgear-devel] 3d instruments

2007-12-09 Thread dave perry
Tatsuhiro Nishioka wrote:
> Hi Syd,
>
> For downloadable add-on aircraft, 3D instruments should be stored
> inside each downloadable aircraft package even these can be duplicated.
> I also think that each downloadable aircraft should be independent from
> both base package and other aircraft even these share the same panel,
> sound, etc. The reasons are as follows:
>
>
> 1. To make FlightGear user friendly
> Independent downloadable package has less problem in downloading
> a new aircraft since users don't have to download some other aircraft  
> that
> the downloaded one relies on. Plus, aircraft itself can be work on  
> several
> different version of FlightGear. we, at this moment, have three  
> different
> versions, 0.9.10, 0.9.11-pre, and CVS/head. So having 3D instruments
> inside a package provides with users more chance to use a new aircraft.
>
> Of course this redundancy might give developers a bit annoying situation
> since they need to maintain duplicated parts for every aircraft that  
> shares
> the same ones. As you know, I made some nas files and instruments
> shared with three different japanese warbirds, but I didn't put any of  
> these
> to the shared folder in a base package, this is because I want to make
> these packages independent from the base package of a certain version
> so users can use these on both 0.9.10 and CVS version. even though
> I have to maintain these shared parts considering the differences among
> active fgfs versions, I use local repository and some helper scripts  
> to save
> my time.
>
> Having a nice downloading GUI program can solve such problem if
> it can automatically downloads the parts that an aircraft depends on.
> It may check the dependencies and conflicts semi-automatically to avoid
> messing around other aircraft.
>
>
> 2. To make base package travel light
> To put many shared parts into the base package can make a fat base
> package. This may lead long downloading time for possibly unwanted
> shared objects. Lightweight base package is always a good answer
> unless these shared ones are needed by the base package itself.
>
>
> 3. To avoid unexpected impact on changing an shared instrument
> Especially in an early development phase of a certain aircraft, the
> developers want to change its instruments, sound, etc often.
> In this case changes can affect some other (older?) aircraft and users
> might experience unexpected changes on other aircraft.
> In this case users need to update every aircraft that shares the changed
> instrument, otherwise the older ones might not work properly.
> That what we should avoid, I believe.
>
> I think such thing can be always a troublesome issue since we need to
> take care of many perspectives. But it is always a good to think about
> such things for maintaining entire FlightGear package wholesome
> for both developers and users side.
>
> Talking about wholesome, I'm changing some nas files in japanese
> warbirds due to Melchior's advise about "var." I love his thought
> since he always want to maintain FlightGear wholesome and consistent.
> I'll give you these files when completed.
>
>
> Best,
>
> Tat
>
> On Dec 9, 2007, at 5:31 PM, Durk Talsma wrote:
>
>   
>> On Sunday 09 December 2007 07:22, Syd&Sandy wrote:
>> 
>>> Hi everyone ,
>>> I ran into another issue , just wondering what everyone else's  
>>> opinion is
>>> on the matter. I,ve been updating the Bravo , and the Primus 1000
>>> instruments and controllers are in the Aircraft/Instruments-3d  
>>> folder. I
>>> assumed that this is the place all 3d instruments should go ...  
>>> preventing
>>> unneccesary duplication , but if the aircraft is a separate  
>>> download , this
>>> could be a problem . Unless of course , those instruments are added  
>>> to the
>>> download package . I guess my question is ,  should the 3d  
>>> instruments stay
>>> in each Aircraft folder , or the Instruments_3d folder. I have done  
>>> it both
>>> ways , but I think if we get enough accurate 3d instruments in the
>>> Instruments_3d folder , assembling a 3d panel should become  easier  
>>> as time
>>> goes by ... Cheers
>>>   
>> As it stands right now, the Instruments-3D directory will be part of  
>> the base
>> package, so downloaded aircraft should still work.
>>
>> cheers,
>> Durk
>>
>> 
Hi All,

Instruments-3d is not the only folder in Aircraft with common shared 
files.  The Generic folder has shared autopilot Nasal files.  There are 
many other examples such as common wave files.  I believe I disagree 
with Tatsuhiro for the following reasons:
1.  As concerns the pa24-250, since all but one of the shared files is 
shared with aircraft in the base package, moving all of these into the 
individual aircraft folders would increase the base package size. 
2.  Also, who would have the awesome task of removing files from the 
base package that should now be in the individual AC folders?  Would 
that be the maintainer of each non-base package AC.  They mig

Re: [Flightgear-devel] 3d instruments

2007-12-09 Thread Tatsuhiro Nishioka
Hi Syd,

For downloadable add-on aircraft, 3D instruments should be stored
inside each downloadable aircraft package even these can be duplicated.
I also think that each downloadable aircraft should be independent from
both base package and other aircraft even these share the same panel,
sound, etc. The reasons are as follows:


1. To make FlightGear user friendly
Independent downloadable package has less problem in downloading
a new aircraft since users don't have to download some other aircraft  
that
the downloaded one relies on. Plus, aircraft itself can be work on  
several
different version of FlightGear. we, at this moment, have three  
different
versions, 0.9.10, 0.9.11-pre, and CVS/head. So having 3D instruments
inside a package provides with users more chance to use a new aircraft.

Of course this redundancy might give developers a bit annoying situation
since they need to maintain duplicated parts for every aircraft that  
shares
the same ones. As you know, I made some nas files and instruments
shared with three different japanese warbirds, but I didn't put any of  
these
to the shared folder in a base package, this is because I want to make
these packages independent from the base package of a certain version
so users can use these on both 0.9.10 and CVS version. even though
I have to maintain these shared parts considering the differences among
active fgfs versions, I use local repository and some helper scripts  
to save
my time.

Having a nice downloading GUI program can solve such problem if
it can automatically downloads the parts that an aircraft depends on.
It may check the dependencies and conflicts semi-automatically to avoid
messing around other aircraft.


2. To make base package travel light
To put many shared parts into the base package can make a fat base
package. This may lead long downloading time for possibly unwanted
shared objects. Lightweight base package is always a good answer
unless these shared ones are needed by the base package itself.


3. To avoid unexpected impact on changing an shared instrument
Especially in an early development phase of a certain aircraft, the
developers want to change its instruments, sound, etc often.
In this case changes can affect some other (older?) aircraft and users
might experience unexpected changes on other aircraft.
In this case users need to update every aircraft that shares the changed
instrument, otherwise the older ones might not work properly.
That what we should avoid, I believe.

I think such thing can be always a troublesome issue since we need to
take care of many perspectives. But it is always a good to think about
such things for maintaining entire FlightGear package wholesome
for both developers and users side.

Talking about wholesome, I'm changing some nas files in japanese
warbirds due to Melchior's advise about "var." I love his thought
since he always want to maintain FlightGear wholesome and consistent.
I'll give you these files when completed.


Best,

Tat

On Dec 9, 2007, at 5:31 PM, Durk Talsma wrote:

> On Sunday 09 December 2007 07:22, Syd&Sandy wrote:
>> Hi everyone ,
>>  I ran into another issue , just wondering what everyone else's  
>> opinion is
>> on the matter. I,ve been updating the Bravo , and the Primus 1000
>> instruments and controllers are in the Aircraft/Instruments-3d  
>> folder. I
>> assumed that this is the place all 3d instruments should go ...  
>> preventing
>> unneccesary duplication , but if the aircraft is a separate  
>> download , this
>> could be a problem . Unless of course , those instruments are added  
>> to the
>> download package . I guess my question is ,  should the 3d  
>> instruments stay
>> in each Aircraft folder , or the Instruments_3d folder. I have done  
>> it both
>> ways , but I think if we get enough accurate 3d instruments in the
>> Instruments_3d folder , assembling a 3d panel should become  easier  
>> as time
>> goes by ... Cheers
>
> As it stands right now, the Instruments-3D directory will be part of  
> the base
> package, so downloaded aircraft should still work.
>
> cheers,
> Durk
>
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Re: [Flightgear-devel] 3d instruments

2007-12-09 Thread Durk Talsma
On Sunday 09 December 2007 07:22, Syd&Sandy wrote:
> Hi everyone ,
>   I ran into another issue , just wondering what everyone else's opinion 
> is
> on the matter. I,ve been updating the Bravo , and the Primus 1000
> instruments and controllers are in the Aircraft/Instruments-3d folder. I
> assumed that this is the place all 3d instruments should go ... preventing
> unneccesary duplication , but if the aircraft is a separate download , this
> could be a problem . Unless of course , those instruments are added to the
> download package . I guess my question is ,  should the 3d instruments stay
> in each Aircraft folder , or the Instruments_3d folder. I have done it both
> ways , but I think if we get enough accurate 3d instruments in the
> Instruments_3d folder , assembling a 3d panel should become  easier as time
> goes by ... Cheers

As it stands right now, the Instruments-3D directory will be part of the base 
package, so downloaded aircraft should still work.

cheers,
Durk

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[Flightgear-devel] 3d instruments

2007-12-08 Thread
Hi everyone ,
I ran into another issue , just wondering what everyone else's opinion 
is on the matter.
I,ve been updating the Bravo , and the Primus 1000 instruments and controllers 
are in the Aircraft/Instruments-3d folder. I assumed that this is the place all 
3d instruments should go ... preventing unneccesary duplication , but if the 
aircraft is a separate download , this could be a problem . Unless of course , 
those instruments are added to the download package . 
I guess my question is ,  should the 3d instruments stay in each Aircraft 
folder , or the Instruments_3d folder. I have done it both ways , but I think 
if we get enough accurate 3d instruments in the Instruments_3d folder , 
assembling a 3d panel should become  easier as time goes by ...
Cheers


-- 
Syd&Sandy <[EMAIL PROTECTED]>

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Re: [Flightgear-devel] 3d instruments

2006-02-19 Thread Torsten Dreyer

>
> was it 10 or 12 engines???

oups - was 12...



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Re: [Flightgear-devel] 3d instruments

2006-02-19 Thread bass pumped
On 2/19/06, Torsten Dreyer <[EMAIL PROTECTED]> wrote:
> > Hi Torsten you dont have to create 2 separate 3d RPM gauges.
> > The xml file loads the .ac model , so create two separate RPM xml files,
> > one file driven by engine 1 , the other by engine 2 , but both files
> > using the same 3d model
> Yep - that's what I will do.
> I hope I will never model the Do-X - Amphibian with 10 engines ;-)

was it 10 or 12 engines???


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Re: [Flightgear-devel] 3d instruments

2006-02-18 Thread Torsten Dreyer
> Hi Torsten you dont have to create 2 separate 3d RPM gauges.
> The xml file loads the .ac model , so create two separate RPM xml files,
> one file driven by engine 1 , the other by engine 2 , but both files
> using the same 3d model
Yep - that's what I will do.
I hope I will never model the Do-X - Amphibian with 10 engines ;-)

Torsten


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[Flightgear-devel] 3d instruments

2006-02-18 Thread syd

Hi Torsten you dont have to create 2 separate 3d RPM gauges.
The xml file loads the .ac model , so create two separate RPM xml files, 
one file driven by engine 1 , the other by engine 2 , but both files 
using the same 3d model

Syd



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Re: [Flightgear-devel] 3d instruments

2006-02-14 Thread AJ MacLeod
On Tuesday 14 February 2006 06:28, Mathias Fröhlich wrote:
> Since we now have that feature, I would like to introduce mouse click
> actions for 3D instruments without panel using that code. I believe that
> this will give the 3D instruments a big push ...

Hi Matthias,

This is very good news I think.  Having just about "finished" a model myself, 
I know that the current "hotspot" setup is a completely non-intuitive and 
cumbersome hack.  It does work, eventually (after literally weeks of 
infuriating trial and error and also help from others), but really it's 
completely unsatisfactory and by far the worst part of trying to build a 3d 
cockpit.

I for one would be delighted to see a well-designed replacement take over...

Cheers,

AJ


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