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

2006-10-26 Thread Mathias Fröhlich

Hi,

please don't.

Problems:
- Lighting is done only at the triangle ends, that is we have strange effects 
if the light sources are smaller than the usual triangles. This is the case 
with current scenery.
- Additional lights cost plenty of resources.
- With osg this may be better doable with multitexturing or may be an 
apprioriate shader. Even builin support for a lightsource that can be placed 
in the scene is way easier with osg ...

Greetings

 Mathias

On Wednesday 25 October 2006 07:24, Yurik V. Nikiforoff wrote:
> 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] Not only landing lights...

2006-10-26 Thread Yurik V. Nikiforoff

This is light patch for devel branch of fgfs.


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

2006-10-26 Thread Melchior FRANZ
* Jean-Yves Lefort -- Thursday 26 October 2006 15:38:
> This one:
> 
> http://people.freebsd.org/~jylefort/flightgear-aircraft-lights.diff

Yes. The main difference is that your code looks very clean.   :-)

m.

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

2006-10-26 Thread Jean-Yves Lefort
On Wed, 25 Oct 2006 09:56:24 +0200
Melchior FRANZ <[EMAIL PROTECTED]> wrote:

> * Yurik V. Nikiforoff -- Wednesday 25 October 2006 07:24:
> > There are two problems around this issue.
>
> 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.  :-)

This one:

http://people.freebsd.org/~jylefort/flightgear-aircraft-lights.diff

--
Jean-Yves Lefort

[EMAIL PROTECTED]
http://lefort.be.eu.org/


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

2006-10-25 Thread Mike Dusseault
Ah, that explains it.  Thanks for the quick response.  Will await the next patch. :)Mike.
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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 Mike Dusseault
Hi Yurik,Just trying to build your patch.  Looked nice, so I figured I would give it a test.  Unfortunately, it won't build for me.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:
main.cxx: In function 'void fgMainLoop()':main.cxx:539: error: 'class FGScenery' has no member named 'set_next_center'I checked my file versions in Scenery/* and I seem to have the latest versions of everything.  And there's no set_next_center in FGScenery.
Is it possible you made changes to scenery.hxx/.cxx and forgot the patches or something like that?Of course, I could have something messed up on my end, but it does look like the patch is missing something to me at the moment.  This is right near where a patch chunk failed (
main.cxx) due to missing curly braces around the enclosing if statement (which I just added when manually patching).Anyways, that's my testing so far so I thought I'd give you my feedback.  Can't wait to see it work - looks great! :)
Mike.
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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:

-- 
Wbr, Yurik


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

2006-10-25 Thread Vadym Kukhtin
2006/10/25, Yurik V. Nikiforoff <[EMAIL PROTECTED]>:
Night landingits look like projector(?) is more bigger than the aircraft...or at least more powerfull :)-- ---WBR, Vadym. 
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Re: [Flightgear-devel] Not only landing lights...

2006-10-25 Thread Darko Tasovac
This looks fantastic :)

Yurik V. Nikiforoff wrote:
> Night landing
>
>
>   
>
> 
>
>
> 
>
> -
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>
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Re: [Flightgear-devel] Not only landing lights...

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


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

2006-10-25 Thread Melchior FRANZ
* Yurik V. Nikiforoff -- Wednesday 25 October 2006 07:24:
> There are two problems around this issue.

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.  :-)

m.

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

2006-10-24 Thread Yurik V. Nikiforoff
Night landing
-- 
Wbr, Yurik
<>
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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...
-- 
Wbr, Yurik


dynamic_light_source.tar.gz
Description: application/tgz
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