Martin Spott wrote:
Anyway, even if someone optimizes FlightGear's use of unusual graphics
hardware there will ever be the lack of CPU cycles, as even modern SGI
Workstations run at moderate CPU speed. This gets pretty obvious when
comparing frame rates of FlightGear running LaRCsim or
Christian Mayer wrote:
PS: Is there a way to install FGFS (+SimGear + PLIB + GLUT) on a Indy
w/o root privileges? I'd like to try it at the university.
For source is easy, just place it in you home directory.
For tardist packages:
inst -r ~
this will change the root of the distribution to
Curtis L. Olson wrote:
I'm still not sure what special graphics features sgi provides (that
something like a mid-hi level geforce card doesn't) that we'd be
interested in.
One thing I know of is default support for stereo glasses.
The rest is almost completely implemented in the new (PC)
John Check wrote:
There is a developer from Sony thats is looking at FGFS for PS/2.
He's been by the booth a few times and was at the conference session.
PS2 has it's own GL from what I gather so if anybody has anything
to say about what kind of effort/problems he might be looking at, let
Alex Perry wrote:
Someone should actually go through all the entries and pick
appropriate non-texture colors for each material. I thought it would
be intresting to taket the average of all the pixels in the texture,
but never got around to seeing how well that would work. But it's
something
Roman Grigoriev wrote:
Guys I propose to use multicast for multiply windows visualisation
Now we can only use tcp and udp but it now very usefull to have same data on
multiply image generators
so I propose to include in simgear multicast networking
for example for fdm server we can use this
Alex Perry wrote:
Alex, what sgi hardware features are you referring to, and are these
available on any of the machines our developers have access to?
I'm still not sure what special graphics features sgi provides (that
something like a mid-hi level geforce card doesn't) that we'd be
Roman,
If you know the light posns in runway (object) coords all you need to know
is the lat, lon and alt of the centre/corner (0,0,0) of the runway.
Construct transformation matrix as is done for dynamic objects in main.cxx.
Rotate first for lat, lon and translate by Objtrans (see below).
Roman,
This was dicussed earlier on this list.
I found one disdavantage of using multicast. My packet size or structure
kept growing as I added more computers on the network that are **not** image
generators but pcs used as flight test engineer station or fcs monitoring
station etc. Why should
Roman,
but I think that for IGs - best is multicast (no delays between channels)
Theoretically speaking, yes. But practically what delays are we talking
about even with a 10 Mbps dedicated network. We will be fast enough for
realtime. Synchronisation problems would not happen at the network
VS Renganathan wrote:
Roman,
This was dicussed earlier on this list.
I found one disdavantage of using multicast. My packet size or structure
kept growing as I added more computers on the network that are **not** image
generators but pcs used as flight test engineer station or fcs
I've noticed both th c310 and c182 give a problem at load time.
The problem is related to the retractable landing gear because it dumpt
core right after:
A test with the c310 changing RETRACT to FIXED did actually fix the
problem.
Alright, that one is fixed now. Thanks.
Now there is
Erik,
Yes I mean multicast and not broadcast. The destination address is the group
still, unless I have different multicast groups - one for IG, one for the
engineer etc. That would be a waste.
Regards
Ranga
-Original Message-
Are you shure you don't mean broadcast here?
For what i
* Cameron Moore -- Thursday 31 January 2002 23:27:
* [EMAIL PROTECTED] (Melchior FRANZ) [2002.01.31 16:24]:
cvs up -p -r1.5 materials.xml materials.xml.1.5
m.
That doesn't work for materials since it was deleted from the
repository.
Have you tried? ... No, obviously you haven't!
* Cameron Moore -- Friday 01 February 2002 04:56:
- the telnet and httpd property browsers don't understand indexed
objects
The telnet interface =does= list indices. Addressing them was never
a problem.
m.
___
Flightgear-devel mailing list
[EMAIL
- Original Message -
From: VS Renganathan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, February 01, 2002 1:57 PM
Subject: RE: [Flightgear-devel] Urgent: Network and external flight model
Roman,
but I think that for IGs - best is multicast (no delays between channels)
Erik Hofman writes:
This aproach gives us a bonus level of detail:
Create a treshold altitude at which all textures are removed (like F9
was pressed) to gain some extra speed (fps).
On some hardware :-) the video card can do all the texture
calculations in parallel with everything else, so
Aside from stabilizing our current flight models, I think that the
absolute top priority for 0.8 should be at least a minimal level of
runway lighting. While the general scenery lighting makes night
flying nice (and makes roads look great), landing at night is too hard
Does this include
Curtis L. Olson writes:
On some hardware :-) the video card can do all the texture
calculations in parallel with everything else, so there is very
little performance difference with textures off vs on.
Perhaps more usefully, we could replace entire tiles with
appropriately-coloured
BERNDT, JON S. (JON) (JSC-EX) (LM) writes:
Aside from stabilizing our current flight models, I think that the
absolute top priority for 0.8 should be at least a minimal level of
runway lighting. While the general scenery lighting makes night
flying nice (and makes roads look great),
John Check wrote:
There is a developer from Sony thats is looking at FGFS for PS/2.
He's been by the booth a few times and was at the conference session.
PS2 has it's own GL from what I gather so if anybody has anything
to say about what kind of effort/problems he might be looking at, let
- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, February 01, 2002 6:08 PM
Subject: RE: [Flightgear-devel] Post 0.7.9 priorities
BERNDT, JON S. (JON) (JSC-EX) (LM) writes:
Aside from stabilizing our current flight models, I think
David Megginson wrote:
Curtis L. Olson writes:
On some hardware :-) the video card can do all the texture
calculations in parallel with everything else, so there is very
little performance difference with textures off vs on.
Perhaps more usefully, we could replace entire tiles
Erik Hofman writes:
Curtis L. Olson wrote:
Erik Hofman writes:
This aproach gives us a bonus level of detail:
Create a treshold altitude at which all textures are removed (like F9
was pressed) to gain some extra speed (fps).
On some hardware :-) the video card can do all the
BERNDT, JON S. (JON) (JSC-EX) (LM) writes:
Aside from stabilizing our current flight models, I think that the
absolute top priority for 0.8 should be at least a minimal level of
runway lighting. While the general scenery lighting makes night
flying nice (and makes roads look
David Megginson writes:
Curtis L. Olson writes:
Getting the tile edges to match without gaps is always the challenge
there.
At a sufficient distance, the problem might not be noticable.
What you really are talking about is an LOD scheme. From my
experience, the gaps end up being
Curtis L. Olson writes:
Beyond that, if you are changing LOD of a tile, you have to consider
what to do with all the objects on the surface of that tile. Do you
let objects float or get buried, or do you let them float up and down
as the underlying terrain changes ... none of these are
David Megginson writes:
Curtis L. Olson writes:
Beyond that, if you are changing LOD of a tile, you have to consider
what to do with all the objects on the surface of that tile. Do you
let objects float or get buried, or do you let them float up and down
as the underlying terrain
Not to fan the LOD flames, but I gotta stick up for my favorite
algorithm here. :)
Curtis L. Olson wrote:
Recently there has been a lot of work on continuous level of detail
schemes. The stuff I've seen however has been great for demos and
certain games, but there are serious issues in
The attached patch adds the missing indices to ambiguous nodes,
so that nodes with indices != 0 can actually be selected.
httpd.cxx | 57 -
httpd.hxx |5 +
2 files changed, 57 insertions(+), 5 deletions(-)
The patched httpd
Andrew Ross writes:
Not to fan the LOD flames, but I gotta stick up for my favorite
algorithm here. :)
Uh oh ... :-)
Curtis L. Olson wrote:
Recently there has been a lot of work on continuous level of detail
schemes. The stuff I've seen however has been great for demos and
certain
On Mon, 28 Jan 2002 09:44:42 -, Richard Bytheway
[EMAIL PROTECTED] wrote:
I seeing on TV recently that they have only recently added full computer
stabilisation to the Harrier. They had the presenter of the program (a
qualified military pilot, but not on the Harrier) flying a two-seater.
From the numerous replies I deduce that this topic isn't very popular,
so I'm trying to answer the questions myself. :-
* Melchior FRANZ -- Wednesday 30 January 2002 13:45:
Why are exceptions thrown in SimGear not catchable in FlightGear?
Am I missing something?
Yes, I was missing
Don't suppose you could enlighten me on the RH/Mesa bug? I've been
through the FAQ, but didn't see an answer. I'm getting bit by it now.
THX/BDH
On Thu, 2002-01-31 at 21:11, John Check wrote:
I'm getting a lot of positive responses in the booth to the current
If I can put in my $0.02, I would like to see an effort de-couple the tasks that take place as a part of the IDLE loop. The process of loading tiles tends to slow down the frame rate quite considerably (by over 50%). Since I tend to try to stress the system, I do my test flights out of KSEA and
Multicast has a defined IP address range (class D, I believe) so you
shouldn't have to add the 'multicast' option the to --native= argument.
On Friday, February 1, 2002, at 01:30 AM, Roman Grigoriev wrote:
Guys I propose to use multicast for multiply windows visualisation
Now we can only use
On Wednesday 31 December 1969 06:59 pm, you wrote:
From: Christian Mayer [EMAIL PROTECTED]
X-Mailer: Mozilla 4.77 [en] (Windows NT 5.0; U)
X-Accept-Language: de,en
MIME-Version: 1.0
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] LWCE notes
References: [EMAIL PROTECTED]
I have been playing with the external FDM interface and noticed
something strange, that I was able to verify with the magic carpet FDM.
It appears that both pitch and yaw are earth relative and not aircraft
body relative. I can pause the FDM, roll the aircraft to 90 degrees
(using the
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