Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Curtis L. Olson
Lee Elliott writes: > I've noticed this effect too, on the 2d clouds. I think it's an ordering > issue. When I use transparent objects/textures in a model I have to be > careful of it's position in the object list - basically, every object that > comes after a transparent object is invisible w

Re: [Flightgear-devel] Networking

2003-08-03 Thread Tyson, Diarmuid
Is UDP good enough for network gaming? Absolutely. IMO, UDP is the only thing good enough for online, real time gaming. To answer a few questions, the --multiplay code uses only UDP. I believe there is another effort going on that uses TCP and a central server to provide multiplay functionality

[Flightgear-devel] Coordinate system in multiplayer protocol

2003-08-03 Thread Tyson, Diarmuid
> Hi > > I am trying to use Flightgear as a GUI for an air traffic simulator. > I use the CVS head and the multiplayer mode (--multiplay=in,10,,5500) on > a gnu/linux intel box. > > I though the positions were in meters in a geocentric frame. > When i start in the default position KSFO:28L (-122

[Flightgear-devel] MSVC project files for Simgear 3.3

2003-08-03 Thread Hoyt A. Fleming
Does anyone have a copy of the MSVC project files for Simgear version 3.3. The MSVC project files are not included in the Simgear tar file. Hoyt Fleming ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/fl

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Lee Elliott
On Sunday 03 August 2003 19:51, Andreas wrote: > On Sun, Aug 03, 2003 at 02:42:34PM -0400, Norman Vine wrote: > > Why don't you just 'try it' and determine that for yourself :-) > > > > see > > http://www.vso.cape.com/~nhv/files/fgfs/clouds/ > > On a side note, check the propeller on this one: >

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Lee Elliott
On Sunday 03 August 2003 19:42, Norman Vine wrote: > Erik Hofman writes: ... > see > http://www.vso.cape.com/~nhv/files/fgfs/clouds/ That looks like the basis of a _really_ _good_ cloud solution:) LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTE

Re: [Flightgear-devel] Networking

2003-08-03 Thread Jonathan Polley
If you are on a local network I would say "go head and use UDP." If you need to span a corporate or university network (or the internet) then the chance for packet loss gets too high for my comfort and would revert back to TCP. When I have used UDP it has been isolated to a single subnet or w

RE: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Norman Vine
Erik Hofman writes: > > Norman Vine wrote: > > Erik Hofman writes: > > > >>Norman Vine wrote: > >> > >>>Hi All > >> > >>Is this a proposed patch which can go into CVS? > > > > > > Why don't you just 'try it' and determine that for yourself :-) > > > > see > > http://www.vso.cape.com/~nhv/files

Re: [Flightgear-devel] Networking

2003-08-03 Thread Curtis L. Olson
Paul Morriss writes: > Hi all, > Does flightgear use UDP (connection-less) or connect > oriented in the networking code? FlightGear uses (or can use) both UDP and TCP sockets for various purposes. > Also do you feel that UDP is good enough for network > gaming. It really depends on the specifi

Re: [Flightgear-devel] Scene ligting expiriment

2003-08-03 Thread Erik Hofman
Curtis L. Olson wrote: On my monitor, the first screen shot looks much worse with the new colors. The 2nd is really no comparison becuase it is all dark. The new way simply eliminates any tiny amount of ambient light which probably is not any more realistic than before. The 3rd shot looks nicer

Re: [Flightgear-devel] Networking

2003-08-03 Thread Paul Morriss
I was think considering the choice of network protocol for a scenario server I am considering (see old posts for more details), I am not sure if "fire it and hope for the best" is the best system for a scenario server. I would have suggested broadcasting but I found a higher probability of network

Re: [Flightgear-devel] Scene ligting expiriment

2003-08-03 Thread Curtis L. Olson
Erik Hofman writes: > Well, yeah. > How about color changes due to sunrise/sunset or even plain white > illuminated objects after sunset. > > It might well be there is something not right in there, but it is much > better than what it was. Maybe we should remove the lighting tables > after all?

Re: [Flightgear-devel] Networking

2003-08-03 Thread Jonathan Polley
Paul, I have used the UDP interface for the remote display, but I believe that it can use either. I realy prefer UDP since it has let network overhead, and if a packet gets lost you won't be held up waiting for the retransmission. That said, if you are on a noisy network you may have to

[Flightgear-devel] Networking

2003-08-03 Thread Paul Morriss
Hi all, Does flightgear use UDP (connection-less) or connect oriented in the networking code? Also do you feel that UDP is good enough for network gaming. Thanks Want to chat instantly with your online friends? Get the

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Erik Hofman
Norman Vine wrote: Erik Hofman writes: Norman Vine wrote: Hi All Is this a proposed patch which can go into CVS? Why don't you just 'try it' and determine that for yourself :-) There was something with me using a big-endian machine ... ;-) see http://www.vso.cape.com/~nhv/files/fgfs/clouds/ Yep

RE: [Flightgear-devel] Re: Scenery development question

2003-08-03 Thread Norman Vine
David Megginson writes: > > Norman Vine writes: > > > ie look at the vmap0 representation for many islands and you will find > > that they are just 3 or 4 points wheas the same in GSHHS will show > > things ike atols and barrier reefs for the same place > > Again, it depends on where you're l

RE: [Flightgear-devel] Re: Scenery development question

2003-08-03 Thread David Megginson
Norman Vine writes: > ie look at the vmap0 representation for many islands and you will find > that they are just 3 or 4 points wheas the same in GSHHS will show > things ike atols and barrier reefs for the same place Again, it depends on where you're looking -- it's just the opposite situatio

RE: [Flightgear-devel] Re: Scenery development question

2003-08-03 Thread Norman Vine
David Megginson wriyes: > > Erik Hofman writes: > > > I already had the impression something wasn't completely right with the > > vmap0 data, but this beats everything. > > The elevation doesn't come from the vmap0 data. What happens is that > we have to build with --min-triangle=0 because T

Re: [Flightgear-devel] Re: Scenery development question

2003-08-03 Thread David Megginson
Erik Hofman writes: > I already had the impression something wasn't completely right with the > vmap0 data, but this beats everything. The elevation doesn't come from the vmap0 data. What happens is that we have to build with --min-triangle=0 because TerraGear cannot handle the complexity of

RE: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Norman Vine
> -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Andreas > Sent: Sunday, August 03, 2003 2:51 PM > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Clouds3D and Matrices in general > > > On Sun, Aug 03, 2003 at 02:42:34PM -0400,

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Andreas
On Sun, Aug 03, 2003 at 02:42:34PM -0400, Norman Vine wrote: > Why don't you just 'try it' and determine that for yourself :-) > > see > http://www.vso.cape.com/~nhv/files/fgfs/clouds/ On a side note, check the propeller on this one: http://www.vso.cape.com/~nhv/files/fgfs/clouds/fgfs-screen-005.

RE: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Norman Vine
Erik Hofman writes: > > Norman Vine wrote: > > Hi All > > Is this a proposed patch which can go into CVS? Why don't you just 'try it' and determine that for yourself :-) see http://www.vso.cape.com/~nhv/files/fgfs/clouds/ Note the trick here is to transform all points and vectors that come fro

Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Erik Hofman
Norman Vine wrote: Hi All Is this a proposed patch which can go into CVS? Erik 3) Now since SSG eventually calls OpenGL SSG must do this for us behind the scenes or else things just wouldn't work so inorder to get Clouds3D to render in the proper location we should just need to use t

RE: [Flightgear-devel] metakit

2003-08-03 Thread Norman Vine
Martin Spott writes: > > "Norman Vine" <[EMAIL PROTECTED]> wrote: > > > cd $METAKIT/builds > > ../unix/configure --disable-shared --with-out-tcl --prefix=/usr > > make > > make install > > I configure Metakit with slightly different options: > > # ~> cd ./builds > # ~> ../unix/configure --pre

[Flightgear-devel] Clouds3D and Matrices in general

2003-08-03 Thread Norman Vine
Hi All I spent sometime yesterday mucking with the matrix code in Clouds3d then something turned on the light :-) Note that SSG and OpenGL use different representations of Matrices. 1) SSG is row major and OpenGL is column major ie SSG is 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 whe

Re: [Flightgear-devel] Threads and WeatherCM

2003-08-03 Thread Matevz Jekovec
Erik Hofman wrote: Matevz Jekovec wrote: Can anyone please tell me what does compiling with threads and weathercm options do? Threads: Add a tile loader thread WeatherCM: It is the first real weather module FlightGear had. The load thread could improve frame rate a bit, but the main reason fo

Re: [Flightgear-devel] Threads and WeatherCM

2003-08-03 Thread Erik Hofman
Matevz Jekovec wrote: Can anyone please tell me what does compiling with threads and weathercm options do? Threads: Add a tile loader thread WeatherCM: It is the first real weather module FlightGear had. The load thread could improve frame rate a bit, but the main reason for using is that it won'

Re: [Flightgear-devel] Re: Scenery development question

2003-08-03 Thread Erik Hofman
Melchior FRANZ wrote: But seriously: compare the two pictures, both taken with the following settings: http://members.aon.at/mfranz/flightgear.jpg (14 kB) http://members.aon.at/mfranz/randtechnologies.jpg (14 kB) Ouch! I already had the impression something wasn't completely right w

Re: [Flightgear-devel] Scene ligting expiriment

2003-08-03 Thread Lee Elliott
On Sunday 03 August 2003 09:42, Erik Hofman wrote: > Lee Elliott wrote: > > > I'm not sure about the distinction between ambient and diffuse here. > > Ambient defines the color at the unlit side of the object. > Diffuse defines the color at the illuminated side. > > Erik Ta. So ambient would b

Re: [Flightgear-devel] Deep stall implementation

2003-08-03 Thread Erik Hofman
Matevz Jekovec wrote: I think deep stall problems can't be fixed so easily, so they should be present in all F16 models IMO. The only difference between versions is probably how fast do you fall in it and how fast can you recover from it. btw: Do we have any of FlyByWire stuff implemented in Fli

[Flightgear-devel] Threads and WeatherCM

2003-08-03 Thread Matevz Jekovec
Can anyone please tell me what does compiling with threads and weathercm options do? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Deep stall implementation

2003-08-03 Thread Matevz Jekovec
Erik Hofman wrote: Erik Hofman wrote: So block 50/52 used in Falcon actually can't get into deep stall by any meanings in RL? No. See NASA-TP-1538 the section about "Deep stall simulation results" After searching for some information some more it doesn't' get any clearer. Some sources indic

Re: [Flightgear-devel] metakit

2003-08-03 Thread Martin Spott
"Norman Vine" <[EMAIL PROTECTED]> wrote: > cd $METAKIT/builds > ../unix/configure --disable-shared --with-out-tcl --prefix=/usr > make > make install I configure Metakit with slightly different options: # ~> cd ./builds # ~> ../unix/configure --prefix=${FG_ROOT} --disable-shared --enable-static

[Flightgear-devel] Re: Scenery development question

2003-08-03 Thread Melchior FRANZ
* Erik Hofman -- Sunday 03 August 2003 13:30: > > The Madeira islands are beautiful in the original scenery, while in the > > randtechnologies scenery they look somewhat ridiculous: > > > > http://members.aon.at/mfranz/madeira.jpg > > You don't like the view of that? > :-D :-) But seriously:

Re: [Flightgear-devel] Re: Scenery development question

2003-08-03 Thread Erik Hofman
Melchior FRANZ wrote: * Melchior FRANZ -- Sunday 03 August 2003 11:39: These are the latest official ones. But you can get newer and better scenery here: [...] Well, "better" is relative. Some of the tiles are a serious step back. Like FDM's, there is no best here. They both have good and bad po

Re: [Flightgear-devel] Deep stall implementation

2003-08-03 Thread Erik Hofman
Erik Hofman wrote: So block 50/52 used in Falcon actually can't get into deep stall by any meanings in RL? No. See NASA-TP-1538 the section about "Deep stall simulation results" After searching for some information some more it doesn't' get any clearer. Some sources indicate it still has a deep

[Flightgear-devel] Re: Scenery development question

2003-08-03 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 03 August 2003 11:39: > These are the latest official ones. But you can get newer and better > scenery here: [...] Well, "better" is relative. Some of the tiles are a serious step back. The Madeira islands are beautiful in the original scenery, while in the randtechnolog

[Flightgear-devel] Scenery lighting update

2003-08-03 Thread Erik Hofman
Hi, I've updated the scenery lighting to reflect the real world some more. Sunlight is actually reflected now, ambient uses cloud color instead of view direction dependent fog color. It's still a bit of a guess but if some one could point me to information about real world experiments I woul

Re: [Flightgear-devel] Deep stall implementation

2003-08-03 Thread Erik Hofman
Matevz Jekovec wrote: Erik Hofman wrote: The F-16 was designed not to go in *any* uncontrollable flight region. No spin and no (unrecoverable) stall. The first delivered F-16 (prior to block 10) had a too small tail area to cover all aspects (allowing in fact deep stalls) but later models (bloc

[Flightgear-devel] Re: Scenery development question

2003-08-03 Thread Melchior FRANZ
* Matevz Jekovec -- Sunday 03 August 2003 11:34: > Do we have a CVS for scenery files too or are those on flightgear.org > server the latest ones? These are the latest official ones. But you can get newer and better scenery here: http://www.randdtechnologies.com/fgfs/newScenery/world-scenery.h

[Flightgear-devel] Scenery development question

2003-08-03 Thread Matevz Jekovec
Do we have a CVS for scenery files too or are those on flightgear.org server the latest ones? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Deep stall implementation

2003-08-03 Thread Matevz Jekovec
Erik Hofman wrote: Matevz Jekovec wrote: Erik Hofman wrote: Matevz Jekovec wrote: Do we have deep stall and flat spin implemented in FlightGear? Cause I flew F16 yesterday and I just couldn't get it to deep stall. Uhm, that's the trick with an F-16. You can't get it into an uncontrollable f

Re: [Flightgear-devel] Scene ligting expiriment

2003-08-03 Thread Erik Hofman
Lee Elliott wrote: I'm not sure about the distinction between ambient and diffuse here. Ambient defines the color at the unlit side of the object. Diffuse defines the color at the illuminated side. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED

Re: [Flightgear-devel] Scene ligting expiriment

2003-08-03 Thread Erik Hofman
WillyB wrote: IMHO the 1st and 3rd after shots look better.. more realistic.. the 2nd shot looks a little better in the before. That could be because of what Curtis described, the sun position would be taken into account twice instead of once. That needs some more thought. Out of curiosity, are

Re: [Flightgear-devel] Deep stall implementation

2003-08-03 Thread Erik Hofman
Matevz Jekovec wrote: Erik Hofman wrote: Matevz Jekovec wrote: Do we have deep stall and flat spin implemented in FlightGear? Cause I flew F16 yesterday and I just couldn't get it to deep stall. Uhm, that's the trick with an F-16. You can't get it into an uncontrollable flight region ... (Alth