On 11/07/2009 08:03 PM, John Denker wrote:
> I wrote:
>
>>> I'm gradually figuring out a little bit of what the viewer
>>> code is doing.
>>>
>>> In particular: As for the basic "cockpit lookfrom" view,
>>> the viewer.cxx "reference frame" for attitudes is as follows:
>>>
>>> Suppose you are o
I wrote:
>> I'm gradually figuring out a little bit of what the viewer
>> code is doing.
>>
>> In particular: As for the basic "cockpit lookfrom" view,
>> the viewer.cxx "reference frame" for attitudes is as follows:
>>
>> Suppose you are over the Gulf of Guinea, at (lat,lon) = (0,0).
>> The
Maik Justus wrote:
> Hi Erik,
> Erik Hofman schrieb am 03.11.2009 14:01:
>> And now the Doppler effect is also fixed (sort of). I needed to multiply
>> the velocity vector by 100 to get some sort of Doppler effect going on.
> Maybe you are calculating the velocity as m/frame instead of m/s?
>
>
Hi Erik,
Erik Hofman schrieb am 03.11.2009 14:01:
> And now the Doppler effect is also fixed (sort of). I needed to multiply
> the velocity vector by 100 to get some sort of Doppler effect going on.
Maybe you are calculating the velocity as m/frame instead of m/s?
Or you transformed the m/frame
James Turner wrote:
> On 3 Nov 2009, at 13:01, Erik Hofman wrote:
>
>> And now the Doppler effect is also fixed (sort of). I needed to
>> multiply
>> the velocity vector by 100 to get some sort of Doppler effect going
>> on.
>> Calculating the length of the velocity vector gave me 10 times low
On 3 Nov 2009, at 13:01, Erik Hofman wrote:
> And now the Doppler effect is also fixed (sort of). I needed to
> multiply
> the velocity vector by 100 to get some sort of Doppler effect going
> on.
> Calculating the length of the velocity vector gave me 10 times lower
> than expected already.
Erik Hofman wrote:
> Erik Hofman wrote:
>> Thanks to the help of Tim I am now really close to properly aligned,
>> positioned and orientated sounds.
>>
>> Now for the bad part, except for Tower View and Fly-By View the
>> orientation (and relative position) seem to have no effect?
>
> At least I
Erik Hofman wrote:
> Thanks to the help of Tim I am now really close to properly aligned,
> positioned and orientated sounds.
>
> Now for the bad part, except for Tower View and Fly-By View the
> orientation (and relative position) seem to have no effect?
At least I've found the reason for this
Thanks to the help of Tim I am now really close to properly aligned,
positioned and orientated sounds.
Now for the bad part, except for Tower View and Fly-By View the
orientation (and relative position) seem to have no effect?
Erik
-
Tim Moore wrote:
> Assuming you want the orientation and position of the listener, and the
> positions of the sources, to match those in the visual world, you
> should just use the absolute position and orientation in the corresponding
> FGViewer object i.e., what you get from FGViewer::getViewPosi
John Denker wrote:
> A possibly helpful discussion of rotations can be found at
> http://www.av8n.com/physics/rotations.htm
Thanks for the hints and links John, I really appreciate it.
>
> It covers various ways of representing rotations, including
> product-of-vectors i.e. Clifford algebra i.e
Hi Tim and John,
First, thanks for looking at this, it has really given me headaches.
Tim Moore wrote:
> Assuming you want the orientation and position of the listener, and the
> positions of the sources, to match those in the visual world, you
> should just use the absolute position and orientat
On 11/01/2009 06:28 PM, Erik Hofman wrote:
>
> At this time I've tried about everything to get the listener orientation
> aligned properly. What's needed it converting the ViewOrientation matrix
> (quaternation) and/or ViewOrientationOffset matrix (quaternation) to
> align with OpenGL and get t
On 11/01/2009 06:28 PM, Erik Hofman wrote:
>
> At this time I've tried about everything to get the listener orientation
> aligned properly. What's needed it converting the ViewOrientation matrix
> (quaternation) and/or ViewOrientationOffset matrix (quaternation) to
> align with OpenGL and get t
On 10/18/2009 02:04 AM, Erik Hofman wrote:
> I suspect there still is a positioning or orientation problem hiding
> somewhere that's causing it. My speed lessons in quaternations don't pay
> out just yet I guess.
A possibly helpful discussion of rotations can be found at
http://www.av8n.com/
John Denker wrote:
> /**
> * Description: ORIENTATION is a pair of 3-tuples representing the
> * 'at' direction vector and 'up' direction of the Object in
> * Cartesian space. AL expects two vectors that are orthogonal to
Hm that's an oversight, it should not be in Cartesian spa
On 11/01/2009 10:28 AM, Erik Hofman wrote:
> At this time I've tried about everything to get the listener orientation
> aligned properly. What's needed it converting the ViewOrientation matrix
> (quaternation) and/or ViewOrientationOffset matrix (quaternation) to
> align with OpenGL and get the
Ron Jensen wrote:
> Erik,
>
> I'm not good at this stuff at all, but I just remembered that the mpmap
> code recovers yaw, pitch and roll from the quaternion passed in the
> multiplayer message... Is that what you need? Or is that where you
> started from?
Not really, I need a (normalized) 3d v
On Sun, 2009-11-01 at 18:28 +0100, Erik Hofman wrote:
> At this time I've tried about everything to get the listener orientation
> aligned properly. What's needed it converting the ViewOrientation matrix
> (quaternation) and/or ViewOrientationOffset matrix (quaternation) to
> align with OpenGL a
At this time I've tried about everything to get the listener orientation
aligned properly. What's needed it converting the ViewOrientation matrix
(quaternation) and/or ViewOrientationOffset matrix (quaternation) to
align with OpenGL and get the look-at and look-up vector from it.
the look-at ve
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