I restored the output to cout / cerr
for the options and the warning for the version mismatch.
There is a dummy SG_LOG to allow the windows version to
popup the console.
The snapshot rendering use multipass now.
- We need to be able to support a per engine master bat/alt switch.
- Forgot to write the gear level state into the network structure.
native_fdm:
- renamed EGT->egt for consistancy.
- added manifold pressure to the structure.
FG_ENABLE_MULTIPASS_CLOUDS must be defined to enable
the algorithm. I made this because the stencil buffer
must be initialized at the beginning of the program and
OpenGL can fallback to software rendering if it can't
find a visual with stencil buffer. I didn't touch the
configure script, so CXXFLAGS=-DFG_ENABLE_MULTIPASS_CLOUDS
must be set before running ./configure.
If FG_ENABLE_MULTIPASS_CLOUDS is defined, the main render
loop begins by reading the /sim/rendering/multi-pass-clouds
property. It is a boolean property so there are only two
quality levels. false means no multi pass and no use of
the stencil buffer, true means an additionnal pass for
both upper and lower cloud layers.
The algorithms are as follow :
/sim/rendering/multi-pass-clouds=false
1. draw sky dome
2. draw terrain only
3. draw clouds above the viewer
4. draw models except the aircraft
5. draw clouds below the viewer
6. draw the aircraft.
The cloud rendering doesn't update the depth buffer.
This means that models overwrite clouds above the viewer.
This is only noticeable for tall buildings and when
flying very low. Also, drawing low clouds after models
means that they are not blended with models' translucent
surfaces. Large transparent area require alpha test
enabled and AI aircraft canopy are making holes. The
pilot's aircraft being rendered at the end, there is no
problem with canopy or prop disc.
/sim/rendering/multi-pass-clouds=true
1. draw the sky dome
2. draw the terrain only
3. draw all clouds
4. draw models except the aircraft
5. redraw the clouds where the models where drawn ( stencil
test on )
6. draw the aircraft
The assumptions made by this algoritm are that the terrain
is not transparent ( should be true in all cases and
that there are no clouds between the aircraft and the viewer.
Assuming these facts, there should be no blending bugs.
The screenshot rendering is not updated yet.
the keyboard modifiers outside of a key event handler, so adding the
fgGetKeyModifiers() call to doMouseMotion was broken. The user could
see "phantom" modifier keys.
trying the --show-aircraft option, I noticed that I had
no output. This is because there are still output to
cout or cerr, that are not triggering my console patch
for windows. The patch attached use SG_LOG instead.
A request to hit a key is also added because otherwise,
the console window will disappear as soon as the program
stop.
This problem is minor though given the fact that fgfs.exe
is shipped with fgrun that do show the available aircraft
in a much nicer manner.
work on the pa28 idle and without creating ridiculous side effects
(like being able to fly the aircraft with the starter motor, heh).
This one looks pretty good for now, pending work on the propeller to
get its low speed drag in line with reality.
reads the /consumables tree for input to determine weights, but
places output only in /engines/engine[n]/fuel-consumed-lbs where
it gets picked up by the Nasal code.
This is a fix for my earlier "Remove some hardcoded dependencies between fdm,
viewer and acmodel" patch. The problem was discovered when testing the
wrightFlyer.
deriving a class and the base class used this type.) Return to using
const char and hope people compiling against earlier versions of plib
have compilers that think typedef const char cchar; char *abc; is equivalent
to const char *abd;
I made these changes because fltk doesn't recognize path
\\SERVER\SHARE as a normal directory, although plib/ul
function succeed at enumerating the content of such a
path.
I had that problem when I decided to test FG on a loaned
HP xw4100 workstation. I installed it over the network and
the install-source became \\myserver\myshare\. with no
scenery files detected.
This patch adds the ability to do a simple scaling of input without having to
add hardcoded helpers. Example:
<reference>
<prop>/autopilot/settings/vertical-speed-fpm</prop>
<scale>0.01667</scale>
</reference>