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Author SHA1 Message Date
curt
25c4d9b620 Minor tweaks to sound subsystem update rates. 2002-08-26 20:46:13 +00:00
curt
3976a6d55c Removed an old test. 2002-08-26 00:08:14 +00:00
curt
ee35eecb54 Erik Hofman:
I removed some pending random code and I also fixed a
small cosmetic glitch where dt_play was cleared before it was printed.

Curt: Erik changed the sound update intervale and I further I tweaked it.
The issue is that if we put too much into the sound buffer, then we can't react
quick enough to sounds like tire squeek that need to be synced with the visuals
and the action.  We put too little into the sound buffer and we risk the
audio dropping out for moment if a frame takes longer to draw than the amount
of audio in the buffer.
2002-08-25 23:27:00 +00:00
curt
61cf3a8f6d Erik Hofman:
I cleaned up the XML menu code a fair bit, in preparation to C++-ifying it.
2002-08-25 22:53:38 +00:00
curt
b21333d4f8 Erik Hofman:
I've modified the code to display a brief help message instead of the
whole bunch of options. To get the complete message -v or --verbose has
to be added to the command line.
2002-08-25 22:38:20 +00:00
curt
df6989a37a Bernie Bright:
Here is a FGIO class derived from FGSubsystem that replaces the fgIOInit()
and fgIOProcess() functions.  The FGIO::update(double delta) doesn't use the
delta argument yet.  I suspect it could be used as a replacement for the
calculated interval value but I'm not familiar enough with that piece of code
just yet.

I've also added two "command properties" to fg_commands.cxx that select the
next or previous view.  Writing any value to these properties triggers the
corresponding action.  As an example I modified my keyboard.xml:

 <key n="118">
  <name>v</name>
  <desc>Next view</desc>
  <binding>
   <command>property-assign</command>
   <property>/command/view/next</property>
   <value type="bool">true</value>
  </binding>
 </key>

 <key n="86">
  <name>V</name>
  <desc>Prev view</desc>
  <binding>
   <command>property-assign</command>
   <property>/command/view/prev</property>
   <value type="bool">true</value>
  </binding>
 </key>

And of course these actions can also be triggered from external scripts via
the props server.
2002-08-25 20:56:16 +00:00
curt
4f00d9a959 Tidy up the autoconf/automake configuration a bit.
- Removed some old cruft.

- Removed some support for older versions of automake which technically was
  correct, but caused the newer automakes to squawk warnings during an
  initial sanity check (which isn't done very intelligently.)

  NOTE: this fix is technically not correct for older version of automake.
  These older version use the variable "INCLUDES" internally and could have
  them already set to an important value.  That is why we were appending
  our values to them.  However, newer versions of automake don't set this
  value themselves so it is an error to append to a non-existant variable.
  We seem to "get away" with overwriting the value on older versions of
  automake, but if you have problems, consider upgrading to at least
  automake-1.5.
2002-08-25 19:40:04 +00:00
curt
757781bc2c It probably is better not to hide warning messages. Removed spaces from
AC_DEFINE( SYMBOL ) -> AC_DEFINE(SYMBOL)
2002-08-24 20:23:59 +00:00
curt
63a8c79a14 Brandon Bergren:
2. I changed Simgear's autogen.sh so it is quieter, and errors out if
autoheader or autoconf fails.  It puts all error output in autogen.err, and
deletes it if nothing errored out.  The patch is in (sg.autogen.sh.patch.gz)
This patch applies to flightgear, too.  If someone doesn't like what I did
here, please speak up!  I really believe that this patch will help cause
less confusion among people new to compiling flightgear.
2002-08-24 05:54:33 +00:00
curt
1b197dd8bf Bernie Bright:
Here are some changes that gave me a significant frame rate increase of about 10 fps with random objects disabled.  The interesting thing is that these changes aren't in the main loop but are in tile loader.  My guess is that I've reduced the memory footprint just enough to reduce CPU cache misses, though I have no hard evidence of this.

Initially I modified all SGBinObject member functions to pass/return by reference instead of by-value.  This gives little or no speed up but allows for some optimizations in fgBinObjLoad().  It is these changes that reduce the number of memory allocations.  Needless copying of vectors, and vectors of vectors, can be very memory intensive, especially if they are large.

Anyway I would be interested to see if you get similar results.  I would emphasize that the frame rate increase only occurs with random objects disabled.  I lose about 10-15 fps on my GF2MX 32MB with random objects, probably a fill-rate limitation or texture memory thing.
2002-08-23 19:53:48 +00:00
curt
b9218c74af Scale throttle inputs a bit better.
Add support for rudder pedal inputs.
Reverse adf frq switch.
2002-08-19 02:08:43 +00:00
curt
9238050068 Add support for flipping the instrument panel vertically on screen (if
we want to do a full screen panel on a device that is mounted upside
down.)
2002-08-19 02:07:39 +00:00
curt
d2ba5b1883 Force ATC interface to run at 30 hz. 2002-08-19 01:59:26 +00:00
david
f0e40fa3f8 XML-configurable menu support from Erik Hofman.
[dpm: removed an attempt to free a pointer to a function]
2002-08-08 23:25:47 +00:00
david
47b4dcd65f Random-object and -light placement optimizations from Norman Vine. 2002-08-08 23:09:02 +00:00
curt
4dac47f558 * Cleaned up some loose ends with free tiles that are paged out of the cache.
* Finally I think I have the partial ssg tree deletion routine working correctly
  after I managed to break it (and other confusion in the code cause it to
  never be called so I didn't notice the problem.)
* Converted several SG_INFO statements to SG_DEBUG to clean up some
  extraneous console output.
* This *should* conclude my investigation into a massive memory leak. :-)
2002-08-07 02:53:01 +00:00
david
0ebe8ec8f0 Removed the FG3DModel class and replaced it with fgLoad3DModel.
Animations are now contained within the scene graph itself and are
updated whenever the graph is traversed -- that saves time by not
updating animations not currently in sight, and it allows animations
to be used for static objects and random objects as well.

Added new FGModelLoader and FGTextureLoader classes.  These are intern
tables for models, to guarantee (mostly) that no model is loaded more
than once.  FGTextureLoader is not yet used anywhere, but
FGModelLoader is now in place everywhere that ssgLoad* used to be
used (thus adding the ability to use animations).

In the future, FGModelLoader will add some interesting functionality,
including the ability to reload 3D models on the fly.
2002-08-07 01:34:49 +00:00
david
c3f4b63258 Remove dependency on acmodel.hxx out of flight.hxx (which is included
many places) and into the files that actually use it.
2002-08-07 01:30:21 +00:00
curt
29d20b1703 Temporarily fix a crash and correctly free memory until I can sort out a
problem with the partial ssg tree freeing code.
2002-08-06 18:52:45 +00:00
curt
9885169964 Working on hunting down a really awful memory leak. This arose out of a
misunderstanding over which section of code would be freeing tiles.  This
patch cleans up several things, but a little more work is still needed.
2002-08-06 18:50:12 +00:00
david
e66c57a7bb Patch from Erik Hofman to remove 'random' option for sound:
I back out this patch because it gives me 2~3 bonus fps, and it isn't
used now and probably won't be used in the future.
2002-08-05 20:49:17 +00:00
david
f253425973 Detabified for Norman Vine. 2002-08-05 20:14:28 +00:00
david
844a55c3d1 Latest JSBSim updates. 2002-08-05 20:13:34 +00:00
curt
f71e09be69 Remove call to function only in plib-cvs. 2002-08-05 18:29:25 +00:00
david
67fc66f82e Improve the random seed calculation slightly. 2002-08-04 19:10:13 +00:00
curt
0c0b150661 Bernie Bright:
I've merged FGProps and FGTelnet so there is just a single property server.
I've left in the --telnet=port# command line option but it could be removed
if we wanted to.  The command line accepts two forms of the --props option.
The original (--props=medium,dir,hz,host,port#,style) and the shorter
--props=port#.  If you accept this change then src/Network/telnet.[ch]xx
can be removed from the cvs repository.
2002-08-02 22:49:34 +00:00
curt
dc28e74081 Convert several alert/info statements to debug. 2002-08-01 21:51:09 +00:00
curt
128dd77314 Filter fuel selector knob. 2002-08-01 21:50:40 +00:00
curt
2619106044 Fix tile cache resizing bug (which could lead to thrashing.) 2002-08-01 06:15:59 +00:00
curt
acdd550a2f Fixes so that we can read incoming broadcast packets (so we can have multiple
channels driven from one broadcast source.)
2002-07-31 23:24:55 +00:00
david
ff6a2ab520 Roll out change that required CVS version of plib. 2002-07-31 21:51:03 +00:00
david
4cb99e05ad Patch from Dave Luff:
Your 3D models cause a stackdump when the base is separate from the
root.  I've attached a patched newmat.cxx - you may want to test it
before committing!
2002-07-31 18:44:30 +00:00
david
a5f251a5de Patch from Erik Hofman:
I changed the code such that textures terrain also takes ambient,
diffuse, specular and emissive from the materials.xml file.

[note from dpm: doesn't seem to work yet]
2002-07-31 17:57:59 +00:00
david
942cf9e51d Accept multiple names for the same joystick. 2002-07-31 17:32:16 +00:00
david
2a1ef0621e Patch from Julian Foad:
Use getDisplayName instead of duplicated code.
Replace unnecessary node lookups by name with direct access.
2002-07-31 16:45:35 +00:00
david
1d82339fd8 Patch from Julian Foad:
When the scroll bar slider is dragged, the list scrolls only far enough to see all items; only the arrow buttons can scroll it so far that the last item goes to the top of the view.
    Fix scroll bar proportional size: was wrong when the list was only a little longer than the visible area.
    Minor fixes such as "delete files[i];" -> "delete[] files[i];" (where the item being deleted is an array of characters) and removal of global variables.
    Smooth scrolling when dragging the slider: one item at a time, rather than one tenth of the list at a time.
    Fix a bug that would have occurred if instantiated with arrows=2.
    Sort properties primarily by name and then by numerical index order, rather than a simple ASCII string order.  E.g. "js[1]", "js[2]", "js[10]" rather than "js[1]", "js[10]", "js[2]".
    Avoid crashing if the selected property path does not exist; display an empty list instead.  This cannot happen when the property picker is working properly, but did happen due to missing indices prior to this patch, and could happen if the user is allowed to type a pathname, as in the http and telnet interfaces.
    Fix truncation of strings to PUSTRING_MAX: was wrong when string length was exactly 80.
    Fix: move the scroll bar to the top each time a new list is displayed.  It was left at its previous position, while the top of the new list was displayed, not corresponding to the slider.
    Use getDisplayName instead of duplicated code: gives a better decision on whether to display the index, and avoids invalid property paths being generated which would previously crash find_props().
    Replace unnecessary node lookups by name with direct access: tidier and more efficient.  E.g. "getValueTypeString (node->getNode(name.c_str()))" -> "getValueTypeString (child)".
2002-07-31 16:44:27 +00:00
curt
d7c03cec1c Cameron Moore:
* Added --atc610x, --(dis|en)able-random-objects, --telnet
* Updated --wind
* Removed --clouds-asl
2002-07-30 16:17:16 +00:00
curt
94c44fc172 A couple fixes to the network fdm interface. 2002-07-30 04:37:16 +00:00
curt
f4e1298a1a Added formatted time to property tree for use by 'virtual' instruments. 2002-07-30 02:56:42 +00:00
curt
b3c5a8fb95 Various tweaks, enhancements, and optimizations surrounding tile paging
(specifically freeing tiles when we need to remove them from the tile cache.)
2002-07-29 05:07:38 +00:00
david
edaac686a2 Patch from Melchior Franx to restore fog on tdfx cards like the Voodoo3. 2002-07-27 22:31:40 +00:00
david
43d89cb8d6 Create a top-level branch in each tile for random objects with the
name "random-objects".

Put the random objects for each tile inside a top-level
ssgRangeSelector with a maximum range of 20km.  This saves a lot of
range tests for distant tiles, and gives about a 10% framerate boost
on my card at 1000ft AGL (possibly more on faster cards).
2002-07-27 14:29:57 +00:00
curt
f1eddc9bf4 No need to additionally ref() subcomponents of a tree. Only the root node
needs to be ref()'d.
2002-07-26 23:27:53 +00:00
curt
dc40db3b33 Modified the partial ssg tree deletion algorithm so it correctly preserves
subtrees that may be connected into the scene graph multiple times.
(i.e.  our random ground cover objects.)
2002-07-26 22:23:49 +00:00
david
f05e8f95e2 Some renaming, since there wasn't really a tile-level LOD. 2002-07-26 22:12:29 +00:00
david
8244b210fa Give up on the idea of using a singleton dummy bounding sphere;
instead, use a separate dummy bounding sphere for each triangle and
each tile, with the actual bounds, to make sure that objects are
always added when they should be in sight.
2002-07-26 19:06:29 +00:00
david
c33c58476e Load models before counting them. 2002-07-26 19:04:40 +00:00
curt
94b6d4fed5 Oops, remove some unwanted debugging output. 2002-07-26 17:00:18 +00:00
curt
8c7fe4c328 Fixed some signed vs. unsigned warnings. 2002-07-26 16:54:40 +00:00
david
88758e60b4 Added --random-wind command-line option. 2002-07-26 02:49:14 +00:00