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Author SHA1 Message Date
mfranz
400b5a853e segfault-- 2008-12-18 11:49:33 +00:00
mfranz
084ba158b7 Stuart BUCHANAN:
"fixes the issue reported by Martin where
--prop:/environment/weather-scenario=METAR had no effect"
2008-12-17 19:51:18 +00:00
fredb
35f973ece1 Stuart :
the 3D clouds now respect changes to the environment caused by updated METAR etc.

It also increases the AlphaFunc as suggested by Tim.
2008-12-14 18:48:00 +00:00
fredb
cc37d8740c Csaba/Jester : fix an incorrect string comparison in metar 2008-12-13 06:08:22 +00:00
fredb
6a154a59e1 Stuart :
- Removes the cloud type re-use code - I think they aren't worth the graphical artefacts that they cause in light of Tim's improvements
- Changes the transparency of the clouds. Previously, the clouds were transparent at 0m distance, opaque at 200m, then gradually more transparent to the fog limits. This meant they were generally quite transparent. Now, they are opaque from 200m to 15km, then become transparent at 20km. A side effect of this is that the current textures could probably benefit from being made slightly transparent to improve the blending of the sprites against each other.
2008-12-11 08:24:58 +00:00
mfranz
5262e78ed8 slightly more efficient iterator handling 2008-12-07 08:19:54 +00:00
fredb
da940af484 Stuart Buchanan :
- Replaces simple shader attributes with vectors (this was missed out of the last patch by mistake)
- Includes Yon's Fog update code (Thanks!)
- Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the other weather scenarios from working.
2008-12-06 23:03:12 +00:00
fredb
9721d7811f This provides the following enhancements & bug fixes
- Fix the chequer-board bug.
- Add proper cloud coverage function - so scattered clouds are now truly scattered.
- Add real-time control for visibility range.
- Use a limited set of clouds rather than generating a completely new Geode for each cloud. This saves sorting and display time.
- Add controls to Rendering dialog to allow fine-tuning of the number of sprites, cloud visibility and the number of different types of cloud.
- Add some variance to the sort back-off to avoid all clouds being sorted at the same time.
- Pack attributes into vectors for performance
- Re-order the cloud type determination code so that if a cloud layer could either be stratus or cumulus, cumulus is used.
- Lowered the cloud level in the standard cloud configuration slightly so a cumulus layer is generated rather than stratus.

These last two mean that you should see some 3D cumuli if disabling real weather fetch.

My thanks to Yon Uriarte for his help with performance work.
2008-12-04 20:56:40 +00:00
timoore
19d9287d3a Expose precipitation property
from Vivian Meazza
2008-11-25 22:50:04 +00:00
fredb
7b547acbf9 Stuart Buchanan :
It fixes the following issues (to a greater or lesser extent):
1) Performance. Quad trees used to improve culling, and the sprites are placed on the surface of a sphere rather than
randomly throughout the cloud, requiring fewer textures. This saves about 5-10fps on my machine.
2) Disabled 3D clouds have no performance impact. Previously they were still in the scenegraph. Now they are removed.
3) Clouds are now loaded on start-up, and don't require the scenario to be changed, they also work with METAR.
4) The cloud field is shifted as you travel. There's a small bug in that the clouds "jump" as you reach the edge of the field.
5) Iterative sorting of sprites. This doesn't appear to solve the alpha blending problem completely, but may help a bit.
2008-11-06 21:58:50 +00:00
fredb
0fbf965b39 Patch from Nicolas Vivien : don't pour rain above cloud layers, turn rain into snow when temperature is below 0°C 2008-11-02 09:45:31 +00:00
fredb
bc240daaf3 3D clouds from Stuart Buchanan. Need a recent driver update, --enable-clouds3d option and a Weather Scenario to show up 2008-10-26 09:38:21 +00:00
timoore
a18a0593d4 set wind vector for particle systems 2008-09-11 10:29:18 +00:00
ehofman
a1426a812a James Turner:
Switches the MkVIII code to use the same 'closest airport' logic as everything
else, instead of its own special version.
2008-08-15 18:48:11 +00:00
durk
301054204e James Turner: Improved runway management code:
- Runways are now part of an airport, instead of a separate list
 - Runways are no longer represented as a boring struct, but as a class
   of their own.
 -Improved runway access to unify various runway access methods.
2008-08-14 18:13:39 +00:00
durk
a8c27e0cf1 Make sure 'make dist' keeps working. 2008-07-31 17:21:45 +00:00
ehofman
14885374de header cleanups 2008-07-31 12:04:32 +00:00
ehofman
429f2530de James Turner:
* experimental clean-up / reduction on two of the FG headers:
   (I'm going to await feedback on the developers list before doing more of
    these, to avoiding going over files multiple times, but in principle it
    seems pretty straightforward.)

 * final fixes for SG_USING_STD removal
2008-07-29 08:27:48 +00:00
ehofman
667e64e1eb - remove the SG_GLxxxx_H #defines, since OSG provides its own versions
- this exposed a bizarre issue on Mac where dragging in <AGL/agl.h> in
   extensions.hxx was pulling in all of Carbon to the global namespace
   - very scary. As a result, I now need to explicitly include CoreFoundation
   in fg_init.cxx.
 - change SG_USING_STD(x) to using std::x
2008-07-27 16:25:13 +00:00
fredb
3db0cf1659 Remove unneeded inclusions of windows.h, GL.h and GLU.H 2008-07-27 15:18:34 +00:00
ehofman
d9bfd5a425 This should apply, and everything should build cleanly, in isolation from the
SimGear change. It changes all the SG_xxxx to be the 'real' includes, and gets
rid of many #ifdef SG_HAVE_STD_INCLUDES. As an added bonus, rather than
replacing 'SG_USING_NAMESPACE(std)' with 'using namespace std', I just fixed
the small number of places to use std:: explicitly. So we're no longer polluting
the global namespace with the entire contents of std, in many cases.

There is one more 'mechanical' change to come - getting rid of SG_USING_STD(X),
but I want to keep that separate from everything else. (There's another
mechnical change, replacing <math.h> with <cmath> and so on *everywhere*, but
one step at a time)
2008-07-25 18:38:29 +00:00
timoore
a9319336ba From Benoit Laniel: replace SG threading constructs with OpenThreads 2008-06-12 08:24:39 +00:00
fredb
278ab25f21 Win32 fix 2008-03-09 22:09:17 +00:00
timoore
b8de58bcdd cleanup of precipitation contribution
Reindent to Stroustrup style.

Make FGPrecipitationMgr an SGSubsystem and remove all references to it
in main.cxx and renderer.cxx.

Use SGGeod::makeZUpFrame instead of a private function in
tileentry.cxx. Rewrite that function, WorldCoordinate, to use
makeZUpFrame too.
2008-03-04 09:03:54 +00:00
timoore
eb26cb3590 precipitation effects from Nicolas Vivien 2008-03-04 09:02:24 +00:00
durk
ecc6548d71 cygwin related fixes, and some minor future release related maintenance
work.
2008-02-04 20:03:52 +00:00
mfranz
06c7c3c0f4 rename FGAirportSearchFilter::acceptable() -> ::pass() 2007-10-11 07:53:17 +00:00
mfranz
15139a42b6 - make FGAirport::search() more versatile, so that it can't only search
the next airport or airport with METAR station, but about any type of
  airport
- as a side effect this change makes it also 30 to 50% faster  :-)

In the long run this linear search shall be replaced with a spatial
algorithm (like octree), which will be a much bigger performance gain.
2007-10-05 21:54:52 +00:00
timoore
411435a48f Make comparisons against OSG version less flakey
Turn OPENSCENEGRAPH_MAJOR_VERSION, OPENSCENEGRAPH_MINOR_VERSION and
OPENSCENEGRAPH_PATCH_VERSION into a single number for comparisons in the
preprocessor.
2007-10-04 20:40:29 +00:00
timoore
24173c0398 Corrected atmosphere data, extended above 62000ft
Author: John Denker
Reviewed by: Ron Jensen and Gerard Robin
2007-08-31 18:01:07 +00:00
timoore
e23f731ef7 Fix for weather interpolation problem from Anders Gidenstam
Anders said:
With Stuart's help I've looked closer at this and I think I've tracked
down the cause of the problem:
At least on my computer the sort() call on line 234 in
Environment/environment_ctrl.cxx sorts the vector entries by memory
address instead of altitude, i.e. the custom comparison predicate is not
used. This causes the tables of environment conditions to be reordered
into a wrong order at some weather updates, depending, basically,
on where the memory allocator places the objects. (Btw. why are they are
freshly allocated for each update?)
2007-08-15 15:22:44 +00:00
mfranz
e1019eb359 Stuart BUCHANAN:
"interpolates METAR changes over time as follows:
1) Wind changes are interpolated as vectors, so the change is much more
natural than before - no-longer will your aircraft be suddenly shoved to
one side.
2) Visibility is interpolated as an X-value, which looks pretty neat.
3) Cloud heights and thicknesses are interpolated if they are close to the
aircraft. Cloud textures are not."
2007-08-03 12:06:17 +00:00
mfranz
724ba5b4ad yet another round() ... 2007-03-31 17:45:23 +00:00
mfranz
7e6bc192ba John DENKER:
"This altimetry method is valid to above 100,000 feet, and
correctly handles Kollsman settings"
2007-03-31 09:36:19 +00:00
mfranz
f04aca91b2 Torsten DREYER:
"bind the visibility-property of the SGSky object to a property
named /envirionment/effective-visibility-m. This property is needed to decide
if the aircraft is within clouds or not. I use this property also for the
structural icing code."
2006-11-25 12:21:36 +00:00
fredb
19dd8133aa Remove ambiguities 2006-07-29 09:22:24 +00:00
frohlich
75f0dcbb1d Add missing includes required to compile 2006-07-27 16:13:37 +00:00
mfranz
e979f72ea6 - we could use the same property path names in fgUntie that we used int fgTie
- cleanup
2006-07-27 14:28:51 +00:00
durk
a69dfbbc9a Mark's dynamic sun color changes. 2006-07-27 05:16:06 +00:00
mfranz
e48967cb1d fix another crash on exit by finally converting the rest of unguarded
SGPropertyNode to guarded ones. This is also done for JSBSim/JSBSim.hxx,
for which JSB had given explicit permission a while ago. I postponed that
back then, but now is the time.
2006-06-11 10:21:10 +00:00
mfranz
6ecd221bca - make header not depend on *.cxx files (which would be wrong :-P ) 2006-04-17 17:17:21 +00:00
mfranz
6317faf376 Vassilii KHACHATUROV: read rain settings from property node (preferences.xml) 2006-03-23 16:48:45 +00:00
mfranz
ed9e16d001 Jean-Yves Lefort: fix "crash" on exit
mf:
pthread_cancel doesn't seem to work correctly on all supported platforms.
It apparently causes SGBlockingQueue::pop() to correctly leave the thread on
the cancellation point pthread_wait(), but the SGGuard() destructor isn't
called, so the queue mutex remains locked. This triggered an assert() on
pthread_join(). This patch uses an empty ICAO request as signal for the
thread to terminate itself.
2006-03-07 10:26:25 +00:00
mfranz
1fe9cce53b - remove unused pthread mutex and condition
- remove cleanup handler that unlocks unused mutex
- make the result_queue a locking queue (blocking is only done in the
  pop() anyway, and this isn't used in the thread at all)
- don't disallow thread cancelling in the request_queue's pop(), which
  is the only cancellation point in this thread
2006-02-21 13:19:33 +00:00
mfranz
c9813d1b5d new FSF address 2006-02-21 01:16:04 +00:00
fredb
36e4045810 Add missing include files needed by the new math code under windows 2006-02-18 13:58:09 +00:00
mfranz
a5fa24a586 one line sooner would be wise :-) 2006-02-09 17:27:37 +00:00
mfranz
e254d4e76d remove the subsystem in the destructor that was added in the constructor.
This prevents nasty crashes on "environment" subsystem removal.
2006-02-09 17:21:58 +00:00
curt
880a43bdbf John Ellson:
Changes require to compile with a Fedora-Core Development system running
on an X86_64 platform with gcc-4.1.0.
2005-12-29 16:22:38 +00:00
ehofman
4be621fbe9 Durk Talsma, Olaf Flebbe & Mathias Fröhlich:
Split up simple.cxx
2005-12-29 13:58:21 +00:00