1. The listener is always positioned at the origin.
2. All sounds eminate from the aircraft's model position.
3. Sound positions are relative to the listener location.
my code was accidentally drawing the cockpit twice
in view 0. This patch should fix the problem of
lights not seen through canopies or prop discs.
It was also drawing the lights ( ground and rw )
after the clouds, so they were not obscured by
them.
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.
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.
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.
places now use sgCartToGeod() instead of rolling their own
approximation. And YASim is now using exactly the same 3D coordinate
system as the rest of FlightGear is.
makes more sense to keep I/O running. That way remote telnet connections
will still respond, and the sim can still accept and send data. This also
allows a remote script or gui to pause and (more importantly) be able to
the unpause the sim.
This patch is there to correct a problem that prevent to load static objects when specifying a relative fg-root or a different, relative, fg-scenery. It appears that there is a mix between fg-root, fg-scenery and PLIB's model-dir.
It has been reported on the list that users are not able to see the buildings, especially those running the win32 builds because they run 'runfgfs.bat' that set FG_ROOT=./DATA.
I decided not to use model-dir because it just add confusion and to build a valid path earlier.
I have added a fledgling replay system that records flight data and control
positions during the flight.
I have added an internal command called "replay" which will trigger a replay
of the entire saved flight data set. This could be bound to a keyboard or
menu command, in fact this entire module is screaming for someone to build
a gui to control playback speed, amount of playback, etc.
This is the initial version so there are kinks that still need to be worked
out, please be patient.
/sim/rendering/horizon-effect
toggle sun and moon resizing effect near the horizon
/sim/rendering/enhanced-lighting
toggle enhanced runway lighting on or off
/sim/rendering/distance-attenuation
add distance attenuation to the enhanced runway lighting
etc.
Improved the weather system to interpolate between different
elevations and deal with boundary-layer conditions. The configuration
properties are now different (see $FG_ROOT/preferences.xml).
Normally for smoothest frame rates you would configure to sync
to your monitor's vertical refresh signal. This is card/platform
dependent ... for instance with Linux/Nvidia there is
an environment variable you can set to enable this feature.
However, if your monitor is refreshing at 60hz and you can't quite sustain
that with flightgear, you can get smoother frame rates by artificially
throttling yourself to 30hz. Note that once you are about about 24fps, it
is *change* or inconsistancy in frame rate that leads to percieved jerkiness.
You want to do whole divisors of your monitor refresh rate, so if your
display is syncing at 75 hz, you might want to try throttling to 25 hz.
Melchior FRANZ:
The reason: these models are to be added to the scenery, but the
scenery isn't yet set up at this point. The correct order is:
- set up model_lib (needed by the scenery)
- set up scenery (needed by the model manager)
- set up model manager
the ascii scenery file format has actually worked in quite some time, and the
ADA runway light code has been supersceded by a slightly different mechanism.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
The one to fg_init.cxx initialises the AI subsystem regardless of whether it's enabled or not so that later enabling by the user doesn't crash it, and the one to main.cxx avoids running the ATC manager and ATC display system unless enabled.
This is just a port of an old 3D HUD patch to the new view code.
This pans the HUD with the view, by pasting it onto a quad fixed in front of the viewer. It also fixes the awful, arbitrary scaling problems the HUD code has. The old HUD only looks right when viewed at 1024x768 and 55 degree FOV. This works the scale out magically so that it looks right in all views. It also redefines the "<compression-factor>" tag in the ladder to (1) mean compression instead of expansion and (2) have non-psychopathic units (now "1" means 1 degree per degree). Fix this in your existing HUD ladder files before reporting bugs. It's definitely a cosmetic win -- the velocity vector points at the right thing and the horizon lines up properly.
Norman wrote:
I have created a modified version of Andy's patch that implements the 3D HUD as the 'normal' and the 2D HUD as the 'minimal' HUD. < i > and < shift I > keys
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.
I've added a seperate JSBSim patch for the JSBSim source tree.
experimental lighting rendering (which is very expensive on my
machine, for example). To use distance attenuation,
/sim/rendering/distance-attenuation must also be true.
It adds a command line options to enable/disbale distance attenuation
using a property rather than using a #define inside the code. It also
adds a small change for systems that don't support the OpenGL extension,
so that the lights *do* fade away as they get furher away but they don't
get smaller in size.
I have updated the lighting code to use fog to try to fade the runway lights
in smoothly, but still keep them from being visible until you are about 7-10
miles out, and then only have them be very faint at first. I think what I
have is a bit nicer than before since it completely avoids the "popping" effect,
but I've very open to tweaking the actual ranges based on people's real
world experiences.
The general idea is to help clean up some aspects of the FDM init and be
able to provide startup conditions in a less ambiguous manner.
Previously, things like positions, orientations, and velocites were set on
"the bus". These had to be read by the FDMs which then were supposed to
initialized themselves to those values and turn write around and start
modifying those values. It was messy and cumbersome.
Now, all the initial fdm conditions are written to a sub-[property-]tree
under /sim/presets/
The values in /sim/presets/ always stay set to what the user has specified.
The user can change these at his/her liesure, and then request a "reset"
which will reset to the new conditions. I don't even want to say how this
worked before. :-)
Now, an script, or gui interface can stage a set of initial conditions while
the sim is running (without disrupting it), and then call "reset" to commit
the change.
People who should worry about all this are FDM writters, and a small few
others who care about over all program structure and flow.
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios. This ended up requiring
significant modifications outside of the 3D cockpit code. Stuff folks
will want to look at:
+ The list of all "3D" cockpits is stored statically in the
panelnode.cxx file. This is clumsy, and won't migrate well to a
multiple-aircraft feature. Really, there should be a per-model list
of 3D panels, but I couldn't find a clean place to put this. The
only handle you get back after parsing a model is a generic ssg
node, to which I obviously can't add panel-specific methods.
+ The aircraft model is parsed *very* early in the initialization
order. Earlier, in fact, than the static list of allowable command
bindings is built in fgInitCommands(). This is bad, as it means
that mouse bindings on the instruments can't work yet. I moved the
call to fgInitCommands, but someone should look carefully to see
that I picked the right place. There's a lot of initialization
code, and I got a little lost in there... :)
+ I added yet another "update" hook to the fgRenderFrame routine to
hook the updates for the 3D panels. This is only required for
"mouse press delay", and it's a fairly clumsy mechanism based on
frame rate instead of real time. There appears to be delay handling
already in place in the Input stuff, and there's a discussion going
on about different mouse behavior right now. Maybe this is a good
time to unify these two (now three) approaches?
Now the options can be localized as well. This adds a slight problem for
the --language options, but not that much (worst case, the strings are
loaded twice consuming some more memory). I tried to be as accurate as
posiible when copying the options texts, but there might be some
mostakes left.
This adds supports for a language specific font, defined in locale.xml
I've also moved the fgInitLocale() routine from main.cxx to fg_init.cxx
to prevent an ungly extern definition in options.cxx.
are now working. A runway light is defined by a point and a direction. The
point and direction are combined with the local up vector to create a small
triangle orthogonal to the direction. The two ficticous corners of the
triangle are given an alpha value of zero, the orignal corner is given an
alpha of one. The triangle is drawn in glPolygonMode(GL_FRONT, GL_POINT)
mode which means only the corner points are drawn, and since two have alpha=0
only the original point is drawn. This is a long way to go to draw a point,
but it ensures that the point is only visible within 90 degrees of the light
direction, behind the light it is not visible. This is still a long way
to get to drawing a point, but we use an environement map, with the direction
vector as the normal to mimic a light that is brightest when viewed head
on and dimmest when viewed perpendicularly or disappears when viewed from
behind.
- warning, there is a bug in how the current runway light direction vector
is calculated which will adversely effect runway lighting. The airports
should be regenerated in order to fix this problem.
This patch fixes some bugs for correctly reporting un-updated
configuration files, and adds support for a --language=<code>
commandline option, overriding the language specified by the OS.