src/Input/input.cxx src/Main/renderer.cxx
src/Main/renderer.hxx src/Scenery/scenery.cxx
src/Scenery/scenery.hxx: Move scenery picking into the renderer.
There is most of the required data defined. Also we can better use
the pick visitor that will be needed with th upcommung panel code.
Time/tmp.cxx Main/viewer.hxx Main/viewer.cxx Main/renderer.cxx
Get rid of an other OSGFIXME. The view matrix had some plib specials
included. The viewer is now updated for that.
Generally you want point sprites for performance reasons when enhanced runway
lighting (and smooth points) are activated. Most hardware doesn't
accelerate the rendering of standard smooth points, so without point sprites
you will kill your night time performance if you turn on enhanced runway
lighting.
Note that enhanced runway lighting "breaks" our clever scheme to make the
runway lighting brightness vary with the relative view angle. This means
with enhanced lighting on, all lights are equally bright no matter what
direction you view them from. So perpendicular runways are just as bright
as runways you are directly lined up with (when enhanced runway lighthing
is activated.)
You can revert to the original lighting scheme by turning off enhance runway
lights, turning off distance-attenuation, and turning off point-sprites in
the rendering options menu.
but got changed so that Nasal listeners wouldn't be triggered needlessly.
Doesn't make sense, though, as Nasal will never be available before the
video size is set, and it prevents the window interface from setting the
startup size.)
or write to the color properties in /sim/screen/. If this Nasal/GUI
implementation turns out to be too slow, we'll write a generic OpenGL/plib
version simliar to the ATCdisplay code. (OK'ed by Andy and Stuart)
Fix the current buggy rain orientation behaviour for the views attached to the
aircraft (while still inheriting bugs with the views attached to anything else).
though the window wasn't resized. I'm just not adventurous enough for
a cleaner solution in the light of the upcoming release. At least the
xsize/ysize properties aren't set each frame any more, so listeners
work now properly.
- Provide a Nasal interface to display simple text messages on the screen
like the ATC display. In fact, I copied the code from the ATCDisplay.cxx
and simply shifted it further down the screen.
Erik:
TODO: Integrate the two pieces of code.
Computes the pick direction and starting point. This is code that translates
a screen coordinate into a vector in the FlightGear world (between the eye and
the on-screen coordinate.) Armed with this vector in FG world coordinates,
you could call a scenery intersection routine and lookup the lon/lat/elev of
the point in the world that was clicked on.
there was the situation where four directories contained jst two files,
of which three directories were aircraft related, and one directory contained
test code from Curt that might be better of in SimGear anyhow.
This is just a patch to move a bunch of files to new locations. In case of
local changes to any of them you can do the following:
move replay.[ch]xx from src/Replay to src/Aircraft
move control.[ch]xx from src/Control to src/Aircraft
move ssgEntityArray.[ch]xx from src/Objects to simgear/screen
In addition it has been decided only to use .[ch]xx files in all directories
unless it's contained within an FDM specific directory, in which case the
author is free to do whatever (s)he wants.
In this repspect the following files have been renamed in src/Multiplayer:
tiny_xdr.[ch]pp has become tiny_xdr.[ch]xx
multiplaymgr.[ch]pp has become multiplaymgr.[ch]xx
I believe I have found the agl hud problems as well as the 'hole' in the
carrier's deck. I spent half the day to reproduce that problem, it did not
occure when you start on the carrier not does it occure with JSBSim and my
really often used testaircraft. So I really need to improove my helicopter
flying qualities.
I was under the impression that *all* FDM's call
FGInterface::updateGeo*Position(..)
so set the new position in the FDM interface. Therefore I had added at the
some code that updates the scenery elevation below the aircraft to *those*
functions.
Ok, not all FDM's do so :/
The attached patch factors out a function computing the scenery altitude at
the current FDM's position. This function is also used in those FDM's which
need to update this value themselves.
Also this patch restores the nearplane setting and uses the current views
altitude instead of the current aircrafts. I think that this should further
be changed to the eypoint's agl in the future.
The agl is again ok in YASim's hud.
This adds a TACAN instrument to the inventory. Range and bearing are calculated
to the TACAN or VORTAC beacon selected by means of the Channel Selector in the E
quipment/Radio pull-down menu.
A TACAN beacon has also been added to the aircraft carrier Nimitz (channel #029Y
).
There was a patch from Manuel Masing a few months ago which cleaned up
SGLocation's way depending on input values. That means that with that patch
SGLocation does no longer have calls with unneeded input arguments.
I took his patch and integrated that into flightgear and made maximum use of
that changes.
Erik Hofman:
Remove some duplicate code that was moved to simgear/compiler.h