The code reads the electrical system config and contructs an internal model.
Nothing is done beyond that yet ... the electrical system is not updated,
nor is it connected to the property system in anyway.
fgLoad3DModel() throws an exception if it fails to load the requested model.
This causes FGTileMgr::update(...) to exit. So I've added a try/catch block
to catch the exception and display an error message instead.
jump whenever you cross a tile, but there are currently a lot of other
positioning problems as well, so this doesn't really detract too much and
means you can play with 3d clouds from just about any starting point.
A bug lurked into our uiuc code.
There are two changes:
[1] Comment out the chunk of code as shown (compare w/ the old)
[2] Put back in the function call, and in that code change AlphaTail to Alpha.
Use getDisplayName instead of duplicated code: gives a better
decision on whether to display the index.
Replace unnecessary node lookups by name with direct access: tidier
and more efficient. E.g. "getValueTypeString
(node->getNode(name.c_str()))" -> "getValueTypeString (child)".
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)".
speedups to uiuc_menu.cpp.
(Note these were originally submitted before the cutoff date for new
features, but something was corrupted in the transfer so I granted a bit
of leeway in the schedule.)
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.
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.
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.
- 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.
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.
* 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. :-)
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.
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.
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!
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]
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)".
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).
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.
the tile cache it's ssg elements are disconnected from the main ssg scene
graph, and then the tile is thrown on the end of a delete queue. The
tilemgr->update() routine runs every frame. It looks at this queue and if
it is non-empty, it incrementally frees the compents of the first tile
on the queue. When the tile is completely free it is removed from the queue.
The amount of time to free the memory for even a single tile can be quite
substantial, especially with the increased overhead of dynamic/random
ground objects. This change allows the system to spread the work of freeing
tile memory out over many frames so you don't get a noticable single frame
hit or stutter.
the triangles containing the objects were out of the view Frustum,
they were never traversed by ssg (and thus, never culled). Now, every
200 frames, do a pass through the whole scene graph with cull-testing
disabled and without drawing anything; that will allow random-objects
to be collected incrementally.
-----------------------------------------------
Fixed a segfault on exit.
Changed the radius of the dummy bounding sphere from 10m to 1000m to
ensure that FOV culling doesn't leave anything out.
Allow an object to have more than one variant model, which will be
chosen randomly. Simply repeat the <path>...</path> property.
Removed the <billboard> property and replaced it with <heading-type>,
which can be set to "fixed" (leave the model oriented as it is),
"random" (give the model a random heading between 0 and 359 deg), or
"billboard" (always turn the model to face the camera). The default
is "fixed". Models look much better when they are not all facing the
same direction.
Allow the user to group models with the same visual range, so that
there can be *many* fewer nodes in the scene graph when the models are
not visible. This causes an XML-format change, so that instead of
<object>
<range-m>...</range-m>
...
</object>
<object>
<range-m>...</range-m>
...
</object>
...
we now have
<object-group>
<range-m>...</range-m>
<object>
...
</object>
<object>
...
</object>
...
</object-group>
Every object in a group can still have its own model(s), coverage, and
heading-type, but they all share the same range selector.
This change should already help users with tight memory constraints,
but it will matter much more when we add more object types -- for
example, we can now add dozens of different urban building types
without bloating the scene graph or slowing down the LOD tests for
tris that are out of range (i.e. most of them).