ehofman [Mon, 23 May 2005 16:35:00 +0000 (16:35 +0000)]
Melchior FRANZ:
Currently, the material animation sets glColorMaterial(GL_AMBIENT_AND_DIFFUSE)
for all material properties. This breaks emission-only (e.g. cockpit lighting
for the p51d) or specular-only animation. ==> set glColorMaterial only where
it is really required.
ehofman [Sun, 22 May 2005 08:09:08 +0000 (08:09 +0000)]
Harald JOHSNEN:
Changes
=======
- correct the transparency probleme when old 3d clouds were enabled
(rendering context with an alpha channel)
- changed rain cone orientation, it can now be viewed from helicopter or chase
view (still not tower view)
- clouds are a bit more yellow/red at dawn/dusk
- weather data is now correctly propagated to the interpolator, this correct
visibility, wind, etc
- the 'metar' weather scenario now immedialty reuse the real metar data
- real metar no more overwrite custom weather scenario
ehofman [Sun, 15 May 2005 09:27:00 +0000 (09:27 +0000)]
Harald JOHNSEN:
This is another update for the cloud code, a lot of lines but this time I have started to add the doxygen doc.
Misc
====
- corrected a bug when RTT is not available, the current rendering context was
altered
- if RTT is not available then 3d clouds are not drawn at all
- impostors lighting is now recomputed when the sun changes position
- distant objects are no more seen in front of clouds
- blending of distant clouds is a bit better now
- litle optimization of code (uses a less cpu time)
- use layer wind speed and direction (no more hardcoded wind)
- fov is no more hardcoded
Changes
=======
- clouds (cu only) are dissipating/reforming (experimental)
- compute a turbulence factor that depends on surrounding clouds and type of
clouds (experimental)
- clouds shapes are defined in cloudlayers.xml
- type of clouds present in a layer is also defined in cloudlayers.xml
- cloud layers are generated from metar and other misc. data (in progress)
- added a rain effect around the viewer (enabled in the rendering dialog and
when the metar property says so)
- added a lightning effect (enabled in the rendering dialog) : cb clouds spawn
new lightnings
- added a dialog to select from different weather source : metar/property,
a 'fair weather' environment and a 'thunderstorm' environment.
ehofman [Mon, 9 May 2005 14:31:41 +0000 (14:31 +0000)]
Melchior FRANZ:
Vivian pointed out that a redefined Ctrl-U key binding didn't work
correctly. I found out that this is, because the definition in
$FG_ROOT/keyboard.xml sets <value type="bool"> for binding[1],
and ... [better sit down first!] ... and assigning <value type="double">
in a *-set.xml file doesn't *really* set "double" as new type!
Instead, the boolean is kept, and a double sqeezed into it. In other
words: once tainted as bool, you can throw all doubles in the universe
on a property node, and all it will accept is 0 and 1. Without warning!
BTW: I changed the patch: I was overly cautious: clear_value() does already
care for ties and for setting NONE, so we just need to make that public as
clearValue(), and use that. Makes the patch a bit more verbose, though. :-/
andy [Wed, 4 May 2005 20:17:28 +0000 (20:17 +0000)]
Properly release the mod lock when returning from a runtime error.
Ampere discovered that the interpreter would deadlock at runtime if it
hit such a condition during initialization.
ehofman [Sun, 1 May 2005 08:50:39 +0000 (08:50 +0000)]
Phil Cazzola:
This is a minor bug fix for sgBucketDiff().
If you crossed the bucket size boundary, the answer for dx could be wrong.
E.g.
going from 0:0, 21:7 to 0:7, 21:7 would give you dx = 7 (correct)
but going from 0:0, 21:7 to 0:3, 22:0 would give you dx = 6 (instead of 7)
Previously it differenced the center longitudes of the buckets. When you
cross a boundary, the center point of the larger bucket now lies on the edge of the smaller bucket.
The result was a dx with an integer + 1/2 bucket, which rint() was rounding to the nearest even int.
I have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.
The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.
To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.
The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.
The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.
As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
have done a patch to eliminate the jitter of 3D-objects near the viewpoint
(for example 3D cockpit objects).
The problem is the roundoff accuracy of the float values used in the
scenegraph together with the transforms of the eyepoint relative to the
scenery center.
The solution will be to move the scenery center near the view point.
This way floats relative accuracy is enough to show a stable picture.
To get that right I have introduced a transform node for the scenegraph which
is responsible for that shift and uses double values as long as possible.
The scenery subsystem now has a list of all those transforms required to place
objects in the world and will tell all those transforms that the scenery
center has changed when the set_scenery_center() of the scenery subsystem is
called.
The problem was not solvable by SGModelPlacement and SGLocation, since not all
objects, especially the scenery, are placed using these classes.
The first approach was to have the scenery center exactly at the eyepoint.
This works well for the cockpit.
But then the ground jitters a bit below the aircraft. With our default views
you can't see that, but that F-18 has a camera view below the left engine
intake with the nose gear and the ground in its field of view, here I could
see that.
Having the scenery center constant will still have this roundoff problems, but
like it is now too, the roundoff error here is exactly the same in each
frame, so you will not notice any jitter.
The real solution is now to keep the scenery center constant as long as it is
in a ball of 30m radius around the view point. If the scenery center is
outside this ball, just put it at the view point.
As a sideeffect of now beeing able to switch the scenery center in the whole
scenegraph with one function call, I was able to remove a one half of a
problem when switching views, where the scenery center was far off for one or
two frames past switching from one view to the next. Also included is a fix
to the other half of this problem, where the view position was not yet copied
into a view when it is switched (at least under glut). This was responsible
for the 'Error: ...' messages of the cloud subsystem when views were
switched.
- corrected some strange behavior when playing with the render dialog options
- the density slider is now working : if you are fps limited and still want to see clouds in
the distance you should play with that
- added the choice for texture resolution, its more comprehensible now (before it was
wrongly allways choosing 64x64 textures)
- changed the initial texture size : you now have 64 texture of 64x64, this uses 1Mo of
texture memory (before it was 20 texture of 256x256, that took more memory and there was
not enought impostors)
- sun vector is now right so the lighting is a bit better
- removed useless sort and light computations for impostors, this should save a lot of cpu
- blending of distant cloud is more accurate now
- clouds are now positioned correctly, they don't try to escape you anymore
- no more red/white boxes around cloud
- textures are now filtered (no more big pixels)
- new and updated sources for the new volumetric clouds
- 2 new textures for the clouds
- an update to the render dialog to enable/disable and change a few parameters
for the new clouds
andy [Fri, 22 Apr 2005 21:54:16 +0000 (21:54 +0000)]
Support for a "forindex(idx; list) {...}" construct analagous to
foreach, except that the variable gets the index instead of the list
element. Should be useful, and took almost no code to implement.
Support for operator/assignment syntax: +=, -=, *=, /= and ~= now do
what you think they should.
Library support for a bind() function (see the docs Andy is still
writing), allowing runtime modifications to function lexical
environments.
andy [Tue, 19 Apr 2005 14:19:46 +0000 (14:19 +0000)]
Fix clamping of the minimum hash size, because the Melchior discovered
that the column math goes wacky when lgalloced is allowed to be
zero.
Augment the find() function to take a starting index.
Fix strc() to use a default index of zero.
Fix parser precedence of TOK_MINUS, so that "a-b-1" means (a-b)-1 and
not a-(b-1).
ehofman [Mon, 28 Mar 2005 09:13:45 +0000 (09:13 +0000)]
Melchior FRANZ:
Re-organisation: <diffuse>, <ambient>, <emission>, <specular> are
now groups with members <red>, <green>, <blue>, <factor>, <offset>,
and their <*-prop> forms. Additionally, there's an option <property-base>
that can be used to set a path that is prepended to all <*-prop> paths.
It defaults to an empty string. Rationale: see model-howto.html.
ehofman [Tue, 22 Mar 2005 13:12:51 +0000 (13:12 +0000)]
Melchior FRANZ:
here is the promised material animation. It looks a bit longish, but that
wasn't avoidable -- there are simply too many parameters to consider. I tried
hard, though, to make the animation fast by only doing the necessary stuff.
It doesn't affect the frame rate here with my test model. The animation is
heavily based on Jim's "material-emission" animation.
* implementation of the "material" animation (this required to make the
texture path available) + documentation update ($FG_ROOT/Docs/)
* fix some more return values (texture animations, and select) for the
shadow problem (and some in anticipation of other problems :-)
* fix compiler warning
ehofman [Sat, 19 Mar 2005 10:19:30 +0000 (10:19 +0000)]
Melchior FRANZ:
the cause for the disappearing shadows is, that SimGear doesn't tell plib
to call the pre-traversal-callback function on culled objects. These calls,
however, are necessary to execute the transform animation that does, for
example, translate a shadow back into the frustum! Curretnly, the callback
is only executed, and the shadow only magically pops up again, when the object
enters the frustum because the view has changed significantly.
The plib documentation does only talk about TRUE and FALSE for possible
return values from the pre-traversal-callback. But src/ssgEntity.cxx reads
like this:
int ssgEntity::preTravTests ( int *test_needed, int which )
...
int result = (*preTravCB)(this,which) ;
if ( result == 0 ) return FALSE ;
if ( result == 2 ) *test_needed = 0 ;
...
So the return value needs to be 2 to bypass the cull test for pretraversal,
and get the pretraversal in any case. I only changed the return values in
four animations: scale, rotate, translate, and range, because these are
the most likely to move an object out of the frustum. It's not necessary
for blend/alpha/texture manipulation etc. Of course, this is a bit more work
for plib, but the performance will probably not be affected, because:
* these four animations are mainly used for the aircraft model (the spin
and billboard (trees!) animations are not affected)
* the number of extra nodes to process is quite low
* a part of the time spent for the extra nodes to be processed, was before
used for workarounds that are now not necessary any more
andy [Fri, 11 Mar 2005 20:39:07 +0000 (20:39 +0000)]
Fix the fixes. Note that "." had the same problem as "+" and "-", and
that we can still match non-identical constants if they are both
strings with the same numerical value.
andy [Fri, 11 Mar 2005 19:07:06 +0000 (19:07 +0000)]
Don't parse the strings "+" and "-" as numerical zeros. Also fix the
code generation of constant objects to use real identity and not Nasal
equality, so (e.g.) the constants 1 (number) and "1.0" (string) do not
get turned into the same object in the generated code.
ehofman [Thu, 10 Mar 2005 08:58:48 +0000 (08:58 +0000)]
Ima Sudonim:
I have (hopefully) generated a patch for a previously mentioned simgear problem for a hang condition in mac os x. Mentioned in <http://baron.flightgear.org/pipermail/flightgear-devel/2005-February/ 035004.html>
Note the color entries are the emissive colors when the "property" value is
1.0. They are useful for tinting the light. The "property" itself must be
float or double and is clamped to values between 0 ~ 1.0 inclusively. The
"property" value is multiplied against the colors to get the actual material
properties. Thus property value 0.0 = darkest, and 1.0 = brightest.
ehofman [Thu, 27 Jan 2005 10:47:09 +0000 (10:47 +0000)]
Melchior FRANZ:
If alcOpenDevice( NULL ) is NULL, then context is never assigned a
value, and it's pointless to ask for it in the next "if". But as the
ALCcontext that context points to doesn't seem to be fully defined
(OpenAL bug), valgrind still complains ...
Erik Hofman:
Extend this some further and define context=0 otherwise and check for
context != 0 before using it.
ehofman [Thu, 27 Jan 2005 10:42:31 +0000 (10:42 +0000)]
Melchior FRANZ:
Trying to find the bug in tower.cxx (that crashes fgfs quite frequently
for me!), I'm playing with valgrind again. Until I'm in the ATC subsystem
there will be some other bugs and nitpicking along the way.
valgrind doesn't like that imgage->tmp is once allocated with new and
once with new[], sometimes with malloc() (via map), and sometimes freed
with delete (not delete[]!) and sometimes with free(). With simple types
such as GLubyte this shouldn't really make a difference, but anyway.
Also, I promised that I'd send patches for "if (foo) delete foo;" as
I'm making other changes to concerned files. texture.cxx is one with a
few occurrences thereof. (Remember: C++ explicitly allows to delete
null-pointers, so this check is redundant, and hence not tolerated in
other projects, such as KDE. Doesn't have to impress us, of course. :-)
andy [Tue, 25 Jan 2005 22:37:22 +0000 (22:37 +0000)]
Move error handling in setupFuncall above the stack frame creation.
The error properly belongs to the enclosing scope, not the called
(non-)function. This bug was fixed a few months back in my private
tree, but Melchior just discovered that the new Concorde scripts
tickle it. I really need to re-synchronize SimGear with my own Nasal
tree...
ehofman [Mon, 24 Jan 2005 15:51:37 +0000 (15:51 +0000)]
Erik Hofman
1. Remove the dependency on alut which (on certein platforms) might pose
some restrictuons on commercial use.
2. Create a sound source just prior to playing the sound and destroy it
again when the sound has stopped. This should greatly reduce the
error reports from Windows users.
ehofman [Thu, 20 Jan 2005 09:28:04 +0000 (09:28 +0000)]
Melchior FRANZ:
The following patches to SimGear & FlightGear ...
- create an FGMetar abstraction layer, whose purpose is:
* provide defaults for unset values
* interpolate/randomize data (GREATER_THAN)
* derive additional values (time, age, snow cover)
* consider minimum identifier (CAVOK, mil. color codes)
- add rain/hail/snow/snowcover support on the METAR side
- add max age of METAR data handling (currently set to
- add support for an external METAR cache proxy server
- add CAVOK handling
- set missing year/month in regular METAR messages
- fix a small bug in metar.cxx (wrong return value)
ehofman [Fri, 14 Jan 2005 13:36:38 +0000 (13:36 +0000)]
Add a make_grayscale function and call it from make_normalmap automatically, removing the need to do it make_grayscale prior to calling make_normalmap.
curt [Tue, 11 Jan 2005 16:02:39 +0000 (16:02 +0000)]
- Fix a couple oops's in cloud.cxx
- In sky.cxx blend low density cloud layers (few/scattered) into nothing (but
don't touch visibility distance) as we approach them so we can fly through
clean.
- For high density cloud layers (broken/overcast) we do not fade the layers
out, but we fade visibility to nearly nothing as we approach the layer.
curt [Tue, 11 Jan 2005 15:21:58 +0000 (15:21 +0000)]
Add a method to SGCloudLayer to set overall cloud alpha. This gives us the
capability to slowly fade a cloud layer in or out.
We use this effect in combination with lowering visibility as we approach
a cloud layer to hide the fact that it is simply a 2d textured polygon being
drawn across the sky.
david [Mon, 10 Jan 2005 23:34:52 +0000 (23:34 +0000)]
Do not reduce visibility when passing through a 'few' or 'scattered'
cloud layer (i.e. <50% coverage). This is a quick hack rather than a
proper fix, but it will at least make it possible to get above a
scattered layer VFR.
ehofman [Sat, 8 Jan 2005 11:47:19 +0000 (11:47 +0000)]
Frederic Bouvier:
It comes to me that the bulk of all problem reports, especially from Windows users, have it's cause in an obsolete sound driver. These messages should direct them to the right solution before complaining.
ehofman [Thu, 23 Dec 2004 13:32:01 +0000 (13:32 +0000)]
Melchior FRANZ:
My recent fix for the load/save fgfs.sav feature was a bit too ambitious.
While aliases lead to abortion before, I tried to copy them properly,
although this wasn't a requirement. Unfortunately, this seems to have
worked for absolute aliases only, not for relative ones, and hence broke
several panel instruments. The attached patch backs most of the previous
patch out again, and goes a simpler route: just ignore aliases.
ehofman [Sun, 19 Dec 2004 10:19:14 +0000 (10:19 +0000)]
Melchior FRANZ:
fgLoadFlight() loads a property file ("fgfs.sav") to a new property tree,
and then copies that over to the main tree. copyProperties() didn't know
how to handle type SGPropertyNode::ALIAS and hence threw an exception that
made fgfs abort.
The attached patch adds support for ALIAS to copyProperties(): aliased
nodes are created in the target tree if necessary, and then linked like in
the source tree. It seemed useful to add an optional argument to
props.[ch]xx/getType() that would indeed return the property type "ALIAS"
for aliased nodes, and not the type of the node that it refers to. The patch
also fixes a bug in writeNode() that caused extra lines after alias entries.
If there's resistance to the change to getType() (David?) I can easily use
isAlias(). This just makes copyProperties() a tad uglier, but I can live with
it. It's useful for scanning a tree, though, if an alias node can be treated
exactly like all other nodes, without automatic redirection.