but it doesn't. Trying the apple approach to fixing isnan results in an
infinite loop (making me wonder what happens on OSX?) This is an alternative
approach to checking isnan() on freebsd ...
Under rare circumstances we could encounter a non-cooperative external fdm
that could trigger this condition. This patch catches the problem and returns
rather than letting FG get killed.
I was not very happy with the size of the halo, so
I created a new animation to control it. Now we can
control the scale value with the distance from the
viewer to the object. The towers are now beginning to
look good. They might need some tuning though. If
you want to play, locate in radio-*.xml this code :
<animation>
<type>dist-scale</type>
<object-name>RedLight.2</object-name>
<interpolation>
<entry><ind>0</ind><dep>0.1</dep></entry>
<entry><ind>500</ind><dep>0.3</dep></entry>
<entry><ind>16000</ind><dep>3</dep></entry>
</interpolation>
</animation>
You get the idea ? ind is the distance, dep is the
resulting scale value.
The medium tower appears brighter than the tall one,
because the lights are closer to each other. Maybe
they need a smaller scale factor at distance. Feel
free to modify these values if you find a better
setup.
About the code : I renamed flash to custtrans because the
ssg branch is now less specialized. It needs a callback
to compute the so called 'custom transformation'. It can
be used for the SGFlashAnimation and the new
SGDistScaleAnimation. So please cvs remove flash.[ch]xx and
add custtrans.[ch]xx. I also undo some of the code I send
you yesterday that was totally useless. It is replaced by
something simpler and that works.
There is also a patch to matmodel.cxx. This is not related
and was something I forgot. Its purpose is to set the
alpha test on material billboard models that are likely to
be trees to lessen a transparency weird effect with clouds.
I modified the included animation.cxx to have a randomly displaced
time origin, to break the unison. And the flashing period is also
random as you noticed. I also put all the flashing light of the pole
in the same animation so they flash in the same rhythm.
Fix a memory leak, and brownian animation, if not motion.
I have 2 new files : personality.[ch]xx . They store the personality
data that would be deleted when the object is destroyed, instead
of staying in the animation maps. I also manage the current animation
step better and the towers are not flashing randomly now.
Makefile.am is updated.
modellib.cxx :
Add a branch between the model and its transformation to add
a unique identifier for the model. I called it "personality
branch" and it maintains a "current_object" in SGAnimation.
Animations specifically written to support it ( currently only
the timed animation ) can add a degree of variety among the
occurrences of the same model that would look otherwise cloned.
flash.[ch]xx :
Better compute the view vector. The flash is now syncronized with
its axis even at the edge of the screen.
animation.[ch]xx :
Lots of changes :
- add a condition to 'rotate', 'spin', 'translate' and 'range'.
When a condition is specified *and* it evaluates to false, the
animation becomes a no-op. Possible usage : no rotation during
daylight, LOD range variable along the day, ...
- use different durations for each branch in the timed animation.
Enable the use of multiple <branch-duration-sec>, one for each
<object-name> specified. Usage : strobes with flash light.
- allow randomization of the <branch-duration-sec>, by using
<random><min>_min_value_</min><max>_max_value_</max></random>.
The value computed once is between _min_value_ and _max_value_.
- implement model personality in timed animation. If
<use-personality type="bool">true</use-personality> is specified,
a different set of duration is created for every model in the
scenegraph using this animation. Best if used with randomization.
When using strobes where the population of the same object is
dense, it avoids the "cheasy" clone effect.
This allows us to "place" cockpit sounds. For example, we can make left
engine sound come out of the left speaker, right engine out the right
speaker, etc.
sound manager. The interface was simplified and cleaned up a bit, and I
haven't back ported these changes to the plib sound wrappers ... we could
I suppose if someone really had a problem, but I haven't seen anything so
far that would indicate the extra effort is worth it.
gcc 3.4 has changed the rules for unqualified template name lookup. This
affects SGQueue.hxx. The changes I've made are backwards compatible with
earlier gcc versions. Everything else compiles pretty much okay except for a
few warnings. The resultant executable seems a bit faster too.
points are too close together, this routine can return a course of "nan"
but the distance is valid. Someday someone who understands the math should
rewrite the gc_calc_course_dist() routine so it is more robust, but for now
it's easiest to simply check for a nan result and code around the limitation.
So as you passed through the target glide slope from low to high it would
be colored: red -> white -> small range of transition to red -> white.
Now it goes the right way so you get: red -> smooth transition to -> white.
You can tell you are getting high if you see the bottom vasi start to turn
pink ... etc. etc. hopefully just like in real life.
- SkyContext.[ch]pp needs to query the window size, but apparently doesn't
do anything with it. We can hard wire a size and the cloud code seems to
behave fine.
- SkyLight.[ch]pp depends on glut_shapes so I copied over the code so it
can access those routines locally. (The routines that are used are
simply combining calls to libGLU.a
- Added documentation for SGCloudLayer
- Updated the SGSky interface a bit to make it more sensible, flexible,
and generic. This requires a code tweak on the FlightGear side as well.
the dimensions provided.) We draw the sky dome before everything else
and draw it with depth buffer off so it really doesn't matter, but it just
makes a little more sense this way.
Updated a few doxygen comments.