Channel Configuration
Introduction
Channels are configured via text files in Nova. Most channel configurations following a similar structure outlined within this section.
Configuration
To setup a channel in Nova several tokens and files are required.
Cluster File
Each channel within the system is defined within the cluster file. This section contains many of the basic channel properties such as window size, field of view, orientation, etc. Below is a listing of the available tokens.
Token | Description | Valid Values |
|---|---|---|
CHx_NAME | The name of the channel | A string with no spaces. Some special characters are allowed such as “-” and “_”. |
CHx_IGMODE | The type of channel |
|
CHx_WINSIZE_X | The X resolution of the channel | Integer |
CHx_WINSIZE_Y | The Y resolution of the channel | Integer |
CHx_WINPOSX | The upper left starting position of the channel | Valid Integer Position withing the computer desktop |
CHx_WINPOSY | The upper left starting position of the channel | Valid Integer Position withing the computer desktop |
CHx_OFFSET_HOR | The horizontal offset of the channel | -180.0 to 180.0 |
CHx_OFFSET_ROLL | The roll of the channel | -180.0 to 180.0 |
CHx_OFFSET_VERT | The pitch of the channel | -180.0 to 180.0 |
CHx_PIXEL_DEPTH | The bit depth of the channel | 32 = 8 bit 30 = 10 bit |
CHx_ZBUFFER_DEPTH | The Z buffer depth of the channel | 32 |
CHx_MULTISAMPLE_MODE | The anti-aliasing setting of the channel. For render channels the typical setting is 8X. | OFF, 2X, 2X5TAP, 4X, 4X9TAP, 6X, |
CHx_TIME_OFFSET | Additional time offset (in msec) applied. Normally | 0.0, 4.166, 8.333 |
CHx_PCI_ADDRESS | The PCI address of the GPU to target Nova window Valid Formats = | DDDD:bb:dd bb:dd (DDDD is assumed to be 0 if specified in this format) |
CHx_SWAP_INTERVAL | Sets the number of VBlank periods between buffer swaps | 1: Normal Operation 0: Disable VSync |
CHx_SENSORHOST_RETURN | For several NVG Stimulated channels this is set to ON for the primary channel and all other channels are set to OFF. | ON, OFF |
Weapon Configuration
If weapon channels are defined their configuration will also be defined within the cluster.cfg file. This definition applies to sensor channels and any channel that will have a different paging center from the primary eyepoint (ownship). Below is an example of a Weapon Channel with ID 3.
##########################################
#Weapon 3 - MWIR Pod
##########################################
Weapon3_Name "MWIR Pod"
Weapon3_SensorIdList 3
Weapon3_SensorHostDllList comboSensorHost.dll
Weapon3_ConfigSensorHostInterfaceFileList config_sensorhost_if_combo.cfg
Weapon3_DigitalSensorResolutionX 2048
Weapon3_DigitalSensorResolutionY 2048
Weapon3_DigitalSensorNumSamples 4
Weapon3_DigitalSensorReadbackLevel 5
Weapon3_DigitalSensorPolygonAspect 1.25
Weapon3_DigitalSensorPreStabArrayAspect 1.0
Within the software directory there are cluster file template references to aid in the setup of various channels.
E:\CM\software\<version>\data\versions\baseline\cluster_template.cfg
E:\CM\software\<version>\data\versions\baseline\cluster_template_SMVP_combos.cfg
IGConfig Entry
Each channel is defined within the igconfig.ccfg file. This file tells the aeAdmin application which channels to load when starting a configuration.
Channel Override File
Each channel has an override configuration file which is specified in the igconfig.ccfg file. The purpose of the override configuration file is to load up all of the channel specific system tokens. This file also allows the user to change settings only for that specific channel.
Each channel override file typically includes at least two main files to represent the hardware type and node type.
For a standard OTW channel running on a Nucleus system these files would look similar to the following. The files references are relative to the software branch on the system under E:\CM\software\<versions>\data\
INCLUDE versions/n8.0/renderOTW.cfg
INCLUDE versions/n8.0/nucleus.cfg
After the included base files additional tokens can be added to the override file which will only affect that channel. Most of the time tokens are added for performance or visual fidelity of the scene. Turning down or even off some advanced features will help with performance.