[Flightgear-devel] triplicate code

2010-02-07 Thread John Denker
Do we really need three pieces of code that try to do the
same thing?



simgear/props/props_io.cxx: static const char * getTypeName 
(simgear::props::Type type)

src/Network/props.cxx:  static string getValueTypeString(const 
SGPropertyNode *node)

src/GUI/property_list.cxx:  static string getValueTypeString( const 
SGPropertyNode *node )


==


commit 92b369deb2654351ce4e385a773ccbe01113ce14
Author: John Denker j...@av8n.com
Date:   Sun Feb 7 02:37:55 2010 -0700

Export the code that translates the _type_ of a property node
to a human-readable string.

diff --git a/simgear/props/props_io.cxx b/simgear/props/props_io.cxx
index 48244c7..214d73f 100644
--- a/simgear/props/props_io.cxx
+++ b/simgear/props/props_io.cxx
@@ -410,9 +410,10 @@ void readProperties (const char *buf, const int size,
 #define INDENT_STEP 2
 
 /**
- * Return the type name.
+ * Convert the _type_ of a property node
+ * to a human-readable string.
  */
-static const char *
+const char *
 getTypeName (simgear::props::Type type)
 {
   using namespace simgear;
diff --git a/simgear/props/props_io.hxx b/simgear/props/props_io.hxx
index b619c04..22c0cfb 100644
--- a/simgear/props/props_io.hxx
+++ b/simgear/props/props_io.hxx
@@ -68,6 +68,13 @@ void writeProperties (const std::string file,
 bool copyProperties (const SGPropertyNode *in, SGPropertyNode *out);
 
 
+/**
+ * Convert the _type_ of a property node
+ * to a human-readable string.
+ */
+const char *
+getTypeName (simgear::props::Type type);
+
 #endif // __PROPS_IO_HXX
 
 // end of props_io.hxx


--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Patch for generic.cxx

2010-02-07 Thread Erik Hofman
Mirko Stanisak wrote:
 Hello everybody,
 
 I'm currently working on interacting flightgear with other applications. For 
 this I use the generic protocol via UDP like this:
 
   fgfs --generic=socket,out,10,localhost,1234,udp,exchange --
 generic=socket,in,10,localhost,1235,udp,exchange
 
 where exchange.xml is my XML protocol definition. Unfortunately, the in 
 declaration produced a never ending loop. Thus, I propose this little patch 
 for inclusion in CVS.

Thanks, I've committed a different patch that should do the same. 
Problem with your solution is that the ascii parser didn't retrieve all 
queued packaged like before.

Erik

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] configuration snafu

2010-02-07 Thread leee
On Saturday 06 Feb 2010, Ron Jensen wrote:
[snip...]

 ./configure --datadir=$parent/bogus \
 --with-osg=$parent/usr  \
  --with-simgear=$parent/usr  \
  --with-plib=$parent/usr \
 --prefix=$parent/usr

 Isn't exactly a stock setup...  And neither is shuffling
 libraries into non-standard directories.

  The system does not seem to be highly customised and generating
  a makefile that doesn't work cannot be passed off as just not
  working in the way expected.

 The issue seems to be the makefile expects to find OSG's
 libraries in $parent/usr/lib where they were specified to be, and
 he/his system placed them in a non-standard place.  Look at his
 command line again.


 g++  -g -O2 -I/games/orig/usr -D_REENTRANT  -L/games/orig/usr/lib
 -L/usr/X11R6/lib -L/usr/local/lib -o est-epsilon est-epsilon.o
 -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11 -lrt
 -ldl -lm -losgFX -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi
 -lXext -lX11 -lrt -ldl -lm
 /usr/bin/ld: cannot find -losgFX

 He *told* it osg was in $parent/usr/ (and I am assuming
 $parent=/games/orig) and the makefile is telling g++ to look in
 -L/games/orig/usr/lib for libraries.


But isn't one of the tasks of ./configure to test that it can find 
the libs it needs, and isn't this the real problem?

Is it not the case that ./configure has run ok, presumably believing 
that it has found the libs it needs, but then generated a makefile 
that fails because it can't find them?  That was what I thought the 
problem was.  Using non-standard configurations is far from 
forbidden on linux; that's why there are options (parameters) to 
override normal defaults, but ./configure should be checking for 
consistency and failing when it finds inconsistency, not giving the 
appearance that all is well.

LeeE

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] configuration snafu

2010-02-07 Thread Erik Hofman
leee wrote:
 But isn't one of the tasks of ./configure to test that it can find 
 the libs it needs, and isn't this the real problem?
 
 Is it not the case that ./configure has run ok, presumably believing 
 that it has found the libs it needs, but then generated a makefile 
 that fails because it can't find them?  That was what I thought the 
 problem was.  Using non-standard configurations is far from 
 forbidden on linux; that's why there are options (parameters) to 
 override normal defaults, but ./configure should be checking for 
 consistency and failing when it finds inconsistency, not giving the 
 appearance that all is well.

Agreed. I'll see if I can fix it somewhere this week (unless someone 
else beats me to it).

By the way: I don't dislike the idea of switching to CMake but I have no
experience in creating configuration files for it myself.

Erik

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] configuration snafu

2010-02-07 Thread Geoff McLane
Hi All,

Wow, don't you love it when a topic generates
real interest. I count over 30 posts on this
so far... and I can not help but add one more ;=))

To try to directly address the problem as posted
on - 
 http://www.av8n.com/fly/fgfs/htm/bug-list.htm#bug-64bit 
the case of a 'missing' osgFX

So the question is where is osgFX installed?
And this, as others have pointed out, would
depend on what was fed to cmake, if OSG is
compiled from source, or where the package
manager put it...

I suspect it is in a 'lib64' folder, either
/usr/lib64 or maybe /usr/local/lib64, or
/games/orig/usr/lib64

Why OSG cmake does this I have no idea. Maybe cmake
thinks it is being 'smart' ;=()

If it is in /games/orig/usr/lib64, and there
is no /games/orig/usr/lib, or it is empty,
then creating a link lib - lib64 with
/games/orig/usr $ ln -s lib64 lib
will get the compile/link to complete.

If it is in /usr/lib64 or /usr/local/lib64,
then we know there is already a
/usr/lib and /usr/local/lib, so the 'link'
solution can NOT be used. I guess the
only solution for this would be to
move everything out of the 'lib64' into
lib... or indeed into somewhere like -
/games/orig/usr/lib[64]

And be aware, except for the /usr/lib move
you will then have to add a 'fix' when ever
you run 'fgfs', since now the dynamic shared
runtime library loader will also not be
able to find osgFX, and all the other
OSG shared libraries...

To run 'fgfs' you will have to do -
export LD_LIBRARY_PATH=/games/orig/usr/lib64
or
export LD_LIBRARY_PATH=/games/orig/usr/lib
if you created the suggested 'link'.

And this will also apply when you run
say fgviewer, or others that depend on
the OSG shared libraries, so can be a bit of
a pain... 

Or this can be made 'permanent' by adding 
another say osg.conf to /etc/ld.so.conf.d
since my /etc/ld.so.conf contains a line -
 include /etc/ld.so.conf.d/*.conf
Something I think maybe cmake OSG should have
done...

Now whether or not this can be classified
as a FG 'bug' is a mute point. As Lee and
others have pointed out, I do think FG auto
configuration could have a check for say osgFX,
or osgDB, and politely exit with message before 
it is seen in the actual compile/link...

I have NO problems compiling, linking,
and running in my Ubuntu 64-bit, and
to share how I get around all this -
$someroot in my case is '/home/geoff/fg/fg7'
but can be just about anything...

1. OSG - I use -
cmake -D CMAKE_BUILD_TYPE=Release -D CMAKE_CXX_FLAGS=-O3 \
-D CMAKE_C_FLAGS=-O3 \
-D CMAKE_INSTALL_PREFIX:PATH=$someroot/install/OSG281

This installs the OSG libraries in
$someroot/install/OSG281/lib64
And the OSG headers are thus installed in
$someroot/install/OSG281/include
and say osgviewer binary in
$someroot/install/OSG281/bin

Then in this folder $someroot/install/OSG281
I make a link lib - lib64

2. PLIB
./configure --prefix=$someroot/install/plib \
--exec-prefix=$someroot/install/plib

3. SG
./configure --prefix=$someroot/install/simgear \
--exec-prefix=$someroot/install/simgear \
--with-osg=$someroot/install/OSG281 \
--with-plib=$someroot/install/plib \
--with-jpeg-factory \
--with-boost=$someroot/install/boost

4. FG
./configure --prefix=$someroot/install/fgfs \
--exec-prefix=$someroot/install/fgfs \
--with-osg=$someroot/install/OSG281 \
--with-simgear=$someroot/install/simgear \
--with-plib=$someroot/install/plib

This is using OSG release 281, but this approach
gives me the flexibility of using the later
282, of even the OSG svn trunk... likewise with
various release versions, or svn, of plib... 
perhaps the only case for using non-standard 
directory installations...

Of course, I have ALL this in a script -
 http://geoffair.net/tmp/makefg 
so I do NOT have to remember each time... and
that script generates a run_fgfs.sh
script, that does the export LD_LIBRARY_PATH
thingy before running fgfs...

And as you can read in that script, I have
a 'switch' to install OSG in the 'standard'
path, /usr/lib etc, but never got that working ;=()

I will add and test a few additions to
configure.ac to 'search' for the OSG libraries,
like we do for most others, and present it
shortly... and maybe others, like Erik says, have
ideas on this... maybe it would also be possible to
ferret out even a 'lib64' installation...

HTH,

Regards,

Geoff.



--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] configuration snafu

2010-02-07 Thread Martin Spott
leee wrote:

 But isn't one of the tasks of ./configure to test that it can find 
 the libs it needs, and isn't this the real problem?

Yup, and if it doesn't find OSG libraries, then it'll be going to write
approx. eight messages in sequence about OSG libraries not being found.

The only point which might be debatable here is wether you'd expect
'configure' to exit ungracefully at this point for those users who
don't care to understand 'configure's output. BUT those who don't are
probably not the primary target group for compiling FlightGear and all
it's dependencies from source.
BTW, FlightGear's 'configure' behaves similarly wrt. other libraries -
seems to be like being the FlightGear way of dealing with missing
libraries,

Martin.
P.S.: The compile-time linker on Debian/Lenny/AMD64 is happily going to
  pick the libraries from /usr/lib64/ if you move the files there.
  You just have to point the runtime-linker at the directory in
  order to start FlightGear.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] configuration snafu

2010-02-07 Thread Martin Spott
Geoff McLane wrote:

 Why OSG cmake does this I have no idea. Maybe cmake
 thinks it is being 'smart' ;=()

OSG is destined to compile and work on a lot more Unix systems than
those who are supported by FlightGear (at least nowadays, we were
having a few more in the past).
Quite a few of these systems are following conventions about the naming
of library-directories which are different from the respective habits
on Linux. Thus, storing 64-bit libraries in $prefix/lib64/ (on
platforms which might support different word-sizes) doesn't look that
bad as being cross-platform solution,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] configuration info (svn part)

2010-02-07 Thread Jari Häkkinen
Wow, what a debate. This is a reply to an early post in this thread.


On 2/5/10 6:21 PM, Martin Spott wrote:
 Jari Häkkinen wrote:

 Actually I think subversion support in terrasync should be removed
 altogether or fixed. If removed then all svn checks could be removed.

 Oh my, could you _please_ stop this litany ? One posting of this sort
 per day should really be enough, two or more are a nuisance. According
 to my experience you're trying to make people throw the baby out with
 the bath water, which is not appropriate here.

Well, I am only trying to suggest improvements to the code/build 
environment. I think this is the first time I actually suggest a feature 
to be thrown out. I remember trying to convince developers to remove 
dependencies on PLIB parts that are implicitly stated to not being used 
according to the fg build instructions. I have suggested that some code 
should be conditionally built (i.e. by doing make check). I had a few 
more posts but my hope and intent is that my postings actually improves fg.

Nae, sorry Martin I have something more to say about terragear and 
subversion. I posted my previous message with a few things in mind

1) Document for other newcomers (I been around for one year soon but 
still consider me a fg code beginner since I only look at the code 
occasionally) that there are some strange features wrt subversion and 
terragear. They might catch this thread through their favourite search 
engine.

2) I wanted to report the bug (oups there I used the nasty word) in 
terrasync ... it locks directories. I gave a reference to another 
posting where I think it was clear that the issue was not being fixed by 
the father of the baby.

3) Also, on my machine with subversion development libs the 
configuration script fails out of the box. Therefore I attached a patch 
for others to use or ignore.

4) I also acknowledged the fact that Geoffs was right but I wanted to 
highlight that the terragear flaw is still valid. Geoffs response to my 
posting explains why he is not experiencing the issues I see.


 If we were to drop every feature which _might_ occasionally have a
 malfunction here or there, then we would end up with having no
 FlightGear at all,

The problem is that the terrasync issue happens almost every time I run 
fg but then of course terragear is started each time I run fg (even for 
short tests). There are many directories to sync each time terrasync stars.

I don't want to drop features and I am crazy enough to run terragear 
with the current subversion flaw ... hoping it will be fixed some day. 
Am I the only one using subversion built-in terragear?


Cheers,

Jari


--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] MP Errors

2010-02-07 Thread Pete Morgan
With ATC2, I keep getting a Nasal error, which results in having to restart.

Nasal runtime error: nil used in numeric context  
  at /home/flight-sim/flight-gear-9/data/Nasal/multiplayer.nas, line 285

http://code.google.com/p/flightgear-bugs/issues/detail?id=51

kind regards
Pete

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Outerra

2010-02-07 Thread Heiko Schulz
Hi,

Just for those who wants to know what's going on in the flight sim world:
Outerra is a new 3d-engine for seamless planet rendering.

They included JSBSim, so it can be used as Flight Sim. 

It is still in developement, but they hope it will be used in any games and 
sims in near future. 
There is a demo planned for the next few weeks.

I wonder if we can use this with FGFS as well ;-)
But it seems that the new technics used shows the future of flight sims 
graphics and abilities


Cheers
HHS


still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

__
Do You Yahoo!?
Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen 
Massenmails. 
http://mail.yahoo.com 

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Outerra

2010-02-07 Thread Jon Stockill
Heiko Schulz wrote:
 Hi,
 
 Just for those who wants to know what's going on in the flight sim world:
 Outerra is a new 3d-engine for seamless planet rendering.
 
 They included JSBSim, so it can be used as Flight Sim. 
 
 It is still in developement, but they hope it will be used in any games and 
 sims in near future. 
 There is a demo planned for the next few weeks.
 
 I wonder if we can use this with FGFS as well ;-)
 But it seems that the new technics used shows the future of flight sims 
 graphics and abilities

Very impressive. I wonder how well it handles more urban environments. 
The screenshots of the road rendering are very nice.

Jon


--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Outerra

2010-02-07 Thread James Sleeman
Heiko Schulz wrote:
 Just for those who wants to know what's going on in the flight sim world:
 Outerra is a new 3d-engine for seamless planet rendering.


Wow, the video on the page: http://outerra.blogspot.com/ is amazing if
it's real time.

That's what a dense forest should look like.
And that grass textures!
And look at the shadow when they fly along lowly, that slightly bumpy 
ground surface.

These are the 3 biggest things I've always been ultimately disappointed
by in any flight sim.

Wow!




--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] property browsing

2010-02-07 Thread John Denker
Hi --

I made multiple improvements to the http property browser.
 -- much easier to navigate up the tree
 -- clearer indication of property type
 -- possible to re-examine property that has just been set

See
  http://gitorious.org/~jsd/fg/sport-model/commits/sport



=


Some minor mysteries I encountered while testing the property browser:

 *) What is the difference between /rendering and /sim/rendering?
Is there any available guidance about which should be used
for what?

 *) What is /models ?

 *) What is /orientation/yaw-deg ?
Is it supposed to be related to heading, or to slip angle, or 

 *) It appears VEC3D and VEC4D property types are defined, but
   -- they are not fully supported
   -- there are no examples of them in the main property tree 
(globals)
   -- there is some code in simgear/scene/material/mat.cxx and
./Effect.cxx that does a few things with them.
   -- There is no nasal support at all.

   Is that about right?  Are there plans to promote these types
   to fully-supported status?


--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] property browsing

2010-02-07 Thread Pete Morgan
yo John Denker

We are working on the same goal, in identifying bugz, and other little 
imperfections ;-)

Please join  the google code bugs experiment for FG = R+D. ie a list of 
bugs. Its an independant tangent, like your spreadsheet, except its 
online and you can use it also..
http://code.google.com/p/flightgear-bugs/issues/list

Hopefully, together, we'll be creating them issues, and then crossing 
them off soon, however superfrivilouis or indeed majour, then once their 
fixed,  and TESTED and valid via quality control; then issue is 
removed. Have and industrial view against FG.

I started inputing monsiour spreadsilksheet issues, I started at the 
top , then after a while,  started from the bottom up; only to realise 
that bottom issues were resolved issues, so I had to delete a load of 
them, and that miffed me.

Its therfore probably best if we can all work at the issues together, 
so we can figure it out, and like a pinot, sniff, then determine who 
has the cork and point to the right team to hopefully fix it.

se lav vie, chow, bella,
pedro ;-)





John Denker wrote:
 Hi --

 I made multiple improvements to the http property browser.
  -- much easier to navigate up the tree
  -- clearer indication of property type
  -- possible to re-examine property that has just been set

 See
   http://gitorious.org/~jsd/fg/sport-model/commits/sport



 =


 Some minor mysteries I encountered while testing the property browser:

  *) What is the difference between /rendering and /sim/rendering?
 Is there any available guidance about which should be used
 for what?

  *) What is /models ?

  *) What is /orientation/yaw-deg ?
 Is it supposed to be related to heading, or to slip angle, or 

  *) It appears VEC3D and VEC4D property types are defined, but
-- they are not fully supported
-- there are no examples of them in the main property tree 
 (globals)
-- there is some code in simgear/scene/material/mat.cxx and
 ./Effect.cxx that does a few things with them.
-- There is no nasal support at all.

Is that about right?  Are there plans to promote these types
to fully-supported status?


 --
 The Planet: dedicated and managed hosting, cloud storage, colocation
 Stay online with enterprise data centers and the best network in the business
 Choose flexible plans and management services without long-term contracts
 Personal 24x7 support from experience hosting pros just a phone call away.
 http://p.sf.net/sfu/theplanet-com
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
   


--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Outerra

2010-02-07 Thread Gene Buckle
On Mon, 8 Feb 2010, James Sleeman wrote:

 Heiko Schulz wrote:
 Just for those who wants to know what's going on in the flight sim world:
 Outerra is a new 3d-engine for seamless planet rendering.


 Wow, the video on the page: http://outerra.blogspot.com/ is amazing if
 it's real time.

 That's what a dense forest should look like.
 And that grass textures!
 And look at the shadow when they fly along lowly, that slightly bumpy
 ground surface.

That is just astonishing.  These guys have done a fantastic job too.

g.

-- 
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.

ScarletDME - The red hot Data Management Environment
A Multi-Value database for the masses, not the classes.
http://www.scarletdme.org - Get it _today_!

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Issue 57 in flightgear-bugs: Font selection in ATC

2010-02-07 Thread flightgear-bugs

Comment #2 on issue 57 by pedromorgan: Font selection in ATC
http://code.google.com/p/flightgear-bugs/issues/detail?id=57

Why are there font in flightgear? cant it use local fonts ?



--
You received this message because you are listed in the owner
or CC fields of this issue, or because you starred this issue.
You may adjust your issue notification preferences at:
http://code.google.com/hosting/settings

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Issue 58 in flightgear-bugs: New Joystick configuration: SpeedLink SL-6640 Black Widow Flight Stick

2010-02-07 Thread flightgear-bugs
Updates:
Labels: joystick

Comment #2 on issue 58 by pedromorgan: New Joystick configuration:  
SpeedLink SL-6640 Black Widow Flight Stick
http://code.google.com/p/flightgear-bugs/issues/detail?id=58

(No comment was entered for this change.)

--
You received this message because you are listed in the owner
or CC fields of this issue, or because you starred this issue.
You may adjust your issue notification preferences at:
http://code.google.com/hosting/settings

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Outerra

2010-02-07 Thread Arnt Karlsen
On Sun, 07 Feb 2010 21:52:23 +, Jon wrote in message 
4b6f3617.6000...@stockill.net:

 Heiko Schulz wrote:
  Hi,
  
  Just for those who wants to know what's going on in the flight sim
  world: Outerra is a new 3d-engine for seamless planet rendering.
  
  They included JSBSim, so it can be used as Flight Sim. 
  
  It is still in developement, but they hope it will be used in any
  games and sims in near future. There is a demo planned for the next
  few weeks.
  
  I wonder if we can use this with FGFS as well ;-)
  But it seems that the new technics used shows the future of flight
  sims graphics and abilities
 
 Very impressive. I wonder how well it handles more urban
 environments. The screenshots of the road rendering are very nice.

..aye, chk out his videos. ;o)

 
 Jon
 
 
 --
 The Planet: dedicated and managed hosting, cloud storage, colocation
 Stay online with enterprise data centers and the best network in the
 business Choose flexible plans and management services without
 long-term contracts Personal 24x7 support from experience hosting
 pros just a phone call away. http://p.sf.net/sfu/theplanet-com
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

--
The Planet: dedicated and managed hosting, cloud storage, colocation
Stay online with enterprise data centers and the best network in the business
Choose flexible plans and management services without long-term contracts
Personal 24x7 support from experience hosting pros just a phone call away.
http://p.sf.net/sfu/theplanet-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel