Re: [Flightgear-devel] Release candidates

2013-08-31 Thread Vivian Meazza
Stuart

 Sent: 30 August 2013 23:30
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Release candidates
 
 On Fri, Aug 30, 2013 at 11:41 AM, Stuart Buchanan wrote:
  Great work James.  I should have some time to test over the weekend.
 
 
 Did a quick test on a Windows 7 laptop, and generally looked good.  In
fact
 better than good, as under Windows I get x2 the framerate due to a bug in
 the NVidea Linux driver which meant I could run Rembrandt at a decent
 frame-rate (until I switched on random buildings whereupon the frame-rate
 nose-dived)!
 
 A couple of things I noticed from a quick flight with the Zero:
 1) Windows launcher appears to have Rembrandt enabled by default, but set
 via the Advanced properties, rather than having a checkbox on the
launcher.
 Makes it quite difficult for a new user to disable it.  I would have
expected
 Rembrandt to be switched off by default and with a checkbox on the
 Rendering Options section of the launcher to enable it. Caveat: It's
possible
 that I've lost a config file somewhere on my Windows system, so if someone
 else could verify this is the case, that would be great.
 2) There appears to be some invalid scenery around lat:37.228,
lon:-121.9703.
 Scenery triangles are white and the UFO can't determine the material type.
 I'll investigate this further - might be an error in the landclass or
something
 we've got wrong in materials.xml.
 

I've checked RC1 - FGRun here - AFAIKS it just picks up whatever you had
last set in Advanced/Properties - I had Rembrandt disabled and that's what I
got.

Vivian



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[Flightgear-devel] Scripted Installation - An update and a summary of where things stand.

2013-08-31 Thread Pat
Lets review where things stand with the script:



Current commit on team clone:
 download_and_compile.shAug 31 2013 #58ae270 Version
 1.9.12 (Pat)

http://www.gitorious.org/fg/fg-download-and-compile-fgmeta/raw/58ae27079531e69ec48c6df06538559680bd9433:download_and_compile.sh

Contains a fix to a bug found and reported by Arnt.

Additional testing is needed before this can be merged to the main
fgmeta.

A detailed list of the changes in the script version
1.9.12 can be found here:

http://www.gitorious.org/fg/fg-download-and-compile-fgmeta/commit/58ae27079531e69ec48c6df06538559680bd9433
Francesco approved an early version of 1.9.12. There have been
additional small changes made.  

-Pat




For Arnt and others interested in where things are going, the following
summarizes a lot of stuff that's already been said here and elsewhere.

The current official script in fgmeta is 1.9.11 
It builds 2.8.0 as stable and will build next. It would need small
modifications to build 1.9.10 or 1.9.12 

Arnt has requested details on any new design for the directory
structure.  I've given one below, but I'm open to suggestions if you'd
prefer something different.

Here are the design goals:

1.  download_and_compile.sh continues to work exactly as it has in the
past.  It will continue to use the same directory structure unless
the user decides to take an action that causes a new directory
structure to be adopted for subsequent builds.

2.  Minimize the impact on git and svn servers by removing the need to
download multiple copies of sources and data.

3.  Facilitate testing the script with different versions and options.

To meet these goals there are several features being added to the
script.  Some of these are partially in place, some will require
additional changes.

Changes through script version 1.9.12:
=== === == === ===

1. Terminal Window Titles

2. Additional versions of OSG supported

3. Support for any branch, including the soon to be released flightgear
   2.12.0.  2.10.0 is considered stable at this point in time.

4. Use manually placed fgdata copies in the parent of the build
   directory.  

   Copies of fgdata git repositories can be placed in directories
   named fgdata_2.8.0, fgdata_2.10.0, fgdata_2.12.0 and fgdata_2.99.9. 
   
   If download_and_compile.sh is run from a sub-directory of the 
   directory containing the fgdata* directories, instead of downloading 
   a separate copy of fgdata, the script will simply create s symbolic
   link to the correct fgdata git copy.  

   Note that initially all the copies' versions do not have to match
   the directory name.  Any recent version of fgdata will do.  When it
   runs, the script will update the version you are building to be the
   correct version of fgdata.

   This approach to keeping multiple fgdata versions 
   means you never have to download fgdata more than once.  

1. You can blow away a build and not have to redownload fgdata
2. You can have multiple variant builds of a single version all
   using the same fgdata_*/fgdata version
3. You can build different versions of flightgear and still not
   have to download another fgdata

== 
Future Changes:
== 


1. Change the directory structure for sources to allow a single copy of
   the sources to be used for multiple versions and variants without
   having to download the sources repeatedly.

   Similarly to the placement of the fgdata_* copies, create new
   directories for sources: 

fgsrc
which will contain sources for anything native to
flightgear
othersrc 
which will contain sources for plib and as many
versions of OSG as you need.

Builds will be done in a subdirectory, one per variant

It will look something like:

download_and_compile.sh

fgdata_2.10.0
fgdata
fgdata 2.12.0
fgdata
fgdata 2.99.9
fgdata
fgsrc
flightgear
simgear
openrti
fgcom (unless we abandon the separate fgcom)
fgrun
etc.
othersrc
OpenSceneGraph-3.0.1
OpenSceneGraph-3.1.9

plib-1.8.5

variant-2.12.0-openrti
build
install
compilation_log.txt

variant-2.10.0-noopenrti
build
install
compilation_log.txt

variant-master-openrti
variant-master-noopenrti
variant-next-noopenrti
variant-next-noopenrti
and so forth.


Note that with 1.9.12 and later its possible to build the
master branch.

Usage:

cd variant-master-openrti
../download_and_compile.sh [options] [component names]

2. Change the way 

Re: [Flightgear-devel] Release candidates

2013-08-31 Thread Stuart Buchanan
 On Fri, Aug 30, 2013 at 11:41 AM, Stuart Buchanan wrote:
 1) Windows launcher appears to have Rembrandt enabled by default, but set
 via the Advanced properties, rather than having a checkbox on the launcher.
 Makes it quite difficult for a new user to disable it.  I would have expected
 Rembrandt to be switched off by default and with a checkbox on the
 Rendering Options section of the launcher to enable it. Caveat: It's possible
 that I've lost a config file somewhere on my Windows system, so if someone
 else could verify this is the case, that would be great.

On Sat, Aug 31, 2013 at 10:04 AM, Vivian Meazza wrote:
 I've checked RC1 - FGRun here - AFAIKS it just picks up whatever you had
 last set in Advanced/Properties - I had Rembrandt disabled and that's what I
 got.

Ah good - I suspected that might be the case but couldn't work out
where the config
was being stored.

 2) There appears to be some invalid scenery around lat:37.228, lon:-121.9703.
 Scenery triangles are white and the UFO can't determine the material type.
 I'll investigate this further - might be an error in the landclass or 
 something
 we've got wrong in materials.xml.

This looks just like a straight terrain build error.

The problem appears to be in bucket 958408.

Here's the screenshot, just using the terrain in data/Scenery:

http://www.nanjika.co.uk/flightgear/fgfs-screen-057.png

Here's the equivalent using current terrasync data, which matches what
the mapserver
is showing as the data:

http://www.nanjika.co.uk/flightgear/fgfs-screen-058.png

According to the UFO, the forested terrain for terrasync between the
river and the road
is one of Landmass, SomeSort, Island, Default, which is slightly
suspicious.  However, it isn't
just that terrain that is missing, as the lake and the town are also
not rendered which makes
me think this is just a build error.

I vaguelly recall that the scenery delivered with the base package is
a special case and
not simply a copy off the standard world scenery build.  Can anyone
comment if this
is so, or whether we should over-write the base scenery with terrasync as a fix?

-Stuart

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