Re: [Flightgear-devel] FlightGear branch, next, updated. 59d400d58b082d583959eb8c27c3155eaa301888

2012-01-08 Thread Melchior FRANZ
On Sunday 08 January 2012 05:09:07 Flightgear-commitlogs wrote:
 commit 246feef85fedd548f2c198831d7d6e7e3be53e12
 Author: ThorstenB

 FGNasalModelData isn't thread-safe. [...] It s*cks... ;-)

It predates a separate model loader thread. If something sucks,
it's an imcomplete loader thread implementation (apart from
developers handing out grades without having much clue, that is).

m.   :-P

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Re: [Flightgear-devel] fgdata: Important note

2011-10-27 Thread Melchior FRANZ
* Jari Häkkinen -- Thursday 27 October 2011:
 Didn't Franz Melchior loose some interest in fg due to a 
 freedom clash.

I didn't lose interest in fg -- I only lost interest in developing
for FlightGear after the project leader let one developer push
the project in a very bad direction, and for the wrong reasons, too.
(Paraphrased: He spent a lot of time for this, so I don't want to
reject it.) This has spoiled an essential part of FlightGear's
foundation. Such bad engineering puts me off. There were far
better solutions for the alleged problem, but cluelessness and ego
stood in the way. It wasn't a freedom clash, other than one 
developer having been given the freedom to destroy ...

m.  :-P


PS: I put leader in quotes because for me as an Army officer,
a leader is someone who *leads*. Leadership by not leading
(and being proud of it) isn't a leadership style in my book.

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Re: [Flightgear-devel] Property Tree Question: How to save an aircraft specific property between sessions.

2011-09-22 Thread Melchior FRANZ
* Durk Talsma -- Wednesday 21 September 2011:
 1). Is there a 1 to 1 correspondence between the value of the /sim/aircraft
 property and the name of the xml file where aircraft specific properties will 
 be saved in?

Yes. The path is generated in aircraft.data.init 
($FG_ROOT/Nasal/aircraft.nas:348):

  me.path = getprop(/sim/fg-home) ~ /aircraft-data/ ~ 
getprop(/sim/aircraft) ~ .xml;



 2). Is there a command line option to specifically tell FlightGear which
 livery should be loaded? 

No, the organization of the liveries (paths and properties) is left to the 
aircraft.
Of course, one could easily standardize that and make it settable at least
with --prop:sim/...

m.

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Re: [Flightgear-devel] Property Tree Question: How to save an aircraft specific property between sessions.

2011-09-21 Thread Melchior FRANZ
* Torsten Dreyer -- Wednesday 21 September 2011:
 nasal
MyModule
  script![CDATA[
   aircraft.data.add(
   /sim/dimensions/radius-m,
   /sim/dimensions/parkpos-offset-m,
[...]


Or just:

  sim
  aircraft-data
  path/sim/dimensions/radius-m/path
  path/sim/dimensions/parkpos-offset-m/path
  path/sim/aircraft-class/path
  /aircraft-data
  /sim

from where it's read by aircraft.nas already.



 To add this globally for all aircraft, probably 
 $FGDATA/Nasal/aircraft.nas would be a good place for this code.

Or probably better: preferences.xml

But then again: static aircraft data like radius and class shouldn't
be saved that way *at all*. It belongs to *-set.xml, and possibly to
a multiplay block in the animation xml file (see AAR).

m.

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Re: [Flightgear-devel] Property Tree Question: How to save an aircraft specific property between sessions.

2011-09-21 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 21 September 2011:
   sim
   aircraft-data
   path/sim/dimensions/radius-m/path

I admit that this looks silly: why create properties that contain property 
paths,
and not mark those properties with a flag right away, like with archive and
userarchive?

The reasons why I did it this way were: properties should be add-able from
Nasal (setting property flags wasn't possible back then), introducing a new
flag didn't seem desirable (simgear was still considered a generic library,
much more than it seems to be nowadays), scanning the whole tree for just
a few flags seemed undesirable, doing it in pure Nasal a quick and easy
solution, and only very few aircraft needed it.

Nowadays I'd probably go for proper flags. Ideally, their XML names shouldn't be
hard-coded in simgear, but settable at initialization time. aircraft.data.add()
could then be changed to just set that flag (props.Node.setAttribute(...)).

m.

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Re: [Flightgear-devel] Property Tree Question: How to save an aircraft specific property between sessions.

2011-09-21 Thread Melchior FRANZ
* Durk Talsma -- Wednesday 21 September 2011:
 Just a quick question: Is this documented somewhere?

Don't think so. Only in the code, that is.



 If not, I might start a short wiki page documenting the logic behind
 archieve, userarchieve, and the interactions with the nasal system.

userarchive simply marks what gets written to $FG_HOME/preferences.xml
and loaded next time from there (if and only if /sim/startup/save-on-exit
is true). It's mainly thought for persistent GUI settings. It should not
be set by aircraft, *ever*. (Needless to say that some aircraft do it
anyway.[0])

archive is used by simgear/props_io.cxx - writeProperties(). This
function either saves a whole property tree or only those properties
with set archive flag. This is used by fgSaveFlight(), which should
only save the properties that are to be restored when a saved flight is
loaded again via menu. This was broken for so long, until everyone
had forgotten what archive was about and on which properties it
should be set. It's basically what ac_state.nas does in pure Nasal,
once again ...

m.



[0] 727-230 737-300 777-200 787 ATC B-1B CRJ-200 MPCarrier OV10 Rascal
SenecaII bf109 ch53e dhc8 spitfireIX

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Re: [Flightgear-devel] Property Tree Question: How to save an aircraft specific property between sessions.

2011-09-21 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 21 September 2011:
 userarchive simply marks what gets written to $FG_HOME/preferences.xml

Whoops ... to $FG_HOME/autosave.xml. (preferences.xml was used first, but
a bad idea and changed later.)

m.

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Re: [Flightgear-devel] SimGear branch, next, updated. 3ac5ff0cac4dfecc62e6deb440bb0aa309ff42c9

2011-07-30 Thread Melchior FRANZ
* Flightgear-commitlogs -- Saturday 30 July 2011:

 commit 3ac5ff0cac4dfecc62e6deb440bb0aa309ff42c9
 Author: James Turner
 Tweaks to HTTP code, in preparation for using it for metar - especially, 
 test code for proxies

 -headerData  X-Time:   requestTime  \r\n;

And, ironically, going to break METAR proxy service ...

m.

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 63, Issue 5

2011-07-11 Thread Melchior FRANZ
* BARANGER Emmanuel -- Monday 11 July 2011:
 You placed them under the GPL and it's the very principle of this license.

You completely miss the point. This has nothing to do with the license.
It used to be an unwritten law that contributing an aircraft (or other
subsystem) meant to *give*, not to give up! Contributors were supposed
to develop their(!) aircraft in the repo as long as they wanted, and
they kept full control. This was even true to the point that one could
withdraw a once donated aircraft, and it *got* removed. (I think I don't
have to give an example.) It wasn't the license that mandated it, it
was respect. Something that's possibly missing nowadays. Only when a
maintainer *wanted* to give up his work, someone else could take over
as maintainer, or if nobody did, then the aircraft became community
maintained. The license only meant that anyone could fork an aircraft,
not that everyone could mess with the maintained instance in cvs/git,
while completely ignoring the maintainer.

Is that era of respect now over? Curt?

m.

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 63, Issue 5

2011-07-11 Thread Melchior FRANZ
Now I have to clarify: I assume Thorsten just did what he does since
a while: fix bugs. Which is great. He probably either thought the
bo105 is no longer maintained, or didn't know the (now obsolete?)
maintenance principle. But there were certainly no bad intentions.

What I'm more concerned about are those people who apparently think
that maintainers (who are usually the *creators* -- who spent hundreds
of hours for an aircraft) should just shut up and let others interfere
without complaining. 

Now, you may claim that by not committing much in a long time to
the bo105 I have already given up maintenance. Wrong. As long as
I haven't explicitly said so and am still reachable via email in
a reasonable time, I have not. Of course, I have plans to continue
the bo105. But guess who makes the schedule?

m.

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Re: [Flightgear-devel] FlightGear Base Package branch, master, updated. 0b8dee0f4611f0e90478f48d58951995fbe87069

2011-07-09 Thread Melchior FRANZ
* Flightgear-commitlogs -- Saturday 09 July 2011:
 commit 0b8dee0f4611f0e90478f48d58951995fbe87069
 Author: ThorstenB
 Date:   Sat Jul 9 12:45:42 2011 +0200
 
 bo105: make sim reset work when helicopter crashed
 On sim reset properly uncrash the airframe and do not install
 listeners again.

The bo105 is maintained by *me*, and nobody is allowed to make commits
other than adaptations to changes in the api or framework -- let's say,
someone renames setlistener to set_listener, in which case an adaptation
would be mandatory.

This is not my invention, but was handled that way ever since I came
to FlightGear in 2001, and this is also standard procedure in other
projects.

Patches with explanations shall be submitted to the maintainer, even
by core developers.

m.

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Re: [Flightgear-devel] [BUG] Re: SimGear branch, next, updated. c782a32076016f2c3c01b4fd437b024dc77806e9

2011-06-14 Thread Melchior FRANZ
* ThorstenB -- Monday 13 June 2011:
 [...] But I'll need some more specific details on what's supposed to
 be broken with that particular commit introducing another property flag.

Yeah, but what about the bug hunting contest?! Who wins the coffee machine?


--- a/simgear/props/props.cxx
+++ b/simgear/props/props.cxx
@@ -642,7 +642,7 @@ SGPropertyNode::trace_read () const
  * Last used attribute
  * Update as needed when enum Attribute is changed
  */
-const int SGPropertyNode::LAST_USED_ATTRIBUTE = USERARCHIVE;
+const int SGPropertyNode::LAST_USED_ATTRIBUTE = PRESERVE;



There's actually code depending on this, even though only once in the
repo. props.getAttribute(last) returns this value and so allows
Nasal space to assign additional, user defined property flags. 

m.

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[Flightgear-devel] [BUG] Re: SimGear branch, next, updated. c782a32076016f2c3c01b4fd437b024dc77806e9

2011-06-12 Thread Melchior FRANZ
* Flightgear-commitlogs -- Sunday 12 June 2011:
 commit c782a32076016f2c3c01b4fd437b024dc77806e9
 
 Introduce PRESERVE flag to protect properties on sim reset.
 Some specific properties need protection and shouldn't be restored to 
 their
 original values on sim-reset.

This commit is buggy. Contest opened ...

m.

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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-08 Thread Melchior FRANZ
* Jari Häkkinen -- Wednesday 06 April 2011:
 The GPL ideology is to keep the or later clause.

I'm not much into ideologies. I consider both GPLv2 and GPLv3
acceptable. But I don't intend to ever (again) license anything
with an or later clause. This is signing a contract without
reading it first! Why should I allow anyone to re-license a
fork of my work under GPLv4 or GPLv5?! I don't know what's in
those licenses. Nobody does.

And I don't consider the or later clause to be in the spirit
of the GPL at all. (In the spirit of the FSF, yes.) Because an
or later clause allows a fork under a license that is not
compatible with what the original work is under, so that
improvements in the fork cannot be ported back -- something
that the FSF (rightfully) sells us as one of the advantages.
You can include GPLv2 code in GPLv3 code, but not the other
way around, right? So, basically, I'd be forced to switch the
original work to GPLv3 to use other people's additions to it.
Very much *not* in the spirit of Free Software.

I'm just not naïve/stupid enough for that.

m.

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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-08 Thread Melchior FRANZ
* kreuzritter2000 -- Friday 08 April 2011:
 That's the reason why the or later clause is important, it can protect
 your intentions in the future.

Or it can be completely against my intentions. Hard to say before I read
the text of the GPLv4, GPLv5 etc. I don't need a master who protects my
intentions. If I realize that the license does no longer work, then I'll
change it. Note: *I* will change it. I don't see the need to let *others*
change the license of my work.

m.



FlightGear-license paradoxon:
The fewer someone has committed to FlightGear,
the more he is concerned about licensing issues.

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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-05 Thread Melchior FRANZ
* TDO_Brandano - -- Tuesday 05 April 2011:
 The terms of the unmodified GPL v2 allow the relicencing by 3rd
 parties with subsequent licences
[citation:]
 | either version 2 of the License, or (at your option) any later version.

Caution: this is *not* part of the GPLv2. It's *below* the line
stating END OF TERMS AND CONDITIONS, and is just meant as an
*example* for how (the FSF would like us) to apply the GPLv2.
But the license is also valid if such a block is *not* added to
every single code file. This is just a suggestion for best
practice.

IOW: GPLv2 means GPLv2, it does *not* mean GPLv2 or later.

m.

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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-05 Thread Melchior FRANZ
* Arnt Karlsen -- Tuesday 05 April 2011:
 On Tue, 5 Apr 2011 21:14:03 +0200, Melchior wrote in message 
  Caution: this is *not* part of the GPLv2. It's *below* the line
  stating END OF TERMS AND CONDITIONS, and is just meant as an
  *example* for how (the FSF would like us) to apply the GPLv2.
 
 ..dig deep into can of worms in the 2'nd paragraph of §9 in: 
 http://www.gnu.org/licenses/old-licenses/gpl-2.0.html

That paragraph says *nothing* that contradicted what I wrote.
It rather confirms it. Sorry, you just didn't get that paragraph,
it seems. Not going to waste more time on that level ...

m.

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Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-01 Thread Melchior FRANZ
* Gene Buckle -- Friday 01 April 2011:
 Using something like Leo Bodnar's joystick interface would be a good
 start.  I think it does work with Linux  MacOS as well as Windows.

It does on Linux. The BU0836* expert for Linux is even a former
FlightGear developer: http://members.aon.at/mfranz/bu0836a.html
(config utility update soon to be released)

m.

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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-24 Thread Melchior FRANZ
* Robert -- Thursday 24 March 2011:
 Is event_mgr.cxx the right place to look at?

Well, the main purpose of the event manager is to handle
Nasal's settimer() code. So you better look for slow recurring
Nasal code. You can redefine settimer() and let it output the
time spent. I can't test that at the moment, but it will be
something like this:

  var orig_settimer = globals.settimer;
  var globals.settimer = func(fn, interval, mode = 0) {
  var start = systime();
  var where = caller(1);
  orig_settimer(fn, interval, mode);
  printf((%.6f) settimer in %s:%s took %.6f s,
  start, where[2], where[3], systime() - start);
  }

This should show you lines like:

   (10.345678) settimer in .../debug.nas:17 took 0.000290 s
   (11.345670) settimer in .../screen.nas:68 took 0.004989 s

Then you search for particularly slow execution time and check
if it's in one-second intervals.

m.

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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-24 Thread Melchior FRANZ
Argh, no. Of course you want to know how much time the execution of
the function took, not the settimer call itself. So it'll be more
like this:

  var orig_settimer = globals.settimer;
  var globals.settimer = func(fn, interval, mode = 0) {
  var where = caller(1);
  orig_settimer(func {
  var start = systime();
  fn();
  printf((%.6f) settimer in %s:%s took %.6f s,
  start, where[2], where[3], systime() - start);
  }), interval, mode);
  }

m.

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[Flightgear-devel] FYI: Linux 2.6.39 - overlayfs (overlaying RW-$FG_HOME/data over RO-$FG_ROOT)

2011-03-22 Thread Melchior FRANZ
Linux users are about to get yet another toy: overlayfs. It's a
union fs that can be used to virtually merge a global read-only
FG_ROOT (lower dir) and a personal overlaid read/write fg-data
(upper) dir, e.g.:

  $ mount -t overlay -olowerdir=$FG_ROOT,upperdir=$FG_HOME/data overlay 
~/fgfs/data
  $ fgfs --fg-root=$HOME/fgfs/data

This works similar to FG_SCENERY or FG_AIRCRAFT, but includes
the whole data tree. The resulting virtual dir contains every file
from FG_ROOT, and every file that gets written to will be written
to the overlay dir. The resulting dir shows them merged. This
makes it easy to swap e.g. terrain texture files without creating
a mess with git-pull.

  http://marcinfo/?l=linux-fsdevelm=130080789530237w=2

m.



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NVIDIA Driver ... well, on *some* cards ... in *some* tests
anyway. http://www.phoronix.com/scan.php?page=articleitem=nouveau_2639_flip

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Re: [Flightgear-devel] Logos and licensing

2011-02-26 Thread Melchior FRANZ
* Heiko Schulz aeitsch...@yahoo.de:
 I will write some Emails to some copyright-holders this weekend
 like Lufthansa, ADAC,... I'm curious to see how they react, but
 I also fear a bit the answers and consequences.

Severe tactical error a.k.a. shooting yourself in the foot.

What if they (or some of them) are well aware of our use, but they just
decided not to care, pretending not to know officially, because
it's a small, harmless, not-for-profit sim. But once you officially
asked, they can no longer pretend. And the answer will be *no* in
most cases. Then the silent gentlemen agreement is voided. By us!
And now they *have* to take measures to protect their brand.

They might think: You idiots! Why did you have to ask?!

It's like asking a policeman if you may cross the street at red
traffic light. He might have ignored you doing it. But he sure
can't say go ahead, nor can he then tolerate you ignoring his
order.

m.

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Re: [Flightgear-devel] Logos and licensing

2011-02-26 Thread Melchior FRANZ
* Jon S. Berndt jonsber...@comcast.net:
 I think that a key with all this is that none of the models will
 be sold for profit. You could argue that [...]

No, the key is that all the arguing will be between their lawyers
and ours. Except, we don't have lawyers and can't afford them.  ;-)

m.

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Re: [Flightgear-devel] Logos and licensing

2011-02-26 Thread Melchior FRANZ
* Jon S. Berndt jonsber...@comcast.net:
 [...] but contact the various trademark/logo owners and very
 carefully inform them of the project and ask them for permission.

Such requests go to the legal department, right? Their job is to
protect the company, so their response will almost certainly be
no -- tbe safest and most protective answer they can give. And it
doesn't matter one bit if they have a leg to stand on legally!
It's probably a gray area in many jurisdictions, but isn't what
we do sculpting and painting, hence *art*? So what you end up
with is an almost certain questionable no. How much better
is that than a questionable maybe?

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[Flightgear-devel] FYI: http://blog.360cities.net/airplane-cockpits/ n/t

2011-02-08 Thread Melchior FRANZ


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[Flightgear-devel] Add screenshot dialog, to select directory

2011-01-17 Thread Melchior FRANZ
* Flightgear-commitlogs -- Saturday 15 January 2011:
 commit adb57b8154a4a9dad8107c0c6633c276b43c4a20
 Author: Gijs de Rooy
 Date:   Sat Jan 15 22:48:43 2011 +0100
 
 Add screenshot dialog, to select directory

Shudder! This patch simply duplicates a lot of code that was meant
to be *re-used*. A whole copy of the file dialog architecture, only
to add one checkbox! A whole Nasal class for screenshot dir
selectors, in addition to already existing generic file selectors?

Is there no more quality control? Is every newbie now allowed to
commit to core parts without any review (except post factum)?

m. 

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Re: [Flightgear-devel] Musings on optimizing Nasal code

2010-09-16 Thread Melchior FRANZ
* thorsten.i.r...@jyu.fi -- 9/16/2010 1:28 PM:
 I don't think that's a valid interpretation of my results. Consider the
 two cases where I achieved a significant performance gain by replacing
 hard-coded structures with my own Nasal code (range animation,
 distance_to() method)

The distance_to() method is a pretty standard great circle calculation,
and that's exactly its purpose. Are you sure your faster version does
the same? Does it yield the same (numeric) results? And besides, in the
visual range direct_distance_to() should be good enough, and it's certainly
faster. I doubt that considering Earth curvature is *that* important for
cloud distances.

m.

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[Flightgear-devel] svginstr (was: Re: Metapost for drawing instruments?)

2010-07-04 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 13 June 2010:
 The main changes in v0.2 will be [...]

... gradients and screws, so far. Drawing a screw is as simple as
a.at(0, -30).screw(0.12). This updated example has been drawn by
a still quite simple torque.py driver file:

  http://members.aon.at/mfranz/torque.png  [81.6 kB]  

The dark ring is meant to be an AO shadow for the bezel. Maybe it's
still a bit too dark.

m.

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Re: [Flightgear-devel] svginstr

2010-07-04 Thread Melchior FRANZ
* HB-GRAL -- Sunday 04 July 2010:
 what is your reference for this torque instrument?

A photo of a dual engine torque instrument used in a bo105 helicopter,
somewhere from the net. This type is also closest to the one printed
in the pilot manual, but there are at least two other types used in
bo105.

BTW, the instrument is in RL mounted 90 degrees rotated to the left.
Some bo105 have it rotated 45 degrees, and only few have it upright.
I don't know for sure why that is the case. (It's rotated 90 deg even
in the pilot manual's panel drawings!)

The font in mine isn't right yet, but that's not important for an
example file, where I can use only fonts that are likely installed or
which I can distribute with svginstr. And the numbers aren't placed
correctly either. The margin should be beveled, but that's probably
to do as 3D.

m.

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Re: [Flightgear-devel] svginstr

2010-07-04 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 04 July 2010:
 A photo of a dual engine torque instrument used in a bo105 helicopter,
 somewhere from the net. This type is also closest to the one printed
 in the pilot manual, [...]

Correction: The one in the manual only goes up to 110%. I took the marks
from a photo, IIRC. (I haven't really decided yet which one(s) to use in
the end.)

m.

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Re: [Flightgear-devel] svginstr

2010-07-04 Thread Melchior FRANZ
* HB-GRAL -- Sunday 04 July 2010:
 what is your reference for this torque instrument?

This may have been the (main) reference:

  
http://www.airliners.net/photo/Generalitat-de-Catalunya/MBB-BO-105CBS-5/0438320/L/



* Ron Jensen -- Monday 05 July 2010:
 This is probably to make the needle point in a logical direction, so the 
 pilot doesn't actually have to _read_ the instrument, just see the needle is 
 pointed up...

That was one of my explanations, but I'm not totally convinced. 100% is not
a value that you usually want. And why are the instruments often mounted
with 45% degree? The triple-tacho's needles normally point to the left
Engine N1 somewhere down, TOT down left. Quite a mess ... 

m.

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Re: [Flightgear-devel] git questions

2010-07-02 Thread Melchior FRANZ
JFTR: I *did* answer, but your provider rejected it

  skida...@mindspring.com:
  Connected to 207.69.189.219 but sender was rejected.
  Remote host said: 550 550 Dynamic/zombied/spam IPs blocked. \
  Write blockedbyearthl...@abuse.earthlink.net

m.

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Re: [Flightgear-devel] Metapost for drawing instruments?

2010-06-13 Thread Melchior FRANZ
* Alexander Barrett -- Sunday 13 June 2010:
 BRILLIANT! 

Thanks.  :-)

I've just committed more changes and tagged v0.1. This is backward
compatible. But the next version won't be, so if you plan to start
using the script, better wait a few days.


The main changes in v0.2 will be that there's no more bullet() and ptext(),
and that all graphics primitives are drawn at origin. All operations
lose x and y args, which are replaced by positioning commands. These
can be concatenated. All polar coordinates will be specified as (angle,
distance), never the other way around.

  clock = instrument(clock.svg, 512, 512, bo105 clock)
  clock.at(0, 80).text(FlightGear, color = red)

or instead of the former ptext() (i.e. text with polar coordinates):

  clock.at_polar(30, 80).text(FlightGear)

And you can concatenate these positioning commands with offsets or
polar_offsets:

  clock.at_polar(30, 80).offset(-5, 3).text(FlightGear)

This makes manual adjustments easier, as all angles are internally
mapped using the angle() method. And this angle() method can/should be
redefined to map scale values to angles, like it used to be. (That way
one can just make the tick at scale(!) value 100 red, and doesn't have
to figure out at which angle exactly that is. The angle() method knows
already.)

Confused? Excellent!  :-)OK, I'll write some documentation too ...

m.

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Re: [Flightgear-devel] Metapost for drawing instruments?

2010-06-12 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 11 June 2010:
 Guess I have to answer now, as the links in that posting are no longer valid:
 
$ wget http://members.aon.at/mfranz/svginstr.tar.gz# [5 kB]

  $ git clone git://gitorious.org/svginstr/svginstr.git

m.

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Re: [Flightgear-devel] Metapost for drawing instruments?

2010-06-11 Thread Melchior FRANZ
* Roy Vegard Ovesen -- Friday 11 June 2010:
 Melchior made a Python script to generate svg-files:
 
 http://www.mail-archive.com/flightgear-de...@flightgear.org/msg30853.html

Guess I have to answer now, as the links in that posting are no longer valid:

   $ wget http://members.aon.at/mfranz/svginstr.tar.gz# [5 kB]
   $ tar -xzf svginstr.tar.gz
   $ cd svginstr
   $ make

This lets simple Python driver files (like torque.py) generate SVG files that
can then be further edited in inkscape if necessary. That's a lot easier than
to mess with all the ticks and arcs in inkscape, though that's possibly only
because I'm not an inkscape expert.

Examples (two test files, two actual bo105 files) inside. Just run make.

m.

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Re: [Flightgear-devel] Metapost for drawing instruments?

2010-06-11 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 11 June 2010:
 Guess I have to answer now, as the links in that posting are no longer valid:
 
$ wget http://members.aon.at/mfranz/svginstr.tar.gz# [5 kB]

... and that wasn't the last version, either. Please download again. Not that
it has changed much, but there were some minor fixes. The arctext works now,
for example. But also note that this isn't a finished package, meant for
publication. I just hacked along as I needed new features, and I was really
a Perl guy back than. I'll probably rewrite some parts once I do the missing
bo105 intruments.

That the bo105's clock doesn't look very pretty doesn't have much to do with
the code. It's just that:

- I used ksvg for rendering back then, and it placed numbers differently, so
  they are now off a bit in inkscape.

- I didn't have a font where the 1 (ones) were nose-less, so I just used
  a lowercase L. On the small clock scale this didn't matter much, but nowadays
  I'd probably search longer for a proper font, or create one with fontforge.

Hint: use fc-list on Linux to get the names of available fonts.

m.

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[Flightgear-devel] outerra news

2010-06-04 Thread Melchior FRANZ
http://outerra.blogspot.com/2010/05/integrating-vector-data-roads.html

m.

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Re: [Flightgear-devel] Bug: nav[12] selected radial

2010-03-23 Thread Melchior FRANZ
* Curtis Olson -- Tuesday 23 March 2010:
 A few of us have been in correspondence with Ben Supnik from time to time,
 but as far as I know, no one within FlightGear has tackled the new x-plane 9
 apt and navaid data formats.

The parts of the new format that I have designed (with some input from Ben)
should be functional.

m.

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Re: [Flightgear-devel] New GUI Font

2010-03-02 Thread Melchior FRANZ
Just for your information ...

* HB-GRAL -- Tuesday 02 March 2010:
 The new gui.txf could replace Helvetica.txf.

Helvetica is the default font used in HUDs (e.g. in the F16). While not perfect
for that (there are MIL standards for this), it would have to be checked if
an optimized GUI font is a reasonable replacement.



 'gui.txf' is a 512x512 texture file 

We went away from texture fonts as GUI default because they are blurry (though
a bit faster to render). Back to the future?



 gui.txf or a 'clone' can also be used for signage because it should 
 contain all the characters used in Textures.high/Signs.

No. The signs are modeled after an FAA regulation. Google for 5345-44f.pdf!



 And here is a changed gui/styles/anthrax.xml

Why do you mess with my design?! We support multiple styles -- you can switch
them through with Shift-F10. Just drop yours next to anthrax.xml.
(BTW: anthrax.xml was really meant to be darker. It should be anthracite,
but anthrax was so much more popular back then, hence the name. Unfortunately,
I had a bad monitor. The style looked good there, but I was unpleasantly
surprised when I first saw it on a good monitor ... my local version is fixed.)


 
 or do you prefere the old pixel fonts for the GUI?

I do. Not that it matters. I preferred a clean, no-nonsense property system,
too ... like the majority of the coders did, btw.

m.

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Re: [Flightgear-devel] Shift key stuck once pressed

2010-02-17 Thread Melchior FRANZ
JFTR: I confirm recent sporadic keyboard misbehaviour.

m.

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Re: [Flightgear-devel] CVS: data/Input/Joysticks/SpeedLink black-widow.xml, NONE, 1.1

2010-02-12 Thread Melchior FRANZ
* Vivian Meazza -- Friday 12 February 2010:
 PropertyList
   name type=stringMicrosoft-PC-Joysticktreiber/name

So we have a new default joystick on German MS Vista installations?
Funny idea ...

m.

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Re: [Flightgear-devel] CVS:data/Input/Joysticks/SpeedLinkblack-widow.xml, NONE, 1.1

2010-02-12 Thread Melchior FRANZ
* Vivian Meazza -- Friday 12 February 2010:
 Tell me what Vista calls it in English, and I'll add it.

You completely miss the point. Microsoft-PC-Joysticktreiber is a generic
name that will probably be detected by plib 1.8.6 for *all* joysticks on
MS Vista in German language. So why on earth should fgfs choose that particular
SpeedLinkblack-widow js driver for *all* joysticks? We have a generic 
default
js for a reason, and that one doesn't assume 6 axes and 8 buttons. The fix is
to remove that entry.

m.

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Re: [Flightgear-devel] --metar and --enable-real-weather-fetch

2009-12-20 Thread Melchior FRANZ
* Peter Brown -- Sunday 20 December 2009:
 IMHO there is no choice other than the bold solution- anything reported as
 10SM = unlimited, and 9.99 and less is actual. 

And so guaranteeing the lowest possible frame rate? Sounds like a truly bad
idea. The whole thing has been discussed before. (Threads Flying over an
island and Estimating visibility). Thomas FOERSTER announced that he'd
use some Bayesian analysis to get a formula from various available parameters,
such as temperatures, air pressure etc.

  
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15710.html
  
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15843.html
  
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15851.html

In any case, if someone writes a heuristic, then this does *not* belong
into SGMetar but FGMetar. Unless the weather subsystem is the next which
is going to be ruined ...

m.

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Re: [Flightgear-devel] --metar and --enable-real-weather-fetch

2009-12-20 Thread Melchior FRANZ
I had looked at some research papers at that time, which were about
estimating visibility from other, measurable factors. I stopped when
Thomas announced his solution. My original idea was a simple formula,
based on the idea that:

 - visibility is derived from humidity (high humidity - low visibility
   due to water drops)
 - higher temperature decreases visibility (molecule movements)
 - higher wind speeds decrease visibility (more dust blown up)
 - higher AGL increases visibility (no dust)
 - smog was hard to estimate, as there was no reliable way to find out
   if there are bigger cities nearby (checking for distance of next
   airport with concrete runway of a certain minimum length might
   work); ground material might have an influence, but isn't very
   reliable

All that would have to consider that METAR is weather at station level.

This wouldn't have to be very accurate. Simple variability was already
an improvement, while randomness was not acceptable (same weather should
yield same visibility for MP or sync'ed machines).



* Peter Brown -- Sunday 20 December 2009:
 Of the other hand its a way to weed out the gamer...

One of FlightGear's main goals is realism, not to weed out *any* kind
of user. Maybe you are wrong here?!

m.

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Re: [Flightgear-devel] CVS: source/src/Scripting NasalSys.cxx, 1.128, 1.129

2009-12-19 Thread Melchior FRANZ
* James Turner -- Saturday 19 December 2009:
 +  HASHSET(ils-frequency-mhz, 3, naNum(rwy-ILS()-get_freq() / 
 100.0));

FAIL

m.

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Re: [Flightgear-devel] CVS: source/src/Scripting NasalSys.cxx, 1.129, 1.130

2009-12-19 Thread Melchior FRANZ
* James Turner -- Saturday 19 December 2009:
 -  HASHSET(ils-frequency-mhz, 3, naNum(rwy-ILS()-get_freq() / 
 100.0));
 +  HASHSET(ils-frequency-mhz, 17, naNum(rwy-ILS()-get_freq() / 
 100.0));

Still wrong. Since when do we use minus signs in variable names?

m.

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Re: [Flightgear-devel] Flight Gear on Windows

2009-12-11 Thread Melchior FRANZ
* jean pellotier -- Friday 11 December 2009:
 got something like that too on linux, but guess what? with an ati card

I'm better off on Linux (with an nvidia card). I can at least decide
whether I want clouds *or* material animations broken:

  http://members.aon.at/mfranz/material-shaders.jpg  [54.9 kB]

m.

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Re: [Flightgear-devel] Clouds

2009-11-12 Thread Melchior FRANZ
* syd adams -- Thursday 12 November 2009:
 it would be nice to add hud #1 checkbox with a trailing 3D checkbox, hud #2

The two HUD implementations weren't meant to coexist so long. The removal
of the old HUD and conversion of all aircraft to the newer one is overdue. I 
only
had to implement the last missing features in the new one, and the old would
have been history.

m.

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Re: [Flightgear-devel] tone and decorum

2009-11-05 Thread Melchior FRANZ
* John Denker -- Thursday 05 November 2009:
 By way of pathetic non-excuse, let me remark that a few
 years ago I was rather authoritatively flamed for daring
 to put comments in FGFS code.

That's rather misleading. In fact you were criticized for:

- putting whole gdb stack traces(!) before several functions in a file
- outdenting comments within functions, thus making it harder to
  see the code's logical structure
- adding needlessly verbose comments, while one the other hand ...
- using bad variable names in the code, like nnn, ttt, iii in just a
  few lines of code. Here's an example from your patch:

  +  nnn = props.globals.getNode(/sim/presets/ ~ varname, 1);
  +  ttt = nnn.getType();
  +  value = nnn.getValue();

  Could have been node and type. Or just n and t.
  But long *and* meaningless seemed like a bad combination. You
  were invited to resubmit your patch with the points fixed, and
  you chose not to. That's all.

m.



PS: beware: I can back that up with links to the archive!

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Re: [Flightgear-devel] best way to remotely control flight gear?

2009-07-15 Thread Melchior FRANZ
* Eli Jordan -- Tuesday 14 July 2009:
 as far as I could see the route manager only allows for pre set waypoints,
 such as airports, i was hoping to be able to input co-ordinates (latitude
 and longitude) and have the auto pilot fly between these.

In telnet just type

  set /autopilot/route-manager/input -123.456,37.89

to append this waypoint to the list at runtime. That's lon,lat.
(Maybe we should swap those?) You can also demand a particular altitude:

  set /autopilot/route-manager/input -123.456,37...@8000

Possible formats are:

  (airport|fix|nav|lon,lat)[...@alt] -- e.g. k...@900


There are commands available for clearing the list, removing entries, etc.

  @clear ... clear route
  @pop   ... remove first entry
  @delete3   ... delete 4th entry
  @insert2:k...@900  ... insert k...@900 as 3rd entry
  k...@900   ... append k...@900

For example

 set /autopilot/route-manager/input @clear

This works also from the property browser, or via Nasal etc. The route
manager dialog uses the same interface.

Of course, you have to use an autopilot which takes the waypoints from the
route manager if you want your aircraft flown through all the points. The
default AP does this.

m.

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Re: [Flightgear-devel] CVS: source/src/Scripting NasalSys.cxx, 1.124, 1.125

2009-07-11 Thread Melchior FRANZ
* Mathias Froehlich -- Sunday 07 June 2009:
 Modified Files:
   NasalSys.cxx 
 Log Message:
 No need to zero the _props variable.
 This reference is released by the SGSharedPtr destructor anyway.
  
 Modified Files:
   src/Scripting/NasalSys.cxx 

 -_props = 0;

Yes, but it's released when the SGPropertyNode_ptr is destructed,
which happens in the ~FGNasalModelData() destructor, and that can
be hours later. By setting it to 0 already here, we could save the
memory for a potentially large animation property tree (as soon
as cmdarg() released its reference as well).

Do I miss something?

m.

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Re: [Flightgear-devel] [RFC] Dynamic plug-in interface for I/O modules

2009-06-28 Thread Melchior FRANZ
I'm (still) against binary runtime modules for FlightGear.

They are an invitation for circumventing the GPL, locking in users,
and potentially harm cross-platformness. I find the prospect of a
vendor offering a new device with closed source libraries for stock
FlightGear worrying, and even more so if there's only a Windows DLL,
but none for OSX and all the Unices/Linux. (Not that I'd want to
run any secret binary blobs on my clean machine.)

We offer more possibilities than X-plane and MSFS and all the others
put together -- by letting people look at/modify/redistribute our
source code. For free. That's very generous, if you ask me.

That linking non-GPL modules would be illegal, anyway, doesn't make
the situation any better. Unless you can offer us a *lot* of money,
time and personnel for filing lawsuits. Otherwise the GPL protection
is rather weak and only theoretical. We shouldn't encourage corporate
entities to rip us off.

m.

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Re: [Flightgear-devel] startup.nas

2009-06-24 Thread Melchior FRANZ
* Detlef Faber -- 6/23/2009 9:17 PM:
 Am Dienstag, den 23.06.2009, 14:25 +0200 schrieb Melchior FRANZ:
  is now broken since Detlefs recent changes. 
 
 I'm innocent on this. You sure meant someone else ;-)

Whoops, indeed, sorry. (That was probably because Torsten and
Detlef are both German first names which aren't used in Austria. :-)

m.

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Re: [Flightgear-devel] startup.nas

2009-06-23 Thread Melchior FRANZ
* Tatsuhiro Nishioka -- 6/23/2009 5:01 AM:
 I'm not so sure what it should look like, but at least it needs
 nil check for the property.

That would only be cosmetics and just hide the fact that the
METAR runway choosing code is now broken since Detlefs recent
changes. The METAR wind direction/strength is now published too
late for startup.nas, so an aircraft isn't positionend on a
proper runway if METAR is used. *This* is the problem that needs
to be fixed, not the Nasal error message.

startup.nas is/was a bit hackish, anyway. A proper solution
would be to wait for the METAR wind and only then to set the
runway and FDM. This would require to initialize the environment
subsystem earlier. Then we could also drop the additional
presets-commit and save some startup time. startup.nas could
be dropped altogether.

m.

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Re: [Flightgear-devel] Gui - updating gui state dynamically

2009-06-13 Thread Melchior FRANZ
* James Turner -- 6/12/2009 11:05 AM:
 I guess there is no chance of switching to osgWidgets in the near  
 future? I've not looked at how mature that code is or isn't yet.

No. This may take another year, or two. AFAIK, osgWidgets is still
nothing more than colored, clickable rectangles with labels and
input fields -- basic building blocks for a GUI. But there's nothing
like a scrollable list, comboboxes, 3D-widget effects, etc. Looks
like we'd have to take over osgWidgets development to get it into
a usable state. Switching now would be a big step backwards, and I
see no reason for that. PLIB's pui works reasonably well, and it's
not like it'll suddenly stop working. We can still put it in our
CVS if we want to get rid of the PLIB dependency already. But there
are still other things that we depend on, anyway (js handling,
networking).

m.

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Re: [Flightgear-devel] Gui - updating gui state dynamically

2009-06-12 Thread Melchior FRANZ
* James Turner -- 6/8/2009 10:52 AM:
 On 6 Jun 2009, at 08:46, Melchior FRANZ wrote:
 I'll [...] try to keep PLIB'isms away as far as possible.

Actually, I'll reorganize the code a bit so that possible later
transitions to osgWidgets or other toolkits are even easier. And
I intend to make all widget properties live, so that one can,
for instance, change the x component (and optionally re-layout
the dialog), and see the widget move. It'll be nice to have live
color changes and to see the total weight text in the payload
dialog turn red on overload etc. 



 I also hit problems trying to have PLIB notify the gui code
 (and hence, Nasal script) when a text field lost focus - which
 is a useful point to be able to 'commit' the contents and update
 other UI state dynamically.

Aren't bindings triggered then? Well, maybe not in all cases.
I'll look into that.



 One request, if possible, for the pop-up menus - it would be great to  
 be able to associate a hash with them,

OK, sounds like a good idea.



 Actually, if PLIB made it possible, the nicest thing would be a 'menu  
 about to open' script hook for the menus - which could then update the  
 contents directly. That's something available in many widget systems,  
 but again I suspect it might be tricky with PLIB.

The trickiness isn't so much the problem. It's more the question
how much time we still want to invest in PLIB. But I see no problems
submitting necessary changes to PLIB. Actually, I've sort-of become
PLIB's gui maintainer already, anyway.  ;-)

m.

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Re: [Flightgear-devel] Gui - updating gui state dynamically

2009-06-12 Thread Melchior FRANZ
* James Turner -- 6/8/2009 10:56 AM:
 Another, related question: is it possible to hide and show UI  
 element / groups dynamically?

You can manipulate (add/remove/change) anything in a dialog before
it's opened by embedded Nasal. You could have an XML dialog file
with only a nasalopen block, and let that create the whole dialog.
At the moment you'd have to close and re-open the dialog to add
widgets, though.



 I checked over the dialog code, and I don't see a standard 'visible'  
 or 'hidden' property (looking at FGDialog::makeObject), but perhaps  
 there is some other way to achieve this?

There's a visible property per widget group, which defaults to
true. You can let the nasal part toggle that, in which case the widget
won't be considered at all (including in the layouting). But toggling
the property later won't have an effect.

m.


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Re: [Flightgear-devel] Gui - updating gui state dynamically

2009-06-06 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 05 June 2009:
 With some code in dialog.cxx live updates of lists could be implemented,
 too. Recent changes made that easier than before. 

This would really be the best approach. It could then also be used to
live-enable/disable (grey out) widgets, or to change their color while
the dialog is open, etc. I'll work on that in the near future and try
to keep PLIB'isms away as far as possible. (Can't do it in the next
few days, and I'd really also like to know first in which direction
the property (mis)develops.)

m.

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Re: [Flightgear-devel] Gui - updating gui state dynamically

2009-06-05 Thread Melchior FRANZ
* James Turner -- Friday 05 June 2009:
 Can anyone (with more experience of the GUI code and Nasal) suggest  
 how close I can get to a GUI like the one I've mocked-up below:

There are currently two ways:

- make the popup an extra dialog; See the dialog that's shown in Model
  View in the lower left corner of the screen if you click on the model
  name. It's defined in $FG_ROOT/gui/dialogs/model-view{,-select}.xml,
  of which the latter is the popup.

- just fill the combobox values appropriately, and redraw the whole
  dialog. That's problematic, though, if it interferes with user input,
  because it happens while a user types into an input or something.
  You have to read out the dialog x/y coordinations and to redraw the
  dialog on the same place. The dialog dimension should better not
  change in the new dialog.


With some code in dialog.cxx live updates of lists could be implemented,
too. Recent changes made that easier than before. I haven't done
anything of that sort yet, because we were discussing a switche from
plib to osgWidget, and more plib specific code didn't seem a good
thing at the moment, even though that switch isn't imminent.

I'd probably go with the first solution.

m.
  

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Re: [Flightgear-devel] shift key ignored

2009-06-02 Thread Melchior FRANZ
* dave perry -- Friday 29 May 2009:
 None of the keyboard inputs involving shift work any more.

That's now fixed in OSG/SVN.

m.

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Re: [Flightgear-devel] shift key ignored

2009-05-29 Thread Melchior FRANZ
* dave perry -- Friday 29 May 2009:
 I updated osg, SimGear, fgfs, and data from svn/cvs yesterday at 
 approximately 1400 zulu.  None of the keyboard inputs involving shift 
 work any more.

  $ cd $OSG_SRC/src/osgViewer
  $ svn diff -r10268:10269|patch -p0 -R
  $ make  sudo make install

m.

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Re: [Flightgear-devel] Extending weather scenarios - Was: Visibility and ceiling options broken?

2009-05-24 Thread Melchior FRANZ
* Torsten Dreyer -- Sunday 24 May 2009:
 Ideas and comments are welcome. If I play in someone elses sandbox here, 
 please complain!

Sounds good to me. I did the METAR parser, Erik did the integration in fgfs,
Harald did the scenarios. But this is not really someone's sandbox, so
go ahead! (I'd extend the parser if you run into problems or miss something.)

m.

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Re: [Flightgear-devel] terrain elevation under a solid AI aircraft

2009-05-20 Thread Melchior FRANZ
* Frederic Bouvier -- Tuesday 19 May 2009:
 Maybe we could distinguish terrain and models in the traversal mask ?
 For the moment, every solid models has the terrain bit. Then geo.elevation()
 could accept a parameter that tells if it search terrain or solid objects.

geo.elevation() is just a convenience wrapper for geodinfo(). And while
that can't be limited to search only for terrain *or* objects, it is already
possible to determine whether a returned elevation was that of an object
or of terrain. Just add this code somewhere:

  var loop = func {
  var ac = geo.aircraft_position();
  debug.dump(geodinfo(ac.lat(), ac.lon(), ac.alt()));
  settimer(loop, 1);
  }
  loop();

... then fly along with the UFO. You'll get one set of geod(etic)info(rmation)
at the UFO's coordinates per second. There are three different kinds of 
responses:

  1: nil

  2: [0.5990206304960102, { load_resistance: 1e+30, friction_factor: 1, \
   names: ['pa_dspl_thresh'], solid: 1, bumpiness: 0, rolling_friction: 
0.02, \
   light_coverage: 0 }]
  3: [10.13547897298338, nil]

The first is with no terrain or object below, the second is with terain below,
and the third is with an object below (no terrain data!). So you can also easily
see if you are under something: just test from your current altitude and from
10 m altitude. If the former returns terrain and the latter an object, then
you are in/under something.

m.

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Re: [Flightgear-devel] terrain elevation under a solid AI aircraft

2009-05-20 Thread Melchior FRANZ
* Frederic Bouvier -- Wednesday 20 May 2009:
 So if you really want to hit the floor and not the top of objects you can
 iterate with different starting height until the second member is not nil ?

Well, yes. Maybe use binary search for that. But that's still a waste of
cycles if you really need the terrain altitude at some coordinates right
away. I wouldn't oppose to an implementation for that, but I wonder
if/when you actually ever need that. To measure an object altitude?

What would be nice is an interface for intersections along a given vector
other than straight down. Then one could ask for visibility in a particular
direction or open/closed doors etc.

m.

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Re: [Flightgear-devel] terrain elevation under a solid AI aircraft

2009-05-20 Thread Melchior FRANZ
* Gijs de Rooy -- Wednesday 20 May 2009:
 Melchior, you probably missed my last email.

No, I haven't. But that was about bad aircraft placement by the AI subsystem and
needs to be fixed there. Not exactly my domain, though I coud, of course, look
into that. (I'm just not too keen to do boring stuff after the recent arguments.
The project might still decide to go the wrong way, and then I'd feel sorry for
every minute that I spent on it.)

m.

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Re: [Flightgear-devel] terrain elevation under a solid AI aircraft

2009-05-20 Thread Melchior FRANZ
* Frederic Bouvier -- Wednesday 20 May 2009:
 - Melchior FRANZ a écrit :
  Maybe use binary search for that.

I take that back. Just take the prior intersection altitude, reduce it by a
few centimeters and intersect again. There won't be that many layers.  :-)



 That would allow to place AI planes on the floor and not on the roof of the
 jetways ;-)  But I presume this is not done with Nasal.

Not that I knew. But typically if there is an object at some coordinates, then
you just don't want to put anything else excatly there, *on ground*. You either
put it on top or a couple meters to the side. Let's wait until someone needs
more, then we can still add the missing features.

m.

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Re: [Flightgear-devel] terrain elevation under a solid AI aircraft

2009-05-19 Thread Melchior FRANZ
* Detlef Faber -- Tuesday 19 May 2009:
 This means while trying to pass beneath a bridge, geo.elevation returns
 the heigth of thebridge which will obviously stop the walker from moving 
 ahead.

But geo.elevation() has an optional third argument that defines from which 
altitude
down the intersection test should be made. Default is 10 km, but you can start
from, say, 1.5 m above the walker's altitude. If there's an intersection, then
s/he can climb up, otherwise it's an obstacle. And that should also work in
hangars or under bridges.

m.


PS: yes, I forgot to mention this little detail in the geo.nas header.  ;-)

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Re: [Flightgear-devel] Possible new XML reader code

2009-05-09 Thread Melchior FRANZ
* Erik Hofman -- Saturday 09 May 2009:
 The downside of this code is that it is not 100% validating (so
 it might accept xml syntax errors where expat didn't) and it
 doesn't support DTD's. 

Hmm ... so it's sloppier *and* slower, but *maybe* increases
runtime performance? Any benchmarks for the latter?

Does it offer the traditional SAX interface that's used at
several places in fgfs? Looks like it doesn't support
encoding (UTF-8, latin1, ...) which is used in several
files, or does it?

m.

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Re: [Flightgear-devel] Possible new XML reader code

2009-05-09 Thread Melchior FRANZ
* Gene Buckle -- Saturday 09 May 2009:
 At least give him credit for trying to participate instead
 of refusing to help because things didn't go his way.

LOL. Erik is a core developer since many years. I've sent
hundreds of patches to him for review and committing (and
he rightfully rejected some), until *he* asked Curt that I
get write access on my own. There's really no need to give
him credit, because his name is all over the place and
there's no doubt that he's one of the main contributors
to this project (unlike you). He does neither need my
credits nor my help. We can skip that and go to technical
matters. And that's what I was trying to do. I know about
our current XML implementation/integration. It's from
David MEGGINSON -- another main contributor -- and also
an XML guru and the father of SAX. Which is why I'm quite
hesitant about a replacement of which I don't know if it's
really better. The current parser seems quite sophisticated
and works well.

m.


PS: http://www.ohloh.net/p/flightgear/contributors?page=1
He's ehofman. I don't find you on the list.

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Re: [Flightgear-devel] Possible new XML reader code

2009-05-09 Thread Melchior FRANZ
* Curtis Olson -- Saturday 09 May 2009:
 I'm less sure about those who seem to feel the need to lash out
 at someone every time they speak.

You mean, those calling others jerks?

m.

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Re: [Flightgear-devel] CVS: data/Nasal pushback.nas, NONE, 1.1

2009-05-05 Thread Melchior FRANZ
* Torsten Dreyer -- Tuesday 05 May 2009:
 I moved the initialization of the aircraft.door object into the
 pushback.xml when the dialog is opened.

I assumed that the function should also be accessible via other
means than just the dialog (e.g. keyboard bindings). If not,
then I absolutely agree with your change. That's the cleanest way.



 Is it OK to create a new instance of aircraft.door every 
 time, the dialog is opened?

Yes. (It's generally better to keep class instances, and not
to create/destruct them all the time. But in the case of
dialogs that's really not an issue, as those are opened very
infrequently, so your code is just fine and what I would
have written as well.)



 Does the old instance gets cleaned up by the garbage collector
 after the closure of the dialog or after reopening the dialog?

Yes. All local variables in dialog embedded Nasal are put in
a separate module, and this is destroyed on closing. The only
two things that one has to care for are timer loops and
listeners. These should be stopped/removed manually.

m. 

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Re: [Flightgear-devel] CVS: data/Nasal pushback.nas, NONE, 1.1

2009-05-05 Thread Melchior FRANZ
* Torsten Dreyer -- Tuesday 05 May 2009:
 [...] the truck (door) keeps moving until it reached its final
 position. Probably because the underlying interpolate() function keeps  
 running until its finished.

Yes. But you can immediately stop the movement on close with the
aircraft.door.stop() method.

m.

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Re: [Flightgear-devel] CVS: data/Nasal pushback.nas, NONE, 1.1

2009-05-04 Thread Melchior FRANZ
* Alexis Bory - xiii -- Monday 04 May 2009:
 But I do not have the piece which is necessary for testing.

I didn't test it either. It's just obviously wrong (and ugly :-).

Wrong, because ...
- it uses aircraft.door before that is guaranteed to exist

- because it doesn't use var where it should, and thus
  potentially breaks other code or gets broken by other code


Ugly because ...
- of pointless use of a class. This class has only one member
  (apart from the equally pointless exporter), and that member
  is shared by all instances. So what is a constructor call
  really meant to do? Construct redundancy?  :-}

- it just copies from the doors.nas file that lingers around
  everywhere (and that's also ugly ;-) -- including the comments,
  no matter if they make sense or not. (What does this mean:
  objects must be here, otherwise local to init()?)

- it uses variable names: What should one expect from calling
  function pushback.pushbacksystem.pushbackexport()?! Not
  exactly self-explaining, if you ask me.

The quality of code dumped into aircraft dirs is secondary,
but it's probably a good idea to keep common code clean.

m.

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Re: [Flightgear-devel] CVS: data/Nasal pushback.nas, NONE, 1.1

2009-05-04 Thread Melchior FRANZ
* Melchior FRANZ -- Monday 04 May 2009:
 - it uses variable names: 

Which would be fine, of course. I meant: *bad* variable names ;-)

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Melchior FRANZ
Nobody wants to see fgfs stagnate. But that doesn't justify every
approach, no matter which bad side effects. There is an alternative
solution with *no* bad side effects, but all the same possibilities.
None of the vector-property supporters even bothered to explain why
this generic approach wouldn't work or would be worse.

Again: the whole discussion is not (or shouldn't be) about whether
we want progress, whether we want shader effects, and whether they
should be configurable via XML. The question is, if this *very*
intrusive approach is the way to go.

Some of the vector property supporters don't seem to know a lot
about all the internals and haven't thought about the side effects.
Some even need to have secret private discussions with Tim to
form an opinion. Why can't we discuss openly?!

m.



Excercises of the day:

How should a vector property type be displayed on the HUD? All values
in one line, rather than one line per element? Or is this really the
begin of a two-class property system, where some propertyes are just
no longer meant for inspection and public use, but internal only?

How do you imagine we would write a condition that checks for a
color's alpha value?

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Melchior FRANZ
* Durk Talsma -- Wednesday 08 April 2009:
 Just the fact that a few extensions of the existing property types
 can have a positive impact on rendering speed, [...]

I wonder if it's worth to add a lot of complexity for that, though.


Do you know what users are usually told to do to increase the frame
rate?

- turn off the traffic manager!  (I'm sure you aren't just wasting
  cycles there, and there just *is* a lot to do. That's not meant
  as criticism!)

- turn off the replay system (which really is a hog)

- turn off 3D clouds and trees


That brings a lot of frames. Now, would we gain a lot by adding
vector property types? That's hard to say. Nobody knows, I assume.
But have you noticed that many subsystems use the property system in
the slowest possible way?

  var f = fgGetDouble(/some/longish/property/path);

Every time the property is read, a hash value of the path is made,
and looked up in the node's hash table. OK, hashes are fast, but
that's no reason to waste cycles. (One vector property supporter
seems to prefer this slow method. ;-)  Nobody seems to care about
that (apart from me), while ruining the property system to gain
some cycles seems perfectly acceptable.


Did you know that Nasal code in bindings is read in, parsed and
translated to the interal code, and then executed *every* *time*
the binding is called? Every time you move the js throttle? Andy
said that parsing is very fast. Nevertheless, I wrote a patch that
cached all Nasal bindings. I didn't commit it, because the improvement
wasn't that big and not worth the added complexity. (I saved the patch
away in my git repo, and maybe one day it might come in handy.)

There are definitely many parts of fgfs that could be made faster.
I wouldn't start with adding vector property types. I wouldn't even
if it didn't come with all the disadvantages!

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Melchior FRANZ
* Heiko Schulz -- Wednesday 08 April 2009:
 I don't think that Tim has not enough expertise [...]

No, of course he has that. And so has Mathias.



 to see at the next morning that you slamed this proposal code
 changes before Tim even announced his proposal and put in here
 for discussion.

Yes. I really care!  :-P

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 08 April 2009:
   var f = fgGetDouble(/some/longish/property/path);

Oops. Make that  double f = ...

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Melchior FRANZ
* Durk Talsma -- Wednesday 08 April 2009:
 The actual drop in frame rate observed by adding lots of traffic lies 
 somewhere in the graphics code [...]

 If you really think the traffic manager code is inefficient: Please
 prove it [...]

N! I don't think that, and I have no clue about that. Also, just
dropping features will always speed up code, that's easy. As I said,
that wasn't to criticize the AI code, but to put things into proportion.
Disabling some features gives tow-digit framerate improvements, or
almost doubling. Introducing vector properties, OTOH, will probably
not even bring you what is now wasted with inefficient use of
properties. (We use the sprintf() path creation method in doubly
nested loops at FDM frequency, for example.)

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Melchior FRANZ
* Tim Moore -- Wednesday 08 April 2009:
 I'm trying to give your generic approach a chance. I think a system
 where you have to explicitly trigger a listener is a poor substitute
 for one where the listener is fired automatically.

But you'd only have to do it manually from the property browser or
from telnet. In almost all cases it would be done from C++ or Nasal
via wrapper functions, so not exactly manual either.



 And I do think 
 diffuse-atomic
 red.2/redgreen.3/greenblue.4/blue
 /diffuse-atomic
 blows compared to
 diffuse.2 .3 .4/diffuse
 but perhaps that's just me.

But that's again the XML representation argument. As I said before,
while I'm not thrilled about it, it's not what worries me. You could
have a custom XML reader read that into three separate properties
without problems. Just look at YASim's XML reader or the AI code's.
What I find bad is the aggregate property type.



 Better not tell anyone about our secret correspondence on the issue.
 Oh. Whoops.

 Seriously, suggesting that individual conversation among colleagues and
 friends is secret and suspect [...]

It's just that Curt referred to what you told him in private conversation
apparently as a base for his opinion about the matter. And I think that
others could use that same information as well to form theirs. Unless
there's stuff that only Curt should know about it, of course.  ;-)

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Melchior FRANZ
* Tim Moore -- Wednesday 08 April 2009:
 Here's the theory: the values in question, such as material
 colors [...] 

OK, so on the OSG side it will always be a function call. There
can by no tying (no matter which property types). On the fgfs
side you can tie to memory, I assume. (red/green/blue/alpha
separately, without costing anything extra.) And you need to
poll the values for atomic changes?

Maybe you could use the READ flag for that? No need to do it
manually, of course. All wrapped in functions. That's just
checking if the parent (color) node is read-protected, and
if not, use the values. Otherwise re-use the previous ones.

A setter would just clear that bit before writing the values,
and set it again afterwards. Done by a function, of course,
not manually. Unless I missed something, which could well be.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Melchior FRANZ
* Tatsuhiro Nishioka -- Tuesday 07 April 2009:
 I hope many people understands what Melchior said on the property  
 system.

They don't. They are already drooling over the awaited shader
changes. They fell for the argument that this change is in any
way required/desirable, and they give a damn about the cleanliness,
universality and power of the architecture. Prettiness does now
have top priority, while a strong foundation was moved down the
list. This will bite you all in the butt later on, but you were
warned!  :-P



 His going home thing didn't mean that he just wants to hide   
 away unless his opinion is accepted, but he wanted to say the proposed  
 vector format is that bad in terms of software architecture.

My announcement to leave was in response to Curt's green light
and vote, to his opinion that the arguments against the change
weren't strong enough. Had I assumed that this isn't decided yet,
then I would neither have made the announcement, nor given up. But
actually, I'm convinced that this *is* decided. FlightGear's
architecture will be sacrificed to Tim's dislike of the verbosity
of XML (a format that was chosen on purpose). Tons of code will
be added everywhere to make the change kind-of work out. You'll
never see any advantages, but some things will stop working.

But then again: what do I lose? I will continue using fgfs, and
I will continue hacking my private copy of fgfs. I'll just not
commit any code to FlightGearTNG. I'll just be one of the bo105
developers (together with Maik). It's not so much a sad time for
me, but mainly for FlightGear.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Melchior FRANZ
* Vivian Meazza -- Tuesday 07 April 2009:
 There is no doubt that the introduction of arrays in the Property
 Tree has both advantages and disadvantages. Not least we should
 ask ourselves, if they are such a good idea, why aren't they in
 it already? 

We've had arrays since we have a property tree! Here's an array
of strings:

  array
  entryalpha/entry
  entrybravo/entry
  entrycharly/entry
  entrydelta/entry
  /array


Guess what happens when you read that in in Nasal?

  var array = props.globals.getNode(array).getValues().entry;
  debug.dump(typeof(array), array);

Output:

  #0 'vector'
  #1 ['alpha', 'bravo', 'charly', 'delta']

The problem is: it's verbose XML, which doesn't fit in TimGear.
Because the 10 shader XML files must not be as verbose as the other
thousands of XML files, and they should look like being from OGRE
or something, not from FlightGear.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Melchior FRANZ
* Anders Gidenstam -- Tuesday 07 April 2009:
 Some additional thoughts on atomicity: we have several levels of setting 
 a bunch of values in one go in FlightGear:

The whole discussion is still much too detached from any actual use case.
What aggregate data block would we repeatedly set/read under circumstances
where speed actually matters? The XML shader files are read just once
when the model is loaded, no?

What other cases are there where reading three individual properties
is a problem, but reading one vector property isn't? And you can
easily write a small helper function that does the reading, so it's
in no way more annoying.

Atomicity is almost never an issue. Data set in the tree doesn't magically
affect c/c++ code, anyway. This has to be coded, in one of three ways:
tying, polling, listening. (Neither of them is thread-safe, no matter
if vector types exist or not. So this is IMHO not a criterion for the
decision.) 

But apart from that you can have atomicity already now, as I've said
earlier. What's more natural than a color node where you can access all
components individually (e.g. attach a GUI slider to the red element):

  color
      red0.1234/red
      green0.431/green
      blue0.2341/blue
      alpha1/alpha
  /color

... and when you are finished with manipulating the color, you
validate the color change by updating the color node. After
all the color node stands for color branch with its elements.
A listener on the color node copies the *atomar* color to the
GUI/material, etc. This only looks tedious if you ignore that it
can all be hidden in a few simple helper functions, like fgSetColor().
It's not like vector data types wouldn't also require lots of new
functions to work.

This approach is logical, generic, and doesn't break anything. You
can use the same technique on a font/{name,size,slant} aggregate,
or even a nested one:  font/{name,size,slant,color/{red,green,blue}}
You don't have to change a core library for applying the same
principle to other aggregate types. You can implement it in Nasal only,
or C++ only, or mixed.

Implementing a color or vec3 property is only picking out very
special cases and pretending they are in some way generic, while
ignoring all the other possible aggregate types. This is needlessly
extending a very functional, generic system instead of just *using*
it.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Melchior FRANZ
* Tim Moore -- Tuesday 07 April 2009:
 Is it fair to say that you never wanted a discussion, but instead
 wanted to assemble people to yell at me to not make this change?

No, it's not fair! May I remind you that we've had this same
discussion a few times(!) on IRC? You asked me what I think
about additional property types, and I've always made it clear
that I'd object to that and why. This does *not* come as a
surprise. And you knew my arguments.

Even back then you didn't counter any of them IIRC, but rather
concentrated on the wouldn't-it-be-nice? aspect. I think I have
the IRC backlog from then, so looking it up shouldn't be be a
problem.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Melchior FRANZ
* Tim Moore -- Tuesday 07 April 2009:
 Melchior FRANZ wrote:
array
entryalpha/entry
entrybravo/entry
entrycharly/entry
entrydelta/entry
/array

 So why do you care if entry and /entry are replaced by ' '?

Well, so far the samples usually looked something like this:
ambient0.2 0.4 0.1 0.5/ambient.  Doesn't look *that* bad, indeed.
But in reality floats don't usually have just one digit after the
comma. What about this?

   foo2345.1239878725027 235.237926028973 558.1283745628374 
9.123242342346/foo

There goes the nicety. As long as this is only an XML markup
question, the disadvantages are:

- higher failure probability
- one has to know about the order and meaning of elements; they
  are not self-describing
- it's a bastardized format: it's a custom format *within* XML
- XML tools can only treat the entry as a whole, but not the elements.
  For example: a *.dtd file cannot validate the entries
  (http://en.wikipedia.org/wiki/Document_Type_Definition; not that
  I have any experience with that)
- XML editors might not support such conglomerates (ok, weak argument
  ... who on earth uses an XML editor?! ;-)


If you find proper PropertyLists so disgusting, then you could just
use the XML parser directly, like Durk did it for some airport data
(parking/traffic), or yasim to read its config files. Just write a
shader XML file reader. You don't need to read them into the tree,
I guess.

I think it would be a bad idea, but I could live with it. (I've multiple
times complained about such custom (non-PropertyList) files in fgfs,
because they made it impossible to load the taxiing files into the tree,
for manipulating or visualizing the route points. I spent several hours
for writing Nasal's parsexml() built-in function and io.readxml/io.writexml,
only to allow that!)



But that's all just XML representation. As soon as this thing ends up
being stored in the property tree as new vec4, color etc. nodes, the fun
is over:

  foo = '2345.1239878725027 235.237926028973 558.1283745628374 9.123242342346' 
(vec4)
  background = '0.12332975 0.123784967 0.28375891205 0.127456582302' (color)

Should we make the property browser full-screen, so that one can still
handle the entries? But that's only the response to your question:

| So why do you care if entry and /entry are replaced by ' '?

The other issues are much more problematic. See the other messages for
that.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Melchior FRANZ
* Tim Moore -- Tuesday 07 April 2009:
 How / where do you document that a parent node requires this explicit 
 listener activation?

How/where do we document that the heading is in degree, not radian?

How/where do we document that a value is normalized (0-1), not an
angle?

Adding a suffix would be a possibility. After all, just like
in the case of -ft or -m suffixes, it's only meant for the 
human user or coder, so that s/he knows how to handle the type.
The code itself knows it, because it's written that way. The listener
of the color-at (or color-atomar) node knows it without looking
at the node name. That's just business as usual, not a new challenge.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-07 Thread Melchior FRANZ
* Tim Moore -- Tuesday 07 April 2009:
 Melchior FRANZ wrote:
  How/where do we document that the heading is in degree, not radian?
  
  How/where do we document that a value is normalized (0-1), not an
  angle?
  
 Beats me, but I'm not the one claiming that the property list format is
 self-documenting.

Well, it is. The answer to my two questions is: suffixes!

We know heading is in degree, because its name is heading-deg.
We know a value is normalized, because its name is position-norm.
And we'd know that a branch is atomic, because its name could be
whatever-atomic (or something shorter). But that's just optional.



 Right, so it's (mostly) the Nasal programmer who would have to know the
 suffix.

No. Any human who gets in contact with the property. For example,
someone browsing the tree in the browser dialog. Or someone using
it in nasal, or writing it from an fgcommand binding.

The property tree is just data storage for IPC purposes. Writing to
most nodes doesn't have an effect *at all*, without giving you
*any* hint about that. You don't get any feedback on writing. You
just have to know if you can expect an effect or not. Only some
properties are polled or have listener callback functions attached,
or are tied to functions. And a suffix could tell you that writing
to a child alone doesn't have an effect either (like for most other
nodes), but that the whole branch is evaluated in an atomic way if
you trigger the parent node.

m.

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Re: [Flightgear-devel] Fwd: [Flightgear-cvslogs] CVS: source/src/GUI property_list.cxx, 1.22, 1.23

2009-04-07 Thread Melchior FRANZ
* Ron Jensen -- Tuesday 07 April 2009:
 And when the gentleman who has been responsible for
 building and maintaining that complexity stands up and cries out:

That wouldn't be me, though. That's mostly David MEGGINSON's work,
with contributions by Erik, Fred, Csaba, Mathias and me (and probably
a few others). But I'm pretty sure that David, the designer of
the framework, would be *horrified* about the idea of aggregate
property types! I'm tempted to ask him ...

m.  :-}

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-05 Thread Melchior FRANZ
* Gene Buckle -- Sunday 05 April 2009:
 So essentially since you may not get your way, you're going
 to take your ball and go home? 

You don't seem to understand this comparison. It's about taking
something away so that others can't continue enjoying the game,
only because one doesn't have his way.

I am not taking anything with me. I'm just going home, because
the others have changed the game from football to throwing in
windows. And that's not what I want to take part in. All you
need for that is a spine. Nothing evil.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-04 Thread Melchior FRANZ
* Tim Moore -- Saturday 04 April 2009:
 A couple of weeks ago I was asked for a sample of an effects file
 that uses my proposed changes to the property system;

And a few weeks later I still object to these property changes, and
will do so as often as it is brought up again. And for all the same
reasons!

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-04 Thread Melchior FRANZ
* Vivian Meazza -- Saturday 04 April 2009:
 less-equal?
 texture0, texture1. ?
 ambientusematerial/ambient/use/ambient ?

I did't even look at that. The vector properties (that have already
been rejected before) were enough for me to reject the whole second
attempt to get this in. But I agree with all your points.

This does also not make sense to me:

vertex-shader
  Shaders/util.vert
/vertex-shader

Why should any part of fgfs (or external apps) have to deal with
stripping quotes around strings? Should be:

  vertex-shaderShaders/util.vert/vertex-shader

or probably even better vertex-shader-path.

m. 

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Re: [Flightgear-devel] Scene ambient and specularcolor changes

2009-04-04 Thread Melchior FRANZ
* Vivian Meazza -- Saturday 04 April 2009:
 I can fix it here, to my entire satisfaction, so if everyone else is
 happy, don't worry.

I can't really say much about this, as I'm using a rather old and not
so great monitor that I don't seem to be able to calibrate correctly.
But I agree that the ambient has now become significantly darker. I
just can't say if that's right or wrong.  :-/

m.

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Re: [Flightgear-devel] *** SPAM *** Re: Scene ambient and specularcolor changes

2009-04-04 Thread Melchior FRANZ
* Vivian Meazza -- Saturday 04 April 2009:
 This is how I think it should look, 

Does indeed look much better here (on my *still* quite bad monitor ;-).

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-04 Thread Melchior FRANZ
* Heiko Schulz -- Saturday 04 April 2009:
 How would it be better, and would all what Tim wants to do,
 be still possible? 

The features that Tim is talking about (effects and stuff), and
the XML and property tree representation do IMHO not have much
to do with each other.


How can separate values be stored without vector property type:
Just like now. Every property (red/green/...) is a an actual
*property* (i.e. an SGPropertyNode). But we had that aleady ...


What the best solution for the dynamic attribute is probably
depends on the case. How often do we expect such color properties
to change? Many of them in every frame? Or just a few every few
minutes?

One solution could be to have the properties just like now
(with children possibly tied to memory):

  color/{red,green,blue,alpha}

Add a listener to the parent color, and trigger it when all
color properties have been set, so that the code can update
whatever needs to be updated. The triggering happens with
SGPropertyNode::fireValueChanged(). This can be nicely done
with a few helper functions. Of course, triggering the parent
would have to be done manually in the property browser or via
telnet, but that's certainly not the main use case and is IMHO
acceptable.

No intrusive changes with multiple bad side effects needed.

m.

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-04 Thread Melchior FRANZ
* Curtis Olson -- Sunday 05 April 2009:
 Without seeing anything so far that I would consider a compelling
 argument against, I vote for giving Tim the green light here.
 Developer convenience has almost always been a good enough reason
 in the past. 

OK. Unfortunately, this is a route that I can't go with the project.
I better watch that from outside. I still claim ownership of the bo105
and will probably continue maintaining it after a longer pause (if I
can keep my commit rights until then). All other areas that I maintained
are free for adoption (gui, fg/nasal, new hud, voice, input).

Good luck
m.

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Re: [Flightgear-devel] [BUG] invalid argument to asin() in Instrumentation/navradio.cxx

2009-04-02 Thread Melchior FRANZ
* Ron Jensen -- Thursday 02 April 2009:
 I think we need
   double angle = atan2( y,  x ) * SGD_RADIANS_TO_DEGREES;

Agreed. And that's also done just a few lines later, with the
exact same parameters. Comitted, thanks! (I also re-used an
already initialized node for altitude-ft.) 

m.

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Re: [Flightgear-devel] Scene ambient and specular color changes

2009-04-01 Thread Melchior FRANZ
* Frederic Bouvier -- Wednesday 01 April 2009:
 - Melchior FRANZ a écrit :
  Why would a visibility of 22 km only give me half the specularity
  of a visibility of 45 km? On an object that stands a few meters
  in front of me! That basically means, (almost) no more glossiness.
 
 Maybe I missed something but the visibility is not related to the
 distance between the viewer and the object.

Visibility is reduced if there are lots of particles in the air
(water drops, dust), and/or if there are tubulences due to heat etc.
Of course, this sums up over kilometers, 10 km, 20 km, 50 km.
But this sum will be very small over 20 meter in comparsion, and
will barely change the glossiness of an object at near distance.
And even if visibity changes from 20 km to 40 km will the glossiness
not change *at all* in real life. Changes in the far reaching
visibility just don't have an effect at these small distances. They
will, of course, if the visibility is very close to the object
distance.
 


 As far as I understand Erik's intention, there should be no
 glossiness in fog or inside a cloud, so setting glossiness to
 0 when visibility is 0 makes sense to me.

Yes, *that* makes sense. But that's far from the current halving
of the glossiness from 20 km to 45 km visibility.

m.

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Re: [Flightgear-devel] Scene ambient and specular color changes

2009-04-01 Thread Melchior FRANZ
* Erik Hofman -- Wednesday 01 April 2009:
 Hmm, sitting in the sun today during lunch made me realize that what I'm 
 really after is probably the effect of looking towards the sun in 
 comparison to looking in any other direction. The Bright light of the 
 sun seems to make the ambient light much darker (higher contrast).

Makes sense. Direct sun light closes the pupils and increases contrast.
This makes bright spots bearable, but less bright ones darker.



 Anyhow, Melchior seems to agree that a logarithmic effect is better than 
 linear for reflections.

Yes, that last (not yet committed) patch fixed specular for me.  :-)

m.



PS: Just in case that wasn't clear: I'm not an expert in such things.
I just compare the results in fgfs (especially the bo105/ctrl-y)
with what I (seem to) see in RL, and try to apply some common sense.
But often enough one's own idea of common sense isn't quite as
common as one would hope. That's why I think more user input from
others would be an advantage.

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Re: [Flightgear-devel] Fwd: Remove right access to CVS FlightGear/data

2009-03-31 Thread Melchior FRANZ
* gerard robin -- Saturday 28 March 2009:
 = it is the consequence of a lot of aggressives behaviour against
 me ( not my work)   coming mainly from the French side, like this,

So it's not me, then? Great!
(Yeah, Franz comes from Latin franciscus -- the French one, but
that doesn't actually apply in my case.  ;-)



 And, along some others mails, chats, forums, the desire ( with
 insults ) said to get me out from FG.

OK, here I'm a bit guilty: I was *very* p*ssed after the F-8E incident.
After all, I had some work with applying patches/committing it etc.
I made a few times clear on IRC that I consider someone who withdraws
an Open Source contribution not on the same level as a non-contributor,
but rather a few levels lower. Pulling out is one thing, but asking
gifts back is disgusting. Maybe I'm just too old-fashioned.

But this was all forgotten after you had become a valuable fgfs
developer, who has contributed some of the nicest aircraft.



 The last event on that mailing list  was  the straw that broke the
 camel's back.

I assume you refer to the new Nasal tanker, and that it doesn't show
up on the primitive AI radar. I explained why it doesn't -- because
this would have required that the tanker does radar work to support
a deprecated technology. There is a better and more realistic radar
instrument available, which is supported and constantly improved. You
could just have switched to that, rather than clinging to the game-like
radar.

But, nevertheless: I had offered to write a Nasal module that would
add the missing support for tanker.nas *and* would have kept all users
of the AI-radar working forever. You didn't even bother to reply to
this posting.

I had also said that there are no plans to remove the AI-radar
yet -- just that it *should* be done at some time. Could be in a
year, or in five years. Or after all models have been converted
to use a *real* radar instrument.

So, pretending that this was the ultimate reason why you pull out
is a bit unfair. But I understand that blaming it on someone who
you don't like, anyway, is much more convenient, and has a nice
(in your opinion) side effect.


But contrast the (passive) non-support of an old feature by a *new*
feature to the *active* boycott of wildfire by you. And not just
once: after you had been criticized for that in the F-8E, you
quickly committed the same to the Catalina. That's what I call
throwing a tantrum! And the irony: the Catalina is actually
used for fire-fighting in the real world and would profit from
this feature. Oh, well ... double standards!



 I committed again ( september 2008 ) the F-8E, not the Dubbed for
 French Only F4U-7 ( was said  here, =no duplicate models=) when
 the JSBSim external_reactions had been officially usable.

Here's another of your truth issues. You keep repeating this,
just as I keep correcting it. And so I do again:


Yes, I had said at one time that people should avoid committing
duplicates, and that one SR71 in CVS is enough. (Sorry, I can't
find a link to that.) But later I clarified (in response to one
of *your* emails):

* Melchior FRANZ 
(http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg18109.html)
| Well, I said at some time that duplicating aircraft should be avoided.
| But Curt noted that he has no problem with that, so it's OK. Also,
| back then, it was a special situation: your better SR71 was already
| in CVS, and someone rushed his (inferior) version in, right after
| he had gotten CVS write permission. This was totally pointless
| and annoying.

... to which *you* replied:

* Gerard ROBIN 
(http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg18136.html)
| Yes, however, i guess that my best  rule, is to avoid to commit any
| aircraft which could be yet there in CVS.

So it was no longer *my*, let alone an *official* point of view that
no duplicates should be made, but *your* private decision, despite the
more liberal official view!



Yet, here you falsely claim again that duplicates aren't welcomed:

* Gerard ROBIN (http://www.flightgear.org/forums/viewtopic.php?f=4t=2450)
| Unfortunately, these works won't be committed to FG CVS, since, there is
| a rule, NO DUPLICATE model within FG. 
[...]

* AJ (same thread):
| Hi grtux... where did you find this No duplicate model rule in FG?

* Gerard ROBIN (same thread):
| Probably, you never got flame, about it, i did :( 
| However there was some talk about it on the Mail-devel, i won't give you
| the name of the persons who are defending that rule, you may easily find
| it by yourself. 

* Melchior FRANZ
| Do you really have such a bad memory? Or are you intentionally lying?
| I responded to you only a few weeks ago: 
| 
http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg18109.html

... and that's where the self-proclaimed forum police jumped on me for
using the L-word (and which is why I pulled out of the forum -- I don't
really need (clueless) language police.  :-P

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