Re: [Flightgear-devel] Weather

2012-11-13 Thread flightgear
Hi Thorsten 

Thanks a lot for helping me understand how this could work with METAR
and advanced weather. Because I’m not that familiar with remarks in
metars I misinterpreted position as possibility to distribute the
center position by coordinates (forgive me pilots here), but it is
just  N/S/E/W etc. of the reporting location as I understand.

 The most advanced option is to do exact synchronization over the MP
protocol by exchanging random seeds 
 between clients. That's not so much additional Nasal, maybe a few
hundred lines, but requires changes in other 
 places as well.

When I’m reading older threads and try to understand how the MP
protocol works and where the sharing of random seeds could be really
practicable too actually- I fear I should really take HLA/RTI into
account. A weather engine creates a weather federation which could be
shared by other participants.

 Since I'm not sure what exactly you want to do, I can't really tell
you what the best option is.

I want to synchronize some kind of raw weather data over the network I
guess, independent of the viewport. This sounds simple, but I see ...
it’s not. Ok, the random seed is just some kind of raw data too,
but probably needs the HLA/RTI idea to be the most efficient option,
not sure about at the moment.

Anyway, thanks a lot for your reply

-Yves

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Re: [Flightgear-devel] Hawaii regional textures merge request

2012-05-24 Thread flightgear
 Okay, given yesterday's discussion, I don't know if there is still need to
 discuss further or not

I guess there is.


 Still, I think it makes the Hawaii experience much nicer.

I'm sure about that, beacuse personally I follow all your contributions
and it is really nice work, just to state.

But ... there is no visible structure in textures folder yet for regional
textures, is it ? Want a zurich_kreis_6_neighbourhood_grass.png as a
30mb .dds for my next merge request ? ;-)

I miss some ideas and proposals from core developers here where this
should go. Materials have a structure now, but textures and aircrafts
still miss a naming convention and better structure (and some textures
committed the last months just filled up the clonable repository, even
they have been removed because this area is under heavy development).

Cheers, Yves


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Re: [Flightgear-devel] Regional textures merge request

2012-05-22 Thread flightgear
 On Tue, May 15, 2012 at 8:52 AM, Renk Thorsten wrote:

 Quick question to Stuart:

 Currently the conditionals for texture selection are done using
 /position/longitude-deg,... i.e. aircraft position. The actual tile
 position however is different from that by the visibility and an
 direction, which makes for some uncertainty.

 So, it'd be more consistent to place a condition on the position of the
 tile to be loaded rather than the aircraft - is that information exposed
 somewhere (or would it be difficult to do that)?

 Sorry for the delay in replying - I've been away.

 As Fred says, it would be possible, with some changes to the
 materials.xml format and the tile loader.  However, I think we can do
 better.

 Martin Spott pointed out to me off-list that one could use a GIS
 shapefile to define a region.  This would be much more flexible,
 allowing for non-rectangular areas to be defined.  So, if we're going
 to change the tile loader, I'd want to go down that route instead.


Hi Stuart

Good point from Martin Spott off-list ;-) but anyway, has there ever been
a proposal how this regions could be defined ? Is there a wiki, a readme
or something ?

I stumbled over an interesting system the last months, because I was
looking for a landcover system with less inconsistency than corine or
other systems ... and found a complete different approach which might be
interesting for getting such materials/texture regions probably ? Not
sure, but this could also lead to a new approach how to use textures at
all with flightgear, but of course this is just a very vague assumption.

LCCS is the only universally applicable classification system in
operational use at present. It enables a comparison of land cover classes
regardless of data source, economic sector or country. The LCCS method
enhances the standardization process and minimizes the problem of dealing
with a very large amount of pre-defined classes.
Taken from here: http://www.glcn.org/sof_1_en.jsp

Cheers, Yves








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Re: [Flightgear-devel] Regional textures merge request

2012-05-22 Thread flightgear
 As Fred says, it would be possible, with some changes to the
 materials.xml format and the tile loader.  However, I think we can do
 better.

 Martin Spott pointed out to me off-list that one could use a GIS
 shapefile to define a region.  This would be much more flexible,
 allowing for non-rectangular areas to be defined.  So, if we're going
 to change the tile loader, I'd want to go down that route instead.

 Well, I don't want to be greedy, I just wanted to know if it's trivial to
 do  - what we have now is quite a bit better than what we had previously -
 it's just not perfect and still has some issues. But if that's how it
 stands, I'll create a merge request for my Hawaii project as it is (i.e.
 including the visibility-range dependent artefact generated by the
 transition from lush green to volcano red in shrub and tundra). I think
 it's still nice to fly Hawaii with the regional scheme.

Hi Thorsten

Sorry for my impatience, but I think before one start to have tousands of
custom scenery textures in fgdata we should discuss if such limited custom
scenery changes makes sense to be in the (already heavy) fgdata
repository.


 What I like about conditioning on position is that it's simple - everyone
 can do it, and it already seems to inspire some to try to use the scheme:

 http://www.flightgear.org/forums/viewtopic.php?f=5t=16418

I may rot in custom scenery hell for what I write down here because I
still have some kind of world scenery in mind ... Something I really
fear meantime is a git-exploding texture folder in fgdata because of focus
on better textures for small custom scenery projects.

Yes, it’s just as simple as this more or less useless comparison in this
first post at the forums. The only thing that needs to be done here is
improving landcover shapefiles to get more details, later changing some
textures and materials.xml and providing a custom scenery project, trought
whatever channel ... but when I look at this, why not being consistent and
just go for detailed photo scenery at the end ? Looks wow all the time.
(But once you will realize with photoscenery you’re only flying at noon
for the rest of your flightgear scenery life ;-)


 I think that wouldn't be so easy with a GIS shapefile (I would not know
 how to start that way for instance). But if we ever move to a more
 faithful solution, e may have all the texture sets for various parts of
 the world already in place :-) - so we're not losing anything.


The GIS shapefile might be easy, but this will first need some new sg/fg
and probably terragear code for such meta coverage. And more proposals,
ideas and some kind of a scenery master plan.

Here I will add a note to the concept of the transition shader I
introduced a longer time ago. Stupid, but the idea was to have LESS
texture files at the end to free resources. It was inspired by the idea of
having natural structures, giving (transitional) patterns with different
colour schemes, following water/clima/temperature or whatever parameters.
(The code for the texture/shader handling with transition shader was
simply based on an idea of Tim Moore and an uncited/unknown contributor
for the old but working crop shader).

Parallel to the transition shader I had the idea for an improved texture
system based completely on transitions, having a texture folder with some
small structures and another with colour schemes, following some newly
introduced meta-vegetation-parameters. Ok, I never finished this task
because I’m not able to introduce the new parameters to sg/fg code.

But personally I vote against having a big bunch of rural textures in a
wow-fgdata for the moment. I would really like that new overall
shader/texture concepts are tested and discussed well and gives proposals
and roadmaps to all the scenery projects, eating less resources when
possible. Otherwise I guess we will end up with a heavy archive of
temporary custom scenery approaches.

Cheers, Yves


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Re: [Flightgear-devel] An empassioned plea

2012-05-04 Thread flightgear


 Selectively disabling features is probably not going to work reasonable
 as long as the features in question are required to play nice in order
 to get disabled, there's no such infrastructure as a kill-switch to
 prevent the use/loading of *any* shaders (or whichever additional
 feature).

Personally, I think the problem is that easy enabling/disabling shaders
goes along discussion of personal preferences and technical/graphical
wow!-game-competition of some developers temporary, and not along other
discussion. The effects and shader inheriting system is not used as it
could for such switches, at least for me.

But don’t get this wrong, because it might be right in sense of moving
forward in such a project ! It’s just a lazy comment of a man with varying
interest, trying to follow every graphical enhancement the last years.

Cheers, Yves




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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread flightgear
 Yves:

 Towns are not point features. The vmap0 represents towns as points, but
 these particular points are parsed by terragear and turned into 1km by 1km
 polygons which are burned into the terrain. That gives the square
 appearance in the default scenery.


Hi John

Yes, I’m aware of this behaviour of terragear and vmap0. But I also
remember this town model, a european church-like building with some
houses grouped, all with same elevation. This looked very ugly i.e. in
mountain areas (half of the village in the hill, rest hovering over
terrain). And without this models you see this squares, which is the most
atypic form for a small housing scheme/settlement/village in most places
of the world.

When the random buildings can be used to represent a settlement in near
future and with new generated scenery I thought maybe it’s time to change
cs_town from point to polygon feature from the beginning of scenery
creation/digitizing now, and also remove this point to square option of
terragear completely. Without claiming to have complete overview myself, I
don’t know any natural landclass where such geometry make sense.

When it is not possible to change cs_town definition to polygon I will
vote for an additional landclass, even I’m sure we should reduce the
classes ...

-Yves




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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-24 Thread flightgear

 On 24 Apr 2012, at 08:28, ThorstenB wrote:

 If data needs to be loaded anyway (airport codes/positions), then
 distributing it to tons of individual files may not help with start-up
 delays either.

 James really needs to comment on nav data things though, since I never
 touched this area.

 The quick answer is, we need a lot of data *available* at startup for
 position init. Parsing it from apt.dat and nav.dat is 'slow', but has been
 optimised over the years. (Parsing 20MB of text data each launch is still
 kind of crazy, though) Collecting it from many XML files would also be
 slow, but there's a general point that we should be decoupling
 *availability* from *loading*.

 I've had (in the past, it's bit-rotted now) a binary cache of the navdata
 and airport-data (stored into $FG_HOME), so that assuming the stat() data
 on files hasn't changed, no time is spent rebuilding the cache on launch -
 which makes the FGFS launch time dramatically better, for me. Having such
 a cache takes a major constraint off how the data is structured and
 parsed, so I think it needs to be revisited.

 (Quite a lot of the structuring of FGPositioned and related classes is to
 make such a scheme possible, especially the fact everything is ref-counted
 - another benefit of the cache is not needing to have every airport,
 navaid, runway and taxiway from apt.dat in RAM)

 To repeat what I said in some other places - on the C++ side I can
 tolerate (and am happy to write the code!) to deal with nearly any format
 - XML files in the scenery, single files in XML or the X-plane 810 or 850
 format - whatever. It's not that hard, I understand the issues and we have
 plenty of supporting code. My concern is that 'the community' agree a
 design that fits most people's needs.

 (And can generate / get / maintain the data!)

 Thorsten's point about matching apt.dat and nav.dat into TerraSync makes a
 lot of sense to me, for example. I'd also be happy looking for navaids in
 the scenery structure (in the w010n040 dirs?), looking for *all* airport
 data in the Airports/E/G/P/ structure, or anything else. I really don't
 mind, and I can support several approaches with some schemes taking
 precedence, but deciding what design is right, I have not much clue about
 :)

 James



Hi James

Maybe it’s also worth to compare what’s in FGx here. A lot of all this C++
code is already in. The cache, a very fast apt.dat parser, a xml parser
etc.

Cheers, Yves




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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-24 Thread flightgear
 Hi Thorsten,

 ThorstenB wrote:
 On 23.04.2012 13:52, Christian Schmitt wrote:

 We could, if the xml parser would not simply discard any new runways
 that
 are not already in the apt.dat file.

 If I understood a comment of James in the bug tracker correctly, this,
 however, always has been and still is the normal behaviour, since these
 XML files were only intended to provide updated airport info, not
 introduce completely new ones (so it's not a new bug, as someone
 suggested).

 Indeed, the XML structure was primarily meant to override incorrect
 values of pre-existing airfields.  Anyhow it's by far flexible enough
 to add additional features wherever it makes sense.  Thus, for the
 cases you outlined, I don't see the need for distributing yet another
 set of files carrying almost redundant data.


Hi Martin

Is the code/the queries to produce the xml output from the postgres
apt/nav.dat database available for public somewhere?

Cheers, Yves


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Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread flightgear
 On Tue, Apr 24, 2012 at 10:09 PM, Stuart Buchanan wrote:
 The initial commit of the random buildings is now available in git.

 One thing I forgot to mention: you need to be running with
 data/materials/default/materials.xml or data/materials/dds/materials.xml.

 The data/materials[-dds],xml are obselete and will be removed
 shortly.

 -Stuart


Hi Stuart

Maybe this is the point now to change something in scenery creation
process? AFAIK towns are still (?) point features ... maybe this could be
switched now to polygon features, using random buildings code later
instead of this unique village models ? What do you think about towns
and random buildings ?

Cheers, Yves




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Re: [Flightgear-devel] Adding Airports

2012-04-13 Thread flightgear
Hi John

Are this strips/fields missing in apt.dat 810 and 850 ? Do this strips
have a FAA code or is it outside U.S. ?

Cheers, Yves

- Ursprüngliche Nachricht -
Von: FlightGear developers discussions 
An:
Cc:
Gesendet:Fri, 13 Apr 2012 08:23:54 -0700 (PDT)
Betreff:[Flightgear-devel] Adding Airports

 I have made a couple airports which are not in the airport database
in the 8.10 format in TaxiDraw.

 Before anyone tells me about 8.50 these airports are nothing more
than missing grass/dirt airstrips.

 What is the best way to add them to apt.dat, so I might be able to
use Terragear with these airstrips included?

 Thanks
 John

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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-10 Thread flightgear
Hi Crhis, Torsten

What is really needed at the moment is someone starting to verify if some
changes to our apt.dat from the past have to come to recent apt.dat
shipped with FlightGear. Martin Spott prepared an updated apt.dat on the
mapserver, but the changes in there have to be verified if it’s worth to
commit this to Robin Peels database first. Some airports have probably
better or more improvements in flightgear apt.dat version (i.e. taxiways).
There are ~250 airports to check (see the link posted in my former post).


 In this case it would make sense to unpack apt.dat, too, as many changes
 need to be done to the two files (ILS changes i.e.)

Chris, you mean nav.dat here, do you?


 The central repository would be Robin Peels xplane database, which still
 contains nav.dat files compatible with FG. BUT as they depend on a certain
 apt.dat version we can't just copy them over as a whole.

 In the future, when our scenery is created with apt.dat 850 data, we still
 have to keep one apt.dat file, as it has to match the distributed scenery.


Isn’t it possible to commit flightgear apt.dat/nav.dat changes directly to
Robin Peel/xplane database, without serving an own apt.dat and spreading
derivatives? This caused a lot of problems the last years I guess. I.e.
there was never a proper solution what happens to changes made by
flightgear contributors. It would be so much easier to have ONE
apt.dat/nav.dat source, maybe someone can contact Robin Peel to get a
shared flightgear/xplane repository?

Cheers, Yves

Cheers, Yves


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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-10 Thread flightgear
 Hi Chris

(Sorry for my quick writings and mispelling and other mistakes)

Maybe it’s time to establish a new contact to Robin Peel. I sent him
data too but never got any answer, I sent my data to Martin Spott and
the airports have never been updated, nore in apt.dat shipped with
flightgear nore in scenery files derived via terrasync. Maybe it is
time that apt.dat updates coming from flightgear gets a new conception
now. Someone or a team has to establish a heard connection to Robin
Peel. I could imagine that Robin Peel didn’t follow our updates
anymore because it hooked on old 810 data, which is not updated for
xplane anymore.

- Ursprüngliche Nachricht -
Von: FlightGear developers discussions 
An:FlightGear developers discussions 
Cc:
Gesendet:Tue, 10 Apr 2012 10:15:03 +0200
Betreff:Re: [Flightgear-devel] updates to nav.dat.gz

 flightg...@sablonier.ch wrote:

  Hi Crhis, Torsten
  
  What is really needed at the moment is someone starting to verify
if some
  changes to our apt.dat from the past have to come to recent
apt.dat
  shipped with FlightGear. Martin Spott prepared an updated apt.dat
on the
  mapserver, but the changes in there have to be verified if its
worth to
  commit this to Robin Peels database first. Some airports have
probably
  better or more improvements in flightgear apt.dat version (i.e.
taxiways).
  There are ~250 airports to check (see the link posted in my former
post).

 I'm already doing the checks (and modifications) for the german
airports on 
 the list. Those will be sent to Robin. 

 
  In this case it would make sense to unpack apt.dat, too, as many
changes
  need to be done to the two files (ILS changes i.e.)
  
  Chris, you mean nav.dat here, do you?

 I mean both files here. EDDF recently got a new runway and as such
the namig 
 scheme has changed completely. So I would like to change the runway
names in 
 apt.dat and the ILS data in nav.dat :)

Is it more recent than what shows up in current 850 xplane data? Maybe
this is a good point to show xplane data contributors that our updates
have some value too :-)

  
  Isnt it possible to commit flightgear apt.dat/nav.dat changes
directly to
  Robin Peel/xplane database, without serving an own apt.dat and
spreading
  derivatives? This caused a lot of problems the last years I guess.
I.e.
  there was never a proper solution what happens to changes made by
  flightgear contributors. It would be so much easier to have ONE
  apt.dat/nav.dat source, maybe someone can contact Robin Peel to get
a
  shared flightgear/xplane repository?

 It IS generally (almost always) the best, to send changes directly to
Robin. 

As I stated above, I didn’t see any change in our scenery work
coming to Robin Peels database. I don’t know the reason exactly.
Outdated data as base might be one, but that’s probably only my
personal assumption.

 Our problem here is that we can't just update our apt.dat file with a
newer 
 version from Robin, as long as our scenery does not get rebuilt. What

 Torsten probably envisions with his proposal is the possibility of
easier 
 hotfixes for our files.

For my point of view that’s exactly the path we have to leave. No
more hotfixes which gives us imperative to a own apt.dat version.
Instead of such fixes it would be nice to improve flightgear to read
single custom airports like xplane does. With xplane you can load one
improved airport from a custom data location and you go with this
data.

 Again, we can't just update our apt.dat file with the latest version
from 
 xplane, as our scenery was created with a certain apt.dat file and
thus 
 depends on the corresponding file. Otherwise we'd have
inconsistencies 
 between i.e. FG's apt database and the runways showing up in our
scenery.
 Xplane in contrast creates all airports on the fly, when loading the 
 scenery, so they can switch apt.dat files without bigger problems.

I don’t understand this concept: FlightGear distributes a static
data file and on the other hand dynamically updated (scenery) data via
terrasync or trough other sources. This will never be in sync unless
flightgear has capability to read custom airport data or to update
apt.dat via sync process too. For my point of view it’s anyway an
overhauled concept of distributing static world data.

Maybe someone can explain me more here, sorry for all my
misunderstandment. I aplogize in advance, but I’m trying to follow
this apt.dat and scenery process since many years but I definitely
don’t get it probably ...

Cheers, Yves

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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-10 Thread flightgear
 flightg...@sablonier.ch wrote:

 Maybe it???s time to establish a new contact to Robin Peel. I sent him
 data too but never got any answer, I sent my data to Martin Spott and
 the airports have never been updated, nore in apt.dat shipped with
 flightgear nore in scenery files derived via terrasync.

 Just as a clarification to everyone: The XML files on TerraSync are
 meant to represent the actual Scenery provided at this very place
 (TerraSync).  Thus, introducing new airfield layouts/references without
 changing the corresponding terrain would lead to inconsistencies -
 which is why I refrained from doing so.  Read also:

   
 http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg17407.html

Hi Martin

I know about this inconsistencies, and this of course the core of the
problem. When flightgear reads from one updated scenery source and from
one corresponding data source we wont run into the same problems anymore,
do we?

The old concept caused a (unwanted) freezing of scenery and apt.dat work
over the last three years. You asked people to send you new scenery
data/resources and airport data, but nothing happens with this data now,
because you decided not to provide scenery anymore. One of the
consequences of this decision could be for us to think about the whole
scenery data process, and not to establish quickly the next hotfix. But
this is only my personal view of things of course and is not well
discussed.


 The same applies to shipping modified apt.dat files with the Base
 Package as long as use-custom-scenery-data flag wasn't established as
 default.

Why is apt.dat/nav.dat (which covers the whole world and has some tons of
MB) shipped with the base package, and not an updatable excerpt? And
another question, wouldn’t it be possible to establish an apt.dat online
update in general? Why is it possible to update apt. and nav.dat in xplane
every months without (?) inconsistencies and not for FlightGear? Is there
something that could be changed in the concept of scenery and data
distribution for FlightGear? Maybe leaving the world scenery approach
and dividing scenery and data distribution into data regions?

 Therefore I've been collecting the various contributions just for the
 purpose of saving valuable work from bit-rot.


Yes, this is a honorable work you did over the last years. I will start to
compare newer xplane data with all changes made by flightgear contributors
on old data. This will take some time, maybe this will take 2-3 months.
Every help is much appreciated, also some hints where to start (Europe
because of upcoming scenery updates?).

Cheers, Yves


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Re: [Flightgear-devel] Willfully violating Google Terms of Use under the FlightGear umbrella ?

2012-03-13 Thread flightgear
 Considering the same legal issues arise frequently, would you mind posting
 a link to the discussion, because all I can find is this:
 http://wiki.flightgear.org/index.php/Copyright_Inquiry

 And in a quick response to the second question, your scenery would be more
 detailed if you built it using SRTM-3 and CORINE data.

Just to add a note, building scenery with corine could probably be more
detailed, but we will never be aware of the well known inconsistency
corine has, whith each data cycle. You will find some papers about this.
The give an example: we have a much more detailed classification system
for Switzerland. Now this has been translated to corine, I guess - no,
I'm sure - there are some compromises in classification. And this
discussion you will find for every corine member probably.

Now maybe when someone is looking to an area he/she knows very well, this
inconstistency is noticable quickly. But from another point of view ...
for the huge task to get more detailed scenery at europe overall the
inconsistency doesn’t matter that much.

For me it’s imaginable to have more detailed custom scenery for distinct
areas, digitized from scratch or using corine as a base and improving.
Depends on resources. But first corine and other public sources have to be
verified properly of course, and anyway wider experience using this layers
for scenery creation is needed. Another question would be if it really
makes sense to have more detailed and improved resources than corine for
FlightGear scenery creation at all, or if this is more an interesting
side project and somehow overstating the case.

BTW. I’m wondering why no one uses the new flightgear-scenery mailing list
for such discussion? Does it need more promotion?

Cheers, Yves




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Re: [Flightgear-devel] Looking at a nice project from outside

2012-02-24 Thread flightgear


I really hope that we can start a discussion now about the state of
the scenery and making (or following) some plans keeping the basic
ideas up for the moment, also looking to planned improvements. I am
following Martins ideas since a long time. I always tried to help here
and there but I saw that it really needs a lot of people following
this ideas. Martin spent so much time explaining me how to set up this
and that and how all this scenery process could work. I really wish we
could build some kind of temporary Scenery Team and discuss ideas.
My proposal is to meet at IRC on day the next weeks to start
organizing, or to open a temporary group or list. (Sorry, i do not
like the forum for such).

Personally- ... Martin, I would send you all my best wishes and I
would send you one billion Thank Yous for all your support. Without
you I would never have seen what is behind the whole scenery process.
You spent so much time explaining me how this all works, you shared
your experience and all the results of your researches in idealistic
way and you guided me through the jungle. You always studied all
proposals carefully. I ever got an answer from you. All my respect.

Cheers, Yves

 - Ursprüngliche Nachricht ---   Von: FlightGear developers
discussions @lists.sourceforge.net 
An:
Cc: 
Gesendet:Fri, 24 Feb 2012 10:01:16 + (UTC)
Betreff:Re: [Flightgear-devel] Looking at a nice project from outside

 Pedro Morgan wrote:
  On Thu, Feb 23, 2012 at 10:21 PM, Martin Spott wrote:
  
  In the mid of the last decade I've been one of those who realized
that
  developing a long-term strategy for the various FlightGear Scenery
  ressources would be a Really Good Idea. Meanwhile there's been
  progress to make such a strategy happen, anyhow, as usual, the
  groundwork doesn't have much of a shiny surface, it doesn't have
  eye-candy.
 
  
  Martin, am right with you.. I understand.. its a php site.. and its
on a
  server and your dont want it to go wrong..

 Pedro, the ground work I'm talking about is not the visible web site,
 it's the infrastructure behind these web pages: Man-months of
research
 and tests in GIS land, building and testing tools, building and
 maintaining the database, shaping all the data into its current form
 and loading it into the DB, researching and testing how to build
 detailed airport layouts with TerraGear, the same with OSM roads,
 ensuring a certain quality level for the land cover data as well as
for
 the Scenemodels repository  and so on.

 Just to mention one symptomatical example: It's really weird doing a
 lot of research and tests, investigating licenses, compatibility
issues
 and the like - and to realize months or years later that others, who
 don't care at all about these implications, are gaining laurels.

 After you've gone through this sort of a story more than twice, then
 you're finally going to ask yourself if there's any sense in what
 you're trying to achieve.

 Cheers,
 Martin.
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Re: [Flightgear-devel] 2.6.0 for Mac - call for detail bug info known issues

2012-02-21 Thread flightgear
 (and I also want someone to give me a Mac
 that reproduces #7 :-p).


Here. Cheers, Yves


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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread flightgear


 3. We need a short official announcement to be sent out to press, fs
 websites, newstickers, CBS, NBC, al-Arabia, ITAR-TASS et al. I'd prefer
 a native English speaker to write on or two enthusiastic paragraphs
 about FlightGear 2.6.0.


For my point of view it is worth to put some effort in recent
announcement. I guess we will see a campaign the next weeks for MS Flight
(released end of february) ? I noticed articles in Newspapers here today
about non-foss sim products MS Flight/X-Plane/Aerofly FS, and
-unfortunately- as often, FlightGear as open source alternative is
missing. I could also need a german and probably french translation of the
announcement and some official screens, to place everywhere I can :-) Ok,
it is not CNN/NBC or whatever here, but sometimes it is also worth to look
out for smaller local newspapers and channels.

Cheers, Yves


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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread flightgear


 The FlightGear development team is happy to announce the v2.6.0
 release of FlightGear, the free, open-source flight simulator. This
 new version contains many exciting new features, enhancements and
 bugfixes. Major improvements from v2.4.0 include reduced AI aircraft
 load times, easier graphics tuning, more sophisticated AI aircraft and
 improved usability.


Hi Stuart

Does a new user (or other people not familiar with FlightGear but with
other sims) know what AI stands for? Is it probably better to have AI
improvements in more universal terms like easier graphics tuning or
improved usability? (Just a thought, not important, many thanks for
preparing this!).

-Yves


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

2010-02-07 Thread flightgear-bugs

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

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



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

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

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

(No comment was entered for this change.)

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[Flightgear-devel] Please add Matekane Air strip, Matekane.dat included

2009-03-22 Thread FlightGear
Hi, I submitted Matekane Air strip to Robin Peels database today.  But It takes 
a while for Robin to get and process email and much longer to get apt in fgfs 
updated from master.  So I was hoping to get it in fgfs quicker by going this 
route as well.  I have attached a text file Matekane.dat.

Here is the original fgfs forum thread...
http://www.flightgear.org/forums/viewtopic.php?f=5t=3293
http://en.wikipedia.org/wiki/Matekane_Air_Strip

The fgfs forum user statto deserves credit for fake code.  I fg-torrents 
created the strip using latest cvs of TaxiDraw.

Just in case this list don't take attachments dat file below...

###start of dat file
I
810 Version. Created with TaxiDraw 0.3.2

1   7544 0 0 FX01 Matekane Air strip
10 -29.928290   27.846140  56.140  1312 . .   42 11 01 
0 1 0.25 0 . 

99
###end of dat file


  

Matekane.dat
Description: application/extension-dat
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[Flightgear-devel] some hopefully helpful gdb core debug output

2009-02-06 Thread FlightGear
hi, I am fg-torrents from the forums.  I am trying to debug error in triangle 
intersect problem.  Original thread here:
http://www.flightgear.org/forums/viewtopic.php?f=2t=2824

I keep running into what looks like other issues causing fg to crash before 
triangle intersect occurs.  I updated all my src today and am following the 
instructions provided by jester in the forum thread.  So after applying the 
patch provided by jester and doing export FG_SIGFPE=1 then ulimit -c 
unlimited, I got something about jsbsim ftank or something, you can look at 
the thread.  Now after todays src update I get the following output:
(for reference ./configure --prefix=/home/user/fg-debug CFLAGS=-O0 -g 
CXXFLAGS=-O0 -g)
$gdb fgfs core.24650
Core was generated by `./fgfs'.
Program terminated with signal 8, Arithmetic exception.
[New process 24650]
[New process 24652]
[New process 24653]
[New process 24651]
#0  0x00873b02 in Tape (this=0xb2b00f0, hud=0x87bd9f0, n=0xb2a27a0, 
x=320, y=240) at HUD_tape.cxx:67
67  _odd_type = int(floorf(_input.max() + 0.5))  1 ? true : false;
(gdb) bt
#0  0x00873b02 in Tape (this=0xb2b00f0, hud=0x87bd9f0, n=0xb2a27a0, 
x=320, y=240) at HUD_tape.cxx:67
#1  0x00868a50 in HUD::load (this=0x87bd9f0, 
file=0x125c040 Huds/NTPS.xml, x=320, y=240, level=0, 
inde...@0x7fff069b3610) at HUD.cxx:387
#2  0x00869ddd in HUD::init (this=0x87bd9f0) at HUD.cxx:137
#3  0x00ac88f8 in SGSubsystemGroup::init ()
#4  0x00ac88f8 in SGSubsystemGroup::init ()
#5  0x004469e0 in fgInitSubsystems () at fg_init.cxx:1682
#6  0x0042bf82 in fgIdleFunction () at main.cxx:928
#7  0x00486dc8 in fgOSMainLoop () at fg_os_osgviewer.cxx:177
#8  0x0042a388 in fgMainInit (argc=1, argv=0x7fff069b3e68)
at main.cxx:1073
#9  0x0042981e in main (argc=1, argv=0x7fff069b3e68)
at bootstrap.cxx:177


  


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Re: [Flightgear-devel] some HUD_tape.cxx gdb core debug output

2009-02-06 Thread FlightGear

--- On Fri, 2/6/09, Tim Moore timo...@redhat.com wrote:

 From: Tim Moore timo...@redhat.com
 Subject: Re: [Flightgear-devel] some hopefully helpful gdb core debug output
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Friday, February 6, 2009, 3:12 PM
 FlightGear wrote:
  hi, I am fg-torrents from the forums.  I am trying to
 debug error in triangle intersect problem.  Original thread
 here:
 
 http://www.flightgear.org/forums/viewtopic.php?f=2t=2824
  
  I keep running into what looks like other issues
 causing fg to crash before triangle intersect occurs.  I
 updated all my src today and am following the instructions
 provided by jester in the forum thread.  So after applying
 the patch provided by jester and doing export
 FG_SIGFPE=1 then ulimit -c unlimited, I
 got something about jsbsim ftank or something, you can look
 at the thread.  Now after todays src update I get the
 following output:
  (for reference ./configure
 --prefix=/home/user/fg-debug CFLAGS=-O0 -g
 CXXFLAGS=-O0 -g)
 This is a bit like whack-a-mole, but try again with the
 latest CVS or git version.
 
 When you send gdb output, it's helpful to know how you
 started the program and any interesting
 variable values. For instance, it would be helpful to know
 the value of _input.max() below.
 
 Tim
I just started fg with ./fgfs and I don't know how to obtain the value of 
_input.max().  I also use a .fgfsrc file if thats of any importance.  Fixed the 
subject line.

fg-torrents



  


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[Flightgear-devel] Warning: Picked up error in TriangleIntersect freezes fg

2008-12-03 Thread jaques . flightgear
Dear developers,

since changing to osg I get this awful warning message in my DOS-box after 
having started fg some minutes ago

like
Warning:: Picked up error in TriangleIntersect
(-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068
0.886959 -0.0813922)
(1.#QNAN, 1.#QNAN, 1.#QNAN)
Warning:: Picked up error in TriangleIntersect
(-1.79068 0.886959 -0.0813922, -1.78078 0.471588 -0.0661082, -1.78498

And like

Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
-1.#IND -1.#IND -1.#IND -1.#IND -1.#IND -1.#IND segment ignored..
Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
-1.#IND -1.#IND -1.#IND -1.#IND -1.#IND -1.#IND segment ignored..

OS: WIndows XP

The screen freezes while displaying these messages in the DOS-box for hours. I 
always have to restart fg to get rid. But problem returns some minutes later 
once again. An exteremely annoying effect.

I wasn't able to connect the appearance of this effect with any actions. It 
seems to appear statistically. I did not know what kind of information about my 
system is needed to encircle the problem.

I tried to get some help in the fg-forum (general help), first, but it seems to 
be a challange for basic binary code.

The problem persists still today with whatever binary I used until now: I use 
this binary at the moment fgrun+fgfs-osg-win32-20081202.zip

It seems that the error occors more often in mountain area.

Can anybody help about this effect? I Tried to get solutions from the osg 
develop-list but my skills in computer hacking are to small to try their 
proposals for a solution.

I don't know which information I should provide for encircling the problem. 

Hope you are interested in my problems because in this bad state it is no fun 
at all running fg.

Thanks for your help!

Jaques

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Re: [Flightgear-devel] Not found simgear/structure/ssgSharedPtr.hxx

2006-12-21 Thread FlightGear (Russian)
Curtis Olson ?:

 On 12/21/06, *Aleksey Y. Ulasevich (STAKANOV)* wrote:

 Curtis Olson ?:
  On 12/21/06, *Aleksey Y. Ulasevich (STAKANOV)* wrote:
 
  When I try to compile FGFS from CVS I see it:
 
  ...
  Making all in Aircraft
  make[2]: Entering directory
  `/home/pilot/FlightGear-0.9/source/src/Aircraft'
  if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../..
  -I../../src
  -I/usr/local/include -I/usr/X11R6/include -g -O2 -D_REENTRANT -MT
  aircraft.o -MD -MP -MF .deps/aircraft.Tpo -c -o aircraft.o
  aircraft.cxx; \
  then mv -f .deps/aircraft.Tpo .deps/aircraft.Po; else rm -f
  .deps/aircraft.Tpo; exit 1; fi
  In file included from aircraft.cxx:44:
  ../../src/Model/acmodel.hxx:20:46:
 simgear/structure/ssgSharedPtr.hxx:
  No such file or directory
  In file included from aircraft.cxx :44:
  ../../src/Model/acmodel.hxx:47: error: ISO C++ forbids
 declaration of
  `ssgSharedPtr' with no type
  ...
 
 
  Slackware 11.0
  SimGear 0.3 installed from CVS and I don't see
  simgear/structure/ssgSharedPtr.hxx in /usr/local/include:
 
  [EMAIL PROTECTED]:/usr/local/include/simgear/structure# ls
  callback.hxx event_mgr.hxx SGReferenced.hxx subsystem_mgr.hxx
  commands.hxx exception.hxx SGSharedPtr.hxx

 I read http://www.simgear.org/cvs.html and install SimGear from
 CVS. May
 be I read wrong instruction?


 That's right, but make sure you don't have additional versions of 
 simgear floating around on your system that are being found instead of 
 the CVS version.
I deinstall slackware package SimGear and them install SimGear from CVS. 
I don't have ssgSharedPtr.hxx in sources:

[EMAIL PROTECTED]:~/SimGear-0.3/source$ cd simgear/structure/
[EMAIL PROTECTED]:~/SimGear-0.3/source/simgear/structure$ ls
callback.hxx event_mgr.cxx exception.o SGReferenced.hxx
commands.cxx event_mgr.hxx libsgstructure.a SGSharedPtr.hxx
commands.hxx event_mgr.o Makefile subsystem_mgr.cxx
commands.o exception.cxx Makefile.am subsystem_mgr.hxx
CVS exception.hxx Makefile.in subsystem_mgr.o

I remove my directory SimGear-0.3, then create new and do it:

[EMAIL PROTECTED]:~/SimGear-0.3$ cvs -d 
:pserver:[EMAIL PROTECTED]:/var/cvs/SimGear-0.3 login
Logging in to :pserver:[EMAIL PROTECTED]:2401/var/cvs/SimGear-0.3
CVS password:
[EMAIL PROTECTED]:~/SimGear-0.3$ cvs -d 
:pserver:[EMAIL PROTECTED]:/var/cvs/SimGear-0.3 co source

I see:

cvs checkout: Updating source
U source/.cvsignore
U source/AUTHORS
U source/COPYING
U source/ChangeLog
U source/Doxyfile
...
U source/simgear/xml/xmlrole.h
U source/simgear/xml/xmltok.c
U source/simgear/xml/xmltok.h
U source/simgear/xml/xmltok_impl.c
U source/simgear/xml/xmltok_impl.h
U source/simgear/xml/xmltok_ns.c
cvs checkout: Updating source/src-libs

And them:

[EMAIL PROTECTED]:~/SimGear-0.3$ ls source/simgear/structure/
callback.hxx event_mgr.cxx Makefile.am subsystem_mgr.hxx
commands.cxx event_mgr.hxx SGReferenced.hxx
commands.hxx exception.cxx SGSharedPtr.hxx
CVS exception.hxx subsystem_mgr.cxx

No ssgSharedPtr.hxx

I do:

[EMAIL PROTECTED]:~/SimGear-0.3$ find . -name ssgSharedPtr.* - no result!


I think, I don't have CVS version. How to recieve sources from CVS?

Thank You :-)

PS. Sorry for my English

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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread flightgear
I noticed this, too , since the landcover data actually has a large
amount of landcovertypes that are currently ignored.
So my question is: If somebody would brew up some new textures for these
types, is there any reason for not using them?
For example, if you have many textures in a scenery part, they take up
alot of memory on the 3d card, wich could lead to worse performance.

Concerning the plib - OSG debate: Wouldn't it make sence to open up a
page on the wiki for that?
This way people could layout their suggestions for a possible
transformation and by this the developers could get an estimate on how
much work it really would be to change. Also this could be discussed in
more detail this way.
The wrapper-class discussed some days ago might be a good start?

Just my ideas :)

Josh Babcock wrote:

It would be nice if Terragear was able to this automatically, as an
interim solution, if the landcover types were available in FGSD users
could customise areas that they want. Is it hard to add landcover types?
Are there any other issues that I'm not aware of?



I don't think so, there are a lot in the raw datasets that are currently
ignored just for lack of textures. The harder part would be to have
terragear assign new ones on it's own based on the slope angle and the
original landcover data in the raw dataset.

  



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