[Flightgear-devel] Trains?
A professor at the University of Minnesota is looking at doing a project to evaluate several different combinations of train crossing signs. This will be a psychology style experiment where you set up maybe a dozen different scenarios, run boat loads of people through, and then take statistics on what combination of signage works the best and what people like the best ... something like that ... I don't attempt to understand the world of psychology ... :-) They want a system that is mostly non-interactive (so that they can have a room full of people watch the scenario at the same time.) Essentially you are driving in a car (which you don't see), you come up to a train crossing, there is a train actually crossing in front of you, and the signage does the appropriate thing ... in this case it's either a static sign, or a sign with different combinations of blinking lights. FlightGear seems like a perfect platform to rig up their experiment. It's free, it can run on just about any OS, it only requires a single computer, we can script the view point motion, we can script and animate the signs (this is daytime only), we can script and animate the train, it should be all doable with some 3d models and a few nasal scripts. There's a guy here who can do the environment model and the signage. I'm planning to set up the xml animation files and do the nasal scripting. So my question is this ... to save us some time, does anyone out there have a 3d train model in their back pocket they would be willing to contribute to FlightGear? I'm thinking diesel locomotive, some sort of box/cargo cars, something in plausibly north american markings. The train will be travelling in a perfectly straight line across perfectly level tracks so we don't have to worry about the complex linkages between the cars ... the whole train can be animated as a single model, but it would be nice if the wheels spun relative to the train speed. Thanks, Curt. -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http://www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Integrating real-time vide and images into FlightGear
Karen, There were some papers at the AIAA InfoTech conference that mentioned using FlightGear. (There were a number of papers on real-time video as well.) Here are a few of the papers I found with a quick search on the AIAA website: 1. 93% Fusion of Optimal Control and Agent Based Reasoning for Unmanned Aerial Vehicles G. Brambley and M. Matkovic, Australian National University, Canberra, Australia AIAA-2005-7010 [EMAIL PROTECTED], Arlington, Virginia, Sep. 26-29, 2005 2. 82% Reconfigurable Adaptive Autopilot System for Man Portable Fixed Wing Uninhabited Aerial Vehicles [invited] S. Yokum and S. Rogers, Institute for Scientific Research, Inc., Fairmont, WV AIAA-2005-6964 [EMAIL PROTECTED], Arlington, Virginia, Sep. 26-29, 2005 3. 82% Intelligent Unmanned Aire Vehicle Flight Systems J. Miller, P. Minear, and A. Niessner, Pennsylvania State University, State College, PA; A. DeLullo, B. Geiger, L. Long, and J. Horn, Pennsylvania State University, University Park, PA AIAA-2005-7081 [EMAIL PROTECTED], Arlington, Virginia, Sep. 26-29, 2005 4. 77% Simulated Flight Testing of an Autonomous Unmanned Aerial Vehicle Using FlightGear E. Sorton and S. Hammaker, Institute for Scientific Research Inc., Fairmont, WV AIAA-2005-7083 [EMAIL PROTECTED], Arlington, Virginia, Sep. 26-29, 2005 Karen Nyenhuis wrote: We're looking at using FlightGear as a framework for displaying images and instrument displays to the pilot of a UAV. We might get real-time, forward-looking video from the UAV, or we might get less frequent (every second or two) "snapshots" from an array of cameras that cover a wider field of view. We'd have to mosaic these snapshots to build a wide-angle cockpit view. It looks like Curtis Olson has done relevant work in using FlightGear to provide a real time synthetic display for a University of Minnesota UAV project. Since we're very new to FlightGear, I was hoping to get a few pointers/tips on where we should start. Thanks, Karen Nyenhuis - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] radials revisited
On 01/29/2007 11:01 PM, Dave Perry wrote: This is exactly the situation that John Denker maintained was an exception to the rule report position as the radial from the station and DME distance. This pilot agreed with John. Actually I have changed my mind about this. A couple of days ago I had the opportunity to ask a couple of TRACON controllers about this. -- They said *all* radials radiate outward. -- They said, quote, The FAA is anal about this. -- If the pilot is inbound on the NNN radial, his heading will be approximately the reciprocal of NNN. -- They said reversing the radial is a rather common pilot mistake. -- They said they would not spend air-time correcting a pilot over this issue, but they would certainly prefer for everybody to use the approved terminology. I'm sorry if my erroneous discussion of this exceptional case confused anyone. As a consequence, we can say that in FlightGear, the --azimuth command-line option is, without exception, not a radial but rather the reciprocal of a radial. This mistake and confused position report was the beginning of a series of mistakes in knowing/reporting the position of his AC that 14 minutes later caused him to fly into a mountain. That's going waaay too far. Could we please stick to the facts? The incorrect utterance occurred at 1104:22. The crash occurred about 20 minutes later. The aircraft was in radar contact for four of those 20 minutes, removing any doubt ATC may have had as to the location of the aircraft. caused him to fly into a mountain. My little brain is unable to understand how this incorrect utterance could have caused this crash, even in part. Nowhere in the cited document does the NTSB attribute any causative role to this incorrect utterance. In general, not every pilot mistake is part of the chain of causation. Similarly, not every controller mistake is part of the chain of causation. This is a very, very important point that commonly comes up in connection with post-crash litigation. Everybody blames everybody else for causing the crash, and they often grasp at utterly irrelevant discrepancies and try to claim a causative role for them. In this case, the pilot flew into a mountain because he failed by a large margin to track the outbound radial. This has got nothing to do with what he said about the inbound radial. He was killed. That's an example of the fallacy of appeal to emotion http://en.wikipedia.org/wiki/Appeal_to_emotion - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Another scerenio where FG labours (freeze type of thing)
Hi all, Similar to the issue I reported (a few weeks ago) of the 'freezes' when near other aircraft (which Mathias fixed), here is another similar one. My build is osg cvs (updated the weekend) using --enable-sdl. If a prop driven aircraft crashes nose down so the rotating prop gets embedded into the ground, FG will 'freeze' and stutter along at 1fps or worse. It takes ages to gets the menu to react to be allowed to reset (in fact, my mouse disappears a lot during this time). One easy way to replicate this is to use the Spitfire on the runway - ensure brake lock is on, and open up the throttle - the aircraft will tip over nose first, and FG will then show the above problem. Nick - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Another scerenio where FG labours (freeze type of thing)
On 1/30/07, Nick Warne wrote: Hi all, Similar to the issue I reported (a few weeks ago) of the 'freezes' when near other aircraft (which Mathias fixed), here is another similar one. My build is osg cvs (updated the weekend) using --enable-sdl. If a prop driven aircraft crashes nose down so the rotating prop gets embedded into the ground, FG will 'freeze' and stutter along at 1fps or worse. It takes ages to gets the menu to react to be allowed to reset (in fact, my mouse disappears a lot during this time). One easy way to replicate this is to use the Spitfire on the runway - ensure brake lock is on, and open up the throttle - the aircraft will tip over nose first, and FG will then show the above problem. You might want to double check if the console you used for starting up flightgear is streaming groundcache error/warnings. If it is, running out of an xterm should have a lower text scrolling load than something like a gnome terminal window. At some point we need to patch up the groundcache so it has a bit friendlier or intelligent failure mode. If it can't see any ground intersection below the airplane, it might make sense to return the first intersection above the contact point instead ... then if you do manage to go subterrainian, you won't get stuck there like what happens now. Curt. -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http://www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Another scerenio where FG labours (freeze type of thing)
On Tuesday 30 January 2007 19:15:14 Curtis Olson wrote: One easy way to replicate this is to use the Spitfire on the runway - ensure brake lock is on, and open up the throttle - the aircraft will tip over nose first, and FG will then show the above problem. You might want to double check if the console you used for starting up flightgear is streaming groundcache error/warnings. If it is, running out of an xterm should have a lower text scrolling load than something like a gnome terminal window. Hi Curt, No, the console is clean (I start FG in console), and FG exits cleanly too if I terminate during this issue. Nick - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trains?
On Tuesday 30 January 2007 15:33, Curtis Olson wrote: A professor at the University of Minnesota is looking at doing a project to evaluate several different combinations of train crossing signs. This will be a psychology style experiment where you set up maybe a dozen different scenarios, run boat loads of people through, and then take statistics on what combination of signage works the best and what people like the best ... something like that ... I don't attempt to understand the world of psychology ... :-) They want a system that is mostly non-interactive (so that they can have a room full of people watch the scenario at the same time.) Essentially you are driving in a car (which you don't see), you come up to a train crossing, there is a train actually crossing in front of you, and the signage does the appropriate thing ... in this case it's either a static sign, or a sign with different combinations of blinking lights. FlightGear seems like a perfect platform to rig up their experiment. It's free, it can run on just about any OS, it only requires a single computer, we can script the view point motion, we can script and animate the signs (this is daytime only), we can script and animate the train, it should be all doable with some 3d models and a few nasal scripts. There's a guy here who can do the environment model and the signage. I'm planning to set up the xml animation files and do the nasal scripting. So my question is this ... to save us some time, does anyone out there have a 3d train model in their back pocket they would be willing to contribute to FlightGear? I'm thinking diesel locomotive, some sort of box/cargo cars, something in plausibly north american markings. The train will be travelling in a perfectly straight line across perfectly level tracks so we don't have to worry about the complex linkages between the cars ... the whole train can be animated as a single model, but it would be nice if the wheels spun relative to the train speed. Thanks, Curt. Hi Curt, [second attempt at posting] I did a UK Class 56 diesel loco for a picture I was working on and you're welcome to that but I didn't need any wagons for the pic so I cant help you there. Perhaps a 'light' engine movement would sufice :) There's a wip image of it at http://www.spatial.freeserve.co.uk/V5/im_Class56.008.003.jpg The model wouldn't be usable in FG in it's current form, as it's made from a combination of SDS, NURBS and Analytical solid objects and it's in RS3D format so I'd have to convert it all to SDS before I could export and convert it to AC3D format. The conversion would take some effort because some of the modelling techniques I've used only work well with the particular object formats I've used, for example, I've used boolean NOT or trim curves to cut holes in surfaces (can't remember exactly which technique I used) but if were to make that surface and it's hole AC3D compatible I'd actually have to model the hole. You can see this in the image linked to above in the grills in the side of the roof - the roof surface is SDS but the holes are boolean/trim-curve cut-outs and the grill 'slats' are analytic cubes. Actually, now that I've thought about it while writing this, I'd probably do the grills with a texture, rendered from the model itself, Anyway, let me know if you want it (it's a UK loco remember, not a US one, so just that fact might cause some confusion among the viewers) and if so, what sort of time-scale would it be needed by. LeeE - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Another scerenio where FG labours (freeze type of thing)
Hi, One easy way to replicate this is to use the Spitfire on the runway - ensure brake lock is on, and open up the throttle - the aircraft will tip over nose first, and FG will then show the above problem. I cannot replicate this with a recent osg without SDL. On Windows. Is this problem SDL specific? Olaf - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Another scerenio where FG labou rs (freeze type of thing)
On Tuesday 30 January 2007 19:23:52 Olaf Flebbe wrote: Hi, One easy way to replicate this is to use the Spitfire on the runway - ensure brake lock is on, and open up the throttle - the aircraft will tip over nose first, and FG will then show the above problem. I cannot replicate this with a recent osg without SDL. On Windows. Is this problem SDL specific? Hi Olaf, As far as I can remember, I have had this on all FG builds (Linux), even Glut. Nick - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Updated Build System for MS Visual C++ 2005
Hi, I updated the build system and prebuilt parts for MS VC 2005: * Used a Mathias-recommended CVS snapshot * Now static executables are back again. I even added static pthread. OpenAL is the only Dll left. * Added a few more OSG subsystems http://www.oflebbe.de/oflebbe/FlightGear Olaf - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] segfaults in SGShaderAnimatio n::~SGShaderAnimation (), Patch
On Friday 26 January 2007 20:45:55 Nick Warne wrote: On Friday 26 January 2007 20:14, Maik Justus wrote: Hi Fred, your patch works fine for me. Big thanks! Maik Fred, I tested with Maik while I was building. I just tested with ndim, and NO CRASH - it looks very, very good. Thank you! Nick Fred, Mathias I got this again tonight :-((( Chat [mpserve] GFS is now online, using Chat [mpserve] Aircraft/B-2/Models/b2-spirit.xml Chat [mpserve] GFS is now online, using Chat [mpserve] Aircraft/B-2/Models/b2-spirit.xml Segmentation fault Another person in IRC reports the same crash at the same time when this aircraft joined/left/joined. The common theme here is neither of us _have_ that model 'b2-spirit' ! Nick Frederic Bouvier schrieb am 26.01.2007 20:41: Selon Nick Warne : Reports from IRC say this is fixed in plib, but I can still get a 100% reliable crash with OSG build. Enter MP server using Harrier. Get someone to join/leave/join with the dhc2F. Immediate segfault on the second join. Below is my earlier mail with trace etc. Are you able to test the patch below. If it works for you, I'll commit it. -Fred cvs -z4 -q diff -u -wb -- shadanim.cxx (in directory C:\Devel\SimGear\simgear\scene\model\) Index: shadanim.cxx === RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/model/shadanim.cxx,v retrieving revision 1.9 diff -u -w -b -r1.9 shadanim.cxx --- shadanim.cxx 3 Dec 2006 16:57:21 - 1.9 +++ shadanim.cxx 26 Jan 2007 19:14:34 - @@ -126,14 +126,12 @@ static osg::TextureCubeMap* getOrCreateTextureCubeMap() { - static osg::TextureCubeMap* textureCubeMap = 0; - if (textureCubeMap) -return textureCubeMap; + static osg::ref_ptrosg::TextureCubeMap textureCubeMap; static SGMutex mutex; SGGuardSGMutex locker(mutex); - if (textureCubeMap) -return textureCubeMap; + if (textureCubeMap.get()) +return textureCubeMap.get(); // create and setup the texture object textureCubeMap = new osg::TextureCubeMap; @@ -146,7 +144,7 @@ textureCubeMap-setUpdateCallback(new SGMapGenCallback); - return textureCubeMap; + return textureCubeMap.get(); } static void create_specular_highlights(osg::Node *node) - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Another scerenio where FG labours (freeze type of thing)
On Tuesday 30 January 2007 21:11:21 Olaf Flebbe wrote: As far as I can remember, I have had this on all FG builds (Linux), even Glut. Nick i Double-checked, even with debug on windows: No problem. I see no drop in framerates for a release build, no trigger triggered in debug build. Hi Olaf, Yes, in IRC it appears it is only me that gets this. I have an old system, so maybe newer, faster systems cope with this; but having said that, the 'get near other aircraft freeze' I could only see/get also too, but Maik and Mathias found that bug and fixed it. So maybe this is similar. I will just not have to crash the aircraft nose first ;-) Nick - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trains?
On Tuesday 30 January 2007 19:20, leee wrote: I did a UK Class 56 diesel loco for a picture I was working on and you're welcome to that but I didn't need any wagons for the pic so I cant help you there. Perhaps a 'light' engine movement would sufice :) There's a wip image of it at http://www.spatial.freeserve.co.uk/V5/im_Class56.008.003.jpg Hi Lee, That is really stunning - I almost want to climb aboard :-) Cheers, AJ - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trains?
On 1/30/07, Curtis Olson [EMAIL PROTECTED] wrote: FlightGear seems like a perfect platform to rig up their experiment. So my question is this ... to save us some time, does anyone out there have a 3d train model in their back pocket they would be willing to contribute to FlightGear? i can't answer your question directly, but indirectly i could suggest the following : Have you looked in the train simulator geek communities for content ? There are (2) train simulators that I know of, one by Microsoft, and the other by a publisher called Auran out of australia. Both simulations have communities of geeks, just like flight simulators do, and there are people who develop trains and addons, just like in the flight sim community, as freeware. you may look around those communities and fan sites to see if you can find anything to play with. i believe both simulators use GMax models natively ? not sure if there is a materials path from GMax to something flight gear can use. and as a passing comment, i wonder if one of the train simulators might be a better train simulator that flightgear for your intended purpose ... Curt. Tony - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] USB interface
Hi Jim, Jim Campbell wrote: The extended version of the Velleman board - the K8061 - has 8 analogue in/out at 10 bits in and 8 bits out as well as 8 digital in and out so that may do you (why do you need 12 bits resolution ? 'Accidentially' I bought a used model helicopter - which came with a brand new RC set. Finally I ended up with using this interface with the RC: http://www.mftech.de/usb-interface.htm#RC_USB-Interface_II and I higly recommend it. The joystick configuration is already in the FlightGear CVS base package, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trains?
leee wrote: The model wouldn't be usable in FG in it's current form, as it's made from a combination of SDS, NURBS and Analytical solid objects and it's in RS3D format so I'd have to convert it all to SDS before I could export and convert it to AC3D format. I might proven to be wrong. If not, then you're not limited to the AC3D format for placing models in FlightGear. I assume you should be able to throw anything at it that OpenSceneGraph has a loader for. Not that I vote for building terribly complex models for FlightGear but in rare cases a different format might be a solution. I'd simply check with OSG and try it, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trains?
On Tue, 30 Jan 2007, Tony Pelton wrote: and as a passing comment, i wonder if one of the train simulators might be a better train simulator that flightgear for your intended purpose ... Or better still, a car simulator. (Assuming the mentioned train crossing signs are to be viewed from the driving seats of moving cars.) Perhaps the freeware racing simulator Torcs (www.torcs.org) could be something for the psychology professor's experiment? Torcs uses plib, so it can load the same 3d fileformats FlightGear can, and also has physic models of road vehicles ready, and far better looking roads than FG. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] segfaults in SGShaderAnimation::~SGShaderAnimation (), Patch
Nick, Selon Nick Warne : Fred, Mathias I got this again tonight :-((( Chat [mpserve] GFS is now online, using Chat [mpserve] Aircraft/B-2/Models/b2-spirit.xml Chat [mpserve] GFS is now online, using Chat [mpserve] Aircraft/B-2/Models/b2-spirit.xml Segmentation fault Another person in IRC reports the same crash at the same time when this aircraft joined/left/joined. The common theme here is neither of us _have_ that model 'b2-spirit' ! Not every segfault is in SGShaderAnimation ;-) Could you provide a gdb backtrace please ? -Fred -- Frédéric Bouvier http://frfoto.free.fr Photo gallery - album photo http://www.fotolia.fr/p/2278/partner/2278 Other photo gallery http://fgsd.sourceforge.net/ FlightGear Scenery Designer - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear's restriction on sound hardware?
On Tue, 30 Jan 2007, Ampere K. Hardraade wrote: Just thought I should bring this to the list's attention: http://forums.avsim.net/dcboard.php?az=show_mesgforum=198topic_id=2326mesg_id=2352page= Can this have something to do with the nforce (Intel 8x0?) audio chip's inability to do 8-bit mono? (Lowest audio bandwidth supported by the chip is 16-bit stereo if I remember it right from the top of my head here.) Some sound files used in FG models are 8-bit mono. The OSS driver for that chip is not actually OSS-compliant since 8-bit mono is the specified default configuration at OSS initialisation. And I suspect there are more misfeatures in the Linux OSS driver for that particular chip. The OSS driver for it doesn't work at all with teamspeak (8-bit mono again) for instance. Methink the driver whisper lies in user space about the card, or at least not tell the whole truth... The ALSA-driver does the job with teamspeak. Without having ivestigated it, I would guess it recalculates an 8-bit mono stream to 16-bit stereo on the fly. And the Windows-driver probably does the same. It's not a bad audio chip really, but it doesn't support low bandwidth sound streams directly so that has to be done in software somewhere, which may be error prone. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel