Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Vivian,

2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
 Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
 references are a bit obscure.

If you get used to Blender its a really powerful tool (I have problems
if trying to work with other modelling programs :P) and with using the
right scripts it gets a very neat tool for creating models for
FlightGear. For example for a gear scissor just add an armature with
two bones, add an IK constraint to the second bone and attach an
element of the scissor to each bone, and you are done. You can watch
the animation in Blender and using an exporter script now it is
possible to watch exactly the same animation inside FlightGear. You
don't need to guess any coordinates/axes/etc. and if you modify and
object you just have to export it again, without manually modifying
the animation xml.

 Are the various axes always orthogonal?

There are (currently) only two axes required. The lock-axis and the
track-axis. They should be orthogonal, as the rotation is only
possible round the lock-axis. Internally the track-axis is always
orthonormalized to the lock-axis, as calculations always are performed
in the plane normal to the lock-axis.

 Can they also be specified in the alternate form:

 axis
 x1-m5.1821/x1-m
 y1-m0.221496/y1-m
 z1-m0.794147/z1-m
 x2-m4.99208/x2-m
 y2-m0.114133/y2-m
 z2-m0.842884/z2-m
 /axis

Currently the alternate form is not possible. The problem is that we
have two axes crossing at the same center, so which of the axes should
specify the center? Also the center/axis form clearly states where the
center is located, which is not the case with the alternate form (the
center is located halfway between the two given points). For the
rotate animation the exact location of the center along the axis is
not relevant, but for the tracking animation it is.
Also as one would probably not create the xml by hand, using multiple
notations would not gain us anything.

 If non-orthogonal  axes are allowed they are difficult in the
 center/axis form in the example in the wiki.

 Perhaps, when you have time, the information could be consolidated in

 http://wiki.flightgear.org/Howto:Animate_models and
 fgdata/Docs/model-howto.html

I will do if timer permits :) Yesterday I have added some images. I
don't know if you have already seen them.

 Looks like valuable work to me: gear scissor links were very difficult with
 the existing animations.

That was the initial reason for creating it. But now it is also useful
for creating complex kinematic systems as can be found for landing
gears and their doors.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Gijs de Rooy
Hi Tom,

This reads like the perfect (very) early Christmas present! This will keep me 
busy on my free ascension day tomorrow :-)

Thanks!

Cheers,
Gijs

 Date: Wed, 8 May 2013 11:30:58 +0200
 From: tom...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 Hi Vivian,
 
 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
  references are a bit obscure.
 
 If you get used to Blender its a really powerful tool (I have problems
 if trying to work with other modelling programs :P) and with using the
 right scripts it gets a very neat tool for creating models for
 FlightGear. For example for a gear scissor just add an armature with
 two bones, add an IK constraint to the second bone and attach an
 element of the scissor to each bone, and you are done. You can watch
 the animation in Blender and using an exporter script now it is
 possible to watch exactly the same animation inside FlightGear. You
 don't need to guess any coordinates/axes/etc. and if you modify and
 object you just have to export it again, without manually modifying
 the animation xml.
 
  Are the various axes always orthogonal?
 
 There are (currently) only two axes required. The lock-axis and the
 track-axis. They should be orthogonal, as the rotation is only
 possible round the lock-axis. Internally the track-axis is always
 orthonormalized to the lock-axis, as calculations always are performed
 in the plane normal to the lock-axis.
 
  Can they also be specified in the alternate form:
 
  axis
  x1-m5.1821/x1-m
  y1-m0.221496/y1-m
  z1-m0.794147/z1-m
  x2-m4.99208/x2-m
  y2-m0.114133/y2-m
  z2-m0.842884/z2-m
  /axis
 
 Currently the alternate form is not possible. The problem is that we
 have two axes crossing at the same center, so which of the axes should
 specify the center? Also the center/axis form clearly states where the
 center is located, which is not the case with the alternate form (the
 center is located halfway between the two given points). For the
 rotate animation the exact location of the center along the axis is
 not relevant, but for the tracking animation it is.
 Also as one would probably not create the xml by hand, using multiple
 notations would not gain us anything.
 
  If non-orthogonal  axes are allowed they are difficult in the
  center/axis form in the example in the wiki.
 
  Perhaps, when you have time, the information could be consolidated in
 
  http://wiki.flightgear.org/Howto:Animate_models and
  fgdata/Docs/model-howto.html
 
 I will do if timer permits :) Yesterday I have added some images. I
 don't know if you have already seen them.
 
  Looks like valuable work to me: gear scissor links were very difficult with
  the existing animations.
 
 That was the initial reason for creating it. But now it is also useful
 for creating complex kinematic systems as can be found for landing
 gears and their doors.
 
 Tom
 
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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Stuart Buchanan
On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
 I re-installed the Jenkins nightly Win build from yesterday – seems OK,
 although I have NOT done any extensive testing. I’m seeing regular crashes
 here from ALS and Rembrandt, but that’s nothing new.  I’m getting a number
 of errors on start-up; they seem harmless:

 Failed to create alias at
 /controls[0]/refuelling[0]/refuelling-drogues-pos-norm

 [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
 another

 property.

 Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

FYI, I don't think this is related to the AAR work I've done recently, and looks
like it might be aircraft specific.  What aircraft are you seeing this with?


 I would be more concerned over the state of the data. The reinstall has
 partly solved the Screenshot directory issue – it now uses the default
 Working Directory, but the gui input is still stuck. We have a small glitch
 with Stuart’s latest iteration of the Random Vegetation (aka trees) with
 what I think is probably a mipmapping issue.

I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked?

If not, I'd suggest backing out that commit from the 2.10.1 data branch, as
it has a co-requisite simgear change, and as Vivian mentions still has
some issues.

I've been away for the last 5 days so haven't had the chance to look into
the tree problem further, but have a couple of ideas.  One option would be
to mirror the texture rows, so instead of looking like this:

^^^
^^^
^^^
^^^

It would be top-to-top and base-to-base:


^



That way is the mipmap UV isn't quite accurate, it would just include the
tree-top of the texture above, rather than the base.  This would certainly be
less noticeable.  The downside is that I think it would require adding an if()
test to the vertex shader, something I've been avoiding due to (unfounded?)
concerns about performance.

Or I might simply change the textures to a (very) long strip, so instead of
512x128 it would be 2048x128.  However that feels rather clunky, and might
not make good use of GPU memory.  Anyone with GPU experience care to
comment?

-Stuart

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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Gijs de Rooy
Hi Stuart,

 Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

I think I've seen that with all aircraft I've flown recently. IIRC they were 
all non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near 
my computer, so I cannot confirm that theory.

Cheers,
Gijs

 Date: Wed, 8 May 2013 10:56:25 +0100
 From: stuar...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] 2.10.1
 
 On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
  I re-installed the Jenkins nightly Win build from yesterday – seems OK,
  although I have NOT done any extensive testing. I’m seeing regular crashes
  here from ALS and Rembrandt, but that’s nothing new.  I’m getting a number
  of errors on start-up; they seem harmless:
 
  Failed to create alias at
  /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
 
  [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
  another
 
  property.
 
  Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm
 
 FYI, I don't think this is related to the AAR work I've done recently, and 
 looks
 like it might be aircraft specific.  What aircraft are you seeing this with?
 
 
  I would be more concerned over the state of the data. The reinstall has
  partly solved the Screenshot directory issue – it now uses the default
  Working Directory, but the gui input is still stuck. We have a small glitch
  with Stuart’s latest iteration of the Random Vegetation (aka trees) with
  what I think is probably a mipmapping issue.
 
 I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked?
 
 If not, I'd suggest backing out that commit from the 2.10.1 data branch, as
 it has a co-requisite simgear change, and as Vivian mentions still has
 some issues.
 
 I've been away for the last 5 days so haven't had the chance to look into
 the tree problem further, but have a couple of ideas.  One option would be
 to mirror the texture rows, so instead of looking like this:
 
 ^^^
 ^^^
 ^^^
 ^^^
 
 It would be top-to-top and base-to-base:
 
 
 ^
 
 
 
 That way is the mipmap UV isn't quite accurate, it would just include the
 tree-top of the texture above, rather than the base.  This would certainly be
 less noticeable.  The downside is that I think it would require adding an if()
 test to the vertex shader, something I've been avoiding due to (unfounded?)
 concerns about performance.
 
 Or I might simply change the textures to a (very) long strip, so instead of
 512x128 it would be 2048x128.  However that feels rather clunky, and might
 not make good use of GPU memory.  Anyone with GPU experience care to
 comment?
 
 -Stuart
 
 --
 Learn Graph Databases - Download FREE O'Reilly Book
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 their applications. This 200-page book is written by three acclaimed 
 leaders in the field. The early access version is available now. 
 Download your free book today! http://p.sf.net/sfu/neotech_d2d_may
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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread James Turner

On 8 May 2013, at 10:56, Stuart Buchanan stuar...@gmail.com wrote:

 I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked?
 
 If not, I'd suggest backing out that commit from the 2.10.1 data branch, as
 it has a co-requisite simgear change, and as Vivian mentions still has
 some issues.

The 2.10.1 data is indeed take from 2.10.0 with selective picking as you 
describe; I wasn't clear enough to Vivian which configuration he should be 
testing (the 'Window-release' build, which includes its own data)

Regards,
James


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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread grtuxhangar team
Hello Thomas

Congratulation for the work, the team is giving a try, with one of our most
complex landing gear.
Though,  like Vivian, we are not Blender user.
However since :
Currently the alternate form is not possible.
We will want to define and to draw the ojects/group animation related,  out
of the aircraft main model, with the parent strut XYZ axis set to zero,

AND only at the end to include that animated ojects/group within the
aircraft main model.

 model
 nameRightGearAnimated/name
 pathAircraft/MyAircraft/Models/RightGear.xml/path
 offsets
 x-m-0.800652/x-m
 y-m0.658753/y-m
 z-m-0.683991/z-m
 pitch-deg3.289/pitch-deg
 roll-deg1.2528/roll-deg
 /offsets
 /model

Which makes most of the landing gears to be redrawn.

Am i right ?
Thank

Ahmad



On 8 May 2013 11:30, Thomas Geymayer tom...@gmail.com wrote:

 Hi Vivian,

 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
  references are a bit obscure.

 If you get used to Blender its a really powerful tool (I have problems
 if trying to work with other modelling programs :P) and with using the
 right scripts it gets a very neat tool for creating models for
 FlightGear. For example for a gear scissor just add an armature with
 two bones, add an IK constraint to the second bone and attach an
 element of the scissor to each bone, and you are done. You can watch
 the animation in Blender and using an exporter script now it is
 possible to watch exactly the same animation inside FlightGear. You
 don't need to guess any coordinates/axes/etc. and if you modify and
 object you just have to export it again, without manually modifying
 the animation xml.

  Are the various axes always orthogonal?

 There are (currently) only two axes required. The lock-axis and the
 track-axis. They should be orthogonal, as the rotation is only
 possible round the lock-axis. Internally the track-axis is always
 orthonormalized to the lock-axis, as calculations always are performed
 in the plane normal to the lock-axis.

  Can they also be specified in the alternate form:
 
  axis
  x1-m5.1821/x1-m
  y1-m0.221496/y1-m
  z1-m0.794147/z1-m
  x2-m4.99208/x2-m
  y2-m0.114133/y2-m
  z2-m0.842884/z2-m
  /axis

 Currently the alternate form is not possible. The problem is that we
 have two axes crossing at the same center, so which of the axes should
 specify the center? Also the center/axis form clearly states where the
 center is located, which is not the case with the alternate form (the
 center is located halfway between the two given points). For the
 rotate animation the exact location of the center along the axis is
 not relevant, but for the tracking animation it is.
 Also as one would probably not create the xml by hand, using multiple
 notations would not gain us anything.

  If non-orthogonal  axes are allowed they are difficult in the
  center/axis form in the example in the wiki.
 
  Perhaps, when you have time, the information could be consolidated in
 
  http://wiki.flightgear.org/Howto:Animate_models and
  fgdata/Docs/model-howto.html

 I will do if timer permits :) Yesterday I have added some images. I
 don't know if you have already seen them.

  Looks like valuable work to me: gear scissor links were very difficult
 with
  the existing animations.

 That was the initial reason for creating it. But now it is also useful
 for creating complex kinematic systems as can be found for landing
 gears and their doors.

 Tom


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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Ahmad,

2013/5/8 grtuxhangar team hohora...@gmail.com:
 Congratulation for the work, the team is giving a try, with one of our most
 complex landing gear.
 Though,  like Vivian, we are not Blender user.
 However since :

Currently the alternate form is not possible.
 We will want to define and to draw the ojects/group animation related,  out
 of the aircraft main model, with the parent strut XYZ axis set to zero,

 AND only at the end to include that animated ojects/group within the
 aircraft main model.

  model
  nameRightGearAnimated/name
  pathAircraft/MyAircraft/Models/RightGear.xml/path
  offsets
  x-m-0.800652/x-m
  y-m0.658753/y-m
  z-m-0.683991/z-m
  pitch-deg3.289/pitch-deg
  roll-deg1.2528/roll-deg
  /offsets
  /model

I'm not completely sure if I fully understand you, but if you want to
include an animated submodel into your main model it should still
work. There is no difference compared to the other existing
animations. Also using the offsets transformations should work,
although I have not tested it.

 Which makes most of the landing gears to be redrawn.

I think I don't really understand what you mean. Every object is drawn
once. If you include your landing gear twice, it will be drawn twice.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread grtuxhangar team
Hello, Thomas

Sorry my question was not clear, and i probably misunderstood the feature.
So,
just a question: how do you define the main parent actuator  axis rotation ?
that one which trigger every other child components.
 Most of them are not rotating with a pure xyz axis rotation but very often
according to those alternate form (cf Vivian) .
That the point  i was asking for, and the solution i was looking for.
I could be on the wrong way.
Thank
ahmad


On 8 May 2013 14:49, Thomas Geymayer tom...@gmail.com wrote:

 Hi Ahmad,

 2013/5/8 grtuxhangar team hohora...@gmail.com:
  Congratulation for the work, the team is giving a try, with one of our
 most
  complex landing gear.
  Though,  like Vivian, we are not Blender user.
  However since :
 
 Currently the alternate form is not possible.
  We will want to define and to draw the ojects/group animation related,
  out
  of the aircraft main model, with the parent strut XYZ axis set to zero,
 
  AND only at the end to include that animated ojects/group within the
  aircraft main model.
 
   model
   nameRightGearAnimated/name
   pathAircraft/MyAircraft/Models/RightGear.xml/path
   offsets
   x-m-0.800652/x-m
   y-m0.658753/y-m
   z-m-0.683991/z-m
   pitch-deg3.289/pitch-deg
   roll-deg1.2528/roll-deg
   /offsets
   /model

 I'm not completely sure if I fully understand you, but if you want to
 include an animated submodel into your main model it should still
 work. There is no difference compared to the other existing
 animations. Also using the offsets transformations should work,
 although I have not tested it.

  Which makes most of the landing gears to be redrawn.

 I think I don't really understand what you mean. Every object is drawn
 once. If you include your landing gear twice, it will be drawn twice.

 Tom


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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Stuart

 From: Buchanan [mailto:stuar...@gmail.com]
 Sent: 08 May 2013 10:56
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 2.10.1
 
 On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
  I re-installed the Jenkins nightly Win build from yesterday - seems
  OK, although I have NOT done any extensive testing. I'm seeing regular
  crashes here from ALS and Rembrandt, but that's nothing new.  I'm
  getting a number of errors on start-up; they seem harmless:
 
  Failed to create alias at
  /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
 
  [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already
  aliasing another
 
  property.
 
  Failed to set alias to
  /controls/refuelling/refuelling-drogues-pos-norm
 
 FYI, I don't think this is related to the AAR work I've done recently, and
looks
 like it might be aircraft specific.  What aircraft are you seeing this
with?
 
 
  I would be more concerned over the state of the data. The reinstall
  has partly solved the Screenshot directory issue - it now uses the
  default Working Directory, but the gui input is still stuck. We have a
  small glitch with Stuart's latest iteration of the Random Vegetation
  (aka trees) with what I think is probably a mipmapping issue.
 
 I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-
 picked?
 
 If not, I'd suggest backing out that commit from the 2.10.1 data branch,
as it
 has a co-requisite simgear change, and as Vivian mentions still has some
 issues.
 
 I've been away for the last 5 days so haven't had the chance to look into
the
 tree problem further, but have a couple of ideas.  One option would be to
 mirror the texture rows, so instead of looking like this:
 
 ^^^
 ^^^
 ^^^
 ^^^
 
 It would be top-to-top and base-to-base:
 
 
 ^
 
 
 
 That way is the mipmap UV isn't quite accurate, it would just include the
 tree-top of the texture above, rather than the base.  This would certainly
be
 less noticeable.  The downside is that I think it would require adding an
if()
 test to the vertex shader, something I've been avoiding due to
(unfounded?)
 concerns about performance.
 
 Or I might simply change the textures to a (very) long strip, so instead
of
 512x128 it would be 2048x128.  However that feels rather clunky, and might
 not make good use of GPU memory.  Anyone with GPU experience care to
 comment?
 

General advice that I can find is that GLSL is designed as a linear program:
conditionals and loops are best avoided:

http://stackoverflow.com/questions/2614622/tips-for-efficient-glsl-code

Here's some stuff on textures.

http://www.arcsynthesis.org/gltut/Texturing/Tutorial%2014.html

I don't think the shape matters as much as the overall size. As I understand
it, GLSL optimizes the storage. In this case new the texture would be 4
times as big. I don't think that's optimal, but on the other hand, it's not
pushing the envelope. Do you use a shader analyser? I use the AMD one:

http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanaly
zer/

might help to decide which route to take

HTH

Vivian




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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
2013/5/8 grtuxhangar team hohora...@gmail.com:
 Hello, Thomas

 Sorry my question was not clear, and i probably misunderstood the feature.
 So,
 just a question: how do you define the main parent actuator  axis rotation ?
 that one which trigger every other child components.

I am using the normal rotate animation to rotate the main strut. Every
attached hydraulic cylinder, link, etc. is then animated using the
locked-track animation. For a hydraulic cylinder the piston and the
cylinder housing each are animated using a locked-track animation
tracking each other. For a gear scissor, a locked-track animation
tracks from a point attached to the strut to a point on the axis. Two
objects can be attached to the animation, allowing to animate a
scissor. (The object and the slave object, are rotated such that the
exactly fill the space between the two attachment points of the
scissor). For the second type of animation I will add some pictures to
the wiki later on.

  Most of them are not rotating with a pure xyz axis rotation but very often
 according to those alternate form (cf Vivian) .

There is no difference in terms of what you can express. Both
notations allow you exactly the same thing. For the animation a center
point and an orientation (axis) are required to calculate the location
and orientation of the rotation. Think of the center as the location
of the hinge somewhere in space and of the axis as the actual
orientation of the hinge.
You can now either specify the position of the hinge and the
orientation of its axis or (the alternate form) two points on the axis
of the hinge, which are then used to calculate the center and
orientation of the hinge. (If you use the alternate form the center
and axis are automatically calculated from the two given points).

There is no rotation that you can not describe with a single axis
given by its xyz coordinates.

 That the point  i was asking for, and the solution i was looking for.
 I could be on the wrong way.

Tom

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[Flightgear-devel] Simgear build faild under linux

2013-05-08 Thread grtuxhangar team
hello,

Linking CXX static library libSimGearCore.a
[ 46%] Built target SimGearCore
Scanning dependencies of target SimGearScene
[ 46%] Building C object
simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o
In file included from
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shVectors.h:24:0,
 from
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shArrays.h:28,
 from
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shArrays.c:25:
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shDefs.h:160:23:
fatal error: GL/gl.h: Aucun fichier ou dossier de ce type
compilation terminated.
make[2]: ***
[simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o]
Erreur 1
make[1]: *** [simgear/CMakeFiles/SimGearScene.dir/all] Erreur 2
make: *** [all] Erreur 2


the first time we get an unsuccessful  simgear build with Linux

any idea

ahmad
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Re: [Flightgear-devel] Simgear build faild under linux

2013-05-08 Thread grtuxhangar team
forget it was a mismatch with GL/gl.h

sorry for the noise


 hello,



 Linking CXX static library libSimGearCore.a

 [ 46%] Built target SimGearCore

 Scanning dependencies of target SimGearScene

 [ 46%] Building C object

 simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o

 In file included from


/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG

 /src/shVectors.h:24:0, from


/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG

 /src/shArrays.h:28, from


/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG

 /src/shArrays.c:25:


/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaV

 G/src/shDefs.h:160:23: fatal error: GL/gl.h: Aucun fichier ou dossier de
ce

 type

 compilation terminated.

 make[2]: ***

 [simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o]

 Erreur 1

 make[1]: *** [simgear/CMakeFiles/SimGearScene.dir/all] Erreur 2

 make: *** [all] Erreur 2





 the first time we get an unsuccessful simgear build with Linux



 any idea



 ahmad
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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Gijs de Rooy




Hi Stuart,

  Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 I think I've seen that with all aircraft I've flown recently. IIRC they were 
 all 
 non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near 
 my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I 
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I always
 get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs

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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread TDO Brandano
If It's an FGRun problem maybe it's caused by the 3D preview code parsing the 
planes

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1








Hi Stuart,

  Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 I think I've seen that with all aircraft I've flown recently. IIRC they were 
 all 
 non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near 
 my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I 
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I always
 get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs

  

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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Brandano,

 

It's possible that it comes from FGRun, but a Nasal warning from the 3d
preview code seems a bit implausible. It is recent thing, though.

 

Vivian

 

From: TDO Brandano [mailto:tdo_brand...@hotmail.com] 
Sent: 08 May 2013 22:12
To: Flightgear Devel List
Subject: Re: [Flightgear-devel] 2.10.1

 

If It's an FGRun problem maybe it's caused by the 3D preview code parsing
the planes

  _  

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1

 

Hi Stuart,

  Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 I think I've seen that with all aircraft I've flown recently. IIRC they
were all 
 non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not
near 
 my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I
always
get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs



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the definitive new guide to graph databases and their applications. This
200-page book is written by three acclaimed leaders in the field. The early
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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread YOSHIMATSU Toshihide
Hi,

 Failed to create alias at
 /controls[0]/refuelling[0]/refuelling-drogues-pos-norm

 [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
 another

 property.

 Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

According Fred's comment in
http://code.google.com/p/flightgear-bugs/issues/detail?id=1027#c9
those messages are output by fgrun reading the file:

$fgdata/Aircraft/C130/kc130-yasim-cnf.xml

Cheers,
Toshi

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Am 2013-05-07 14:10, schrieb Renk Thorsten:
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)
 
 If I could get a screenshot from you, that'd be nice.

I have updated the VDGS a bit and created some screenshots:

https://www.dropbox.com/sh/jswmmj6inh1k3go/cpj5XpD6KA

Maybe we should create a timeline of the VDGS (inside one/multiple of
the larger cockpit/outside views).

Tom

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--- Austria 

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[Flightgear-devel] Check your IOrules!

2013-05-08 Thread grtuxhangar team
Hello,

With recent fg git
I am getting these messages, at fgfs run

Check your IOrules! (write to '/do-not-access' is allowed)
Check your IOrules! (read from '/do-not-access' is allowed)
Why these new messages ?
What must be done , to avoid it.?

Thank
ahmad
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Re: [Flightgear-devel] Check your IOrules!

2013-05-08 Thread Thomas Geymayer
2013/5/9 grtuxhangar team hohora...@gmail.com:
 Hello,

 With recent fg git
 I am getting these messages, at fgfs run

 Check your IOrules! (write to '/do-not-access' is allowed)
 Check your IOrules! (read from '/do-not-access' is allowed)
 Why these new messages ?
 What must be done , to avoid it.?

Update fgdata

 Thank
 ahmad

Tom

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