Re: [Flightgear-devel] Problems Compiling clouds3d

2002-12-22 Thread Erik Hofman
Paul Deppe wrote:

Paul Deppe wrote:


When compiling CVS simgear/sky/clouds3d I am getting numerous warnings:
WIN32 redefined, initialization from int to float, ... is


implicitly a


typename,  and many others, and finally the following error


when compiling


SkyTextureState.cpp:



SkyTextureState.cpp:94: `glActiveTextureARB' undeclared (first use this
  function)




Erik wrote:



I know there is a fix in SimGear to include glext.h for windows
platforms. Maybe one of the ifdefs fails (because a version number
changed or something like that)?



Erik,

Here are some of the references to EXTGL_NEEDED in the SimGear root
directory:

-- configure.ac:

AM_CONDITIONAL(EXTGL_NEEDED, test x$ac_cv_header_windows_h = xyes)


It looks like this is for windows/MSVC compilers only, but Norman might 
know more about it.

extgl.h is #include'd by SkyTextureState.cpp via SkyTextureState.hpp via
SkyContext.hpp.  It looks like all the ifdef's are working properly.  So I
am stumped here - why can't the compiler see the declaration of
glActiveTextureARB() when compiling SkyTextureState.cpp?  I'm missing
something.


Could it be you are linkijg against a wrong OpenGL library?
It looks like glActiveTextureARB is an OpenGl 1.3 extension, on the 
other hand, I have included a (compile time) check to see if 
glActiveTextureARB is actually supported by the system and neglect this 
code otherwise.

Could you check if GL_ARB_multitexture is defined in your gl.h header file?

Erik


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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Erik Hofman
Mike Bonar wrote:

Okay, I have completed step one.  I am up and running with the latest cvs 
snapshot on Suse 8.1.  What's in the job jar?  Give me something easy to 
start out with since it's been awhile since I have done any coding.

Some background if you are interested, I spent a good chunk of last year and 
and early this year as a beta tester for the F4UT working on SP2 and SP3 of 
the Falcon4 Superpak.  That was fun, but development is where I want to play.  
I have been mostly interested in AI and terrain rendering, but I am open to 
working on anything.

Well, terrain generation can always use some help:
http://www.terragear.org

Otherwise, just try out the sim and see what you want to change ;-)

Erik


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re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread David Megginson
Mike Bonar writes:

  Okay, I have completed step one.  I am up and running with the
  latest cvs snapshot on Suse 8.1.  What's in the job jar?  Give me
  something easy to start out with since it's been awhile since I
  have done any coding.

Cleanup is always, always needed -- my only suggestion is to make your
changes in tiny steps so that you don't waste time if you head off in
the wrong direction.

We are slowly trying to get all of the parts of FlightGear to
extend FGSubsystem (defined src/Main/fgfs.hxx) and to simplify the
top-level loop in src/Main/main.cxx.

  I have been mostly interested in AI and terrain rendering, but I am
  open to working on anything.

You can also take a look at Dave Luff's ATC code in src/ATC/ -- he
might have some TODO jobs.


Thanks, and all the best,


David

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[Flightgear-devel] AT6 Cockpit Photos

2002-12-22 Thread David Megginson
Someone on the Piper mailing list had a chance to crawl into a couple
of AT6's visiting his home field and snap some pics.  Here they are,
for anyone interested in the modelling:

  http://xcski.com/gallery/album02


All the best,


David

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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Julian Foad
David Megginson wrote:


Cleanup is always, always needed -- 
...


We are slowly trying to get all of the parts of FlightGear to
extend FGSubsystem (defined src/Main/fgfs.hxx) and to simplify the
top-level loop in src/Main/main.cxx.


That sort of top-level stuff really is best done by the top-level guys 
and gals who are familiar with the whole project - you, Curt, etc. - in 
order to encapsulate the subsystems, to enable other people (especially 
new-comers) to work more easily on any one subsystem.  Not that Mike 
couldn't do some of it, but in general I wouldn't recommend it.

- Julian



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re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Luke Scharf
On Sun, 2002-12-22 at 07:09, David Megginson wrote:
 We are slowly trying to get all of the parts of FlightGear to
 extend FGSubsystem (defined src/Main/fgfs.hxx) and to simplify the
 top-level loop in src/Main/main.cxx.

Where would I find documentation about code-layout of FGFS?  I did a
quick scan of flightgear.org and I didn't see a document that looked
like it addressed this object does this and relates to the other
objects like that question.

Thanks,
-Luke

-- 
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http://www.ccm.ece.vt.edu/~lscharf


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[Flightgear-devel] cvs logs

2002-12-22 Thread Jim Wilson
Any chance we could get back cvs logs from prior to the changeover?  The lack
of them is making it hard to track down regressions introduced prior to.

Best,

Jim

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[Flightgear-devel] missing CVS log (base package)

2002-12-22 Thread Michael Selig
Last night I did an update to three of the Wright Flyer files, but only two 
showed up in the log.  The one that did not show up in the log was the file:

~/fgfsbase/Aircraft/UIUC/wrightFlyer1903-v1-nl/aircraft.dat

For the record, the message for it:

Wright Flyer update: Reduced wing warp to rudder coupling per original, 
added better thrust model, other minor changes.

Did I do something that prevented it from showing up in the log file?  The 
one thing that was different about this commit (vs all of my others) is 
that the commit message was long (cvs commit -m long string file).

With other developers, I sometimes see a long update message on some 
files.  Is there a way to do this without using a long commit -m message?

Regards,
Michael

ps Messages that I got when I committed the files:
Checking in UIUC/wrightFlyer1903-v1-nl/aircraft.dat;
/home/cvsroot/FlightGear/FlightGear/Aircraft/UIUC/wrightFlyer1903-v1-nl/aircraft.dat,v 
--  aircraft.dat
new revision: 1.4; previous revision: 1.3
done
Checking in UIUC/wrightFlyer1903-v1-nl/README.wrightFlyer1903.html;
/home/cvsroot/FlightGear/FlightGear/Aircraft/UIUC/wrightFlyer1903-v1-nl/README.wrightFlyer1903.html,v 
--  README.wrightFlyer1903.html
new revision: 1.5; previous revision: 1.4
done
Checking in wrightFlyer1903-v1-nl-uiuc-set.xml;
/home/cvsroot/FlightGear/FlightGear/Aircraft/wrightFlyer1903-v1-nl-uiuc-set.xml,v 
--  wrightFlyer1903-v1-nl-uiuc-set.xml
new revision: 1.7; previous revision: 1.6
done


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re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread David Megginson
Luke Scharf writes:

  Where would I find documentation about code-layout of FGFS?  I did a
  quick scan of flightgear.org and I didn't see a document that looked
  like it addressed this object does this and relates to the other
  objects like that question.

Come to think of it, that sounds like a worthy project.  There are
snippits here and there (including under docs-mini in the source dir),
but no big master document.


All the best,


David

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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Norman Vine
David Megginson writes:

 Luke Scharf writes:
 
   Where would I find documentation about code-layout of FGFS?  I did a
   quick scan of flightgear.org and I didn't see a document that looked
   like it addressed this object does this and relates to the other
   objects like that question.
 
 Come to think of it, that sounds like a worthy project.  There are
 snippits here and there (including under docs-mini in the source dir),
 but no big master document.

A worthy project indeed but IMHO an even  worthier project
would be to collect all of the various properties into a single
document that included 

1) a short description of what it controlled
2) which xml file it resided in
3) which 'C' file set its default  if applicable 
4) which 'C' files used it

Norman


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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread David Megginson
Norman Vine writes:

  A worthy project indeed but IMHO an even  worthier project
  would be to collect all of the various properties into a single
  document that included 
  
  1) a short description of what it controlled
  2) which xml file it resided in
  3) which 'C' file set its default  if applicable 
  4) which 'C' files used it

We'd have to find a way to automate that, or it would go out of date
too fast to be useful, at least until the code base is a lot more
stable.  In fact, there are now many properties that no C++ file uses
at all.


All the best,


David

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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Norman Vine
David Megginson writes:

 Norman Vine writes:
 
   A worthy project indeed but IMHO an even  worthier project
   would be to collect all of the various properties into a single
   document that included 
   
   1) a short description of what it controlled
   2) which xml file it resided in
   3) which 'C' file set its default  if applicable 
   4) which 'C' files used it
 
 We'd have to find a way to automate that, or it would go out of date
 too fast to be useful, at least until the code base is a lot more
 stable.  In fact, there are now many properties that no C++ file uses
 at all.

All vaild points which just strengthen the arguments for why such a 
document is needed and FWIW sounds very familiar to programmers 
writing conventional code who 'chafe' at having to document what
they do :-)

Computer programs are a mix of algorithm and data and just because 
you take the data out of the 'C' code and stash it externally does nothing
to alleviate the need to document it !!

Norman


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Re: [Flightgear-devel] Problems Compiling clouds3d

2002-12-22 Thread Norman Vine
Paul Deppe writes:
  
   When compiling CVS simgear/sky/clouds3d I am getting numerous warnings:
   WIN32 redefined, initialization from int to float, ... is
  implicitly a
   typename,  and many others, and finally the following error
  when compiling
   SkyTextureState.cpp:
 
   SkyTextureState.cpp:94: `glActiveTextureARB' undeclared (first use this
  function)
 

I think the problem stems from GL/gl.h being included before extgl.h

Note GL/glu.h and GL/glut.h both include GL/gl.h so extgl.h  must 
precede these also

Norman


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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread David Megginson
Norman Vine writes:

  Computer programs are a mix of algorithm and data and just because 
  you take the data out of the 'C' code and stash it externally does nothing
  to alleviate the need to document it !!

Agreed -- I'm simply pointing out the challenges.


All the best,


David

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re: [Flightgear-devel] ATC Sound

2002-12-22 Thread dave_and_jacqui
David Megginson writes:

The new ATIS sound is great, 
Thanks!
but I'm having volume problems with it. 
Oh dear :-(
It's not possible to make it out at all at the default volume; when I change 
the volume from 2 to 10 in ATCmgr.cxx simple-set_volume(10.0); I can 
just make it out over the idling engine in the C172P. Is this a local problem 
on my system? 
FWIW, I found 1 a bit quiet, although audiable over the idling engine, so I 
set it to 2, which was audiable over the full throttle engine.  Thats on 
windows though, although I could certainly make it out over the idling engine 
when I tested on Linux at 2. 
Cheers - Dave


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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Norman Vine
Michael Selig
 
 As it relates to documenting things, I'd like to ask this again: Is this 
 file property-api.html still around somewhere?   This doc described the 
 property tree.  It was a draft from Curt I believe.
 
 It seems to me like the property stuff is the most important part of 
 FGFS.  If one does not understand how to use this and code for it (both in 
 xml and cpp), then you're never going to get anywhere.  Ok, maybe I 
 exaggerate (some).

I don't know if this exists or not 

For my own understanding of the properties I dump out the 
entire property tree every time the program starts 

This doesn't document where things are in the code or the config files
but it at least lets you see what is there and is what I use in lieu of better
documentation

Question:
Is there any reason that ALL of the joysticks from the config files are 
represented in the 'resident' property tree ??

Norman

// main.cxx
static bool fgMainInit( int argc, char **argv ) 
{
 
...

// ADD THIS LINE OF CODE TO DUMP THE PROPERTIES
writeProperties (props, globals-get_props(), true);

// pass control off to the master GLUT event handler
glutMainLoop();

// we never actually get here ... but to avoid compiler warnings,
// etc.
return false;
}



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RE: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Michael Bonar
MSVC6 has a Visio add-on that allows you to reverse engineer C code into UML
diagrams.  Anybody have experience with it?  I was thinking of giving that a
try to see what it looks like.  In the meantime, I will see what I can find
on code documentation.

Cheers!

Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of David
Megginson
Sent: December 22, 2002 12:01 PM
To: [EMAIL PROTECTED]
Subject: re: [Flightgear-devel] What's in the job jar?


Luke Scharf writes:

  Where would I find documentation about code-layout of FGFS?  I did a
  quick scan of flightgear.org and I didn't see a document that looked
  like it addressed this object does this and relates to the other
  objects like that question.

Come to think of it, that sounds like a worthy project.  There are
snippits here and there (including under docs-mini in the source dir),
but no big master document.


All the best,


David

--
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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Andy Ross
Michael Bonar wrote:
 MSVC6 has a Visio add-on that allows you to reverse engineer C code
 into UML diagrams.  Anybody have experience with it?  I was thinking
 of giving that a try to see what it looks like.

It probably looks a lot like UML generated automatically from C
code. :)

I've never been able to understand the appeal of CASE tools like this.
How on earth is a machine going to read your code for you and tell you
how the design works?  The whole point behind overview documentation
is that it captures the *intent* behind the code -- that is exactly
the part of the design that is not actually found in the code.  By its
very definition, it can't be automatically extracted.  It has to be
either written down by the designer or intuited by the reader.

At best, a tool like this could make source navigation easier.  Having
tools to answer questions like who calls this? or where are these
made? is useful.  But that's best done at the level of C syntax,
IMHO, not in a separate diagramming language.

A lot of this, to be quite honest, is just me being a luddite or an
elitist.  It's been my experience that elaborate documentation schemes
really aren't worth it.  There seems to be an inverse relationship
between a programmer's penchant for fancy design tools/methodologies
and their ability to understand a design presented to them.  The
really productive coders I have known are happy with a one page README
file for documentation, and tend to be able to dive into existing
undocumented code and figure stuff out very well.  The folks who
insist on having pick your jargon available tend to struggle whether
they get it or not.  All in my experience, of course.

None of this is to say that documentation is a bad thing.  But
elaborate documentation and design work is, IMHO, largely useless or
self-defeating.  In the professional world it tends to hamstring the
best workers for the benefit of the worst, thus running afoul of Fred
Brook's (The Mythical Man Month) observations about productivity.

Really good examples of sane documentation can be found in the
Documentation directory of the Linux kernel.  The files there tend to
tell you exactly what you need to know, and give you enough hints to
discover the rest on your own and/or clue you in on what questions to
ask of the people who know.

Andy

--
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
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re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Luke Scharf
On Sun, 2002-12-22 at 13:01, David Megginson wrote:
 Luke Scharf writes:
 
   Where would I find documentation about code-layout of FGFS?  I did a
   quick scan of flightgear.org and I didn't see a document that looked
   like it addressed this object does this and relates to the other
   objects like that question.
 
 Come to think of it, that sounds like a worthy project.  There are
 snippits here and there (including under docs-mini in the source dir),
 but no big master document.

Sounds like a good way for me to get started with the FlightGear code. 
Don't consider me as having claimed this task, though, until I actually
upload something.

Who should I send documentation patches to?

Thanks,
-Luke

-- 
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http://www.ccm.ece.vt.edu/~lscharf


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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Mike Bonar
Yes, I see where you are coming from, Andy.  In the spirit of openness, I 
don't think that's the way to go either.  

However, I did run doxygen against the source code, and that is very cool.  
It's clean, simple, fast, and open.  We could run a cron against the cvs 
directory each night, and voila!: instant, browsable html class hierarchy.  
The output in html format (it also spits out latex format) is 5MB.  I could 
send it to anyone who is interesting.

Mike

On Sunday 22 December 2002 19:33, Andy Ross wrote:
 Michael Bonar wrote:
   MSVC6 has a Visio add-on that allows you to reverse engineer C code
   into UML diagrams.  Anybody have experience with it?  I was thinking
   of giving that a try to see what it looks like.
 
 It probably looks a lot like UML generated automatically from C
 code. :)
 
...snip lots of good stuff

 tell you exactly what you need to know, and give you enough hints to
 discover the rest on your own and/or clue you in on what questions to
 ask of the people who know.
 
 Andy
 
 -- 
 Andrew J. RossNextBus Information Systems
 Senior Software Engineer  Emeryville, CA
 [EMAIL PROTECTED]  http://www.nextbus.com
 Men go crazy in conflagrations.  They only get better one by one.
   - Sting (misquoted)
 
 
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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Michael Selig
At 12/22/02, Norman Vine wrote:

Michael Selig

 As it relates to documenting things, I'd like to ask this again: Is this
 file property-api.html still around somewhere?   This doc described the
 property tree.  It was a draft from Curt I believe.

 It seems to me like the property stuff is the most important part of
 FGFS.  If one does not understand how to use this and code for it (both in
 xml and cpp), then you're never going to get anywhere.  Ok, maybe I
 exaggerate (some).

I don't know if this exists or not

For my own understanding of the properties I dump out the
entire property tree every time the program starts

This doesn't document where things are in the code or the config files
but it at least lets you see what is there and is what I use in lieu of better
documentation

Question:
Is there any reason that ALL of the joysticks from the config files are
represented in the 'resident' property tree ??

Norman

// main.cxx
static bool fgMainInit( int argc, char **argv )
{

...

// ADD THIS LINE OF CODE TO DUMP THE PROPERTIES
writeProperties (props, globals-get_props(), true);


Thanks.  That's pretty handy.  I notice that this does not seem to include 
all of the property information in some files, eg sound.xml (and several 
other .xml files seen when searching through the props file).

Regards,
Michael


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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Mike Bonar
_Interested_ ;-)

On Sunday 22 December 2002 20:48, Mike Bonar wrote:
 Yes, I see where you are coming from, Andy.  In the spirit of openness, I 
 don't think that's the way to go either.  
 
 However, I did run doxygen against the source code, and that is very cool.  
 It's clean, simple, fast, and open.  We could run a cron against the cvs 
 directory each night, and voila!: instant, browsable html class hierarchy.  
 The output in html format (it also spits out latex format) is 5MB.  I could 
 send it to anyone who is interesting.
 
 Mike
...snip

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RE: [Flightgear-devel] Problems Compiling clouds3d

2002-12-22 Thread Paul Deppe
 I think the problem stems from GL/gl.h being included before extgl.h

 Note GL/glu.h and GL/glut.h both include GL/gl.h so extgl.h  must
 precede these also

 Norman

I inserted the following in SkyTexture.hpp at line 36:

#ifdef WIN32
# include extgl.h
#endif

... and it worked - thanks.  But I still wonder if there is some
configuration issue with my system because no one else seems to be getting
this error.  I'll also try this fix with
plib/examples/src/ssg/water/water.cxx, which also has the same compile
error.  Also...

 Could it be you are linking against a wrong OpenGL library?
 It looks like glActiveTextureARB is an OpenGl 1.3 extension, on the
 other hand, I have included a (compile time) check to see if
 glActiveTextureARB is actually supported by the system and neglect this
 code otherwise.

 Could you check if GL_ARB_multitexture is defined in your gl.h
 header file?

 Erik

I found that Cygwin installs TWO copies of gl.h:

opengl package installs: /usr/include/GL/gl.h (which declares
glActiveTextureARB) and w32api package installs:
/usr/include/w32api/GL/gl.h, (which does not).

The w32api gl.h is dated later but does not declare glActiveTextureARB.

Aha... it works _without_ the above patch when I hide
/usr/include/w32api/GL!  Is this a Cygwin bug?

Paul

Paul R. Deppe
Veridian Engineering (formerly Calspan)
Flight  Aerospace Research Group
150 North Airport Drive
Buffalo, NY  14225
(716) 631-6898
(716) 631-6990 FAX
[EMAIL PROTECTED]


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Re: [Flightgear-devel] What's in the job jar?

2002-12-22 Thread Norman Vine
Michael Selig writes:

 At 12/22/02, Norman Vine wrote:
 Michael Selig wrote:
  
   It seems to me like the property stuff is the most important part of
   FGFS.  If one does not understand how to use this and code for it (both in
   xml and cpp), then you're never going to get anywhere.  Ok, maybe I
   exaggerate (some).
 
 For my own understanding of the properties I dump out the
 entire property tree every time the program starts
 
 This doesn't document where things are in the code or the config files
 but it at least lets you see what is there and is what I use in lieu of better
 documentation
 
 // main.cxx
 static bool fgMainInit( int argc, char **argv )
 {
 
 ...
 
  // ADD THIS LINE OF CODE TO DUMP THE PROPERTIES
  writeProperties (props, globals-get_props(), true);
 
 Thanks.  That's pretty handy.  I notice that this does not seem to include 
 all of the property information in some files, eg sound.xml (and several 
 other .xml files seen when searching through the props file).

Yes I noticed that this is not a *complete* dump too :-(

I find that massaging this file a little is even handier, for example the attached 
script creates this from the file the above patch produces and can be easily 
modified to do other things with the properties

Norman

 cut 

FlightGear Key Map

 Key: 'Ctrl-A'  Toggle autopilot altitude lock.

 Key: 'Ctrl-C'  Toggle clickable panel hotspots

 Key: 'Ctrl-D'  Dummy dialog

 Key: 'Ctrl-G'  Toggle autopilot glide slope lock.

 Key: 'Ctrl-H'  Toggle autopilot heading lock.

 Key: 'Enter'  Move rudder right or increase autopilot heading.

 Key: 'Ctrl-N'  Toggle autopilot nav1 lock.

 Key: 'Ctrl-R'  (Temporary) Toggle winding-ccw

 Key: 'Ctrl-S'  Toggle auto-throttle lock.

 Key: 'Ctrl-T'  Toggle autopilot terrain lock.

 Key: 'Ctrl-U'  [Cheat] Add 1000ft of emergency altitude.

 Key: 'ESC'  Prompt and quit FlightGear.

 Key: 'SPACE'  Fire Starter on Selected Engine(s)

 Key: '!'  Select first engine

 Key: '#'  Select third engine

 Key: '$'  Select fourth engine

 Key: '+'  zoom in (decrease field of view)

 Key: ','  Left brake

 Key: '-'  zoom out (decrease field of view)

 Key: '.'  Right brake

 Key: '0'  Move rudder left or increase autopilot heading.

 Key: '1'  Decrease elevator trim.
  mod-shift  Look back left

 Key: '2'  Increase elevator or autopilot altitude.
  mod-shift  Look back.

 Key: '3'  Decrease throttle or autopilot autothrottle.
  mod-shift  Look back right.

 Key: '4'  Move aileron left.
  mod-shift  Look left.

 Key: '5'  Center aileron, elevator, and rudder.

 Key: '6'  Move aileron right.
  mod-shift  Look right.

 Key: '7'  Increase elevator trim.
  mod-shift  Look front left.

 Key: '8'  Decrease elevator or autopilot altitude.
  mod-shift  Look forward.

 Key: '9'  Increase throttle or autopilot autothrottle.
  mod-shift  Look front right.

 Key: '='  Reset zoom to default

 Key: '@'  Select second engine

 Key: 'A'  Decrease speed-up.

 Key: 'B'  Toggle parking brake on or off

 Key: 'M'  Decrease warp.

 Key: 'P'  Toggle panel.

 Key: 'T'  Decrease warp delta.

 Key: 'W'  (Temporary) Toggle fullscreen for 3DFX only.

 Key: 'X'  Increase field of view.

 Key: 'Z'  Decrease Visibility

 Key: '['  Decrease flaps.

 Key: ']'  Increase flaps.

 Key: 'a'  Increase speed-up.

 Key: 'b'  Apply all brakes.
  mod-up  Release all brakes.

 Key: 'c'  Toggle 3D/2D cockpit

 Key: 'g'  Toggle gear down.

 Key: 'l'  Toggle tail-wheel lock.

 Key: 'm'  Increase warp.

 Key: 'p'  Toggle the pause state of the sim.

 Key: 's'  Swap panels.

 Key: 't'  Increase warp delta.

 Key: 'v'  Cycle view

 Key: 'x'  Decrease field of view.

 Key: 'z'  Increase Visibility

 Key: '{'  Decrease Magneto on Selected Engine

 Key: '}'  Increase Magneto on Selected Engine

 Key: '~'  Select all engines

 Key: 'F1'  

 Key: 'F2'  

 Key: 'F3'  Capture screen.

 Key: 'F4'  

 Key: 'F5'  

 Key: 'F6'  

 Key: 'F7'  

 Key: 'F8'  

 Key: 'F9'  

 Key: 'F10'  

 Key: 'Enter'  Move rudder right or increase autopilot heading.

 Key: 'Keypad 5'  Center aileron, elevator, and rudder.

 Key: 'Left'  Move aileron left.
  mod-shift  Look left.

 Key: 'Up'  Increase elevator or autopilot altitude.
  mod-shift  Look forward.

 Key: 'Right'  Move aileron right.
  mod-shift  Look right.

 Key: 'Down'  Decrease elevator or autopilot altitude.
  mod-shift  Look backwards.

 Key: 'PageUp'  Increase throttle or autopilot autothrottle.
  mod-shift  Look front right.

 Key: 'PageDown'  Decrease throttle or autopilot autothrottle.
  mod-shift  Look back right.

 Key: 'Home'  Increase elevator trim.
  mod-shift  Look front left.

 Key: 'End'  Decrease elevator trim.
  mod-shift  Look back left.

 Key: 'Insert'  Move rudder left or decrease autopilot heading.


#! /usr/bin/env python

$ID: fgfs_keymap.py

Create the current KeyMap for FlightGear by parsing the property tree

This requires Fredrik Lundh's (Simple)ElementTree
available at 

Re: [Flightgear-devel] Problems Compiling clouds3d

2002-12-22 Thread Norman Vine
Paul Deppe writes:

  I think the problem stems from GL/gl.h being included before extgl.h
 
  Note GL/glu.h and GL/glut.h both include GL/gl.h so extgl.h  must
  precede these also
 
  Norman
 
 I inserted the following in SkyTexture.hpp at line 36:
 
 #ifdef WIN32
 # include extgl.h
 #endif
 
 ... and it worked - thanks.  But I still wonder if there is some
 configuration issue with my system because no one else seems to be getting
 this error.  

FWIW - 
I did not get this error because I do not use the Cygwin OpenGL headers
 see my other post on this subject 

Cheers

Norman

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[Flightgear-devel] copying properties

2002-12-22 Thread Jim Wilson
Is there a way to copy a block of properties (ie an equivelent to cp -ax dir1
dir2)?  IIRC this was discussed at one time, and I'm wondering if it has been
implemented yet.

Best,

Jim


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[Flightgear-devel] properties documentation

2002-12-22 Thread Jim Wilson
This may sound like a lame idea.  I am not all that versed on xml technology,
 but it seems to me that there is a standard form for something like this.  In
the database world there is something called a Data dictionary that works as
a central repository for data items, their types, default values, short
descriptions, long descriptions, etc.

Is this the sort of thing that a standard DTD document provides?  Or could
we develop our own dictionary of sorts?  I'm suggesting that this could
provide the documentation we need (if it is centralized).

If it assumed an active role in the property system, then it could be used as
a resource to simplify coding individual xml files, since default values,
types, and other properties could be sourced from the central dictionary.

Best,

Jim

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Re: [Flightgear-devel] copying properties

2002-12-22 Thread Norman Vine
Jim Wilson writes:

 Is there a way to copy a block of properties

#include simgear/misc/props_io.hxx
copyProperties (const SGPropertyNode *in, SGPropertyNode *out)

But AFAIK this requires that the 'out' nodes exist
i.e. this copies but does not construct the nodes

I think the easiest way to 'clone' a branch is to write
the branch out to a temp file then read the 'clone' in

Norman

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