Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Renk Thorsten
 The runway effect parameters override any parameters it has in common  
 with the terrain-default effect (since it inherits from it), it is not a bug, 
  
 that's how the system is supposed to work.

I don't know, it doesn't strike me as consistent.

There are two control structures here:

Inheritance allows to replace a generic effect with a particular effect given 
terrain type, for instance it allows to use some shader for terrain, but a 
special shader for forest.

Technique allows to control overall detail level - earlier (more detailed) 
techniques take precedence before later (usually less detailed) techniques. 

The problem at hand is that the parsing creates an inconsistent state - the 
rule what shader is to be run is determined by technique, but the texture it 
gets to use is determined by inheritance even if the technique numbering says 
inheritance doesn't play a role. A higher number technique which is correctly 
recognized as 'not to be used' still gets to set parameters of the technique 
which actually is used. 

Needless to say, this is hellishly difficult to figure out (it took me four 
hours to understand) because there is nothing wrong at all with the structure 
of terrain-default.eff and yet things don't work.

So, for me the expected behaviour would be that technique beats inheritance - 
special effects can override generic effects for certain landclasses if their 
technique is lower, but all their information is discarded if the technique is 
not lower.


 Forgot to mention the fact that runways have the runway effect applied  
 to them from materials.xml, hence they obey that one and not terrain-default.

That's where you are wrong - technique actually beats inheritance for 
everything except texture unit number (which is what causes the problems) - 
runways are shaded with what is specified in terrain-default.eff when it comes 
with a lower technique number than what is specified in runway.eff (that is the 
case here). The system correctly uses terrain-haze-detailed.* to shade the 
runway, just the snow texture gets overrideen by what is specified in 
runway.eff.

 This is fixable by changing the snow texture unit number in the terrain
 default, so it doesn't get overridden by the runway settings, or by  
 changing the runway effect itself, and adding another texture unit there for 
 the  
 snow, and an altered technique 4 that caters for the differing texture unit  
 numbers.

I know how to fix it, but I don't know how to prevent the next person adding 
effects to screw it up all over again. The problem is finding an unused texture 
unit which nobody will overwrite anywhere in any effect file down the line.

My favoured solution would be to make the parsing consistent so that shader to 
be used and texture to be used are taken from the same technique, but if that 
can't be done or should not be done for some reason I don't yet understand, 
maybe we can come up with general guidelines about what texture units are 
assigned for what (basic texture, noise, normal map, alternative textures, 
snow,...) so that, say, texture unit 5 is always snow and then there's no 
problem either.

* Thorsten
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
No, you got the system wrong.
When an effect inherits from another it rewrites those parts that are common 
between the two xml files, keeping the parts that are different. Thus if 
runway inherits from terrain the actual runway effect as seen by flightgear 
gets a technique 4 of its own (inherited from the terrain effect). So when the 
skydome shader is active, it's the technique 4 in this runway effect that is 
active, which then uses the textures specified in the runway effect, as it's 
supposed to.

Regards,
Emilian
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Renk Thorsten
 No, you got the system wrong.
 When an effect inherits from another it rewrites those parts that are  
 common
 between the two xml files, keeping the parts that are different.

Yes, but what's wrong with making that conditional based on technique number? 
What functionality would this destroy? Or what is the use of the current setup 
in which higher techniques overwrite lower techniques?

* Thorsten


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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 07:55:19 Renk Thorsten wrote:
  No, you got the system wrong.
  When an effect inherits from another it rewrites those parts that are
  common
  between the two xml files, keeping the parts that are different.
 
 Yes, but what's wrong with making that conditional based on technique
 number? What functionality would this destroy? Or what is the use of the
 current setup in which higher techniques overwrite lower techniques?
 
 * Thorsten
 
Every other effect written so far.

Better explanation:
Think of the parent and the child effect as two property trees. At runtime 
they get merged, with any paths in the child effect overwriting the same paths 
in the parent, all under the heading of the child effect.

The lower techniques override higher techniques. The functionality is to 
enable you to use different options in specific conditions that are present in 
the predicate section of each technique. As you are using them in the 
terrain effect.
 
It's not the effects that change at runtime between those specific conditions, 
it's a different technique of the same effect that's used. 

The default effects usually specify their techniques with higher numbers to 
allow any inheriting effect to insert their own techniques below them, 
techniques that get activated by the same condition.

Say you have shaders active, the default effect has a technique that specifies 
some default shaders to be used. Now you make your own effect, but you want to 
use different shaders in the same situation; in that case you add a lower 
numbered technique in your new effect, that by the order of precedence (lower 
numbers before higher numbers) trumps the technique used in the default, and 
this new technique specifies the different set of shaders that you want.

By putting the sky-dome technique in a low enough place, you ensure that your 
new technique will not be overwritten and will be lower placed than any other 
in the child effects' trees, ensuring that those shaders are activated when 
the sky-dome is active, and that they take precedence over less strict 
conditions that would activate some other set of shaders/options in one of the 
other effects. Keep in mind though, that they will then use the merged 
parameters as they're specified in the child effect (this includes textures).

Important note: the *texture n=x* numbers in the parameters section can be 
as high as you need them, but the *texture-unitunity/unit* numbers in 
the technique section should be kept =7 as those are the actual texture units 
as seen by the shader, and some impplementations oanly have 8 texture units 
available. *y* and *x* don't have to match. In fact you can get very creative 
and have 3 different *texture n=x1*, *texture n=x2*, *texture 
n=x3* in the parameters section that are assigned to the same 
*unity/unit*, each in a different technique, according to different 
predicates.

Regards,
Emilian
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:

 The default effects usually specify their techniques with higher numbers to  
allow any inheriting effect to insert their own techniques below them,  
techniques that get activated by the same condition.

Actualy this should read:

 The default effects usually specify their techniques with higher numbers to  
allow any inheriting effect to insert their own techniques below them,  
techniques that get activated by the same or any stricter condition.
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Frederic Bouvier
 On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:

  The default effects usually specify their techniques with higher
  numbers to allow any inheriting effect to insert their own
  techniques below them, techniques that get activated by the same
  condition.

 Actualy this should read:

 The default effects usually specify their techniques with higher
 numbers to allow any inheriting effect to insert their own
 techniques below them, techniques that get activated by the same or
 any stricter condition.

But when two techniques use the same number, they are merged.
I don't know if it was intended but one effect can modify one of 
it's parent without rewriting the predicate, and can lead to problems
when we need to reassign numbers

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 10:53:31 Frederic Bouvier wrote:
  On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
   The default effects usually specify their techniques with higher
   numbers to allow any inheriting effect to insert their own
   techniques below them, techniques that get activated by the same
   condition.
  
  Actualy this should read:
  
  The default effects usually specify their techniques with higher
  numbers to allow any inheriting effect to insert their own
  techniques below them, techniques that get activated by the same or
  any stricter condition.
 
 But when two techniques use the same number, they are merged.
 I don't know if it was intended but one effect can modify one of
 it's parent without rewriting the predicate, and can lead to problems
 when we need to reassign numbers
 
 Regards,
 -Fred
 
 I would say it's intended and it's very powerful. We only need to be careful 
with technique numbers.
 Take a look at how I worked around the binormal/tangent generator crashing 
for objects that are not textured in the model-combined effect: by enabling 
the generator for that technique only in child effects that are supposedly 
applied *only* to textured objects. All these with only a couple of xml 
entries, and not requiring a different complete effect.
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[Flightgear-devel] 'Black model problem'

2012-05-02 Thread Renk Thorsten

So far we had: start with skydome shader on and landmass set to 4:

- models appear black and are not shaded properly

Click on landmass slider without changing the value:

- modelss jump to proper shading

I've made one more observation: Do the above at noon. Then change to dawn

- models remain stuck with bright daylight shading

It seems to be a problem in passing parameters to the shader, apparently at 
least some of the parameters aren't updated by frame but only when specifically 
triggered. 

As to the underlying cause, I remain in the dark though...

* Thorsten
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 09:07:57 Renk Thorsten wrote:
 So far we had: start with skydome shader on and landmass set to 4:
 
 - models appear black and are not shaded properly
 
 Click on landmass slider without changing the value:
 
 - modelss jump to proper shading
 
 I've made one more observation: Do the above at noon. Then change to dawn
 
 - models remain stuck with bright daylight shading
 
 It seems to be a problem in passing parameters to the shader, apparently at
 least some of the parameters aren't updated by frame but only when
 specifically triggered.
 
 As to the underlying cause, I remain in the dark though...
 
 * Thorsten
Using tied properties as uniforms?
http://code.google.com/p/flightgear-bugs/issues/detail?id=445--
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Renk Thorsten
 Using tied properties as uniforms?

I don't think so, because the same parameters do get updated per frame just 
fine when shading the terrain.

* Thorsten
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Stuart Buchanan
On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
 But when two techniques use the same number, they are merged.
 I don't know if it was intended but one effect can modify one of
 it's parent without rewriting the predicate, and can lead to problems
 when we need to reassign numbers

In fact, I used just this ability last night  to modify the model-default.eff
techniques to add an emissive layer for the random buildings. See
Effects/buildings.eff

-Stuart

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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 12:13:23 Emilian Huminiuc wrote:

 Using tied properties as uniforms?
 http://code.google.com/p/flightgear-bugs/issues/detail?id=445

This is easily solvable using a property-filter (check 
Environment/metarinterpolator.xml), that writes the properties to some other 
place, in which case they get untied and are passed properly to the shader.

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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 09:18:15 Renk Thorsten wrote:
  Using tied properties as uniforms?
 
 I don't think so, because the same parameters do get updated per frame just
 fine when shading the terrain.
 
 * Thorsten
Hmm, that would be really strange, and a legitimate bug then.
Worth a try with the property filter to see if that fixes them.

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Frederic Bouvier
 On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
  But when two techniques use the same number, they are merged.
  I don't know if it was intended but one effect can modify one of
  it's parent without rewriting the predicate, and can lead to
  problems
  when we need to reassign numbers
 
 In fact, I used just this ability last night  to modify the
 model-default.eff techniques to add an emissive layer for 
 the random buildings. See Effects/buildings.eff

I hope you added a comment saying that you rely on the numbering of 
some other technique. 
I see the maintenance nightmare coming very soon.

Regards,
-Fred

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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Renk Thorsten
 Hmm, that would be really strange, and a legitimate bug then.
 Worth a try with the property filter to see if that fixes them.

That's actually how terminator-relative-position-m (the sun position for shader 
purposes) is done - see

Environment/local-weather-rules.xml

* Thorsten
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
Sorry, was looking at the wrong shader. You don't assign the terminator to an 
uniform in the technique n=5 in the model-default.eff.
Adding the correct entry fixes it here:


  uniform
nameterminator/name
typefloat/type
valueuseterminator/use/value
  /uniform
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[Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread chris
Hi all!

This is my first mail on this list, so please forgive me
newbie-mistakes. :)
I've posted this request for help on the forum and had no luck with it.
No one answered. So, I'll try here. I hope I'm no bother...
http://www.flightgear.org/forums/viewtopic.php?f=45t=16180

My problem:
I've tried to update my fgfs with brisas script for Debian/Ubuntu, as I
did for years now... Sometimes there are problems, and compilation
aborts. Most of the time I'm able to fix them myself, but this time, I
don't even know, what the problem is, or if it is a problem...

In the attachment you'll find the complete output of the compilation of
OSG, SIMGEAR and FGFS. I wasn't sure if only the output of FGFS would be
enough. OSG and SG built fine, no errors. Only some mysterious
warnings, that some lib couldn't be found, but didn't seem to be a
problem. So, I suggest you skip to the lower end of the file (~line
1450) and look for FGFS-compilation. In essence the following lines
appear and bring make to a halt, funnily it continues to build
after that, and halt with some similar lines:

`.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev'
referenced in section
`.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED1Ev[osg::TemplateArrayosg::Vec3f,
(osg::Array::Type)10, 3, 5126::~TemplateArray()]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
defined in discarded section
`.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED5Ev]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
`.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev'
referenced in section
`.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED1Ev[osg::TemplateArrayosg::Vec2f,
(osg::Array::Type)9, 2, 5126::~TemplateArray()]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
defined in discarded section
`.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED5Ev]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
`.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev'
referenced in section
`.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED1Ev[osg::TemplateArrayosg::Vec4f,
(osg::Array::Type)11, 4, 5126::~TemplateArray()]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
defined in discarded section
`.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED5Ev]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
collect2: ld gab 1 als Ende-Status zurück make[2]: ***
[utils/fgviewer/fgviewer] Fehler 1 make[1]: ***
[utils/fgviewer/CMakeFiles/fgviewer.dir/all] Fehler 2 make[1]: ***
Warte auf noch nicht beendete Prozesse... [ 31%] Building CXX object
utils/GPSsmooth/CMakeFiles/MIDGsmooth.dir/MIDG_main.cxx.o


I hope someone recognizes these lines, or knows, what the problem might
be - I'd love to get back to 2.7!!! :)

Thanks in advance
chris

[OT] ...astounding what bz2 can do... [/OT]


FGcompileErrors.txt.bz2
Description: application/bzip
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Renk Thorsten
 Sorry, was looking at the wrong shader. You don't assign the terminator  
 to an
 uniform in the technique n=5 in the model-default.eff.

I'll be buggered... you're right. How embarrassing...

* Thorsten
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
What I think happens, is that, without the detail option on, the same shaders 
are used for terrain and models (terrain-haze), thus they get the terminator 
assigned from the teerain-default.eff. Once you enable the detailed shading 
for the terrain, that uniform is no longer assigned, since in terrain-haze 
there's another technique active, assigning the property to the terminator 
uniform in the terrain-haze-detailed shader, thus the terminator value seen by 
the terrain-haze shader active on models remains at the last value it had. 
This would explain why the lighting gets fixed momentarily when you move the 
landmass slider back and forth.



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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 10:08:07 Renk Thorsten wrote:
  Sorry, was looking at the wrong shader. You don't assign the terminator
  to an
  uniform in the technique n=5 in the model-default.eff.
 
 I'll be buggered... you're right. How embarrassing...
 
 * Thorsten
I'll push a hot-fix then.

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread Frederic Bouvier
Hi Chris,

 Hi all!
 
 This is my first mail on this list, so please forgive me
 newbie-mistakes. :)
 I've posted this request for help on the forum and had no luck with
 it.
 No one answered. So, I'll try here. I hope I'm no bother...
 http://www.flightgear.org/forums/viewtopic.php?f=45t=16180
 
 My problem:
 I've tried to update my fgfs with brisas script for Debian/Ubuntu, as
 I
 did for years now... Sometimes there are problems, and compilation
 aborts. Most of the time I'm able to fix them myself, but this time,
 I
 don't even know, what the problem is, or if it is a problem...
 
 In the attachment you'll find the complete output of the compilation
 of OSG, SIMGEAR and FGFS. I wasn't sure if only the output of FGFS would
 be enough. OSG and SG built fine, no errors. Only some mysterious
 warnings, that some lib couldn't be found, but didn't seem to be a
 problem. So, I suggest you skip to the lower end of the file (~line
 1450) and look for FGFS-compilation. In essence the following lines
 appear and bring make to a halt, funnily it continues to build
 after that, and halt with some similar lines:
 
 `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev'
 referenced in section
 `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED1Ev[osg::TemplateArrayosg::Vec3f,
 (osg::Array::Type)10, 3, 5126::~TemplateArray()]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
 defined in discarded section
 `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED5Ev]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
 `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev'
 referenced in section
 `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED1Ev[osg::TemplateArrayosg::Vec2f,
 (osg::Array::Type)9, 2, 5126::~TemplateArray()]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
 defined in discarded section
 `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED5Ev]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
 `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev'
 referenced in section
 `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED1Ev[osg::TemplateArrayosg::Vec4f,
 (osg::Array::Type)11, 4, 5126::~TemplateArray()]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
 defined in discarded section
 `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED5Ev]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
 collect2: ld gab 1 als Ende-Status zurück make[2]: ***
 [utils/fgviewer/fgviewer] Fehler 1 make[1]: ***
 [utils/fgviewer/CMakeFiles/fgviewer.dir/all] Fehler 2 make[1]: ***
 Warte auf noch nicht beendete Prozesse... [ 31%] Building CXX object
 utils/GPSsmooth/CMakeFiles/MIDGsmooth.dir/MIDG_main.cxx.o
 
 
 I hope someone recognizes these lines, or knows, what the problem
 might be - I'd love to get back to 2.7!!! :)

These messages are link error. Did you do a 'make clean' on all OSG, SG et FG ?
My guess is that some files could be compiled with on version of gcc and some 
with another.

Regards,
-Fred

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread chris
Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:

 
 These messages are link error. Did you do a 'make clean' on all OSG,
 SG et FG ? My guess is that some files could be compiled with on
 version of gcc and some with another.
 
 Regards,
 -Fred
 

Hi Fred!

Thanks for your answer!
To my knowledge, I didn't! I also don't know, what this option (make
clean) is there for :)
But I believe these were compiled with the same version of gcc - unless
I have multiple versions installed, and the script uses multiply
versions by design... Seems a bit unlikely to me, but I'm not sure at
all.

How can I find out?

Regards
chris

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread Frederic Bouvier
Hi Chris,

 
 Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
 schrieb Frederic Bouvier fredfgf...@free.fr:
 
  
  These messages are link error. Did you do a 'make clean' on all
  OSG,
  SG et FG ? My guess is that some files could be compiled with on
  version of gcc and some with another.
  
  Regards,
  -Fred
  
 
 Hi Fred!
 
 Thanks for your answer!
 To my knowledge, I didn't! I also don't know, what this option (make
 clean) is there for :)
 But I believe these were compiled with the same version of gcc -
 unless
 I have multiple versions installed, and the script uses multiply
 versions by design... Seems a bit unlikely to me, but I'm not sure at
 all.
 
 How can I find out?

'make clean' means deleting all generated files and redoing the whole build
from scratch, not relying on a previous build.

You may change compiler version if you enable OS updates.

Regards,
-Fred

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread chris
Am Wed, 2 May 2012 15:02:42 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:

 Hi Chris,
 
  
  Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
  schrieb Frederic Bouvier fredfgf...@free.fr:
  
   
   These messages are link error. Did you do a 'make clean' on all
   OSG,
   SG et FG ? My guess is that some files could be compiled with on
   version of gcc and some with another.
   
   Regards,
   -Fred
   
  
  Hi Fred!
  
  Thanks for your answer!
  To my knowledge, I didn't! I also don't know, what this option (make
  clean) is there for :)
  But I believe these were compiled with the same version of gcc -
  unless
  I have multiple versions installed, and the script uses multiply
  versions by design... Seems a bit unlikely to me, but I'm not sure
  at all.
  
  How can I find out?
 
 'make clean' means deleting all generated files and redoing the whole
 build from scratch, not relying on a previous build.
 
 You may change compiler version if you enable OS updates.
 
 Regards,
 -Fred
 

About gcc, I looked up synaptics. In the attachement is the summary of
gcc packages I have installed. From what I can see, these are all the
same version (4.6.3)

I did upgrade my Ubuntu recently (11.10 -- 12.04). But additionally,
because I earlier encountered problems after an upgrade, I usually
delete the source folders and reload them from internet. 

And cleaning the build, sounds to me, like deleting the build-folder.
Since some time, there popped out that folder build, that wasn't there
before. I guess Brisa added it for these kinds of operations...
I deleted it, along with the source-folders of OSG, Sg and FG.
Again... Anyway, I started another build, right now it's building OSG...
Maybe it's going to work now, although I don't think it's different
from my last attempts.

...

Hooray!!! It built through! Thanks to your idea of different gcc's on
different versions of OS, it make me think about plib in the end. So I
recompiled plib and there it was!!! My bad! I forgot all about plib!

Thanks for your input!!! You just made one more happy flyer! :))

Cheers
chrisattachment: compileerror.png--
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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Gene Buckle
On Tue, 1 May 2012, Stuart Buchanan wrote:

 Hi All,

 I've just committed a change that adds emissive lighting to the random
 buildings:

 http://www.nanjika.co.uk/flightgear/buildings-evening.jpg

That looks fantastic Stuart!

It'll be cool when you can fly over and catch someone playing Tetris on 
the side of one of those buildings. :D

g.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Jon Stockill
On Wed, 2 May 2012 07:17:45 -0700 (PDT), Gene Buckle wrote:
 On Tue, 1 May 2012, Stuart Buchanan wrote:

 Hi All,

 I've just committed a change that adds emissive lighting to the 
 random
 buildings:

 http://www.nanjika.co.uk/flightgear/buildings-evening.jpg

 That looks fantastic Stuart!

 It'll be cool when you can fly over and catch someone playing Tetris 
 on
 the side of one of those buildings. :D

Damnit, now I need to find time to model the green building at MIT and 
write tetris in nasal!

-- 
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li...@stockill.net

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Stuart Buchanan
On Wed, May 2, 2012 at 4:18 PM, Björn Kesten wrote:
 Stu, do you have plans to regionalize the autogenerated buildings?

This is already supported in the code, and just needs someone to spend
some time creating textures and changing some XML.

The buildings (including the texture to use) are defined in materials.xml,
and you can assign different building sizes and distributions to different
material types.  You can already see that in the difference between Urban
and Town/Suburban areas.

We already have the ability to select a terrain material based on a condition
statement,  which is evaluated when the tile is loaded, so it is a very easy
job to create a new material definition for a given region using a condition
statement that checks /position/latitude-deg and /position/longitude-deg

I've still to document the new lightmap texture parameter (it's called
building-lightmap)
but the rest of the parameters are documented in data/Docs/README.materials
if you want to have a play.

Thorsten Renk mentioned that he is looking at integrating Adrian's modified
textures,  possibly making some of them regionalized.  I'm sure you could
work with him on this by contributing some more realistic building definitions.

Both the current building texture and the lightmap are really just
proof of concepts.
I'm not very talented as a texture artist, so there's plenty of scope
for improving them.
tigert on the IRC channel has already been looking at improving the
textures, and
i4dnf also mentioned he would be as well.

-Stuart



You can define the buildings on

 If so, one could lift the concept from MSFS. They assigned a
 letter-code to every global region (e.g. Germany and Scandinavia was
 K) and thus, you didn't have american wooden houses in Germany or
 cobblestone houses in Asia.
 This could be done with kind of a show up in region [A,C,D,H] tag
 for every model and a global regions definition file or similar.



 B.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Björn Kesten
Good to know, thanks.

Texture work is not important, since there's way more people who know
their way around PS/GIMP than people who can code such autogen
systems. :)

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote:
 
 Fred,
 One small question, what's with the multiple passes/ shader overrides and al 
sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It 
looks like a real mess.
 I wanted to clear out the unneeded include_fog.vert that crept back in 
somehow and found that...
 Or is this an artefact of a messy git merge?
 Could you please check, or explain? 
 
 Cheers,
 Emilian

Nevermind, checked the git history, it's itended to be that way since a while 
ago :)
Sorry for the noise

Emilian



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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Gene Buckle
On Wed, 2 May 2012, Jon Stockill wrote:


 http://www.nanjika.co.uk/flightgear/buildings-evening.jpg

 That looks fantastic Stuart!

 It'll be cool when you can fly over and catch someone playing Tetris
 on
 the side of one of those buildings. :D

 Damnit, now I need to find time to model the green building at MIT and
 write tetris in nasal!

\o/

g.

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