Re: [Flightgear-devel] Urgent Help Needed: About Multihead Display

2005-12-21 Thread Mathias Fröhlich

Hi,

On Wednesday 21 December 2005 08:39, Dai Qiang wrote:
 I have solved the problem just now :)
Ok, so I will not dig deeper.

   Thanks

Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Saturday 14 January 2006 19:07, Ampere K. Hardraade wrote:
 That was a suggestion.  I current am not working on any document regarding
 the graphic engine, so I have nothing to share.  However, I along with
 several others, are working on a document regarding the architecture of FG.

 If you have concrete plans, you need to put them in a document so those
 people who want to help can understand what you are trying to do, then make
 addition or proposal modifications to some of your ideas.
Well not that concrete. :)

It is just that I have already a plan in my desk if we want to do that. A plan 
which has prooven good in an other projekt.

I have for example a list of things just required to be done before. I believe 
it is out of discussion that the ac reader must just work like the plib one 
does.

 The idea is to get the design and analysis done before writing a single
 line of code.  For a project as big as FlightGear, writing design reports
 should not be an option; it should be a must.
Well, a scenegraph is a scenegraph - more or less. At least in this direction. 
There is nothing I know of you can do with plib you cannot do with osg. There 
are aprioriate callbacks in osg so that you can implement the animation 
infrastructure like we have it with ssg*. So there is not much design to do 
in this area.

Given that the precautions are are all satisfied, that is 
- all required loaders for osg work like expected,
- we have an additional loader for the scenery files
- we have a good tri/quad striper for osg geometries.
- we have a short proof of concept to see how this interacts with pui
and most important
- *we* have *decided* to do that(!)
then, I think the plan would be as follows:
- build up a very thin envelope around the ssg* calls just taking scenegraph
  independent datastructure which could be translated to the aprioriate
  scenegraph. The best case is here that the datatypes are scenegraph
  independent but fit directly into the ssg functions directly.
  That is how I designed that vectors this discussion started from.
  Consequently no copying needs to be done.
  The envelope calls will be inlined and optimized away.
- From that point we will not have any direct ssg call in the sources
  except in that envelop classes.
- Now we can provide a set of envelop classes with osg as backend.
- Now see how we can integrate our direct OpenGL calls into that stuff
  to make it work with both envelopes.
- Past that we can play with that and can even easily go back if there
  are some unsolvable problems (I do not expect them).
- If osg turns out the way to go, one can remove the ssg envelopes and may
  remove the indirections through the osg envelope.
- Now you are really free to just use the cool features osg provides.

   Greetings

Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Sunday 15 January 2006 12:54, Christian Mayer wrote:
 (BTW: my diploma thesis [= roughly a masters thesis] was the creation of
 cache oblivious matrix operations in C++ using the space filling Peano
 curve; I could beat the Intel Math Kernel Library in optimal cache use -
 und even performance wise when I used only x87 instructions :) I put the
 code and the thesis at http://tifammy.sf.net/
 Space filling curves have very interesting properties for high
 performance computing - not only for cache efficiency but also for
 partitioning of problems for parallel computers / clusters)
Sounds interresting.
Downloaded that matrix kernels.
... let's see what I can make use of :)
What did you study?

  Yep, I believe that this small vector set will even provide more
  performance since it will just work with all ss?g* functions natively.
  Instead of that horrible mix of sg* and simgear point3d datatypes we have
  at the moment, which do not interface well and thus needs masses of hand
  coded copies from one datatype to the other. You can just use such a
  thing as a drop in replacement for any sg type.

 At the times I did active FGFS development I also didn't like the many
 different vector classes.
Yep, the aim is that you have an intuitive usable thing you can use directly 
with the scenegraph.

 It might be interesting to offer the use of SSE values internally. This
 could give a little performance boost for modern IA-32 processors.
Well, wait for gcc 4.2.
There is much work going on in the direction of autovectorization. The tree 
optimization infrastructure has brought many improovments for optimizations. 
But a patch which has arrived yesterday in the svn head revision makes now 
definitly use of that. Richard Günther has yesterday checked in a patch which 
makes gcc see that array elements of the same array with different indices 
cannot alias. This now opens the door to do autovectorizations for small 
arrays. There is a tunable maximum array length of 4, but first tests with 16 
for the typical transform matrices have shown that gcc now uses some 
addp[sd]'s instead of the unpacked versions ...

Greetings

  Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Sunday 15 January 2006 13:18, Christian Mayer wrote:
 Technomathematik (= applied mathematics)
Karlsruhe?

Mathematician from Tübingen, did numerical analysis, mostly timestepping.

 Oh, I've just seen that I didn't link the thesis yet. Should be there
 under documentation in a few minutes
Thanks!

  It might be interesting to offer the use of SSE values internally. This
  could give a little performance boost for modern IA-32 processors.
 
  Well, wait for gcc 4.2.

 gcc isn't the only compiler though.
:)

 For the IA-32 are at least the 
 MSVC++ and the Intel ICC important, too.

 And my expericence (with ICC) are, that the vectorisation does only work
 for loops.
 The code of my thesis uses recursions and explicitly coded operations.
 The ICC wansn't able to auto vectorise any of those.
Ok, interresting. I heared that MSVC does vectorization for some time.
But as long as I am that used to unix in contrast to windows, MSVC is not an 
option for me :)
ICC is something I play with at some times. But I never tried how it 
vectorizes.
Also the gcc development is much more interresting since you can watch that 
development including the internal comments. With closed compilers you can 
see marketing headlines which mostly do not have any technical relevance ...
... 'see now you have only two clicks to refactor whatever'
:)

  Greetings

   Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Sunday 15 January 2006 13:33, Christian Mayer wrote:
 Numerics is also the stuff that I do most (as well as lots of fluid
 dynamics).
Ok, so you are actually writing on your PHD?

  Ok, interresting. I heared that MSVC does vectorization for some time.

 I've only used the .NET 2003 version (i.e. 7.1 IIRC). And that couldn't
 do any vectorisation. It could use the scalar SSE instructions instead
 of the x87 though (they are faster for the Pentium 4; my Pentium M was a
 bit slower)
Ok, just the scalar ones is not something really interresting ...

   Greetings

 Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi

Aem, sorry for that noise, As Christian started to reply in german, I thought 
that we have private mails

Sorry!

  Mathias 

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Re: [Flightgear-devel] SEVERE bug with latest CVS changes

2006-01-24 Thread Mathias Fröhlich
On Tuesday 24 January 2006 19:58, Curtis L. Olson wrote:
 Could we get this fixed ASAP, I'd like to be able to do VOR/ILS
 navigation again!
Curt, my fault. Comming up with a patch in a few minutes ...

Greetings

  Mathias

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Re: [Flightgear-devel] SEVERE bug with latest CVS changes

2006-01-24 Thread Mathias Fröhlich

Hi,

On Tuesday 24 January 2006 22:50, Frederic Bouvier wrote:
  Curt, my fault. Comming up with a patch in a few minutes ...

 Curt, Mathias,

 I commited a fix in CVS
Well that one is really nice. I prepared that patch in this minute and read 
that mail. Then I did a cvs up to see what you did.
What I got is:

RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/sound/soundmgr_openal.cxx,v
retrieving revision 1.20
retrieving revision 1.21
Merging differences between 1.20 and 1.21 into soundmgr_openal.cxx
simgear/sound/soundmgr_openal.cxx already contains the differences between 
1.20 and 1.21

... so you must have thought *exactly* the same :)

Thanks!

 Greetings

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Re: [Flightgear-devel] SEVERE bug with latest CVS changes

2006-01-24 Thread Mathias Fröhlich

Hi,

On Tuesday 24 January 2006 23:00, Frederic Bouvier wrote:
 and what about declaring SGReference'd class destructor as protected and
 SGSharedPtrT as friend ? That way, it will not be possible to call
 delete explicitely.
Not sure, but I believe this is not sufficient since the SGReferenced d'tor 
will be called from the derived class d'tor. If that one is public, I believe 
that we can still delete the derived one.
But sure, would be good to have. Still thinking about that ...

   greetings

   Mathias

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Re: [Flightgear-devel] NAVAIDS ???

2006-01-24 Thread Mathias Fröhlich
On Tuesday 24 January 2006 22:45, Jon Stockill wrote:
 Jon Stockill wrote:
  So with any luck I should have a full update of all the navaids in the
  database with correct elevations by this weekend.

 It seems I don't have any luck at the moment.

 I've just discovered that when using the null fdm I'm not getting
 updates to /position/ground-elev-m any more. So I can't actually
 retrieve the terrain elevation. Is there somewhere else in the property
 tree I could read this from?
Jon, I have added that to the todo list.
:)
But not until tomorrow ...

Greetings

Mathias

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/AIModel AIBase.cxx,1.45,1.46 AIBase.hxx,1.46,1.47 AIManager.cxx,1.60,1.61 AIManager.hxx,1.31,1.32 AIMultiplayer.cxx,NONE,1.1 AIMulti

2006-02-09 Thread Mathias Fröhlich

Hi,

On Thursday 09 February 2006 16:01, Martin Spott wrote:
 Nice to see ongoing development in this area.
 Didn't Mathias Froehlich participate in this effort !?
Well, yes and no.

... not at this patch we now have in cvs which is problematic in some sense. 
At least in the sense that if will again change the network packet format in 
an incompatible way. And in a way that will need an other such change in the 
next step. For that packet format change mess I asked for not applying that 
paticular patch we have now in cvs.

At
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/multiplayer-20060124/
is an other interim patch on the way to a better multiplayer feature which now 
moves really steady. The network packet format there is still horrible, the 
implementation is not ready for production and we are still working on a 
network packet format which is compact and flexible.
That patch is also the one which most people on the multiplayer server use - 
at least at the time I was there ...

My aim was to avoid too much incompatible network packet format changes and I 
was waiting for a basic stable and sufficient packet format definition before 
I wanted to have a new public release in cvs. Therefore I did not want a new 
official cvs release yet, the current cvs code just slipped through in some 
way ...

   Greetings

  Mathias

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Re: [Flightgear-devel] Re: Help ! on a Run-Time Error !

2006-02-12 Thread Mathias Fröhlich
On Sunday 12 February 2006 19:12, Melchior FRANZ wrote:
 Yes, and I say it the last time: your sound isn't working. Either
 the openal lib is too old, or the driver for your sound card, or
Well, yes.
But is that a reason for flightgear to quit?

  Greetings

   Mathias

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Re: [Flightgear-devel] Global data positional lookup

2006-02-16 Thread Mathias Fröhlich

Hi,

On Friday 17 February 2006 01:51, David Luff wrote:
 I'm considering the problem of looking up global data at the moment (eg.
 how many navaids are within x miles of point p).  So far I've only
 implemented this in a very crude manner, by indexing a map of navaid
 pointers using FG bucket number, and then traversing all the navaids in the
 user's bucket and concentric rings of buckets out from the user to the
 required distance.  This works, but is somewhat ugly, and requires more
 navaids / buckets to be checked than may be necessary due to the non-square
 bucket size and potential for non-centered position of the user within a
 bucket.

 I'm sure there must be a better way, and I'm sure Norman has posted links
 on this subject to the list before, but I can't find them, and can't seem
 to find a good method.  Anyone got any ideas?

Hierarchical bounding boxes or octrees or something like that.
Having that would be beneficial for the groundcache too.

Ok, thinking loud:
May be it is possible to build a quadtree for the earths surface. No clue if 
you *really* gain something vs the 3d approach appart from having fun 
thinking about that problem :)

Other question:
With the available tools the bucket indexed map is a good choice for that 
thing.
Does it really hurt to use your current approach?
How often are these navid lookups required per frame and how long does this 
take?

   Greetings

Mathias

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Re: [Flightgear-devel] Global data positional lookup

2006-02-19 Thread Mathias Fröhlich
On Sunday 19 February 2006 19:44, Christian Mayer wrote:
 As my last post to this topic was probably a bit cryptic for some I've
 looked in the net a bit and have found:
Hehe, not really cryptic.
Rather interresting!

   http://taltos.pha.jhu.edu/htm/

 Probably we can use their software directly - or use their algorithm to
 partition the earth in such a way that we can cheaply query points (like
 navaids, METAR stations, ...) on the earth.
Ok, a 'triangular quadtree' :)
Should not be too hard to implement.
I have some time during the next days ...

Your note was that well done that it appeared that you will come up with an 
apprioriate solution in a few minutes ...
:)
At least it made me believe that you already have something more or less ready 
to share ...

Greetings

   Mathias

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Re: [Flightgear-devel] Resigning as patch committer.

2006-02-21 Thread Mathias Fröhlich

Hi Erik,

On Tuesday 21 February 2006 13:20, Erik Hofman wrote:
 I have finally made the decision not to commit any patches from others
 anymore. I think I've done my time over the last few years but this
 accident this morning alone has cost me more than half a day.
Thanks for all your work!

Greetings

Mathias

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Re: [Flightgear-devel] Error in SGMisc class? I don't see it ...

2006-02-26 Thread Mathias Fröhlich
On Monday 27 February 2006 04:44, Jon S. Berndt wrote:
  Stupid me. I worded the problem incorrectly. Obviously, the
  problem is with
  a compile of the FlightGear test program, with the definition or use of
  min.

 Here's the offensive code in /usr/local/include/simgear/math/SGMisc.hxx

 === start ===

 #ifndef SGMisc_H
 #define SGMisc_H

 #include cmath

 templatetypename T
 class SGMisc {
 public:
   static T pi() { return T(3.1415926535897932384626433832795029L); }
   static T min(const T a, const T b)

 === end ===

 The last line, above, is the culprit. As before, the errors are:

 SGMisc.hxx:28: error: expected unqualified-id before const
 SGMisc.hxx:28: error: expected `)' before const
 SGMisc.hxx:28: error: expected `)' before const

 The rest of the errors (lots of them), likewise involve min.

 Jon

 P.S. What is the test-up application, anyhow? Can we avoid compiling that?
 Or, is it needed?

Yes it is needed and used.

It is a handy and typesafe way to program a min or max function.
You know exactly what type the input arguments are and which the output 
arguments are.

What you can do when you want a float max is

SFMiscfloat::max(b, a)

You don't get ambiguities and you dont get whatever min/max is defined in the 
global namespace you dont know about which types are used when it is really 
defined.

What brakes, but that brakes anyway if you do includes in the wrong order, is 
that a prevously defined min/max macro will disturb the 
declaration/implementation of the SGMisc min/max as it would disturb that for 
every other min/max declaration/implementation like the std::min/std::max 
functions for example too.

I bet that you defined such a macro and past that include SGMath.h

Greetings

  Mathias



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Re: [Flightgear-devel] Re: terminate called after throwing an instance of 'std::string'

2006-03-01 Thread Mathias Fröhlich
On Wednesday 01 March 2006 13:41, Chris Metzler wrote:
 Yes, this is definitely the way to solve this problem.  After all,
 nobody gets truly worked up about dumbass things like vim vs. emacs
 or anything like that!
Two ways from my point of view:

Either you care for an agreement of a common editor for *all* projects *I* am 
working on. That includes flightgear, kde and what I do at work. Not to 
forget the projects I will pick up in the future ...
If you are able to convince all those people to use your favorite editor of 
your choice with your tab size, I will switch over to that single editor for 
all those projects.

Since I do not believe that this is a realistic approach in any sense, I will 
use the editor of my choice which I can use for all those projects I work on. 
And as long as that is the case, I think not using tabs is the way you can 
solve this issues in the real world.

   Greetings

   Mathias

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Re: [Flightgear-devel] MP related segfaults

2006-03-04 Thread Mathias Fröhlich

AJ,

On Friday 03 March 2006 00:18, AJ MacLeod wrote:
 OK, we had a nice number on the MP server tonight and have a few more MP
 bugs...
I have sent a small point fix to simgears properties to Curt. That one will 
fix what you reported below.

But what additional bugs did you find?

   Greetings

   Mathias

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Re: [Flightgear-devel] MP related segfaults

2006-03-04 Thread Mathias Fröhlich

Please tell my if there is still something wrong.

 Greetings

Mathias

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Re: [Flightgear-devel] Next FlightGear Release - upcoming.

2006-03-09 Thread Mathias Fröhlich
On Thursday 09 March 2006 17:59, Curtis L. Olson wrote:
 3. Any other major issues?
That mouse wrapping issue reported by Jean-Yves Lefort in an other thread 
these hours.
I noticed that too, will look into ...

   Greetings

  Mathias

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Re: [Flightgear-devel] fix mouse view regression

2006-03-09 Thread Mathias Fröhlich
On Thursday 09 March 2006 21:19, Jean-Yves Lefort wrote:
 This change actually breaks the view mode with PU_USE_GLUT (at least
 for me). It was working properly before the change; now the view jumps
 whenever the mouse reaches a screen edge.
Checked in a fix which at least fixed that form me.
Please give it a try.

Greetings

   Mathias

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Re: [Flightgear-devel] AI objects with hardened surface not possible? Dave Culp?

2006-03-11 Thread Mathias Fröhlich
On Saturday 11 March 2006 01:44, Georg Vollnhals wrote:
 Of course the ship-model is hardened when put into the scenery as a
 static object. It also works when I make a moving ship-object with fixed
 direction (see listed XML-file at the bottom of this message).
 Also creating a flight-plan and let the ship fly at ground-level works
 very fine and impressive.
 But I cannot get a hardened and landable surface.

 May be anyone (Dave Culp?) can answer whether it is possible to create
 flightplan-models with hardened surface?
I hope I am allowed to answer too :)

Well flightplans are ignored by the AICarrier that is true.
Also AIAircraft do not contribute to the ground computaitions.

Carriers have their own 'flightplan'. Vivian has coded the typical 'stay in an 
operation box' 'flightplan' for the carrier. So it is not easy to make that 
work with flightplans.

I believe that AIModels will need a SGSubsystem which could either be 
something interpreting usual flightplans or that carrier box thing or may be 
a nasal subsystem, so that every AIModel can behave like the author scripted 
in nasal without hardcoding that in c++.

For the solidness we will need IMO a hierarchical bounding box collider which 
is updated instead of rebuilt at each update(). The presence of movable 
objects like the carrier and the need to keep aircraft on the deck even if 
the carrier turns, this must be done with special care for these movements.
Any yes I know that this does not yet work right, but this is not due to the 
way the FDM 'see' the carrier surface move rather than a usual problem of 
viscosous friction models in all our FDM's.

For this current short term problem.
I believe that it would be possible to make ship's surfaces solid and make 
ships but not carriers follow flightplans.
An other alternative would be to move that solid tag into AIBase ...
Let's see ...

... but not in this current release cycle.
Please remeind me past the pending release ...

Greetings

Mathias

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Re: [Flightgear-devel] [BUG] (-?) buried others' multiplayer model (Sopwith Camel)

2006-03-17 Thread Mathias Fröhlich

Vasili,

On Friday 17 March 2006 01:38, Vassilii Khachaturov wrote:
 I was trying the MP feature the first time since the smoothing via the AI
 models had been implemented. There was another person, in the Sopwith
 Camel, on the CVS development server channel, at the airport. For some
 reason, it was rendered as half-buried, with its engine running.
 Screenshot at
 http://www.tarunz.org/~vassilii/Images/fg/sopwith-buried.jpg

 I don't know if it is a general altitude reporting thing, or a problem
 with that particular model. I am running today's CVS.
I believe I know where to look for.
Put on my todo list :)

  Greetings

 Mathias

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Re: [Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-19 Thread Mathias Fröhlich
On Sunday 19 March 2006 16:37, Melchior FRANZ wrote:
 * Vassilii Khachaturov -- Sunday 19 March 2006 16:22:
  Yes, you are right, no /rotors/... there. Can you (or whatever other
  patching powers that be that are responsible for the MultiPlayer/...
  stuff (Mathias?)) please add the helicopter properties

 I let the MP masters do that if they feel like it. I just wonder what
 we are going to do with n1 and n2 for 10 turbines. Will these 20
 properties somehow affect MP animations? Ideally, it should be up to
 the aircraft to decide which properties it sends, but it looks as if
 this is planned.
Yes, I fully agree.

That n* where just there when I got the prevous attempts to transmit some 
properties.

I did not (yet?) get to the point where this is negotiated with the aircraft 
configuration.
There is also something missing for that. Oliver Schröder had some very nice 
ideas and partly code for the protocol together with his server 
implementation. So the protocol would negotiate property-id's with the feeder 
flightgear instance. That way we could even eliminate this current 
'hardcoding'.

I was waiting for his code to integrate this stuff then. Sadly I have not 
heared much from him during the past few weeks.

Also we have since a few weeks again and again a 'pending release' , I wanted 
initially just have a more or less stable packet format established before we 
push out a next release.

Melchior,
I wonder why the bo is not able to fly without properties :).
Seriously: Which ones do you need?

greetings

 Mathias



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[Flightgear-devel] KSFO scenery to cvs data?

2006-03-25 Thread Mathias Fröhlich

Hi,

Shall we update the KSFO tile in cvs with the data available in the world 
scenery?
Or which copy is the /master/ copy here?

The problem I try to solve is that multiplayer clients should all use the 
exactly same scenery data. Otherwise multiplayer aircraft having installed 
different scenery than the other players will magically move above or below 
ground for others.

   greetings

 Mathias

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Re: [Flightgear-devel] Proposal for 1.0

2006-04-06 Thread Mathias Fröhlich
On Thursday 06 April 2006 15:07, Vivian Meazza wrote:
 I think that this provides a sensible migration route to OSG, if that is
 the way we are going, otherwise it seems a good proposal in its own right.
 Apart
True,
I have most of that parts of ssg that are required by flightgear simgear 
reimplemented using osg nodes below.
That is not yet ready for use, but that might be a useful way to go.

   Greetings

   Mathias

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Re: [Flightgear-devel] Re: CVS: FlightGear/src/Instrumentation wxradar.cxx,1.6,1.7 wxradar.hxx,1.4,1.5

2006-04-17 Thread Mathias Fröhlich
On Monday 17 April 2006 16:50, Alex Romosan wrote:
 the header itself might not change that often, but the time-stamp
 definitely changes every time you reinstall plib

To avoid changing timestamps of unchanged files you can use

export INSTALL='/usr/bin/install -p'
./configure --whatever

at configury time.

   Greetings

 Mathias

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Re: [Flightgear-devel] [PATCH] Very minor fix

2006-04-23 Thread Mathias Fröhlich

Hi,

On Sunday 23 April 2006 10:01, Pigeon wrote:
 In the quest of fixing the FGFS-simply-exiting-with-no-sound-device
 issue, i found a crash in fgExitCleanup, because the FGMultiplayMgr
 isn't created yet at that point.
Thanks, is applied!

Mathias

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Re: [Flightgear-devel] Re: [PATCH] No sound device fixes

2006-04-23 Thread Mathias Fröhlich
On Sunday 23 April 2006 14:43, Melchior FRANZ wrote:
 * Pigeon -- Sunday 23 April 2006 14:31:
  It would be, IMHO, good, if we're not creating the sound manager, and
  the FGFX and FGVoiceMgr if either we couldn't find a sound device we
  could use or we want to disable sound completely.

 The voice manager doesn't need a device. It can send the messages over
 network to a computer which *has* a sound device. One could only avoid
 adding the subsystem if the user didn't enable the feature at all. Not that
 it would buy us anything: the subsystem does only burn cyclyes for an
 if (!foo) return; That's all, and the reason for it is that I considered
 to make it possible to activate the voice subsystem even after the init
 phase (via dialog). What again were the advantages?
The advantage of his attached patch is that flightgear does not just crash if 
for some reason no sound device is found.
Applied, Thanks!

  Mathias

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Re: [Flightgear-devel] sound on 737-300

2006-04-23 Thread Mathias Fröhlich
On Sunday 23 April 2006 20:15, Justin Smithies wrote:
 just recompiled cvs version of FG and for some strange reason i have no
 sound on the 737-300 , the volume is up , and if i try other models like
 the 747 they work ok.
 Only thing changed is FG being updated from the cvs.

 Strange.

 Any ideas ?
Ok, on part of the last patch I checked in for Pigeon to prevent flightgear 
just crashing if there is no sound device seemed to be responsible for that. 
It still does not crash even if I unload the sound module. So I expect that 
the still present part of his patch is sufficient ...

Please try again.

Greetings

Mathias

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[Flightgear-devel] LinuxTag ...

2006-05-08 Thread Mathias Fröhlich

Hi,

Last week we had a booth at the LinuxTag in Wiesbaden Germany.
We had installed a 3 panel view that attracted many people. We installed a 
second flightgear computer, the multiplayer server and the google map 
attached to that multiplayer server. All of them equipped with the refined 
custom scenery from the area of Wiesbaden and the lake of Constance.

Pictures from the booth are on Ralf Gerlichs

http://www.custom-scenery.org/Real_Photos.229.0.html.

There were some interresting talks to many people including professional 
flightsimulation people as well as people from the press.
One was with Kristian Kissling from the german Linux Magazin. He did now a 
news entry at

http://www.linux-community.de/

and he asked us for support when he writes the next publication about 
FlightGear. I promised to help giving a more correct picture from Flightgear 
than the past publication gave ...

It was a great place to meet people I otherwise just know from the mailing 
list!

 Greetings

   Mathias

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Re: [Flightgear-devel] Multiplay Jitter Problem with dual models flying in formation

2006-05-08 Thread Mathias Fröhlich
On Monday 08 May 2006 21:37, Martin Spott wrote:
 Mathias Fröhlich wrote:
  If I find time, I have this on my ever growing todo list - no promise
  here ...

 We're always busy keeping Mathias' TODO-list serialized  :-)
:)
Many interresting things to do ...

   Greetings

Mathias

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Re: [Flightgear-devel] F-14 anyone?

2006-05-08 Thread Mathias Fröhlich
On Tuesday 09 May 2006 07:29, flying.toaster wrote:
 To answer Mathias Fröhlich kind offer, I have a few docs myself (mainly
 Aerofax volume on the Tomcat), and I am using Airliners.net quite
 intensely. Photos are as important as good drawings when you want to go
 into detail. If I get stuck somewhere, I will surely get back to you.
Was just a second hint if that first offer slipped through your hands ...

Looking forward to that model.

BTW: I have also some data about the F-14's longitudinal axis control systems.

   Greetings

Mathias

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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Mathias Fröhlich
On Tuesday 06 June 2006 18:52, Curtis L. Olson wrote:
 Here's a question for all you amateur lawyers and GPL experts out there.

 Let's say that someone wants to create a proprietary aircraft within the
 FlightGear system, and then distribute a larger system that includes
 FlightGear + that aircraft.

 In my view, the FlightGear GPL license covers our source code, but not
 content created with or used by that code (except for things like the
 base package which is explicitely licensed as GPL.)  Is it possible that
 someone could lay claim to any newly created proprietary content (3d
 models, artwork, panels, etc.) by way of the GPL?  Even if FlightGear is
 happy to allow people to create proprietary aircraft, could someone
 upstream in plib or zlib or openal land somehow file a complaint?

 To me this is analogous to Microsoft demanding all documents created and
 owned by a company just because they created and edited them with
 Microsoft Word.  I just don't see that ever happening.

 But I wonder what others think about this issue from a legal point of view.

From my point of view that is the same with gcc. The compiler is GPL, but the 
programs compiled with gcc do not need to be gpl. The runtime libraries used 
by gcc compiled codes is a little less than LGPL.

I think that you can do properitary aircraft with flightgear. The only 
restriction could be that no GPL configuration files are referenced. I think 
of standard electrical systems for example.

If the 'larger system' provider does modifications to flightgears sources he 
must publish the sources with his modifications. We are then free to 
incorporate them into our tree.

I am not aware of any possible claims from third party libs like zlib ...

   Greetings

 Mathias

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Re: [Flightgear-devel] collision avoidance

2006-06-11 Thread Mathias Fröhlich

Hi,

On Sunday 11 June 2006 06:53, Mick - wrote:
 I've managed to get Mathias' suggestion of using get_elevation_m but with
 strange AGL values.
 I used calc_gc_lon_lat from simgear/math/polar3d.hxx for getting the
 latitude/longitude from
 x-meters away, then feeding the resulting lat/lon values into
 get_elevation_m, but it seems this might not be correct (result is not
 wgs84?). When flying over the ocean, I get an varying AGL value of 10-20ft.
 With this said, could you suggest an alternative?

I have tried that out. That what you describe works here. The ocean surface is 
not exactly at 0m elevation. It varies between 0m elevation and about -1m. 
That is normal since the vertices are at exactly 0m, the triangle surfaces 
must be beond that somewhere in the middle.

May be our maximum altitude value bites you. You may need to set that to 
something similar than the aircrafts altitude. The problem is that the down 
direction for the lookup is not perpandicular to the geodetic earths surface 
but directed towards the earths center ...

 Additionally, could you please suggest how I could use the bounding box
 method?
Well, that depends on what you need. Hierarchical bounding boxes is something 
different than I suggest. It helps for a different problem. If you need that, 
I have not understood what you need.

Collision avoidance can be meant with not hitting the ground. I expect that 
you need that.
Collisions can also happen with other aircraft/whatever in 3D. If this is what 
you need than, the elevation value is not aprioriate for you. For that 
problem it is best to use hierarchical bounding boxes.
The scenegraph already has some (poor) hierarchical bounding box structure in 
it. If you need that it might be a good starting point to reuse that.

If you have further problems, feel free to ask.

   Greetings

   Mathias

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Re: [Flightgear-devel] tower patch

2006-06-11 Thread Mathias Fröhlich
On Sunday 11 June 2006 21:09, Melchior FRANZ wrote:
 Yes. And there was no commit since this crash happened, so the line
 can't have moved. Sorry, I didn't investigate, because I have ATC always
 turned off because of the flakiness, and I just returned to that mode.
 I thought Dave would soon come up with a fixed/rewritten version, anyway.
 :-)
True?
Is he working on that?

   Greetings

   Mathias

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Re: [Flightgear-devel] tower patch

2006-06-11 Thread Mathias Fröhlich
On Sunday 11 June 2006 21:36, Melchior FRANZ wrote:
 He said so. We just need to release 1.0 next week, and ... :-)

 * David Luff -- Thursday 20 April 2006 00:04:
 | But tower.cxx is the only thing I'm working on at the moment - I want
 | it fixed and stable before 1.0 as much as you guys, because otherwise in
 | retropect there wouldn't have been much point in writing it to start
 | with.
Ah, ok. Thanks ...

Mathias

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Re: [Flightgear-devel] collision avoidance

2006-06-12 Thread Mathias Fröhlich
On Monday 12 June 2006 07:15, Mick - wrote:
 Through observation, I found that my calculated agl value (as discussed in
 my
 previous post) was close to that of /position/ground-elev-ft when using
 the
 current lat/lon values instead of those from
 Point3D calc_gc_lon_lat( const Point3D orig, double course, double dist ).
 I did this in an attempt to compare against the /position/ground-elev-ft
 value.
 The resulting value was close but not the same. Having
 converted between feet and meters, and degrees and radians for the purpose
 of the calculations, would this have resulted in the slight difference in
 value?
Ok, what is 'slight' in that case?

 With my limited avionics knowledge, I assumed that:
 (altitude-ft - ground-elev-ft) = altitude-agl-ft. Again, this is something
 I want to verify
 instead of assuming. So is it (somewhat) correct to assume that subtracting
 the
 current altitude from my calculated agl would give me the the
 altitude-agl-ft?
That should be ok.

Anyway, I have attached the quick hack that I used to test that and the past 
material changes. That might serve as a starting point for you.
It takes the aircraft's position (not the view position!) does an additional 
ground query at that location and computes an additional location 10 meters 
away in the direction of your view. There is also an additional ground query.
Both are printed to stdout ...

Hope that helps

 Greetings

 Mathias

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? src/FDM/OpenFDM
Index: configure.ac
===
RCS file: /var/cvs/FlightGear-0.9/source/configure.ac,v
retrieving revision 1.116
diff -u -r1.116 configure.ac
--- configure.ac	5 Apr 2006 19:52:52 -	1.116
+++ configure.ac	12 Jun 2006 06:13:18 -
@@ -439,6 +439,14 @@
 fi
 AM_CONDITIONAL(ENABLE_JPEG_SERVER, test x$ac_cv_header_simgear_screen_jpgfactory_hxx = xyes)
 
+dnl Check for installed OpenFDM
+AC_CHECK_HEADER(OpenFDM/OpenFDMConfig.h)
+AM_CONDITIONAL(ENABLE_OpenFDM_FDM, \
+   [ test x$ac_cv_header_OpenFDM_OpenFDMConfig_h = xyes ] )
+if test x$ac_cv_header_OpenFDM_OpenFDMConfig_h = xyes ; then
+AC_DEFINE([FG_ENABLE_OPENFDM_FDM], 1, [Define for no logging output])
+fi
+
 AC_LANG_POP
 
 dnl Check for system installed zlib
@@ -519,6 +527,7 @@
 	src/FDM/JSBSim/models/atmosphere/Makefile \
 	src/FDM/JSBSim/models/propulsion/Makefile \
 	src/FDM/LaRCsim/Makefile \
+	src/FDM/OpenFDM/Makefile \
 	src/FDM/SP/Makefile \
 	src/FDM/UIUCModel/Makefile \
 	src/FDM/YASim/Makefile \
Index: src/FDM/Makefile.am
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/Makefile.am,v
retrieving revision 1.7
diff -u -r1.7 Makefile.am
--- src/FDM/Makefile.am	22 Nov 2004 10:10:33 -	1.7
+++ src/FDM/Makefile.am	12 Jun 2006 06:13:18 -
@@ -4,8 +4,14 @@
 SP_DIR =
 endif
 
+if ENABLE_OpenFDM_FDM
+OpenFDM_DIR = OpenFDM
+else
+OpenFDM_DIR =
+endif
+
 SUBDIRS	= Balloon JSBSim LaRCsim UIUCModel YASim \
-  $(SP_DIR) ExternalNet ExternalPipe
+  $(SP_DIR) $(OpenFDM_DIR) ExternalNet ExternalPipe
 
 noinst_LIBRARIES = libFlight.a
 
Index: src/FDM/flight.hxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/flight.hxx,v
retrieving revision 1.13
diff -u -r1.13 flight.hxx
--- src/FDM/flight.hxx	11 Jun 2006 13:34:19 -	1.13
+++ src/FDM/flight.hxx	12 Jun 2006 06:13:20 -
@@ -433,7 +433,10 @@
 	FG_PARACHUTE = 9,
 
 	// Driven externally via a serial port, net, file, etc.
-	FG_EXTERNAL = 10
+	FG_EXTERNAL = 10,
+
+	// OpenFDM. Reads JSBSim legacy and new files.
+	FG_OPENFDM = 11
 };
 
 // initialization
Index: src/Main/Makefile.am
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/Makefile.am,v
retrieving revision 1.68
diff -u -r1.68 Makefile.am
--- src/Main/Makefile.am	14 May 2006 12:22:53 -	1.68
+++ src/Main/Makefile.am	12 Jun 2006 06:13:20 -
@@ -9,6 +9,13 @@
 SP_FDM_LIBS = 
 endif
 
+if ENABLE_OpenFDM_FDM
+OpenFDM_LIBS = $(top_builddir)/src/FDM/OpenFDM/libFGOpenFDM.a \
+   -lOpenFDMJSBReader -lOpenFDMeasyxmlXML -lOpenFDMXML -lOpenFDM
+else
+OpenFDM_LIBS = 
+endif
+
 if WITH_THREADS
 THREAD_LIBS = -lsgthreads $(thread_LIBS)
 else
@@ -74,6 +81,7 @@
 	$(top_builddir)/src/FDM/LaRCsim/libLaRCsim.a \
 	$(top_builddir)/src/FDM/UIUCModel/libUIUCModel.a \
 	$(SP_FDM_LIBS) \
+	$(OpenFDM_LIBS) \
 	$(top_builddir)/src/GUI/libGUI.a \
 	$(top_builddir)/src/Autopilot/libAutopilot.a \
 	$(top_builddir)/src/Input/libInput.a \
Index: src/Main/fg_init.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx,v
retrieving revision 1.165
diff -u -r1.165 fg_init.cxx
--- src/Main/fg_init.cxx	10 Jun 2006 22:24:05 -	1.165
+++ src/Main/fg_init.cxx	12 Jun 2006 06:13:20 -
@@ -88,6 +88,9

Re: [Flightgear-devel] [RFC] HUD

2006-06-16 Thread Mathias Fröhlich
On Friday 16 June 2006 10:18, Erik Hofman wrote:
 Melchior FRANZ wrote:
  * Erik Hofman -- Friday 16 June 2006 09:51:
  I think it's best to use the default functions supplied by the system
  libraries (in this case lrintf() ? )
 
  lrintf is c99 according to the man page, and so it roundf().
  (int)rintf() then?

 Hmm, I doubt this will be faster than the ASM code.
 You know, just put the code in fastmath.[ch]xx and deal with it later.
Well, I doubt that fastmath is useful these days anyway.

I would never use these functions for serious computations, since I doubt that 
they will pass any IEEE test.
Compilers do a pretty good job, selecting the right asm code for that stuff. 
Also I would trust libm and compilers much more in terms of accuracy, 
behavour in corner situations and even speed.

For those few computations the fastmath functions are used now, I believe that 
you will not even notice a change in framerates if you compute the required 
results twice with the most expensive function you can find compared to the 
fastmath stuff.

Also these fastmath implementations are not aliasing safe in any way. You can 
expect an optimizing compiler to completely missoptimize most of the fastmath 
functions.

I would vote for removing that fastmath stuff completely and using standard 
ones.

   Greetings

   Mathias

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Re: [Flightgear-devel] simgear cvs compile errors with gcc 3.3.6

2006-06-16 Thread Mathias Fröhlich

Hi,

On Friday 16 June 2006 14:30, Joacim Persson wrote:
 From talking to others on IRC I understand the cvs version of simgear
  builds

 fine with gcc 4, but with gcc 3.3.6 I get these compile errors added below.
 Is there a simple workaround for this?

Given the error message, I could imagine a that the attached patch helps.
Can you please tell me if that patch helps?
... I tested with gcc-4.1.1 and gcc-3.2.3 which are both happy with the actual 
code. Can you help me testing with gcc-3.3.6?
:-/

   Greetings

Mathias

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Index: simgear/scene/material/mat.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/material/mat.cxx,v
retrieving revision 1.29
diff -u -r1.29 mat.cxx
--- simgear/scene/material/mat.cxx	11 Jun 2006 13:30:59 -	1.29
+++ simgear/scene/material/mat.cxx	16 Jun 2006 22:38:18 -
@@ -317,6 +317,15 @@
}
 }
 
+SGMaterialGlyph* SGMaterial::get_glyph (const string name) const
+{
+  mapstring, SGSharedPtrSGMaterialGlyph ::const_iterator it;
+  it = glyphs.find(name);
+  if (it == glyphs.end())
+return 0;
+
+  return it-second;
+}
 
 
 
Index: simgear/scene/material/mat.hxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/material/mat.hxx,v
retrieving revision 1.23
diff -u -r1.23 mat.hxx
--- simgear/scene/material/mat.hxx	11 Jun 2006 13:30:59 -	1.23
+++ simgear/scene/material/mat.hxx	16 Jun 2006 22:38:18 -
@@ -207,10 +207,7 @@
   /**
* Return pointer to glyph class, or 0 if it doesn't exist.
*/
-  SGMaterialGlyph * get_glyph (const string name) const {
-mapstring, SGSharedPtrSGMaterialGlyph ::const_iterator it = glyphs.find(name);
-return it != glyphs.end() ? it-second : 0;
-  }
+  SGMaterialGlyph * get_glyph (const string name) const;
 
 protected:
 
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Re: [Flightgear-devel] [RFC] HUD

2006-06-17 Thread Mathias Fröhlich
On Saturday 17 June 2006 10:05, Erik Hofman wrote:
 Mathias Fröhlich wrote:
  I would never use these functions for serious computations, since I doubt
  that they will pass any IEEE test.

 They are not designed for that either. It can be useful for sound
 processing and color adjustments where very high precision isn't
 necessary. I use it for instance for gamma correction on my O2. It does
 give me a framerate improvement.
Well, but gamma correction happens often. At ervery frame width times height 
pixels times number of colors. That are easily more than 1e6 operations a 
second.

I can hard imagine an operation in flightgear that happens that often, 
dominates the computation time *and* that does not require some minimum 
accuracy.

I for myself would not use them for the HUD. Too few invocations (that is: 
potential speedup) compared to the subtle problems that can arise.

For the sound stuff, I do not even see, if sound is disabled or enabled, so I 
can hard imagine to see the improovement of the fastmath functions from the 
sound subsystem.

Performance is a critical subject to me.
But IMO the possible advantages of the fastmath functions are too few compared 
to the possible problems.

   Greetings

  Mathias

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Re: [Flightgear-devel] simgear cvs compile errors with gcc 3.3.6

2006-06-17 Thread Mathias Fröhlich
On Saturday 17 June 2006 01:11, Joacim Persson wrote:
 On Sat, 17 Jun 2006, Mathias Fröhlich wrote:
  Given the error message, I could imagine a that the attached patch helps.
  Can you please tell me if that patch helps?

 Compiled without a warning on mat.cxx now.

 (Was that all? Couldn't handle that method as inline?)
I believe I know what the problem is:
At the time of implementation there must be more available then just the 
forward decl of that SGGlyphMaterial.
Sad that the others tolerate that code ...

I will check that in now, thanks for the feedback ...

  Greetings

   Mathias

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Re: [Flightgear-devel] [RFC] HUD

2006-06-17 Thread Mathias Fröhlich

Hi Erik,

On Saturday 17 June 2006 10:54, Erik Hofman wrote:
 Mathias Fröhlich wrote:
  Performance is a critical subject to me.
  But IMO the possible advantages of the fastmath functions are too few
  compared to the possible problems.

 I've never advocated using these routines for FMD's or anything like
 that since it could get messy really quick. But tests using the fastmath
 routines have revealed a considerable speed increase when compared with
 the C library functions solely because they are lossy and imperfect.

If you feel that they should be used, can you care for them and make them 
alias safe?

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] HUD

2006-06-17 Thread Mathias Fröhlich
On Saturday 17 June 2006 14:54, Erik Hofman wrote:
 Mathias Fröhlich wrote:
  If you feel that they should be used, can you care for them and make them
  alias safe?

 Not at this time, I've got other things on my prioritylist.
Ok, the ones in fastmath.hxx are easy to fix, I have already prepared a 
checkin for that.
The ones in the fastmath.cxx look really ugly to fix.
If we would have no different compiler than gcc I would have suggested to add 
a special compile flag to fastmath.cxx to avoid gcc optimizing too much away. 
But we also have to support other compilers ...

So I have to note that many of these functions are expected to be misscompiled 
by modern compilers that care for alias sets like current gcc's do.

Anyway, you still try to sell to me that (in case of fast_fabs for example) it 
is faster to take a floating point value probably already being loaded in the 
fpu push it into memory reload it into the integer unit do some bit fiddling 
push it back into memory and reload it into the floating point unit to do 
further computations with that is faster than just take the fpu register and 
execute a fabs operation on that?

Seriously, I *can* think of fast_atan's polynomials being faster than a full 
blown correct functioin.
But those simple fabs, sign or neg function implemented in the header cannot 
even be faster than the cpu builtin assembler instructions usually available 
on current cpu's. Also, in presence of sse instructions forcing that fist 
legacy i386 fpu instruction in that assembler snipet will not make it faster 
(unloading from sse unit, loading to legacy fpu, in contrast to do the same 
directly in the sse unit ...).

 Greetings

Mathias

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Re: [Flightgear-devel] Simgear compile error: min function

2006-06-17 Thread Mathias Fröhlich
On Saturday 17 June 2006 22:06, Jon S. Berndt wrote:
  In file included from ../../simgear/math/SGMath.hxx:32,
   from ../../simgear/math/point3d.hxx:54,
   from ../../simgear/math/sg_types.hxx:41,
   from sg_socket.hxx:39,
   from socktest.cxx:6:
  ../../simgear/math/SGQuat.hxx:134:35: macro min requires 2
  arguments, but only 1 given

 Here is the offending code for the first error:


   /// Create a quaternion from the angle axis representation where the
 angle /// is stored in the axis' length
   static Squat fromAngleAxis(const SGVec3T axis)
   {
 T nAxis = norm(axis);
 if (nAxis = SGLimitsT::min())
   return SGQuat(1, 0, 0, 0);
 T angle2 = 0.5*nAxis;
 return fromRealImag(cos(angle2), T(sin(angle2)/nAxis)*axis);
   }


 Is it legal to call a min function with no arguments? The compiler
 doesn't seem to think so, at least.
Perfectly legal.
That is a static member of SGLimitsT that is basically the same than 
std::numeric_limits. That in turn has a min static member.

On windows, you have that nasty windows.h header defining a min and max macro 
that will interfere with the ISO C++ standard.

Dig into the windows headers, there is a way to avoid windows.h defining that 
macro.

Greetings

  Mathias


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Re: [Flightgear-devel] Simgear compile error: min function

2006-06-17 Thread Mathias Fröhlich
On Saturday 17 June 2006 22:15, Jon S. Berndt wrote:
 This is under Cygwin, so it's a little surprising. I've been compiling this
 way for years and this is the first I've seen of it. Is this a relatively
 new change in the code?
About a year or so ...

It is not the first time I hit this nasty defines. But I can never remember 
what needs to be done to get rid of them.
With the lack of a win system here, you have to dig yourself ...

 greetings

   Mathias

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Re: [Flightgear-devel] Simgear compile error: min function

2006-06-17 Thread Mathias Fröhlich
On Saturday 17 June 2006 22:24, Georg Vollnhals wrote:
 I could not compile SimGear CVS under CYGWIN for a short time due to
 this error.
 Will now try to make the changes recommended.
 Thank you Jon for making it public.
There is a #define that saves windows.h from defining the min and max macro.
Either grep for them in cgwin's includes or use google ...

May be we can include that in a generic simgear header?

Greetings

 Mathias

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Re: [Flightgear-devel] Simgear compile error: min function

2006-06-17 Thread Mathias Fröhlich
On Saturday 17 June 2006 22:44, Georg Vollnhals wrote:
 I am just trying to find that needle but I am blind!
 But not giving up for the next hour.
Ok, google tells me that

#define NOMINMAX

or equivalently

CPPFLAGS=-DNOMINMAX ./configure --whatever-you-like

does the trick.

Tell me if this is ok ...

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] HUD

2006-06-19 Thread Mathias Fröhlich

Hi,

... was offline, sorry.

On Saturday 17 June 2006 23:28, Erik Hofman wrote:
 You know, I did a quick grep in the source code for fast_ and only found
 it to be used in simgear/sound/xmlsound.cxx (namely fast_log10 and
 fast_log). Maybe we can get rid of them after all.

In that time, I have tried to fix fastmath.cpp to compile correctly.
My suggestion would be to keep the transcendent functions and correct them to 
make them compile correct.
I have also removed the functions that are very most likely slower than the 
libm implementations from the header.

Can you/somebody help me please and double check the attached patch if I have 
converted them correctly before I check that in?

I have *not* done any tests with this functions against the libm ones. In fact 
I do not know what error is acceptable for the fast implementation.

What do you think?

 Greetings

   Mathias

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Index: simgear/math/fastmath.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/math/fastmath.cxx,v
retrieving revision 1.8
diff -u -r1.8 fastmath.cxx
--- simgear/math/fastmath.cxx	16 Jun 2006 09:29:54 -	1.8
+++ simgear/math/fastmath.cxx	19 Jun 2006 17:03:05 -
@@ -35,20 +35,20 @@
  * This function is on avarage 9 times faster than the system exp() function
  * and has an error of about 1.5%
  */
-static union {
-double d;
-struct {
+double fast_exp(double val) {
+const double a = 1048576/M_LN2;
+const double b_c = 1072632447; /* 1072693248 - 60801 */
+
+union {
+  double d;
+  struct {
 #if BYTE_ORDER == BIG_ENDIAN
 int i, j;
 #else
 int j, i;
 #endif
-} n;
-} _eco;
-
-double fast_exp(double val) {
-const double a = 1048576/M_LN2;
-const double b_c = 1072632447; /* 1072693248 - 60801 */
+  } n;
+} _eco;
 
 _eco.n.i = (int)(a*val + b_c);
 
@@ -61,30 +61,30 @@
  */
 double fast_exp2( const double val )
 {
-int e;
-double ret;
-
-if (val = 0) {
-e = int (val);
-ret = val - (e - 1);
-
+union {
+  double d;
+  struct {
 #if BYTE_ORDER == BIG_ENDIAN
-((*((int *) ret)) = ~(2047  20)) += (e + 1023)  20;
+int i, j;
 #else
-((*(1 + (int *) ret)) = ~(2047  20)) += (e + 1023)  20;
+int j, i;
 #endif
+  } n;
+} ret;
+
+if (val = 0) {
+int e = int (val);
+ret.d = val - (e - 1);
+ret.n.i = ~(2047  20);
+ret.n.i += (e + 1023)  20;
 } else {
-e = int (val + 1023);
-ret = val - (e - 1024);
-
-#if BYTE_ORDER == BIG_ENDIAN
-((*((int *) ret)) = ~(2047  20)) += e  20;
-#else
-((*(1 + (int *) ret)) = ~(2047  20)) += e  20;
-#endif
+int e = int (val + 1023);
+ret.d = val - (e - 1024);
+ret.n.i = ~(2047  20);
+ret.n.i += e  20;
 }
 
-return ret;
+return ret.d;
 }
 
 
@@ -96,7 +96,12 @@
 float result, tmp;
 float mp = 0.346607f;
 
-result = *(int*)val;
+union {
+float f;
+int i;
+} v;
+v.f = val;
+result = v.i;
 result *= 1.0/(123);
 result = result - 127;
  
@@ -115,27 +120,14 @@
 
 result = val + 127 - tmp; 
 result *= (123);
-*(int*)result = (int)result;
-return result;
-}
-
-
-
-/**
- * While we're on the subject, someone might have use for these as well?
- * Float Shift Left and Float Shift Right. Do what you want with this.
- */
-void fast_BSL(float x, register unsigned long shiftAmount) {
-
-	*(unsigned long*)x+=shiftAmount23;
-
+union {
+float f;
+int i;
+} v;
+v.i = (int)result;
+return v.f;
 }
 
-void fast_BSR(float x, register unsigned long shiftAmount) {
-
-	*(unsigned long*)x-=shiftAmount23;
-
-}
 
 
 /*
@@ -148,20 +140,28 @@
  */
 float fast_pow(const float f, const int n)
 {
-long *lp,l;
-lp=(long*)(f);
-l=*lp;l-=0x3F80l;l=(n-1);l+=0x3F80l;
-*lp=l;
-return f;
+union {
+float f;
+int i;
+} v;
+v.f = f;
+v.i -= 0x3F80l;
+v.i = (n-1);
+v.i += 0x3F80l;
+return v.f;
 }
 
 float fast_root(const float f, const int n)
 {
-long *lp,l;
-lp=(long*)(f);
-l=*lp;l-=0x3F80l;l=(n-1);l+=0x3F80l;
-*lp=l;
-return f;
+union {
+float f;
+int i;
+} v;
+v.f = f;
+v.i -= 0x3F80l;
+v.i = (n-1);
+v.i += 0x3F80l;
+return v.f;
 }
 
 
Index: simgear/math/fastmath.hxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/math/fastmath.hxx,v
retrieving revision 1.9
diff -u -r1.9 fastmath.hxx
--- simgear/math/fastmath.hxx	17 Jun 2006 16:04:28 -	1.9
+++ simgear/math/fastmath.hxx	19 Jun 2006 17:03:05 -
@@ -45,10 +45,6 @@
 float fast_acos(const float val);
 float fast_atan(const float val);
 
-void fast_BSL(float x, register unsigned long

Re: [Flightgear-devel] altitude agl

2006-06-19 Thread Mathias Fröhlich
On Monday 19 June 2006 22:45, Curtis L. Olson wrote:
 Melchior FRANZ wrote:
  We have /position/altitude-agl-ft in the property tree (-0.1946648994
  ft). But what the (old) HUD code uses for RadioAltimeter is
 
/position/altitude-ft - /position/ground-elev-ft = 6.202537
 
  Clearly, the 6 ft make more sense than any negative number. What why
  is altitude-agl-ft wrong? I'd need the 6.202537 in the property tree.
  How would I call it? /position/correct-altitude-agl-ft, or what?  :-}
 
  m.
 
 
/position/altitude-agl-ft =   -0.1946648994
/position/altitude-ft = 4527.586407
/position/ground-elev-ft  = 4521.38387

 Could this have been introduced early on as a hack to compensate for a
 difference between the wheel contact point and some aircraft reference
 point higher up on the aircraft structure?  It looks pretty suspect to me.
Which FDM did you try?
I know there is a subtle difference between JSBSim and YASim.

I agree that these three properties should fit together.
I will look into that.

Greetings

  Mathias

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Re: [Flightgear-devel] altitude agl

2006-06-19 Thread Mathias Fröhlich
On Monday 19 June 2006 23:23, Melchior FRANZ wrote:
 YASim (j3cub in KUFO).
The one I expected :)

Try that attached patch.

Andy safes an on ground trim routine by just starting an aircraft with zero 
agl in the sense of 'all gear contact points are exactly zero meters above 
ground'. Starting from this situation the aircraft just drops into its 
springs.

This kind of agl is also set into the FGInterface agl routine from YASim.
If you would ask me, I would like to have it in a consistent way, but may be 
we should ask Andy about such a change?

   Greetings

  Mathias

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Index: src/FDM/YASim/YASim.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YASim/YASim.cxx,v
retrieving revision 1.34
diff -u -r1.34 YASim.cxx
--- src/FDM/YASim/YASim.cxx	1 Mar 2006 22:59:58 -	1.34
+++ src/FDM/YASim/YASim.cxx	19 Jun 2006 21:39:13 -
@@ -371,13 +371,13 @@
 double lat, lon, alt;
 sgCartToGeod(s-pos, lat, lon, alt);
 _set_Geodetic_Position(lat, lon, alt*M2FT);
-_update_ground_elev_at_pos();
+double groundlevel_m = get_groundlevel_m(lat, lon, alt);
+_set_Runway_altitude(groundlevel_m*SG_METER_TO_FEET);
+_set_Altitude_AGL((alt-groundlevel_m)*SG_METER_TO_FEET);
 
 // UNUSED
 //_set_Geocentric_Position(Glue::geod2geocLat(lat), lon, alt*M2FT);
 
-_set_Altitude_AGL(model-getAGL() * M2FT);
-
 // useful conversion matrix
 float xyz2ned[9];
 Glue::xyz2nedMat(lat, lon, xyz2ned);
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Re: [Flightgear-devel] [Fwd: general FSweekend info Nov 2006]

2006-06-24 Thread Mathias Fröhlich
On Friday 23 June 2006 17:08, Curtis L. Olson wrote:
 This looks like it could be an interesting event if anyone is in the
 neighborhood.  Does anyone want to look into organizing a FlightGear
 presence there?
No really a presence, but I will be there together with Martin.
So, looking forward to meet some of you!

Greetings

  Mathias

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Re: [Flightgear-devel] Helicopter: First Impressions

2006-06-25 Thread Mathias Fröhlich
On Saturday 24 June 2006 00:29, Maik Justus wrote:
  - ground effect
 
  Look into Mathias' ground cache. This should make it quite easy to
  get the necessary altitudes quickly.

 I will have a look on this. Is this used in yasim?
Yes it is.
There is an api in FGInterface which can be used to get agl values in a small 
environment from the aircraft. There is just a small cache containing the 
scenery triangles a few meters around the aircraft.

Feel free to ask if there are some problems.

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] HUD

2006-06-25 Thread Mathias Fröhlich
On Wednesday 21 June 2006 13:03, Christian Mayer wrote:
 These functions can be great - when you know in advance (1) the number
 range, (2) the required error range and that you are (3) in a very tight
 loop that is (4) performance critical. So I'd leave them in.
Yes, but I doubt that I will identify an *inner* *loop* making use of 
transcendental functions that are that unimportant for the physics that I 
would consider using these functions.

If you want to keep them, please help me and review that patch I have posted a 
few days ago. Please *verify* that the remaining functions do about the right 
thing past converting them to something that is not even misscompiled.
If nobody helps here, I will finally remove them in a few days.

   Greetings

Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-01 Thread Mathias Fröhlich
On Saturday 01 July 2006 09:38, Melchior FRANZ wrote:
 * Mathias Fröhlich -- Saturday 01 July 2006 09:28:
  So you are currently redoing the hud geometries?

 Possiblty some of it. But first I wanted to have the source that the
 original author reportedly used, because I hoped that this would make the
 messy code easier to understand. Not sure yet if this will be the case.
I have already looked into that some time ago. I believe I understand more or 
less what is done there. I just did not want to open that task with one 
person. :)

  What do you think about putting that stuff into the scenegraph instead of
  doing OpenGL calls directly?

 I don't care much, but I welcome every improvement that someone else does.
 More work for me isn't an option, especially since the scenegraph isn't
 one of my domains.
Ok, lets coordinate our work :)

Well, the reason I ask is that I would like to improove flightgears internal 
structures and interfaces so that we have less things to reimplement when we 
add support for an other scenegraph api.
OpenSceneGraph is a good candidate. But a well separated api will help 
integration of DirectX as an alternative on windows for the case redmond will 
stop support for OpenGL like they tried several times in the past years ...

I have on my local disk already code that makes use of osg with the exception 
of the hud, the panel the clouds and the shadows.
It is faster than ssg in most cases and I believe we can make look flightgear 
better with a better and maintained scenegraph.

If we can base the hud on a restricted scenegraph api (well ssg is 
sufficient - ssg is restricted in itself :) and if we could reuse some 
SGAnimations that already can read properties will help definitely much.

I don't know if we can get that far, but may be we can use external models 
that are used for the hud symbology and plug them together with animations?

But at least getting rid of the direct opengl calls is something useful.

An other option for the hud would be to merge the hud with the render_area_2d 
implementation. It is definitely some kind of that. Also the symbology 
described in the pdf you mention is not limited to the hud. It appears to be 
used for such mfd's too ...

Well, I have to leave now and will be away until probably sunday evening. Next 
week is also a bit tight for me, so I cannot help much until in two weeks, I 
believe. But I would like to contribute to that project ...

Greetings

   Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-01 Thread Mathias Fröhlich
On Saturday 01 July 2006 10:20, Melchior FRANZ wrote:
 * Mathias Fröhlich -- Saturday 01 July 2006 09:28:
  What do you think about putting that stuff into the scenegraph [...]

 BTW: this is already doable via render-to-texture. Unfortunately, I
 can't find the reason why the contents appear quite dark and the
 settings that work well on the 2D/3D HUD don't work there.
I would like to get rid of the direct opengl calls in the hud. Drawing the hud 
with some kind of multi stage rendering is an other different thing we can 
think about. See the remark in the other mail.

   Greetings

 Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-01 Thread Mathias Fröhlich

On Saturday 01 July 2006 10:20, Melchior FRANZ wrote:
 BTW: this is already doable via render-to-texture. Unfortunately, I
 can't find the reason why the contents appear quite dark and the
 settings that work well on the 2D/3D HUD don't work there.
And keep in mind, that our rendertexture implementation just does *not* work 
on any dri driver and on any ati driver.
Only nvidia cards support what rendertexture's current implementation needs.
So relying on nvidia for such a central thing like the hud is not a good idea 
IMO.

Greetings

 Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-01 Thread Mathias Fröhlich
On Saturday 01 July 2006 10:36, Melchior FRANZ wrote:
 * Mathias Fröhlich -- Saturday 01 July 2006 10:30:
  I would like to get rid of the direct opengl calls in the hud. Drawing
  the hud with some kind of multi stage rendering is an other different
  thing we can think about. See the remark in the other mail.

 OK, so I shall stop any further work on the HUD? No problem. Done.
 Would have been nice if you had spoken up a little sooner. We are
 discussing the HUD now since a long time.
Sorry, I do not want that you stop working on that.
What do you already have that is not checked in?
What has happened up to now was not critical to that point. And even then, 
almost everything can propably be reused, even if there are direct opengl 
calls.
I hooked in at the time it appeared to me that you started changing the 
geometry, that is the point that is important ...

I think it is an improovement what you do. So no need to stop ...

Greetings

 Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-01 Thread Mathias Fröhlich
On Saturday 01 July 2006 10:44, Melchior FRANZ wrote:
 But it's not finished, and I'm not sure if I want to waste more time.
Why 'waste time'?
What do you have and what do you still need to do in your opinion?

   Greetings

   Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 08:23, Melchior FRANZ wrote:
 You apparently missed that I had started to work on a new HUD
 implementation in src/Instrumentation/HUD/. It is based on the old HUD, but
 heavily changed, cleaned up, extended. I spent at least 20 hours work on
 that, and you didn't bother to tell me sooner what your plans were,
 although I talked about this effort in several emails during the last
 weeks. This was the poorest timing that one could have thought of.

 This new code still requires several more hours of work. Tapes don't
 currently work for the F16, everything needs more cleanup etc. A few FIXMEs
 to fix, some TODOs to do. But now that I know that you are working on yet
 another implementation, I consider every minute spent on mine a waste of
 time. I don't like to work for the waste bin.
No, I am not working on an other implementation.

I have expressed that it would be very nice if the direct OpenGL calls could 
be put into the scenegraph. There is not wasted work here. The old code needs 
to be cleaned up anyway. I doubt that this should be implemented from scratch 
in one pass. I would more favour an incremental change, may be on top of what 
you have now.

I have also told you that relying *entirely* on RenderTexture is not a good 
idea. Just because it does not work on *many* OpenGL cards.

If you have either some code that prerenders the hud there is no big 
conceptiual difference if you either render that to a texture and pin that 
texture onto a surface. Or if you set up some clipping planes and an 
aprioriate transformation matrix and render the lines directly into the 
framebuffer.

Melchior, calm down a bit ...

Greetings

  Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 09:08, Melchior FRANZ wrote:
 OK, but how should I go on with the broken F16 tape?! Mathias will probably
 change that anyway, so is it worth spending time to fix it now?

 To make that clear: I very much agree with Mathias plans, at least so
 far as I know them. Putting the HUD elements into the scenegraph is
 certainly a good thing. But I don't know how HUD items shall be drawn
 after that. Not directly with gl* drawing commands, but how else? By
 moving textures around? This will never allow the flexibility that we
 currently have. Or by just using line drawing wrappers that can easily
 be switched from plib to osg or anything else, but basically do the
 same that they did before? In the latter case fixing the tape would be
 worthwhile, in the former not.
I am not sure about that.
That depends on what they really do.
And I doubt that I will be really sure about that without a cleaned up 
codebase.

The velocity vector for example is something that can easily go directly into 
a leaf node that is just transformed by some properties that may not yet 
exist.
Some text elements that can be reused for several things can be implemented 
with some leaf nodes.
Some ladders can be implemented with a fixed part and a movable arrow part.

A scenegraph can be looked at in an other way to factor out some commonly used 
elements.
As a first step to factor out something I tend to clean up things. That is at 
least my way of doing this.

Anyway, the more parts we can sensilbly factor out into small modular chunks, 
the fewer parts must be reimplemented when we put an other scenegraph below 
that code.

Greetings

  Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 14:09, Erik Hofman wrote:
 Melchior FRANZ wrote:
  * Erik Hofman -- Monday 03 July 2006 13:45:
  What you could do right now is committing the new HUD code [...]
 
  ... but I should probably do that anyway, just so we have concrete
  code to discuss, and maye even to work on. It should just be noted

 Agreed.

  that this is still unfinished, and should be treated with caution.
  There are many things that I had considered too ugly to commit, and
  there are a number of modifications to be expected.

 That's fine, you've already made sure none of the existing models will
 be affected.
That's how I thought about it.
Either by submitting patches between us or by using cvs for that task.

   Greetings

  Mathias

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Re: [Flightgear-devel] mp and animations

2006-07-03 Thread Mathias Fröhlich
On Saturday 01 July 2006 18:05, Josh Babcock wrote:
 Is there some property that plane modelers can use to do LOD and turn
 off certain animations on aircraft that are being flown remotely? Planes
 like the bo105 with complex animations look pretty funny when they are
 not being flown locally, with doors missing, rotor blades all in one
 spot etc. It would be nice to have some property to key on and just
 present a low-LOD version of a plane when it is being viewed as a remote
 mp aircraft.
I hoped that the bo105 will look correct with the current release?

The network packets include as much additional properties as fit into the one 
udp packet. They just need to have a unique number assigned in 
FGMultiplayMgr::sIdPropertyList.

For the LOD as such, that is a problem where we can stand help from the 
scenegraph. Did I already note that osg has built in support for Imposters?

   Greetings

  Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 21:37, Melchior FRANZ wrote:
 But before that we should really have a plan. I for one am against
 using animations and textures for HUD symbols, and also against a
 mixture of two techniques. An inhomogenous solution will cause nothing
 but problems, starting with different color/brightness. And textures
 are IMHO unsuitable for drawing tapes. The question would then only
 be, how to draw lines if not with gl* commands, and how to transfer
 that into the scenegraph?!

Fred already told you how you can put that into the scenegraph.

But one thing to think about is what I already noted in a prevous mail:

May be we can implement a special leaf node that provides some vector drawing 
primitives like lines or something like that. Something similar is already in 
render_area_2d.cpp.

On top of that base implementation, a library of hud primitives can be 
provided. I believe that many parts that are useful for a hud can be reused 
for mfd's.
The key is that the base implementation might move into a scenegraph dependent 
simgear directory. The hud parts just use them.

I can think of a thin layer around the opengl calls to paint lines, line 
strips, triangles, quads and such. That wrapper should also manage how state 
changes need to be done so that there is a minimal set of state changes and 
that the scenegraph is aware of them.

Does anybody have directx experience how such simple primitives are rendered 
in immidiate mode?

To see if this path is worthwhile, it would be good to see the cleaned up 
code ...

   Greetings

  Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 22:18, Melchior FRANZ wrote:
  To see if this path is worthwhile, it would be good to see the cleaned up
  code ...

 I hope I can commit tomorrow. But the drawing code didn't change much
 at all. My changes are mostly about cleaning up the classes, removing
 redundant code, replacing the hard-coded getters with input channels

 from the property system, new XML file layout and file loading, and such

 things. I only started to think about rewriting the tape code. That's
 when I searched for the mil-std. But changing the line drawing parts
 with ssgVtxTable and mounting all together to a branch of the scenegraph
 shouldn't be that hard.
True ...

Mathias

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Re: [Flightgear-devel] Bug in mp-visibility of planes?

2006-07-07 Thread Mathias Fröhlich

Hi,

On Wednesday 05 July 2006 19:14, Maik Justus wrote:
 I think there is a bug in fg. I sometimes can not see the other planes
 (with fg0.9.10, not tested on cvs version) when using the multiplayer
 mode. It seems, that if there is one other player using a 3D model which
 can not be found on my computer, my computer do not display the planes
 of any player joining the game later, either if they using a 3D model
 installed on my pc.
That should not happen.

 And there is another bug. If someone left the game, the plane is
 displayed on my computer for ever. Maybe it's possible to use a time
 flag, when the last position update for a plane was received. If this
 flag is older than a threshold, the plane could be deleted?
Also that should not stay that long. There is a timeout of 10 seconds that an 
aircraft is kept in the scene even if the network packets do no longer 
arrive.

Can you verify if this is still the case with the cvs version?

Greetings

Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-07 Thread Mathias Fröhlich
On Tuesday 04 July 2006 18:14, Melchior FRANZ wrote:
 * Erik Hofman -- Monday 03 July 2006 13:45:
  What you could do right now is committing the new HUD code [...]

 Done. It can be activated via /sim/hud/visibility[1] and can be used
 at the same time as the old HUD (/sim/hud/visibility[0]). It's not
 identical, but in the end it should (almost) be. There's not much
 to see, though. The only somewhat nice feature is the blinking
 g-load label (-1G  2G).

 TODO:
 - make tape work
 - fix the alternative turn-bank-indicator (it's also broken in the
   old HUD, but is nowhere used :-)
 - fix ladder properties
 - implement the other general and aircraft specific HUD configs
 - more cleanup
 - ...

Thanks Melchior, I did not yet find time to look into that. And I doubt that I 
will find this weekend.
I will be, together with Martin Spott, in Vichy for this weekend...

Greetings

   Mathias

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Re: [Flightgear-devel] HUD updates

2006-07-07 Thread Mathias Fröhlich
On Friday 07 July 2006 06:06, Melchior FRANZ wrote:
 * Lee Elliott -- Friday 07 July 2006 00:48:
  I see you have done away with the test on ilcanclaw for the
  energy worm in hud_ladr.cxx [...]

 I have only commented it out for now, because it belongs to the
 special FDMs (SP_FDM) and has low priority. It was only used by
 the ADA FDM, whatever that is. If possible then I'll re-activate
 it and fix it if it breaks the worm.
Well, if we have a hud system that can be fed with arbitrary properties, 
providing that acceleration marker should be ok IMO.

In that case the SP_FDM stuff can go entirly away:
If an FDM set's some additional properties, these properties are available for 
the intruments.

BTW: is sombody out there maintaining the SP_FDM?

   Greetings

  Mathias

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Re: [Flightgear-devel] HUD updates

2006-07-07 Thread Mathias Fröhlich
On Friday 07 July 2006 12:36, Erik Hofman wrote:
 Mathias Fröhlich wrote:
  BTW: is sombody out there maintaining the SP_FDM?

 I'm not sure about the ADA FDM but I would not want to see the ACMS FDM
 yanked since it has been (and can be) used to playback the information
 stored on the Flight Data Recorder (black box).
Not completely yanked, just get rid of those various ifdefs that enable 
special features in the HUD or instrumentation only for SP_FDM.

I think those features n the HUD shoulod be available for every FDM. The input 
values sould have an arbitrary property as input.

The question for a maintainer is because of some coorination that might be 
required if that is changed.

   Greetings

 Mathias

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Re: [Flightgear-devel] HUD updates

2006-07-16 Thread Mathias Fröhlich

Erik,

On Friday 07 July 2006 23:13, Erik Hofman wrote:
 So, basically, no I won't maintain the ACMS FDM but lets keep it
 available anyhow.
Ack.

   Greetings

   Mathias

-- 
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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-26 Thread Mathias Fröhlich

Hi,

On Wednesday 26 July 2006 19:20, Melchior FRANZ wrote:
 We had talked about abstracting out the raw gl-commands into just
 one file, and then to use plib wrappers to plug the HUD into the
 scene graph. The plib wrappers could eventually get replaced by osg
 wrappers.

 The abstraction is still a goal, and so is plugging the HUD into
 the scene graph. But I think now that using plib/osg wrappers is
 a bad idea. This would prevent us from using some gl features for
 absolutely no good reason (e.g. line width, clipping, ...). And
 finally, ogl *is* a standard, while neither plib nor osg are. So
 why leaving the standard? Raw gl-code can still be plugged into
 the scene graph via callbacks, and the only thing that the wrappers
 would buy us is management of state changes for performance reasons.
 But the HUD code doesn't change that much, and this can be done
 manually, too.

 Why exactly would we want to limit ourselves?  :-}
Because it is not a limitation but rather a gain. A *well* *done* and *well* 
*supported* scenegraph will help you some much more than you probably can 
imagine now.
In fact, a proper design - like a well done scenegraph provides - will enable 
such features in a much less error prone and more efficient way.
Also a *supported* scenegraph that is developed further will make use of 
improovements in OpenGL that an unsupported one like plib's ssg will never 
see. ssg forces you to do many things yourselves in a probably less efficient 
way with direct OpenGL calls, that can be done with a smarter implementation 
without such direct OpenGL commands.
There is nothing in OpenGL you cannot do with osg. But there is nowerdays 
nearly everything from current OpenGL features - even some basic ones like 
clip planes - that is missing in ssg, so that you need to implement that 
yourselves ...
Having that will be much more of a gain that a limitation ...

So why should we limit ourselves in the long term with ssg?

   Greetings

 Mathias

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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-27 Thread Mathias Fröhlich

Melchior,

On Thursday 27 July 2006 09:58, Melchior FRANZ wrote:
 * Mathias Fröhlich -- Wednesday 26 July 2006 22:49:
  Because it is not a limitation but rather a gain. A *well* *done* and
  *well* *supported* scenegraph will help you some much more than you
  probably can imagine now.

 You completely miss the point: we are using ssg! There was no
 decision made to switch to osg. So, if we switch to ssg wrappers
 first, we lose capabilities, that we may or may not get back later.

 I don't accept that and object.

  In fact, a proper design - like a well done scenegraph provides

 You miss the point. We are using ssg!

  So why should we limit ourselves in the long term with ssg?

 Fact is: we are using ssg. We may or may not switch to osg later.
 There has *no* decision been made, so we can't rip out stuff now
 that osg may provide later. The way to go is:

  - formal decision to switch to osg (or at least to start working on it)
  - generate osg branch in cvs
  - parallel development

 In the osg branch you can do with the HUD what you like. But not
 in the current, *SSG* branch.

I believe that you miss the point.
The point is that we can, without loosing features, with a sensible design, 
prepare getting rid of ssg. As allmost allways, building sensible structures 
is a win even if no switch will happen.
Just blocking that is not a good idea.

... did you ever look at the sceens of csp.sf.net?

 Greetings

  Mathias

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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-29 Thread Mathias Fröhlich
On Saturday 29 July 2006 14:28, Frederic Bouvier wrote:
 Vassilii Khachaturov wrote :
  I once proposed a compatible ssg extension :
  http://frbouvi.free.fr/plib/nsssg.html
 
  I was able to use it with flightgear without code change except to
  support the new features ( like multi texturing and environment mapping
  ). The code still exist but stalled after it was ignored by the plib
  team and further developments  ( like shaders ) were lost in a disk
  crash.
 
  Fred, is the code you refer to newer than the state-of-the art plib, or
  does it require an excessive merge? maybe you could fork plib into a
  simgear subdir and have a configure option to pick it up, if chosen?

 This code was written in summer 2004 and left untouched since then. But
 I am afraid plib didn't changed that much too.
 Code is here :
 http://frbouvi.free.fr/plib/

Hmm, I don't know if it is better to improove ssg and take it into our tree or 
if we should leave that work to somebody specialized to scenegraphs.
Given the good work of Robert Osfield, Don Burns et. al. for osg. I tend to 
spend our work switching over to osg instead of redoing that ourself ...

I have thought often about a thin scenegraph abstraction layer for some 
structural nodes. That could help us much when we need/want to switch to an 
other scenegraph. At least for a transition time we could have a ssg and an 
osg version in parallel without disturbing people willing to have the settled 
down and feature complete ssg build.
Later such a layering could be beneficial if Redmond decides to cut OpenGL 
support completely like they tried several times in the past.
... I am curious what this years siggraph brings.

I think of abstractions for Group/Transform nodes. Just to be able to plug 
together the scenegraph from flightgear's sources.
Animations are scenegraph specific and shoudl be scenegraph specific. 
Animations will just need a pointer to a property. The aprioriate scenegraph 
callback objects/code can be entirely scenegraph specific and does not need 
to be abstracted. That code is only installed in the model scenegraph as a 
postprocessing step to model loading.

What we will need is some cairo/glitz like 2d api to draw the HUD and do some 
MFD's. I believe that this is even more apprioriate for such rendering areas 
like issuing raw OpenGL commands.
With such an abstraction we are open to map that to an immediate more 
rendering pass to a texture or if this is used to build up a part of the 
scenegraph in case we do not have RenderTexture available.
... btw: I fear that osg already has way better render to texture code that 
will find a kind of off screen buffer on almost every graphics card ... 

Also Camera nodes must be accessible from within flightgear.

Whenever we need an other direct access to the scenegraph we can extend the 
abstraction layer.

For those struggling with performance issues with abstraction layers, I can 
only tell that almost everything is done directly on the scenegraph. For 
example the performance critical cull and draw operations will not even know 
that there is an abstraction layer. Animations will be scenegraph specific 
and therefore not critical. Plugging together the scenegraph at load time 
will have some theoretical penalty that I doubt that it is measurable.

Implementing that will be possible without branching and without the burden to 
do regular merges. It is designed from ground up to be able to do that.
We can incrementally refactor what we have with ssg and provide the aprioriate 
abstractions that can definitely be used with osg and most probably be used 
with DirectX (Fred, you you have experience with DirectX?).

As a first step I would like to refactor some code heading to that goal. You 
can alternatively call that cleanup, cleanup that is most likely sensible 
anyway. And such cleanup is the origin of that thread.

   Greetings

 Mathias

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Re: [Flightgear-devel] moving hotspots?

2006-08-04 Thread Mathias Fröhlich
On Tuesday 01 August 2006 15:44, Sexauer, Steve wrote:
 Is it possible to have hotspots on moving objects like the stick 
 throttle?
Picking on 3d objects in not yet implemented, but could be done in principle.
It is something on my todo list that is not yet done ...

  Greetings

Mathias

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Re: [Flightgear-devel] Bug in mp-visibility of planes?

2006-08-08 Thread Mathias Fröhlich

Hi Maik,

On Monday 31 July 2006 23:49, Maik Justus wrote:
  Also that should not stay that long. There is a timeout of 10 seconds
  that an aircraft is kept in the scene even if the network packets do no
  longer arrive.
 
  Can you verify if this is still the case with the cvs version?
 yes, I have the same problem with the cvs version. For cvs I am using
 msvc express while 9.10 I used the compiled windows file.

I have tried to reproduce that with my local linux boxes on 
mpserver02.flightgear.org.
But I can not reproduce any of that problems.

If a MP client leaves the server it stays online for 10 seconds and then 
disappears.
If an unknown model enters the scene it does not appear in the scene. But the 
next known model shows up.

In this case I need some help on windows.
I have somebody on my short range radar :)

   Greetings

  Mathias

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Re: [Flightgear-devel] fatal error when switching views

2006-08-11 Thread Mathias Fröhlich
On Friday 11 August 2006 19:07, Dave Culp wrote:
 Just some info here on how to reproduce the fatal error when switching
 views.

 1)  Take off from some place where you don't have the terrain.
 2)  switch to next view by hitting the V key

 I get this:

 Attempting to schedule tiles for bogus lon and lat  = (-1000,0)
 This is a FATAL error.  Exiting!


 As long as I stay in cockpit view I'm fine, and can look around and see
 water, as I expect.
Ok, thanks!

I have got that reported now at least 3 times but without something I can 
reproduce reliably. I will try to reproduce that one this weekend.
Thanks!

Greetings

Mathias

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[Flightgear-devel] crash in groundnetwork

2006-08-11 Thread Mathias Fröhlich

Hi,

while debugging Maik's multiplayer problems, Olaf and I experienced some 
problems in groudnetwork.cxx.

At the end of the FGGroundNetwork::trance() there are two pop_back's where the 
second one poped an non existent last entry from the routesStack vector.
We tried to avoid poping in that case by an if (!routesStack.empty()) guard in 
from of that pop_back. But with that we got some other problems in 
FGTaxiRoute::next() ...
If we revert groundnetwork.cxx to the previous revision, those problems were 
gone.
Any ideas?

   Greetings

   Mathias

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Re: [Flightgear-devel] Bug in mp-visibility of planes?

2006-08-13 Thread Mathias Fröhlich

Hi Maik,
On Sunday 13 August 2006 21:15, Maik Justus wrote:
 I still have this problem. Can you tell me, where in the source the 10
 seconds timeout are tested? Then I can try, to find more detailed
 information.
That would be great!
That happens around line 420 in src/MultiPlayer/multiplaymgr.cxx.

Greetings

   Mathias

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Re: [Flightgear-devel] crash in groundnetwork

2006-08-13 Thread Mathias Fröhlich

Hi Durk,

On Saturday 12 August 2006 00:32, Durk Talsma wrote:
 Btw, where did you experience these problems (which airport), and how did
 they manifest themselves? Program crashes? I've been running recent
 versions of FlightGear using the EHAM groundnetwork, and hadn't seen any
 problem yet. It's possible that it's something that only shows up at KSFO
 (which I haven't tested so much yet).
Yes that was at KSFO.
Flightgear died just at startup in that code.
We had active multiplayers enabled.

 BTW, I predict that if you used the routesStack.emty() guard, the progam
 was crashing in TaxiRoute.next(), because the  (nodes.size() ==
 (routes.size()) +1 condition was not met anymore. I did include a test for
 this condition, but since it was always true on my system, I commented it
 out.

 My estimate is that the solution is fairly easy, and I'll probably have
 something by Tuesday (I'll be out of town on the weekend).
Thanks!

   Greetings

 Mathias

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Re: [Flightgear-devel] How to turn off managed-view?

2006-08-16 Thread Mathias Fröhlich
On Wednesday 16 August 2006 22:30, Melchior FRANZ wrote:
  Shouldn't the old style of view the default property and the
  new managed-view the one which is selectable?

 No.
I would vote for the old stuff too!

Also a generic, aircraft independent, disable switch for that unusual view 
would be great.
What I have in mind here is what we had at the LinuxTag booth in Wiesbaden.
We had multiple views where you don't want to have any automatic view 
management. I that case you want to manage the views just by moving your real 
head. For such a thing it would be really great to disable that without 
stepping through many aircraft and disable them one by one.

   Greetings

 Mathias

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Re: [Flightgear-devel] How to turn off managed-view?

2006-08-16 Thread Mathias Fröhlich
On Thursday 17 August 2006 00:51, Melchior FRANZ wrote:
  Ok, why?

 Because I like it and think it should be active by default. FlightGear
 aircraft are property of their creators -- they decide (as long as no
 sacred rules are violated). Everyone is free to modify his/her copy,
 to fork it, or even to create their own, better aircraft.
From my point of view this is a total misfeature.

 We could use 
 some more helicopters. What about you?! Any contribution around the
 corner?
Don't mix up independent things Mechior ...

 If there was a poll (which is not the case), then I would have to say:
 5 people welcomed it. *Nobody* has complained about it so far. You didn't
 argue at all, just imply a sacred rule that doesn't exist. Mathias had
 the most ridiculous argument: the 100 rich guys with panorama or
 multi-screen setup, or head-trackers shouldn't have to turn it off. I'm
 very depressed and sad to cause this pain to that 0.0001% minority, and you
 can call me old-fashioned, but somehow I think that doing what I consider
 desirable for 99.% of users is right.
No, if you want to present flightgear in an environment where this stuff does 
not make sense at all and where people expect a somehow well done and working 
presentation, you don't want to additionally fiddle with that stuff.

But anyway can we have a maser switch to get rid of that once for ever in 
every aircraft?

Greetings

   Mathias

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Re: [Flightgear-devel] RTT issue with ATI cards (3d clouds)

2006-08-19 Thread Mathias Fröhlich
On Saturday 19 August 2006 16:27, Christopher HORLER wrote:
 On Saturday 19 August 2006 00:19, Jocelyn Couetdic wrote:
  I did some quick and dirty debugging in the RenderTexture class (using
  the TestRenderTexture program), and find out, that the reason it doesn't
  work, is that neither GLX_SGIX_fbconfig, or GLX_SGIX_pbuffer extensions
  are supported by the ATI GLX implementation :

 You're wrong (last entry below)
 fglrxinfo -x
 cut for clarity
 glx server extensions:
 GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
 GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read,
 GLX_SGIS_multisample, GLX_SGIX_hyperpipe, GLX_SGIX_swap_barrier,
 GLX_SGIX_fbconfig
No, he is not wrong.
You should not look into the server extensions nor into the client extensions. 
The only valid thing is (well, I had to learn that the hard way :)
GLX extensions that is in effect what the client *and* the server understands.
Here you don't have what you need for rendertexture.

I suffer from the same problem.

And I can see two ways to go: Either
- implement FBO's in rendertexture, or
- support me with switching to osg, they already have that including much 
more ...

   Greetings

  Mathias

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Re: [Flightgear-devel] RTT issue with ATI cards (3d clouds)

2006-08-20 Thread Mathias Fröhlich
On Saturday 19 August 2006 20:28, Frederic Bouvier wrote:
 Mathias Fröhlich a écrit :
  - support me with switching to osg, they already have that including much
  more ...

 How could we do that ? Can you share what you already done ?
I am out until at least next sunday evening. Past that more about that.

  Greetings

 Mathias

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Re: [Flightgear-devel] RTT issue with ATI cards (3d clouds)

2006-08-20 Thread Mathias Fröhlich
On Saturday 19 August 2006 17:02, Christopher HORLER wrote:
  No, he is not wrong.
  You should not look into the server extensions nor into the client
  extensions. The only valid thing is (well, I had to learn that the hard
  way
 
  :) GLX extensions that is in effect what the client *and* the server
 
  understands. Here you don't have what you need for rendertexture.
 
  I suffer from the same problem.

 Apologies
Not a problem!

 Greetings
  Mathias

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Re: [Flightgear-devel] fatal error when switching views

2006-08-20 Thread Mathias Fröhlich

David,

On Friday 11 August 2006 19:07, Dave Culp wrote:
 Just some info here on how to reproduce the fatal error when switching
 views.

 1)  Take off from some place where you don't have the terrain.
 2)  switch to next view by hitting the V key

 I get this:

 Attempting to schedule tiles for bogus lon and lat  = (-1000,0)
 This is a FATAL error.  Exiting!


 As long as I stay in cockpit view I'm fine, and can look around and see
 water, as I expect.

I tried hard to reproduce that with flightgear compiled with glut and sdl. I 
cannot yet reproduce that. I know that there are several reports about that, 
but I do not yet have an idea why this happens.
I am still thinking about that ...

Anyway, I am out until next sunday, before that I will not have any access to 
a computer.

Greetings

Mathias

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS:

2006-08-28 Thread Mathias Fröhlich
On Monday 28 August 2006 16:20, Martin Spott wrote:
 Frederic Bouvier wrote:
  Selon Martin Spott :
   cc-3234 CC: ERROR File = ../../../simgear/scene/model/persparam.cxx,
   Line = 9 Explicit specialization of function
 SGPersonalityParameterdouble::getNodeValue must precede
   its first use.
  
 SGPersonalityParameterdouble::getNodeValue( SGPropertyNode *props,
 
  Any suggestion ? What your documentation is saying about this error ?

 If I were able to tell you what's going on here, then I would have
 posted a patch and not this ERROR message  ;-)
Martin, is this fixed with the now inserted forward decl?
If not I might have an idea.

   Greetings

 Mathias

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Re: [Flightgear-devel] Bug in mp-visibility of planes?

2006-08-28 Thread Mathias Fröhlich

Maik,

On Thursday 24 August 2006 19:23, Maik Justus wrote:
 Hi,
 to whom I have to address this patch to get it into simgear-cvs?
To me is perfectly ok.
I was offline for some days. Riding mountainbike in the alps ...
Now catching up my mail backlog ...
Will show up soon.
I believe that the other problem you reported is independent of that 
timestamping problem.

greetings

   Mathias

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[Flightgear-devel] Scheduling tile at bogous lon and lat = (-1000, 0)

2006-08-30 Thread Mathias Fröhlich

Hi,

I have checked in something that I expect fixes that problem with
Scheduling tile at bogous lon and lat  = (-1000,0)

Since I still cannot reproduce that. Can you help me and report if that 
message is gone with your favourite reproducable testcase.

Thanks!

Mathias

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Re: [Flightgear-devel] Bug in mp-visibility of planes?

2006-08-30 Thread Mathias Fröhlich

Hi Fred,

Before I check in that.
I know Olaf has an improoved timestamping implementation for win32.
Did he already send that to you?

   Greetings

 Mathias

On Sunday 20 August 2006 16:44, Maik Justus wrote:
 Hi Matthias,

 Mathias Fröhlich wrote:
  Hi Maik,
 
  On Sunday 13 August 2006 21:15, Maik Justus wrote:
  I still have this problem. Can you tell me, where in the source the 10
  seconds timeout are tested? Then I can try, to find more detailed
  information.
 
  That would be great!
  That happens around line 420 in src/MultiPlayer/multiplaymgr.cxx.
 
  Greetings
 
 Mathias

 The problem is, that the elapsed time is queried in this way

  long stamp = timestamper.get_seconds();

 but the timestamper update is calculated this way (file timestamp.cxx

 (simgear)):
  void SGTimeStamp::stamp() {
  #if defined( WIN32 )  !defined(__CYGWIN__)
  unsigned int t;
  t = timeGetTime();
  seconds = 0;//-- comment by Maik:  this is the
  problem
  usec =  t * 1000;
  #elif defined( HAVE_GETTIMEOFDAY )
  struct timeval current;
  struct timezone tz;
  // sg_timestamp currtime;
  gettimeofday(current, tz);
  seconds = current.tv_sec;
  usec = current.tv_usec;
  #elif defined( HAVE_GETLOCALTIME )
  SYSTEMTIME current;
  GetLocalTime(current);
  seconds = current.wSecond;
  usec = current.wMilliseconds * 1000;
  #elif defined( HAVE_FTIME )
  struct timeb current;
  ftime(current);
  seconds = current.time;
  usec = current.millitm * 1000;
  // -dw- uses time manager
  #elif defined( macintosh )
  UnsignedWide ms;
  Microseconds(ms);
 
  seconds = ms.lo / 100;
  usec = ms.lo - ( seconds * 100 );
  #else
  # error Port me
  #endif
  }

 For MSVC the seconds are allways zero, all the elapsed time is stored in
 usec. After splitting the elapsed time into usec and seconds and
 removing the  #if defined( WIN32 )  !defined(__CYGWIN__) sections
 alls seems
 to work well (see enclosed diff for simgear). Please add it to CVS.

 Maik

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Re: [Flightgear-devel] Multiplayer chat patch

2006-09-24 Thread Mathias Fröhlich
On Saturday 23 September 2006 18:47, Buchanan, Stuart wrote:
 Hi All,

 I've written a patch to the MP code that allows text-based chat within the
 simulator.

 It provides the following:
 1) Improved MP property handling. The MP code no-longer assumes all
 properties are floats. Props now turn at the correct RPM, and the MP
 message format now supports strings and integers.
 2) MP chat. Users can type messages that are displayed to all users within
 MP range. The messages are displayed within a dialog box, and optionally
 to the screen using the current Nasal message system. This allows the
 messages to be TTS'd by festival.

 Currently the patch is intentionally simple. There are a couple of obvious
 enhancements that could be made once this is committed:

 A) Frequency specific transmissions. Currently everyone in the MP range
 hears all transmissions. It would be better to restrict users to
 transmitting/receiving on their current COM1 frequency. The source code
 requirements for this are already present in this patch (the
 /sim/multiplay/transmission-freq-hz property is exported), but the Nasal
 code is not.

 B) Quick-phrases. Typing while flying is not particularly efficient. A
 tree of phrases with click-to-say navigation would be easier to use.

 The patch is available from
 http://www.nanjika.co.uk/flightgear/chat.tar.gz

 We may want to increment the MP protocol version for this, but I'll leave
 that to other's discretion.

 As always, comments are welcome.
Nice patch!

But anyway:
You will actually double the amount of memory that is transmitted for one 
property.
While it is good to be able to send different typed properties, I think we 
can, with the current scheme, store the properties type in the static 
property configuration where we also store the id to property path mapping.
This way we can avoid sending additional data on each property which must be 
known on both sides anyway.

In the longer term, I would like to have a dynamic property path/property type 
negotiation that is done at the start of a connection. That way we will build 
up that currently static 'id to path' map at connection start and send only 
the property values in the fast path.

Can you update your patch to avoid transmitting the type?

 Greetings

   Mathias

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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-24 Thread Mathias Fröhlich
On Friday 08 September 2006 19:45, Buchanan, Stuart wrote:
 Two suggestions off the top of my head.

 1) Write a MP proxy to run on an additional machine which broadcasts the
 position data to the slaves and passes through the master's position data
 to the MP server. Doesn't sound too unreasonable though I'm not going to
 volunteer! Architecturally this is nice, as from the MP server's
 perspective there is a single aircraft.

 2) Write/enhance an I/O protocol to pass the /ai/models/multiplayer[] tree
 to the slaves. You'll need to decide how many MP a/c to display at once.
Please don't just send the whole tree.
We need to distinguish between properties that are required to display a model 
correct and between properties that are only there for whatever reason.
It would be good if we could just use the same mechanisms to push the local 
main aircraft over the line and for that thing you don't want to push the 
whole property tree below / over the line ...

   Greetings

 Mathias

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Re: [Flightgear-devel] Multiplayer chat patch

2006-09-24 Thread Mathias Fröhlich

Hi,

On Sunday 24 September 2006 18:19, Buchanan, Stuart wrote:
  You will actually double the amount of memory that is transmitted for
  one property.

 That is true. However, transmitting the chat strings is going to represent
 a much bigger increase in message size, though I've restricted the chat
 size to 128 characters per message. I should have highlighted this in my
 original patch just in case we're worried about bandwidth.
Yep, but the chat messages will happen every now and than. The properties will 
be sent at each step. So this will hurt much more than the chat messages.

  In the longer term, I would like to have a dynamic property
  path/property type
  negotiation that is done at the start of a connection.

 Me too, but re-writing the message format seemed quite sufficient for the
 moment :)
So, if we just store the type with that map, we do not even need to change the 
message format.
- All old properties are floats.
- The old code ignores id's that it does not know about.
- The updated code will interpret old style floats correctly.

So, in this case there is no need to increase the protocol version.
Did I miss something?

  Can you update your patch to avoid transmitting the type?

 Yes, but I can't provide any guarantee as to when I'll get it done.
Not a problem.

Greetings

 Mathias

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Re: [Flightgear-devel] Multiplayer chat patch

2006-10-01 Thread Mathias Fröhlich
On Saturday 30 September 2006 16:57, Buchanan, Stuart wrote:
 Any chance this could be committed sometime, or objections raised?
Yes, I will do so this weekend. I would like to double check that it does not 
break the current protocol ...

  Greetings

Mathias

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Re: [Flightgear-devel] Multiplayer chat patch

2006-10-01 Thread Mathias Fröhlich

Stuart,

I have problems applying that patches.
I am not sure why but patch claims:

patch:  Only garbage was found in the patch input.

Could you rediff that only with
cvs diff -u 
instead of
cvs diff -u -p -8 -w

I would expect that this helps
Thanks!

On Sunday 01 October 2006 11:26, Buchanan, Stuart wrote:
 Thanks. I've only been able to test the recent minor changes on a single
 computer, so a bit or paranoia would be good. If you need another person
 to help, let me know. I'll be on IRC.
Thanks!

   Greetings

   Mathias

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Re: [Flightgear-devel] C182 patch

2006-10-08 Thread Mathias Fröhlich

Hi Stuart,

On Monday 02 October 2006 21:24, Buchanan, Stuart wrote:
 I've been working on an update to the c182. Improvements over previous
 version:

 - Increase in texture resolution and improved textures. Now has a nice
 blue pin-stripe down the side.
 - Minor model improvements - pitot tube, wing struts, exhausts,
 cowl-flaps, re-size of controls.

 Available from http://www.nanjika.co.uk/flightgear/c182.tar.gz

 Those with long memories may recognize this as pretty much the same patch
 I submitted months ago, but without a pilot model.

 I think the current CVS c182 has Dos line-endings, which I believe have
 caused people problems in the past. Can whoever commits this run a quick
 dos2unix on the .xml and .ac files please.

Done, Thanks.
I have done that with two steps, first check in the new changes and then 
change the line endings in a second separate commit.

You may copy away your current model in your cvs checkout to avoid many 
useless conflicts on the next update.

Greetings

 Mathias

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Re: [Flightgear-devel] C182 patch

2006-10-09 Thread Mathias Fröhlich
On Sunday 08 October 2006 12:52, Stuart Buchanan wrote:
 I think you may have missed some of the changes. From a quick flight and
 diff, I think the changes from c182.diff have still to be merged in. They
 change the following files

 c182-set.xml
 Models/c182-dpm.xml
 Panels/c182s-3d-panel.xml
I think so too.
Sorry. Is now applied.

  Thanks again

  Mathias

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Re: [Flightgear-devel] Bug in mp-visibility of planes?

2006-10-09 Thread Mathias Fröhlich

Maik,

sorry for the long delay. The weather these days was too good to stay 
inside :)

On Friday 06 October 2006 21:31, Maik Justus wrote:
 @Mathias Fröhlich
 Did you looked on this?
Yes, but I expect that the problem is something different.

We have at the moment a more or less crappy port/host handling for multiplayer 
packets.
I think that must be cleaned up anyway.
At best I think that the multiplayermanager recieve code should move into 
Network/multiplayer.cxx. Also the configuration of the appropriate sockets 
can then happen in the same file.
I would expect that this would help much.

My guess is that your own computer will broadcast your own position packets to 
a network where your own computer is already attached to. So you will see the 
same plane twice.
May be the broadcast setting is implemented somehow different in plib's win32 
code.
Can you tell me if removing the broadcast flag from the plib socket will help 
(attached patch)?

   Greetings

 Mathias
Index: src/MultiPlayer/multiplaymgr.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/MultiPlayer/multiplaymgr.cxx,v
retrieving revision 1.10
diff -u -r1.10 multiplaymgr.cxx
--- src/MultiPlayer/multiplaymgr.cxx	10 Oct 2006 05:17:07 -	1.10
+++ src/MultiPlayer/multiplaymgr.cxx	10 Oct 2006 05:34:10 -
@@ -201,7 +201,6 @@
 return false;
   }
   mSocket-setBlocking(false);
-  mSocket-setBroadcast(true);
   if (mSocket-bind(rxAddress.c_str(), rxPort) != 0) {
 perror(bind);
 SG_LOG( SG_NETWORK, SG_ALERT,
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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Scenery/Objects/w130n30/w123n37

2006-10-16 Thread Mathias Fröhlich
On Saturday 14 October 2006 12:08, Martin Spott wrote:
 Mathias Froehlich wrote:
  Update of /var/cvs/FlightGear-0.9/data/Scenery/Objects/w130n30/w123n37
  In directory baron:/tmp/cvs-serv537/Scenery/Objects/w130n30/w123n37
 
  Modified Files:
  sutro-fb.ac

 The maintainers of the FlightGear Scenery Objects Database are usually
 very happy to recieve a copy of such changed files, as this DB in fact
 is the primary source for Scenery objects in FG.

 Just a reminder, I'll pick it from CVS now. Cheers,
Thanks, I did not realize that the /master/ source is outside that cvs.

   Greetings

 Mathias

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[Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Mathias Fröhlich

Hi,

I had worked now for some time on an OSG port of flightgear.

At the moment many things are already working.
- Scenery and 3d models are there.
- Animations work mostly as expected.
- The usual lights including the vasi are there.
- The 3d panel is displayed and interactive.
- The sky looks as usual - including stars and the 2d clouds.
- The HUD's.
- The usual menus.

What is missing so far are
- The shadows
- The 3d clouds
- The lightning and rain code
- The render surface instruments

On my notebook, where I do much of the development, I get improved frame rates 
up to a factor of two. Depending on the model and daytime.
The rain stuff as well as the render surface stuff is nothing too complicated 
and already available in osg, but that needs to be done and tested.
There is a replacement for our shadows in osg available. Also an improved 
shadow toolkit is in the works by the osg guys - I believe we should make use 
of that in the longer term.
The 3d clouds are something to think about. osg can assist here but I need to 
think about that.

We will need some small updates to the current OSG version. That is:
An updated rgb loader that does not crash on some of our rgb files.
An updated ac3d loader - we will need that to get our models right.

Ok, long talk - what to do?

I would like to check that into our cvs.
The usual way would be to create a cvs branch and do that work on that branch.
In this case it would be good if we could avoid changes in the HEAD branch 
that touches anything visible.
In some private mails with Curt he directed me to an other scheme:
Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
In this case we would have the plib/ssg stuff still available in that branch 
for those of us who need the well tested old stuff. We could safe some final 
merging if we do it in this way.
Thougths/Comments - where should I check in?

Well, two screenshots of that are at
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061024

 Greetings

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Hi,

On Wednesday 25 October 2006 16:48, Frederic Bouvier wrote:
 I am eager to see it in CVS. It seems natural that the flow of innovation
 goes to HEAD and branches are used for freezing functionalities and doing
 maintenance release. Many big projects are doing like that, gcc for
 instance.

 It should be easier to do that because doing branch merging can be risky at
 a large scale. It is better not to rely on it and accept the idea of doing
 things twice if a bug appears in a branch and the trunk.

 So, IMO, we should create a pre-1.0 branch now, fix the more embarrassing
 bugs ( and missing features ) in that branch and let the innovation go in
 HEAD.
Ok.

 I hope Curt is not thinking about duplicating the repository like it was
 done for version 0.8.0 :-)

 BTW: I presume only SSG has been replaced and PUI/PUAUX/JS are still
 needed. right ?
Yep. I believe that we should import them into SimGear...

   Greetings

  Mathias

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