Re: [Flightgear-devel] 777 broken Was: [Simgear-cvslogs] CVS: SimGear/simgear/scene/model SGPagedLOD.cxx, 1.9, 1.10 modellib.hxx, 1.10, 1.11 modellib.cxx, 1.16, 1.17 SGReaderWriterXML.cxx, 1.19, 1.20
- Mathias Fröhlich a écrit : Hi, On Sunday 14 June 2009 12:50:10 Frederic Bouvier wrote: it appears this commit broke the autostart feature of the 777. With it, the MFD are not lighting up. It's unfortunate because I am currently working on the ground radar. Should work again now. Yes, it works Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Newsletter July 2009
Hi Stuart, - Stuart Buchanan a écrit : As I had some unexpected spare time over the last week, I put together a first edition of The FlightGear Newsletter, which can be found here: http://wiki.flightgear.org/index.php/FlightGear_Newsletter_July_2009 Nice initiative. I have a nit: I think the right term is orographic lift ( http://en.wikipedia.org/wiki/Orographic_lift ) not orthographic which links to mathematics. I'd made the correction myself if the page was not locked. Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] JSBSim : potential division by zero error
Hi Jon, in the code below ( from FGJSBBase.h ), there is a potential divide by zero error reported by the compiler : static double GaussianRandomNumber(void) { static double V1, V2, S; static int phase = 0; double X; V1 = V2 = S = X = 0.0; if (phase == 0) { do { double U1 = (double)rand() / RAND_MAX; double U2 = (double)rand() / RAND_MAX; V1 = 2 * U1 - 1; V2 = 2 * U2 - 1; S = V1 * V1 + V2 * V2; } while(S = 1 || S == 0); X = V1 * sqrt(-2 * log(S) / S); } else X = V2 * sqrt(-2 * log(S) / S); S == 0.0 phase = 1 - phase; return X; } Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery http://fgsd.sourceforge.net/FlightGear Scenery Designer -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Problematic code in xmlauto.cxx
Hi Torsten, you committed rev 1.39 of xmlauto.cxx where the average variable is used to initialise itself. 1.10 (curt 19-Mar-04): if ( enabled ) { 1.10 (curt 19-Mar-04): 1.10 (curt 19-Mar-04): if ( dt 0.0 ) { 1.10 (curt 19-Mar-04): double current = (ivalue - last_value)/dt; // calculate current error change (per second) 1.39 (torsten 28-Mar-09): double average = dt 1.0 ? ((1.0 - dt) * average + current * dt) : current; Problem in line above: average is found at both side of operator = in an initialisation. 1.10 (curt 19-Mar-04): 1.10 (curt 19-Mar-04): // calculate output with filter gain adjustment 1.39 (torsten 28-Mar-09): double output = ivalue + 1.39 (torsten 28-Mar-09):(1.0 - filter_gain.get_value()) * (average * seconds.get_value()) + 1.39 (torsten 28-Mar-09): filter_gain.get_value() * (current * seconds.get_value()); 1.39 (torsten 28-Mar-09): output = clamp( output ); 1.39 (torsten 28-Mar-09): set_output_value( output ); 1.10 (curt 19-Mar-04): } 1.10 (curt 19-Mar-04): last_value = ivalue; 1.10 (curt 19-Mar-04): } Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery http://fgsd.sourceforge.net/FlightGear Scenery Designer -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGRun Build Error and Segfault.
Hi Ron, - Ron Jensen a écrit : Good Local-time greeting, I tried to build fgrun today from svn and got /usr/local/lib/libsgmodel.a(SGInteractionAnimation.o): In function `SGInteractionAnimation::LineCollector::addBVHElements(osg::Node, simgear::BVHLineGeometry::Type)': adding the sgbvh library ( -lsgbvh ) to the compile line fixed that. I'll fix that, thanks. Then I got $./fgrun terminate called after throwing an instance of 'char*' Aborted Investigation shows fgrun will not tolerate apt.dat being gunzipped. This is a known limitation. apt.dat parsing should use the stream objects instead of explicitely calling the zlib library. Patch welcome ;-) -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc interpolator.cxx, 1.2,
Oops! Windows is case insensitive :-( If someone can fix that before I can, please do. Sorry -Fred -- message original -- Sujet: Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc interpolator.cxx, 1.2, De: Martin Spott martin.sp...@mgras.net Date: 26.07.2009 21:18 Frederic Bouvier wrote: Update of /var/cvs/SimGear-0.3/source/simgear/misc In directory baron.flightgear.org:/tmp/cvs-serv13995/simgear/misc Modified Files: interpolator.cxx Log Message: Compile latest SimGear under MSVC9 Index: interpolator.cxx === RCS file: /var/cvs/SimGear-0.3/source/simgear/misc/interpolator.cxx,v retrieving revision 1.2 retrieving revision 1.3 diff -u -r1.2 -r1.3 --- interpolator.cxx8 Mar 2006 18:16:08 - 1.2 +++ interpolator.cxx26 Jul 2009 18:53:35 - 1.3 @@ -18,6 +18,8 @@ #include interpolator.hxx +#include simgear/Math/SGMath.hxx ^^^ Lower-case m would be fine. Same with structure/commands.cxx, strcture/event_mgr.cxx, maybe more to follow. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc
It should be fixed now. Sorry again -Fred -- message original -- Sujet: Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc De: Martin Spott martin.sp...@mgras.net Date: 27.07.2009 08:13 Martin Spott wrote: Frederic Bouvier wrote: Oops! Windows is case insensitive :-( If someone can fix that before I can, please do. For your convenience, apply: s/convenience/inconvenience/g, I forgot the one in FlightGear/utils/GPSsmooth/UGear_telnet.cxx Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS Win32 build FTP site error, and also was Re: Still Multiplayer Weirdness...
Hi, - Rob Shearman, Jr. a écrit : Speaking of CVS builds -- Fred, I see there's a new one on the FTP site for 7/26, but I'm getting http error 550: Not a directory when I attempt to open it. Anyone else having this problem? My connection timed out yesterday evening with a half uploaded file. It should be correct now. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Can't find Plib files when linking
- Tom P zomm...@gmail.com a écrit : 1) missing dependencies, like jpeg lib, are provided by the OSG 3rdParty package, there's no need to rebuild them from gnuwin32. This 3rdParty package is available here: http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/3rdParty_Win32Binaries_vc90sp1.zip You may want to try : ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty+OSG-20090628.zip -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Compiling CVS FlightGear first time-files not found: svn_autth.h, osgd.lib, fltkd.lib
- Reagan Thomas a écrit : Randall Green wrote: I want to thank everyone who has helped me so far. I'm compiling the CVS version of FlightGear and I'm down to 10 errors now. Files not found are svn_autth.h, osgd.lib, and fltkd.lib. Does anyone know what code is missing? Also, I have 7 file not found on sg_d.lib. I see it is in plib and I have the path to it correct. Why does it not find it? Randy The archive: ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty+OSG-20090628.zip that Fred suggested contains Fltk and others. It all goes in the 3rdParty directory (this is not reflected on the wiki Windows build page yet). osgd.lib should have come with openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz or openscenegraph-all-2.8.1-win32-x86-vc90sp1-Debug.zip http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8.1/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.1-win32-x86-vc90sp1-Debug.zip (whichever you're using) or install/msvc90/OpenSceneGraph from the archive above, as suggested by the name ;-) BTW, I put a newer one in ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/ -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Compiling CVS FlightGear first time-files not found: svn_autth.h, osgd.lib, fltkd.lib
- Tim Moore a écrit : Victhor Foster wrote: Just a note: current CVS FG won't compile with a version of OSG lower than 2.9.4. You will need code from OSG's SVN repository. As far as I know CVS FG compiles with OSG 2.8.2; at least, it did a couple of weeks ago on my 2.8.2 machine, and I didn't set out to break it. What problem are you seeing? I confirm that 2.8.2 works -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Will texture animation be restored for the next release?
- Greg Hawkes a écrit : Hi all, I recently asked the FlightGear-Users list about FlightGear's texture animation feature. There is a note on the Wiki page (http://wiki.flightgear.org/index.php/Howto:_Illuminate_faces) that says that texture animation will not work on any version newer than v1.0, and lists an alternative technique. However, using that alternative will require me to redevelop all of the models that I having been working on (grr!). Frederic Bouvier mentioned that the feature would be restored in the next release version. Can someone on the developer's list please confirm whether texture animation will be present for the next FlightGear release? I understand that FlightGear 1.9.n will be included in the Ubuntu 9.10 release, Karmic Koala. Can anyone confirm whether the texture animation will be included in that release? Please try yourself the CVS version if you don't trust me -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Will texture animation be restored for the next release?
http://frbouvi.free.fr/flightsim/fgfs-paris-cvs-20090821.png -Fred - Gijs de Rooy a écrit : Hi, I experience the same problem for quite a while. As of v1.9 setting nighttextures (same method as in the Paris scenery) does not work (anymore).The animations of this method actually exists of two: 1. Animation setting the texture to Texture_light.png and emmission to 1 1 1 when it's dark outside. 2. Animation setting the texture back to (original) Texture.png and emmission to 0 0 0 when sun comes up. This used to work fine. But right now the emmission animation doesn't work at all and the texture does not change. The here explained and shown method is what we're talking about. You can see examples of it being used in the Paris scenery. Please check if it really works on your systems. I am sure that I've updated CVS and use the latest binaries (multiple times over the past year), so that cannot be the problem... Regards, Gijs Lees je Het Net, Planet, Ziggo of XS4ALL-mail in Windows Live Hotmail -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nominations for Aircraft Selection in theFlightGear 2.0 Release
- Durk Talsma a écrit : On Tuesday 19 January 2010 11:08:59 pm Durk Talsma wrote: Please note that there is currently a second release candidate available for windows. (Based on a build by Fred). RC1 for window was skipped to stay synchronized with the mac release candidates: Also note that Tat has already made two mac release candidates available at: Just to avoid some confusion: Time Moore has tagged the source code at gitorious as FlightGear-2.0.0-rc1 and FlightGear-2.0.0-rc2 over the last couple of weeks. Tat has build a release candidate based on the rc1 tagged code, and Fred's windows binary is closely resembling (but if I'm correct not identical to) the rc2 code. I thought that Tat had released a second RC, but in retrospect, I can't find any email about that. I'll make my best to use git the next time. Current package was built using CVS head of last sunday. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Throughout its 18-year history, RSA Conference consistently attracts the world's best and brightest in the field, creating opportunities for Conference attendees to learn about information security's most important issues through interactions with peers, luminaries and emerging and established companies. http://p.sf.net/sfu/rsaconf-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear 2.0.0 release process: Update
Le 01/02/2010 18:52, Durk Talsma a écrit : Hi All, Here's just a quick update regarding the 2.0.0 release. The final release is really close now. We had planned to have a third release candidate by now, which we would promote to the final release within a few days from now, provided that no further showstopping bugs show up. We're currently having a few minor technical glitches to deal with, which has been delaying the roll up of this final release candidate. We're pretty close now, and I expect that the final glitches will be solved real soon now. Win32 and Win64 packages : http://frbouvi.free.fr/flightsim/fgsetup-2.0.0-RC4.exe.torrent http://frbouvi.free.fr/flightsim/fgsetup64-2.0.0-RC4.exe.torrent The 64-bit version should be installed after having installed 32-bit version. I am also uploading them to ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32 but be patient, files are huge. The torrents are ready right now -Fred -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear 2.0.0 release process: Update
- John Denker a écrit : 2) which aircraft to include ? That's a different question. I can't help with that. in data : cvs up -Pd -r V2_0_0B in source : make data-tar Or wait the release: official data and source tarballs will be released. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] rotated screen
Look at : http://cvs.flightgear.org/viewvc/data/Docs/README.multiscreen?revision=HEAD The roll-deg parameter should do the trick. -Fred - Curtis Olson curtol...@gmail.com a écrit : In the pre-OSG days you could simply insert a glRotate() call in the appropriate spot (and perhaps do a little work to account for different screen dimensions) and you were done. I'm not sure if that same trick works (or plays nice) in the OSG world. Maybe there is an OSG specific way to do this? Curt. On Wed, Feb 17, 2010 at 11:52 AM, Jon Stockill wrote: Harry Campigli wrote: Possibly I can just rotate the view in osg where the camera is defined and just position the instruments as required on the rotated panel in the normal maner (os is linux, multi screen video cards) Any suggestions on the way to approach this or where ita already been done would be most welcome. You should be able to rotate the screen with driver settings, leaving you with a 768x1024 rather than 1024x768 display (for example) to display a normal OSG camera view on. Jon -- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW http://p.sf.net/sfu/solaris-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ -- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW http://p.sf.net/sfu/solaris-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW http://p.sf.net/sfu/solaris-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Proposed new set of splash screens
Hi Erik, - Erik Hofmana écrit : I've created a new set of splash screens based on the images Durk created about two weeks ago. Does anyone have any objections to committing them or does anybody have other possible splash screens to choose from? http://home.telfort.nl/sp004798/emh/Splash1.png http://home.telfort.nl/sp004798/emh/Splash2.png http://home.telfort.nl/sp004798/emh/Splash3.png http://home.telfort.nl/sp004798/emh/Splash4.png http://home.telfort.nl/sp004798/emh/Splash5.png They are really nice, but I am not comfortable with the word Freeware. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VC90 compile fail in WaypointList.cxx
Hi Vivian, - Vivian Meazza a écrit : Vivian Meazza wrote Alan Teeder wrote From this morning´s CVS I now get this with VC++ 2008 :- -- Build started: Project: FlightGear, Configuration: Release Win32 -- Compiling... WaypointList.cxx ..\..\..\src\GUI\WaypointList.cxx(112) : error C2057: expected constant expression ..\..\..\src\GUI\WaypointList.cxx(112) : error C2466: cannot allocate an array of constant size 0 ..\..\..\src\GUI\WaypointList.cxx(112) : error C2133: 'buf' : unknown size lines 111,112 are :- int len = strlen(s); char buf[len]; Yup - same here. Looks as if James has uploaded a new file which has incompatibilities with MSVC9 Workaround attached - you might have done a better one already, but it does allow a compile. I wouldn't dignify it as a fix :-) Actually you are right, this is not a fix, this is horrible ;-) This should be : int len = strlen(s); char *buf = new char[len]; ... delete buf; I will have to switch back to CVS to commit something better. I am on the git tag for the release for the moment. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VC90 compile fail in WaypointList.cxx
- James Turner a écrit : On 22 Feb 2010, at 17:37, Frederic Bouvier wrote: This should be : int len = strlen(s); char *buf = new char[len]; ... delete buf; Urk I'm confused - I thought this was a C99 feature, is it a GNU extension? Yes, I am afraid. This code construction show up in the code from time to time and we have to provide a replacement. I think the best approach is to use an auto_ptr. std::auto_ptrchar buf( new char[len] ); in order to be exception safe. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VC90 compile fail in WaypointList.cxx
Hi Manuel, - Manuel Massing a écrit : Hi Frederic, Yes, I am afraid. This code construction show up in the code from time to time and we have to provide a replacement. I think the best approach is to use an auto_ptr. std::auto_ptrchar buf( new char[len] ); in order to be exception safe. For array allocations, you need to take care that the array is deallocated using the array delete [] operator, i.e. char *buf = new char[len]; delete [] buf; Using an auto_ptrchar is incorrect in this situation, because it will deallocate using the non-array delete operator. You should use boost::scoped_array (or boost::shared_array if it is to be reference counted) instead. In theroy, you are correct, but as long as char doesn't have a destructor, this is totally overkill, and not very efficient. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Shaders experiments
What do you think of this effect : http://www.youtube.com/watch?v=kUyH-4c0-qM http://www.youtube.com/watch?v=wYb1Vy-uTS0 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg Regards, -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders experiments
- leee a écrit : On Sunday 28 Feb 2010, Frederic Bouvier wrote: What do you think of this effect : http://www.youtube.com/watch?v=kUyH-4c0-qM http://www.youtube.com/watch?v=wYb1Vy-uTS0 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg Regards, -Fred Overlaying a geometry shader on the FG scenery is pretty cool: is there the scope to tune it to the terrain gradient i.e. adapt the shader according to the steepness of the terrain slope? This is not a geometry shader, but a relief mapping effect. I am not fully happy with the result yet, but the relief map (normals + heightfield in a RGBA texture) was quickly made. City from low altitude : http://frbouvi.free.fr/flightsim/fgfs-city-relief.jpg I'll bet a better artist than me could do a better job. You can test it if you install the normal map plugin for the GIMP (http://registry.gimp.org/node/69) -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch to protect terrasync SVN from ^C
Hi Martin, - Martin Spott a écrit : I'm expieriencing difficulties to compile 'terrasync' after the latest patch. While PLIB's socket seems to be the target, the type socket interferes with the system headers: g++ -g -O3 -march=opteron -DHAVE_CONFIG_H -I. -I../../src/Include -I/usr/include/subversion-1 -I/usr/include/apr-1.0 -I/opt/gnu/include -I/usr/local/include -I/opt/Boost/include/boost-1_37 -I/opt/FlightGear/include -g -O2 -I/opt/FlightGear -D_REENTRANT -c -o terrasync.o terrasync.cxx terrasync.cxx:118: error: 'netSocket socket' redeclared as different kind of symbol /usr/include/sys/socket.h:101: error: previous declaration of 'int socket(int, int, int)' terrasync.cxx: In function 'void terminate_request_handler(int)': terrasync.cxx:298: error: request for member 'close' in 'socket', which is of non-class type 'int ()(int, int, int)throw ()' [...] The following simple patch at least permits to compile - is this the way it's meant to be ? Sorry I created a name conflict under unix. Obviously, the variable name should be changed, but I am surprised you could name a variable with its type name. I didn't want the original 's' be in the global namespace, and that's why I renamed it. I am inclined to name the variable theSocket or something like that. Anyway, I won't be able to commit anything until this evening (CET time). Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch to protect terrasync SVN from ^C
Hi Jari, - Jari Häkkinen a écrit : Great, I haven't had an opportunity to run the new version yet. I took time to compile though, and there is a problem compiling terrasync.cxx on mac because of Apples typedef of the signal handler. I attached a small fix. Your mail remind me I had a fix to commit. Your patch and the fix for the naming problem are commited now Thanks, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Shader question
Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I used : parameters sun-angleuse/sim/time/sun-angle-rad/use/sun-angle /parameters and then, in pass uniform namesun_angle/name typefloat/type valueusesun-angle/use/value /uniform According to README.effect, the value should dynamically change but my shader variable stay at 0.0. The readme also says [NOT IMPLEMENTED YET], but it is unclear to me what in not implemented : the copy of a value from the global property tree to a uniform, or the copy from a local property, or both ? Regards, -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders experiments
Le 01/03/2010 00:22, Vivian Meazza a écrit : I think both effects should be in cvs so that we can do a bit of testing. We can then make some informed comment. The urban shader is in CVS. I find that the houses are too small, compared to 3D models, and I would like to crop the texture a bit. What do you thing ? -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Hi Tim, Le 07/03/2010 18:53, Tim Moore a écrit : On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier wrote: Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I've been promising this to AndersG for some time now. I have code that basically makes this (the animation) work in my development tree, but haven't checked it in yet. I'll check it in for uniforms tonight, then start changing the code to support animations in the other effects parameters too. I see your code rely on property listener. Does it work on tied property like /sim/time/sun-angle-rad ? It seems it doesn't. Regards, -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Le 13/03/2010 13:06, Tim Moore a écrit : On Sat, Mar 13, 2010 at 10:35 AM, Frederic Bouvier fredfgf...@free.fr mailto:fredfgf...@free.fr wrote: Hi Tim, Le 07/03/2010 18:53, Tim Moore a écrit : On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier wrote: Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I've been promising this to AndersG for some time now. I have code that basically makes this (the animation) work in my development tree, but haven't checked it in yet. I'll check it in for uniforms tonight, then start changing the code to support animations in the other effects parameters too. I see your code rely on property listener. Does it work on tied property like /sim/time/sun-angle-rad ? It seems it doesn't. Regards, -Fred No, it doesn't. I has hoping to avoid iterating over all the effects that use property values every frame, but maybe there's no alternative. Urk. Maybe a flag in the uniform element that tells the property needs to be polled -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Hi Erik, Le 14/03/2010 15:13, Erik Hofman a écrit : Heiko Schulz wrote: Now I have to learn to make normalmaps! :-) I've updated the normalmap utility in FlightGear/utils/Modeller to reflect the output of the following tutorial: http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm It's not a one size fits all solution but might be a decent start for aircraft relief maps. Unfortunately at this point the utility only accepts rgb files for input and output. There is a very good Gimp plugin that has a 3D preview, support relief maps and works under Windows : http://registry.gimp.org/node/69 Of course, source code is also available for Linux and Mac. I also found a tutorial here : http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Le 13/03/2010 16:09, Heiko Schulz a écrit : Would be great it would support nightlighting as well. (Switching between emissive nightlighted and daylighted textures) So we can get rid of those ugly lightpoints What about this (unfinished) one : http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] lamp-post appearance depends on camera tilt angle
- James Sleeman a écrit : Could the poster be referring to the pole in the middle distance on the right directly above the compass, it changes from bright whites into greys, or even transparence. Pretty subtle. I have a hard time seeing any difference between the two images. This is an aliasing problem inherent to texture filtering and mipmapping. Fully transparent pixel are usually black and they smear inside the visible one as the mipmap combine adjacent texel into a semi transparent one. To avoid that, the modeller should assign the same color for all texel before making them transparent. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] News from FlightProSim!
- Heiko Schulz a écrit : Heiko Schulz wrote: Hey folks, you won't belive that- but Flight Pro Sim releases a new version! Isn't it surprising? Did you know that many of the technologies used in FlightGear are the same within FlightProSim? And that this has many improved graphics as well as 3D clouds and cool water? And did you know that we all are paid? That FlightProSim is a paid Flight Simulator so more work and time goes into it than a volunteer one? This guy is getting annoying. Erik Hopefully you didn't mean me! ;-) Indeed, we should react a bit harder now I think Making advertisement in our own forum shows that it is getting serious now I think the whole thread should be removed by the moderator. I see no point making him advertisement and letting the flames grow up. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] News from FlightProSim!
- Martin Spott a écrit : Frederic Bouvier wrote: I think the whole thread should be removed by the moderator. I see no point making him advertisement and letting the flames grow up. Oh yes, I'm supportive of this procedure, also of installing a 'flightprosim.flightgear.org' page - which could get re-directed to the respective Wiki page (and re-used for whichever future scam), What will happen if this guy creates a flightgear.flightprosim.com page ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Microsoft C++ exception: FP_Inactive
- Erik Hofman a écrit : 乌兰巴根 wrote: Hi guys: I ever successfully build and run the flightgear-1.9.1 under WindowsXP by MSVC90. It is a great work and very interesting. Last week I download the source packege of flightgear-2.0.0. Build the source of flightgear is OK, but when step to debug, there is an exception: First-chance exception at 0x7c812afb in fgfs.exe: Microsoft C++ exception: FP_Inactive at memory location 0x0012f682.. It almost comes out every mainloop. The first thing that crosses my mind is: do you have matching FlightGear and SimGear sources and do you have a matching base package installed? (And is the new binary looking for the matching base package in the right place?) Durk use exceptions to return errors. FP means Flight Plan, not Floating Point. That's normal program execution, but it's really annoying when you want to debug because all these exceptions are a performance killer for the debugger, and it is not possible to hide the First chance exception message. There definitively a room for improvement here. A return code is the first thing that comes to mind. Or disable AI and Flight plans when you want to debug. That's not very useful tip when you want to debug AI itself. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Microsoft C++ exception: FP_Inactive
- James Turner a écrit : On 16 Mar 2010, at 08:43, Frederic Bouvier wrote: Durk use exceptions to return errors. FP means Flight Plan, not Floating Point. That's normal program execution, but it's really annoying when you want to debug because all these exceptions are a performance killer for the debugger, and it is not possible to hide the First chance exception message. There definitively a room for improvement here. A return code is the first thing that comes to mind. Or disable AI and Flight plans when you want to debug. That's not very useful tip when you want to debug AI itself. I've changed this code to stop using exceptions-as-return values - I believe the fix should be in 2.0.0, but I'm not 100% positive about that. I am pretty sure it is not -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] News from FlightProSim!
- Curtis Olson a écrit : If this guy points his users at our forum, that also might be a benefit to us. If flightsimpro users start showing up and asking questions, we could again be patient and welcoming, but explain the situation to them. That way at least for the future, they can get newer versions for free if they wish, and participate in an open community of users. Users of FlightProSim have been scammed and they should not endure our anger. But I am not happy to do the FPS support for free, so we should either tell them, always with courtesy, to ask the FPS support desk, or use the real flightgear. This FPS guy is either a thief if he really modified a GPL program without publishing modifications, or a liar because his claim of having an improved version is not substantiated. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Microsoft C++ exception: FP_Inactive
- James Turner a écrit : On 16 Mar 2010, at 11:12, Frederic Bouvier wrote: I've changed this code to stop using exceptions-as-return values - I believe the fix should be in 2.0.0, but I'm not 100% positive about that. I am pretty sure it is not I committed the fix on 19th February, it seems - evidently that missed 2.0.0 Thank you anyway. I hadn't see your changes -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders experiments
- HB-GRAL flightg...@sablonier.ch a écrit : Erik Hofman schrieb: I've changed the coverage size of the textures from 1024 to 2000 meter. Hello Erik I guess it is better not to change the texture size to 2000 meters(?) in materials.xml. As I can see the size of the textures fits exactly to the relief when it is 1024 at the moment. The relief (you mean the height of the buildings) can be adjusted in the effect file. The more important thing to me is to get the right horizontal scale. Nothing will change until the next scenery release because the scale is engraved in the scenery files (as texture coordinates) -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Hi David, - David Megginson a écrit : On Thu, Mar 18, 2010 at 8:43 AM, Torsten Dreyer tors...@t3r.de wrote: First of all: That's a really cool eye candy, good work! Seconded. This is the coolest addition I've seen to FlightGear in a long time. What I noticed from a close up is, that it seems that the floor of the buildings is below elevation zero and the roof is at elevation zero. It looks somewhat as if the cities were carved out of the landscape instead of been built uppon it. This is especially irritating when a waterway is crossing an urban area and the water surface is several meters above the ground. I noticed the same problem with roads and 3d buildings -- they're floating above the city. Is it possible to make the bump maps go up instead of down? In Shaders/urban.frag, change line 57 : vec2 dp = gl_TexCoord[0].st; into : vec2 dp = gl_TexCoord[0].st - ds; Tell me what do you think. Try to land in the city. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders experiments
Hi Erik, - Erik Hofman a écrit : Frederic Bouvier wrote: The relief (you mean the height of the buildings) can be adjusted in the effect file. The more important thing to me is to get the right horizontal scale. Nothing will change until the next scenery release because the scale is engraved in the scenery files (as texture coordinates) As far as I know the texture coordinates are normalized, so changing the coverage size in the materials.xml file changes the horizontal scale. As can be seen in the latest version of that file. BTW the heightmap changes accordingly to match the main texture. looking for coverage in the sources, I can't find something related to the texture. As far as I can see, tex coords are computed by sgCalcTexCoords, and this function is called at run time only for ocean tiles. Otherwise, in is called from Terragear, in int TGGenOutput::build( TGConstruct c ) function for terrain except airports. -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : David Megginson wrote: I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried Keep in mind that relief mapping is just trickery to make something look like it is standing out from the scenery. In fact everything is rendered in the same 2d plane. That might be the main cause of this effect. Exactly. If you want real silhouettes, you need to add geometry to the current terrain. It should be possible to alter depth information to have realistic intersections with 3d objects, but I didn't manage so far. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader switches
Le 20/03/2010 08:54, Tim Moore a écrit : On Fri, Mar 19, 2010 at 8:40 PM, Martin Spott wrote: Martin Spott wrote: do I understand correctly, that the former /sim/rendering/shader-experimental property has now been completely superseded by: /sim/rendering/crop-shader /sim/rendering/landmass-shader /sim/rendering/urban-shader /sim/rendering/water-shader No. shader-experimental controls the use of shaders on all geometry, including terrain and models. It's a general use shaders knob. The crop effect, landmass effect, etc. require shader-experimental and their own property to both be true in order to be enabled. It looks like /sim/rendering/shader-experimental is not use anymore and was replaced by /sim/rendering/shader-effects as the global shader switch. -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Depth order problem : 3d objects seen through 3d clouds
Am I the only one seeing that : http://frbouvi.free.fr/flightsim/fgfs-depth-buffer-problem.jpg ? Regards, -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Setting up CVS
If you try to checkout repository :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-2.0.0 as one of the forumer, you'll get this error because there is really no such repository. If you simply copy/paste the suggested :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 repository, you shouldn't encouter an error -Fred Le 21/03/2010 12:09, Alexander Barrett a écrit : Erik, Thanks, I did try those, I guess its some other problem with the setup on my Mac as those just get me the No Such Repository error. Alex On 21 Mar 2010, at 11:01, Erik Hofman wrote: Alexander Barrett wrote: Hi Guys, I'm just setting up CVS on my Mac while I'm not at home and, being an idiot, I've forgotten the CVS settings, as such I'm getting a No Such Repository error. Could someone please remind me of the host and root I should be using? You can find them here: http://flightgear.org/cvs/anoncvs.html -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Le 18/03/2010 23:45, David Megginson a écrit : On Thu, Mar 18, 2010 at 5:56 PM, Frederic Bouvier wrote: I noticed the same problem with roads and 3d buildings -- they're floating above the city. Is it possible to make the bump maps go up instead of down? In Shaders/urban.frag, change line 57 : vec2 dp = gl_TexCoord[0].st; into : vec2 dp = gl_TexCoord[0].st - ds; Tell me what do you think. Try to land in the city. I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried vec2 dp = gl_TexCoord[0].st + ds; and vec2 dp = gl_TexCoord[0].st - 2 * ds; vec2 dp = gl_TexCoord[0].st - ds; was indeed correct, but without depth information, the effect was barely visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg As already specified, the boundary with other types of terrain will not improve because of the parallax trickery. -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : Erik Hofman wrote: Frederic Bouvier wrote: visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg Even more impressive! There's just one thing, the wrong side of the buildings seem to be lit with this update? It's probable the normals in the normal map are inverted. I'll check that tonight. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Frederic Bouviera écrit : - Erik Hofman a écrit : Erik Hofman wrote: Frederic Bouvier wrote: visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg Even more impressive! There's just one thing, the wrong side of the buildings seem to be lit with this update? It's probable the normals in the normal map are inverted. I'll check that tonight. Fixed. What do you think of the night lighting ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] apt.dat format
Fred is that only in the CVS or also in 2.0. All working? This code is in 2.0.0. But as far as I know, the scenery tools are not ready, and can't generate airports from that format -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : Frederic Bouvier wrote: Fixed. What do you think of the night lighting ? It's not entirely what I hoped for, for example the park is completely lit now. Maybe it would be an idea to use the light value as a contrast enhancer for the lit areas? The lit areas are in the blue channel of the relief map texture (the z component of the normal is reconstructed from the x and y components locates in the red and green channels), so a better designer/artist could do a better job than me. For the moment, I only took the floor of the height map with a small decay at the border. The emissive color is also hard-coded in the shader. What do you mean by contrast enhancer ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : Frederic Bouvier wrote: What do you mean by contrast enhancer ? Now all lit pixels are lit equally. Not exactly. What I was suggesting would lit lighter pixels more than darker pixels (I expect multiplying by the gray-scaled pixel color would suffice). The blue channel has the emission factor. One can redo the map to achieve the effect you are suggesting. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] apt.dat format
- Curtis Olson curtol...@gmail.com a écrit : On Wed, Mar 24, 2010 at 3:38 PM, Tim Moore timoor...@gmail.com wrote: I think skirts at a slightly less-than-vertical angle are the way to go. It doesn't matter if skirts of adjacent tiles intersect. If I had to pick a way to handle the seams between different LOD tiles, I think I'd lean towards skirts too ... angles slightly out shouldn't hurt anything, I like that idea. I would create a skirt that replicates the edge, but extending down some safe distance and then out just a small bit. The color and texture coordinates for the bottom of the skirt should duplicate that of the matching edge. I don't think we need to do anything too fancy. I'm a fan of Chunked LOD approaches that switch in different pieces of a mesh instead of changing discrete polygons. But a real LOD scheme that goes all the way out to the full earth would let us fully integrate with OSG's DatabasePager and allow us to easily support terrain paging for multiple views. Yes, there definitely are reasons a LOD scheme would be nice to have. What about ROAM2 that combine big chunk and seamless joins without skirt. This is what I did in this (already posted) video : http://www.youtube.com/watch?v=7WYH27KyUBk The development of this engine stalled for more than a year. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] apt.dat format
- Tim Moore timoor...@gmail.com a écrit : What about ROAM2 that combine big chunk and seamless joins without skirt. This is what I did in this (already posted) video : http://www.youtube.com/watch?v=7WYH27KyUBk It's pretty cool. It's not clear to me how much work on the CPU is happening at run time. The hard part will be getting FlightGear to give up on triangulated irregular networks (TINs). Here, every tile (the numbered triangle in the video) has been computed once before, and were stored in 16-bit monochrome png images, along with the texture. At run time, the png is read and a single mesh (a single strip in fact) of 65536 vertices is built. First version was creating btg files, but the amount of storage need was insane and load time was worse. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] English Electric Lightning no longer runs
- Vivian Meazza a écrit : I have seen something like this if I add the generate tag to a model shader. generate works fine in a terrain shader. However as default you should not be using any model shader with generate. What ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] English Electric Lightning no longer runs
- Vivian Meazza a écrit : Frederic Bouvier - Vivian Meazza a écrit : I have seen something like this if I add the generate tag to a model shader. generate works fine in a terrain shader. However as default you should not be using any model shader with generate. What ? What What? I haven't mentioned this before because I'm still investigating.. Lauri Peltonen also had a look and came up with an odd error which neither of us understood properly, but there is some indication that it depends on the order of the tags. Or it might be that my shaders are simply crap. Or are you querying the default shaders? I am just unaware of this kind of problems and it could have received more publicity than just an anecdote in a somewhat unrelated thread. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] English Electric Lightning no longer runs
Vivian Meazza - Vivian Meazza a écrit : Frederic Bouvier - Vivian Meazza a écrit : Frederic Bouvier - Vivian Meazza a écrit : I have seen something like this if I add the generate tag to a model shader. generate works fine in a terrain shader. However as default you should not be using any model shader with generate. What ? What What? I haven't mentioned this before because I'm still investigating.. Lauri Peltonen also had a look and came up with an odd error which neither of us understood properly, but there is some indication that it depends on the order of the tags. Or it might be that my shaders are simply crap. Or are you querying the default shaders? I am just unaware of this kind of problems and it could have received more publicity than just an anecdote in a somewhat unrelated thread. No one else is reporting it therefore this is most likely my own incompetence, and it's only in shaders that I have written myself. When I have shown that it isn't I will file a bug report. If you are not so sure there is a bug, why are you saying : However as default you should not be using any model shader with generate. so my what ? Good night, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] bumpspec , normal space
- Patrice Poly a écrit : I have been inverting the red and green channels in gimp, now it looks correct in any angle in FG. Either I should see in blender if there is a way to directly bake it like the FG shader expects it, or maybe the shader has a problem, and the red and green channels should work in the other way. I think blender generated normal maps are the quite common way. I may be wrong ! I use the GIMP normal map plug-in to create my normal maps. Here are two example. A bump : http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png A hole : http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png They are created from the same height field image. Reds should point to the bottom right and greens should points to the top left. More precisely: #FF7F7F points to the right #7FFF7F points to the top #007F7F points to the left #7F007F points to the bottom These are the only two realistic combinations. Remember that for OpenGL the origin of the image is the bottom left when the origin of an image is the top left, so that's why an axis should be reverted. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
are you really running a FGFS win32 on a win64? If so, that could be the problem. Why ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
A lot of applications are still Win32, including Visual Studio and Microsoft Office. You can count them in the task list : their name ends with a *32 -Fred - Heiko Schulz aeitsch...@yahoo.de a écrit : Well, is win32 meant to run without any problem on a win64? Just guessing, as I somewhere hear a similar problem (Not FGFS) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html --- Frederic Bouvier fredfgf...@free.fr schrieb am Di, 30.3.2010: Von: Frederic Bouvier fredfgf...@free.fr Betreff: Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen An: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Datum: Dienstag, 30. März, 2010 09:41 Uhr are you really running a FGFS win32 on a win64? If so, that could be the problem. Why ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -Integrierter Anhang folgt- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev -Integrierter Anhang folgt- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
The Win64 version is able to break the 2Gb per process limitation, so it enables you to load more scenery, provided you have enough physical memory. I didn't see a difference in performance. -Fred - Heiko Schulz aeitsch...@yahoo.de a écrit : O.k., I see. Was just a guess, as I wondered why he uses a win32, as you also have a win64 package available. still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html --- Frederic Bouvier fredfgf...@free.fr schrieb am Di, 30.3.2010: Von: Frederic Bouvier fredfgf...@free.fr Betreff: Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen An: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Datum: Dienstag, 30. März, 2010 10:09 Uhr A lot of applications are still Win32, including Visual Studio and Microsoft Office. You can count them in the task list : their name ends with a *32 -Fred - Heiko Schulz aeitsch...@yahoo.de a écrit : Well, is win32 meant to run without any problem on a win64? Just guessing, as I somewhere hear a similar problem (Not FGFS) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html --- Frederic Bouvier fredfgf...@free.fr schrieb am Di, 30.3.2010: Von: Frederic Bouvier fredfgf...@free.fr Betreff: Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen An: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Datum: Dienstag, 30. März, 2010 09:41 Uhr are you really running a FGFS win32 on a win64? If so, that could be the problem. Why ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -Integrierter Anhang folgt- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev -Integrierter Anhang folgt- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -Integrierter Anhang folgt- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev -Integrierter Anhang folgt- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
The 20100328 version has the geometry shader code. You should try the landmass shader of marsh 28th that doesn't use it, and then the one of the 29th that use it. And of course try to disable the landmass shader and only that one. Oliver, the relevant options for rendering are those shown by fgfs itself, not those set by fgrun. BTW: There is no cube map inside that build, CVS only. -Fred - Heiko Schulz aeitsch...@yahoo.de a écrit : Hi, I noticed that parts of the geometry shader of the landmass shader were introduced into CVS after the .exe was done. So the landmass-shader don't work as expected and I can see a heavy impact on fps. I have a quite strong computer, so it may be much worse on less strong computers so this may be the cause of the freezing. still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html --- Oliver Thurau oli.thu...@googlemail.com schrieb am Di, 30.3.2010: Von: Oliver Thurau oli.thu...@googlemail.com Betreff: Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen An: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Datum: Dienstag, 30. März, 2010 12:15 Uhr Hello Fred Thanks for the quick response and sorry for the unspecified error report... figured today I send that mail instead of saving it. for options shaders: - CVS data matches the binary data (28th) - Shaders are all active (no urban shader), - Options: automatic trees, ai-models, time-noon, horizont-effect, Glanz (whaterver that is), 3d-clouds, terrasync, spectecular reflections, particles, bumpmaped clouds, random vegetation, shadows and i always kill every AppData FGFS folder before changing the version.. why 32bit instead of 64bit: I always try the 32bit version before i try the 64bit version (as far as i understand the 64bit version usses parts of the 32bit versions package) and this time there was no point to do since the 32bit was freezing every 10 - 120 sec. I will disabel the shaders (and every other option one by one) and report back after work... the version from 14th everything was running smothly, no problems running the 32bit or 64bit version (as far as i know the only difference 32 / 64 bit is the capebilety to use more RAM) Thanks for all your great FGFS work and BIG thanks for making those CVS binarys aviable, Oliver 2010/3/30 Frederic Bouvier fredfgf...@free.fr What about shaders and other rendering options ? Are the data in sync with the program ? Is there a rendering option where the problem doesn't arise ? (try to disable shaders one by one) -Fred - Oliver Thurau a écrit : What steps will reproduce the problem? 1. loading FG with any plane at KSFO or Moffet 2. after plane loading switch to outside view and look around 3. FG crashes after a couple of seconds without any log entry and freeze with a black screen. cpu load 100%. terragear seems to still work. What is the expected output? What do you see instead? black screen - need to kill FG to get back to fgrun What version of the product are you using? On what operating system? CVS 32bit with binaries(fred) from 28.03.2010 (matching) / win7 64bit ATI3870 driver ccc10.3 Please provide any additional information below. The CVS binaries version from 14.03.2010 runs good. -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -Integrierter Anhang folgt- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev -Integrierter Anhang folgt- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails
Re: [Flightgear-devel] Improvements to the material library and materials.xml
Hi Stuart, - Stuart Buchanan a écrit : Hi All, For a while I've been thinking about improving our material handling to allow for more regional variation. For example, the buildings in towns in the USA are quite different from those in the UK, and an evergreen forest in the Carribean is quite different to one in Norway. I'm currently working on improvements to the materials library (simgear/scene/mat/matlib.cxx primarily) so that one can define a material overlay for a given region. So one can define a region with lat/lon (possibly with a convex hull of points, or possibly just a min/max lat/lon) and a set of material definitions which over-ride this of the default materials.xml. When determining the material for a given point, the library goes through each region in turn, and if the current point lies within it and there is an appropriate materials definition, uses it. Obviously there would be a global region with the current materials.xml file referenced. I'm quite some way from a complete solution, but I thought I would bring it up as I suspect that many other people have thought about this as well in the past. What about putting subset of the current materials.xml inside the scenery tree ? The material library could search either, in that order : 1- ./tile.mat.xml ( along with tile.stg and tile.btg.gz ) 2- ./materials.xml (shared for the 1x1 area ) 3- ../materials.xml (shared for the 10x10 area ) 4- $FG_ROOT/materials.xml for a given material. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
I am not sure I understand the situation. Do you mean the last version of the shader crash fgfs ? If it's the case, what is your hardware setup ? what means no cube map? I was replying to a side question earlier in this thread about a patch Vivian mentioned to make the new Lightning F1 work ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/LightningF1-1.png -Fred - Oliver Thurau a écrit : Hello Fred After trying the settings i figured the landmass shader causes the crash. After reading the post of the topping I was trying to check out 29 th and 27 and figured I was always getting the same files. It seems my version of tortoise cvs when set to German has issues with the Date. It uses the “Mär” instead of “Mar” and fails and loaded the latest version of the file instead. Grabbed the stable release 1.10.10 from tortoisecvs and I only run into a date error instead of wrong update with the german settings. Changing to English language settings gets me a working update without date error. So sorry for all the fuzz… with the actual version of the CVS data your version works very nice. BIG TIME SORRY. what means no cube map? Best regards and thanks, Oliver 2010/3/30 Frederic Bouvier fredfgf...@free.fr The 20100328 version has the geometry shader code. You should try the landmass shader of marsh 28th that doesn't use it, and then the one of the 29th that use it. And of course try to disable the landmass shader and only that one. Oliver, the relevant options for rendering are those shown by fgfs itself, not those set by fgrun. BTW: There is no cube map inside that build, CVS only. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Issue with Landmassshader in CVS
Hi Heiko, - Heiko Schulz a écrit : Hi, I wonder what does the updated landmassshader in CVS is meant to do. Using the c172p I notice that it doesn't recognized the landmass as solid anymore and falls trough. Using CVS 03/28/2010 with Fred's latest .exe and matching data www.hoerbird.net/landmassshader.jpg It is supposed to picture the volume of the forest, as you usually can't land on the top of the trees, I don't think it is so unrealistic ;-) Ok, with the current shader, there is no ground but it is easy to emit another triangle to restore it. As it is purely a GPU effect, the ground is still at its original location. In order to hit the tree tops, the scenery would have to be displaced for forests. Another problem in the current materials.xml is that landmass shader is used for forest and other treeless areas. I'd better create a forest shader and restore the default landmass shader. BTW, the current urban shader is also rather odd seen from the ground. All of this are experiments open to critics before adoption. I can see there is a huge performance penalty on 2-years old GPUs, so we also need performance vs eye candy user setting to choose which technique could be applied besides simple advertised extension support -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear
Hi David, I presume it's the geometry shader support that is causing this. Try to disable technique number 8 in landmass.eff regards, -Fred -- message original -- Sujet: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear De: David Megginson david.meggin...@gmail.com Date: 05.04.2010 22:36 When I enable landmass effects in a FlightGear binary built from today's CVS (and using today's base package), my entire computer freezes and I can reboot only by cutting power. Urban effects still work, however. With a binary built from the March 13 CVS, I can enable landmass effects -- still using today's base package -- with no bad effects. I'm using Ubuntu Lucid, with this card info from the X log: (--) PCI:*(0:1:5:0) 1002:9612:103c:3045 ATI Technologies Inc RS780M/RS780MN [Radeon HD 3200 Graphics] rev 0, Mem @ 0xc000/268435456, 0xd230/65536, 0xd220/1048576, I/O @ 0x5000/256 and (II) Module glx: vendor=FireGL - ATI Technologies Inc. compiled for 7.5.0, module version = 1.0.0 All the best, David -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear
- David Megginson a écrit : On Tue, Apr 6, 2010 at 4:19 AM, Frederic Bouvier wrote: I presume it's the geometry shader support that is causing this. Try to disable technique number 8 in landmass.eff regards, That was it -- no crash after commenting it out. Is it likely a problem with my graphics card driver, or the FlightGear code? Your card or driver advertise support of geometry shader but doesn't behave correctly with them. If the extension wasn't supported, the effect would have fallbacked to technique number 9 that doesn't use them. I think there is an OSG environment variable (OSG_GL_EXTENSION_DISABLE iirc) to disable buggy extension, and fgrun allows to set environment variable before starting fgfs. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear
On Tue, Apr 6, 2010 at 4:19 AM, Frederic Bouvier wrote: I presume it's the geometry shader support that is causing this. Try to disable technique number 8 in landmass.eff regards, That was it -- no crash after commenting it out. Is it likely a problem with my graphics card driver, or the FlightGear code? Your card or driver advertise support of geometry shader but doesn't behave correctly with them. If the extension wasn't supported, the effect would have fallbacked to technique number 9 that doesn't use them. I think there is an OSG environment variable (OSG_GL_EXTENSION_DISABLE iirc) to disable buggy extension, and fgrun allows to set environment variable before starting fgfs. set OSG_GL_EXTENSION_DISABLE=GL_EXT_geometry_shader4 should work -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI-Balloons
- Curtis Olson a écrit : On Wed, Apr 7, 2010 at 9:39 AM, Torsten Dreyer wrote: Hi, I have just commited the add-on from the forum user gooneybird to the CVS- data. If you enable the balloon_demo scenario in your preferences.xml, you should see some balloons ahead of you aircraft after starting FlightGear. They get takeoff clearance before you will within the next minute and they will leave the ground soon. The will climb to approx. 2000ft above ground and drift away with the wind. Here's a dumb question, how hard would it be to create a gui that displays all the possible ai scenarios and allows you to start one from inside the sim (versus editing the preferences.xml)? This is not what you asked, but fgrun already displays all available scenarios. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Reflection Shader- Very Nice but....
- Heiko Schulz a écrit : I have to create now the next days the CubeMaps using FGFS and RealWorld. It would be nice if we could create the cube map texture as a screenshot from a position in flightgear -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Normal map shader example - c172p
Hi Stuart, - Stuart Buchanan a écrit : Hi All, I've just updated the c172p to make use of the bumpspec Effect for a bump-map. I've still to get the rivet separation right, but the effect so far is rather pleasing: http://www.nanjika.co.uk/flightgear/fgfs-screen-004.png Glad to see the effect is used. I noticed the bump is reverted on one axis. In a previous thread, I wrote : I use the GIMP normal map plug-in to create my normal maps. Here are two example. A bump : http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png A hole : http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png They are created from the same height field image. Reds should point to the bottom right and greens should points to the top left. More precisely: #FF7F7F points to the right #7FFF7F points to the top #007F7F points to the left #7F007F points to the bottom These are the only two realistic combinations. Remember that for OpenGL the origin of the image is the bottom left when the origin of an image is the top left, so that's why an axis should be reverted. Looking closely at the wing map : http://frbouvi.free.fr/flightsim/gimp-normalmap-c172.png It appears that reds are pointing to the top right and greens to the bottom left. You may need to check the 'Invert Y' box in order to get them right. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] User selectable quality level for effects
Hi, I commited changes to help users to tune their rendering quality according to their available hardware. As a picture is worth a thousand words, see : http://frbouvi.free.fr/flightsim/fgfs_quality_level.gif I encourage effect designers to use this new /sim/rendering/quality-level property to allow users to have a better experience with new enhancements in flightgear Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)
Le 11/04/2010 11:21, Erik Hofman a écrit : Frederic Bouvier wrote: Hi, I commited changes to help users to tune their rendering quality according to their available hardware. As a picture is worth a thousand words, see : http://frbouvi.free.fr/flightsim/fgfs_quality_level.gif I encourage effect designers to use this new /sim/rendering/quality-level property to allow users to have a better experience with new enhancements in flightgear You know, so much has happened the last few weeks that made me wonder if it might be a good idea to schedule the release FlightGear 2.1 within a month or two? I was reading this forum thread few minutes ago : http://flightgear.org/forums/viewtopic.php?f=5t=7358 and I wonder if its author, Thorsten with an 'H', already got in touch with someone with CVS write access for a CVS inclusion. A new fgfs version should have this. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)
Vivian, Frederic Bouvier I was reading this forum thread few minutes ago : http://flightgear.org/forums/viewtopic.php?f=5t=7358 and I wonder if its author, Thorsten with an 'H', already got in touch with someone with CVS write access for a CVS inclusion. A new fgfs version should have this. I have it here, and could upload it (except the small source code patch). Not sure that I would recommend it right now - it _looks_ like a regression. The visual aspects are well short of our current 3d clouds, and it is hard to use. That said, the underlying principles are very interesting, and we should be pursuing this. I understand action is in hand to amalgamate the best aspects of out current 3d clouds and Thorsten's clouds. It is available for download, if you scrabble around hard enough - took me best part of an evening to find it, and can't remember how I did it in the end. The trouble is Thorsten seems to develop his stuff in a vacuum - I have a couple of queries and can't find any way of getting in touch with him. I don't want to commit anything without the active consent of the author. I only looked at the screenshots but didn't try to install it myself. I was busy on other things lately. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGFS stuck (was User selectable quality level for effects)
Le 11/04/2010 17:10, Heiko Schulz a écrit : O.k., I got it now working. Still no real Idea what went wrong- maybe my CVS-update scrambled things. When will we change to GIT? Sorry for the noise I was about to write that I don't have any idea. Glad to read the problem resolved. Does it make a difference in term of speed. What is your prefered index and what is your hardware. It could be handy to build a scale level vs hardware -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AntiAiliasing and Shaders
Le 11/04/2010 17:23, Heiko Schulz a écrit : Hi, with the more and more numbers of shaders effetcs I noticed, that I have no AntiAliasing on Objects/ sceneryparts, where shaders are applied. I checked my settings on my Nvidea-panel, but AntiAiliaising is set to the highest value (16x Q) As I have seen some screenshots here with out any steps on objects with shaders applied, I guess there is something wrong my my settings. I use Nvidea GT8800 512MB, latest driver Any Idea? try : --prop:/sim/rendering/multi-sample-buffers=true --prop:/sim/rendering/multi-samples=4 -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)
- Ron Jensen a écrit : Apparently there is a new PLIB with a fix for the Microsoft joystick identification bug. It would be great if 2.1 (or 2.0.1?) were built against that one instead of the broken one that prevents windows users from correctly detecting their joysticks. The fix is from me and I added it to the 2.0 binary before it was added to the plib repository, which took a while for different reasons. So there is no need for a new release for that. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)
- j'ai écrit : - Ron Jensen a écrit : Apparently there is a new PLIB with a fix for the Microsoft joystick identification bug. It would be great if 2.1 (or 2.0.1?) were built against that one instead of the broken one that prevents windows users from correctly detecting their joysticks. The fix is from me and I added it to the 2.0 binary before it was added to the plib repository, which took a while for different reasons. So there is no need for a new release for that. http://www.flightgear.org/forums/viewtopic.php?f=24t=2439 http://www.flightgear.org/forums/viewtopic.php?f=24t=2439start=44 -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Effects on OSX
- Martin Spott a écrit : HB-GRAL wrote: BTW: Warning: TangentSpaceGenerator: unknown primitive mode 9 does not go away (from all this bumpspec.eff) but I guess this is not related to my card. Is it? I'm getting tons of this all the time with an NVidia driver on Linux/AMD64. I suspect the people involved are aware of it (since it's already been mentioned here) and it doesn't hurt - so I didn't complain ;-) This is an OSG warning. Unfortunately, polygons were forgotten by the people who wrote the tangent space generator. I posted something about it on the OSG list but got no response. If we want to make it disappear, I presume we'll have to do it ourself -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] landmass geometry shader rewrite
- Tim Moore a écrit : Looks like the same attribute problem. What hardware? for the record, I see an improvement from 8fps to 30fps on a NVIDIA geForce 9700M GT Thank you Tim -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [PATCH] Improve random object selection
Le 23/04/2010 23:07, Stuart Buchanan a écrit : Hi All, As you may recall, there was a bug in the random object placement where the model selected in the case of multiple object definitions in material.xml was random, rather than seeded. This was partially fixed before the release by (I think) Erik. I've now got a better patch using the mt function that we use elsewhere. Patch available from http://www.nanjika.co.uk/flightgear/rand.diff Could someone please review and commit? Thanks, Commited, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VC9 compile fails in groundnetwork.cxx
- Alan Teeder a écrit : Compile report from latest CVS:- groundnetwork.cxx c:\flightgear\source\src\atc\trafficcontrol.hxx(132) : error C4716: 'FGTrafficRecord::setState' : must return a value This is fixed now -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] can't launch flghtgear when openscenegraph iscompiled in release
- Alan Teeder a écrit : From: Ingels David Sent: Tuesday, April 27, 2010 12:18 AM To: flightgear-devel@lists.sourceforge.net Subject: [Flightgear-devel] can't launch flghtgear when openscenegraph iscompiled in release I can't launch flghtgear when openscenegraph is compiled in release there is a bug with the linking to zlib.dll I dont understand why Error is ‘Ordinal 55 not found on zlib.dll’ it seems to be a linking problem with zlib.dll Its only when i compil openscenegraph on other version than debug (release ect...) Help ! David ingels I also had zlib.dll problems. These went away when I re-ordered my PATH environment to ensure that the version of zlib.dll that I wanted was nearer the top. Many programs install their own version of zlib. Depends.exe is the tool you need to find out which dll´´s fgfs (or any other progarm) will actually load at run-time. http://www.dependencywalker.com/ (it is free and recommended by Microsoft at http://technet.microsoft.com/en-us/library/cc738370%28WS.10%29.aspx ) It only happens in release mode because the debug build link to zlibd.lib/dll and it is most likely that the only one in the system is the one located in the 3rdparty directory. zlib.dll and other Open Source libraries are often used even by commercial products and there should be one with a different version elsewhere, possibly in c:\windows\system32 -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] c172p accident ?
Hi, am I the only one to see this strangeness : http://frbouvi.free.fr/flightsim/fgfs_c172p.jpg ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] c172p accident ?
So it's a local problem (sort of). I removed the recently set environment variable OSG_FILE_PATH and the c172p is back to its normal state. The loader is trying to load something from the OpenSceneGraph-Data tree. looking... Indeed, there is a clock.osg in OpenSceneGraph-Data and a clock.ac in Aircraft\c172p\Instruments\clock ans $OSG_FILE_PATH is taking precedence. -Fred - Heiko Schulz a écrit : Lol, Looks like that there is an object on your system with the same name like the clock in the c172p Heiko Hi, am I the only one to see this strangeness : http://frbouvi.free.fr/flightsim/fgfs_c172p.jpg ? -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenGL EXT Functions - native windows
- Erik Hofman a écrit : 3. in the code test if the extension is supported: if (SGIsOpenGLExtensionSupported(GL_EXT_framebuffer_object)) { pglGenRenderbuffers = SGGetGLProcAddress(glGenRenderbuffersEXT); pglBindFramebuffer = SGGetGLProcAddress(glBindFramebufferEXT); framebuffer_object_support = true; } The portable way is to use SGLookupFunction. SGGetGLProcAddress is only available under Unix -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] toow many bugs on flightgear sources
Hi David, your rant could have more weight if you included some examples. Please be more specific to help us improve the current situation. -Fred - Ingels David david.ing...@laposte.net a écrit : There is a lot of bugs in the structure of the project -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Effects on OSX
Hi Yves, - HB-GRAL a écrit : HB-GRAL wrote a lot: Is this proper OpenGL/GLSL? My card/driver is very strict ;-) -Y. Simply unbelievable. I changed less-equal predicates in techniques of model-default.eff, terrain-default.eff and reflect.eff to version 2.1 and GSLS or glextension to _120. I got back my 30 fps and all the shaders working (do not look at KSFO to close, this airport is designed only to sell new computers and video cards). You may say I just broke the shaders here with this, but I do not believe you anymore. Today is another FG-Fiesta here with working shaders, amazing scenery, clouds, material, textures, lights, reflection with an old old ATI Radeon x1600 on a very old computer. Can you send the files you modified ? Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF
- James Turner a écrit : On 12 May 2010, at 05:37, Alex Perry wrote: Two screenshots that demonstrate a use case. http://picasaweb.google.com/alex.pamurray/FlightGearAndroid?authkey=Gv1sRgCLXWsq_p96GFPQfeat=directlink I'd appreciate it if someone could review and commit this SimGear feature: http://gitorious.org/fg/alexperry-simgear/commit/95b62ec3fc898ea281dbef28f25058300baae5c3 A slightly scary use case :) I had a quick look at the diffs, but I don't know that area of the code at all, so I'm hoping someone else will beat me to it. BTW, I never managed to build these OSG plugins with MSVC -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF
- Alex Perry a écrit : On Wed, May 12, 2010 at 1:35 AM, Frederic Bouvier wrote: BTW, I never managed to build these OSG plugins with MSVC Not having the plugins doesn't break the SimGear side code, but the new feature doesn't end up doing anything interesting. The OSG plugins depend on otherwise-optional libraries and headers, otherwise they don't get built, so it's possible that your windows build environment is complete for OSG but doesn't have those extra source trees available to it? Exactly, I didn't find the dependent librairies, either compiled, or compilable, with MSVC. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to stereo?
- Ron Jensena écrit : On Thursday 13 May 2010 20:43:06 小龙 陈 wrote: Hi, I use a Flightgear under windows, so How can I enable the stereo to see the red and cyan effect in Flightgear? Thanks! You must set ENVIRONMENT VARIABLES for OSG. I can not tell you how to do that on windows as I do not use that operating system. http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings You can set environment variables inside fgrun, advanced section -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Effects on OSX
- HB-GRAL a écrit : There seems to be a (maybe only ATI related) bug in fragment shaders. I could not find any information about this in the list/forum/bug tracker. Can you please check this: Following does not work in default.frag, terrain-default.frag and mat-anim.frag for some strict OpenGL/GSLS: recent code: if (!gl_FrontFacing) n = -n; changed to: if (n.z 0.1) n = -n; This works fine for me here. Can you check this? Have you seen this : http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=263576 or this : http://lists.apple.com/archives/mac-opengl/2009/Mar/msg1.html That would confirm your problems. ( I just did google( ati gl_FrontFacing ) BTW ) -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] should src/Include/config.h-msvcXX be in .gitignore?
Le 22/05/2010 20:20, Torsten Dreyer a écrit : Hi, after cloneing the flightgear sources and running make, git status says # modified: config.h-msvc71 # modified: config.h-msvc8 # modified: config.h-msvc90 I didn't touch them for sure. The same thing happens to me with text files in the data repository. My only bet is that it is related to file endings that are transformed by checkout. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Stereoscopic
- Michael Sgier a écrit : - Fgrun export OSG_STEREO_MODE=ANAGLYPHIC;export OSG_STEREO=ON;fgrun These parameters are already settable in the advanced environment section. As always, they are preserved from session to session -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Building FlightGear under Vista
Hi Jon, - Jon S. Berndt a écrit : Where will I find the best, most up-to-date guide on downloading the development version of FlightGear from CVS and building it? Can I used MSVC++ Express 2008? 2010? Thanks. I haven't done this in a long, long, time. Jon On the http://flightgear.org/Downloads/source.shtml download page there are several packages listed as being prerequisites. However, it is not stated whether only the binaries are needed, or source code, or ... ? And I also don't see any 2.9.x releases, as is recommended on the FlightGear download page. I updated this document recently : http://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC I tested the described procedure in a blank virtual machine, so you have good chances to succeed ;-) All the prerequisites are available already compiled from the provided links Anyway, VS2010 is too early for OSG, so stay with 2008 for the moment. Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Windows config.h-mscxx
The files config.h-msvc8 and config.h-msvc90 are necessary for a windows build but are now in .gitignore making them inaccessible. Natively windows has no method to generate these files from the .in files, although this is probably possible by installing Perl, and GNU versions of autoconf and automake. - and then learning how to use them ! Could they be put back into the normal distribution path? It was me, who put them into gitignore because these files are created from the respective *.in files during the build. Maybe I am wrong, but if these files are created from some other sources, they don't belong under source control but the source files do. If I understand the current setup correctly, a run of autogen.sh and configure is required to create the config.h-msvcxx files from the .in files before a windows build can run. I think it is very unfortunate that some *nix system has to run a configure script to generate the files needed for a windows build, put them into the source control system to be accessible for windows users. Maybe Frederic can chime in here with a better idea of how to solve this? I originally included config.h-msvcxx in the autoconf system because there was a long track record of releases made with the wrong version in these files. autoconf is only used to substitute @VERSION@ by the right one. No need of perl or something else, just copy the .in file and replace @VERSION@ by a string, ideally the right version number ;-) If someone is able to alter the project file to autogen this file with the good version number, under Windows, without requiring additional tools, go ahead... Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Windows config.h-mscxx
- Alan Teeder a écrit : Is there any need for this to be done by all new cloners before compilation? It seems to be an unnecessary complication. All GIT users should be currently working with the same version (2.0.0) in both simgear and flightgear. As and when a new version comes about both these files can be updated and committed by whoever is responsible for raising the issue number. As an aside I tried to generate config.h-msc90 with cygwin autoconf - but it failed with an error at line 799 in file configure.ac. I forgot to mention I proposed this change in the CVS era before I had commit privilege. It's obvious that now I could commit the file with the correct version number, because I doubt a Linux developer will do it spontaneously ;-). I am away on vacation now so I can't promise when this will be done, but it may be wise to remove the .in files and their reference in configure.ac, and remove the target files from .gitignore -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Building FlightGear under Vista
vs2008 express doesn't support 64bit compilation. You're stuck to 32bit -Fred - Message d'origine - De: Jon S. Berndt jonsber...@comcast.net Env: mardi 29 juin 2010 02:48 À: 'FlightGear developers discussions' flightgear-devel@lists.sourceforge.net Objet: Re: [Flightgear-devel] Building FlightGear under Vista I have a Core 2 Quad processor, and Vista x64. I am using MS VS C++ Express 2008. I am assuming that I should follow the 64-bit build process. True? Jon I updated this document recently : http://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC I tested the described procedure in a blank virtual machine, so you have good chances to succeed ;-) All the prerequisites are available already compiled from the provided links Anyway, VS2010 is too early for OSG, so stay with 2008 for the moment. Regards, -Fred -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Building FlightGear under Vista
Hi James, There is already an inno-setup script in Packages/ that builds fgsetup.exe, with data, but for snapshot builds, I only make zip files of exe and dll, including fgrun. You can see by yourself by downloading from ftp://ftp.ihg.uni-duisburg.de/Flightgear/Win32 . There is a wiki page that describe how to stay current under Windows. Regards, -Fred - Message d'origine - De: James Turner ja...@bugless.co.uk Env: mardi 29 juin 2010 08:47 À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Objet: Re: [Flightgear-devel] Building FlightGear under Vista On 29 Jun 2010, at 01:48, Jon S. Berndt wrote: I updated this document recently : http://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC I tested the described procedure in a blank virtual machine, so you have good chances to succeed ;-) All the prerequisites are available already compiled from the provided links Anyway, VS2010 is too early for OSG, so stay with 2008 for the moment. Thanks Fred, I'm going to attempt to apply these steps in a blank WinXP VM this evening, and hence finally have a reliable windows slave in my little build farm. Are there any additional steps prior to zipping up some files, to make a nightly build? I've written NSIS scripts before that could make a simple installer for nightlies, but I guess there's a 'real' installer script already? Possibly dependent on FGRun, however. Thanks again, James -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depreciating ATCDCL (Was: Crashes on reset/re-position)
Hi Durk, Le 30/07/2010 09:38, Durk Talsma a écrit : And, as an aside, but I'm sure everybody is aware of that: only the _default_ compilation behavior is changed. If you compile with --enable-atcdcl, you'll still be able to get ATIS messages. By the way, kln89_page_apt.cxx ( http://gitorious.org/fg/flightgear/blobs/next/src/Instrumentation/KLN89/kln89_page_apt.cxx ) is still referencing unconditionally ATCDCL(line 29). Changing that line to : #if ENABLE_ATCDCL #include ATCDCL/commlist.hxx #else #include ATC/atcutils.hxx #endif leads to compilation errors (ATCData not defined, that is a struct, not a class BTW). I commited some changes to fix the MSVC build, but i didn't address that issue. Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- The Palm PDK Hot Apps Program offers developers who use the Plug-In Development Kit to bring their C/C++ apps to Palm for a share of $1 Million in cash or HP Products. Visit us here for more details: http://p.sf.net/sfu/dev2dev-palm ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] SimGear Shared Object Libaries
Hi, - Chris Baines cbain...@gmail.com a écrit : Hello, I am trying to update the SimGear package in Debian (from 1.9.1 to 2.0.0), I have packaged the current version of fgrun and plan to upload it, but it only compiles with SimGear (v2.0.0). The current Debian Maintainer is as far as I can tell not active at the moment, which is why I have ended up trying to upgrade the package myself. The Maintainer has included a makefile that takes the static libraries and makes them is to shared object libraries. However these libraries have circular dependencies that I cant seam to solve. For instance the following shared object libraries are interdependent on each other: libsgprops -- libsgmisc libsgprops -- libsgstructure libsgmaterial -- libsgutil libsgtiming -- libsgstructure This prevents me from compiling FlightGear with the package as it errors like: /usr/lib/gcc/i486-linux-gnu/4.4.5/../../../../lib/libsgstructure.so: undefined reference to `SGTimeStamp::stamp()' Is this something you can help me with? On Unix, you can resolve circular dependencies by including the same library several times in the command line. For example : -lsgprops -lsgmisc -lsgprops After that, you have to find the good combination. fgrun/src/Makefile.am includes the following line : simgear_libs = -lsgmodel -lsgscreen -lsgprops -lsgxml -lsgdebug -lsgbvh -lsgmaterial -lsgmodel -lsgutil -lsgstructure -lsgprops -lsgtgdb -lsgmath -lsgmisc -lsgbvh -lsgio -lsgbucket -lsgmodel -lsgutil Notice the repetitions. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- The Palm PDK Hot Apps Program offers developers who use the Plug-In Development Kit to bring their C/C++ apps to Palm for a share of $1 Million in cash or HP Products. Visit us here for more details: http://p.sf.net/sfu/dev2dev-palm ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel