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

2009-06-23 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] FlightGear Newsletter July 2009

2009-06-26 Thread Frederic Bouvier
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

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[Flightgear-devel] JSBSim : potential division by zero error

2009-06-27 Thread Frederic Bouvier
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

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[Flightgear-devel] Problematic code in xmlauto.cxx

2009-06-27 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] FGRun Build Error and Segfault.

2009-07-02 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc interpolator.cxx, 1.2,

2009-07-27 Thread Frederic Bouvier
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.
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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc

2009-07-27 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] CVS Win32 build FTP site error, and also was Re: Still Multiplayer Weirdness...

2009-07-27 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Can't find Plib files when linking

2009-08-19 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Compiling CVS FlightGear first time-files not found: svn_autth.h, osgd.lib, fltkd.lib

2009-08-20 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Compiling CVS FlightGear first time-files not found: svn_autth.h, osgd.lib, fltkd.lib

2009-08-20 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Will texture animation be restored for the next release?

2009-08-21 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Will texture animation be restored for the next release?

2009-08-21 Thread Frederic Bouvier
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
 
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Re: [Flightgear-devel] Nominations for Aircraft Selection in theFlightGear 2.0 Release

2010-01-19 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] FlightGear 2.0.0 release process: Update

2010-02-02 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] FlightGear 2.0.0 release process: Update

2010-02-02 Thread Frederic Bouvier
- 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.

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Re: [Flightgear-devel] rotated screen

2010-02-17 Thread Frederic Bouvier
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 
 


 
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Re: [Flightgear-devel] Proposed new set of splash screens

2010-02-19 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] VC90 compile fail in WaypointList.cxx

2010-02-22 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] VC90 compile fail in WaypointList.cxx

2010-02-22 Thread Frederic Bouvier

- 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.

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Re: [Flightgear-devel] VC90 compile fail in WaypointList.cxx

2010-02-22 Thread Frederic Bouvier
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

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[Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Patch to protect terrasync SVN from ^C

2010-03-01 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Patch to protect terrasync SVN from ^C

2010-03-03 Thread Frederic Bouvier
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 

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[Flightgear-devel] Shader question

2010-03-07 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Shaders experiments

2010-03-12 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Shader question

2010-03-13 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Shader question

2010-03-13 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Frederic Bouvier
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



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Re: [Flightgear-devel] Shader question

2010-03-14 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] lamp-post appearance depends on camera tilt angle

2010-03-15 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-15 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-15 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Microsoft C++ exception: FP_Inactive

2010-03-16 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Microsoft C++ exception: FP_Inactive

2010-03-16 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-16 Thread Frederic Bouvier
- 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 

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Re: [Flightgear-devel] Microsoft C++ exception: FP_Inactive

2010-03-16 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-18 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Shaders experiments

2010-03-19 Thread Frederic Bouvier
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.


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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-19 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] Shader switches

2010-03-20 Thread Frederic Bouvier
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


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[Flightgear-devel] Depth order problem : 3d objects seen through 3d clouds

2010-03-21 Thread Frederic Bouvier
Am I the only one seeing that :
http://frbouvi.free.fr/flightsim/fgfs-depth-buffer-problem.jpg
?

Regards,
-Fred


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Re: [Flightgear-devel] Setting up CVS

2010-03-21 Thread Frederic Bouvier
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
 


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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-22 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-23 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-23 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Frederic Bouvier
 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 

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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-24 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-24 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Frederic Bouvier

- 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. 
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Frederic Bouvier

- 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 



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Re: [Flightgear-devel] English Electric Lightning no longer runs

2010-03-25 Thread 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 ?

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Re: [Flightgear-devel] English Electric Lightning no longer runs

2010-03-25 Thread 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.

-Fred

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Re: [Flightgear-devel] English Electric Lightning no longer runs

2010-03-25 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] bumpspec , normal space

2010-03-30 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Frederic Bouvier
 are you really running a FGFS win32 on a win64? 
 If so, that could be the problem. 

Why ? 

-Fred 

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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Frederic Bouvier
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 
 
 -- 
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 http://www.youtube.com/user/fgfred64 Videos 
 
 
 -Integrierter Anhang folgt- 
 
 
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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Frederic Bouvier
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 
  
  -- 
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  http://www.youtube.com/user/fgfred64 Videos 
  
  
  -Integrierter Anhang folgt- 
  
  
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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Frederic Bouvier
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. 
 
 -- 
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 http://my.fotolia.com/frfoto/ Photo gallery - album photo 
 http://www.youtube.com/user/fgfred64 Videos 
 
 
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 Flightgear-devel@lists.sourceforge.net 
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel 
 
 
 
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Re: [Flightgear-devel] Improvements to the material library and materials.xml

2010-03-30 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Frederic Bouvier

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 

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Re: [Flightgear-devel] Issue with Landmassshader in CVS

2010-04-02 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear

2010-04-06 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear

2010-04-07 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear

2010-04-07 Thread Frederic Bouvier
  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
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Re: [Flightgear-devel] AI-Balloons

2010-04-07 Thread Frederic Bouvier
- 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 


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Re: [Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-08 Thread Frederic Bouvier
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

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[Flightgear-devel] User selectable quality level for effects

2010-04-10 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-11 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-11 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] FGFS stuck (was User selectable quality level for effects)

2010-04-11 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] AntiAiliasing and Shaders

2010-04-11 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-13 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-13 Thread Frederic Bouvier
- 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

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Re: [Flightgear-devel] New Effects on OSX

2010-04-21 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] landmass geometry shader rewrite

2010-04-23 Thread Frederic Bouvier
- 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 

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Re: [Flightgear-devel] [PATCH] Improve random object selection

2010-04-25 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] VC9 compile fails in groundnetwork.cxx

2010-04-25 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] can't launch flghtgear when openscenegraph iscompiled in release

2010-04-27 Thread Frederic Bouvier
- 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 


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[Flightgear-devel] c172p accident ?

2010-05-01 Thread Frederic Bouvier
Hi,

am I the only one to see this strangeness :
http://frbouvi.free.fr/flightsim/fgfs_c172p.jpg
?

-Fred

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Re: [Flightgear-devel] c172p accident ?

2010-05-01 Thread Frederic Bouvier
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
  ?

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Re: [Flightgear-devel] OpenGL EXT Functions - native windows

2010-05-03 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Frederic Bouvier
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 


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Re: [Flightgear-devel] New Effects on OSX

2010-05-11 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-12 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-12 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] How to stereo?

2010-05-14 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] New Effects on OSX

2010-05-14 Thread Frederic Bouvier

- 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


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Re: [Flightgear-devel] should src/Include/config.h-msvcXX be in .gitignore?

2010-05-22 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Stereoscopic

2010-06-12 Thread Frederic Bouvier

- 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 


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Re: [Flightgear-devel] Building FlightGear under Vista

2010-06-26 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] Windows config.h-mscxx

2010-06-26 Thread Frederic Bouvier
  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



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Re: [Flightgear-devel] Windows config.h-mscxx

2010-06-26 Thread Frederic Bouvier

- 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


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Re: [Flightgear-devel] Building FlightGear under Vista

2010-06-29 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Building FlightGear under Vista

2010-06-29 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Depreciating ATCDCL (Was: Crashes on reset/re-position)

2010-07-31 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] SimGear Shared Object Libaries

2010-08-03 Thread Frederic Bouvier
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

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