Re: [Flightgear-devel] perplexing make error

2002-04-17 Thread Keith Wiley

 The next thing to try would be to find all the .deps subdirectories
 throughout the entire project and nuke them.  I think running the
 following should do the trick:
 
 make distclean-depend

make couldn't find a target for that guy, but I can kill them
manually.  I'm trying a cvs -dPA at the moment.


Keith Wiley[EMAIL PROTECTED]
http://www.unm.edu/~keithw http://www.mp3.com/KeithWiley

Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy.
   --  Edwin A. Abbott, Flatland



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Re: [Flightgear-devel] flightgear performance

2002-04-17 Thread Jonathan Polley

I find that Linux provides the most CONSISTENT performance, since 
FlightGear supports multiple threads under Linux (./configure 
--with-threads).  I use this so the page build rate does not get degraded 
by the loading of scenery.  I do build under both Windows (9x) and Linux 
and see very similar FPS values.  I would go with the compiler environment 
you prefer.  If you prefer an IDE, you may want to use MSVC under Windows.
   I don't know if you can build FlightGear under something like KDevelop.

Jonathan Polley
On Wednesday, April 17, 2002, at 09:15 AM, Curtis L. Olson wrote:

 Marcel Wittebrood writes:
 Dear developers,

 I am in process to become a developer. I wandered though the archives
 but could not find an answer to my question :

 Which operating system (Lunix or Windows) gives the best flightgear
 performance on the same computer ?

 Stated in other words. Is there any noticeable difference in the number
 of frames/ sec. when running on either Windows or Linux ?

 There isn't a direct answer to your question.  It depends mostly on
 the particular video card you have and the quality of it's windows
 vs. linux driver software.

 For nvidia cards, nvidia makes both the linux and windows drivers and
 as I understand it, they share a common core code set, so performance
 between windows/linux with nvidia hardware is nearly identical.  For
 other cards your results may vary.

 But in terms of windows vs. linux there really isn't much difference
 once the applications is up and running.

 You might find differences in compiling with gcc on linux vs. cygwin
 on windows.  (But gcc on linux vs. msvc on windows might be a fairer
 test to do.)  You might find differences if you measure just the
 amount of time to load data off the hard drive, although your quality
 of disk subsystem hardware (i.e. scsi vs. ide) plays a big part there
 as well.  You might find differences if you run other intensive
 programs on the same machine at the same time (but you don't want to
 do that usually on either platform.)  You might find differences if
 you are low on memory and have to page swap.

 But, for smooth frame rates on any platform you want a fast processor,
 a fast video card, good drivers for that video card, enough memory so
 you don't have to page swap, and you don't want other processes
 running and competing for the cpu.

 So, the answer is yes you may find some differences if you look
 closely, but no probably none that have any real signficance (beyond
 the quality of your video card drivers.)

 Choose your favorite OS, hardware, compiler, and video card and
 hopefully flightgear will run just fine on it.  If not, hopefully you
 can help us fix the problems and/or port the code to your platform.

 Best regards,

 Curt.
 --
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] Coordinate Systems

2002-04-17 Thread Sam Varner

My model uses a rotation matrix to specify its orientation.  But it
looks like FlightGear wants Euler angles.  Is there funcitonality for
converting from one to the other in FG or PLIB?  Also, I'm using a
cartesian vector for position.  Is there a good way of converting to
geocentric coordinates?  I didn't consider driving around the world when
I started my project:)




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Re: [Flightgear-devel] perplexing make error

2002-04-17 Thread Curtis L. Olson

Keith Wiley writes:
  The next thing to try would be to find all the .deps subdirectories
  throughout the entire project and nuke them.  I think running the
  following should do the trick:
  
  make distclean-depend
 
 make couldn't find a target for that guy, but I can kill them
 manually.  I'm trying a cvs -dPA at the moment.

If the cvs update -dPA doesn't do the trick, try killing all your
.deps subdirectories inside the FlightGear src.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] perplexing make error

2002-04-17 Thread Keith Wiley

I managed to sort out the problems and get things to compile.  I was
forced to remove my altered versions of fg_init.cxx and options.cxx.  It
refused to merge them, or replace them, or compile them, or whatever.  But
by removing my files, it recvsed the cvs versions and it compiled.

I am still dreadfully disappointed in the framerate.  It runs about 1 or 2
fps, whereas if I run the latest binary download I get 7 or 8 fps.


Keith Wiley[EMAIL PROTECTED]
http://www.unm.edu/~keithw http://www.mp3.com/KeithWiley

Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy.
   --  Edwin A. Abbott, Flatland



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Re: [Flightgear-devel] Coordinate Systems

2002-04-17 Thread Jim Wilson

Sam Varner [EMAIL PROTECTED] said:

 My model uses a rotation matrix to specify its orientation.  But it
 looks like FlightGear wants Euler angles.  Is there funcitonality for
 converting from one to the other in FG or PLIB? 
Yes in Plib.

 Also, I'm using a
 cartesian vector for position.  Is there a good way of converting to
 geocentric coordinates?
That's in SimGear. Take a look at location.cxx in cvs for usage of both in 
FlightGear.

Best,

Jim

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RE: [Flightgear-devel] Coordinate Systems

2002-04-17 Thread Norman Vine

Jim Wilson writes:
Sam Varner [EMAIL PROTECTED] said:

 My model uses a rotation matrix to specify its orientation.  But it
 looks like FlightGear wants Euler angles.  Is there funcitonality for
 converting from one to the other in FG or PLIB?
Yes in Plib.

Eventually anything displayed by SSG, the SceneGraph component
of PLib, has its orientation specified by a rotation matrix.

So it may be you do not need to go from Matrix to Euler Angles and
back again to a Matrix.  My guess is that your orientation is with
respect to the local tangent plane and this may in fact be good
enough as is, if not it certainl;y is no more then a Matrix multiply away
:-)

 Also, I'm using a
 cartesian vector for position.  Is there a good way of converting to
 geocentric coordinates?
That's in SimGear. Take a look at location.cxx in cvs for
usage of both in FlightGear.

Main / Location.hxx is a good place to start looking but my
question is what does your 'cartesian vector' represent ?
It could well be that there is a 'short cut' you can take
as geocentric coordinates are also a 'cartesian vector'.

Hard to tell you exactly what is the 'best approach' for you to
take with out a little more info

Note that I may be a little vague as to exactly what Matrix
you want to use to transform your vectors in that others
are restructuring the pipeline but I believe that the one you
are probably most interested in is still called UP

This represents the surface normal's orientation matrix
at the current location

Cheers

Norman


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RE: [Flightgear-devel] Coordinate Systems

2002-04-17 Thread Sam Varner

On Wed, 2002-04-17 at 18:47, Norman Vine wrote:
 Eventually anything displayed by SSG, the SceneGraph component
 of PLib, has its orientation specified by a rotation matrix.
 
 So it may be you do not need to go from Matrix to Euler Angles and
 back again to a Matrix.  My guess is that your orientation is with
 respect to the local tangent plane and this may in fact be good
 enough as is, if not it certainl;y is no more then a Matrix multiply away
 :-)

If someone shows me how to use my matrix directly, I'll do that.  For
now I've written a conversion function that I'll probably stick into my
matrix class.

 Main / Location.hxx is a good place to start looking but my
 question is what does your 'cartesian vector' represent ?
 It could well be that there is a 'short cut' you can take
 as geocentric coordinates are also a 'cartesian vector'.

The position vector points from some anonymous origin to the origin of
the vehicle's frame.  The origin is wherever the vehicle would be if you
didn't move it.  You could put the origin wherever you want by
explicitly setting the position vector, as long as you do the correct
transformation to FlightGear's coordinate system.  What origin makes the
most sense in this context?

 Note that I may be a little vague as to exactly what Matrix
 you want to use to transform your vectors in that others
 are restructuring the pipeline but I believe that the one you
 are probably most interested in is still called UP

I'll give it a try.

 This represents the surface normal's orientation matrix
 at the current location

Is this normal to the sea-level surface or normal to the terrain?

Thanks for your help.  I'm getting close.


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RE: [Flightgear-devel] Coordinate Systems

2002-04-17 Thread Jon Berndt

Can you describe your matrix?

Is this of any use to you?:

http://jsbsim.sourceforge.net/quaternions.html

 If someone shows me how to use my matrix directly, I'll do that.  For
 now I've written a conversion function that I'll probably stick into my
 matrix class.




smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] perplexing make error

2002-04-17 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 Keith Wiley writes:
   The next thing to try would be to find all the .deps subdirectories
   throughout the entire project and nuke them.  I think running the
   following should do the trick:
   
   make distclean-depend
  
  make couldn't find a target for that guy, but I can kill them
  manually.  I'm trying a cvs -dPA at the moment.
 
 If the cvs update -dPA doesn't do the trick, try killing all your
 .deps subdirectories inside the FlightGear src.
 

make distclean gets the .dep directories.

Best,

Jim

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RE: [Flightgear-devel] Coordinate Systems

2002-04-17 Thread Norman Vine

Sam Varner writes:

On Wed, 2002-04-17 at 18:47, Norman Vine wrote:
 Eventually anything displayed by SSG, the SceneGraph component
 of PLib, has its orientation specified by a rotation matrix.
 
 So it may be you do not need to go from Matrix to Euler Angles and
 back again to a Matrix.

If someone shows me how to use my matrix directly, I'll do that.  For
now I've written a conversion function that I'll probably stick into my
matrix class.

Cool  - get it running first as they say :-)

 Main / Location.hxx is a good place to start looking but my
 question is what does your 'cartesian vector' represent ?

The position vector points from some anonymous origin to the origin of
the vehicle's frame.  The origin is wherever the vehicle would be if you
didn't move it.  You could put the origin wherever you want by
explicitly setting the position vector, as long as you do the correct
transformation to FlightGear's coordinate system.  What origin 
makes the most sense in this context?

My guess is the scenery_center and update everything to reflect
this when this changes.  I think that we can just borrow code from
'prep_ssg_node'  in svenery / tile_entry.cxx to handle this when that 
need arises

 This represents the surface normal's orientation matrix
 at the current location

Is this normal to the sea-level surface or normal to the terrain?

from the ellipsoid's  sea-level  surface

The normal reported by the scenery class 
is the normal to the terrain at this point. 

Clear as mud,  right :-)

Cheers

Norman

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[Flightgear-devel] Propellor graphics

2002-04-17 Thread Julian Foad

The spinning propellor (on c172-3d) needs a bit of work.

It spins even when the model is parked and the engine stopped.  If pause mode is on, 
it spins more slowly but still does not stop.

With magnetos off but starter engaged, the tachometer shows about 600 RPM (i.e. 10 
revs per second).  The propellor spins at one and a bit revs per second.  I think the 
propellor is supposed to be directly driven from the engine crankshaft, but I'm not 
sure.

The two blades are not twisted relative to each other: one blade is pushing and the 
other pulling.

The transparency feature is not working for me, so the propellor disc suddenly appears 
as an opaque object.  I have applied David Megginson's plib-smoothing.dif and my plib 
(from CVS) already appears to have the equivalent of the transparency patch.  That bug 
may be the only reason for the following observation:

The disc that fades in at higher speeds is solid grey for me.  It needs to have a 
(radial) colour profile that matches the blades, i.e. mostly black with some red bits. 
 The expected grey appearance will come automatically when a partially transparent 
black disc is displayed over a light background (sky etc.).

But nevertheless it is a nice fun, eye-catching feature.

- Julian

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Re: [Flightgear-devel] Purpose of the Next Release?

2002-04-17 Thread Julian Foad

Jonathan Polley wrote:
 
 My C training goes back to circa 1985, at which time all floats were
 passed as doubles.

Yes, they were.

  In fact, the modern C/C++ compilers to which I have
 access still do this (I don't use gcc, except to rebuild FlightGear).

Oh?  Which compilers?

  All
 floating-point co-processors do their work in extended precision (usually
 80-96 bits) and shorten the numbers back to the range desired by the
 user,

Certainly some do.  I'm pretty sure that not all do, at least not for functions that 
can be done significantly faster at lower precision.

 and the single-precision math libraries I have used just cast the
 results of the double-precision routines to be single-precision (it saves
 on duplicated code).

At work we use an Intermetrics C compiler (Intertools for NEC V20 series processors) 
that is supplied with a standard software floating-point library that includes 
separate single and double-precision versions of most of the routines.  There is also 
an alternate version of the library which uses the same data sizes (4 and 8 bytes) but 
does not calculate to the full accuracy, and is considerably faster.  You can choose 
the most appropriate library for your application.

 I must be older than anyone else here, but my collegiate C training drove
 home the fact that mixing integer and floating-point can give you
 unpredictable results.  Granted, this was pre-ANSI C.

Maybe it was unpredictable before standardisation, but I feel that's unlikely; I don't 
have the original (KR) reference book to check.  Another possibility is that the 
teacher couldn't predict the results because he/she didn't know the language well 
enough ... that's quite common, unfortunately.

- Julian

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Re: [Flightgear-devel] Purpose of the Next Release?

2002-04-17 Thread Jonathan Polley


On Wednesday, April 17, 2002, at 07:45 PM, Julian Foad wrote:

 Jonathan Polley wrote:

 My C training goes back to circa 1985, at which time all floats were
 passed as doubles.

 Yes, they were.

  In fact, the modern C/C++ compilers to which I have
 access still do this (I don't use gcc, except to rebuild FlightGear).

 Oh?  Which compilers?

We use Rational Ada/C for our embedded development.  Their C compiler 
passes passes floats as doubles for C, but will pass a Float as a single, 
Long_Float as double, in Ada (nothing like consistency).  We get burned by 
that every so often.  This is primarily for Solaris (were our simulation 
environment runs), so it may be a Sun convention as well.  I believe I 
have also seen this interaction between the Aonix Ada compiler and MSVC.  
I tend to see these problems due to our mixed language development.

[...]

 Maybe it was unpredictable before standardisation, but I feel that's 
 unlikely; I don't have the original (KR) reference book to check.  
 Another possibility is that the teacher couldn't predict the results 
 because he/she didn't know the language well enough ... that's quite 
 common, unfortunately.

My C profs were a couple of C hackers form ATT Bell Labs.  Given what 
their area of research was (data communication), I don't think this was 
the issue.



My main purpose for the single- vs. double-precision question was this:  
On this program, given its hardware requirements, does it make sense to 
work with single-precision floating point numbers?  In our case, there 
will be no speed improvement (all platforms need FPUs) and the space 
savings is negligible.  The other issues are just personal whininess.  My 
primary job is supporting avionics software development.  Because it is 
written in Ada, and my work has become mostly C, I get to deal with many 
strange forms of interaction.


Jonathan Polley


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Re: [Flightgear-devel] Propellor graphics

2002-04-17 Thread Curtis L. Olson

Julian Foad writes:
 The spinning propellor (on c172-3d) needs a bit of work.
 
 It spins even when the model is parked and the engine stopped.  If
 pause mode is on, it spins more slowly but still does not stop. 

For me, the propellor does stop completely.

 With magnetos off but starter engaged, the tachometer shows about
 600 RPM (i.e. 10 revs per second).  

Yes, I think the tach probably should only read 100-200 rpm while the
engine is cranking, before it catches.  Maybe Alex (or David) could
watch this on their next flight?

 The propellor spins at one and a bit revs per second.  I think the
 propellor is supposed to be directly driven from the engine
 crankshaft, but I'm not sure.

Yes, the propellor spins way to slowly compared to engine rpm.  This
might be intentional so that it maintains 'smooth' animation.  But, it
is maybe just a little noticably too slow ...

 The two blades are not twisted relative to each other: one blade is
 pushing and the other pulling. 

I've mentioned this to David M. before, but I'm not sure I
communicated this well.  He really needs to take a look at a real prop
and visualize how it pushes the air as it turns.  One of the blades of
the prop is definitely angled 'backwards.'

 The transparency feature is not working for me, so the propellor
 disc suddenly appears as an opaque object.  I have applied David
 Megginson's plib-smoothing.dif and my plib (from CVS) already
 appears to have the equivalent of the transparency patch.  That bug
 may be the only reason for the following observation: 
 
 The disc that fades in at higher speeds is solid grey for me.  It
 needs to have a (radial) colour profile that matches the blades,
 i.e. mostly black with some red bits.  The expected grey appearance
 will come automatically when a partially transparent black disc is
 displayed over a light background (sky etc.). 

You need to upgrade to the latest cvs-plib to get a transparent prop.
David found a bug/limitation in plib when he was trying to impliment a
semi-transparent prop disk.  Unfortunately it's there in the stable
1.4.x releases.

 But nevertheless it is a nice fun, eye-catching feature.

Yes, David did a very nice job on his first crack at it.  A few more
little tweaks and it will 'perfect.' :-)

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Propellor graphics

2002-04-17 Thread Andy Ross

Curtis L. Olson wrote:
  Yes, the propellor spins way to slowly compared to engine rpm.  This
  might be intentional so that it maintains 'smooth' animation.  But,
  it is maybe just a little noticably too slow ...

Actually, I think this is a recent change.  I remember doing some back
of the envelope (er, wristwatch, in this case) work to verify the
speeds when the feature first went in, and the speed looked pretty
much correct.  But in current code, it's slow; maybe an extra factor
of something or other got added?

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


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