RE: [Flightgear-devel] Shadows and joysticks

2003-06-24 Thread Richard Bytheway
I use a Saitek Cyborg 3D Rumble Force, and it is better than any other PC joystick I 
have used (not that many in the comparison group though, and no MS products). 
OK, so the rumble effect doesn't get used in FG, but it is a very nice indication of 
WOW in IL2, and if plib ever gets to support force feedback devices, it would be nice 
in FG too.

Richard

 -Original Message-
 From: Lawrence Manning [mailto:[EMAIL PROTECTED]
 Sent: 23 June 2003 9:57 pm
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Shadows and joysticks
 
 
 
 First post to this list...  been playing with fg for a few 
 weeks now and I
 have to say I'm very impressed.  It runs super on my 2ghz AMD 
 linux box
 with Geforce 4 gfx and the Nvidia drivers.
 
 Ok, questions...
 
 First of all, are there any plans to implement shadows?  A 
 shadow of the
 aircraft over the ground would obviously make judging the 
 height visually
 much easier, and add to the realism.  Of course, the ultimate 
 is to make
 it so mountains and the scenery itself can cast shadows, even into the
 cockpit of the 'plane!  But a good start would be aircraft shadows.  I
 haven't a clue how feasable this is, and the question has 
 probably been
 asked many times before, but here's me asking anyway.
 
 The second question is to ask if anyone can recommend a good 
 joystick for
 flightgear use?  The only thing it will be used for is fg.  Not after
 anything too flashy; just needs the additional rudder and throttle
 controls.  A friend recommened one of the Microsoft sticks, so I'm
 inclined to go for that (say all you like about MS, but they make good
 hardware!  I love my MS optical mouse).  I haven't bought a 
 joystick since
 they used 9 pin D-type connectors and did 4 digital directions and a
 firebutton, so any guidance anyone can give would be great.
 
 Anyway, thanks for the superb software. :) I look forward to future 
 versions and helping in any way I can.
 
 Lawrence
 
 
 
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[Flightgear-devel] Adding Taxiways

2003-06-24 Thread WillyB
I know if I add a totally new airport I have to re-generate the scenery...

If I want to add taxiways to an existing airport can I just edit the airports 
file, default.apt.gz?

TIA

WillyB

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re: [Flightgear-devel] Adding Taxiways

2003-06-24 Thread David Megginson
WillyB writes:

  If I want to add taxiways to an existing airport can I just edit
  the airports file, default.apt.gz?

No, you still need to regenerate scenery.


All the best,


David

-- 
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[Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Martin Spott
I'm about to purchase a used 8-way RS/6000. Coltish as I am I'd like to run
FlightGear on this machine. This won't work out as long as most of the
processing in FlightGear is done in a single thread because each of the
CPU's is not that fast.
As Curt is moving lots of code around to make FlightGear more versatile (I'm
amazed that the programm still works after all this shuffling  ;-)  I'd like
to ask if someone intends to subdivide the current tasks into different
threads in future !?
I know that threading inside an OpenGL context is considered to be a no-no,
but probably there are already several sub-tasks that could be separated.

Please don't consider this as a feature request, it's just me being curious.
Sincerely there are more urgent jobs to do - enabling flying below bridges
or through the Sutro tower, for instance  ;-))

Thanks,
Martin.
-- 
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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Martin Spott wrote:
I'm about to purchase a used 8-way RS/6000. Coltish as I am I'd like to run
FlightGear on this machine. This won't work out as long as most of the
processing in FlightGear is done in a single thread because each of the
CPU's is not that fast.
Things that come in mind are:

 * Sound thread (should be fairly easy)
 * FDM thread/process
 * Maybe (just maybe) an I/O thread?
But I guess that's about it.

Erik



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RE: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Richard Bytheway
 Martin Spott wrote:
  I'm about to purchase a used 8-way RS/6000. Coltish as I am 
 I'd like to run
  FlightGear on this machine. This won't work out as long as 
 most of the
  processing in FlightGear is done in a single thread because 
 each of the
  CPU's is not that fast.
 
 Things that come in mind are:
 
   * Sound thread (should be fairly easy)
   * FDM thread/process

Or even multiple FDM threads for when we get mulitple FDM support.

Richard

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Curtis L. Olson
Erik Hofman writes:
 Martin Spott wrote:
  I'm about to purchase a used 8-way RS/6000. Coltish as I am I'd like to run
  FlightGear on this machine. This won't work out as long as most of the
  processing in FlightGear is done in a single thread because each of the
  CPU's is not that fast.
 
 Things that come in mind are:
 
   * Sound thread (should be fairly easy)
   * FDM thread/process
   * Maybe (just maybe) an I/O thread?
 
 But I guess that's about it.

Personally, I'm not a huge fan of threading unless absolutely
necessary.  Threading adds a tremendous amount of complexity, it can
hide extremely subtle bugs that are extremely difficult to track down
and only show up under rare circumstances.

I saw a lot of nifty looking examples of threading in school, but once
you hit an application with the complexities of FlightGear, you have
to be *really* careful, and *really* know what you are doing, or you
end up making a *really* big mess.  That is a pretty hefty price to
pay.

We put in a *huge* amount of work into the threaded tile pager and I
spent many, many evenings staring at code, scratching my head, running
flightgear for hours trying to track down subtle, rare gotchas.

Think about this another way ... do a profile of flightgear.  I bet
you will find that the graphics rendering portion of FlightGear takes
90-95% of the entire application work load.  If you can't find a way
to split that up (which is nigh unto impossible since this is all
involving opengl which inherently resists threading without a *huge*
amount of effort and complexity[1]) then threading the other 5-10% of
the work isn't going to gain you a whole lot.

[1] The Performer scene graph has app-cull-draw threads, but you pay
the price with an very large amount of complexity, bloat, and some
performance loss for single CPU machines.  On a single CPU machine,
plib will almost always render the same model faster than performer.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Curtis L. Olson wrote:
Erik Hofman writes:

 * Sound thread (should be fairly easy)
 * FDM thread/process
 * Maybe (just maybe) an I/O thread?
But I guess that's about it.

Personally, I'm not a huge fan of threading unless absolutely
necessary.  Threading adds a tremendous amount of complexity, it can
hide extremely subtle bugs that are extremely difficult to track down
and only show up under rare circumstances.
I agree with this. That's why I prefer a FDM process rather than a FDM 
thread. But subtle changes (for example moving the sound into a thread) 
may eventually result in higher framerates even for single processor 
machines.

Erik



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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Lawrence Manning
On Tue, 24 Jun 2003, Erik Hofman wrote:

 Martin Spott wrote:
  I'm about to purchase a used 8-way RS/6000. Coltish as I am I'd like to run
  FlightGear on this machine. This won't work out as long as most of the
  processing in FlightGear is done in a single thread because each of the
  CPU's is not that fast.
 
 Things that come in mind are:
 
   * Sound thread (should be fairly easy)
   * FDM thread/process
   * Maybe (just maybe) an I/O thread?
 
 But I guess that's about it.

Dunno if this is valid, but here's my thoughts.

It would be interesting to profile fg and determine exactly where the time 
is spent.  I'd guess that even a low spec machince could handle the 
simulation aspects of the program; is it not the the rendering that 
consumes the majority of the processing time?  I'm not quite sure how 
threads can help, except possibly with the simulation of hundreds of 
aircraft at once?  Although threading out scenery loading and sound both 
appear good ideas.

It would be interesting to do some tests in wireframe mode on a low spec 
machine and see how it performs?

Lawrence


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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Bernie Bright
On Tue, 24 Jun 2003 07:46:39 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:

[snip]
 
 Think about this another way ... do a profile of flightgear.  I bet
 you will find that the graphics rendering portion of FlightGear takes
 90-95% of the entire application work load.  If you can't find a way
 to split that up (which is nigh unto impossible since this is all
 involving opengl which inherently resists threading without a *huge*
 amount of effort and complexity[1]) then threading the other 5-10% of
 the work isn't going to gain you a whole lot.

For the record, the top 20 functions as reported by oprofile-0.5.3 are:

Cpu type: PIII
Cpu speed was (MHz estimation) : 807.98
Counter 0 counted CPU_CLK_UNHALTED events (clocks processor is not halted)
with a unit mask of 0x00 (No unit mask) count 40
%   symbol name

1.02981 ssgSelector::select(unsigned)
1.03343 FGHitList::IntersectBranch(ssgBranch*, double (*) [4], double*,
double*)
1.07417 ssgEntity::dirtyBSphere() 
1.10563 ssgEntity::getTraversalMask()
1.13437 FGInstrumentLayer::transform() const 
1.15995 SGPropertyNode::hash_table::get(char const*)
1.35369 ssgLeaf::cull(sgFrustum*, float (*) [4], int)
1.47658 slEnvelope::applyToVolume(unsigned char*, unsigned char*, int, int)
1.53362 sgXformPnt3(float*, float const*, float const (*) [4])
1.60288 ssgVtxTable::getNumColours()
1.77896 ssgBranch::recalcBSphere()
2.05825 sgdMakeNormal(double*, double const*, double const*, double const*)
2.1051  SGPropertyNode::hash_table::bucket::get_entry(char const*, bool)
2.2873  sgFrustum::contains(sgSphere const*) const
2.69288 SGPropertyNode::hash_table::hashcode(char const*)
3.03894 ssgVtxTable::getNumVertices()
3.16909 ssgSimpleState::apply()
3.2234  ssgVtxTable::draw_geometry()
4.77468 ssgBranch::cull(sgFrustum*, float (*) [4], int)
4.77513 ssgEntity::cull_test(sgFrustum*, float (*) [4], int)

Bernie

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Lawrence Manning
On Tue, 24 Jun 2003, Curtis L. Olson wrote:

  I'm not quite sure how threads can help, except possibly with the
  simulation of hundreds of aircraft at once?
 
 In the case of simulating 100's of aircraft, threads might provide a
 convenient programming abstraction, but they would add the overhead of
 many context switches.  User space threads are pretty quick, but still
 there is some overhead to switch to a new thread.

Well, with threads you can spread the load across CPUs.  So it is not just
a convience for the programmer.  Afterall, the original poster bought up
the matter of big boxes with lots of slow processors.  The only way to
utilise those is with multiple threads and/or processes.  But I'm
definetly not suggesting that fg would gain alot through threads, because
the biggest job (rendering) is not suitable.
 
  It would be interesting to do some tests in wireframe mode on a low spec 
  machine and see how it performs?
 
 By default, OpenGL will texture, light, and shade the lines of the
 wire frame so this might not necessarily run as fast as you'd hope... :-)

LOL, okay.  Stumped :) Hey how about no display at all...

Lawrence



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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Bernie Bright wrote:

For the record, the top 20 functions as reported by oprofile-0.5.3 are:
The problem is that (as Norman pointed out in the past) optimizing may 
result in a much larger increas in framerate due to the way OpenGL can 
handle processor and graphics tasks simulataniously.

Cpu type: PIII
Cpu speed was (MHz estimation) : 807.98
Counter 0 counted CPU_CLK_UNHALTED events (clocks processor is not halted)
with a unit mask of 0x00 (No unit mask) count 40
%   symbol name


 1.15995 SGPropertyNode::hash_table::get(char const*)
2.1051  SGPropertyNode::hash_table::bucket::get_entry(char const*, bool)
 2.69288 SGPropertyNode::hash_table::hashcode(char const*)

We need to use more pointers to property nodes instead of fgGetString 
type of function calls.

 1.35369 ssgLeaf::cull(sgFrustum*, float (*) [4], int)
 1.77896 ssgBranch::recalcBSphere()
 1.07417 ssgEntity::dirtyBSphere()
4.77468 ssgBranch::cull(sgFrustum*, float (*) [4], int)
4.77513 ssgEntity::cull_test(sgFrustum*, float (*) [4], int)
These are all Bsphere related functons.

So the most time consuming functions really are 
SGPropertyNode::hash_table and ssgBranch::
BSphere

Hmmm, this makes me wonder ...

Erik

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RE: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Norman Vine
Lawrence Manning writes:
 
 It would be interesting to do some tests in wireframe mode on a low spec 
 machine and see how it performs?

I think you wil find that wireframe mode is slower 
esp if you turn off the cloud textures

Norman

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Martin Spott
Lawrence Manning [EMAIL PROTECTED] wrote:

 It would be interesting to profile fg and determine exactly where the time 
 is spent.  I'd guess that even a low spec machince could handle the 
 simulation aspects of the program; is it not the the rendering that 
 consumes the majority of the processing time?

This was my initial thought when I bought an SGI Octane with bells 'n
whistles. But I was proven to be wrong. Erik's O2 is definitely faster with
FlightGear even though the O2's graphics subsystem is much slower. This is
hardly texture-related, his machine simply has the faster CPU.
Unfortunately the tax authorities prevented me from buying the desired CPU
upgrade for the Octane 

 It would be interesting to do some tests in wireframe mode on a low spec 
 machine and see how it performs?

Is there a wireframe-mode in FlightGear ? I thought even the shaded terrain
display has been removed,

Martin.
-- 
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RE: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Curtis L. Olson
Norman Vine writes:
 Curtis L. Olson writes:
  
  Think about this another way ... do a profile of flightgear.  I bet
  you will find that the graphics rendering portion of FlightGear takes
  90-95% of the entire application work load.  
 
 FWIW here are my results from the last time I profiled FGFS trying
 to determine what percentage of time was actually spent drawing
 This was about a year ago, but I doubt if things have changed much
 
%   cumulative   self  self total
   time   seconds   secondscalls  ns/call  ns/call  name
   59.20  0.74 0.7440047 18478.29 19976.49  fgRenderFrame(void)
   20.00  0.99 0.2539218  6374.62  6374.62  fgUpdateTimeDepCalcs(void)
   16.00  1.19 0.20 fgMainLoop(void)
 
 Norman

Also we need to be careful to consider that actual profiling numbers
could vary drastically between platforms, video cards, cpus, operating
systems, video drivers, profiling tools :-), etc.

And also it should be pointed out that FlightGear has a *very* CPU/time
expensive startup and initialization sequence.  This also needs to be
considered when interpretting the profiling numbers.  The longer you
run flightgear, the more the actual running app numbers will become
dominant, and the less dominant the initialization numbers will be.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Curtis L. Olson
Martin Spott writes:
 This was my initial thought when I bought an SGI Octane with bells 'n
 whistles. But I was proven to be wrong. Erik's O2 is definitely faster with
 FlightGear even though the O2's graphics subsystem is much slower. This is
 hardly texture-related, his machine simply has the faster CPU.
 Unfortunately the tax authorities prevented me from buying the desired CPU
 upgrade for the Octane 
 
  It would be interesting to do some tests in wireframe mode on a low spec 
  machine and see how it performs?
 
 Is there a wireframe-mode in FlightGear ? I thought even the shaded terrain
 display has been removed,

The wireframe mode got broke somewhere along the way, but I fixed it
recently.  I haven't tried lately to see if it's broke again, but last
I checked it did work.  It can be useful for debugging your
models/terrain because it will show you the exact triangle layout ...

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Re: keyboard mapping - spoilers and zoom

2003-06-24 Thread Martin Spott
Melchior FRANZ [EMAIL PROTECTED] wrote:

 The keyboard settings should eventually be organized hierarchically:

 1. global keyboard.xml: defines stuff that matters to (almost) all
aircrafts: (Esc-Quit; g/G-gear; f/F-flaps; ...)

Oh yes, I'd definitely support this idea. Does anyone have a patch in the
queue that adds keyboard toggling of the speed brakes ?

Martin.
-- 
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RE: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Norman Vine
Curtis L. Olson writes:
 
 Norman Vine writes:
  Curtis L. Olson writes:
   
   Think about this another way ... do a profile of flightgear.  I bet
   you will find that the graphics rendering portion of FlightGear takes
   90-95% of the entire application work load.  
  
  FWIW here are my results from the last time I profiled FGFS trying
  to determine what percentage of time was actually spent drawing
  This was about a year ago, but I doubt if things have changed much
  
 %   cumulative   self  self total
time   seconds   secondscalls  ns/call  ns/call  name
59.20  0.74 0.7440047 18478.29 19976.49  fgRenderFrame(void)
20.00  0.99 0.2539218  6374.62  6374.62  fgUpdateTimeDepCalcs(void)
16.00  1.19 0.20 fgMainLoop(void)
  
  Norman
 
 Also we need to be careful to consider that actual profiling numbers
 could vary drastically between platforms, video cards, cpus, operating
 systems, video drivers, profiling tools :-), etc.

This is all very true, the above figures are on a 733mz machine with
a geForce2
 
 And also it should be pointed out that FlightGear has a *very* CPU/time
 expensive startup and initialization sequence.  This also needs to be
 considered when interpretting the profiling numbers.  The longer you
 run flightgear, the more the actual running app numbers will become
 dominant, and the less dominant the initialization numbers will be.

Note fgUpdateTimeDepCalcs() and fgMainLoop() are *only* called after 
all initialization is done, so if anything,  they actually consumed a bit more
then their recorded usage time whereas fgRenderFrame is the opposite :-)

Cheers

Norman

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RE: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Curtis L. Olson
Norman Vine writes:
 Note fgUpdateTimeDepCalcs() and fgMainLoop() are *only* called after 
 all initialization is done, so if anything,  they actually consumed a bit more
 then their recorded usage time whereas fgRenderFrame is the opposite :-)

True ... what I was trying to communicate is that if something like a
property string fetch shows up high in list of time consuming function
calls, we don't necessarily know if most of those calls were made
during initialization where it doesn't really matter, or during the
main loop where it matters a lot more.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] native-ctrls wire format ?

2003-06-24 Thread Curtis L. Olson
The structure is defined in src/Network/net_ctrls.hxx

Regards,

Curt.


Martin Spott writes:
 I'm currently trying to 'reverse engineer' the native-ctrls wire format by
 writing to a file:
 
 --native-ctrls=file,out,10,Bla
 
 
 This is quite interesting, but far from being 'readable'  :-)  Aside it
 crashes 'fgfs' when combined with other command line switches. But the
 latter is not the issue here.
 My first try to get a clue about the wire format was by reading lots of
 source code, but as I'm not fluent at C++ this didn't deliver the desired
 result. Now I thought I'd write to a file and have a look at what's going on
 there. This is not human readable (at least not for me).
 
 Is there hope to find a human readable (except from RTSL) documentation on
 what FlightGear expects on a socket, file (pipe) or serial port for being
 controlled externally ? Also I'm not quite shure if I can confine on feeding
 only the 'usual' manual controls into FlightGear to control the flight ?
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --
 
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Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Curtis L. Olson wrote:

True ... what I was trying to communicate is that if something like a
property string fetch shows up high in list of time consuming function
calls, we don't necessarily know if most of those calls were made
during initialization where it doesn't really matter, or during the
main loop where it matters a lot more.
This is the top 20 of FlightGear CVS on my O2:

http://www.a1.nl/~ehofman/fgfs/download/usertime.output.gz

The nice thing is that it also contains OpneGL calls.

Erik

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Martin Spott
Martin Spott [EMAIL PROTECTED] wrote:

 Sincerely there are more urgent jobs to do - enabling flying below bridges
 or through the Sutro tower, for instance  ;-))

I have to correct this statement: It _is_ possible to fly through the Sutro
tower, but it's not that easy to view from inside the cockpit of a YF-23.
Switching to chase-view in the last seconds before 'entry' makes it easier :-)

Martin.
-- 
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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Curtis L. Olson
Lawrence Manning writes:
 Well, with threads you can spread the load across CPUs.  So it is not just
 a convience for the programmer.  Afterall, the original poster bought up
 the matter of big boxes with lots of slow processors.

Right, but we should also bear in mind the a) typical flightgear
platform, b) the fact that the bulk of the flightgear application work
is in rendering the 3d display, c) the practical problems that things
like opengl and our property system is not thread safe, d) the
complexity and subtle bugs that threading *very* often introduces when
added to large complex applications.

I don't want to add a bunch of threads if the only reason is that
threads looked cool and fun when we studied them in a computer science
class, and there is one person with a machine that could benefit.

If someone does want to go thread crazy, please do it in a fork of the
source code.  I'd be interested in hearing the results and any issues
or problems that were encountered as well as any performance gains
realized.

 The only way to utilise those is with multiple threads and/or
 processes.  But I'm definetly not suggesting that fg would gain alot
 through threads, because the biggest job (rendering) is not
 suitable.

Did anyone say if this multi-cpu machine had an accelerated opengl
graphics system?  If it doesn't then this whole discussion is
pointless. :-)

 LOL, okay.  Stumped :) Hey how about no display at all...

You can almost do that ...

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Curtis L. Olson
Erik Hofman writes:
 Curtis L. Olson wrote:
 
  True ... what I was trying to communicate is that if something like a
  property string fetch shows up high in list of time consuming function
  calls, we don't necessarily know if most of those calls were made
  during initialization where it doesn't really matter, or during the
  main loop where it matters a lot more.
 
 This is the top 20 of FlightGear CVS on my O2:
 
 http://www.a1.nl/~ehofman/fgfs/download/usertime.output.gz
 
 The nice thing is that it also contains OpneGL calls.

Does anyone have any ideas for factoring out the
startup/initialization time from these performance reports?

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Curtis L. Olson wrote:

Did anyone say if this multi-cpu machine had an accelerated opengl
graphics system?  If it doesn't then this whole discussion is
pointless. :-)
Maybe not, threaded MESA?

Erik

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Re: [Flightgear-devel] native-ctrls wire format ?

2003-06-24 Thread Martin Spott
Curtis L. Olson [EMAIL PROTECTED] wrote:

 The structure is defined in src/Network/net_ctrls.hxx

Yep, I already read this, but I'm not shure about the the data format of the
values I have to put in there.

I assume the bools have exactly one bit anytime but how large are the
variable values   or with other words: Won't I have to worry about the
platform FlightGear is currently running on ? I suspect 'double' and 'int'
will differ and the whole stuff depends on the CPU's byte order, so I have
to take serious bit-shifting into account, when running the application on
different platforms.

Is an EOL the correct ending of a set of control data over a socket or
serial line ?

Thanks for dealing with this,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Erik Hofman wrote:

I'm about to purchase a used 8-way RS/6000. Coltish as I am I'd like 
to run
FlightGear on this machine. This won't work out a 
Things that come in mind are:

 * Sound thread (should be fairly easy)
 * FDM thread/process
 * Maybe (just maybe) an I/O thread?
Hmm, either an I/O thread would make a huge difference, or it makes no 
difference at all:

http://www.a1.nl/~ehofman/fgfs/download/io.output.gz

Erik

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Re: [Flightgear-devel] native-ctrls wire format ?

2003-06-24 Thread Curtis L. Olson
Martin Spott writes:
 Yep, I already read this, but I'm not shure about the the data format of the
 values I have to put in there.
 
 I assume the bools have exactly one bit anytime but how large are the
 variable values   or with other words: Won't I have to worry about the
 platform FlightGear is currently running on ? I suspect 'double' and 'int'
 will differ and the whole stuff depends on the CPU's byte order, so I have
 to take serious bit-shifting into account, when running the application on
 different platforms.
 
 Is an EOL the correct ending of a set of control data over a socket or
 serial line ?
 
 Thanks for dealing with this,

One big question is what language/platform are you connecting to?

The easiest thing to do would be to write the other application in
C/C++ and just use the exact same structure.  If you look at the
socket calls you will see that you provide a buffer and a length and
it will fill it in with the network data.

You may have to worry about endianess if you are communicating between
two different architectures, but in this case, the code converts
to/from network byte order so that shouldn't be a problem.

The whole task is probably a lot easier than you are making it out to
be. :-)

If you want to know the size of different structures such as bool or
int or double, there is a function in C/C++ called sizeof().  So you
could do something like cout  sizeof(bool)  endl;

I believe the answer is printed in bytes.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Norman Vine
Curtis L. Olson writes:
 
 Erik Hofman writes:
  Curtis L. Olson wrote:
  
   True ... what I was trying to communicate is that if something like a
   property string fetch shows up high in list of time consuming function
   calls, we don't necessarily know if most of those calls were made
   during initialization where it doesn't really matter, or during the
   main loop where it matters a lot more.
  
  This is the top 20 of FlightGear CVS on my O2:
  
  http://www.a1.nl/~ehofman/fgfs/download/usertime.output.gz

You have to let the process run much longer
until things like ssgMakeMipMaps don't show up in the top 100 :-)
 
  The nice thing is that it also contains OpneGL calls.

That is good and bad
the bad part is that it takes time to instrument the profiling 
and since we can't do anything about speeding up the low level 
code why do we want it influencing the run time ??

 Does anyone have any ideas for factoring out the
 startup/initialization time from these performance reports?

Sure, just let FlightGear run for a minimum of 20 minutes when profilng

Cheers

Norman

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Lawrence Manning
On Tue, 24 Jun 2003, Curtis L. Olson wrote:

 Lawrence Manning writes:
  Well, with threads you can spread the load across CPUs.  So it is not
  just a convience for the programmer.  Afterall, the original poster
  bought up the matter of big boxes with lots of slow processors.
 
 Right, but we should also bear in mind the a) typical flightgear
 platform, b) the fact that the bulk of the flightgear application work
 is in rendering the 3d display, c) the practical problems that things
 like opengl and our property system is not thread safe, d) the
 complexity and subtle bugs that threading *very* often introduces when
 added to large complex applications.

Completely agree.  I probably should have kept my mouth (fingers) shut.  
Only certain applications lend themselves strongly towards threading, and
FlightGear obviosly isn't one of them.  My sole expereince with threads is
on Win32 (C/MFC stuff) and I never want to do it again, so understand
completly where you are coming from.

 I don't want to add a bunch of threads if the only reason is that
 threads looked cool and fun when we studied them in a computer science
 class, and there is one person with a machine that could benefit.

Definetly agree on that!  Had the threads are cool, processes suck, from 
my OS Theory prof as well.  I pointed out that its a nice theory, but 
dosn't work quite like that in the real world ;-)

Lawrence


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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Norman Vine wrote:

You have to let the process run much longer
until things like ssgMakeMipMaps don't show up in the top 100 :-)
The nice thing is that it also contains OpneGL calls.
That is good and bad
the bad part is that it takes time to instrument the profiling 
and since we can't do anything about speeding up the low level 
code why do we want it influencing the run time ??
Sometimes you can avoid time consuming OpenGL calls this way.

Does anyone have any ideas for factoring out the
startup/initialization time from these performance reports?
Sure, just let FlightGear run for a minimum of 20 minutes when profiling
This is always a good excuse to use FlightGear ...

Erik



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Re: [Flightgear-devel] native-ctrls wire format ?

2003-06-24 Thread Martin Spott
Curtis L. Olson [EMAIL PROTECTED] wrote:

 One big question is what language/platform are you connecting to?

 The easiest thing to do would be to write the other application in
 C/C++ and just use the exact same structure.  If you look at the
 socket calls you will see that you provide a buffer and a length and
 it will fill it in with the network data.

The prototype is in Perl, aside from Pascal (o.k., and Basic) this is the
only programming language I'm capable of writing a whole program from
scratch   This is one main reason why I prefer to having a bit scheme I
can stick to - whatever language I'm writing in. The other reason is that
I'd like to 'know' (TM) what I'm doing here  :-)

Thanks for your explanation,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] native-ctrls wire format ?

2003-06-24 Thread Jonathan Polley
 
On Tuesday, June 24, 2003, at 11:53AM, Martin Spott [EMAIL PROTECTED] wrote:

Curtis L. Olson [EMAIL PROTECTED] wrote:

 The structure is defined in src/Network/net_ctrls.hxx

Yep, I already read this, but I'm not shure about the the data format of the
values I have to put in there.

I assume the bools have exactly one bit anytime but how large are the
variable values   or with other words: Won't I have to worry about the
platform FlightGear is currently running on ? I suspect 'double' and 'int'
will differ and the whole stuff depends on the CPU's byte order, so I have
to take serious bit-shifting into account, when running the application on
different platforms.


By default, everything that is transferred is done so in network format (big-endian).  
IMNSHO, sending data in any other format is asking for trouble (i.e., how can I send 
data from my PowerPC to my x86 box if it is not in network format).  Look at 
source/src/Network/native_ctrls.cxx to see how the data is processed.  The sizes are:

Boolean = 8-bits
Integer = 32-bits
Float   = 32-bits
Double  = 64-bits

Don't forget data elignment.  The C/C++ compiler will pad data so that is alighed per 
the processor's architecture.  This means that an array of three bytes that is 
followed by an integer will *MOST LIKELY* have a hidden fourth byte applied after the 
array and before the integer.  The compiler will align data on its native boundary 
(i.e., 32-bit numbers will start on a 32-bit boundary).


Is an EOL the correct ending of a set of control data over a socket or
serial line ?


Don't send any line termination.  What is being received over the network is a stream 
of bytes, not text.  When the receiver has enough data, it will be processed.


Jonathan Polley

Of COURSE they can do that.  They're engineers!

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Erik Hofman
Norman Vine wrote:

http://www.a1.nl/~ehofman/fgfs/download/usertime.output.gz


You have to let the process run much longer
until things like ssgMakeMipMaps don't show up in the top 100 :-)
There is a new file after running FlightGear for about 23 minutes.

Erik

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Re: [Flightgear-devel] native-ctrls wire format ?

2003-06-24 Thread Curtis L. Olson
Martin Spott writes:
 The prototype is in Perl, aside from Pascal (o.k., and Basic) this is the
 only programming language I'm capable of writing a whole program from
 scratch   This is one main reason why I prefer to having a bit scheme I
 can stick to - whatever language I'm writing in. The other reason is that
 I'd like to 'know' (TM) what I'm doing here  :-)

If you are doing perl, then look at the pack() and unpack() perl
functions.  In this case you might want to avoid converting to network
byte order unless you are a better perl hacker than I am.  I could
never reliably swap the bytes back ... probably some sort of binary
vs. ascii interpretation which I wasn't able to resolve correctly.

Assuming you can read the data packet with something like:

$handle-recv($msg, 32768);

Then you can do something like:

@s = unpack(iiddfffiiiffifff, $msg);

... to extract the message into a perl array i = int, d = double, f =
float, etc.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] Cygwin / Flight Gear Scenery Designer

2003-06-24 Thread Dicks Brian R Civ AFRL/VACD
I'm curious as to has anyone been able to compile FGSD in Cygwin.  I have been trying 
to for quite some time and the error I recieve when I try to compile the CVS version 
of FLTK 2.0 is:

In file included from fl_color.cxx:97:
fl_color_win32.cxx:87: 'DC_PEN' was not declared in this scope
fl_color_win32.cxx:88: 'DC_BRUSH was not declared in this scope
fl_color_win32.cxx: In function 'HPEN_* fltk::setpen()':
fl_color_win32.cxx:95: 'SetDCPenColor' undeclared (first use this function)
fl_color_win32.cxx:95: (Each undeclared identifier is reported only once for each 
function it appears in.)
fl_color_win32.cxx: In function 'HBRUSH__* fltk::setbrush()':
fl_color_win32.cxx:119: 'SetDCBrushColor' undeclared (first use this function)
fl_color.cxx: At top level;
fl_color_win32.cxx:32: warning: 'COLORREF brush_for' defined but not used
make[1]: *** [fl_color.o] Error1
Anyone have any ideas? Or is this the wrong mail list for this?

Brian

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[Flightgear-devel] Cygwin / Flight Gear Scenery Designer

2003-06-24 Thread Dicks Brian R Civ AFRL/VACD
Please disregard the last message about compiling.  I have fixed that issue however, 
I'm having trouble loading the scenery from flight gear to modify it.  Has anyone 
tried this program yet?

Brian

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Re: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Arnt Karlsen
On 24 Jun 2003 16:32:17 GMT, 
Martin Spott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Martin Spott [EMAIL PROTECTED] wrote:
 
  Sincerely there are more urgent jobs to do - enabling flying below
  bridges or through the Sutro tower, for instance  ;-))
 
 I have to correct this statement: It _is_ possible to fly through the
 Sutro tower, but it's not that easy to view from inside the cockpit of
 a YF-23. Switching to chase-view in the last seconds before 'entry'
 makes it easier :-)

..uhmmm, does the tower model include the RL brace wiring?  ;-)


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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RE: [Flightgear-devel] Cygwin / Flight Gear Scenery Designer

2003-06-24 Thread Norman Vine
Dicks Brian writes:
 
 
 I'm curious as to has anyone been able to compile FGSD in Cygwin.  I have been 
 trying to for quite some time and the 
 error I recieve when I try to compile the CVS version of FLTK 2.0 is:
 
 In file included from fl_color.cxx:97:
 fl_color_win32.cxx:87: 'DC_PEN' was not declared in this scope
 fl_color_win32.cxx:88: 'DC_BRUSH was not declared in this scope
 fl_color_win32.cxx: In function 'HPEN_* fltk::setpen()':
 fl_color_win32.cxx:95: 'SetDCPenColor' undeclared (first use this function)
 fl_color_win32.cxx:95: (Each undeclared identifier is reported only once for each 
 function it appears in.)
 fl_color_win32.cxx: In function 'HBRUSH__* fltk::setbrush()':
 fl_color_win32.cxx:119: 'SetDCBrushColor' undeclared (first use this function)
 fl_color.cxx: At top level;
 fl_color_win32.cxx:32: warning: 'COLORREF brush_for' defined but not used
 make[1]: *** [fl_color.o] Error1
 Anyone have any ideas? Or is this the wrong mail list for this?

see
http://www.cygwin.com/ml/cygwin/2003-04/msg02572.html

HTH

Norman

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[Flightgear-devel] Linux World Conference

2003-06-24 Thread Curtis L. Olson
I want to apologize for dropping the ball on this, and point at it
(the ball) in case someone else would want to pick it up and run with
it.

Essentially, no one from the FlightGear project has applied yet for a
booth at the Linux World conference in August.

I have been getting all the exibitor propoganda so I had assumed I
must have subitted the application and being busy with a zillion other
things, didn't really give it much thought either way.

Right before my Norway trip I looked on their web site and realized
that we had never official applied and thus we don't have a booth.  I
had no time to worry about it because I was going out of the country
the next day and of course couldn't deel with it while I was gone.

Ok, so now I'm back home, but struggling to catch up on a huge pile of
things, and realistically, I'm just not going to be able to make the
time to pursue the application process (if there are any booths even
left.)

So, if we want to do a booth this year for LWCE out in San Francisco,
someone will need to step up to the plate and submit an application
*very* soon.  I might be able to get myself out there to participate
for a day or two, but even that is starting to look a little iffy at
this point.

So that's the deal ... does anyone want to look into applying for a
booth and interfacing with the conference people?

Thanks,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] Re: Again: Threaded FlightGear ?

2003-06-24 Thread Melchior FRANZ
* Curtis L. Olson -- Tuesday 24 June 2003 18:44:
 Does anyone have any ideas for factoring out the
 startup/initialization time from these performance reports?

Risking that I go on everybody's nerves already: this is again
the job of valgrind + the calltree skin (see below for the urls). 
Valgrind is only an engine that emulates a CPU. That is, it
catches every machine instruction, does some stuff before, lets
the real CPU execute the instruction, and does some stuff
afterwards. This can be used to check for access to uninitialized
memory, but it can also be used for tasks like profiling. All
you need is a different valgrind skin. The profiling skin
does not execute in real-time, yet its measurement is perfectly
proportional. Valgrind + calltree generates a lot of raw data---
kcachegrind (KDE-libs required) displays the data in humanly
readable form. You can even see how different data fit into
the CPU cache ...

The colored fields at the top right of the below mentioned
screenshot indicate the time the program counter spent in the
respective functions. On the top left you can see chronological
phases. The first few slices are the startup phase. The last
ones are regular runtime. One runtime slice is selected and you
can see its analysis. You can select every single slice or a
couple thereof. There isn't much you *can't* do.   :-) 
You can even send signals to valgrind for when it shall start
and when it shall stop profiling.


HOWTO:

1. make sure you have the KDE-libs installed on a Linux system
2. download and install valgrind from
   http://developer.kde.org/~sewardj/valgrind-1.9.6.tar.bz2
3. download and install calltree from 
   http://kcachegrind.sourceforge.net/calltree-0.9.1.tar.gz
4. download and install kcachegrind from
   http://kcachegrind.sourceforge.net/kcachegrind-0.3b.tar.gz
5. execute e.g. (for nVidia cards; leave the environment
   away for others :-/ )
   $ __GL_FORCE_GENERIC_CPU=1 calltree --dumps=1000 fgfs
6. now analyze the generated data by typing in the same dir:
   $ kcachegrind
7. marvel at the detailed output and click around
   http://www.unet.univie.ac.at/~a8603365/vg.png (82kB)

m.




Hint for Andy: the last valgrind version from cvs =does= handle
MMX/SSE(2), but that one doesn't work with calltree yet.

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[Flightgear-devel] No sound with fgfs on Dell Latitude with RH9.0

2003-06-24 Thread Dave Perry
Sunday, June 22, I put fgfs from cvs on my Dell Latitude
2.2 GHz P4 with 512 MB, on board nvidia GF4, and RH9.0 Linux.
HW Browser shows 82801CA/CAM AC'97 Audio with i810_audio driver

dmesg shows the driver can support 6 channels but then defaults to 2 
channel mode.

lsmod shows that soundcore, ac97_codec,and i810_audio are all loaded.
Sounds work outside fgfs, but no sound in fgfs.
FWIW, I have the fgfs 9.2 binaries running under Win XP Pro on another 
partiton on this same notebook and sound is working ok there.

I also noted that under RH9.0, IRQ 11 is used by several devices 
including the sound chip. Other than no sound, fgfs is running great 
with good frame rates.

Any ideas?



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