Re: [Flightgear-devel] Gliding (Stall)

2003-08-14 Thread Major A

 The research I did on them showed that these items were removed in the G  H 
 varients and roll is controlled by differential use of the seven segment 
 spoilers.

Ah, that makes sense. Reminds me, the spoilers are another area where
improvement is necessary -- on the B52, engaging spoilers makes the
plane roll violently to the right. Also, the right spoiler doesn't
come out properly in the 3D model either. This is with the default
keyboard mappings (j and k). Maybe this has something to do with the
differential spoilers?

  Andras

===
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e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
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Re: [Flightgear-devel] 3D Cloud endian issues

2003-08-14 Thread Erik Hofman
Norman Vine wrote:
Erik Hofman writes:

I've basically given up making the cloud loader endian aware. The author 
uses unsigned char * to pass different kinds of types into one pass 
from a file into a data array which makes it extremely difficult to 
resolve all the endian issues.


Hmm does this help  ?
Unfortunately not.
I did make me decide to switch from swap everything before storing it 
to swab everything when needed and it got me further down the road, 
but it still isn't solved  completely yet.

I do have the feeling we are closer to a final solution.

But in the mean time I will also work on the texture approach. I'm quite 
far on that already.

Erik

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Re: [Flightgear-devel] Build problems

2003-08-14 Thread Matevz Jekovec






  
The "-g" flag (default) includes a lot of ascii debugging symbols.  If
you use a debugger to break at a specific place in the code or to
catch a segfault/crash having these debugging symbols included will
allow the debugger to tell you the source line and file of the crash
point (and the entire function call back trace.)  This is obviously
not needed by default.
  

What about if you compile with -g parameter and then strip the build.
Is debugging turned off then and the size exact as if you compiled
without -g flag? Or there are some differences?


- Matevz


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Re: [Flightgear-devel] ALSA and FGFS (Was: Re: Glut)

2003-08-14 Thread Matevz Jekovec




Istvan Marko wrote:

  Matevz Jekovec [EMAIL PROTECTED] writes:

  
  
I think this will be the end of my 2 second engine sound and then
mute for the rest of the game:(.

  
  
FWIW, the following has fixed my FGFS/ALSA sound problems:

echo "fgfs 0 0 direct"  /proc/asound/card0/pcm0p/oss


There is also

echo "fgfs 0 0 disable"  /proc/asound/card0/pcm0c/oss

but it is not needed on my setup.

  

I tried that, but had no luck:(. My SBLive! is card0 and if I write
disable into pcm0p/oss, I don't get any sound, so this file really
represents the file FG uses. When I wrote fgfs 0 0 direct to pcm0p/oss,
I didn't hear any difference between this being written or not (again,
few seconds of sound and then muted). Note that I restarted my machine
after every try. Also fgfs 0 0 disable in pcm0c/oss didn't make any
difference.
Oh well...


- Matevz


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RE: [Flightgear-devel] Glut

2003-08-14 Thread Curtis L. Olson
Norman,

(Sorry this message got so long)

Let me try to get this discussion back on track and address some of
your specific comments.  The way my mind works [1] I like to think
before I leap.  That involves thinking through the process (or design)
as far as possible before taking any irreversable action.  Depending
on the complexity and importance of the issue I like to give it
several days, maybe even weeks.  Certainly I could think of something
on Day 5 that I would have overlooked on Day 1.  You could think of
this as building a virtual prototype in my mind.  I can construct
it, test it, debug it, and work out issues, all before I lay down a
single line of code.  Obviously it is a bit of a shakey/incomplete
process, but at least I hit the ground running with a plan and a
purposeful direction.[2]

[1] I'm sure not everyone's mind works the same; I *hope* not
everyone's mind works the same! :-) 

[2] That way when I run into a brick wall, knock myself out, come to,
and find myself painted into the corner, I can at least build a
case for why I took the best course of action. :-)

I don't know about every one else, but this is the phase that I am
currently in ... thinking, planning, investigating, talking.  You have
been sharply critical in the past of people not discussion major
issues in advance, now you are belittling our efforts to do just
that?!?

Personally, I have done some tests of SDL.  I have downloaded and
installed it.  I have built some of the demo apps.  And I have also
built my own plib/SimGear app for a work project so I can get some
real world experience.  However, I don't have the time/resources to
personally investigate the intricacies of SDL on every conceivable
platform/compiler.  That is why we are having an open discussion here
on the developers list.  We are looking to identify potential serious
issues, and also look to see if we can find solutions/work arounds in
advance.

From the discussions it is clear that some of the other developers
also have experience (mostly positive) with SDL and have opinions that
contribute to this discussion, so I am glad we are doing this.

In the FlightGear project we don't have any official rules of
governance.  We don't really have a constitution or any official way
to resolve disagreements other than trying to talk them through and
hopefully reach a consensus or a set of conditions that make everyone
reasonably happy.  Barring a violent uprising, I still have the root
passwords to the flightgear servers so I guess if worse comes to
worse, I can act as the benevolent dictator but I try to use that
power only as a *very* last resort when all other avenues are
exhausted.

So what do we do when we can't make every one happy?  In this case
I've only heard one voice (yours) expressing concern or opposition to
the idea of switching to SDL.  You are our primary Cygwin expert, and
most of your SDL concerns center around cygwin support and cygwin
interoperability.  Those are valid concerns and I hope you don't feel
we are skipping over those lightly.

You and I have had some discussions offline where I've tried to get an
understanding of the nature of the problems and tried to see if any of
the obvious [to a unix guy] work arounds are feasible for the cygwin
platform.  I hope you interpret those questions as a search for
solutions, not as a search for a way to ignore your concerns.

A couple more comments are interspersed below ...

Norman Vine writes:
 Haven't seen many reports from FlightGear developers 
 doing any beta testing   guess they are all to busy beta 
 testing OSG and SDL integration

If this was marriage counseling, the above statement would be call
not fighting fair. :-)

 Speaking of which any reports on the OSG front ?  Anyone write a OSG
 FGFS Terrain loader module yet ??

That is one of the many issues that would need to be discussed and
considered at the point when we take up a discussion about plib/ssg
vs. OSG.  But right now we should stay focussed on SDL if we want to
get any where with this discussion.

 Anyone got FGFS running on a SDL OpenGL surface instead 
 of a GLUT OpenGL surface yet ??
 
 or is this all idle speak or do folks want to make a decision
 about moving to a different library without trying it out first.

Again, it's helpful if everyone keeps to fair comments.  I have a
plib/SimGear based app running nicely on an SDL OpenGL surface for a
work project.  There are additional issues with FlightGear because it
depends heavily on glut's mouse and keyboard routines, but I haven't
seen anything that I would consider a show stopper ... with the
possible exception of cygwin incompatibilities.  SDL lists cygwin as a
supported platform, but cygwin is often a moving target.  I'd like to
get these issues figured out in advance if possible.

How about this for a suggestion.  There are quite a few developers
using cygwin.  Could a few people go grab SDL and compile and install
it on your systems?  Could a few 

Run problems (Was: [Flightgear-devel] Build problems)

2003-08-14 Thread Erik Hofman
Jon Berndt wrote:
Somehow I managed to build flightgear and end up with a 42 MB executable.

Now, change the name of the thread to Run Problems ;-)

I run, and get this:

Base package check failed ... Found version 0.9.1 at: /home/Jon/FlightGear
Please upgrade to version: 0.9.2
I know I've seen this before, but can't remember why the error shows up.  I
just did a cvs update of the base package, too.
Any chance you now have a directory called 
/home/Jon/FlightGear/FlightGear containing the new CVS  tree?

Erik

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Re: [Flightgear-devel] shared base package question

2003-08-14 Thread Curtis L. Olson
Matevz Jekovec writes:
 I was always wondering why do we have seperated base packages for every 
 OS? Shouldn't they be the same? (I rather asked here than go downloading:))

We really don't have separate base packages for separate OS's.  We
have one base package (.tar.gz and .tar.bz2 versions) and then we have
a separate Windows .zip version since a lot of windows people don't
have unix style archive extraction tools on their windows machines.

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] Fog disappeared

2003-08-14 Thread Frederic Bouvier
I wrote:
 It seems that the recent changes to SimGear broke the fog and
 some other things. Specifically, I now have black seams on the
 runways and no fog.
 
 I try now to return before Erik changes to confirm that.
 More to come...

It seems that the latest changes are only responsible for the fog 
problem. I still have the seams after backing out them. Now
I am suspecting the 3D clouds.

For the fog, it is sunset now at SF and I am facing the sun : I am
seeing no fog. If I rotate the view in order to put the sun out of
the window, the fog reappears.

Still invvestigating ...

-Fred


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RE: [Flightgear-devel] Small scenery comparison

2003-08-14 Thread Al West
Well I was hoping to create some scenery based on the 25m DEM files for
the UK.  I have access to the data but at the moment I'm struggling in
compiling flightgear and terragear.  Once I get that out of the way I
hope to post some samples here. I'm also working on a Harrier model
(probably GR7 rather than FSR2 or such).
Cheers,
Al

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Erik Hofman
 Sent: 13 August 2003 18:50
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Small scenery comparison
 
 
 
 Hi,
 
 This is just a small comparison between MSFS2004, 
 MSFS2004/MegaScenery 

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RE: [Flightgear-devel] Glut

2003-08-14 Thread Norman Vine
Erik Hofman writes:
 
 Oh, I almost forgot. It's actively developed.
 Nobody seems interested in anything but ssg in the plib list (and still).

Hmm...

SG probably doesn't need any work

PUI has had considerable attention in the past year
Although there are several projects underway,  I am 
not really sure that SDL has anything comparable yet.

The PLIB sound library wants to be replaced with OpenAL
or its equivallant but no one has stepped up to the plate

Oh did I mention that several of the core PLIB developers have 
been concentrating on getting a freeglut distribution debuged
so as to solve the Linux GLUT issue !

Haven't seen many reports from FlightGear developers 
doing any beta testing   guess they are all to busy beta 
testing OSG and SDL integration

Speaking of which any reports on the OSG front ?
Anyone write a OSG FGFS Terrain loader module yet ??

Anyone got FGFS running on a SDL OpenGL surface instead 
of a GLUT OpenGL surface yet ??

or is this all idle speak or do folks want to make a decision
about moving to a different library without trying it out first.

FWIW I just did my part towards making experimentation easier
by removing a bunch of GLUT dependencies and have been trying
unsuccessfully to get stderr and stdout working with a WIN32
compiled SDL and have OSG running on my machine

FWIW2

I might be *much* more favorably inclined to make a switch
to something other then PLIB when I see reports of what folks
have experimented with and how it has improved things rather
then speculation what it will do based on 'hype'

Cheers

Norman


 

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Re: [Flightgear-devel] Small scenery comparison

2003-08-14 Thread Alex Perry
From: Erik Hofman [EMAIL PROTECTED]
 http://www.megascenery.com/images/ba3n.JPG
 http://www.megascenery.com/images/ba3w.JPG
 http://www.a1.nl/~ehofman/fgfs/gallery/test/VanNuysCA.jpg

Speaking from personal experience,
* I find that omitting horizon haze makes the two MSFS look quite silly.
* The visibility is ridiculously good for both the MSFS examples and it only
looks like that for a couple hours after a really good rain storm has hit.
The FGFS visibility is too good as well, but at least Catalina is merging
into the horizon haze layer and is realtively hard to find/identify.
* The way buildings are added to MSFS looks quite reasonable around downtown.
* The isolated buildings meld in quite nicely in standard MSFS but look
really silly in the enhanced version because the texturing doesn't match.
* The enhanced MSFS scenery looks like the colormap has been modified
and a hyperresolution algorithm has been applied to try to show detail.
This would be fine except that it has made the pixelation really obvious.
* Freeways are really obvious in real life, even in urban areas, and I find
both FGFS and enhanced permit reasonable IFR.  Basic MSFS hides freeways.
* They all show the reservoir, but FGFS doesn't apply a texture around the
edge to imply the white zone without vegetation due to changing levels.
* Both the main airports in the field of view are far too easy to see in
FGFS, and you can even see Hawthorne and Long Beach's (?) locations too.
That is definitely wrong; even LAX should be almost invisible from here.
* In terms of bringing out navigational details, basic MSFS doesn't show
the ridge of raised land at all, which is a major terrain landmark.

A couple of years ago, I posted photos corresponding to this screenshot:
http://www.megascenery.com/images/lax/SanDiego6.jpg
If you have them still, you can compare the coloring and notice
just how different it looks.  Almost unrecognizable ... I can only
infer the location by the shape of the reservoir and adjacent mountain
and then confirm by the indian casino on the left side of the image.
FGFS has the mountain and reservoir (don't know about the casino offhand).

Amusingly, the other screenshots for San Diego area all appear to have
been selected for being inside the class B airspace (this one is right
on the hairy edge of the airspace and probably only just in the clear).
Maybe they're trying to make it difficult to take comparative photos?

Hope that helps, Erik ...
Alex

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Re: [Flightgear-devel] shared base package question

2003-08-14 Thread Matevz Jekovec




Martin Spott wrote:

  Arnt Karlsen [EMAIL PROTECTED] wrote:
  
  
On Wed, 13 Aug 2003 10:55:00 -0500, 
"Curtis L. Olson" [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

  
  
  
  

  We really don't have separate base packages for separate OS's.  We
have one base package (.tar.gz and .tar.bz2 versions) and then we have
a separate Windows .zip version since a lot of windows people don't
have unix style archive extraction tools on their windows machines.
  

  
  
  
  
..can these use tarballs named .tgz instead of .tar.gz etc ?

  
  
I'd vote for another approach.
PowerArchiver for Windows, unlike WinZip, _is_ able to deal with .tar.gz
archives - at least Version 6.11 does (definitely, just tested).
From the FAQ, that's contained in the 6.11 package:

Q: What is the difference between PowerArchiver and other archive utilities?
A: PowerArchiver is easier, it's FREE and it has more features than most
   other archive programs.
[...]
Q: Can I put a link to your page from my home page?
A: Yes, you are very welcome to. On the PowerArchiver web site you can find
   small pictures of "PowerArchiver Now" which you can freely put on your
   page and link to http://www.powerarchiver.com
Q: Can we put PowerArchiver on our CD-ROM or distribute it with our
   magazine?
A: Definitely! I will be very happy that you did.


?nstead of offering a second base package archive, we'd be probably better
with offering PowerArchiver from the FG servers (with credits to the author
somewhere),

Martin.
  

All WinRAR, WinACE and WinIMP are able to treat .tar.gz file types.
Also WinZIP is able to unzip them, but requires external program for
this.
IMO we should leave things as they are now for a certain time. For
newer releases if we ran out of disk space, we could have only .tgz
archive left then, but I would still leave .zip file otherwise. If I
were administrator, I should only move the zip shared package from
win32 folder to the shared folder. The names of the base packages
should be the same, but only the extensions should differ. That's the
reason why I was confused from the beginning anyway.


- Matevz


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Re: [Flightgear-devel] Build problems

2003-08-14 Thread Martin Spott
Lee Elliott [EMAIL PROTECTED] wrote:

 Good - that's sorted then.  When I declared the CFLAG and CXXFLAG vars I 
 didn't include the '-g' option so it was subsequently omitted.

At the next round you might try to add '-s' or '-Wl,-s' to LDFLAGS. This
strips the binary on link time. Which ohne to use might depend on the linker
you employ,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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RE: [Flightgear-devel] Glut

2003-08-14 Thread Norman Vine
James Turner writes:

 Obviously the code is pretty close to building under mingw, 

pretty close ???

AFAIK Fred's recent MSVC compiled FGFS is the first non-MingW 
compiled Win32 executable ever releaased :-)

Cheers

Norman

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[Flightgear-devel] FW: [Flightgear-users] Harrier Flight Model

2003-08-14 Thread Al West
Hi,

I was the guy posting in the Users group about the Harrier Flight Model.
Hopefully I can gain a little more info here and any hints or tips on
building A/C models with 3DS for use with FG.

Cheers,
Al

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Arnt
Karlsen
Sent: 10 August 2003 18:22
To: FlightGear user discussions
Cc: [EMAIL PROTECTED]
Subject: Re: [Flightgear-users] Harrier Flight Model


On Sun, 10 Aug 2003 16:24:18 +0100, 
Allan West [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Hi there,
 
 I was quite excited to find the Harrier flight model.  First I notice 
 there is not a 3D Cockpit or Aircraft Model for it.  How do I go about

 creating these.  I am lucky enough to have 3DS max and the skills to 
 use it.

..welcome aboard as a new FG developer.  ;-)  You have built cvs FG?
(not required, but recommended _vehemently_. ;-))

..http://flightgear.org/Docs/ is slanted more towards fdm and 
infrastructure development, than 3d modelling, so I cc this.

 Also what are the extra controls for the harrier - namely the nozzle 
 swivel.  Any tips on how flightgear is used to control this beast 
 would be gratefully received.  I had many a happy hour with AV8B -

..you _can_ set it up any way you please, and if your setup _is_ good,
your way becomes the standard to beat.  ;-)

 although this was more of a game than a sim but it was still 
 predictably tricky landing in the hover.
 
 Cheers,
 Al

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RE: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ andCNTower)

2003-08-14 Thread Norman Vine
David Megginson writes:
 
 Curtis L. Olson writes:
 
   The : path separate character might be hard to make unambiguos on
   the windows platform.  But it is the standard under unix.
   
   Would anyone be opposed to using the ; character as a path separator
   since these paths could show up in universeral config files.
 
 We should use a different one for each OS.  If plib does not already
 encapsulate this convention, we can write a tiny module to do so.

or submit a patch to PLIB

In any case you probably want to look at 
PLIB :: Util :: ul.cxx ::  ulFindFile()

Norman

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Re: [Flightgear-devel] Network Server

2003-08-14 Thread Erik Hofman
Paul Morriss wrote:
On a side note to this, I think the server should
called be terminus :)
Neh, we don't want to terminate any one.
I'd go for cumulus.
Erik

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[Flightgear-devel] Small scenery comparison

2003-08-14 Thread Erik Hofman
Hi,

This is just a small comparison between MSFS2004, MSFS2004/MegaScenery 
(http://www.megascenery.com/) and FlightGear/VMap0 data. I don't think 
any conclusions can be drawn from it, but it can be usefully and it is fun:

Default MS FlightSim 2004:
http://www.megascenery.com/images/ba3n.JPG
MS FlightWim 2004 w. MegaScenery (satellite images):
http://www.megascenery.com/images/ba3w.JPG
FlightGear VMap0:
http://www.a1.nl/~ehofman/fgfs/gallery/test/VanNuysCA.jpg
Erik

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Re: [Flightgear-devel] New key bindings for managing the views

2003-08-14 Thread Martin Spott
Matevz Jekovec [EMAIL PROTECTED] wrote:
 Martin Spott wrote:

Hmmm, the scheme you propose sounds quite complicated to me. I assume
usually people don't want to be forced to use a handbook just to figure out
how to change a view   ;-)
  

 Well, my idea about the views was just to move all of them to seperated 
 number keys and use combination of shift/ctrl/alt for the common ones. 
 There are lots of keys, but you know, you try pressing every one of them 
 to discover what they do for the first time and soon, you get used to it;).

 as long as you use FlightGear everyday. Probably I don't represent the
'average' FlightGear user so my opinion might not be everyone's. Still I
have to say that for _me_ it's far to complex.
I don't see FlightGear as a 'game' with thousands of views but more as a
simulator that offers some eye candy with it's nice models that you can see
from outside.

What's wrong with the current set of views ? I still didn't grasp the
necessity for such a change,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Gliding (Stall)

2003-08-14 Thread Jim Wilson
Major A [EMAIL PROTECTED] said:

 quite a bit of fuel in order to reach a decent altitude. If you take
 off and ascend at, say, 300kt (full power all the way through), you'll
 level out at 18000ft, but the plane will accelerate and be able to
 climb further once you've lost some fuel. After several hours, you can
 reach 45000ft or so, no big deal.

Ah yes...the fuel.  Setting the initial fuel load lower would help a lot for
shorter trips.

Best,

Jim


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Re: [Flightgear-devel] Re: request for comments?

2003-08-14 Thread Lee Elliott
On Tuesday 05 August 2003 19:01, Melchior FRANZ wrote:
 * Curtis L. Olson -- Tuesday 05 August 2003 19:53:
  I don't think either OSG nor OpenSG support the .ac format.
 
 OpenSceneGraph does. The ac3d-plugin says:
 
 // AC3D loader for models generated by the AC3D modeller (www.ac3d.org)
 // part of this source code were supplied by the AC3D project (Andy 
Colebourne)
 // eg the basic parsing of an AC3D file.
 // Conversion from AC3D scenegraph to OSG by GW Michel.
 
 m.

That sounds good.  People could still develop and maintain a/c to the current 
.ac standard while figuring out how to use the new features, such as 
multitextures.

While OSG might not be ready yet, now seems like a good time to start looking 
at it.

LeeE


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RE: [Flightgear-devel] Build problems

2003-08-14 Thread Jon Berndt
 Kind of hard to help you unless you at least
 give us some error messages :-)


Oops. Yes, the error is in fact different. It's confusing me.  I just had a
good build of simgear, too. The wierd thing (to me) in the messages below is
this especially:

cannot find -lsgmat   h

What's that?

Here's the whole message and adjacent console log:


g++ -o test-text.exe  test-text.o
if g++ -DHAVE_CONFIG_H -I. -I. -I../src/Include  -MT
test-up.o -MD -MP -MF .deps/test   -up.Tpo \
  -c -o test-up.o `test -f 'test-up.cxx' || echo './'`test-up.cxx; \
then mv -f .deps/test-up.Tpo .deps/test-up.Po; \
else rm -f .deps/test-up.Tpo; exit 1; \
fi
g++ -o test-up.exe  test-up.o -lsgmath -lsgdebug -lplibsg -lplibul
/usr/lib/gcc-lib/i686-pc-cygwin/3.2/../../../../i686-pc-cygwin/bin/ld:
cannot find -lsgmat   h
collect2: ld returned 1 exit status
make[1]: *** [test-up.exe] Error 1
make[1]: Leaving directory `/home/Jon/src/FlightGear/tests'
make: *** [all-recursive] Error 1


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RE: [Flightgear-devel] RE: SimGear/simgear/scene/sky/clouds3d typeerror

2003-08-14 Thread Norman Vine
Alex Perry writes:
 
   SkyContext.cpp:55: conversion from `int' to `enum GLenum'
 
 From: Norman Vine [EMAIL PROTECTED]
  I don't understand this one Alex ??
  from my GL/glut.h
  #define GLUT_WINDOW_WIDTH   ((GLenum) 102)
 GLUTAPI int APIENTRY glutGet(GLenum type);
 
 Yeah, my glut.h file doesn't have the (GLenum) type cast on the number.

Ah  OK  

recent c++ compilers  AFAICT gcc 3 +   enforce type 'correctness'
by default whereas before it was a warning

Cheers

Norman




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[Flightgear-devel] Re: scenery doesn't load after cvs update

2003-08-14 Thread Melchior FRANZ
* Curtis L. Olson -- Saturday 09 August 2003 04:53:
 Ooops I didn't catch that because I was explicitely specifying the
 scenery path.  SHould now be fixed in cvs.

It does still not work under Linux, because sgDirPathSepBad is still
defined to be ':' and hence replaced by '/' in SGPath::fix().
I simply replaced ':' by '\\' to make it work.  :-)

m.


Index: sg_path.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/misc/sg_path.cxx,v
retrieving revision 1.6
diff -u -p -r1.6 sg_path.cxx
--- sg_path.cxx 9 Aug 2003 02:54:15 -   1.6
+++ sg_path.cxx 9 Aug 2003 08:01:05 -
@@ -40,7 +40,7 @@ static const char sgDirPathSep = ':';
 static const char sgDirPathSepBad = '/';
 #else
 static const char sgDirPathSep = '/';
-static const char sgDirPathSepBad = ':';
+static const char sgDirPathSepBad = '\\';
 #endif

 #if defined( WIN32 )

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RE: [Flightgear-devel] 3D Cloud endian issues

2003-08-14 Thread Norman Vine
Norman Vine wrote:
 
 Hmm does this help  ?

Ooops I forgot to free the mem
 
 
 SkyCloud::Load(const SkyArchive archive, 
  float rScale, /* = 1.0f */ 
  double latitude, double longitude )
 {

...
   
if ( ulIsBigEndian ) 
{
   char *tmp = new char[iNumParticles*sizeof(Vec4f];
...

  delete [] tmp;
 }
 else 
 {


Norman

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Re: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ and CNTower)

2003-08-14 Thread Curtis L. Olson
David Megginson writes:
 Lee Elliott writes:
 
   Perhaps we need a directory in Scenery that can be scanned for
   world landmarks like this.  Could the model and location data be
   defined in an xml file?  Would it be possible to animate them?
   (thinking rotating restaurants and swing bridges here).
 
 I've been thinking about this for a while, and I think that the best
 approach would be to read scenery from multiple directories at once.
 For example, I could have the main scenery under
 /usr/local/FlightGear/Scenery/, and major landmarks under
 /usr/local/FlightGear/Landmarks/, and configure it something like
 this:
 
   FG_SCENERY_PATH=/usr/local/FlightGear/Scenery/:/usr/local/FlightGear/Landmarks/

David,

The : path separate character might be hard to make unambiguos on
the windows platform.  But it is the standard under unix.

Would anyone be opposed to using the ; character as a path separator
since these paths could show up in universeral config files.

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] shared base package question

2003-08-14 Thread Matevz Jekovec
I was always wondering why do we have seperated base packages for every 
OS? Shouldn't they be the same? (I rather asked here than go downloading:))

- Matevz

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Re: [Flightgear-devel] Multiplayer Network Server

2003-08-14 Thread Matevz Jekovec

* Mass Multiplayer Server (MAYS) - Instead of a single
p2p connection, I would consider a large scale server
where multiple connections can be made, you can fly
with other people.  I would ALSO weather and other
features to the server so it would not just be a
server for connections, but also a scenario server
including weather and possibly traffic.
 

That's a very good idea. However, what if there are two sunday pilots 
who want to fly a mission for an hour or so together via internet? And 
if one make a scenario (for e.g. place some SAMs and AAAs:)), how will 
they be able to play this scenario then? Will one be able (enough CPU, 
RAM, swap...) to run the server + fgfs on his machine, so the second one 
could connect to him?
I think we should still be able to have a primitive multiplayer code 
built in fgfs game or the better idea, to optimize the server as most as 
possible, to be able to run with fgfs smoothly.

btw. We could also implement into a server program you to be able to 
view the current status of aircrafts/units in the air (pure text mode, 
dumping into a file/screen), so you could be able to look at the current 
status with some external programs. This would be very useful for seeing 
the stuff over the net (in case of any competitions or LAN meetings!).

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Re: [Flightgear-devel] Build problems

2003-08-14 Thread Erik Hofman
Jon Berndt wrote:
What happened in your case was that a function was declared in the
system OpenGL headers *and* in the extgl headers.
Erik


Is there something I am doing wrong in my build process, do I need to change
anything?  Or is there a fix in CVS?
I don't know. This is a windows problem and I don't have too much 
experience in building FlightGear on windows (or actually I don't have 
any experience for that).

I guess others would have to jump in here.

Erik

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RE: [Flightgear-devel] Glut

2003-08-14 Thread Norman Vine
Curtis L. Olson writes:
 
 Norman Vine writes:
  Getting rid of GLUT dependencies is a good thing
  even if the message in the CVS Log is a more then 
  a *little* scary since it 'mentions' moving to SDL 
 
 We should probably have an open discussion on the developers list
 about this at some point.  I'm not ready to make the jump at the
 moment, but I've been investigating the possibilities.
 
 - plib dependencies on glut.  As I understand it, at least pui (the
   opengl gui stuff which flightgear uses heavily) has a lot of glut
   dependencies hardwired in.  I'd love to be wrong about this.

Hmm have you tried configuring
  --without-glut  build GLUT-free PUI library (highly experimental!)

This has worked for me before
There have been a few changes in the menu code since then
but my guess is it will still work as long as you provide some
other means of getting at an OpenGL suface
 
 - The default GLUT is problematic in the latest RedHat, and many linux
   distributions ship with a version that doesn't work correctly with
   catch/throw which results in segfaults whenever an exception is
   thrown.

AFAICT  Redhat and other distributions are chomping at the bit
waiting for the pending freeglut release

Perhaps if a few of the 'Nix' FlightGear users were to try
building PLIB with freeglut and sharing their results with 
the freeglut developers this release would happen sooner :-)

AFAIK it should just work
 
  attached patch gets rid of all mention of GLUT from 
  the cockpit directory
 
 I appreciate the fixes ... I had looked at that code yesterday and
 assumed it was going to be much harder to make it glut free.

Well I had been meaning todo that cleanup ever since I changed
the HUD to use PLIBs texturemapped fonts and finally had a reason 
to actually do it,   the if it ain't broke, leave it alone principal 

Cheers

Norman

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Re: [Flightgear-devel] Clouds3D and Matrices in general

2003-08-14 Thread Erik Hofman
Norman Vine wrote:
further experimenting with particle size
http://www.vso.cape.com/~nhv/files/fgfs/clouds/clouds3d_gg.jpg 
This looks much better.
I already found the default clouds a bit strange looking.
Good work.
Now we need to set the sun position and color from within FlightGear, 
instead of dropping in some arbitrary light object.

Erik

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Re: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ and CNTower)

2003-08-14 Thread Curtis L. Olson
David Megginson writes:
 I've been thinking about this for a while, and I think that the best
 approach would be to read scenery from multiple directories at once.
 For example, I could have the main scenery under
 /usr/local/FlightGear/Scenery/, and major landmarks under
 /usr/local/FlightGear/Landmarks/, and configure it something like
 this:
 
   FG_SCENERY_PATH=/usr/local/FlightGear/Scenery/:/usr/local/FlightGear/Landmarks/

Ok, I have just commited changes that impliment this optional
behavior.  You can specify a list of directories to search.  Here are
a couple of notes:

- I used ; as the path delimiter.  This sucks for unix people
  because that is the command separator.  However, : would suck even
  worse for windows people because that is a critical component of
  their file naming scheme.  Unix people can escape the \; or put the
  entire argument in double quotes.  I'm open to a better path
  separator if someone wants to suggest one.

- There are some subtle path ordering limitations:

  Once the system finds a valid base tile, it will stop searching
  through the remaining directories.  This allows us to specify a base
  tree of scenery, and preceed the search path with a tree of newer
  tiles ... but the newer tree may be incomplete or cover a smaller
  area so we want to fall back to the older data if the newer data
  doesn't exist for a particular tile.  If we didn't stop searching,
  we could load an old and new tile concurrently which would generally
  be bad.

  So to work with this system you would want to do the following:

  - if you have a smaller set of tiles that you want to take
precidence over a larger (older set) the list the highest priority
stuff first in the path.

  - if you have a set of overlays (like landmarks for instance) then
list those first in the path before any directories that could
contain base tile data.

Hopefully this makes some sort of sense.  It seems to work on limited
tests here, and if you just define a single search path (or inherit
the default scenery path off the root path) then you will get an
equivalent of the previous behavior with no extra disk seeking.

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] YASim Propeller Drag

2003-08-14 Thread David Megginson
Jon S Berndt writes:

  Any suggestions?

This kind of thing is always hit-or-miss with me, since I don't have a
physics background.  Basically, when a fixed-pitch propeller is
spinning slower than its advance speed (is that the right term?), the
propeller starts producing torque from the airstream, and the cost of
increased drag.  For example, when I pull my power to idle on the
ground, my propeller will slow to around 650 rpm.  When I'm
approaching at 70 kias (~118 fps) and I pull the power to idle, the
propeller will not go slower than about 1100-1200 rpm, and the plane
experiences significant extra drag.

I have a 60-inch-pitch prop (advance 60 inches for each revolution),
so at 118 fps, its neutral speed is about 24 rps or 1450 RPM.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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Re: [Flightgear-devel] Under the bridge

2003-08-14 Thread Geoff Reidy
Norman Vine wrote:
For those that want to fly under the bridges

/// scenery.cxx

Hey I like it, once I figured out the change only involves uncommenting 
a line in tilemgr.cxx.
Only catch is I can't fly between buildings anymore.
Or have I missed something?

Regards,
Geoff
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Re: [Flightgear-devel] Multiplayer Network Server

2003-08-14 Thread Paul Morriss
I got the acronym like this:

*M*ultipl*AY*er *S*erver

I prefer the acronym of MAPS.

If people are intrested in the idea then I will start
to work on some specs.

My original idea was to have two seperate server, one
for scenario and one for multiplayer, but I think that
a single multi-purpose scenario and player server
would be better.

Thoughts?

Paul

- Original Message - 
From: Jon S Berndt [EMAIL PROTECTED]
To: FlightGear developers discussions
[EMAIL PROTECTED]
Sent: Tuesday, August 05, 2003 7:58 PM
Subject: Re: [Flightgear-devel] Multiplayer Network
Server


 On Tue, 5 Aug 2003 19:36:15 +0100 (BST)
   Paul Morriss [EMAIL PROTECTED] wrote:
 
 * Mass Multiplayer Server (MAYS) - Instead of a
single
 
 How do you get MAYS from Mass MultiPlayer Server?
Should 
 it not be MMS, or MMPS?  This is serious. The
correct 
 acronym is critical in getting project support!
 
 ;-)
 
 Jon
 
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Re: [Flightgear-devel] 747 engines: fuel consumption

2003-08-14 Thread Erik Hofman
Jim Wilson wrote:

If you could find a way to measure expected range and consumption rate that
would be helpful.  There is a parameter called tsfc (thrust specific fuel
consumption factor) that can be added to each of the jet engine definitions in
Aircraft-yasim/747.xml.  

jet x=-2 y=12.65  z=-2.41 mass=8000 thrust=63737 tsfc=0.5

Decreasing the tsfc should decrease fuel consumption.  Adjust it up or down
until it seems to be consuming at a correct rate.  It'd probably be easy
enough to estimate the rate you should see if you know the range of the
aircraft and how much it should use to get up to cruise.  Let me know what you
get so I can add it to the config file in cvs.
According to this site tsfc for the C6 80C2-B1F is: 0.564

http://www.bh.com/companions/034074152X/appendices/data-b/table-2/default.htm

Erik

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Re: [Flightgear-devel] shared base package question

2003-08-14 Thread Martin Spott
Arnt Karlsen [EMAIL PROTECTED] wrote:
 On Wed, 13 Aug 2003 10:55:00 -0500, 
 Curtis L. Olson [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:

 We really don't have separate base packages for separate OS's.  We
 have one base package (.tar.gz and .tar.bz2 versions) and then we have
 a separate Windows .zip version since a lot of windows people don't
 have unix style archive extraction tools on their windows machines.

 ..can these use tarballs named .tgz instead of .tar.gz etc ?

I'd vote for another approach.
PowerArchiver for Windows, unlike WinZip, _is_ able to deal with .tar.gz
archives - at least Version 6.11 does (definitely, just tested).
From the FAQ, that's contained in the 6.11 package:

Q: What is the difference between PowerArchiver and other archive utilities?
A: PowerArchiver is easier, it's FREE and it has more features than most
   other archive programs.
[...]
Q: Can I put a link to your page from my home page?
A: Yes, you are very welcome to. On the PowerArchiver web site you can find
   small pictures of PowerArchiver Now which you can freely put on your
   page and link to http://www.powerarchiver.com
Q: Can we put PowerArchiver on our CD-ROM or distribute it with our
   magazine?
A: Definitely! I will be very happy that you did.


Ínstead of offering a second base package archive, we'd be probably better
with offering PowerArchiver from the FG servers (with credits to the author
somewhere),

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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[Flightgear-devel] C++ string formating class

2003-08-14 Thread Erik Hofman


Hi,

On Freshmeat I found a C++ class that can handle safe sprintf() 
operations on strings. I opt for including it in SimGear but what do 
others think about it?

It is even capable of using the strstream or the sstream class.

http://kingleo.pages.at/?show=/development/cpp/#format

Erik

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[Flightgear-devel] Re: Sound stops playing.

2003-08-14 Thread Melchior FRANZ
* Matevz Jekovec -- Saturday 09 August 2003 18:35:
 When I run FGFS, I hear that beeping (ATC morse code) and 
 then all the sounds just mute! Other games and sound apps 
 work fine [...] I'm using Alsa 0.9.6 (also manually compiled) 
 and I have primary SB Live! on PCI and SB AWE64 [...] (most 
 possibly there's something wrong with Alsa driver and will 
 have to wait for the new one:() and would like to know if 
 anyone of you had any problems like me with FlightGear?

I cannot really help you, but I've made a similar experience
with a i8x0/ac97 (PCI):

  Linux-2.4.20   doesn't work (ALSA CVS/HEAD)
  Linux-2.4.20-SuSE  works (ALSA patched into the kernel)
  Linux-2.4.22-rc1   doesn't work (ALSA CVS/HEAD)
  Linux-2.6.0-test1  works (ALSA is part of the kernel)
 ... but with this kernel my joystick hat
 isn't recognized. :-(

So, where ALSA is part of the kernel, I don't have problems.
ALSA form CVS seems to be broken. (Silence after two beeps
in fgfs, all other sound related programs work.)

m.

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Re: [Flightgear-devel] New key bindings for managing the views

2003-08-14 Thread Matevz Jekovec




Martin Spott wrote:

  Matevz Jekovec [EMAIL PROTECTED] wrote:

  
  
Keyboard:

  
  [...]
  
  
- no more V key for views, but seperate keys for all of them on number keys:
inside views:

  
  
Hmmm, the scheme you propose sounds quite complicated to me. I assume
usually people don't want to be forced to use a handbook just to figure out
how to change a view   ;-)
  

Well, my idea about the views was just to move all of them to seperated
number keys and use combination of shift/ctrl/alt for the common ones.
There are lots of keys, but you know, you try pressing every one of
them to discover what they do for the first time and soon, you get used
to it;).


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[Flightgear-devel] ac3d import/export scripts for Blender 2.28available

2003-08-14 Thread Melchior FRANZ
Here are the ac3d import and export scripts for Blender 2.28.
They should also work with future releases:

  http://members.aon.at/mfranz/ac3d_import.py
  http://members.aon.at/mfranz/ac3d_export.py

These scripts don't use the weird file selector where you had
to click though apparently unsorted directories, but uses
Blender's own file selector instead. The importer still imports
a model rotated by 90 degree, which will eventually be fixed
in the next release.

m.

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RE: [Flightgear-devel] Re: RFD: Landmarks and scenery (was Re: CYTZandCNTower)

2003-08-14 Thread Curtis L. Olson
Norman Vine writes:
 Melchior FRANZ writes:
  
  * Norman Vine -- Friday 08 August 2003 21:18:
   and as far as LandMarks go I can't really see why they don't just go in the 
   standard scenery file as since they are LandMarks they probably only
   apply to one location :-)
  
  Unix systems are typically multi-user systems, and typically not every
  user has root access. 
 
 Not much different then a NT/2K.XP box then in that respect :-)
 
 Out of curiosity I wonder how many installations have more then 
 one FlightGear user using a common Scenery data repository 
 rather then the one in the 'local user' tree :-)

The Aero and ME departments at the univeristy of minnesota have a
single global install that is accessible from all department managed
macs, pc's, linux, sgi, and solaris machines.  (I have only installed
working binaries for windows and linux right now.)  But this is at
least several hundred machines and even more users that can run
flightgear out of the same installation tree (which is obviously read
only to all but me and the sys admins.)

In this case ~/.fgfsrc files and environment variables are very handy
if anyone wants to make local customizations.

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: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ andCN Tower)

2003-08-14 Thread Matevz Jekovec




[EMAIL PROTECTED] wrote:

  Matevz Jekovec wrote:
  
  
Curtis L. Olson wrote:


  
FG_SCENERY_PATH=/usr/local/FlightGear/Scenery/:/usr/local/FlightGear/Lan
dmarks/

  

What if we create /usr/local/FlightGear/Scenery/Terrain and
/usr/local/FlightGear/Scenery/Models.

  
  
I like that idea.


I have also a question:
Why do we use /usr/local/Flightgear as directory and not 
/usr/local/games/Flightgear ?

I would prefer /usr/local/games/Flightgear for everything, 
the scenery, the game data and the runtime binary including with a symbolic 
link in the /usr/local/bin directory to this binary.

Best Regards,
 Oliver C.

I've seen some Linux distros not having /usr/*local*/bin in their path.
(only /bin and /usr/bin for ordanary user). What is the main difference
between /usr/local/something and /usr/something anyway?



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Re: [Flightgear-devel] Vanishing cvs servers

2003-08-14 Thread Curtis L. Olson
Jon Stockill writes:
 For some reason both cvs.flightgear.org and cvs.simgear.org are failing to
 resolve. I've just been exploring with dig, and none of the listed
 nameservers appear to have an A record for them.
 
 Anyone else seeing this?

Jon,

Give it another try in a few minutes and see if you can see it.

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] Glut

2003-08-14 Thread Martin Spott
Norman Vine [EMAIL PROTECTED] wrote:

 Perhaps if a few of the 'Nix' FlightGear users were to try
 building PLIB with freeglut and sharing their results with 
 the freeglut developers this release would happen sooner :-)

I built FreeGLUT pre-release-candidate (or something similar) a few weeks
ago and it worked pretty fine as a drop-in replacement for the 'old' GLUT
libraries (aside from a small issue with the mouse pointer). The FreeGLUT
guys even fixed a Solaris build issue after I sent a note to them.

Please don't take this as a vote for PLIB/GLUT, it's just a side note. I'd
vote for any solution that makes it easier for FlightGear developers to use
those (accelerated) hardware features that they like to.


Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] gcc optimizations

2003-08-14 Thread Christopher S Horler
Hi Norman,

I haven't upgraded to gcc 3.3, I had planned on waiting until gcc 3.4 or
even later.  Can you give us an indication of what kind of performance
benefit this can give?

Chris
On Sun, 2003-08-10 at 06:24, Norman Vine wrote:
 I upgraded my MingW compiler to gcc3.3
 and tried the following CFLAGS to use the sse multimedia 
 registers instead of the normal 387 fpu instructions
 
 -O2 -march=pentium3 -msse -mfpmath=sse
 
 Wow -- seems like a nice improvement in the fps :-)
 
 You will need a P3 or better for this
 not exactly sure what the flags are for the AMD chips
 but it's probably worth experimenting
 
 If you have a Pentium 4 try
 -O2 -march=pentium4 -msse2 -mfpmath=sse2
 and this will do the same for doubles that sse does
 for floats
 
 Note these compiler flags are present in earlier versions
 of gcc but the code emitted had a few problems.  It seems
 as if 3.3 got things right at least for FGFS :-)
 
 Cheers
 
 Norman
 
 
 
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Re: [Flightgear-devel] Build problems

2003-08-14 Thread Frederic Bouvier
Lee Elliott wrote:
 On Wednesday 13 August 2003 17:59, Martin Spott wrote:
  Jon Berndt [EMAIL PROTECTED] wrote:
   Somehow I managed to build flightgear and end up with a 42 MB
executable.
 
  Did you try to strip that beast ?
 
  Martin.
  -- 
   Unix _IS_ user friendly - it's just selective about who its friends are
!

 --

 The last time I looked (until just now) I was getting a 40+MB executable
too.
 However, the last one I did, yesterday with CXXFLAGs set up for an Athlon
XP,
 has come in at just 5.6MB.

 Obviously, I'm totally ignorant as why this is:)

Is it working ? 5.6MB or 56MB ?

-Fred



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RE: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ andCNTower)

2003-08-14 Thread Norman Vine
David Megginson writes:
 
 Lee Elliott writes:
 
   Perhaps we need a directory in Scenery that can be scanned for
   world landmarks like this.  Could the model and location data be
   defined in an xml file?  Would it be possible to animate them?
   (thinking rotating restaurants and swing bridges here).
 
 I've been thinking about this for a while, and I think that the best
 approach would be to read scenery from multiple directories at once.
 For example, I could have the main scenery under
 /usr/local/FlightGear/Scenery/, and major landmarks under
 /usr/local/FlightGear/Landmarks/, and configure it something like
 this:

I have thought about this for a while also :-)

IMHO - The most elegant solution is outlined @
http://seneca.me.umn.edu/pipermail/flightgear-devel/2002-August/009981.html

Cheers

Norman

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Re: [Flightgear-devel] Re: RFD: Landmarks and scenery (was Re: CYTZand CNTower)

2003-08-14 Thread Curtis L. Olson
Melchior FRANZ writes:
 Unix systems are typically multi-user systems, and typically not every
 user has root access. It would make sense to scan a system wide tree
 in /usr/local/share (maintained by root and only writeable by him)
 and a tree with the same layout in the user's home directory (and
 eventually others). So every user could override any settings. That's
 why (te/fp)TeX and KDE are doing it that way. Of course, nobody =has=
 to set multiple dirs. So stuttering would be optional. 

sed -e s/set multiple dirs/run windows/

:-)

And before anyone says anything, I know that was terribly innacurate
and unfair.

:-)

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] 747 engines: fuel consumption

2003-08-14 Thread Major A

 If you could find a way to measure expected range and consumption rate that
 would be helpful.  There is a parameter called tsfc (thrust specific fuel
 consumption factor) that can be added to each of the jet engine definitions in
 Aircraft-yasim/747.xml.  

David posted a figure from an airline pilot of 6000 lbs/h per engine
during cruise. I've now tried the 747-yasim in a cruise at M.82 at
FL370 and got around 2630 gal/h per engine, which is about 17700
lbs/h!

Based on that calculation, the correct TSFC seems to be 0.274 -- not
sure whether that's right though...

  Andras

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[Flightgear-devel] Re: RFD: Landmarks and scenery (was Re: CYTZ andCNTower)

2003-08-14 Thread Melchior FRANZ
* Curtis L. Olson -- Friday 08 August 2003 21:40:
 Melchior FRANZ writes:
  Of course, nobody =has= to set multiple dirs.

 sed -e s/set multiple dirs/run windows/

Hehe ... but actually, some people =have= to use windows.
After all, that's the only excuse for doing so.

But, while accurate, that's unfair and I hereby withdraw
this statement.

m.   :-]

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Re: [Flightgear-devel] Small scenery comparison

2003-08-14 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 This is just a small comparison between MSFS2004, MSFS2004/MegaScenery 
 (http://www.megascenery.com/) and FlightGear/VMap0 data. I don't think 
 any conclusions can be drawn from it, but it can be usefully and it is fun:
 
 
 Default MS FlightSim 2004:
 http://www.megascenery.com/images/ba3n.JPG
 
 MS FlightWim 2004 w. MegaScenery (satellite images):
 http://www.megascenery.com/images/ba3w.JPG
 
 FlightGear VMap0:
 http://www.a1.nl/~ehofman/fgfs/gallery/test/VanNuysCA.jpg
 
 Erik


The FlightGear view shows a lot more green, than is probably realistic.  Is
this the data or the way it is interpreted?   Also, it looks like the MSFS
basic uses more urban textures than FlightGear, arranged in a more random
manner.  You can see repeats, but not in a regular pattern.

Best,

Jim

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Re: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ andCN Tower)

2003-08-14 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 David Megginson writes:
  Curtis L. Olson writes:
  
The : path separate character might be hard to make unambiguos on
the windows platform.  But it is the standard under unix.

Would anyone be opposed to using the ; character as a path separator
since these paths could show up in universeral config files.
  
  We should use a different one for each OS.  If plib does not already
  encapsulate this convention, we can write a tiny module to do so.
 
 I know what you are saying, but this may not be possible if the path
 needs to be set systemwide for a multi-platform installation.  Or if
 it goes in the preferences.xml file or something like that.  We really
 could use a universal, platform independent delimeter in this case.
 

Might be easier to just place the Landmarks tree at the root of the Scenery
tree like Scenery/Landmarks/ where the Landmarks subdirectory has a tree of
its own in the same layout as the Scenery directory.  Then you don't need
delimiters for multiple paths.

Best,

Jim

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[Flightgear-devel] RE: SimGear/simgear/scene/sky/clouds3d type error

2003-08-14 Thread Alex Perry
 Alex Perry writes:
  SkyContext.cpp:55: conversion from `int' to `enum GLenum'

From: Norman Vine [EMAIL PROTECTED]
 I don't understand this one Alex ??
 from my GL/glut.h
 #define GLUT_WINDOW_WIDTH ((GLenum) 102)
GLUTAPI int APIENTRY glutGet(GLenum type);

Yeah, my glut.h file doesn't have the (GLenum) type cast on the number.

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RE: [Flightgear-devel] Build problems

2003-08-14 Thread Jon Berndt

 It *appears* that g++ isn't searching /usr/local/lib automatically for
 libraries.  You might want to try configuring FlightGear with
 something like:

 LDFLAGS=-L/usr/local/lib ./configure

 That's a can of worms where differnet people think different things
 about /usr/local and it cause some grief to the end users.

Hmmm. I don't get this.  I'm using the same build process I've been using
for years. SimGear builds and installs. FlightGear was built and installed a
few months ago.

Is there a place in a Makefile where I can check to see which path is, in
fact, being used?

I'll give that a try.

Jon


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[Flightgear-devel] gcc optimizations

2003-08-14 Thread Norman Vine
I upgraded my MingW compiler to gcc3.3
and tried the following CFLAGS to use the sse multimedia 
registers instead of the normal 387 fpu instructions

-O2 -march=pentium3 -msse -mfpmath=sse

Wow -- seems like a nice improvement in the fps :-)

You will need a P3 or better for this
not exactly sure what the flags are for the AMD chips
but it's probably worth experimenting

If you have a Pentium 4 try
-O2 -march=pentium4 -msse2 -mfpmath=sse2
and this will do the same for doubles that sse does
for floats

Note these compiler flags are present in earlier versions
of gcc but the code emitted had a few problems.  It seems
as if 3.3 got things right at least for FGFS :-)

Cheers

Norman



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RE: [Flightgear-devel] Build problems

2003-08-14 Thread Jon Berndt
 If I include the change you suggest, will that stop the build process from
 trying to use the wrong version of opengl?
 
 Jon


It didn't seem to help.

Jon


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Re: [Flightgear-devel] Re: blender - ac?

2003-08-14 Thread Matevz Jekovec




Melchior FRANZ wrote:

  * Matevz Jekovec -- Monday 11 August 2003 16:25:
  
  
Melchior FRANZ wrote:


  http://www.seedwiki.com/page.cfm?doc=ModelerAndSceneryBuilderDocumentationwikiid=2418wpid=0
  

  
  
  
  
The page is currently unavailable:(, will try later;).

I have Blender v2.28 and the python script someone sent to this list today.

  
  
o Start Blender
o In one of the open views click at the leftmost button and select
  "Text Editor" mode.
o In Text Editor mode click at the "-" button and select "OPEN NEW"
  from the popup menu.
o Now select one of the python scripts.
o Execute the script by pressing ALT-P
o In the file selector choose the file name of the ac file that you
  want to import/export to.

m.

Everything worked except the creation of the file itself:(. When I
pushed the export button, it just closed that blue window and I was
back in text editor. No files were created whatsoever. Is there
something wrong with the versions (script version is for Blender 2.25
and I have v2.28)?


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Re: [Flightgear-devel] Re: blender - ac?

2003-08-14 Thread Matevz Jekovec




Melchior FRANZ wrote:

  * Matevz Jekovec -- Monday 11 August 2003 16:25:
  
  
Melchior FRANZ wrote:


  http://www.seedwiki.com/page.cfm?doc=ModelerAndSceneryBuilderDocumentationwikiid=2418wpid=0
  

  
  
  
  
The page is currently unavailable:(, will try later;).

I have Blender v2.28 and the python script someone sent to this list today.

  
  
o Start Blender
o In one of the open views click at the leftmost button and select
  "Text Editor" mode.
o In Text Editor mode click at the "-" button and select "OPEN NEW"
  from the popup menu.
o Now select one of the python scripts.
o Execute the script by pressing ALT-P
o In the file selector choose the file name of the ac file that you
  want to import/export to.

m.
  

Forget what I posted before, I downloaded the latest version of the
scripts from that page and everything worked fine now!!


Thanks for everything.
- Matevz


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[Flightgear-devel] Generating ASW20 panel on Flightgear

2003-08-14 Thread Sung Hyun Kim
Hi,
I've been working on ASW20 panel and hopefully it will be finished soon, but I 
could not figure out how to do one thing.

I tried to put my panel (RGB file) on T38. Everything worked except for that 
the white background outside of the panel is not transparent on flightgear. On 
the other hand, I found that T38 panel's background turns transparent even 
though it DOES have the white background if I open it as an image.
Please teach me how to make the background transparent.
Thanks

Amos

*---*
University of Illinois at Urbana-Champaign
Aerospace Engineering
Tel:217-721-5236
*---*

I have been crucified with Christ and I no longer live, but Christ lives in me. The 
life I live in the body, I live by faith in the Son of God, who loved me and gave 
himself for me.
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Re: [Flightgear-devel] beos port

2003-08-14 Thread Arnt Karlsen
On Wed, 6 Aug 2003 15:16:51 +0200, 
Ralf Schülke [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

  ok bernie,
 _ if plib for beos available be, since it dan ready fG for
 beos/zeta to haven? if then I look times which I make there can.

..Ralf, do us all a favor, _auch_ in die Deutsche Sprache Scrieben, 
und danach die Deutsche text nach Englische mit einer sprach-filter 
übersetzen, put das Englisch on top, und die Deutsche nach unten, 
dieser wege kannst Du die _Kontext_ preservieren.  _Most_ of us 
actually understand _some_ written German, and I don't want any of 
this delayed on some stupid misunderstanding, even if my own German 
_sucks_.  ;-)
 
 - Original Message -
 From: Bernie Bright [EMAIL PROTECTED]
 To: FlightGear developers discussions
 [EMAIL PROTECTED] Sent: Wednesday, August 06, 2003
 3:40 AM Subject: Re: [Flightgear-devel] beos port
 
 
  On Tue, 05 Aug 2003 23:03:29 +0200
  Erik Hofman [EMAIL PROTECTED] wrote:
 
   Ralf Schülke wrote:
 hello,
thus there beos the haven before some time gestopt is (which I
find very unfortunate) would like I again on these away, some 
FlightGear developers to reach, so that also  FlightGear  beos
the user can use. thus dear developers, help them. it should be
nevertheless feasible that bad haven to close even if at present
no OpenGL hardware support is there, but Mesa and software
openGL. wait for zuspruch.
  
  
   I don't think anybody here would would not be willing to help
   someone to port FlightGear to Beos, but without the OS installed
   no one can actually  change to code to support Beos.
  
   On a side note, if there really isn't any hardware accelerated
   OpenGL support I don't think you'd even want to try to run
   FlightGear on it ...
  
 
  Erik's right, without hardware accelerated openGL you will be lucky
  to get one fps even with a P4 and a high end graphics card.
 
  However, the first step is to port plib,
  http://sourceforge.net/projects/plib/, particulary the scene graph
  (plib.ssg), sound (plib.sl) and joystick (plib.js) libraries.  plib
  has its own mailing lists so specific questions should be sent
  there.  Once these are done then SimGear and FlightGear should be
  easy.
 
  Bernie
 

-- 
..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] Clouds3D and Matrices in general

2003-08-14 Thread Lee Elliott
On Tuesday 05 August 2003 00:12, Jim Wilson wrote:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Lee Elliott writes:
   I've noticed this effect too, on the 2d clouds.  I think it's an 
ordering 
   issue.  When I use transparent objects/textures in a model I have to be 
   careful of it's position in the object list - basically, every object 
that 
   comes after a transparent object is invisible when viewed through the 
   transparent object.  With the 2d clouds it's as though they are coming 
after 
   the prop disk, in the object order, and so are invisible when seen 
through 
   it.
  
  I think we should be drawing the 3d model of the aircraft last, after
  the sky, terrain, and clouds.
 
 Actually the model objects are sorted so that the transparencies are last so
 that they are higher on the stack and get rendered *first*.  Blending 
requires
 the foreground alpha object to be known first,  which makes perfect sense if
 you think about it.
 
 Someone might want to research the archives, on previous discussion of what
 happens to the terrain and the model if you render the sky at a different 
point.
 
 Norm's idea may be the only solution that could eliminate the tradeoffs in 
the
 current approach.  One possibility might be to somehow tag transparent model
 objects in xml (or ac3d object data) so that they can be moved after (or
 during) a load.  Then you could put the clouds into the transparent 
scenegraph
 along with the transparent object parts, and everything else can go into the
 other scenegraph.  This would also be helpful to modelers who can at times
 face complex difficulties with manually sorting objects.
 
 Yet another thing that suggests an writing ac3d loader customized for 
simgear.
 
 Best,
 
 Jim

It's a tricky one.  If fgfs rendered the a/c after everything else it wouldn't 
work with the nice new clouds.  I think there could be a problem with tagging  
transparent objects  - most side/cabin windows on the large a/c are going to 
be done in the texture map via alpha/transparency against the hull paint 
scheme - not only is cutting out the individual windows a lot of work, it 
also tends to spoils the smoothing of the object, because of the uneven 
concentration of vertices, and also increases the poly count.

Is an a/c model treated separately from the 'scene' or is it dissembled into 
it's component sub-objects, which are then z-buffered along with the rest of 
the scene polys?

LeeE


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Re: [Flightgear-devel] Building under windows...

2003-08-14 Thread Frederic BOUVIER
Kevin D. Rector wrote:
 Erik Hofman Wrote: 
 
 There are developers who use MS Visual C++. To get it working they 
 update their project files on their own. 
 
 Maybe it's time to put the latest project files into CVS? 
 
 That would be great if someone (who has built FGFS with MS Visual C++) could 
 put a current MSVC solution into CVS. 

I am building FlightGear with .NET and a solution I handmade because the 
one in CVS  is :
1) for MSVC 6
2) not updated regularly
3) does not meet my build requirements ( I am linking plib + simgear + FLTK 2 into 
fgsd )

If there is interest, I could maintain a .Net solution. But it will require a huge
overhaul to made it easy to use.

-Fred


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[Flightgear-devel] do you guys know this set of data?

2003-08-14 Thread Andreas
A guy called Rafael is using this dataset (url below) (the South America part)
to improve the terrain in MS Flight Simulator. Here are some before-after
screenshots of some parts of Brazil:

http://www.aerovirtual.com.br/br-mesh.html

I asked him (Rafael) where he got this data, and he gave me this
URL:

http://edcwww.cr.usgs.gov/pub/data/srtm/

He also said he uses flightgear, perhaps he is even subscribed to this list :)
He also thinks flightgear could benefit from this data (but I suppose he
prefers FS for now). Does anybody else know how to make flightgear benefit
from this?


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RE: [Flightgear-devel] Build problems

2003-08-14 Thread Jon Berndt
curt:

Have you done this, yet? I still can't build from a CVS checkout?

 Norman, GL/glut.h seems more proper than GL/glut.h so I will make
 the change in the configure.ac files.
 
 Thanks for catching this,
 
 Curt.



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Re: [Flightgear-devel] Glut

2003-08-14 Thread Erik Hofman
Norman Vine wrote:
Erik Hofman writes:

Oh, I almost forgot. It's actively developed.
Nobody seems interested in anything but ssg in the plib list (and still).


Hmm...

SG probably doesn't need any work
Could well be.
PUI has had considerable attention in the past year
Although there are several projects underway,  I am 
not really sure that SDL has anything comparable yet.
PUI is ssg based.

The PLIB sound library wants to be replaced with OpenAL
or its equivallant but no one has stepped up to the plate
Because there are bteer alternatives?

Anyone got FGFS running on a SDL OpenGL surface instead 
of a GLUT OpenGL surface yet ??

 or is this all idle speak or do folks want to make a decision
 about moving to a different library without trying it out first.
I've had threading and sound working a few years back. But no one was 
interrested back then.

Erik

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RE: [Flightgear-devel] Building cvs fg - no sgPathSplit in SimGear

2003-08-14 Thread Al West
I'm looking (I did a grep -r -i pathsplit * in the simgear subdir.
I did take a look at sg_path.cxx but the closest thing in there is dir()
- nothing in there that will return a list of strings.
Have I got an old version?:
sg_path.cxx v1.1.1.1 2002/09/07 02:57:42
  
Cheers,
Al

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Curtis L. Olson
 Sent: 14 August 2003 01:07
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Building cvs fg - no 
 sgPathSplit in SimGear
 
 
 You should be able to find this code in simgear/misc/sg_path.[ch]xx
 
 Regards,
 
 Curt.
 
 
 Allan West writes:
  Hi,
  
  I'm still on my quest for a CVS build under cygwin.
  
  Latest error is :
  tileentry.cxx: In member function `void 
 FGTileEntry::load(const std::string,
 bool)':
  tileentry.cxx:574: `sgPathSplit' undeclared (first use this 
 function)
  
  On checking the simgear source there does not appear to have the 
  function defined.
  
  I checked into CVS for source, plib, SimGear and TerraGear at about 
  7pm (GMT).

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Re: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ and CNTower)

2003-08-14 Thread David Megginson
Curtis L. Olson writes:

  The : path separate character might be hard to make unambiguos on
  the windows platform.  But it is the standard under unix.
  
  Would anyone be opposed to using the ; character as a path separator
  since these paths could show up in universeral config files.

We should use a different one for each OS.  If plib does not already
encapsulate this convention, we can write a tiny module to do so.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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RE: [Flightgear-devel] Is CVS Down?

2003-08-14 Thread Al West
Ah seems to be working fine now.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Al West
 Sent: 12 August 2003 01:23
 To: 'FlightGear developers discussions'
 Subject: [Flightgear-devel] Is CVS Down?
 
 
 Hi guys,
 
 Is the CVS service at cvs.flightgear.org down at the moment. 
 Being new to CVS how can I diagnose any problems I may get? 
 i.e. if I was having problems browsing a website I'd first 
 ping it and then try to make a connection on port 80. 
 
 Is CVS taken down for regular maintainence? Is this something 
 that is published or notified? Sorry for my n00b questions.
 
 Cheers,
 Al
 
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[Flightgear-devel] Re: CVS compilation fails? jpeg factorysomething...

2003-08-14 Thread Melchior FRANZ
* Matevz Jekovec -- Friday 08 August 2003 17:04:
 ../../src/Network/libNetwork.a(jpg-httpd.o)(.text+0x2fe): In function 
 `HttpdImageChannel::foundTerminator()':
 /home/matevz/fgfs/source/src/Network/jpg-httpd.cxx:96: undefined 
 reference to `trJpgFactory::render()'

The SimGear lib that it's trying to link against was obviously
configured without the --with-jpeg-factory option. This should
be detected automatically by fgfs' configure. Do you eventually
have more than one SimGear installed? One with and one without
jpeg-factory?
   The easiest fix is probably to remove all but one set of
SimGear libraries, or reconfigure the one you are using with
--with-jpeg-factory.

m.

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[Flightgear-devel] blender - ac?

2003-08-14 Thread Matevz Jekovec
I would need some help on exporting my Blender files to AC.
I downloaded some python scripts, but I got an error when trying to convert:
zverina-ii:~/fgfs/blender$ python ac3d_import.py
Traceback (most recent call last):
 File ac3d_import.py, line 26, in ?
   import Blender
ImportError: No module named Blender
Thanks.
- Matevz
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RE: [Flightgear-devel] Build problems

2003-08-14 Thread Norman Vine
Jon Berndt writes:
 
 What would have changed to screw it up, though? I've never had a problem
 with this before...

Have you installed the Cygwin XServer recently ??

i.e I notice you are linking against -L/usr/X11R6/lib

Not really sure of the best way of handling this as I haven't
installed the XServer

My guess is you want to include Cygwin into this check in configure.ac

dnl Determine an extra directories to add to include/lib search paths
case ${host} in
*-apple-darwin* | *-*-mingw32*)
echo no EXTRA_DIRS for $host
;;


i.e.

dnl Determine an extra directories to add to include/lib search paths
case ${host} in
*-apple-darwin* | *-*-cygwin* | *-*-mingw32*)
echo no EXTRA_DIRS for $host
;;


As you *definately* don't want to use the opengl lib that comes with the 
Cygwin XServer as it is a software only version of the library and won't
take advantage of any hardware acceleration

Norman
 
  -Original Message-
  
   I've tried building the latest flightgear from CVS.  I've updated to the
   latest version both plib and simgear and they build.  However,
  when trying
   to build flightgear I get an error right away when trying to build the
   applications in test:
 
   gcc-L/usr/X11R6/lib -o gl-info.exe

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re: [Flightgear-devel] request for comments?

2003-08-14 Thread David Megginson
Curtis L. Olson writes:

  One proposal I've heard has been to try to build a scene graph
  independent layer (i.e. our own generic scene graph API that could
  translate calls into any of the actual scene graph api's, but I'd like
  to avoid that based on performance concerns and also the point here is
  not to write to the lowest common denominator, we want to be able to
  push forward with newer graphic effects.)

That might be overkill, but it would be a good idea to try to isolate
the SSG calls to as few files as possible before we make the final
decision about switching.  Right now, I think that the SSG stuff is
spread a little haphazardly through the code base.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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[Flightgear-devel] ALSA and FGFS (Was: Re: Glut)

2003-08-14 Thread Istvan Marko
Matevz Jekovec [EMAIL PROTECTED] writes:

 I think this will be the end of my 2 second engine sound and then
 mute for the rest of the game:(.

FWIW, the following has fixed my FGFS/ALSA sound problems:

echo fgfs 0 0 direct  /proc/asound/card0/pcm0p/oss


There is also

echo fgfs 0 0 disable  /proc/asound/card0/pcm0c/oss

but it is not needed on my setup.

-- 
Istvan


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Re: [Flightgear-devel] blender - ac?

2003-08-14 Thread Matevz Jekovec




Frederic BOUVIER wrote:

  Matevz Jekovec wrote:
  
  
I would need some help on exporting my Blender files to AC. 
I downloaded some python scripts, but I got an error when trying to convert: 
zverina-ii:~/fgfs/blender$ python ac3d_import.py 
Traceback (most recent call last): 
File "ac3d_import.py", line 26, in ? 

  
  
You need to execute the python script within Blender, in the text window.
Go to the wiki, under scenery construction, there is the readme for these
files.

-Fred
  

Where can I find text window in Blender (I have v2.28)?


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RE: [Flightgear-devel] Re: RFD: Landmarks and scenery (was Re: CYTZandCNTower)

2003-08-14 Thread Norman Vine
Melchior FRANZ writes:
 
 * Norman Vine -- Friday 08 August 2003 21:18:
  and as far as LandMarks go I can't really see why they don't just go in the 
  standard scenery file as since they are LandMarks they probably only
  apply to one location :-)
 
 Unix systems are typically multi-user systems, and typically not every
 user has root access. 

Not much different then a NT/2K.XP box then in that respect :-)

Out of curiosity I wonder how many installations have more then 
one FlightGear user using a common Scenery data repository 
rather then the one in the 'local user' tree :-)

Cheers

Norman



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Re: [Flightgear-devel] Re: blender - ac?

2003-08-14 Thread Matevz Jekovec




Melchior FRANZ wrote:

  * Matevz Jekovec -- Monday 11 August 2003 15:38:
  
  
I would need some help on exporting my Blender files to AC.
I downloaded some python scripts, but I got an error when trying to convert:
zverina-ii:~/fgfs/blender$ python ac3d_import.py
Traceback (most recent call last):
  File "ac3d_import.py", line 26, in ?
import Blender
ImportError: No module named Blender

  
  
Which script version? Which Blender version? Don't let us guess!
Here's some info about Blender and ac3d (at the bottom):
http://www.seedwiki.com/page.cfm?doc=ModelerAndSceneryBuilderDocumentationwikiid=2418wpid=0

I'll add some more comments there soon ...

m.
  

The page is currently unavailable:(, will try later;).

I have Blender v2.28 and the python script someone sent to this list
today.


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Re: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ andCN Tower)

2003-08-14 Thread Lee Elliott
On Saturday 09 August 2003 09:56, Erik Hofman wrote:
 Jim Wilson wrote:
 
  Might be easier to just place the Landmarks tree at the root of the 
Scenery
  tree like Scenery/Landmarks/ where the Landmarks subdirectory has a tree 
of
  its own in the same layout as the Scenery directory.  Then you don't need
  delimiters for multiple paths.
 
 We actually have to.
 While this addition is nice, it doesn't solve the problem where to put 
 the landmarks from outside the default scenery in CVS.
 
 Erik

The real problem seems to be that the scenery .stg files need to be modified 
by adding OBJECT_STATIC entries for each of the landmark objects.  If a new 
landmark object is created by someone, they'd not have to distribute their 
object and textures, they'd also have to distribute a modified .stg file as 
well.

As well as the obvious problem of trying to install a landmark for which you 
don't have the corresponding scenery, and therefore also the appropriate .stg 
file, this means that if several different people are making landmark objects 
for the same .stg area they'd end up producing separate and different .stg 
files, with each one omitting the others landmarks until the different .stg 
files were reconciled.  By someone...

It seems to me that there needs to be a way of adding entries to the list of 
objects derived from the .stg list, as the tiles are loaded.

If there was a way of doing this, and using the transamerica and sutro 
landmarks as examples, how about:

/Landmarks/w130n30/w123n37/942066/transamerica-fb.xml
/Landmarks/Models/transamerica-fb/transamerica-fb.ac
/Landmarks/Models/transamerica-fb/transamerica-fb.rgb
/Landmarks/w130n30/w123n37/942066/sutro.xml
/Landmarks/Models/sutro/sutro-fb.ac
/Landmarks/Models/sutro/sutro-fb.rgb

The .xml files would point to the object path, as well as including any 
animation stuff.

When the 942066 tile is to be loaded, the corresponding Landmarks dir (in this 
case /Landmarks/w130n30/w123n37/942066/) should be scanned and if any valid 
.xml files are found, a corresponding OBJECT_STATIC entry should be generated 
and returned with the rest of the tile data.

If the path dirs for the .xml files don't exist when you install a new 
landmark they can be created but only the relevent .xml file should be 
removed if you want to remove the landmark.

I am not a Scenery scientist.

LeeE


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Re: [Flightgear-devel] Glut

2003-08-14 Thread Erik Hofman
Curtis L. Olson wrote:

Anyone else have any positives or negatives?  Any red flags, or
additional issues we should consider?
I really would like to have SDL support available in FlightGear. In can 
give FG a good step in the right direction. If Cygwin isn't supported 
that would be a major drawback though.

Positives:

* Native Win32 threading support
* Native IRIX sproc threading support
* Most functions have multi threading added
* MMX support where needed
* Ability to set the video mode (not just the window size)
* Event scheduler
* Cross platform timer functions
* Network support routines (separate libraries)
* Audio mixer support routines (separate library)
And all of that by adding just a very thin software layer.

Erik

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Re: [Flightgear-devel] Gliding (Stall)

2003-08-14 Thread Major A

 554 @ 21000ft  495 @ 46500ft were the two maxes I've tried.  I can get 554 @ 
 21000ft but I couldn't get it over 38000ft, and it took ages to crawl there.  
 This was still below the rated speeds.  I haven't been able to get it to 
 solve using 495kts @ 46500ft.  Yet;)

I'm pretty sure these figures are TAS. 495kt @ 46500ft would be
something like M4, that sounds more like an SR-71 than a B52...

I've been able to reach M0.80 at 4ft, haven't looked higher yet.

 Strange - I'll have to check my measurments again.

Oh, you have a B52 you can put on a balance? :-)

 The problem with doing a G or an H is that they have no ailerons and I don't 
 want to have to figure that out untill I've got the F working better.

Oh, how does a G or H control roll then? The ailerons on the F are
already pretty small, but it's damn hard to fly the thing without
touching them...

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

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RE: [Flightgear-devel] request for comments?

2003-08-14 Thread Norman Vine
Curtis L. Olson writes:
 
 I just wanted to float an idea on the list and see if anyone had any
 comments.  This isn't an official proposal and I'm not chomping at the
 bit to make a change.  It's just an idea I find interesting to think
 about and I'd like to get some sort of feedback/comments if any one
 has any.
 
 plib/ssg has served us well and when we jumped on board the plib
 bandwagon, it was the best thing available in terms of performance,
 robustness, stability, features, etc.
 
 At the risk of tainting the discussion I will say that from my
 investigation, Open Scene Graph seems to be the better choice.
 There are people here locally that use it, and I know that other
 flightgear developers have used it as well. 

Well being the original porter and current maintainer of OpenSceneGraph's
Cygwin and MingW32 ports as well as the main WIN32 contributer  porter 
for Producer the GLUT replacement used by OSG I guess I might be in a
position to make a relatively informed comment.

I reccomend staying with SSG

HTH

Norman




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Re: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ andCN Tower)

2003-08-14 Thread Arnt Karlsen
On Sat, 9 Aug 2003 00:08:05 +0200, 
Arnt Karlsen [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 On Fri, 8 Aug 2003 20:12:41 +0100 (BST), 
 Jon Stockill [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]
 :
 
  On Fri, 8 Aug 2003, Curtis L. Olson wrote:
  
   Would anyone be opposed to using the ; character as a path
   separator since these paths could show up in universeral config
   files.
  
  ; is a command seperator though.
 
 ...and path separator too...

...I thought I remembered... 


-- 
..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] Re: Glut

2003-08-14 Thread Matevz Jekovec
I worked some stuff with SDL. I like that SDL has the ability to use 
many drivers for sound, not just OSS. For Linux, it supports Alsa, OSS 
and Arts! Switching between them is easy - only reinitialize SDL with 
different function argument (somehing like SDL_Quit () and then SDL_Init 
(..., USE_SOUND_DRIVER=alsa)). I think this will be the end of my 2 
second engine sound and then mute for the rest of the game:(.

- Matevz

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Re: [Flightgear-devel] Glut

2003-08-14 Thread Martin Spott
Christopher S Horler [EMAIL PROTECTED] wrote:

 Does sdl improve flightgear at all?  -If it is put in do we see some
 real advances?  Might time be better spent cleaning up the code?

Oh, removing unneeded (GLUT-)dependecies _is_ sort of a clean-up. On the
other hand I agree to the opinion that currently there might be other spots
in FlightGear that probably deserve much more to get optimized than the
interface to the windowing system.
I assume Curt has a special intention that makes him considering the
move to SDL !?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Build problems

2003-08-14 Thread Martin Spott
Jon Berndt [EMAIL PROTECTED] wrote:

 Is there a place in a Makefile where I can check to see which path is, in
 fact, being used?

At least FG should look in $PREFIX/lib/ - the prefix that you supply with
./configure

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Glut

2003-08-14 Thread Curtis L. Olson
Norman Vine writes:
 Getting rid of GLUT dependencies is a good thing
 even if the message in the CVS Log is a more then 
 a *little* scary since it 'mentions' moving to SDL 

We should probably have an open discussion on the developers list
about this at some point.  I'm not ready to make the jump at the
moment, but I've been investigating the possibilities.

The downsides that I am aware of are:

- No real SDL support for cygwin (or existing stuff very difficult or
  impossible to make work?  

- SDL folks do not feel like spending time on cygwin and prefer to
  work with myngwin.)

- Works well with mygwin, but sends stdout/stderr to a file rather
  than to the console.  tail -f in a separate console should be a
  possible work around, but this appears to impose a huge system wide
  frame rate hit.

- plib dependencies on glut.  As I understand it, at least pui (the
  opengl gui stuff which flightgear uses heavily) has a lot of glut
  dependencies hardwired in.  I'd love to be wrong about this.

Positives:

- SDL is being actively developed.  GLUT is encumbered and further
  development is not really possible.  FreeGLUT is an alternative, but
  I don't believe it supports all the platforms that GLUT supports and
  doesn't seem to have a ripsnorting development pace either.

- The default GLUT is problematic in the latest RedHat, and many linux
  distributions ship with a version that doesn't work correctly with
  catch/throw which results in segfaults whenever an exception is
  thrown.

- SDL seems to be the current in thing.

- A lot of people seem to be asking for or pushing for a move to SDL.
  It seems generally better supported by the various linux
  distributions.  On other platforms you are probably going to have to
  download build the libs yourself whether it be glut or SDL.

There will certainly be some pain if we switch.  Perhaps some glut
features would not have direct SDL counterparts???  It might take time
to migrate all the glut usages over to SDL leaving some things
broke/disabled for a while?

There will probably be some configure type issues that will need to
be ironed out over time.

SDL isn't exactly a no-brainer to install either ... Debian comes with
about 18 different varients.  I picked one and it seemed to work for
some demos, but who knows which one I was supposed to pick.

Anyone else have any positives or negatives?  Any red flags, or
additional issues we should consider?

 attached patch gets rid of all mention of GLUT from 
 the cockpit directory

I appreciate the fixes ... I had looked at that code yesterday and
assumed it was going to be much harder to make it glut free.

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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RE: [Flightgear-devel] Glut

2003-08-14 Thread Norman Vine
Erik Hofman writes:
 
 Norman Vine wrote:
  
  PUI has had considerable attention in the past year
  Although there are several projects underway,  I am 
  not really sure that SDL has anything comparable yet.
 
 PUI is ssg based.

No although there has been some discussion to that end
as a GUI and a scenegraph have a lot in common

AFAIK  PUI if compiled without GLUT support would probably
port to a SDL surface fairly easily if anyone was so inclined

Cheers

Norman


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Re: [Flightgear-devel] Building cvs fg - no sgPathSplit in SimGear

2003-08-14 Thread Frederic Bouvier
Al West wrote:
   you subscribe to terragear lists too.  I notice that there
  is a Golden
   Gate bridge pictured in the clouds3d_gg.jpg that Norman Vine posted
   about 2 weeks back - I look forward to when 3Dclouds arrives in the
   CVS. Is the GG Bridge a user added addition above the
  standard scenery
   or part of the CVS set? Also what is the objects.txt file
 
  GG bridge and downtown buildings are in the CVS fgfs base
  package. Beware! the one on cvs.flightgear.org, not the one
  on rockfish.net
  that is obsolete.
 

 Hmmm I've updated from CVS using
 Cvs -d:pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co
 data

 Last modified files showing are 942058.stg and candlestickpark-fb.ac at
 27/07/2003 22:18
 I've checked this against the CVS query engine (cvs.flightgear.org)
 A clue might be at KSFO I don't see the terminal building - the static
 aircraft or anything else other than randomly populated objects.

 I'm running on windows 2000 - CVS fg built with cygwin (last check in
 5am GMT this morning).  Is there something else I should be doing? I'm
 not getting confused with any other data directory on my PC as I only
 have the one - and that's the devel 0.9 data.

The GG bridge is in data/Scenery/w130n30/w123n37 and is called ggb-fb.ac.
It is referenced in the 942066.stg file in the same directory.

There are people here that reported not seeing the 3D models under Cygwin.
Perhaps it is your case ;-( You should look at the log printed in the
console. My output is :

load() base search path = d:\flightgear\cvs\fgfsbase/Scenery
Loading tile d:\flightgear\cvs\fgfsbase/Scenery/w130n30/w123n37/942066
token = OBJECT_BASE name = 942066.btg
token = OBJECT_STATIC name = transamerica-fb.ac pos = -122.403, 37.7952
elevation = 31.6508 heading = 98
token = OBJECT_STATIC name = bofa-sf-fb.ac pos = -122.404, 37.7922 elevation
= 35.4928 heading = 98
token = OBJECT_STATIC name = sutro-fb.xml pos = -122.453, 37.7564 elevation
= 203.288 heading = 0
token = OBJECT_STATIC name = emb-1-fb.ac pos = -122.4, 37.7948 elevation =
22.6856 heading = 98
token = OBJECT_STATIC name = emb-4-fb.ac pos = -122.396, 37.7952 elevation =
12.7144 heading = 98
token = OBJECT_STATIC name = emb-2-fb.ac pos = -122.399, 37.7949 elevation =
19.3701 heading = 98
token = OBJECT_STATIC name = emb-3-fb.ac pos = -122.398, 37.7951 elevation =
16.2764 heading = 98
token = OBJECT_STATIC name = calcent-fb.ac pos = -122.401, 37.7928 elevation
= 25.3056 heading = 98
token = OBJECT_STATIC name = ggb-fb.ac pos = -122.476, 37.8188 elevation
= -1.32859e-005 heading = 105

( beware, line surely split )

-Fred



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[Flightgear-devel] Re: blender - ac?

2003-08-14 Thread Melchior FRANZ
* Matevz Jekovec -- Monday 11 August 2003 16:25:
 Melchior FRANZ wrote:
 http://www.seedwiki.com/page.cfm?doc=ModelerAndSceneryBuilderDocumentationwikiid=2418wpid=0

 The page is currently unavailable:(, will try later;).
 
 I have Blender v2.28 and the python script someone sent to this list today.

o Start Blender
o In one of the open views click at the leftmost button and select
  Text Editor mode.
o In Text Editor mode click at the - button and select OPEN NEW
  from the popup menu.
o Now select one of the python scripts.
o Execute the script by pressing ALT-P
o In the file selector choose the file name of the ac file that you
  want to import/export to.

m.

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Re: [Flightgear-devel] shared base package question

2003-08-14 Thread David Luff
On 8/14/03 at 10:14 AM Martin Spott wrote:

Arnt Karlsen wrote:

 ..can these use tarballs named .tgz instead of .tar.gz etc ?

I'd vote for another approach.
PowerArchiver for Windows, unlike WinZip, _is_ able to deal with .tar.gz
archives - at least Version 6.11 does (definitely, just tested).

Um, Winzip deals just fine with tar.gz, and has done for many versions, if
you ignore the fact that it leaves a temporary copy of the tar file in the
temp dir each time it extracts one.

There was a problem a while ago that Netscape 3/4.x would rename the
extension tar.gz to something wierd that the archiver wouldn't recognise,
which might possibly be alleviated by using .tgz instead, but how many
people use older Netscapes now?

Cheers - Dave




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Re: [Flightgear-devel] Glut

2003-08-14 Thread Erik Hofman
Norman Vine wrote:
Erik Hofman writes:

Norman Vine wrote:

PUI has had considerable attention in the past year
Although there are several projects underway,  I am 
not really sure that SDL has anything comparable yet.
PUI is ssg based.


No although there has been some discussion to that end
as a GUI and a scenegraph have a lot in common
AFAIK  PUI if compiled without GLUT support would probably
port to a SDL surface fairly easily if anyone was so inclined
That would be good news.
I like PUI.
Erik

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Re: [Flightgear-devel] Fog disappeared

2003-08-14 Thread Frederic Bouvier

 I wrote:
  It seems that the recent changes to SimGear broke the fog and
  some other things. Specifically, I now have black seams on the
  runways and no fog.
  
  I try now to return before Erik changes to confirm that.
  More to come...
 
 It seems that the latest changes are only responsible for the fog 
 problem. I still have the seams after backing out them. Now
 I am suspecting the 3D clouds.
 
 For the fog, it is sunset now at SF and I am facing the sun : I am
 seeing no fog. If I rotate the view in order to put the sun out of
 the window, the fog reappears.
 
 Still invvestigating ...
 
 -Fred
 
 
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Re: [Flightgear-devel] Threads and WeatherCM

2003-08-14 Thread Christian Mayer
Erik Hofman schrieb:
Matevz Jekovec wrote:

Can anyone please tell me what does compiling with threads and 
weathercm options do?


Threads: Add a tile loader thread
WeatherCM: It is the first real weather module FlightGear had.
WeatherCM is a weather module written by Christian Mayer and isn't 
updated much lately (probably fro obvious reasons). It's a matter of 
taste which one to use, but since the Environment manager start 
providing features which are not part of WeatherCM I think the prefered 
 module would be the default one.
The slow update cycle is due to a lack of time :(

WeatherCM could increase the functionality of the environment manager as 
it offers a weather that is nicely interpolated between the 
weatherstations - worldwide. And it can read a weatherreport from the 
internet with worldwide weather.

The only problem - which should be very easy to fix - is that WeatherCM 
uses different properties than the Environment Manager to tell FGFS the 
current weather conditions at the plane position (historic reasons).
So after changing the properties it should work nicely with the FDMs.

But if you want a weather that is easy to setup and only local the 
Environment manager is better suited.

CU,
Christian
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Re: [Flightgear-devel] Vanishing cvs servers

2003-08-14 Thread Arnt Karlsen
On Thu, 7 Aug 2003 07:06:09 -0500, 
Curtis L. Olson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Jon Stockill writes:
  For some reason both cvs.flightgear.org and cvs.simgear.org are
  failing to resolve. I've just been exploring with dig, and none of
  the listed nameservers appear to have an A record for them.
  
  Anyone else seeing this?
 
 Jon,
 
 Give it another try in a few minutes and see if you can see it.
 
 Curt.


[EMAIL PROTECTED]:~$ dig cvs.flightgear.org ; dig cvs.simgear.org ; date

;  DiG 9.2.1  cvs.flightgear.org
;; global options:  printcmd
;; Got answer:
;; -HEADER- opcode: QUERY, status: NOERROR, id: 40245
;; flags: qr rd ra; QUERY: 1, ANSWER: 1, AUTHORITY: 0, ADDITIONAL: 0

;; QUESTION SECTION:
;cvs.flightgear.org.IN  A

;; ANSWER SECTION:
cvs.flightgear.org. 43136   IN  A   128.101.142.119

;; Query time: 20 msec
;; SERVER: 192.168.1.1#53(192.168.1.1)
;; WHEN: Thu Aug  7 17:34:41 2003
;; MSG SIZE  rcvd: 52


;  DiG 9.2.1  cvs.simgear.org
;; global options:  printcmd
;; Got answer:
;; -HEADER- opcode: QUERY, status: NOERROR, id: 21328
;; flags: qr rd ra; QUERY: 1, ANSWER: 3, AUTHORITY: 4, ADDITIONAL: 0

;; QUESTION SECTION:
;cvs.simgear.org.   IN  A

;; ANSWER SECTION:
cvs.simgear.org.536 IN  CNAME   cvs.flightgear.org.
cvs.flightgear.org. 43136   IN  CNAME   baron.flightgear.org.
baron.flightgear.org.   43136   IN  A   128.101.142.119

;; AUTHORITY SECTION:
flightgear.org. 43136   IN  NS  ns1.easydns.com.
flightgear.org. 43136   IN  NS  ns2.easydns.com.
flightgear.org. 43136   IN  NS  remote1.easydns.com.
flightgear.org. 43136   IN  NS  remote2.easydns.com.

;; Query time: 38 msec
;; SERVER: 192.168.1.1#53(192.168.1.1)
;; WHEN: Thu Aug  7 17:34:41 2003
;; MSG SIZE  rcvd: 189

Thu Aug  7 17:34:41 CEST 2003

-- 
..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] shared base package question

2003-08-14 Thread Arnt Karlsen
On Wed, 13 Aug 2003 10:55:00 -0500, 
Curtis L. Olson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Matevz Jekovec writes:
  I was always wondering why do we have seperated base packages for
  every OS? Shouldn't they be the same? (I rather asked here than go
  downloading:))
 
 We really don't have separate base packages for separate OS's.  We
 have one base package (.tar.gz and .tar.bz2 versions) and then we have
 a separate Windows .zip version since a lot of windows people don't
 have unix style archive extraction tools on their windows machines.

..can these use tarballs named .tgz instead of .tar.gz etc ?

-- 
..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] YASim Propeller Drag

2003-08-14 Thread David Megginson
Erik Hofman writes:

  You know how fast the aircraft goes at a certain propeller RPM.
  Now you want to know the propeller RPM at a certain speed.

It's not quite so simple.  A fixed-pitch propeller (or a
constant-speed propeller at any given pitch) has a measurement of how
far the propeller will move through the air in a single rotation
without creating drag or thrust (i.e. as if it were a screw in
something more solid).  My propeller has a 60-inch pitch, which is
typical, so it will advance 60 in (5 ft) for each rotation.  That
makes it easy to draw up a table -- just divide the fps by 12 (60/5)
to get the calibrated airspeed in fps, and divide again by 1.69 to get
knots:

  1500 rpm = 125 fps = 74 kcas
  2000 rpm = 167 fps = 99 kcas
  2500 rpm = 208 fps = 123 kcas

That's easy enough.  The problem with windmilling is that the
propeller does not spin all the way up to its neutral speed, but drags
somewhere behind; for example, idling at 74 kcas, you're more likely
to see around 1100 or 1200 rpm (I've never shut down the engine in
flight, but I imagine it would be a couple of hundred rpm lower in
that case).  We need to figure out the balance between engine friction
and compression (slowing the prop down) and the oncoming airstream
(speeding the prop up).


All the best,


David

-- 
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Re: RFD: Landmarks and scenery (was Re: [Flightgear-devel] CYTZ andCN Tower)

2003-08-14 Thread Curtis L. Olson
[EMAIL PROTECTED] writes:
 I have also a question:
 Why do we use /usr/local/Flightgear as directory and not 
 /usr/local/games/Flightgear ?
 
 I would prefer /usr/local/games/Flightgear for everything, 
 the scenery, the game data and the runtime binary including with a symbolic 
 link in the /usr/local/bin directory to this binary.

FlightGear really doesn't care where you put things, as long as you
tell it where to find them.

In my ~/.fgfsrc I have:

--fg-root=/home/curt/projects/FlightGear-0.9
--fg-scenery=/stage/catalina3/Scenery-0.9.1

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] Building cvs fg - no sgPathSplit in SimGear

2003-08-14 Thread Al West
Thanks for the all the help guys I finally got a working version of
flightgear running just fine. However that won't be the last of me if
you subscribe to terragear lists too.  I notice that there is a Golden
Gate bridge pictured in the clouds3d_gg.jpg that Norman Vine posted
about 2 weeks back - I look forward to when 3Dclouds arrives in the CVS.
Is the GG Bridge a user added addition above the standard scenery or
part of the CVS set? Also what is the objects.txt file used for - a
goggle of objects.txt flightgear (which I find picks up a good set of
flightgear-user/devel posts) didn't enlighten me.
Cheers,
Al 

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Re: [Flightgear-devel] Re: scenery doesn't load after cvs update

2003-08-14 Thread Curtis L. Olson
Something is not making sense to me here.  What are you using for your
--fg-scenery= and --fg-root= options?

Thanks,

Curt.


Melchior FRANZ writes:
 * Curtis L. Olson -- Saturday 09 August 2003 04:53:
  Ooops I didn't catch that because I was explicitely specifying the
  scenery path.  SHould now be fixed in cvs.
 
 It does still not work under Linux, because sgDirPathSepBad is still
 defined to be ':' and hence replaced by '/' in SGPath::fix().
 I simply replaced ':' by '\\' to make it work.  :-)
 
 m.
 
 
 Index: sg_path.cxx
 ===
 RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/misc/sg_path.cxx,v
 retrieving revision 1.6
 diff -u -p -r1.6 sg_path.cxx
 --- sg_path.cxx 9 Aug 2003 02:54:15 -   1.6
 +++ sg_path.cxx 9 Aug 2003 08:01:05 -
 @@ -40,7 +40,7 @@ static const char sgDirPathSep = ':';
  static const char sgDirPathSepBad = '/';
  #else
  static const char sgDirPathSep = '/';
 -static const char sgDirPathSepBad = ':';
 +static const char sgDirPathSepBad = '\\';
  #endif
 
  #if defined( WIN32 )
 
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-- 
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] Building under windows...

2003-08-14 Thread Kevin D. Rector
Frederic Bouvier wrote:

If there is interest, I could maintain a .Net solution. But it will require
a huge
overhaul to made it easy to use.

There is definitely interest here.

-Kevin Rector

-
And we know that in all things God works for
the good of those who love him, who have been
called according to his purpose.
Romans 8:28
-




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