Re: [Flightgear-devel] f16 model broken?

2004-06-26 Thread Erik Hofman
Istvan Marko wrote:
Since the JSBSIM update some days ago the f16 model stopped working
properly for me. The elevator appears to be oscillating randomly, it's
seemingly in a different position for each frame update. This is
visible in the model animation and the aircraft is uncontrollable.
Does anyone else see this? I haven't seen it mentioned on the list yet
so I am starting to wonder if it's something about my setup.
Yes this is known. I have looked at it briefly, but because of time 
constrains I haven't found the time to fix this.

The other JSBSIM models work fine. I am using the CVS HEAD as of now
for both code and data.
The F-16 model uses more of JSBSim than any other model so far. Changes 
in the code are more likely to affect the F-16 in some way.

Erik

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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Erik Hofman
Ampere K. Hardraade wrote:
I have found another thing that is quite interesting.  May be this have 
something to do with the fact that the opacity of my objects is 98%, but 
FlightGear seem to have trouble displaying multiple partially transparent 
objects that are overlapping one another.
Yes, but that's really an OpenGL problem rather than a FlightGear problem.
For example, if I have a plane with a transparent circle in the middile, and 
behind it is another plane with a transparent circle in the middle, you won't 
be able to see the second plane at all through the transparent portion in the 
first plane.
(Semi) transparent objects should be sorted by distance from back to 
front. In some cases it is possible to determine the order beforehand In 
case of a HUD for example, it is best to define the canopy before the 
HUD because in the pilot seat every thing looks like it should be (yes 
knoe the F-16 has this problem right now) and from the outside few one 
barely would notice the difference.

I believe Frederic has written an animation that does this automatically 
 which is called alpha-test.

Erik

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Re: [Flightgear-devel] Re: problem with SGLookupFunction (patch included)

2004-06-26 Thread Erik Hofman
Alex Romosan wrote:
Erik Hofman [EMAIL PROTECTED] writes:

Unfortunately RTLD_DEFAULT isn't supported on all platforms (it isn't
supported in IRIX anyhow). I think that if what you describe is the
problem this really is a bug at your side. What happens is that the
function pointer is copied to ftpr. So dlcose() should never be able
to have any effects on this copy ??

dlclose() doesn't have the effect on the pointer. it just makes that
pointer point to something non-existent once the handle becomes
invalid, hence the core dump. 
Well, that's the part that I don't get.
From the man pages:
All objects loaded automatically as a result of invoking dlopen on the 
referenced object are also closed (however no object still open as a 
result of any dlopen command is closed until dlclose has closed the last 
open handle.

You see, dlclose keeps a counter of the number of dlopen/dlclose calls 
and only removes the shared object when dlclose is called as many times 
as dlopen.

FlightGear links directly to libGL, making the number of dlopen calls 
one more then the number of dlclose calls.

This really is a bug in your shared library implementation, ot you have 
mangled your local copy of FlightGear in such a way that it's dlclosing 
libGL more than necessary.

 what you have there is bad programing
practice. if you do a search for dlclose and dlsym you will see that
nobody uses the pointer returned by dlsym() _after_ a call to
dlclose()
It's not bad programming practice. It's called knowing what you are doing.
Erik
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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-26 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:
Unfortunately RTLD_DEFAULT isn't supported on all platforms (it isn't
supported in IRIX anyhow). I think that if what you describe is the
problem this really is a bug at your side. What happens is that the
function pointer is copied to ftpr. So dlcose() should never be able to
have any effects on this copy ??

I think the idea here is that dlclose() is unmapping the memory region
associated with the shared library.  The pointer still has the same
value, but there are no page table entries associated with that
address any more, so an instruction fetch from that address causes a
segmentation fault.
Yes there should be, dlopen/dlclose keep a counter for the number of 
dlopen *and dlclose calls and only removed the library when the number 
of dlclose calls equals the number of dlopen calls.

Since FlightGear is linked to libGL at link time, the number of dlclose 
calls would always be one less than the number of dlopen calls.

Erik
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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Frederic Bouvier
Erik Hofman wrote:

 Ampere K. Hardraade wrote:
  I have found another thing that is quite interesting.  May be this have
  something to do with the fact that the opacity of my objects is 98%, but
  FlightGear seem to have trouble displaying multiple partially
transparent
  objects that are overlapping one another.

 Yes, but that's really an OpenGL problem rather than a FlightGear problem.

  For example, if I have a plane with a transparent circle in the middile,
and
  behind it is another plane with a transparent circle in the middle, you
won't
  be able to see the second plane at all through the transparent portion
in the
  first plane.

 (Semi) transparent objects should be sorted by distance from back to
 front. In some cases it is possible to determine the order beforehand In
 case of a HUD for example, it is best to define the canopy before the
 HUD because in the pilot seat every thing looks like it should be (yes
 knoe the F-16 has this problem right now) and from the outside few one
 barely would notice the difference.

 I believe Frederic has written an animation that does this automatically
   which is called alpha-test.

alpha-test really works well for fully transparent object because it avoid
blending by discarding fragments that have alpha below a clamp value.
I also described a method for sorting objects in the animation file :
http://baron.flightgear.org/pipermail/flightgear-devel/2004-June/028631.html

HTH

-Fred




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Re: [Flightgear-devel] f16 model broken?

2004-06-26 Thread Arnt Karlsen
On Fri, 25 Jun 2004 19:03:35 -0700, Istvan wrote in message 
[EMAIL PROTECTED]:

 Since the JSBSIM update some days ago the f16 model stopped working
 properly for me. The elevator appears to be oscillating randomly, it's
 seemingly in a different position for each frame update. 

..the real thing does this too.

 This is visible in the model animation 

..how much?  As much as the real thing?  AFAIK, the elevators 
bangs less an inch or so, around 50(?) times a sec, and should 
appear to see airflow head on(?), and alway below the elevators 
own stall angle to avoid a departure, an unrecoverable spin, 
tumble etc, those has claimed a dozen or so F16's.

..another question, is how much slapping do _we_ wanna show? 
More slaps than the framerate allows, won't be shown, so one 
idea could be just show the last jerk when the video is ready 
for every frame. 

 and the aircraft is uncontrollable.

..without a flight control computer (FCC), correct, it slaps air around 
to keep the plane under pilot control.  Orville and Wilbur also did 
this on their first few planes, and learned the hard way pitch stability
is a good idea when flying around without a FCC.

-- 
..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] f16 model broken?

2004-06-26 Thread Jon Berndt
  Since the JSBSIM update some days ago the f16 model stopped working
  properly for me. The elevator appears to be oscillating randomly, it's
  seemingly in a different position for each frame update.

 ..the real thing does this too.

Erik's F-16 has been around for a while, and working. So, it may be some change I made
recently. There have been a few changes to the FCS.

Jon


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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-26 Thread Andy Ross
Erik Hofman wrote:
 Since FlightGear is linked to libGL at link time, the number of
 dlclose calls would always be one less than the number of dlopen
 calls.

In which case the dlclose() is 100% guaranteed to be a noop anyway and
can be safely removed. :)

Seriously: consider the case where this symbol came out of a library
that we *don't* link to statically.  Then this would undeniably be a
bug, because the library would be unmapped before the function could
be called.  Honestly, this code is just wrong.  You don't close the
library before calling functions in it, you just don't.  Yes, the
POSIX docs for dlclose() seem to imply that it should be safe as
long as something else has a handle to libGL, but it's still not
correct.

Andy


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RE: [Flightgear-devel] f16 model broken?

2004-06-26 Thread Jon Berndt
 Erik's F-16 has been around for a while, and working.
 So, it may be some change I made
 recently. There have been a few changes to the FCS.
 
 Jon

I might add that my changes were to fix things that really were broken.

:-)

Jon


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[Flightgear-devel] Re: problem with SGLookupFunction (patch included)

2004-06-26 Thread Alex Romosan
Erik Hofman [EMAIL PROTECTED] writes:

 Since FlightGear is linked to libGL at link time, the number of
 dlclose calls would always be one less than the number of dlopen calls.

this is wrong. the whole idea of linking against a shared library is
that you load only the symbols you need. it doesn't mean the library
is loaded in memory all the times (that will defeat the whole idea of
shared libraries). linking against a shred library doesn't count as a
dlopen().

the address the library is loaded at depends on how libc implements
it. for linux, the core dump happens when one uses kernel 2.6 and tls
enabled. the point is that there is no guarantee the pointer is still
valid once you call dlclose().

if you want to guarantee the pointer to the function is still valid
after calling dlclose() you hvae to call dlopen() on libGL yourself
one more time outside the lookup function. that way the library will
stay in the memory all the time (but this is still not a good
solution).

the only good solution is to make sure you use the pointer before
calling dlclose() and that means moving it out of SGLookupFunction()
(and hence getting rid of SGLookupFunction). you should also do some
error checking with dlerror() for completeness.

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Ampere K. Hardraade
That example shows how to re-order the objects if they are in the same mesh 
file.  What should I do if the objects that I want to re-order are in two 
different mesh files?

Thanks in advance,
Ampere

On June 26, 2004 06:16 am, Frederic Bouvier wrote:
 alpha-test really works well for fully transparent object because it avoid
 blending by discarding fragments that have alpha below a clamp value.
 I also described a method for sorting objects in the animation file :
 http://baron.flightgear.org/pipermail/flightgear-devel/2004-June/028631.htm
l

 HTH

 -Fred

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Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Ampere K. Hardraade
I meant, if in such XML file:

?xml version=1.0?

PropertyList

 pathMD-11.3ds/path
 offsets
   z-m0/z-m
   x-m-25/x-m
   pitch-deg-0.5/pitch-deg
 /offsets

!-- Cockpit --
 model
  pathAircraft/MD11/Models/cockpit/cockpit.xml/path
 /model

...

/PropertyList

How do I change the ordering of MD11.3ds and the mesh that was referenced in 
cockpit.xml?

Thanks in advance,
Ampere

On June 26, 2004 06:30 pm, Frederic Bouvier wrote:
 Ampere K. Hardraade wrote:
  That example shows how to re-order the objects if they are in the same

 mesh

  file.  What should I do if the objects that I want to re-order are in two
  different mesh files?
 
  Thanks in advance,
  Ampere
 
  On June 26, 2004 06:16 am, Frederic Bouvier wrote:
   alpha-test really works well for fully transparent object because it

 avoid

   blending by discarding fragments that have alpha below a clamp value.
   I also described a method for sorting objects in the animation file :

 http://baron.flightgear.org/pipermail/flightgear-devel/2004-June/028631.htm
l

 In the end, it is a scenegraph in memory, so it doesn't matter if the
 geometry
 is in 1 or more files. Animation works on objects loaded in memory.
 When you add a submodel ( for instance, an instrument ) to your main model,
 it ends up as a branch of the main model.

 -Fred



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[Flightgear-devel] Re: f16 model broken?

2004-06-26 Thread Istvan Marko
Arnt Karlsen [EMAIL PROTECTED] writes:

 On Fri, 25 Jun 2004 19:03:35 -0700, Istvan wrote in message 
 [EMAIL PROTECTED]:

 Since the JSBSIM update some days ago the f16 model stopped working
 properly for me. The elevator appears to be oscillating randomly, it's
 seemingly in a different position for each frame update. 

 ..the real thing does this too.

 This is visible in the model animation 

 ..how much?  As much as the real thing?  AFAIK, the elevators 
 bangs less an inch or so, around 50(?) times a sec [...]

The frequency could be right (I get around 25fps so hard to say) but
the movement looks a lot more than an inch. As far as I can see the
elevators constantly flicker across their whole range of possible
positions.

You might be on the right track though. I just experimented some more:
If I start out with sitting on the runway, no wind, zero airspeed the
elevators are steady. As soon as I start rolling, even at a low speed
they go crazy. And the flickering doesn't stop even after I come to a
full stop again. 

-- 
Istvan


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