Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45

2004-12-21 Thread Thomas Förster
Am Montag 20 Dezember 2004 22:20 schrieb Jorge Van Hemelryck:
 ...
 1- the Control app launches and communicates with FlightGear, the latter
 being for instance a child process (or fgrun could be extended to
 communicate with FlightGear in this way)

 2- FlightGear is launched at the same time as the Control app

 3- FlightGear and the Control app can be run independently

I'd go with option three. I see the FG core (the simulator itself) as an 
independent demon.  Multiple 'control' clients can connect and interact 
with the FG server ('GUI', Atlas Moving Map, Flight Tutor*, Flight 
logger, ...). We might need a locking mechanism to have only 1 client writing 
properties though.

* some future app that gives remarks on flight performance, i.e. Give 
attention to engine rpm, More left rudder (just an idea :-))

 ...
 What is already clear is that FlightGear should not depend on this
 Control app. It must be possible to run FlightGear from the command-line
 without anything else. That is why I would be in favor of option 3.

+1 

 Here is what is already possible with what we presently have. The
 FlightGear telnet protocol allows an external program to get and set
 properties. This already allows for environment / position / time /
 radio / gps / view settings, to name a few.

 The current gui (menubar) can do more than that, and in the future it
 would probably a good thing to use the same API, in order for instance
 to be able to launch a nasal command from the Control app.

That's a definite goal, to have a clean API to the simulator core, which is 
used by an internal as well as an external GUI.

 As we said before, the main problem would be to change aircraft (and
 therefore reinit FDM, 3D model, systems) without restarting FG. I'll try
 and have a look at the initialization code as soon as I find some time.

Great.

Thomas

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RE: [Flightgear-devel] Compiling with Visual Studio 2003.net

2004-12-21 Thread Frederic Bouvier
Thanks Antoine,

This could be the README I never manage to write.
On remark : the pthreads-snap-something can be the latest ( advised ). It is
just that it requires a name change in the project files.

-Fred


Quoting RENNUIT Antoine :

 There cannot exist a howto to compile these sources, because it depends on
 the cvs sources, and cvs files are always changing. Anyway, I did compile
 the whole project under msvc.net 2003 (both under win XP, and win 2k), 2
 weeks ago, and I can testify that it works well, here are a few guidelines :

   - download glut for windows from
 http://www.xmission.com/~nate/glut.html, and unzip it
   - copy glut.h to
 %VISUAL_DOT_NET_2003_DIRECTORY%\Vc7\PlatformSDK\Include\GL
   - copy glut32.dll to %WINDOWS_DIRECTORY\System32

   - download the openAL sdk for windows at
 http://developer.creative.com/landing.asp?cat=1sbcat=31top=38, and install
 it.
   - create a directory AL in
 %VISUAL_DOT_NET_2003_DIRECTORY%\Vc7\PlatformSDK\Include\, copy the files
 you find in %OPENAL_DIRECTORY%\Include into this new directory, then you
 should find 8 files (al.h, alc.h, alctypes.h, altypes.h, alu.h, alut.h,
 aluttypes.h, and alutypes.h) in
 %VISUAL_DOT_NET_2003_DIRECTORY%\Vc7\PlatformSDK\Include\AL
   - copy the dll files you find in %OPENAL_DIRECTORY%\dll in
 %WINDOWS_DIRECTORY\System32 (there are 2 files : OpenAL32.dll, and
 wrap_oal.dll)

   - download the file FG-ProjectFiles-msvc71.zip at
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/ (careful, this file
 only works under msvc.net 2003, not 2002), unzip it

   - download the version of pThread for windows indicated in the
 FG-ProjectFiles-msvc71 newly created directory (should be
 pthreads-snap-2004-06-22, so you must not download the latest version but
 an older one) at http://sources.redhat.com/pthreads-win32/, unzip it. In
 explorer, drag the newly created directory pthreads-snap-2004-06-22, and
 drop it on the directory FG-ProjectFiles-msvc71\pthreads-snap-2004-06-22
 (pressing Ctrl key at the same time to copy the files, its safer than just
 to move them).
   - copy pthreadVCd.dll (that you can now find in
 FG-ProjectFiles-msvc71\pthreads-snap-2004-06-22), in
 %WINDOWS_DIRECTORY\System32

   - download the cvs version (tarballs are ok) of flightgear, plib,
 and simgear at (http://www.flightgear.org/Downloads/source.html,
 http://plib.sourceforge.net/download.html, and
 http://www.simgear.org/downloads.html), unzip them (you can use 7-zip,
 http://www.7-zip.org/, to unzip .tgz, or .tar.gz files).
   - drag, and drop (copying them, it's safer...) these 3 newly created
 directories onto there respective counterpart in
 FG-ProjectFiles-msvc71\FlightGear\cvs
   - unzip zlib-1.1.4.tar.gz that you find in
 FG-ProjectFiles-msvc71\FlightGear\cvs\SimGear\src-libs, and drag and drop
 this new zlib-1.1.4 directory to
 FG-ProjectFiles-msvc71\FlightGear\zlib-1.1.4


 Now we have to modify the project, and the code itself, because several
 things changed since FG-ProjectFiles-msvc71.zip was made :

   - open the solution named FlightGear-2.sln in
 FG-ProjectFiles-msvc71\FlightGear\cvs\FlightGear
   - find the files dme.cxx, dme.hxx, navcom.cxx, navcom.hxx,
 radiostack.cxx, radiostack.hxx in project FlightGear, directory
 Lib_Cockpit in solutions explorer UNDER MSVC, and delete them from the
 project : they do not exist anymore in the latest cvs versions of FlightGear
find flightgear.ico, and flightgear.rc in project FlightGear, in
 solutions explorer UNDER MSVC, and delete them from the project
   - find the files jpgfactory.cxx, and jpgfactory.hxx in project
 SimGear, directory Lib_sgscreen in solutions explorer UNDER MSVC, and
 delete them from the project
   - add the file ssgAnimTransform.cxx to project ssg in solutions
 explorer UNDER MSVC
   - delete the projects magik_demo, tux_examples, fgadmin, and fgrun
 from the solution
   - open glut.h that you find in
 %VISUAL_DOT_NET_2003_DIRECTORY%\Vc7\PlatformSDK\Include\GL, find  _CRTIMP
 void   __cdecl exit(int);, and replace it with

   #if _MSC_VER = 1200
   _CRTIMP __declspec(noreturn) void   __cdecl
 exit(int);
   #else
   _CRTIMP void   __cdecl exit(int);
   #endif


 Hope it helps...

 Antoine.

 PS : mail me back if you think something is strange...




 -Message d'origine-
 De : [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] la part de Andy
 messier
 Envoyé : lundi 20 décembre 2004 20:01
 À : Flightgear-devel@flightgear.org
 Objet : [Flightgear-devel] Compiling with Visual Studio 2003.net


 Hey All,

 Are there step-by-step instructions on how to build the FlightGear
 source using Visual Studio?  I've been fighting with this build all
 weekend, and am getting nowhere.  I finally got all of the libraries
 and headers in the right places, and now it returns thousands of
 invalid external 

[Flightgear-devel] torque computing

2004-12-21 Thread BONNEVILLE David

Hi people,

i'm really new to this list and to FlightGear world.
I've just had a look to the code for the LaRCsim model and to the YASim model.
The second one does compute the torque applied to the yoke (calcForces), but not
the first one.
I've seen the list of the public variables from LaRCsim but i have no idea how i
could compute the same torque. If anybody has an idea, i'm ready to consider it
;-)
Any help is welcome.
Thanks

David



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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 07:34, Innis Cunningham wrote:

 The vertex count is down from near 1800 to 1200 and the number of 512x512
 textures is halved.

 The static 747 and 737 at KSFO are 1100 and 400 vertices respectivley.So
 that
 may give you an idea how complex you think the 172 should be.

 Dave Martin

 Cheers
 Innis

I'm going to have to scratch around and see what I can loose off it then :-)

I tried loading 15 of them into Flightgear and getting them all in frame; I 
recieved about a 1/3 drop in framerate so the chances are that older cards 
would throw their toys out of the pram.

Cheers for the info :)

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[Flightgear-devel] Czech speaking users

2004-12-21 Thread Erik Hofman

Hi,
Are there any Czech speaking users or developers who want to help me 
translate an aerospace related article?

If so, could you please contact me?
Erik
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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 07:34, Innis Cunningham wrote:

 The static 747 and 737 at KSFO are 1100 and 400 vertices respectivley.So
 that
 may give you an idea how complex you think the 172 should be.

 Cheers
 Innis



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I've now got 702 vertices and still a reasonable looking model that you can 
taxi past 20 feet away or fly over at 100 feet and think yes, thats a 
172 ;-)

Very close inspection gives the game away but your unlikely to find an 
aircraft that can taxi up to it without catching the prop. :-P

One thing I've noticed is that lightplanes are definitely more complex in 
shape than commercial jets.

The model now uses just one texture (which needs to be change to represent a 
different a/c to Fox Sierra.)

Screenshot: http://www.cyfinity.com/fgfs/c172p-static.jpg

I'm hoping to 'do over' the pa28 also so I can place some static aircraft at 
Midland airstrips - I hope to start on Wellesbourne Mountford (EGBW) but I 
need to get the taxi-ways / disused runways sorted with Taxidraw first.

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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Dave Martin wrote:
I've now got 702 vertices and still a reasonable looking model that you can 
taxi past 20 feet away or fly over at 100 feet and think yes, thats a 
172 ;-)

Very close inspection gives the game away but your unlikely to find an 
aircraft that can taxi up to it without catching the prop. :-P

One thing I've noticed is that lightplanes are definitely more complex in 
shape than commercial jets.

The model now uses just one texture (which needs to be change to represent a 
different a/c to Fox Sierra.)

Screenshot: http://www.cyfinity.com/fgfs/c172p-static.jpg
I'm hoping to 'do over' the pa28 also so I can place some static aircraft at 
Midland airstrips - I hope to start on Wellesbourne Mountford (EGBW) but I 
need to get the taxi-ways / disused runways sorted with Taxidraw first.
 

Dave,
Are you familiar with Level of Detail or LOD?  This is a technique 
where you can build multiple versions of your aircraft with different 
level of details.  The system then automatically picks which version to 
display depending on how far away it is.  This let's you do a super high 
res version, one or two medium res versions, and a super low resolution 
version (which might just be a single dot.)  It's more work to set this 
up, but if you carefully balance your polygon counts with your 
transition ranges, you can get a result such that you can display 
hundreds of models on the screen pretty easily.  In most cases, 99% of 
the aircraft will be drawn in the ultra-low res LOD, and only the few 
closest will be drawn in the highest LOD.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 19:28, Curtis L. Olson wrote:
 Dave,

 Are you familiar with Level of Detail or LOD?  This is a technique
 where you can build multiple versions of your aircraft with different
 level of details.  The system then automatically picks which version to
 display depending on how far away it is.  This let's you do a super high
 res version, one or two medium res versions, and a super low resolution
 version (which might just be a single dot.)  It's more work to set this
 up, but if you carefully balance your polygon counts with your
 transition ranges, you can get a result such that you can display
 hundreds of models on the screen pretty easily.  In most cases, 99% of
 the aircraft will be drawn in the ultra-low res LOD, and only the few
 closest will be drawn in the highest LOD.

 Regards,

 Curt.

Now thats interesting stuff; I *had* noticed that FG has lod settings and such 
but I don't know much about how it works in FG (Although I fully understand 
the principal).

I'll have a go at making another version of the 172 with say, 2d wings, solid 
windows and less polys in the fusealage.

How many levels of LOD (no. of models) do you think would be worthwhile?
(I suppose you can first sight individual a/c at 6 miles out.)

Cheers.

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Re: [Flightgear-devel] Compiling with Visual Studio 2003.net

2004-12-21 Thread Drew
Hey Guys,

First, I want to thank you guys for all of your help.  You've been
very patient with me, since I'm really clueless as to how to get this
working for the first time...I just want to make sure I get this
compiled right to begin with (and with a stable release), so I avoid
compounding existing problems with my own changes, and have trouble
tracking down their cause.

Anyway, I *think* I'm getting closer.  Here are the errors I'm getting now.

error C2381: 'exit' : redefinition; __decllspec(noreturn) differs
fatal error C1083: Cannot open include file: 'jpeglib.h': No such file
or directory

That first error is in stdlib.h, which seems a bit bothersome.  The
second error is in jpgfactory.hxx, and is and #include jpeglib.h. 
Is there a standard C++ library I'm missing?

Thanks again,
Drew



On Tue, 21 Dec 2004 08:18:24 +0100, Frederic Bouvier [EMAIL PROTECTED] wrote:
 Drew wrote :
 
 I'm getting the following errors (most of them several times)
 
 Cannot open include files:
 
 FL/Fl.h
 FL/Fl_File_Chooser.h
 
 
 FLTK 1.1.x, only needed to build fgadmin. Remove the project from the
 solution if you don't want to build it
 
 GL/glut.h
 
 
 GLUT, mandatory
 
 plib/ssg.h
 sg.h
 
 
 PLIB, mandatory
 
 Cannot open source files:
 
 .\majik_demo.cxx
 
 
 PLIB demo, optional
 
 .\simgear\scene\sky\clouds3d\camdisplay.cpp
 .\src\AIModel\AICarrier.cxx
 .\src\AIModel\submodel.cxx
 .\src\Cockpit\hud_rwy.cxx
 .\src\Fdm\groundcache.cxx
 .\src\fdm\sp\ACMS.cxx
 .\src\fdm\sp\ADA.cxx
 .\src\Instrumentation\encoder.cxx
 .\src\Instrumentation\kr_87.cxx
 .\src\Instrumentation\kt_70.cxx
 .\src\Instrumentation\marker_beacon.cxx
 .\src\Instrumentation\navradio.cxx
 .\src\Instrumentation\transponder.cxx
 .\src\Network\ATC-Inputs.cxx
 
 
 New, CVS only, ( or wait 0.9.8 ), files - remove them from the solution
 if you really want to compile 0.9.6
 
 .\ssgLoadASC.cxx
 .\ssgSaveIV.cxx
 
 
 CVS plib files. same as above
 
 .\tux_example.cxx
 
 
 Plib demo, optional
 
 There are a bunch of warnings as well, but I won't worry about them yet.
 
 
 -Fred
 
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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Ampere K. Hardraade
Dave, you can check out the animation file (specifically: engine animation) 
for the MD11 if you want to learn how to set different LOD's.

Curt, as I was working on the MD11, I get a feeling that FlightGear is loading 
every single polygon into the scene graph.  Is my feeling correct?  If so, 
does that mean not implementing LOD's may actually consume less resources?

Ampere

On December 21, 2004 02:42 pm, Dave Martin wrote:
 Now thats interesting stuff; I *had* noticed that FG has lod settings and
 such but I don't know much about how it works in FG (Although I fully
 understand the principal).

 I'll have a go at making another version of the 172 with say, 2d wings,
 solid windows and less polys in the fusealage.

 How many levels of LOD (no. of models) do you think would be worthwhile?
 (I suppose you can first sight individual a/c at 6 miles out.)

 Cheers.

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Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45

2004-12-21 Thread Paul Surgeon
On Monday, 20 December 2004 21:04, Curtis L. Olson wrote:
 That certainly sounds doable, although the particular details of how to
 launch, and kill, and detect if the child process is running will
 probably vary wildly from platform to platform.

If one uses a socket connection it becomes very simple.
One could find the running process quite easily by just entering the correct 
IP and port numbers into the client.
(Obviously with a default setting like 127.0.0.1: for all the new XP users 
who just want to try FG out so that it works out of the box.)
This way it can be run on a single machine or across a network.

FG can be started and shutdown either independently or by the client app.
No mutex's, no OS API calls, no semaphores, no checking for lock files ...

The only trick is some people may have local firewall software on their 
PeeCees which may interfere with network connections.

Paul

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Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45

2004-12-21 Thread Paul Surgeon
On Tuesday, 21 December 2004 12:10, Thomas Förster wrote:
 I'd go with option three. I see the FG core (the simulator itself) as an
 independent demon.  Multiple 'control' clients can connect and interact
 with the FG server ('GUI', Atlas Moving Map, Flight Tutor*, Flight
 logger, ...). We might need a locking mechanism to have only 1 client
 writing properties though.

It would be really nice to have all those features in a single controlling 
client app with a single connection. One tab for aircraft selection, another 
tab for a flight planner, one for instructor console, etc.
Having one app means you only need one connection without the risk of any 
contention.
Of course getting several people to work on the same app with the same vision 
can be tricky.  :)

 That's a definite goal, to have a clean API to the simulator core, which is
 used by an internal as well as an external GUI.

I would love to see all the FG core stuff going that route - one network 
capable API that everything can work through including FG itself.
As far as I can see FG looks like it's already half way there.

Paul

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Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45

2004-12-21 Thread Paul Surgeon
On Monday, 20 December 2004 22:34, Martin Spott wrote:
 Well, David Luff has proven that cross-platform-portability is not a
 miracle, his TaxiDraw compiles at least on Windows and five different
 Unices just with some small Makefile changes   allthough he didn't
 tell us how much effort he had to spend in order to achieve this
 portability  ;-)

It's really easy when using a good, cross platform toolkit like wxWidgets.
I've used wxWidgets for some cross platform network apps and so far I'm very, 
very impressed!
I've tried other toolkits and as far as I'm concerned there's no other toolkit 
at the moment that is as feature filled and cross platform friendly as 
wxWidgets.
12 years of work has gone into wxWidgets (formerly wxWindows) and it really 
shows.

The best thing about wxWidgets is it uses the native GUI controls of each OS 
so it looks totally native and you can't tell what platform the app it was 
written on.

Paul

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Re: [Flightgear-devel] My 172P work for appraisal

2004-12-21 Thread Lee Elliott
On Monday 20 December 2004 17:04, Dave Martin wrote:
 On Monday 20 Dec 2004 09:58, Martin Spott wrote:
  Dave Martin wrote:
   Here we are: (screenshots)
 
  Well, after looking at the first shot:
   http://www.cyfinity.com/fgfs/c172p1.jpg
 
   I thought: Oh, how nice, someone added a C150 to the
  hangar, but
 
  after looking at the last one:
   http://www.cyfinity.com/fgfs/c172p7.jpg
 
   I am pretty much pleased  ;-)
 
  Thanks,
   Martin.

 As it happens I'd quite like to make a 150/152 model from
 scratch as a fairly high-poly example which would be
 'comfortably' realistic.

 However, I'm watching the development of the PA28-161 for now
 so I can get some tips on setting up 3d panels etc.

I have a very good 3-view for a C-185, if anyone wants to do one 
of those.

LeeE

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Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45

2004-12-21 Thread Erik Hofman
Paul Surgeon wrote:
I would love to see all the FG core stuff going that route - one network 
capable API that everything can work through including FG itself.
As far as I can see FG looks like it's already half way there.
I have been working on extending the property code to add an 
SGRemoteProperty class to access properties on a remote host instead of 
locally. Most of the tree is cached locally, but queering the value of 
the end-node is done through a socket connection.

I have this sort of working (but need more debugging). Unfortunately I 
got detracted by political issues (which went great BTW. It looks like 
my local airport is saved) and didn't do much programming ever since.

Next to the SGRemotePropertyNode I've also been considering queering 
multiple properties in one shot, instead of one by one.

Erik
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Re: [Flightgear-devel] Compiling with Visual Studio 2003.net

2004-12-21 Thread Frederic Bouvier
Drew wrote :
Hey Guys,
First, I want to thank you guys for all of your help.  You've been
very patient with me, since I'm really clueless as to how to get this
working for the first time...I just want to make sure I get this
compiled right to begin with (and with a stable release), so I avoid
compounding existing problems with my own changes, and have trouble
tracking down their cause.
Anyway, I *think* I'm getting closer.  Here are the errors I'm getting now.
error C2381: 'exit' : redefinition; __decllspec(noreturn) differs
fatal error C1083: Cannot open include file: 'jpeglib.h': No such file
or directory
That first error is in stdlib.h, which seems a bit bothersome.  The
second error is in jpgfactory.hxx, and is and #include jpeglib.h. 
Is there a standard C++ library I'm missing?
 

This one is listed in Antoine's message, and you should find it in the 
archive :

- open glut.h that you find in 
%VISUAL_DOT_NET_2003_DIRECTORY%\Vc7\PlatformSDK\Include\GL, find  _CRTIMP void   __cdecl 
exit(int);, and replace it with
	#if _MSC_VER = 1200
	_CRTIMP __declspec(noreturn) void   __cdecl exit(int);
	#else
	_CRTIMP void   __cdecl exit(int);
	#endif
 

-Fred

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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Ampere K. Hardraade wrote:
Dave, you can check out the animation file (specifically: engine animation) 
for the MD11 if you want to learn how to set different LOD's.

Curt, as I was working on the MD11, I get a feeling that FlightGear is loading 
every single polygon into the scene graph.  Is my feeling correct?  If so, 
does that mean not implementing LOD's may actually consume less resources?
 

Right, all versions of your models will be loaded so the system can pick 
which to display at any particular instance.  OSG has a neat feature 
that will demand load your LOD levels, but we aren't quite to that point 
yet.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Curtis L. Olson
Dave Martin wrote:
Now thats interesting stuff; I *had* noticed that FG has lod settings and such 
but I don't know much about how it works in FG (Although I fully understand 
the principal).

I'll have a go at making another version of the 172 with say, 2d wings, solid 
windows and less polys in the fusealage.

How many levels of LOD (no. of models) do you think would be worthwhile?
(I suppose you can first sight individual a/c at 6 miles out.)
 

I would think that a super detailed version would be nice, some sort of 
middle range version, and some super tiny version that might be a dot or 
just a couple polygons.  From there you could tune or add if you thought 
you needed to.  At some point it would be nice to support Fade-LOD (I 
think OSG does that) but plib certainly can't.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Reasonable vertex count for ground static?

2004-12-21 Thread Dave Martin
On Tuesday 21 Dec 2004 20:17, Curtis L. Olson wrote:

 I would think that a super detailed version would be nice, some sort of
 middle range version, and some super tiny version that might be a dot or
 just a couple polygons.  From there you could tune or add if you thought
 you needed to.  At some point it would be nice to support Fade-LOD (I
 think OSG does that) but plib certainly can't.

 Regards,

 Curt.

If I regard the earlier 702 vertex model as the 'super-high', this one has 
about 300 vertices: http://www.cyfinity.com/fgfs/c172p-static-lod.jpg and is 
viewed from about 100 feet. (Could be used up to 2 miles or so.)

I'll make another that is just four or five polys and no textures and then try 
that one as a scenery placement viewed from 2miles.

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[Flightgear-devel] CVS - Problem compiling under Cygwin

2004-12-21 Thread Vivian Meazza
This morning I updated  FGFS cvs and tried to compile under Cygwin - it
failed with 

configure: creating ./config.status
config.status: creating \
.infig.status: error: cannot find input file: \

This evening I downloaded the whole file system to a new directory - same
result. There are no other obvious faults: plib and SimGear are the correct
versions. 

Any ideas? Or is cvs broken?


Regards,

Vivian



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[Flightgear-devel] New project at SF.net, macflightgear. Flightgear Mac OS X

2004-12-21 Thread Arthur Wiebe
In response to comments in the recent Mac OS X thread, I have
registered a new project at Sourceforge.net:
http://sourceforge.net/projects/macflightgear/
http://macflightgear.sf.net

I have done nothing with it yet (It just got accepted).

I am now calling for anyone here who wants to join.

Here are the goals for this project:
1) Make FlightGear user friendly on Mac OS X.
2) Either port fgrun to Mac OS X or write a native application to
include with our package.

Email me at
artooro AT users DOT sourceforge DOT net
if you would like to join. Tell me what you would like to do and give
your Sourceforge.net username.
As soon as I have time I'll get the ball rolling.

(And please don't throw flames at me for  needlessly starting a
project just for this.)

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Re: [Flightgear-devel] Compiling with Visual Studio 2003.net

2004-12-21 Thread Drew
That fixed the __dcllspec problem, but it's still not seeing
jpeglib.h.  And I tried commenting out this include line, and it
couldn't find error.h, either...both of which are supposed to be
standard C includes.  Am I still missing a set of libraries?

Thanks again,
Drew


On Tue, 21 Dec 2004 21:12:20 +0100, Frederic Bouvier [EMAIL PROTECTED] wrote:
 Drew wrote :
 
 Hey Guys,
 
 First, I want to thank you guys for all of your help.  You've been
 very patient with me, since I'm really clueless as to how to get this
 working for the first time...I just want to make sure I get this
 compiled right to begin with (and with a stable release), so I avoid
 compounding existing problems with my own changes, and have trouble
 tracking down their cause.
 
 Anyway, I *think* I'm getting closer.  Here are the errors I'm getting now.
 
 error C2381: 'exit' : redefinition; __decllspec(noreturn) differs
 fatal error C1083: Cannot open include file: 'jpeglib.h': No such file
 or directory
 
 That first error is in stdlib.h, which seems a bit bothersome.  The
 second error is in jpgfactory.hxx, and is and #include jpeglib.h.
 Is there a standard C++ library I'm missing?
 
 
 
 This one is listed in Antoine's message, and you should find it in the
 archive :
 
- open glut.h that you find in 
  %VISUAL_DOT_NET_2003_DIRECTORY%\Vc7\PlatformSDK\Include\GL, find  
  _CRTIMP void   __cdecl exit(int);, and replace it with
 
#if _MSC_VER = 1200
_CRTIMP __declspec(noreturn) void   __cdecl exit(int);
#else
_CRTIMP void   __cdecl exit(int);
#endif
 
 
 -Fred
 
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Re: [Flightgear-devel] Compiling with Visual Studio 2003.net

2004-12-21 Thread Frederic Bouvier
You either have to get libjpeg or remove the file that needs it.
http://freshmeat.net/projects/libjpeg/
-Fred
Drew wrote :
That fixed the __dcllspec problem, but it's still not seeing
jpeglib.h.  And I tried commenting out this include line, and it
couldn't find error.h, either...both of which are supposed to be
standard C includes.  Am I still missing a set of libraries?
Thanks again,
Drew
On Tue, 21 Dec 2004 21:12:20 +0100, Frederic Bouvier [EMAIL PROTECTED] wrote:
 

Drew wrote :
   

Hey Guys,
First, I want to thank you guys for all of your help.  You've been
very patient with me, since I'm really clueless as to how to get this
working for the first time...I just want to make sure I get this
compiled right to begin with (and with a stable release), so I avoid
compounding existing problems with my own changes, and have trouble
tracking down their cause.
Anyway, I *think* I'm getting closer.  Here are the errors I'm getting now.
error C2381: 'exit' : redefinition; __decllspec(noreturn) differs
fatal error C1083: Cannot open include file: 'jpeglib.h': No such file
or directory
That first error is in stdlib.h, which seems a bit bothersome.  The
second error is in jpgfactory.hxx, and is and #include jpeglib.h.
Is there a standard C++ library I'm missing?
 

This one is listed in Antoine's message, and you should find it in the
archive :
   

 - open glut.h that you find in 
%VISUAL_DOT_NET_2003_DIRECTORY%\Vc7\PlatformSDK\Include\GL, find  _CRTIMP void   __cdecl 
exit(int);, and replace it with
 #if _MSC_VER = 1200
 _CRTIMP __declspec(noreturn) void   __cdecl exit(int);
 #else
 _CRTIMP void   __cdecl exit(int);
 #endif
 


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