Re: [Flightgear-devel] wish list for next release
Ampere K. Hardraade wrote: A texcopy function that allows one to copy one part of the texture to another would be useful. Although it would be doable, one problem with this is that the textures themselves are stored in video memory so updating them isn't as easy as it sounds. Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] FlightGear Compile Error
Evening - I am currently trying to compile FlightGear - SimGear, openl, plib etc have compiled without any errors whatsoever, but for some strange and obscure reason that i can't figure, the FG compile spits this out - Making all in Main make[2]: Entering directory `/root/FlightGear-0.9.8/src/Main' g++ -DPKGLIBDIR=\/usr/local/share/FlightGear\ -g -O2 -D_REENTRANT -L/usr/X11R6/lib -L/usr/local//lib -o fgfs bootstrap.o ../../src/Main/libMain.a ../../src/Aircraft/libAircraft.a ../../src/ATC/libATC.a ../../src/Cockpit/libCockpit.a ../../src/Cockpit/built_in/libBuilt_in.a ../../src/Controls/libControls.a ../../src/FDM/libFlight.a ../../src/FDM/Balloon/libBalloon.a ../../src/FDM/ExternalNet/libExternalNet.a ../../src/FDM/ExternalPipe/libExternalPipe.a ../../src/FDM/JSBSim/libJSBSim.a ../../src/FDM/YASim/libYASim.a ../../src/FDM/JSBSim/filtersjb/libfiltersjb.a ../../src/FDM/LaRCsim/libLaRCsim.a ../../src/FDM/UIUCModel/libUIUCModel.a ../../src/FDM/SP/libSPFDM.a ../../src/GUI/libGUI.a ../../src/Autopilot/libAutopilot.a ../../src/Input/libInput.a ../../src/Instrumentation/libInstrumentation.a ../../src/Model/libModel.a ../../src/AIModel/libAIModel.a ../../src/Network/libNetwork.a ../../src/Navaids/libNavaids.a ../../src/Scenery/libScenery.a ../../src/Scripting/libScripting.a ../../src/Sound/libSound.a ../../src/Airports/libAirports.a ../../src/MultiPlayer/libMultiPlayer.a ../../src/Replay/libReplay.a ../../src/Systems/libSystems.a ../../src/Time/libTime.a ../../src/Traffic/libTraffic.a ../../src/Environment/libEnvironment.a -lsgclouds3d -lsgroute -lsgsky -lsgsound -lsgephem -lsgmaterial -lsgtgdb -lsgmodel -lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops -lsgdebug -lsgmagvar -lsgmisc -lsgnasal -lsgxml -lsgsound -lsgserial -lsgstructure -lsgenvironment -lsgthreads -lpthread -lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul -lz -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11 -ldl -lm -lopenal -ldl -lm -lpthread /usr/local//lib/libsgsound.a(sample_openal.o)(.text+0x9ea): In function `SGSoundSample::SGSoundSample[not-in-charge](char const*, char const*, bool)': ../../simgear/misc/sg_path.hxx:127: undefined reference to `alutLoadWAVFile' /usr/local//lib/libsgsound.a(sample_openal.o)(.text+0xae5): In function `SGSoundSample::SGSoundSample[not-in-charge](char const*, char const*, bool)': /root/SimGear-0.3.8/simgear/sound/sample_openal.cxx:119: undefined reference to `alutUnloadWAV' /usr/local//lib/libsgsound.a(sample_openal.o)(.text+0x12ea): In function `SGSoundSample::SGSoundSample[in-charge](char const*, char const*, bool)': ../../simgear/misc/sg_path.hxx:127: undefined reference to `alutLoadWAVFile' /usr/local//lib/libsgsound.a(sample_openal.o)(.text+0x13e5): In function `SGSoundSample::SGSoundSample[in-charge](char const*, char const*, bool)': /root/SimGear-0.3.8/simgear/sound/sample_openal.cxx:119: undefined reference to `alutUnloadWAV' /usr/local//lib/libsgsound.a(sample_openal.o)(.text+0x1b56): In function `SGSoundSample::SGSoundSample[not-in-charge](unsigned char*, int, int, bool)': /root/SimGear-0.3.8/simgear/sound/sample_openal.cxx:189: undefined reference to `alutUnloadWAV' /usr/local//lib/libsgsound.a(sample_openal.o)(.text+0x22d6): In function `SGSoundSample::SGSoundSample[in-charge](unsigned char*, int, int, bool)': /root/SimGear-0.3.8/simgear/sound/sample_openal.cxx:189: undefined reference to `alutUnloadWAV' /usr/local//lib/libsgsound.a(soundmgr_openal.o)(.text+0xa8): In function `SGSoundMgr::SGSoundMgr[not-in-charge]()': /root/SimGear-0.3.8/simgear/sound/soundmgr_openal.cxx:74: undefined reference to `alutInit' /usr/local//lib/libsgsound.a(soundmgr_openal.o)(.text+0xaf):/root/SimGear-0.3.8/simgear/sound/soundmgr_openal.cxx:75: undefined reference to `alutExit' /usr/local//lib/libsgsound.a(soundmgr_openal.o)(.text+0x5f8): In function `SGSoundMgr::SGSoundMgr[in-charge]()': /root/SimGear-0.3.8/simgear/sound/soundmgr_openal.cxx:74: undefined reference to `alutInit' /usr/local//lib/libsgsound.a(soundmgr_openal.o)(.text+0x5ff):/root/SimGear-0.3.8/simgear/sound/soundmgr_openal.cxx:75: undefined reference to `alutExit' collect2: ld returned 1 exit status make[2]: *** [fgfs] Error 1 make[2]: Leaving directory `/root/FlightGear-0.9.8/src/Main' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/root/FlightGear-0.9.8/src' make: *** [all-recursive] Error 1 I am compiling on Slackware 10.1 Any help would be appreciated. -- Sam Ingarfield Student, Western Australia ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Mac OS system requirements
Can someone post the system requirements for running FlightGear? Mac OS 10.? Minimum 3d hardware? Minimum ram? Thanks, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Mac OS system requirements
From: Curtis L. Olson Can someone post the system requirements for running FlightGear? Mac OS 10.? Minimum 3d hardware? Minimum ram? Thanks, Curt. I'm sure more of a Mac expert will give you better info, but as usual different combinations produce different results. My guess is that 512mb will be required (and is pretty much standard for new Macs now). Other than that the 3D Graphics chip models/AGP slot speed makes the most difference in the same ways, as you are used to with Intel platforms. I don't know if PCIE is available on macs yet. Also I'm not sure of min Mac OSx level required, although I can tell you that in the past I did load fgfs and run on machines before tiger came out. Just now I fired it up on my little G4 iBook (768mb, Tiger, onboard Radeon 9550 32mb) and the c172p seems to settle in at about 13-14fps sitting on the threshold at KSFO. Best, Jim ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Updating the Cessna 182
Hi All, I've been spending a bit of time updating the Cessna 182 model. So far I've done the following - renamed the files that still were named c172 - Updated the textures so the plane no-longer says Skyhawk on the side (which is the designation for the 172) and has slightly more opaque glass like the 172 model. - created a 3-D panel based on the existing panel with hotspots for the models throttle, mixture etc. - fixed the right aileron problem - added a propeller vernier control (n/N binding) I'm hoping to release the patch quite soon, but want to check some things first. So far, I've re-used the existing C182 panel, as it is quite complete. However, when placed within the cockpit, the yoke sits slightly right of the middle of the holy six. I've had a look on the web and have seen pictures of real c182 panels set up this way to allow space for a second VOR to the left of the radio stack, but I don't know how common this is. Should I re-arrange the panel to make the holy-six in line with the yoke or leave as-is? Does anyone have an idea what a standard C-182 panel looks like? Unfortunately the cessna website only shows the glass-cockpit version. Related to this, the cockpit viewpoint is part way between the pilot's seat and the center-line of the aircraft. Presumably this makes flying the simulator easier (and I think the C172 is the same). Would people prefer the viewpoint to be shifted to a more correct location? -Stuart ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Heads up: Code reorganization
In the process of changing, adding and removing files the last few years there was the situation where four directories contained just two files, of which three directories were aircraft related, and one directory contained test code from Curt that might be better of in SimGear anyhow. This is just a patch to move a bunch of files to new locations. In case of local changes to any of them you can do the following: move replay.[ch]xx from src/Replay to src/Aircraft move control.[ch]xx from src/Control to src/Aircraft move ssgEntityArray.[ch]xx from src/Objects to simgear/screen In addition it has been decided only to use .[ch]xx files in all directories unless it's contained within an FDM specific directory, in which case the author is free to do whatever (s)he wants. In this repspect the following files have been renamed in src/Multiplayer: tiny_xdr.[ch]pp has become tiny_xdr.[ch]xx multiplaymgr.[ch]pp has become multiplaymgr.[ch]xx Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] FlightGear Compile Error
Sam Ingarfield - VK6HSI wrote: Evening - I am currently trying to compile FlightGear - SimGear, openl, plib etc have compiled without any errors whatsoever, but for some strange and obscure reason that i can't figure, the FG compile spits this out - /root/SimGear-0.3.8/simgear/sound/soundmgr_openal.cxx:74: undefined reference to `alutInit' OpenAL in CVS has split up the OpenAL main library and alut. You can find alut in the root of the OpenAL source repository. Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Update to the Gettng Started guide
Hello Stuart, Buchanan, Stuart wrote: I have now integrated this into a patch for the Getting Started Guide. The changes are as follows. [...] George - you mentioned you're working on some updates to this guide - we should touch base to see if I can help out. I welcome your contribution very much, it is definitely a valuable addition to the manual. I'd say the by far most secure way to avoid duplication is to announce and/or post changes to the manual on this list. This enables us/me to keep the CVS tree current for _everyone_ who's interested. Some of George's additions alread took this way into the 'official' LaTeX source tree. If you simply do changes to existing LaTeX files I'd prefer to recieve unified diffs against current CVS - this makes it easier for me to spot the actual changes. You can send large directly to me to avoid congesting the mailing list or - as you did - post an URL from where I can pick them. Thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] wish list for next release
Erik Hofman wrote: Ampere K. Hardraade wrote: A texcopy function that allows one to copy one part of the texture to another would be useful. Although it would be doable, one problem with this is that the textures themselves are stored in video memory so updating them isn't as easy as it sounds. And the APIs are complicated. Traditional (1.1) OpenGL can only do this to and from the framebuffer, not between textures. The last time I looked at this problem, about 2 years ago, there were a bunch of extensions being proposed that would represent all memory areas on the graphics card (vertex buffers, textures, framebuffers, depthbuffers, etc...) with a unified API that was tentatively called the uberbuffer. I'm not sure what happened to this, or what the status is of driver support on modern cards. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Mac OS system requirements
Mac OS X 10.332 MB Video Memory256 MB RAM800 MHZ CPUNOTE: The next FlightGear release will require osx 10.4 because some parts don't build with the 10.3.9 SDK. By then most people will have upgraded anyway. But if not I'm sure we can get it building with the older SDK.On 11/1/05, Curtis L. Olson [EMAIL PROTECTED] wrote:Can someone post the system requirements for running FlightGear? Mac OS 10.?Minimum 3d hardware?Minimum ram?Thanks,Curt.--Curtis Olsonhttp://www.flightgear.org/~curtHumanFIRST Program http://www.humanfirst.umn.edu/FlightGear Projecthttp://www.flightgear.orgUnique text:2f585eeea02e2c79d7b1d8c4963bae2d___ Flightgear-devel mailing listFlightgear-devel@flightgear.orghttp://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d-- Arthur/- http://sourceforge.net/users/artooro/- http://artooro.blogspot.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] getting hands dirtier: graphics-related programming task sought
Dear fellow developers, I've decided to upgrade my fgfs addiction from just submitting janitorial/small nagging feature patches to a next level --- specifically, I've begun to study the GL APIs and would like to help the project with doing some graphics-related programming. While I used to do pretty hardcore 2D graphics programming half my life ago (Z80 assembler on a ZX Spectrum-compatible (same video-wise anyway) computer), and an experienced C++ programmer, I'm a total newbie when it comes to 3D. Hence I am turning to the flightgear/simgear graphics gurus: Do you have in mind some graphics related aspect of flightgear that I could help with, that 1) needs me to do C++ work (I.e., I don't want a purely modelling/scripting task, unless you feel that's needed to get in to the C++ stage) 2) gives me a goal to aim towards such that I could also commit some useful for the project intermediate chunks/milestones (that I could polish until CVS integration before going on to the next one), keeping in mind that I'll learn along the way? I have around a day per week to commit to the coding, and I'll also read books atop of that. I'm willing to RTFM/read as much as possible as I go atop of that, too. Is there a good doc to get started with diving into the FG/SG graphics existing code base, other than the SG doxygen-generated pages? (If there is none, I'll log my learning trails in whoever asks for it next). I've read http://www.flightgear.org/goals.html , but it seems a bit outdated (BTW, is the site material in the CVS somewhere, so as to make it easier to send the patches against?) V. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] CPU usage issue
Hmm... the puzzling thing is that you don't seem to be getting 100% utilisation when running FG. As Andy R explained, you should expect to see 100% utilisation. If you had been running on a multi-processor/core system then it might have made more snese. LeeE On Monday 31 Oct 2005 15:16, Drew wrote: No, single processor. On 10/29/05, Lee Elliott [EMAIL PROTECTED] wrote: Are you running on a dual processor/core system? LeeE On Friday 28 Oct 2005 01:41, Drew wrote: If you can throttle the frame rate when the window is open, can't it be throttled when it's minimized? When I have the window open, it runs at about 60% utilization, not 100. On 10/27/05, Andy Ross [EMAIL PROTECTED] wrote: Drew wrote: I have a Windows build of FlightGear, and have recently discovered when the FlightGear window is minimized, the CPU usage jumps up to 100%. Does anyone have any idea why this happens? What can be done to fix this? Didn't this subject come up before? Note that CPU usage is at 100% is neither a bug nor a problem by itself. Do you need more CPU for calculating something else? Are your other applications unresponsive? FlightGear, like most games or real-time simulations, has a frame-based main loop. It calculates a frame, renders it, and then immediately goes back to the start of the loop to render the next one. That keeps the frame rate as high as possible given the resources available. There is currently no provision for throttling the frame rate in situations where the window is minimized, although I suppose that could be done. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-d evel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] CPU usage issue
Lee Elliott wrote: Hmm... the puzzling thing is that you don't seem to be getting 100% utilisation when running FG. As Andy R explained, you should expect to see 100% utilisation. If you had been running on a multi-processor/core system then it might have made more snese. If you have vsync enabled or some other throttling mechanism turned on, you may very likely see 100% cpu utilization. Otherwise, the remaining time might be getting assigned to the system depending on out the drivers are laid out. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Instrument Making
Hi All Now that I have been converted to 3D instrument making I am wundering if we should start an instrument repository like we have for the Aircraft and Scenery.This way a panel could be built quite quickly as people would not have to start from scratch every time. For this to work each instrument would have to be totally self contained like the instruments in the 747 and hunter and a few others that don't come to mind. The Beech b1900d system would appear not to be able to be used in this way because all the instruments use only a couple of texture sheets which would appear to me to mean you could not take an instrument in isolation and use it in another panel without having to modify it.Please correct me if I am wrong on this. Anyway thems is my thoughts what do you think ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Instrument Making
Innis Cunningham wrote: Hi All Now that I have been converted to 3D instrument making I am wundering if we should start an instrument repository like we have for the Aircraft and Scenery.This way a panel could be built quite quickly as people would not have to start from scratch every time. For this to work each instrument would have to be totally self contained like the instruments in the 747 and hunter and a few others that don't come to mind. The Beech b1900d system would appear not to be able to be used in this way because all the instruments use only a couple of texture sheets which would appear to me to mean you could not take an instrument in isolation and use it in another panel without having to modify it.Please correct me if I am wrong on this. Anyway thems is my thoughts what do you think ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d Well, there are quite a few instruments in the Instruments directory in CVS. I was at one point thinking that it would be nice if people were to start building sets of instruments, eg a warbird set for WWII era planes, maybe a Russian set, since their instrumentation can be quite different. I guess a ga, commercial and military would round it out. Once I get the B29 done, I think I might try and get together with Jim who has a nice library of WWII era instruments and see if we can't finish off a complete set. Josh ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Instrument Making
Hi Josh Josh Babcock writes Well, there are quite a few instruments in the Instruments directory in CVS. I was at one point thinking that it would be nice if people were to start building sets of instruments, eg a warbird set for WWII era planes, maybe a Russian set, since their instrumentation can be quite different. I guess a ga, commercial and military would round it out. Once I get the B29 done, I think I might try and get together with Jim who has a nice library of WWII era instruments and see if we can't finish off a complete set. I presume you mean sets of individual instruments so as any one instrument could be used in any one panel without having to use the whole collection Josh Cheers Innis ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d