Re: [Flightgear-devel] wish list for next release

2005-11-01 Thread Erik Hofman

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

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[Flightgear-devel] FlightGear Compile Error

2005-11-01 Thread Sam Ingarfield - VK6HSI

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


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[Flightgear-devel] Mac OS system requirements

2005-11-01 Thread Curtis L. Olson

Can someone post the system requirements for running FlightGear?

Mac OS 10.?
Minimum 3d hardware?
Minimum ram?

Thanks,

Curt.

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[Flightgear-devel] Mac OS system requirements

2005-11-01 Thread Jim Wilson
 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



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[Flightgear-devel] Updating the Cessna 182

2005-11-01 Thread Buchanan, Stuart
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





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[Flightgear-devel] Heads up: Code reorganization

2005-11-01 Thread Erik Hofman
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

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Re: [Flightgear-devel] FlightGear Compile Error

2005-11-01 Thread Erik Hofman

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

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Re: [Flightgear-devel] Update to the Gettng Started guide

2005-11-01 Thread Martin Spott
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.
-- 
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Re: [Flightgear-devel] wish list for next release

2005-11-01 Thread Andy Ross
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

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Re: [Flightgear-devel] Mac OS system requirements

2005-11-01 Thread Arthur Wiebe
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___
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[Flightgear-devel] getting hands dirtier: graphics-related programming task sought

2005-11-01 Thread Vassilii Khachaturov
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.

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Re: [Flightgear-devel] CPU usage issue

2005-11-01 Thread Lee Elliott
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
   
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Re: [Flightgear-devel] CPU usage issue

2005-11-01 Thread Curtis L. Olson

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.

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HumanFIRST Program  http://www.humanfirst.umn.edu/
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[Flightgear-devel] Instrument Making

2005-11-01 Thread Innis Cunningham

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



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Re: [Flightgear-devel] Instrument Making

2005-11-01 Thread Josh Babcock
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
 
 
 
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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

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Re: [Flightgear-devel] Instrument Making

2005-11-01 Thread Innis Cunningham

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



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