[Flightgear-devel] Re: [Terragear-devel] Post GIS based Scenery

2005-12-02 Thread Martin Spott
Jason Cox wrote:

   Is there a Howto on using PostGIS to create Scenery ?

No, as there is no use for PostGIS in _creating_ scenery. I'm running a
PostGIS database that stores our landcover data from VMAP0 and which
soon will contain manual improvements as well, but PostgreSQL/PostGIS
is for data storage only.
There are some shapefiles that _derive_ frmo what I'm storing in my
PostGIS database. Please look here:

  http://web44.netzwerteserver2.de/212.0.html

There's also a short instruction on how to produce errors  :-)

  
http://mail.flightgear.org/pipermail/flightgear-devel/2005-November/040838.html

Cheers,
Martin.
-- 
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--

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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Melchior FRANZ
* Alex Romosan -- Friday 02 December 2005 08:16:
 Mathias Fröhlich  writes:
  Please use this one. And I believe, without looking into the code,
  that there are likely more of them ...

I'll try all solutions later today. But I don't understand why
any of them should be necessary. The code may not be the most
elegant, but it looks right to me. Do I really have to tell the
optimizer not to translate it wrongly?



 please apply the attached patch which uses static_cast:

Looks nice. If it works (and Oliver doesn't have other plans)
I'll commit that. But even if it works, why does the current
code *not* work?

m.

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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Melchior FRANZ
* Alex Romosan -- Friday 02 December 2005 08:16:
 please apply the attached patch which uses static_cast:

Haven't yet tested, but it looks good. At least it calls
_Z16XDR_decode_int32RKj.  :-)

(gdb) disass XDR_decode_float
Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x0831086e _Z16XDR_decode_floatRKj+0:  push   %ebp
0x0831086f _Z16XDR_decode_floatRKj+1:  mov%esp,%ebp
0x08310871 _Z16XDR_decode_floatRKj+3:  sub$0x4,%esp
0x08310874 _Z16XDR_decode_floatRKj+6:  mov0x8(%ebp),%eax
0x08310877 _Z16XDR_decode_floatRKj+9:  mov%eax,(%esp)
0x0831087a _Z16XDR_decode_floatRKj+12: call   0x831083a 
_Z16XDR_decode_int32RKj
0x0831087f _Z16XDR_decode_floatRKj+17: push   %eax
0x08310880 _Z16XDR_decode_floatRKj+18: fildl  (%esp)
0x08310883 _Z16XDR_decode_floatRKj+21: add$0x4,%esp
0x08310886 _Z16XDR_decode_floatRKj+24: leave
0x08310887 _Z16XDR_decode_floatRKj+25: ret

Will test and apply later. Thanks!

m.

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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 02 December 2005 09:57:
 * Alex Romosan -- Friday 02 December 2005 08:16:
  please apply the attached patch which uses static_cast:

No, this patch doesn't work.

m.

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[Flightgear-devel] Modular / portable cockpit design

2005-12-02 Thread James Turner
On 2 Dec 2005, at 00:32, John Wojnaroski wrote:Just a question of time and energy.  The design issue is how to keep it portable so we can haul the gear around to shows like Scale4x coming up in Feb 06. Same problem with putting everything into a shell,  fantastic for a fixed installation but kind of like the old story of the fellow who builds the 30 foot sailboat in his cellar I would talk to some exhibition set / theatre set people if you can (I am slightly involved in the tech side of an amateur theatre company) - generally such people have to produce stuff which is pretty cheap, pretty durable and which can be transported, assembled and taken apart pretty fast without lots of support equipment.As far as I can tell (I haven't worked on set myself), a lot of it comes down the finding sufficiently fancy pins / hinges / bolts / locks that you can have everything be modular (eg, the pedestal, main panel, glare shield), but still be rock solid when it's all set into place. Experience is a big factor in that...James -- That which does not kill me has poor aim  ___
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[Flightgear-devel] post-incidence-angle-update tu154 4 problems feedback

2005-12-02 Thread Vassilii Khachaturov
Having seen the recent request to try out a list of yasim-based aircraft
from the current CVS, I've tried out the TU154. Here are 3 things I've
noticed:

1) by hand-flying, I was able to get supersonic, pretty low and the
aircraft flew all right, with no fluttering or reaching limits of some
controls
http://www.tarunz.org/~vassilii/fg/Images/tu154-supersonic.jpg

2) when I hit the F3 to generate the above snapshot, I got an unusual
attitude, from which it was very difficult to recover (had to get back
into realistic flying speed range to do that) (Too much CPU eaten while
dumping the screen = big inter-frame time = model jolt?)

3) Throughout the flight, the in-cockpit altimeter showed the altitude in
feet not meters (despite the dial marking meters in Russian). BTW,
the ASI (marked speed in Russian) correctly indicated km/h.
Cross-checked by the alternative HUD, see
http://www.tarunz.org/~vassilii/fg/Images/tu154-altimeter-ft-not-m.jpg

4) the autopilot (even in the realistic subsonic speed range) goes
berserk, starting with divergent pitch oscillations, and running out
of pitch trim. Its altitude hold is usable in very low (under 200 KIAS)
speed range, esp. if controlled by the AoA hold or pitch. I remember
smth like this had happened to 737 and was fixed later.


Vassilii


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Re: [Flightgear-devel] Modular / portable cockpit design

2005-12-02 Thread Jon Stockill

James Turner wrote:


On 2 Dec 2005, at 00:32, John Wojnaroski wrote:

Just a question of time and energy.  The design issue is how to keep 
it portable so we can haul the gear around to shows like Scale4x 
coming up in Feb 06. Same problem with putting everything into a 
shell,  fantastic for a fixed installation


but kind of like the old story of the fellow who builds the 30 foot 
sailboat in his cellar




I would talk to some exhibition set / theatre set people if you can (I 
am slightly involved in the tech side of an amateur theatre company) - 
generally such people have to produce stuff which is pretty cheap, 
pretty durable and which can be transported, assembled and taken apart 
pretty fast without lots of support equipment.


As far as I can tell (I haven't worked on set myself), a lot of it comes 
down the finding sufficiently fancy pins / hinges / bolts / locks that 
you can have everything be modular (eg, the pedestal, main panel, glare 
shield), but still be rock solid when it's all set into place. 
Experience is a big factor in that...


Google for Akers Barnes Cockpit. Made from MDF, just slots together.

--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Harald JOHNSEN

Melchior FRANZ wrote:


* Melchior FRANZ -- Friday 02 December 2005 01:43:
 


But ... we weren't really returning the address of an auto var.
   



Is it a gcc 4.0.2 (SuSE 10.0) compiler bug? tiny_xdr.cxx contains
this function;

 float
 XDR_decode_float ( const xdr_data_t  f_Val )
 {
 float* tmp;
 xdr_data_t dummy;

 dummy = XDR_decode_int32 (f_Val);
 tmp = (float*) dummy;
 return (*tmp);
 }


And it turned out that when compiled with gcc 4.0.2 the return
value wasn't safe. When called three times in a row with different
values, we would get three times the same result. None of those
correct. This placed MP aircraft somewhere around the middle
of our Earth. For those understanding x86 assembler, here is
the resulting code (why does it not call _Z16XDR_decode_int32RKj?
Optimized away?):


 


decode_int32 is a nop on a x86 anyway


non-static dummy  (-O2) -- doesn't work

(gdb) disass XDR_decode_float
Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x08310816 _Z16XDR_decode_floatRKj+0:  push   %ebp
0x08310817 _Z16XDR_decode_floatRKj+1:  mov%esp,%ebp
0x08310819 _Z16XDR_decode_floatRKj+3:  sub$0x10,%esp
0x0831081c _Z16XDR_decode_floatRKj+6:  flds   0xfffc(%ebp)
0x0831081f _Z16XDR_decode_floatRKj+9:  leave
0x08310820 _Z16XDR_decode_floatRKj+10: ret
End of assembler dump.


 


This code does what it is supposed do to ie : return *((float *) arg);
except that  arg == 0xfffc(%esp)


non-static dummy  (-O0) -- works

(gdb) disass XDR_decode_float
Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x083be33a _Z16XDR_decode_floatRKj+0:  push   %ebp
0x083be33b _Z16XDR_decode_floatRKj+1:  mov%esp,%ebp
0x083be33d _Z16XDR_decode_floatRKj+3:  sub$0x18,%esp
0x083be340 _Z16XDR_decode_floatRKj+6:  mov0x8(%ebp),%eax
0x083be343 _Z16XDR_decode_floatRKj+9:  mov%eax,(%esp)
0x083be346 _Z16XDR_decode_floatRKj+12: call   0x83be1b4 
_Z16XDR_decode_int32RKj

 


 arg == 0x8(%esp)


static dummy-- works

(gdb) disass XDR_decode_float
Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x08310816 _Z16XDR_decode_floatRKj+0:  push   %ebp
0x08310817 _Z16XDR_decode_floatRKj+1:  mov%esp,%ebp
0x08310819 _Z16XDR_decode_floatRKj+3:  sub$0x4,%esp
0x0831081c _Z16XDR_decode_floatRKj+6:  mov0x8(%ebp),%eax
0x0831081f _Z16XDR_decode_floatRKj+9:  mov%eax,(%esp)
0x08310822 _Z16XDR_decode_floatRKj+12: call   0x83107e2 
_Z16XDR_decode_int32RKj
 


 arg == 0x8(%esp)
The code generated with -O2 and without static is wrong. Functions 
parameters are
allways at a positive offset from sp. Perhaps adding a volatile modifier 
on the tmp pointer

could do the trick (of course doing that disables optimisations).

Harald.


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Re: [Flightgear-devel] Possible new thinking for 2D/3Dcockpit instruments

2005-12-02 Thread Steve Hosgood
On Thu, 2005-12-01 at 17:29, Curtis L. Olson wrote:
 Norman Vine wrote:
 FlightGear is more then just a first person sim
 These other uses may have reasons to want 
 dialog box displays.
 
 Again  if you don't ike the dialog boxes don't use them
 but please do not advocate taking them away.
 
 Norman isn't saying blindly keep dumb or broken stuff.  What he is 
 saying is entirely compatible with a discussion about fixing bugs or 
 making the gui work better or be more intuitive or less confusing.  
 There is ample room for this sort of thing.

Whoa! I get the message! The flameproof suit is burning through in
places! I back off!

Scrub the idea of getting rid of the dialog boxes, as you say they often
are easier to use than the simulated real instrument. Indeed, I was
using the autopilot dialog partly for that reason when I tripped over
the bug that started me off on this rant.

See elsewhere for the object orientated instrument suggestions that
should avoid repeats of the Cessna autopilot mess.

Steve.


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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Steve Hosgood
On Thu, 2005-12-01 at 22:47, Josh Babcock wrote:
 Steve Hosgood wrote:
 Also, have you considered looking into OpenGC? It won't give you the
 MSFS like functionality of dragable sub windows, but I think it would
 allow you to make arbitrary windows to display instruments in cutouts.
 

I was deliberately thinking that you **don't** want to use OpenGL for
that sort of thing. The GPU has enough work to do rendering the view out
of the windows, it would be a waste of its time rendering instruments
for the fascia - they're always going to be displayed straight on with
flat lighting. It's just a simple animation job for a normal window.

I see that a cockpit building discussion has kicked off in a parallel
part of this thread...


Steve



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Re: [Flightgear-devel] RenderTexture bug

2005-12-02 Thread Harald JOHNSEN

Ampere K. Hardraade wrote:


On November 30, 2005 08:22 pm, Curtis L. Olson wrote:
 


Perhaps explain to them what our code is attempting to do, and then ask
if they know of a GLX supported way to do it.
   

I would do that if I can.  However, I am not a programmer, and nothing in 
RenderTexture.cpp makes any sense to me. :(


What exactly is our code attempting to do?

Ampere

 

The code creates a pbuffer the standard way, there is nothing special in 
rendertexture, the only things
special is the choice of the api, using glx pre or post 1.3 - and this 
code won't work well for long

since mesa lies on version numbers.
The only standard test of pbuffers that I know is fgl_glxgears. But 
perhaps there is a test case somewhere

in the mesa/xorg cvs, after all how do they test their code ?

Harald.


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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Melchior FRANZ
* Harald JOHNSEN -- Friday 02 December 2005 11:36:
 Melchior FRANZ wrote:
  (why does it not call _Z16XDR_decode_int32RKj? Optimized away?):

 decode_int32 is a nop on a x86 anyway

Huh? Looks like a nop for big-endian:

int32_t
XDR_decode_int32 ( const xdr_data_t  n_Val )
{
return (static_castint32_t (SWAP32(n_Val)));
}

and

#define SWAP32(arg) sgIsLittleEndian() ? sg_bswap_32(arg) : arg



 Perhaps adding a volatile modifier on the tmp pointer
 could do the trick (of course doing that disables optimisations).

That wouldn't matter.

m.

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Steve Hosgood schrieb:
 I was deliberately thinking that you **don't** want to use OpenGL for
 that sort of thing. The GPU has enough work to do rendering the view out
 of the windows, it would be a waste of its time rendering instruments
 for the fascia - they're always going to be displayed straight on with
 flat lighting. It's just a simple animation job for a normal window.

That's why the future of the 2D desktops will be rendered by the 3D
hardware (Windows Vista, the OpenGL based X-Server, ...).

A while ago 2D desktops would profit from the graphic accelerator
graphic cards. They had chips that could draw very fast lines, etc. pp.

But today we've got 3D accelerators that can do even more. They are even
programmable. So the new OSes use that functionality for a fast visual
feedback.

So it doesn't make sense to pass the rendering of some instruments back
to the OS. It will just give it back to the graphics adapter - with the
aditional overhead of going through the OS.

The only alternative to reduce the load on the GPU is to draw it with
the CPU by hand (note: this is really CPU intensive!). But if the CPU
idles too long (what I really doubt) we could easily increase the FDM
resolution, AI traffic, ...

CU,
Christian


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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Melchior FRANZ
* Mathias Fröhlich -- Friday 02 December 2005 07:35:
 float
 XDR_decode_float ( const xdr_data_t  f_Val )
 {
 union {
   float f;
   xdr_data_t x;
 } tmp;
 tmp.x = XDR_decode_int32 (f_Val);
 return tmp.f;
 }

This works.

Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x08310816 _Z16XDR_decode_floatRKj+0:  push   %ebp
0x08310817 _Z16XDR_decode_floatRKj+1:  mov%esp,%ebp
0x08310819 _Z16XDR_decode_floatRKj+3:  sub$0x8,%esp
0x0831081c _Z16XDR_decode_floatRKj+6:  mov0x8(%ebp),%eax
0x0831081f _Z16XDR_decode_floatRKj+9:  mov%eax,(%esp)
0x08310822 _Z16XDR_decode_floatRKj+12: call   0x83107e2 
_Z16XDR_decode_int32RKj
0x08310827 _Z16XDR_decode_floatRKj+17: mov%eax,0xfffc(%ebp)
0x0831082a _Z16XDR_decode_floatRKj+20: flds   0xfffc(%ebp)
0x0831082d _Z16XDR_decode_floatRKj+23: leave
0x0831082e _Z16XDR_decode_floatRKj+24: ret

m.

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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Melchior FRANZ
* Harald JOHNSEN -- Friday 02 December 2005 11:36:
 Perhaps adding a volatile modifier on the tmp pointer
 could do the trick (of course doing that disables optimisations).

It doesn't.

Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x08310816 _Z16XDR_decode_floatRKj+0:  push   %ebp
0x08310817 _Z16XDR_decode_floatRKj+1:  mov%esp,%ebp
0x08310819 _Z16XDR_decode_floatRKj+3:  sub$0x10,%esp
0x0831081c _Z16XDR_decode_floatRKj+6:  flds   0xfffc(%ebp)
0x0831081f _Z16XDR_decode_floatRKj+9:  leave
0x08310820 _Z16XDR_decode_floatRKj+10: ret

m.

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Steve Hosgood
On Thu, 2005-12-01 at 20:23, Curtis L. Olson wrote:
 This is why all those oddball home/hobby cockpit builders aren't as far 
 off their rockers as it might first appear.  They are taking a huge step 
 towards a more realistic simulation environment. 

Dead right. I'd never knock them - more like admire their enthusiasm.
And as you say, an open source sim like FlightGear is much more likely
to be able to interface to all these home-made instruments.

  And I'm sure all these 
 people have spouses who understand the importance of a realistic flying 
 experience.
 

Yeah, right! :-)

 having the flight model right exactly on, is less 
 important than having a full scale cockpit with controls that have the 
 right amount of force feedback at the right times.  An enclosure is a 
 huge addition...

Not sure about whether FlightGear currently allows for force feedback,
but of course, if anyone's flight sim could do it, FlightGear could.
Does FlightGear provide output data that would allow you to tip a
cockpit on hydraulic rams (or any other system) to try and model
changing G forces for the pilot?

I've mentioned the possibility in other mails on this thread for a
revamped future FlightGear instrument model to cater for separate
windows (maybe on other display heads of course) which would help
implement fascias using LCD panels behind cutouts. I'd have thought that
the cockpit-builder types would be clamouring for such an addition, yet
no-one's apparently all that enthusiastic.

Do the current crop of cockpit builders happen to use real simulated
physical instruments wired to USB or something? I read elsewhere that
the 747 guys were simulating a glass cockpit, so maybe they didn't have
any physical instrument scenarios to cope with. Hasn't anyone tried a
cockpit-build for a WWII plane with FlightGear yet?


Steve.


BTW, nearly unrelated - one of the Discovery channels in the UK recently
ran a documentary on recreating the Dambusters raid on the Ruhr in 1943.
They had a (rather crude looking) mockup of a Lancaster bomber and a
crew of modern RAF types who tried to simulate reproducing the raid.

Whose flightsim was that? Unlikely to be FlightGear, unless the TV
people commissioned their own Lancaster FDM. Did anyone apart from me
see it?

It looked like the instruments panel for the Lancaster was simulated
with the old lcd panel behind holes cut in plywood trick. Actually,
I'm not even sure they bothered with the plywood. They certainly didn't
appear to bother with putting a skin on the fuselage of the fake plane -
they just ran it in a darkened warehouse.



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Re: [Flightgear-devel] Possible new thinking

2005-12-02 Thread Martin Spott
Steve Hosgood wrote:

 Not sure about whether FlightGear currently allows for force feedback,

Sure it does - if it actually works only depends on the intelligence of
your actuator subsystem. All data that might have impact on the
respective force is available for being written to an output channel of
your choice - although, as Curt admits, the data structure changes from
version to version in certain cases 
Now it's up to you to decide which values to pick for creating
appropriate force-feedback.

 Does FlightGear provide output data that would allow you to tip a
 cockpit on hydraulic rams (or any other system) to try and model
 changing G forces for the pilot?

  http://www.de.flightgear.org/Projects/RayChair/raychair.html

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

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Re: [Flightgear-devel] Re: Autopilot (and more)

2005-12-02 Thread Steve Hosgood
On Wed, 2005-11-30 at 20:25, Steve Knoblock wrote:
 If an aircraft has its own autopilot, the default dialog
 does not come up, but if it does not specify an autopilot, the default
 dialog comes up.
 


Not quite. I've just discovered that the autopilot works(*) with the
Colditz Glider!

Let's see: a WWII escape glider built from floorboards and bedsheets and
lacking *any* instruments apart from a yaw-string, does feature a
fully-functioning autopilot! You've gotta take your hat off to those POW
dudes

On second thoughts, just possibly there's a bug here!


We seriously need an item in the 'instruments' XML where a 'plane can
request the default autopilot be available if:

1) The plane actually *has* an autopilot (**)

and 

2) The author doesn't want to bother with writing their own (yet).

In the long term we could argue that the second case above isn't
required - the dialog should only be available if the plane actually has
an autopilot. In the case of the Cessna (and maybe others) where a
real autopilot has been modelled, the dialog should be there, but set
values in the real autopilot simulation.

However, I'd suggest that the two-part test above be put in to sort out
the most gratuitous ill effects in the current code *before* 1.0.0 comes
out.

Something similar should probably also be done for things like comms and
nav radios (again, the Wright Flyer and Colditz Glider don't have them),
in fact the *entire* Equipment menu item ought to be grayed-out for
those two planes.

All the gliders would want to disable the Fuel Settings dialog in that
menu item. All historic craft would want to disable GPS settings.

Sheesh: there's a good bit of work to be done around here. The systems
failures dialog box should only have boxes for systems that the plane
in question actually has! The altimeter settings dialog should be
greyed out on any plane that doesn't have an altimeter (Wright Flyer,
Colditz Glider and the Hang Glider I suppose).

Steve


(*) Velocity control using pitch oscillates badly. Heading control is
fine.
(**) I suspect the FlightGear 1903 Wright Flyer has autopilot too...



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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Josh Babcock
Steve Hosgood wrote:
 On Thu, 2005-12-01 at 22:47, Josh Babcock wrote:
 
Steve Hosgood wrote:
Also, have you considered looking into OpenGC? It won't give you the
MSFS like functionality of dragable sub windows, but I think it would
allow you to make arbitrary windows to display instruments in cutouts.

 
 
 I was deliberately thinking that you **don't** want to use OpenGL for
 that sort of thing. The GPU has enough work to do rendering the view out
 of the windows, it would be a waste of its time rendering instruments
 for the fascia - they're always going to be displayed straight on with
 flat lighting. It's just a simple animation job for a normal window.
 
 I see that a cockpit building discussion has kicked off in a parallel
 part of this thread...
 
 
 Steve
 
 
 
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No, OpenGC
 ^
http://www.opengc.org/

Josh

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Re: [Flightgear-devel] Re: Autopilot (and more)

2005-12-02 Thread Josh Babcock
Steve Hosgood wrote:
 On Wed, 2005-11-30 at 20:25, Steve Knoblock wrote:
 
If an aircraft has its own autopilot, the default dialog
does not come up, but if it does not specify an autopilot, the default
dialog comes up.

 
 
 
 Not quite. I've just discovered that the autopilot works(*) with the
 Colditz Glider!
 
 Let's see: a WWII escape glider built from floorboards and bedsheets and
 lacking *any* instruments apart from a yaw-string, does feature a
 fully-functioning autopilot! You've gotta take your hat off to those POW
 dudes
 
 On second thoughts, just possibly there's a bug here!
 
 
 We seriously need an item in the 'instruments' XML where a 'plane can
 request the default autopilot be available if:
 
 1) The plane actually *has* an autopilot (**)
 
 and 
 
 2) The author doesn't want to bother with writing their own (yet).
 
 In the long term we could argue that the second case above isn't
 required - the dialog should only be available if the plane actually has
 an autopilot. In the case of the Cessna (and maybe others) where a
 real autopilot has been modelled, the dialog should be there, but set
 values in the real autopilot simulation.
 
 However, I'd suggest that the two-part test above be put in to sort out
 the most gratuitous ill effects in the current code *before* 1.0.0 comes
 out.
 
 Something similar should probably also be done for things like comms and
 nav radios (again, the Wright Flyer and Colditz Glider don't have them),
 in fact the *entire* Equipment menu item ought to be grayed-out for
 those two planes.
 
 All the gliders would want to disable the Fuel Settings dialog in that
 menu item. All historic craft would want to disable GPS settings.
 
 Sheesh: there's a good bit of work to be done around here. The systems
 failures dialog box should only have boxes for systems that the plane
 in question actually has! The altimeter settings dialog should be
 greyed out on any plane that doesn't have an altimeter (Wright Flyer,
 Colditz Glider and the Hang Glider I suppose).
 
 Steve
 
 
 (*) Velocity control using pitch oscillates badly. Heading control is
 fine.
 (**) I suspect the FlightGear 1903 Wright Flyer has autopilot too...
 
 
 
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Perhaps it would be easy to write a null autopilot. Put that in the base
package, and anyone who wants no autopilot in their aircraft could
select that. I know nothing of autopilots though.

Josh

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Re: [Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Andy Ross
Harald JOHNSEN wrote:
 Is it a gcc 4.0.2 (SuSE 10.0) compiler bug? tiny_xdr.cxx contains
 this function;

 dummy = XDR_decode_int32 (f_Val);
 tmp = (float*) dummy;
 return (*tmp);

This violates the strict aliasing rules that are the default for
gcc 4.x -- I believe it issues a warning to that effect.  (Although
in this case the compiler should be able to detect that the pointer
can never be incorrectly aliased and optimize the warning away). If you
want to type-pun, you need to use a union:

union { int i; float f; } dummy;
dummy.i = XDR_decode_int32(f_Val);
return dummy.f;

The union trick also tends to be a little more readable, IMHO.

Andy

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Re: [Flightgear-devel] [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-02 Thread Curtis L. Olson

Melchior,

One of the original intentions of the scenery path was to search until 
you found something and then stop.  From what you wrote, it sounds like 
the entire scenery path is searched and objects pulled from anything 
that is found.


The original intention was that you could have smaller updated areas in 
a path ahead of your main scenery and those areas will completely 
override stuff that is later in the path.  Otherwise we could have a lot 
of unwanted object duplication.


Regards,

Curt.


Melchior FRANZ wrote:


This patch reshuffles parts of FGTileEntry::load() to allow mere
sea tiles to contain objects (oil rigs, nav-, weather-buoys, stuff,
etc.), and to prevent fgfs from dropping objects listed in *.stg
files that were loaded before the one containing the first
terrain.btg.gz (- FG_SCENERY).

The current structure is this:

 (A) set center to 0/0/0

 (B) LOOP {
 - check for *.stg files in all FG_SCENERY dirs, and process
   them one after the other, executing all entries right away(!);
 - if terrain.btg.gz entry is found, load the tile (this sets
   center to a meaningful value)
 }

 (C) if no terrain.btg.gz entry was found in the loop, create a
 sea tile and set center accordingly



This has two disadvantages:
1. objects on mere sea tiles will be placed relative to
  center 0/0/0, because a meaningful center is only set
  afterwards. So none of them will show up in the scenery
  (oil-rigs!).
2. also, all objects from *.stg files that were loaded before the
  one with the terrain.btg.gz file are dropped. One can work around
  that by reordering the paths in FG_SCENERY, but this may not be
  obvious for users. It wasn't for me, at least.



The suggested structure is this (see patch):

 (A) LOOP {
 - go through all *.stg files in all FG_SCENERY paths and collect
   data (objects stored in a vector of structures, the
   terrain.btg.gz path stored as string)
 }

 (B) if tile found:
 load tile and set center;
 else:
 create sea tile and set center

 (C) LOOP {
 - go through the vector of stored objects and place them in
   the landscape
 }


This way all objects are placed relative to a valid tile center (and
none at the center of Earth. :-)

NOTE that:
- the patch removes RWY_LIGHTS, because this is only a dummy that
 doesn't do anything else than writing a log message.
- support for OBJECT_RUNWAY_SIGN and OBJECT_TAXI_SIGN isn't only
 kept, I also verified that they do still work. They are crying
 for a revival. (see http://www.flightgear.org/Gallery-v0.9.8/
 near bottom -- for those who don't remember)
- the storage struct is very simply. Hard-core C++ programmers
 might want to see it replaced with a set of inherited classes and
 all. That can be done if it buys us anything. Currently it would
 be overengineered. IMHO.
- the diff looks a lot uglier than the resulting file!   :-]

The patch is valgrind- and EGLL-proof. It works well since a couple
of days.I don't expect any noticable effect on the frame rate.
Please add this to the list of yet to be discussed features for
1.0. Otherwise I'll keep it warm for 1.0.1.  ;-)

m.
 




Index: tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tileentry.cxx,v
retrieving revision 1.47
diff -u -p -r1.47 tileentry.cxx
--- tileentry.cxx   14 Oct 2005 16:25:14 -  1.47
+++ tileentry.cxx   1 Dec 2005 16:13:57 -
@@ -659,18 +659,48 @@ bool FGTileEntry::obj_load( const string
}


+typedef enum {
+OBJECT,
+OBJECT_SHARED,
+OBJECT_STATIC,
+OBJECT_TAXI_SIGN,
+OBJECT_RUNWAY_SIGN
+} object_type;
+
+
+// storage class for deferred object processing in FGTileEntry::load()
+struct Object {
+Object(object_type t, string token, const SGPath p, istream in)
+: type(t), path(p)
+{
+in  name;
+if (type != OBJECT)
+in  lon  lat  elev  hdg;
+in  ::skipeol;
+
+if (type == OBJECT)
+SG_LOG(SG_TERRAIN, SG_INFO, token  name);
+else
+SG_LOG(SG_TERRAIN, SG_INFO, token  namelon=  
lon
+   lat=  latelev=  elevhdg=  
hdg);
+}
+object_type type;
+string name;
+SGPath path;
+double lon, lat, elev, hdg;
+};
+
+
void
FGTileEntry::load( const string_list path_list, bool is_base )
{
bool found_tile_base = false;

-// obj_load() will generate ground lighting for us ...
-ssgVertexArray *light_pts = new ssgVertexArray( 100 );
-
-ssgBranch* new_tile = new ssgBranch;
+SGPath object_base;
+vectorconst Object* objects;

-unsigned int i = 0;
-while ( i  path_list.size() ) {
+// scan and parse all files and store information
+for (int i = 0; i  path_list.size(); i++) {

bool has_base = false;

@@ -682,243 +712,99 @@ FGTileEntry::load( const 

[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-02 Thread Melchior FRANZ
* Andy Ross -- Friday 02 December 2005 16:36:
 This violates the strict aliasing rules that are the default for
 gcc 4.x -- I believe it issues a warning to that effect.

There's is no warning (using -Wall), and info  man page claim
that strict aliasing is turned off by default, even if the
optimize option is used.


 If you want to type-pun, you need to use a union:

Yes. Mathias told me so already, and even sent me a patch in the
morning. I'll commit that (if Oliver doesn't object, or anyone
else with authority :-).

m.

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[Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-02 Thread Melchior FRANZ
* Curtis L. Olson -- Friday 02 December 2005 16:57:
 One of the original intentions of the scenery path was to search until 
 you found something and then stop.

This is still the case for terrain.btg.gz files and airports, just as it
was before. But objects are always set from all stg files, with or without
this patch. The difference is that objects aren't set at center of Earth,
especially in sea tiles.



 The original intention was that you could have smaller updated areas in 
 a path ahead of your main scenery and those areas will completely 
 override stuff that is later in the path.

That isn't the case since the Terrain/ and Objects/ dirs were invented.
This patch doesn't change this.

m.


PS: cool 26 kB full-quote!  :-

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Steve Hosgood
On Fri, 2005-12-02 at 14:28, Josh Babcock wrote:
 No, OpenGC
  ^
 http://www.opengc.org/
 

Oops. Sorry.
Steve


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Re: [Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-02 Thread Curtis L. Olson

Melchior FRANZ wrote:


This is still the case for terrain.btg.gz files and airports, just as it
was before. But objects are always set from all stg files, with or without
this patch. The difference is that objects aren't set at center of Earth,
especially in sea tiles.
 



That's too bad, originally object loading was supposed to stop after the 
first btg file was found.


The original intention was that you could have smaller updated areas in 
a path ahead of your main scenery and those areas will completely 
override stuff that is later in the path.
   



That isn't the case since the Terrain/ and Objects/ dirs were invented.
This patch doesn't change this.
 



Again, it's a shame that original functionality is lost when people come 
later and make changes to complex code without fully understanding the 
intent.  I suppose I need to set aside a week and go through the tile 
loading with a fine tooth comb ...


Ok, to summarize, if you can assure everyone that your patch doesn't 
change any original behavor (the 'good' original behavior) and is well 
tested, then sure go ahead and commit it.  It appears though that the 
scenery path semantics and devolved into an ill understood mess.  We 
should discuss how we want the pathing to work and make the code do what 
we want.  Right now it's a bit confusing because it apparently now 
includes some inadvertant side effects as a result changes to it over 
the past year or two.


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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[Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-02 Thread Melchior FRANZ
* Curtis L. Olson -- Friday 02 December 2005 18:09:
 Again, it's a shame that original functionality is lost when people come 
 later and make changes to complex code without fully understanding the 
 intent.

Isn't that one of the reasons why we have flightgear-cvslogs? For
code review? Like in any other F/OSS project?



 Ok, to summarize, if you can assure everyone that your patch doesn't 
 change any original behavor (the 'good' original behavior) and is well 
 tested, then sure go ahead and commit it.

OK. Thanks. I will present a patch after that which restores the
original, pre-ObjectsTerrain behavior.



 It appears though that the scenery path semantics and devolved into an
 ill understood mess.

That's a bit harsh. One feature was added, and another was modified
(to the worse). This doesn't make it a mess. I think that the non-set
sea tile center is *as* big a mess, and this was by design. But
nothing is set in stone. Everything can be fixed. And if nobody noticed,
and nobody cared, then it can't see the tragedy.



 We should discuss how we want the pathing to work and make the code do what 
 we want.  Right now it's a bit confusing [...]

I know at least FGTileEntry::load() good enough now to not find it
confusing.  :-)

We have to keep in mind that after the change to Terrain/ and Objects/
subdirs we *had* to process further dirs, namely the respective Objects/
directory. Even though we found a scenery file in the Terrain/ dir
(which was searched first).

Is the following behavior OK?

  Generate all objects from all FG_SCENERY paths until we found the
  first OBJECTS_BASE entry (including the other object entries in this
  *.stg file). Then read the matching Objects/ directory, too.
  But *then* stop scanning.

?

m.

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Re: [Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-02 Thread Jon Stockill

Melchior FRANZ wrote:


Is the following behavior OK?

  Generate all objects from all FG_SCENERY paths until we found the
  first OBJECTS_BASE entry (including the other object entries in this
  *.stg file). Then read the matching Objects/ directory, too.
  But *then* stop scanning.


That makes sense.

That way you can have a tree containing just additional objects followed 
by detailed scenery, followed by default scenery all on your path.


You'll get the objects, plus the most appropriate scenery for the area 
you're in. Certainly being able to place objects at sea is a huge 
improvement (I mentioned that this failed quite sime time back, but was 
unable to work out why).


--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-02 Thread Curtis L. Olson

Jon Stockill wrote:


Melchior FRANZ wrote:


Is the following behavior OK?

  Generate all objects from all FG_SCENERY paths until we found the
  first OBJECTS_BASE entry (including the other object entries in this
  *.stg file). Then read the matching Objects/ directory, too.
  But *then* stop scanning.



That makes sense.



That makes sense to me too ...

That way you can have a tree containing just additional objects 
followed by detailed scenery, followed by default scenery all on your 
path.



And with the above suggested behavior you can override the 'global' 
scenery with something local or something newer or different ... without 
getting unintended duplication.


Curt.

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

2005-12-02 Thread Bruce Benneke

I'm having trouble with opengc connecting to flightgear 99 (windows)
I THINK opengc is working, not sure how to check as I can't get FG to 
talk to it.  It just seems to be listening to port 5800


FG is set up
socket, out, (my ip), 5800, udp
I think everything is setup properly, but I'm new to FG

Has anyone got this to work...?

Bruce
begin:vcard
fn:Bruce Benneke
n:Benneke;Bruce
org:Benneke Computers
email;internet:[EMAIL PROTECTED]
tel;work:1 (306) 542-2891
version:2.1
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Re: [Flightgear-devel] opengc

2005-12-02 Thread bass pumped
On 12/2/05, Bruce Benneke [EMAIL PROTECTED] wrote:
 I'm having trouble with opengc connecting to flightgear 99 (windows)
 I THINK opengc is working, not sure how to check as I can't get FG to
 talk to it.  It just seems to be listening to port 5800

 FG is set up
 socket, out, (my ip), 5800, udp
 I think everything is setup properly, but I'm new to FG

 Has anyone got this to work...?

 Bruce


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try using a port sniffer to see if any data is over the network.  I
recommend ethereal.

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Re: [Flightgear-devel] opengc

2005-12-02 Thread Bruce Benneke

Thanks for the quick reply
I just found out the problem lies with there not being any provision to 
do this setup in the windows port of FG.

I'm gonna move this over to linux and try again...

Bruce

bass pumped wrote:


On 12/2/05, Bruce Benneke [EMAIL PROTECTED] wrote:
 


I'm having trouble with opengc connecting to flightgear 99 (windows)
I THINK opengc is working, not sure how to check as I can't get FG to
talk to it.  It just seems to be listening to port 5800

FG is set up
socket, out, (my ip), 5800, udp
I think everything is setup properly, but I'm new to FG

Has anyone got this to work...?

Bruce


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try using a port sniffer to see if any data is over the network.  I
recommend ethereal.

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Re: [Flightgear-devel] opengc

2005-12-02 Thread bass pumped
are you saying that you can't get FG to transmit UDP on WinXP.  It
works for me.


On 12/2/05, Bruce Benneke [EMAIL PROTECTED] wrote:
 Thanks for the quick reply
 I just found out the problem lies with there not being any provision to
 do this setup in the windows port of FG.
 I'm gonna move this over to linux and try again...

 Bruce

 bass pumped wrote:

 On 12/2/05, Bruce Benneke [EMAIL PROTECTED] wrote:
 
 
 I'm having trouble with opengc connecting to flightgear 99 (windows)
 I THINK opengc is working, not sure how to check as I can't get FG to
 talk to it.  It just seems to be listening to port 5800
 
 FG is set up
 socket, out, (my ip), 5800, udp
 I think everything is setup properly, but I'm new to FG
 
 Has anyone got this to work...?
 
 Bruce
 
 
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 try using a port sniffer to see if any data is over the network.  I
 recommend ethereal.
 
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[Flightgear-devel] compile problem with plib

2005-12-02 Thread Josh Babcock
I can't figure out why this is happening. If anyone has any ideas,
please let me know. To me it seems that I have everything I need in all
the right places. Here's the situation:

*brand spanking new Debian sid install*

Package Installed   PreviousNow
State
===-===-===-===-=
libglu1-xorg6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
libglu1-xorg-dev6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-dri6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-gl 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-gl-dev 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
freeglut3   2.4.0-4 2.4.0-4 2.4.0-4
install
freeglut3-dev   2.4.0-4 2.4.0-4 2.4.0-4
install

glxgears has no problems, runs with HW accel
glxinfo looks right, it reports the OS radeon driver, lookslike it used
to when things worked.

but:

./configure --with-x --prefix=/usr/local
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking whether make sets $(MAKE)... yes
checking for working aclocal-1.4... found
checking for working autoconf... found
checking for working automake-1.4... found
checking for working autoheader... found
checking for working makeinfo... found
includedir changed to ${prefix}/include/plib libdir is ${exec_prefix}/lib
checking for gcc... ccache gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether ccache gcc accepts -g... yes
checking for ccache gcc option to accept ANSI C... none needed
checking how to run the C preprocessor... ccache gcc -E
checking whether we are using the GNU C++ compiler... yes
checking whether ccache g++ accepts -g... yes
checking how to run the C++ preprocessor... ccache g++ -E
checking for a BSD-compatible install... /usr/bin/install -c
checking for ranlib... ranlib
checking build system type... i686-pc-linux-gnu
checking host system type... i686-pc-linux-gnu
checking for X... libraries /usr/X11R6/lib, headers /usr/X11R6/include
checking for gethostbyname... yes
checking for connect... yes
checking for remove... yes
checking for shmat... yes
checking for IceConnectionNumber in -lICE... no
checking for pthread_create in -lpthread... no
checking for glNewList in -lGL... no
checking for glNewList in -lMesaGL... no
configure: error: could not find working GL library

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[Flightgear-devel] Another gcc 4.0.2/SUSE 10.0 problem: engine sounds

2005-12-02 Thread Stefan Seifert

Hi,

as discussed already on IRC, there seems to be another gcc 4.0.2/SUSE 
1.0 problem:
engine sounds on the 737, Concorde and every other plane that uses 
thrust_lb[0] as base for the engine sound calculation don't work on this 
platform.
Builds from SuSE 9.3 and from SUSE 10.0 compiled with -O0 instead of -O2 
work, so it looks just like the multiplayer aliasing problem.
Don't have a clue about the whole sound code, so this is definitely 
something for the C++ gurus of you.


Nine

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Dan Lyke
Steve Hosgood writes:
 Do the current crop of cockpit builders happen to use real simulated
 physical instruments wired to USB or something?

There are several vendors out there who have simulated instruments
with needles and the like, often driven by RC servos. Granted, this
runs your price up $20 an axis, probably on the order of $65-100 per
instrument if you're not good enough with the styrene to build them
yourself, but if you think about how much LCD panel space it'd take to
cover a real-sized keyboard, I think it starts to look like a
reasonable trade-off.

Especially since external instruments can be driven with almost zero
main CPU. if I had the budget to go hardcore (I've only built pedals,
a full-length stick and a collective lever, but I've been looking at
the USB joystick spec 'cause I'm starting to think about 10 bits and
the ability to do some stuff on microcontrollers) I'd want that extra
LCD to be dedicated to view, not instruments.

Admittedly, though, I'm interested in aircraft that have a limited
instrument set. Folks interested in comercial airliner cockpits have
it harder than those of us who are into helicopters that just because
of stability and the difficulty of removing hands from the primary
controls to diddle with knobs would need a copilot to do any IFR.

Dan


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Re: [Flightgear-devel] compile problem with plib

2005-12-02 Thread Curtis L. Olson
The very first thing I would check is the contents of the config.log 
file.  That shows the details of the test and the compiler error 
signaling a failure.  That often can be quite helpful.


Curt.


Josh Babcock wrote:


I can't figure out why this is happening. If anyone has any ideas,
please let me know. To me it seems that I have everything I need in all
the right places. Here's the situation:

*brand spanking new Debian sid install*

Package Installed   PreviousNow
State
===-===-===-===-=
libglu1-xorg6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
libglu1-xorg-dev6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-dri6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-gl 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-gl-dev 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
freeglut3   2.4.0-4 2.4.0-4 2.4.0-4
install
freeglut3-dev   2.4.0-4 2.4.0-4 2.4.0-4
install

glxgears has no problems, runs with HW accel
glxinfo looks right, it reports the OS radeon driver, lookslike it used
to when things worked.

but:

./configure --with-x --prefix=/usr/local
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking whether make sets $(MAKE)... yes
checking for working aclocal-1.4... found
checking for working autoconf... found
checking for working automake-1.4... found
checking for working autoheader... found
checking for working makeinfo... found
includedir changed to ${prefix}/include/plib libdir is ${exec_prefix}/lib
checking for gcc... ccache gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether ccache gcc accepts -g... yes
checking for ccache gcc option to accept ANSI C... none needed
checking how to run the C preprocessor... ccache gcc -E
checking whether we are using the GNU C++ compiler... yes
checking whether ccache g++ accepts -g... yes
checking how to run the C++ preprocessor... ccache g++ -E
checking for a BSD-compatible install... /usr/bin/install -c
checking for ranlib... ranlib
checking build system type... i686-pc-linux-gnu
checking host system type... i686-pc-linux-gnu
checking for X... libraries /usr/X11R6/lib, headers /usr/X11R6/include
checking for gethostbyname... yes
checking for connect... yes
checking for remove... yes
checking for shmat... yes
checking for IceConnectionNumber in -lICE... no
checking for pthread_create in -lpthread... no
checking for glNewList in -lGL... no
checking for glNewList in -lMesaGL... no
configure: error: could not find working GL library

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--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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Re: [Flightgear-devel] RenderTexture bug

2005-12-02 Thread Ampere K. Hardraade
On December 2, 2005 05:50 am, Harald JOHNSEN wrote:
 The code creates a pbuffer the standard way, there is nothing special in
 rendertexture, the only things
 special is the choice of the api, using glx pre or post 1.3 - and this
 code won't work well for long
 since mesa lies on version numbers.
 The only standard test of pbuffers that I know is fgl_glxgears. But
 perhaps there is a test case somewhere
 in the mesa/xorg cvs, after all how do they test their code ?

 Harald.
Whether glXVersion1_3Present is true or false doesn't seem to make a 
difference.  Last time I tried this, when glXVersion1_3Present is true, I get 
the GLXUnsupportPrivateRequest error at line 496.  When glXVersion1_3Present 
is false, I get the same error at line 521.

Ampere

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[Flightgear-devel] yasim(-test) vs fgfs

2005-12-02 Thread Joacim Persson

I've discovered a difference between how fgfs calls the yasim solver, and
how the yasim binary (aka yasim-test) does it. I have a -yasim.xml which
doesn't pass yasim(-test) but which fgfs accepts... ?:-P

So what is the difference? Number of iterations?

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Re: [Flightgear-devel] compile problem with plib

2005-12-02 Thread Josh Babcock
Curtis L. Olson wrote:
 The very first thing I would check is the contents of the config.log
 file.  That shows the details of the test and the compiler error
 signaling a failure.  That often can be quite helpful.
 
 Curt.
 
 
 Josh Babcock wrote:
 
 I can't figure out why this is happening. If anyone has any ideas,
 please let me know. To me it seems that I have everything I need in all
 the right places. Here's the situation:

SNIP

OK,
looks like debian is broken. There was no link from libXmu.so to
libXmu.so.6 in /usr/X11R6/lib.
Thanks for the tip.

For you Debian guys:
Package Installed   PreviousNow
State
===-===-===-===-=
libxmu6 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install

Josh

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Re: Was: [Flightgear-devel] compile problem with plib

2005-12-02 Thread Josh Babcock
Josh Babcock wrote:
 Curtis L. Olson wrote:
 
The very first thing I would check is the contents of the config.log
file.  That shows the details of the test and the compiler error
signaling a failure.  That often can be quite helpful.

Curt.


Josh Babcock wrote:


I can't figure out why this is happening. If anyone has any ideas,
please let me know. To me it seems that I have everything I need in all
the right places. Here's the situation:

 
 SNIP
 
 OK,
 looks like debian is broken. There was no link from libXmu.so to
 libXmu.so.6 in /usr/X11R6/lib.
 Thanks for the tip.
 
 For you Debian guys:
 Package Installed   PreviousNow
 State
 ===-===-===-===-=
 libxmu6 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
 install
 
 Josh
 
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OT, but it's possible to run .configure for fgfs without the sdl headers
installed and not get an error. You don't see an error until you compile.

Josh

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[Flightgear-devel] [PATCH] CH Pro Yoke USB XML patch

2005-12-02 Thread Vassilii Khachaturov
The attached patch does the following things:

1) it's really difficult to fly a helicopter with the yoke,
but one can make good use of the throttle as the collective.
If one wants to fly and use the mouse as the cyclic control,
it's impossible unless the yoke doesn't send the axis0/1 position
as aileron/elevator control bindings. Thus, the patched file
checks at startup if the /rotors property exists (thanks to Melchior
for the tip on what to check!) and then ruthlessly removes
the bindings at runtime.

2) the view pitch change is reversed so that the hat movement
now corresponds to one's head (view) movement (tilting it forward means
tilting your head forward)

3) remap of some buttons:
#0: instead of firing the starter, this one cycles the views in the
reverse direction
#1: this one uses the nasal view cycle wrapper instead of the old
view-cycle command, thus we get the tip popup with the new view name
#8/#9: these get to work as x/X on the keyboard, and pressing them
together gives the same as Ctrl-X on the keyboard. For this,
I removed the /controls/engines/engine[?]/boost control bound to them
(I have no idea what these are for anyway)

Vassilii
Index: ../data/Input/Joysticks/CH/pro-yoke-usb.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Input/Joysticks/CH/pro-yoke-usb.xml,v
retrieving revision 1.19
diff -u -p -r1.19 pro-yoke-usb.xml
--- ../data/Input/Joysticks/CH/pro-yoke-usb.xml 22 Jun 2005 13:08:02 -  
1.19
+++ ../data/Input/Joysticks/CH/pro-yoke-usb.xml 3 Dec 2005 01:41:34 -
@@ -4,6 +4,24 @@
 
  nameCH PRODUCTS CH FLIGHT SIM YOKE USB /name
  nameCH FLIGHT SIM YOKE USB /name
+ nasal
+  script![CDATA[
+   view_mod = 0;
+   reset_view = func {
+ setprop(/sim/current-view/field-of-view, 
+   getprop(/sim/view/config/default-field-of-view-deg));
+ view_mod = 0;
+   }
+   if (props.globals.getNode(/rotors) != nil) {
+grove = props.globals.getNode(this);
+
+grove.getNode(axis[0]).removeChildren(binding);
+grove.getNode(axis[1]).removeChildren(binding);
+   }
+  ]]
+  /script
+ /nasal
+
 
  axis n=0
   descAileron/desc
@@ -110,7 +128,7 @@
binding
 commandproperty-adjust/command
 property/sim/current-view/goal-pitch-offset-deg/property
-step type=double2.0/step
+step type=double-2.0/step
/binding
   /low
   high
@@ -118,29 +136,25 @@
binding
 commandproperty-adjust/command
 property/sim/current-view/goal-pitch-offset-deg/property
-step type=double-2.0/step
+step type=double2.0/step
/binding
   /high
  /axis
 
  button n=0
-descFire Starter on Selected Engine(s)/desc
+  repeatablefalse/repeatable
+  descScroll in reverse through views./desc
   binding
commandnasal/command
-   scriptcontrols.startEngine()/script
+   scriptview.stepView(-1)/script
   /binding
-  mod-up
-   binding
-commandnasal/command
-scriptprops.setAll(/controls/engines/engine, starter, 0)/script
-   /binding
-  /mod-up 
  /button
 
 button n=1
   repeatablefalse/repeatable
   binding
-   commandview-cycle/command
+   commandnasal/command
+   scriptview.stepView(1)/script
   /binding
  /button
 
@@ -221,31 +235,46 @@
  /button
 
  button n=8
-  repeatabletrue/repeatable
-   binding
-commandproperty-adjust/command
-property/controls/engines/engine[0]/boost/property
-step type=double+0.01/step
-   /binding
+  descDecrease field of view./desc
+  repeatable type=boolfalse/repeatable
+  binding
+   commandnasal/command
+   script![CDATA[
+ view.decrease(); 
+ if(view_mod0) { reset_view(); } else { view_mod = -1; }
+   ]]
+   /script
+  /binding
+  mod-up
binding
-commandproperty-adjust/command
-property/controls/engines/engine[1]/boost/property
-step type=double+0.01/step
+commandnasal/command
+script![CDATA[
+  if (view_mod0) { view_mod += 1;} 
+]]/script
/binding
+  /mod-up
  /button
 
  button n=9
-  repeatabletrue/repeatable
-   binding
-commandproperty-adjust/command
-property/controls/engines/engine[0]/boost/property
-step type=double-0.01/step
-   /binding
+  descIncrease field of view./desc
+  repeatable type=boolfalse/repeatable
+  binding
+   commandnasal/command
+   script![CDATA[ 
+view.increase(); 
+   if(view_mod0) { reset_view(); } else { view_mod = 1; }
+   ]]
+   /script
+  /binding
+  mod-up
binding
-commandproperty-adjust/command
-property/controls/engines/engine[1]/boost/property
-step type=double-0.01/step
+commandnasal/command
+script![CDATA[ 
+   if (view_mod0) { view_mod -= 1;} 
+]]
+/script
/binding
+  /mod-up
  /button
 
   button n=10
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Re: [Flightgear-devel] FlightGear FDM

2005-12-02 Thread bass pumped
k...   got it fixed :-)

On 12/2/05, bass pumped [EMAIL PROTECTED] wrote:
 On 12/1/05, bass pumped [EMAIL PROTECTED] wrote:
  Hi,
 
  I'm glad to report that I am an idiot and that there is nothing wrong
  with the data transmission code.  It works fine except
  when trying to write throttle over udp.
 
  For some wierd reason it takes values of one or zero at random when
  the throttle is pushed from 0 to 1.  For example, when sending a
  throttle value of 0.3459 the throttle gets set to 1 but stays at 0 at
  most points before and after that.  I do remember seeing this same
  problem with 9.8 and also remember mentioning to me that this might be
  a bug.  Would someone be able to give me some pointers on how I may be
  able to fix this?
 
  Thanks,
 

 Is there anybody out there??
  follow up with pink floyd sound effects:-)


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[Flightgear-devel] Re: compile problem with plib

2005-12-02 Thread Alex Romosan
Josh Babcock writes:

 looks like debian is broken. There was no link from libXmu.so to
 libXmu.so.6 in /usr/X11R6/lib.
 Thanks for the tip.

 For you Debian guys:
 Package Installed   PreviousNow
 State
 ===-===-===-===-=
 libxmu6 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
 install

you need to install the development packages as well. in this case you
need libxmu-dev but it's probably better to install xlibs-dev which
will pull in all the relevant packages.

--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] fg hanging

2005-12-02 Thread Josh Babcock
Josh Babcock wrote:
 Looks like the latest CVS version of FG is hanging:
 
SNIP
 
 Anybody else seeing this?
 
 Josh
 
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Well, whatever it was, doing a fresh install of Debian and recompiling
changed it. Now it just segfaults right away. Does this look like more
problems with the OS radeon driver? It's kind of annoying to do a fresh
checkout and compile from CVS onto a newly installed machine and get a
segfault that no-one else sees. I just don't see what is different on
this machine.

http://jrbabcock.home.comcast.net/flightgear/strace.fgfs.0

Josh


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Re: [Flightgear-devel] post-incidence-angle-update tu154 4 problems feedback

2005-12-02 Thread Dave Culp
On Friday 02 December 2005 04:18 am, Vassilii Khachaturov wrote:
 2) when I hit the F3 to generate the above snapshot, I got an unusual
 attitude, from which it was very difficult to recover 

Are you flying using the mouse?


Dave

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Re: [Flightgear-devel] post-incidence-angle-update tu154 4 problems feedback

2005-12-02 Thread Vassilii Khachaturov
  2) when I hit the F3 to generate the above snapshot, I got an unusual
  attitude, from which it was very difficult to recover

 Are you flying using the mouse?

Affirmative.


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Re: [Flightgear-devel] post-incidence-angle-update tu154 4 problems feedback

2005-12-02 Thread Vassilii Khachaturov
Last night I noticed that a couple of the yasim-related updates happened
later after my prev. pull. This time tu154 doesn't want to load up at all
(btw this time I am not flying using the mouse, having the CH Products
USB yoke+pedals connected):

YASim SOLUTION FAILURE:
Insufficient elevator to trim for approach



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Re: [Flightgear-devel] yasim(-test) vs fgfs

2005-12-02 Thread Mathias Fröhlich
On Samstag 03 Dezember 2005 01:57, Joacim Persson wrote:
 I've discovered a difference between how fgfs calls the yasim solver, and
 how the yasim binary (aka yasim-test) does it. I have a -yasim.xml which
 doesn't pass yasim(-test) but which fgfs accepts... ?:-P

 So what is the difference? Number of iterations?
I know of one difference:
Ground intersection tests.
The yasim-test uses the standard ellipsoids sea level as ground as it has no 
scenery.

Don't know what else.

   Greetings

 Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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