[Flightgear-devel] Compiling from source
I'm trying to compile FG from the latest CVS and I'm getting two unresolved externals: error LNK2019: unresolved external symbol __imp__alutUnloadWAV referenced in function public: __thiscall SGSoundSample::SGSoundSample(char const *,char const *,bool) (??0SGSoundSample@@[EMAIL PROTECTED]@Z)SimGear.lib error LNK2019: unresolved external symbol __imp__alutLoadWAVFile referenced in function public: __thiscall SGSoundSample::SGSoundSample(char const *,char const *,bool) (??0SGSoundSample@@[EMAIL PROTECTED]@Z) SimGear.lib I'm compiling under Visual Studio 2005 Beta 2 and I have included ALut.lib. I'm also building OpenAL, PLib and SimGear from the latest CVS without issues. Any ideas? Thanks, Vance application/ms-tnef___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Simgear
Has anyone tried compiling the latest simgear CVS code? The visual studio solution is looking for a bunch of source files in \scene\sky\clouds3d that seem to be missing. Is this just a case where the Visual Studio solution file is out of sync? -Vance ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Autopilot
I want to implement an acrobatic AI autopilot and was debating a few different ways of tackling the problem. I was thinking of either creating a spline based system or tuning the current autopilot to fit my needs. In a spline based system, the user can sit in the cockpit as the plane flies the spline if I do it this way, I would ignore the FDM and provide the gauges with bogus data that would most likely be interpolated from values specified at nodes along the spline. It seems to me that the spline system would be easier than getting the autopilot to do exactly what I need (precision formation flying, landing, taxiing). Im still investigating different ways of handling this, so Im open to any suggestions people can provide. Thanks, Vance ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Autopilot oscillation
Ive written a small class to load waypoints into the autopilot from an XML file. Its working but the aircraft will severely oscillate on occasion. Any ideas where I should start to minimize the oscillations? Thanks, Vance ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Autopilot waypoints
Is there a way to specify autopilot waypoints via an XML configuration file? Thanks, Vance ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Building js_demo
I'm trying to build the 0.9.8 js_demo utility under Windows using nmake and I keep getting: fatal error u1035: syntax error : expected ':' or '=' seperator Stop. I'm running nmake from the man directory using [nmake Makefile.in install]. Any ideas? Thanks, Vance ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Moving to 0.9.8 kills model rotations
Ive been working on an aircraft model under 0.9.5 and after moving it over to 0.9.8 the models rotating parts fail to move. This includes all of the gauges, although the parts of gauges animated with textranslate still function properly. Im building Flightgear against plib 1.8.4 and the latest release of simgear. Any idea what might be causing this? -Vance ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] ver. 0.9.8 run-time error using VisualC++
I had the same problem; isspace was interpreting the copyright symbol as a negative number, raising the assert. I changed the calls to isspace(...) in strutils.cxx to ... std::isspace((unsigned char)str[i], std::locale()) ... You'll also need to include locale. -Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Drew Sent: Wednesday, February 02, 2005 3:29 PM To: FlightGear developers discussions Subject: [Flightgear-devel] ver. 0.9.8 run-time error using VisualC++ I compiled the version 0.9.8 release of flightgear using Fredric's project files, and I get the following error. Debug Assertion Failed! File: isctype.c Line: 68 Expression: (unsigned)(c + 1) = 256 A brief online search mentioned something along the lines of Windows' using a signed character type causing a problem. Any idea what can be causing this? I tried compiling the source without the _DEBUG preprocessor flag, but that didn't seem to change anything. I may not have done this correctly, though, as I'm new to Visual Studio. Thanks, Drew ___ 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] Moving to 0.9.8 kills model rotations
That's what I thought at first as well, but the same property is used for the altimeter's digits and needle; the digits move but the needle does not. I traced the execution and the appropriate rotations are being created in simgear and the rotation update function is getting called. I'll double check the property names just to be sure. Thanks, Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Hofman Sent: Wednesday, February 02, 2005 4:01 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Moving to 0.9.8 kills model rotations Vance Souders wrote: I've been working on an aircraft model under 0.9.5 and after moving it over to 0.9.8 the model's rotating parts fail to move. This includes all of the gauges, although the parts of gauges animated with textranslate still function properly. I'm building Flightgear against plib 1.8.4 and the latest release of simgear. Any idea what might be causing this? There has been quite some effort between 0.9.5 and 0.9.8 to increase flexibility for creating aircraft specifics. My best bet is that the property names have changed, or did move to another location. For an example you might want to check the default c172p model end reference what properties are used there. Erik ___ 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
[Flightgear-devel] Rendering AI Waypoints
Im looking into rendering the flight plan waypoints and Im having some trouble getting the geometry to display in Flightgear. Just to test things out Im catching the waypoints as theyre loaded in by FGAIFlightPlan, creating geometry and positioning it using the waypoints lat/lon/altitude and the SGModelPlacement class. Looking at other examples from FG, this seems reasonable but it looks like Im missing something because the teapot is never visible. Thats not totally true, if I dont call update() the teapot is visible but always appears in the wrong spot with incorrect orientation. Any help would be appreciated. Thanks! Heres some code: ssgBranch* point_branch = new ssgBranch(); ssgaTeapot* cube = new ssgaTeapot(); sgVec4 colour = {0.0,1.0,0.0,1.0}; cube-setColour(colour); point_branch-addKid(cube); point_branch-ref(); SGModelPlacement* mp_waypoint = new SGModelPlacement(); mp_waypoint-init(point_branch); mp_waypoint-setElevationFt(waypoint-altitude); mp_waypoint-setLatitudeDeg(waypoint-latitude); mp_waypoint-setLongitudeDeg(waypoint-longitude); mp_waypoint-setOrientation(0.0,0.0,0.0); Point3D scenery_center = globals-get_scenery()-get_center(); mp_waypoint-update(globals-get_scenery()-get_center() ); mp_waypoint-setVisible(true); globals-get_scenery()-get_scene_graph()-addKid(mp_waypoint-getSceneGraph()); ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] AI Chase View
Im trying to create a view to chase an AI aircraft. Im not sure how to specify the model index of the AI craft for the lookat code. If I specify index 0, the camera moves with the AI craft but is always facing the users plane. Heres a snippit: typelookat/type config from-model type=booltrue/from-model from-model-idx type=int0/from-model-idx eye-lat-deg-path/position/latitude-deg/eye-lat-deg-path eye-lon-deg-path/position/longitude-deg/eye-lon-deg-path eye-alt-ft-path/position/altitude-ft/eye-alt-ft-path eye-pitch-deg-path/orientation/pitch-deg/eye-pitch-deg-path eye-roll-deg-path/orientation/roll-deg/eye-roll-deg-path eye-heading-deg-path/orientation/heading-deg/eye-heading-deg-path at-model type=booltrue/at-model at-model-idx type=int0/at-model-idx //this points to the players plane. Bad. at-model-roll-damping type=double1.8/at-model-roll-damping at-model-pitch-damping type=double1.8/at-model-pitch-damping at-model-heading-damping type=double1.8/at-model-heading-damping target-z-offset-m type=double0/target-z-offset-m Thanks, Vance ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Nasal
Vivian, The interpolation table did the trick. Thanks for the heads-up. -Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vivian Meazza Sent: Thursday, November 18, 2004 12:07 PM To: 'FlightGear developers discussions' Subject: RE: [Flightgear-devel] Nasal Roy Vegard Ovesen wrote: On Thursday 18 November 2004 16:53, Vance Souders wrote: Here's a snippet of code to convert the inhg property value to mbar and then use this to rotate the left-most digit on the mbar display. The code doesn't seem to work; Is this the correct usage of the scale tag? I can't find an example of its use for a 3D cockpit. animation typetextranslate/type object-namemb_digit_4/object-name property/instrumentation/altimeter/setting-inhg/property scale33.86/scale factor.0001/factor step1000/step !--scroll20/scroll-- axis x0/x y1/y z0/z /axis /animation Thanks again, Vance Hmmm... I guess that the factor tag does the same for 3d as the scale tag does for 2d, so you should put 33.86 inside the factor tag, and remove the scale tag completely. But I'm not sure about this. I wish I had a clue about how to add text chunks to the 3d animation code :-| Here's another way of doing it: data/Aircraft/Spitfire/Models/boost.xml. The data between the interpolate and /interpolate tags converts inHg to psi and changes the output from absolute to gauge. You need to work out the factors involved by hand though. Regards, Vivian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Re: Nasal
Melchior, That was exactly what I needed Thanks, Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Melchior FRANZ Sent: Friday, November 19, 2004 12:05 PM To: [EMAIL PROTECTED] Subject: [Flightgear-devel] Re: Nasal * Vance Souders -- Friday 19 November 2004 17:33: I only want the script to run when the T6 Texan II is loaded. From what I've looked at, it seems the best place for the script is under the nasal directory? This directory is only for scripts that are generally useful. Not for aircraft specific stuff. Look how the bo105 or the spitfire do it. In the *-set.xml file, there's a definition like this, which loads the nasal script: PropertyList ... nasal bo105 fileAircraft/bo105/Models/bo105.nas/file /bo105 /nasal /PropertyList ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Nasal
Roy, I didn't think of using the scale tag; I'll take that route for the mBar conversion. Thanks, Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Vegard Ovesen Sent: Thursday, November 18, 2004 5:31 AM To: [EMAIL PROTECTED] Subject: Re: [Flightgear-devel] Nasal On Thursday 18 November 2004 01:33, Boris Koenig wrote: sure, right - but putting nasal scripts into module tags like in other PropertyList encoded XML files isn't yet supported natively. Also, I don't think Vance wanted to link the Nasal script to a particular action ? I don't want to lecture Vance about how he should go about doing the InHG to mBar conversion, but I think that his Nasal script should _only_ be executed when the altimeter setting is changed. IMHO it would be simpler to use the scale tag. -- Roy Vegard Ovesen ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Nasal
Here's a snippet of code to convert the inhg property value to mbar and then use this to rotate the left-most digit on the mbar display. The code doesn't seem to work; Is this the correct usage of the scale tag? I can't find an example of its use for a 3D cockpit. animation typetextranslate/type object-namemb_digit_4/object-name property/instrumentation/altimeter/setting-inhg/property scale33.86/scale factor.0001/factor step1000/step !--scroll20/scroll-- axis x0/x y1/y z0/z /axis /animation Thanks again, Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Boris Koenig Sent: Thursday, November 18, 2004 8:27 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Nasal Roy Vegard Ovesen wrote: On Thursday 18 November 2004 01:33, Boris Koenig wrote: sure, right - but putting nasal scripts into module tags like in other PropertyList encoded XML files isn't yet supported natively. Also, I don't think Vance wanted to link the Nasal script to a particular action ? I don't want to lecture Vance about how he should go about doing the InHG to mBar conversion, but I think that his Nasal script should _only_ be executed when the altimeter setting is changed. IMHO it would be simpler to use the scale tag. Sounds indeed very reasonable and less complicated if the conversion is the only thing he needs to be done. --- Boris ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Nasal
I have 4 3d quads that represent the 4 digits of a millibar display embedded in a 3D altimeter. I need to read inches HG from the property system, convert it to mbar and then use that as a texture translation offset for the quad digits. There are lots of examples for 2D gauges, but none for 3D gauges. Here's a portion of the code that drives the HG portion of the altimeter (This works fine). !-- inches HG display -- animation typetextranslate/type object-namehg_digit_4/object-name property/instrumentation/altimeter/setting-inhg/property factor0.01/factor step10/step !--scroll20/scroll-- axis x0/x y1/y z0/z /axis /animation animation typetextranslate/type object-namehg_digit_3/object-name property/instrumentation/altimeter/setting-inhg/property factor0.1/factor step1/step !--scroll20/scroll-- axis x0/x y1/y z0/z /axis /animation Works fine. Here's a bit of the code for the mbar digits (note that the conversion factor is multiplied into the factor (.001 * 33.6)): animation typetextranslate/type object-namemb_digit_3/object-name property/instrumentation/altimeter/setting-inhg/property factor0.0336/factor step100/step scroll20/scroll axis x0/x y1/y z0/z /axis /animation This doesn't work one bit. I initially thought, no problem, I'll embed some nasal into the altimeter's xml file but that isn't supported. I want to make the T6's cockpit fully functional so any suggestions are welcome. Thanks, Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Boris Koenig Sent: Thursday, November 18, 2004 11:59 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Nasal Roy Vegard Ovesen wrote: On Thursday 18 November 2004 16:53, Vance Souders wrote: I wish I had a clue about how to add text chunks to the 3d animation code :-| What exactly do you want to do ? Do you want to animate text ? If you only want to add text layers, then there are numerous examples in the instrument files - e.g. the ADF panel is a good example. Boris ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Nasal
I'm working on a new cockpit for the T6; the T6's altimeter displays barometric pressure in both inches HG and MB. I want to add a small amount of script that converts from the HG reading in the property tree to MB for the gauge (I need this for the texture translation). After looking at the docs, it's not clear to me where this code should reside. Can I put script code directly in the gauge's XML file (I've tried this and it doesn't seem to work)? Thanks, Vance ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Model animations
Innis, We brought the mdl T6 model into 3DS max and we're in the process of cleaning up the geometry and skin (many of the small geometry issues are likely due to errors during the import). As far as I know, the T6 in Flightgear never had any animations associated with it. The reworked T6 should be pretty slick when it's finished. -Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Innis Cunningham Sent: Tuesday, November 09, 2004 2:40 AM To: [EMAIL PROTECTED] Subject: RE: [Flightgear-devel] Model animations Hi Vance If you could just clear something up for me.The last time the t6 was in FG it was using an mdl (MSFS) to run.Is the model you are running using an .ac model file.If not the animations won't work. Anyway if you want to see the XML code to spin the fan on the 737 just have a look at the boeing733.XML file. Cheers Innis Vance Souders writes Erik, The prop is multiple triangles. I've even tried spinning other parts of the craft but have had no luck. In fact, none of the animation commands seem to be doing much of anything to the craft, which is what led me to believe that there was something wrong with my syntax. -Vance ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] 3D cockpit authoring
Is there an aircraft currently in flightgear that is a good example of proper 3D cockpit construction? I looked over the p51's files and it seemed fairly straightforward so following the p51's example I added these lines to my cong file. With this simple config, the compass only shows up when you're looking at the aircraft from an external view. Is it necessary to define the hotspots for instruments to show in cockpit mode? -Vance PropertyList pathT6Texan2.ac/path !-- Front hotspots -- panel pathAircraft/t6texan2/Models/t6-hotspots.xml/path bottom-left x-m3.705/x-m y-m-0.30/y-m z-m-0.30/z-m /bottom-left bottom-right x-m3.705/x-m y-m 0.30/y-m z-m-0.30/z-m /bottom-right top-left x-m3.705/x-m y-m-0.30/y-m z-m 0.62/z-m /top-left /panel model pathAircraft/t6texan2/Models/t6-compass.xml/path offsets x-m-1.5/x-m y-m-0.10/y-m z-m0.10/z-m /offsets /model snip ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Model animations
Erik, The prop is multiple triangles. I've even tried spinning other parts of the craft but have had no luck. In fact, none of the animation commands seem to be doing much of anything to the craft, which is what led me to believe that there was something wrong with my syntax. -Vance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Hofman Sent: Monday, November 08, 2004 3:27 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Model animations Vance Souders wrote: I've been trying unsuccessfully to spin the prop on a modified version of the T6. Here's a cut and paste from the model file. Does anyone see something that I am missing? The props_spin shows up as a separate object in both 3DStudio Max and AC3D (we are playing with the model in 3DS, importing it into AC3D and then finally exporting to ac format for inclusion with FlightGear.). If I remove the center section from the XML, the prop fails to load so I'm sure the animation file is being parsed. Any ideas? A limitation of plib dictates that an object must be at least two triangles. So one quad won't work ... Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] T6 Texan II
Any idea why the t6 aircraft was pulled from the latest release? -Vance ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] FDM from file broken?
I've looked into this further and it seems that FGNative::process() fails when reading in FDM data from the file. Process() calls io-read(...) asking for a 1704 byte chunks from the input file. After one or two successful 1704 reads, io-read(...) returns indicating that it couldn't read another 1704 bytes from the file and FGNative::process() dies. This happens even though the total numbers of bytes read from the file are no where near its total size. Unless I've set something up incorrectly, it looks like this functionality is broken. Does anyone know if this is a known issue? Replay functionality is very important to me, so if it's broken I'll take the time to fix it; I just want to make sure it's not something I've set up incorrectly. Also, I'm running FlightGear on Windows XP. Thanks, Vance -Original Message- From: Vance Souders Sent: Thursday, August 19, 2004 3:53 PM To: [EMAIL PROTECTED] Subject: [Flightgear-devel] FDM from file broken? I saved out FDM information using -native=file,out,120,flight1.fgfs. When I try and read it back in using -native=file,in,120,flight1.fgfs --fdm=external, the aircraft just sits there. It looks like FGNative::process() is pulling data out of the file. Any ideas on what might be causing this? I'm using the latest source code release (0.9.5). Thanks, Vance ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] FDM from file broken?
I think I might have goofed... I compiled simgear without __MINGW32__ defined. I'm in the process of recompiling the lib; I'm pretty sure that's what was tripping things up. Thanks, Vance -Original Message- From: Curtis L. Olson [mailto:[EMAIL PROTECTED] Sent: Friday, August 20, 2004 12:20 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] FDM from file broken? Vance Souders wrote: I've looked into this further and it seems that FGNative::process() fails when reading in FDM data from the file. Process() calls io-read(...) asking for a 1704 byte chunks from the input file. After one or two successful 1704 reads, io-read(...) returns indicating that it couldn't read another 1704 bytes from the file and FGNative::process() dies. This happens even though the total numbers of bytes read from the file are no where near its total size. Unless I've set something up incorrectly, it looks like this functionality is broken. Does anyone know if this is a known issue? Replay functionality is very important to me, so if it's broken I'll take the time to fix it; I just want to make sure it's not something I've set up incorrectly. Also, I'm running FlightGear on Windows XP. It could be that process() is reading the entire file the first time. This makes sense in the context of a net connection where you want to grab all pending messages and just use the most recent one, but doesn't make sense in the context of a file obviously. file should be special cased, but perhaps it's been overlooked for the native protocol? 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 [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] FDM from file broken?
Well, it still doesn't work. I tried exporting and importing a flight using -native... with the released windows binary and it exhibits the same behavior as the source release. -Vance -Original Message- From: Vance Souders Sent: Friday, August 20, 2004 12:30 PM To: 'FlightGear developers discussions' Subject: RE: [Flightgear-devel] FDM from file broken? I think I might have goofed... I compiled simgear without __MINGW32__ defined. I'm in the process of recompiling the lib; I'm pretty sure that's what was tripping things up. Thanks, Vance -Original Message- From: Curtis L. Olson [mailto:[EMAIL PROTECTED] Sent: Friday, August 20, 2004 12:20 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] FDM from file broken? Vance Souders wrote: I've looked into this further and it seems that FGNative::process() fails when reading in FDM data from the file. Process() calls io-read(...) asking for a 1704 byte chunks from the input file. After one or two successful 1704 reads, io-read(...) returns indicating that it couldn't read another 1704 bytes from the file and FGNative::process() dies. This happens even though the total numbers of bytes read from the file are no where near its total size. Unless I've set something up incorrectly, it looks like this functionality is broken. Does anyone know if this is a known issue? Replay functionality is very important to me, so if it's broken I'll take the time to fix it; I just want to make sure it's not something I've set up incorrectly. Also, I'm running FlightGear on Windows XP. It could be that process() is reading the entire file the first time. This makes sense in the context of a net connection where you want to grab all pending messages and just use the most recent one, but doesn't make sense in the context of a file obviously. file should be special cased, but perhaps it's been overlooked for the native protocol? 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 [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] FDM from file broken?
I saved out FDM information using -native=file,out,120,flight1.fgfs. When I try and read it back in using -native=file,in,120,flight1.fgfs --fdm=external, the aircraft just sits there. It looks like FGNative::process() is pulling data out of the file. Any ideas on what might be causing this? I'm using the latest source code release (0.9.5). Thanks, Vance ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d