Re: [Flightgear-devel] configure/make/run on MacOS X

2008-01-21 Thread Ulrich Hertlein
Hans Fugal wrote:
 It may not be the same problem, but I remember getting almost no
 helpful indications from either of those debug methods so OTOH it may
 indeed be the same problem. Make sure you don't have conflicting
 plugins in /Library or wherever the OSG release readme says to put
 them, try moving them from /usr/local to /usr, try setting some
 environment variable that I wish I had written down, etc.

After checking the system again I'm confident that the *only* OSG is in 
/usr/local/lib. And again, all the osgexamples as well as my other OSG projects 
are fine.

 One way to be sure is to see if you can tell if this is the first
 texture that it's trying to load. My guess is yes, but if it's not

I put a breakpoint on applyTexImage2D_load and it picked up the following 
textures being loaded:
- Splash1...
- wxecho.rgb
- cirrus.rgba *BANG*

So it's not the first but awfully close. The first one obviously is the splash 
screen which I can see. No idea about the second one. The third one gives the 
segfault.

Is there anything exciting happening before the environment is initialized?

 then it's not the same problem. Also, if you built OSG from scratch
 maybe you didn't get all the plugins needed by flightgear?

Don't think so, I can open the texture using 'osgviewer --image cirrus.rgba'


Lost a sea,
/ulrich

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[Flightgear-devel] native protocol flight control transfer

2008-01-21 Thread Nagy Mate
Greetings.
 
We're still experimenting with flight slaving (two fgfs instances, the
master sends flight data to the slave using the native protocol). 
 
Other than the stability concerns already discussed in other threads,
the most significant problem seems to be that some important data isn't
sent through the link.  For instance, flight controls aren't sent at
all (this would be crucial); neither is the flight time (which affects
at least day/night status, and we guess the dynamic scenery, too). 
 
Is there an accepted, already existing solution to this?  Or should we
be using a custom-designed protocol using the generic i/o system?  Or
are we simply doing it wrong. :)
 
Regards,
 Mate Nagy

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[Flightgear-devel] Bizarre dynamic scenery

2008-01-21 Thread Nagy Mate
We noticed a rather peculiar effect, having landed our plane near
(under) a grey parking passenger jet. Fiddling with our flight controls
made the control surfaces of the jet move in the same way. The jet was
otherwise inert, and the effect didn't happen with other nearby planes
on the ground.

(This was noticed on the master half of a native protocol slaved pair.)

Has anyone else seen something like this before? :)

- Mate Nagy

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Re: [Flightgear-devel] Bizarre dynamic scenery

2008-01-21 Thread Ron Jensen
On Mon, 2008-01-21 at 14:32 +0100, Nagy Mate wrote:
 We noticed a rather peculiar effect, having landed our plane near
 (under) a grey parking passenger jet. Fiddling with our flight controls
 made the control surfaces of the jet move in the same way. The jet was
 otherwise inert, and the effect didn't happen with other nearby planes
 on the ground.
 
 (This was noticed on the master half of a native protocol slaved pair.)
 
 Has anyone else seen something like this before? :)
 
 - Mate Nagy

Yes, it sounds like the jet model config has absolute paths instead of
relative paths for the control animations.  If you tell us which jet it
was someone will fix it.

Thanks,

Ron



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Re: [Flightgear-devel] Bizarre dynamic scenery

2008-01-21 Thread Csaba Halász
On Jan 21, 2008 2:32 PM, Nagy Mate [EMAIL PROTECTED] wrote:
 We noticed a rather peculiar effect, having landed our plane near
 (under) a grey parking passenger jet. Fiddling with our flight controls
 made the control surfaces of the jet move in the same way. The jet was
 otherwise inert, and the effect didn't happen with other nearby planes
 on the ground.

 Has anyone else seen something like this before? :)

Looks like the usual leading-slash bug. Figure out what type of
aircraft and then look in the xmls to see if the animations use a
leading slash. If so, they will always reference the user's aircraft,
rather than the proper AI model. For example,

 property/surface-positions/left-aileron-pos-norm/property

Should be:

 propertysurface-positions/left-aileron-pos-norm/property

(ie. no leading slash)

Actually I found this in the AI A320 xml, so maybe that was the
aircraft you have seen?

-- 
HCS

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Re: [Flightgear-devel] Bizarre dynamic scenery

2008-01-21 Thread Anders Gidenstam
On Mon, 21 Jan 2008, Nagy Mate wrote:

 We noticed a rather peculiar effect, having landed our plane near
 (under) a grey parking passenger jet. Fiddling with our flight controls
 made the control surfaces of the jet move in the same way. The jet was
 otherwise inert, and the effect didn't happen with other nearby planes
 on the ground.

 (This was noticed on the master half of a native protocol slaved pair.)

 Has anyone else seen something like this before? :)

Hi,

One possible explanation would be that the animations in the jet model 
contain absolute property paths (i.e. paths starting at the root /). That 
would cause them to be animated based on the user's /controls/* 
properties. Making those paths relative by removing the leading / should 
solve the problem.

Cheers,

Anders
-- 
---
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mail: anders(at)gidenstam.org
WWW: http://www.gidenstam.org/FlightGear/JSBSim-LTA/

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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread tpalinkas


On Fri, 18 Jan 2008, Torsten Dreyer wrote:

 Hi all,

 I think there is a bug when using the native protocol to link two instances of
 FlightGear via network or when recording and playing back flights using

 fgfs --native=file,out,20,fgfs.out

 and

 fgfs --native,file,in,20,fgfs.out --fdm=external

 The external FlightGear crashes and after some investigation I think the
 problem is a missing operator =() method in FDM/flight.hxx

 The problem is:
 In Network/native.cxx a buffer is read either from network of from a file
 containing the previously written fdm state. The content of the buffer is
 than assigned to the current fdm state by doing
*cur_fdm_state = buf;
 both variables are of type FGInterface which currently lacks a operator =()
 method, so the compiler uses a simple memcpy to copy one object to the other.
 This is almost ok but for the ground_cache object. This is a complex object
 containing a std::vectorFGGroundCache::Triangle. This vector seems to store
 memory pointers to the Triangle-vertices. This is a very bad thing because
 these pointers are invalid for any other FlightGear session and dereferencing
 them causes a segmentation fault.

 A very ugly - if not disgusting - workaround is adding the following to the
 public methods of FGInterface in FDM/flight.hxx:

virtual const FGInterface  operator = ( FGInterface  src ) {
  char * start = (char*)inited;
  char * end = (char*)ground_cache;
  memcpy( inited, src.inited, end-start );
  prepare_ground_cache_m( 0, geodetic_position_v, 100.0 );
}

 This gets called instead of a memcpy when assinging one FGInterface to another
 and it does the memcpy for all member variables but the ground_cache. The
 ground_cache itself is initialized for the recovered position with a fix
 reference time of 0 and a radius of 100m.

 At least this change fixes the segfault when replaying with the native
 protocol, but I don't think this is the kind of code we want to see in
 FlightGear for two reasons:

 a) The pointer arithmetic assuming simple datatypes between the inited and
 ground_cache variable

 b) A constant used for reference time and the radius.

 While a) may be circumnavigated by using explicit assignments for all
 variables, I have no good idea for b). The radius might be saved when doing
 the output, but I do not understand the idea of the reference time...

 And there is one thing that is going round in my head: Curt reported, that he
 does not have this problem at all and no one else (except tpalinkas) reported
 this crash. Maybe this a a compiler/library problem?

 Thanks for reading all that - any comment or help is appreciated.

 Torsten


We applied your patch and it fixed the initial segfault in slave. 
(However, we experience double-free/corruption when the slave quits.)

Another strange bug is that if we start up in the wrong order (master 
first, without the patch, this order caused an immediate segfault), the 
initial states of the slave are messed up (altitude is - ft; plane 
permanently stuck in the ground). Doing a reset on the slave 
fixes the problem even if we've taken off with the master.

TIA

Tibor Palinkas

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[Flightgear-devel] PLIB data branch created

2008-01-21 Thread Melchior FRANZ
With Curt's OK I have now created a PLIB branch for the data
directory. For developers this means:

- work on HEAD can go on as usual -- there's no need to care
  about the PLIB branch at all

- HEAD does no longer have to be compatible with fg/plib and
  fgfs v1.0

- only changes that should be contained in a possible plib based
  fgfs v1.1 release have to be committed to the PLIB branch


Merging changes to the PLIB branch that you have already
made to the HEAD branch is easy:

  $ cvs up -rPLIB -jHEAD foo.xml  # switch file to PLIB branch
  # and merge the HEAD changes
  $ cvs ci foo.xml# commit to the PLIB branch
  $ cvs up -A foo.xml # switch back to HEAD

m.



PS: there's also an old PRE_OSG_PLIB_20061029 branch, which is
unmaintained and to be ignored.

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[Flightgear-devel] Fwd: Re: [osg-submissions] AC3D loader resets optional path list

2008-01-21 Thread Frederic Bouvier
FYI, I proposed a patch to the AC3D loader to preserve Optional database path
and it was accepted. It should be included in the next 2.3.3 developer release.

-Fred

- Forwarded message from Robert Osfield [EMAIL PROTECTED] -
Date: Mon, 21 Jan 2008 11:24:22 +
From: Robert Osfield [EMAIL PROTECTED]
Reply-To: OpenSceneGraph Submissions [EMAIL PROTECTED]
 Subject: Re: [osg-submissions] AC3D loader resets optional path list
  To: OpenSceneGraph Submissions [EMAIL PROTECTED]

Thanks Frederic, the change looks reasonable, and is now merged and
checked into SVN.

On Jan 20, 2008 1:39 PM, Frederic Bouvier wrote:
 Hi,

 I noticed the AC3D loader resets database path given as Options,
 preventing users to put textures in another directory. This patch adds
 the model path to the path list instead of replacing it.

 file changed : src\osgPlugins\ac\ac3d.cpp
- End forwarded message -

-- 
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http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer

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Re: [Flightgear-devel] PLIB data branch created

2008-01-21 Thread Melchior FRANZ
Now that HEAD is for fg/osg only, some aircraft and other stuff
will soon start to work badly or not at all with v1.0 and fg/plib.
No problem for exclusive fg/osg users, but some people still like
volumetric shadows and 3D clouds and will therefore also use
fg/plib for a while. (Helicopters in outside view without shadows
are very hard to handle.) There are different ways to deal with
this problem:

(a) If it's only a few aircraft that you run in fg/plib only,
just switch those aircraft (or other files) to the PLIB branch:

$ cd $FG_ROOT/Aircraft/bo105
$ cvs up -rPLIB

This works for single files as well. $ cvs up -rPLIB foo.xml
you can at any time switch back to HEAD: $ cvs up -A


(b) Keep full data for both branches (if you have a lot of free
disk space):

$ cp -a Data.OSG Data.PLIB
$ cvs up -rPLIB Data.PLIB


(c) Create a shadow PLIB data dir, where all files  dirs are
only links to their HEAD counterparts, except for those where
you want a plib version. Do something like this (untested):

$ mkdir Data.PLIB
$ cd Data.PLIB
$ ln -s ../Data.OSG/* .
$ rm Aircraft# remove dir link
$ mkdir Aircraft # and make it a real dir
$ cd Aircraft
$ ln -s ../../Data.OSG/Aircraft/* .
$ rm bo105
$ cp -a ../../Data.OSG/Aircraft/bo105 .
$ cvs up -rPLIB bo105

Now you can run   $ fgfs.osg  --fg-root=foo/Data.OSG and
  $ fgfs.plib --fg-root=foo/Data.PLIB
while saving lots of disk space.

I use (c).  :-)

m.

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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Curtis Olson
I am testing the udp version of doing master/slave copies of FlightGear here
this morning.  I'm doing this with a stock v1.0 version.  So far everything
seems to be behaving well.  I'm not seeing any rapid memory leak, and so far
no crash.

Are you seeing this only with file I/O?  Are you seeing this with network
I/O?  How long do you need to have the system running before you see memory
thrashing or a crash?

Thanks,

Curt.


On Jan 21, 2008 7:03 AM, tpalinkas wrote:



 On Fri, 18 Jan 2008, Torsten Dreyer wrote:

  Hi all,
 
  I think there is a bug when using the native protocol to link two
 instances of
  FlightGear via network or when recording and playing back flights using
 
  fgfs --native=file,out,20,fgfs.out
 
  and
 
  fgfs --native,file,in,20,fgfs.out --fdm=external
 
  The external FlightGear crashes and after some investigation I think
 the
  problem is a missing operator =() method in FDM/flight.hxx
 
  The problem is:
  In Network/native.cxx a buffer is read either from network of from a
 file
  containing the previously written fdm state. The content of the buffer
 is
  than assigned to the current fdm state by doing
 *cur_fdm_state = buf;
  both variables are of type FGInterface which currently lacks a operator
 =()
  method, so the compiler uses a simple memcpy to copy one object to the
 other.
  This is almost ok but for the ground_cache object. This is a complex
 object
  containing a std::vectorFGGroundCache::Triangle. This vector seems to
 store
  memory pointers to the Triangle-vertices. This is a very bad thing
 because
  these pointers are invalid for any other FlightGear session and
 dereferencing
  them causes a segmentation fault.
 
  A very ugly - if not disgusting - workaround is adding the following to
 the
  public methods of FGInterface in FDM/flight.hxx:
 
 virtual const FGInterface  operator = ( FGInterface  src ) {
   char * start = (char*)inited;
   char * end = (char*)ground_cache;
   memcpy( inited, src.inited, end-start );
   prepare_ground_cache_m( 0, geodetic_position_v, 100.0 );
 }
 
  This gets called instead of a memcpy when assinging one FGInterface to
 another
  and it does the memcpy for all member variables but the ground_cache.
 The
  ground_cache itself is initialized for the recovered position with a fix
  reference time of 0 and a radius of 100m.
 
  At least this change fixes the segfault when replaying with the native
  protocol, but I don't think this is the kind of code we want to see in
  FlightGear for two reasons:
 
  a) The pointer arithmetic assuming simple datatypes between the inited
 and
  ground_cache variable
 
  b) A constant used for reference time and the radius.
 
  While a) may be circumnavigated by using explicit assignments for all
  variables, I have no good idea for b). The radius might be saved when
 doing
  the output, but I do not understand the idea of the reference time...
 
  And there is one thing that is going round in my head: Curt reported,
 that he
  does not have this problem at all and no one else (except tpalinkas)
 reported
  this crash. Maybe this a a compiler/library problem?
 
  Thanks for reading all that - any comment or help is appreciated.
 
  Torsten
 

 We applied your patch and it fixed the initial segfault in slave.
 (However, we experience double-free/corruption when the slave quits.)

 Another strange bug is that if we start up in the wrong order (master
 first, without the patch, this order caused an immediate segfault), the
 initial states of the slave are messed up (altitude is - ft; plane
 permanently stuck in the ground). Doing a reset on the slave
 fixes the problem even if we've taken off with the master.

 TIA

 Tibor Palinkas

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Re: [Flightgear-devel] native protocol flight control transfer

2008-01-21 Thread Curtis Olson
On Jan 21, 2008 7:32 AM, Nagy Mate wrote:

 Greetings.

 We're still experimenting with flight slaving (two fgfs instances, the
 master sends flight data to the slave using the native protocol).

 Other than the stability concerns already discussed in other threads,


I am not able to reproduce these stability problems on my own system.  Can
someone summarize how to reproduce these problems and which version of
FlightGear they are using?  Using udp socket communication and Fedora Core 8
here, things seem to be running really well for me.

the most significant problem seems to be that some important data isn't
 sent through the link.  For instance, flight controls aren't sent at
 all (this would be crucial); neither is the flight time (which affects
 at least day/night status, and we guess the dynamic scenery, too).


There is an --native-ctrls= command line option to send a set of flight
control related properties.  It works just like the --native-fdm option,
just remember to use a different port number.

For past projects, I've used the --props= option to accept property
configuration changes (things like weather effects and time of day.)  You
can use this interface to read/write individual properties.  I setup a
separate gui that was configured to know the ip addresses of all the slaves
so it could update them appropriately when I wanted to make a change.  For
the time of day, this presupposes that all the computer clocks are pretty
closely in sync ... then you can send the same time offset to them (in
seconds) so they all can display the same time of day effects.

Is there an accepted, already existing solution to this?  Or should we
 be using a custom-designed protocol using the generic i/o system?  Or
 are we simply doing it wrong. :)


I'm still interested in getting to the bottom of any master/slave problems
since this is a critical feature for some of my future day job work.

Best regards,

Curt.
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[Flightgear-devel] Lags only in multiplayer mode

2008-01-21 Thread Cleber Santz
Hello,

   Me and my friends having several lags when using FG in multiplayer mode, 
because low internet speed(dial-up connection) or fully network usage(occurs 
for me even network usage is 90% or above) .
   I believe this is in the procedure for send/receive position and aircraft 
data.


My machine:
CPU Intel P4 3.0Ghz  2Gb RAM
Nvidia GeForce 6600 DVI 256Mb

DSL Cable connection 1000kbps down/512kbps up

Regards,
Cleber Santz


   
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Re: [Flightgear-devel] Lags only in multiplayer mode

2008-01-21 Thread Gijs de Rooy
Hi Cleber,
 
Every pc will experience some lag when the MP-server is bussy.
When there is a great number of pilots online the lag will be
larger.
There are periods that I've got about every 5 minutes a few
seconds lag. The servers isn't calculated at this amount of
pilots I think.
 

Gijs


Date: Mon, 21 Jan 2008 15:22:46 -0300From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: [Flightgear-devel] Lags only in multiplayer modeHello,   Me and my 
friends having several lags when using FG in multiplayer mode, because low 
internet speed(dial-up connection) or fully network usage(occurs for me even 
network usage is 90% or above) .   I believe this is in the procedure for 
send/receive position and aircraft data.My machine:CPU Intel P4 3.0Ghz  2Gb 
RAMNvidia GeForce 6600 DVI 256MbDSL Cable connection 1000kbps down/512kbps 
upRegards,Cleber Santz


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[Flightgear-devel] (no subject)

2008-01-21 Thread jbabcock

With the following model:

world '' (2)
group 'testgroup1' (2)
poly 'test1'
group 'testgroup2' (1)
poly 'test2'

I can use a material animation on testgroup1 and both test1
and test2 respond, which is what I would expect. I can't
seem to get a material animation to work for testgroup2
though, as long as there is a material animation for it's
parent group. It does not matter what order the animations
are given in the model.xml file, it always fails. Removing
the animation for testgroup1 allows the animation for
testgroup2 to work. Also, using name tags for the
animations doesn't change the behavior.

This was not the case before the OSG changeover, and breaks
a few important animations in the ch53e cockpit. I can work
around this, but it will be inelegant and require a lot of
extra animations as I will have to flatten out the
structure of the cockpit. Any ideas?

Josh




PS, here are the animations:

animation
typematerial/type
object-nametestgroup2/object-name
property-basesim/model/ch53e/test-mat-2/property-base
diffuse
red-propdiffuse/red/red-prop
green-propdiffuse/green/green-prop
blue-propdiffuse/blue/blue-prop
/diffuse
ambient
red-propambient/red/red-prop
green-propambient/green/green-prop
blue-propambient/blue/blue-prop
/ambient
specular
red-propspecular/red/red-prop
green-propspecular/green/green-prop
blue-propspecular/blue/blue-prop
/specular
emission
red-propemission/red/red-prop
green-propemission/green/green-prop
blue-propemission/blue/blue-prop
/emission
shininess/
/animation

animation
typematerial/type
object-nametestgroup1/object-name
property-basesim/model/ch53e/test-mat-1/property-base
diffuse
red-propdiffuse/red/red-prop
green-propdiffuse/green/green-prop
blue-propdiffuse/blue/blue-prop
/diffuse
ambient
red-propambient/red/red-prop
green-propambient/green/green-prop
blue-propambient/blue/blue-prop
/ambient
specular
red-propspecular/red/red-prop
green-propspecular/green/green-prop
blue-propspecular/blue/blue-prop
/specular
emission
red-propemission/red/red-prop
green-propemission/green/green-prop
blue-propemission/blue/blue-prop
/emission
shininess/
/animation



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Re: [Flightgear-devel] Lags only in multiplayer mode

2008-01-21 Thread Cleber Santz
Hi Gijs,

   This cannot be solved using asynchronous procedures ? Or there any plan to 
make this asynchronous ?  With this, the lag occurs only in the server and the 
user will not affected by this.

Tks,
Cleber.

Gijs de Rooy [EMAIL PROTECTED] escreveu:.hmmessage P { margin:0px; 
padding:0px } body.hmmessage { FONT-SIZE: 10pt; FONT-FAMILY:Tahoma }  Hi Cleber,
  
 Every pc will experience some lag when the MP-server is bussy.
 When there is a great number of pilots online the lag will be
 larger.

 There are periods that I've got about every 5 minutes a few
 seconds lag. The servers isn't calculated at this amount of
 pilots I think.
  
  Gijs



  
-
 Date: Mon, 21 Jan 2008 15:22:46 -0300
From: [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Lags only in multiplayer mode

Hello,

   Me and my friends having several lags when using FG in multiplayer mode, 
because low internet speed(dial-up connection) or fully network usage(occurs 
for me even network usage is 90% or above) .
   I believe this is in the procedure for send/receive position and aircraft 
data.


My machine:
CPU Intel P4 3.0Ghz  2Gb RAM
Nvidia GeForce 6600 DVI 256Mb

DSL Cable connection 1000kbps down/512kbps up

Regards,
Cleber Santz

  
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Re: [Flightgear-devel] Lags only in multiplayer mode

2008-01-21 Thread Curtis Olson
On Jan 21, 2008 12:27 PM, Gijs de Rooy wrote:

 Hi Cleber,

 Every pc will experience some lag when the MP-server is bussy.
 When there is a great number of pilots online the lag will be
 larger.

 There are periods that I've got about every 5 minutes a few
 seconds lag. The servers isn't calculated at this amount of
 pilots I think.


If you are talking about position lags and not frame rate lags, then  I
believe the MP server builds in about a 10 second buffer delay  to try to
prevent buffer starvation and show continuous motion on the client side.

Frame rate delays are typically caused by someone entering the MP system
requiring all the participant systems to load the corresponding 3d model.

Curt.
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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Torsten Dreyer
Am Montag, 21. Januar 2008 18:21 schrieb Curtis Olson:
 I am testing the udp version of doing master/slave copies of FlightGear
 here this morning.  I'm doing this with a stock v1.0 version.  So far
 everything seems to be behaving well.  I'm not seeing any rapid memory
 leak, and so far no crash.

 Are you seeing this only with file I/O?  Are you seeing this with network
 I/O?  How long do you need to have the system running before you see memory
 thrashing or a crash?

I get the segfault with file-io and a udp link.
This is my environment:
- SuSE Linux 10.3 running x86_64 on a Intel(R) Core(TM)2 CPU.
- Two instances of FlightGear frame-rate-throttled to 25 fps each
- FlightGear stock 1.0.0 build from source and current plib cvs built with gcc 
4.2.1

commandline for slave (launched first):
fgfs --native=socket,in,20,localhost,5556,udp  --aircraft=c172p 
--geometry=640x480 --timeofday=noon --fdm=null

commandline for master (launched after slave startup)
fgfs --native=socket,out,20,localhost,5556,udp --aircraft=c172p 
--geometry=640x480 --timeofday=noon

segfaults the slave anything between immediately and after a couple of 
minutes. Sometimes, terminating the master and starting at other locations in 
the world immediately kills the slave, like --airport=KJFK or --airport=LOWI

Doing some more tests with the operator = () method added, I never got a 
crash.
BTW the operator =() could be reduced to

    virtual const FGInterface  operator = ( FGInterface  src ) {
      char * start = (char*)inited;
      char * end = (char*)ground_cache;
      memcpy( inited, src.inited, end-start );
    }

since the prepare_ground_cache will be called later automatically by the 
FGInterface::get_groundlevel.

And while we are at the native protocols: I am sorry to say that the 
native-ctrls is broken, too. The encoding swaps bytes for little endian 
machines when encoding to the net, but does not when decoding from the net. 
This part is commented out in version 1.32:
http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/source/src/Network/native_ctrls.cxx?r1=1.31r2=1.32
(check line 296 and 353)

Is this by intention?

Torsten

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Re: [Flightgear-devel] Lags only in multiplayer mode

2008-01-21 Thread Cleber Santz
Curtis,

   The problem is about Frame delay, but in stand-alone mode i have not lags 
even when aircraft is near to land. Because this i suppose the problem with 
frame delay is on the server, maybe by user number (27 at critical time). 
   If the problem occur by the new users, why this not occurs for load scenery 
in stand-alone ? because aircraft 3D model is more heavy then scenery ??.

Regards,
Cleber Santz.

Curtis Olson [EMAIL PROTECTED] escreveu: On Jan 21, 2008 12:27 PM, Gijs de 
Rooy wrote:
Hi Cleber,
  
 Every pc will experience some lag when the MP-server is bussy.
 When there is a great number of pilots online the lag will be
 larger.

 There are periods that I've got about every 5 minutes a few
 seconds lag. The servers isn't calculated at this amount of
 pilots I think.

If you are talking about position lags and not frame rate lags, then  I believe 
the MP server builds in about a 10 second buffer delay  to try to prevent 
buffer starvation and show continuous motion on the client side. 

Frame rate delays are typically caused by someone entering the MP system 
requiring all the participant systems to load the corresponding 3d model.

Curt.


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Re: [Flightgear-devel] Bizarre dynamic scenery

2008-01-21 Thread jean pellotier
Ron Jensen a écrit :
 On Mon, 2008-01-21 at 14:32 +0100, Nagy Mate wrote:
   
 We noticed a rather peculiar effect, having landed our plane near
 (under) a grey parking passenger jet. Fiddling with our flight controls
 made the control surfaces of the jet move in the same way. The jet was
 otherwise inert, and the effect didn't happen with other nearby planes
 on the ground.

 (This was noticed on the master half of a native protocol slaved pair.)

 Has anyone else seen something like this before? :)

 - Mate Nagy
 

 Yes, it sounds like the jet model config has absolute paths instead of
 relative paths for the control animations.  If you tell us which jet it
 was someone will fix it.

 Thanks,

 Ron

   
the bo105 has this problem, specialy the doors witch are invisible when 
it's an mp aircraft. (and the livery change is global)


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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Curtis Olson
On Jan 21, 2008 12:51 PM, Torsten Dreyer wrote:

 Am Montag, 21. Januar 2008 18:21 schrieb Curtis Olson:
  I am testing the udp version of doing master/slave copies of FlightGear
  here this morning.  I'm doing this with a stock v1.0 version.  So far
  everything seems to be behaving well.  I'm not seeing any rapid memory
  leak, and so far no crash.
 
  Are you seeing this only with file I/O?  Are you seeing this with
 network
  I/O?  How long do you need to have the system running before you see
 memory
  thrashing or a crash?

 I get the segfault with file-io and a udp link.
 This is my environment:
 - SuSE Linux 10.3 running x86_64 on a Intel(R) Core(TM)2 CPU.
 - Two instances of FlightGear frame-rate-throttled to 25 fps each
 - FlightGear stock 1.0.0 build from source and current plib cvs built with
 gcc
 4.2.1


Here's one possible difference, I'm running with plib-1.8.4 ... any chance
you could try that and see if it makes a difference.  I realize a complete
ground up recompile is not trivial, but flightgear does leverage plib's low
level network code, so is it possible that a change in plib since v1.8.4 is
causing us grief?

The native_ctrls issue you point out is a surprise to me, but as I look in
the cvs web browser pages, I see that Erik Hofman's name is attached to
these, and the specific commit was adding some new fields to the structure.
I think it makes sense to remove the comments that disable network byte
order.  That appears to have been a mistake that slipped through the cracks.

Regards,

Curt.
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Re: [Flightgear-devel] Lags only in multiplayer mode

2008-01-21 Thread Anders Gidenstam

On Mon, 21 Jan 2008, Curtis Olson wrote:


If you are talking about position lags and not frame rate lags, then  I
believe the MP server builds in about a 10 second buffer delay  to try to
prevent buffer starvation and show continuous motion on the client side.


Yes, we have such a buffer but it is implemented on the client side. The 
servers only forward data packets as fast as they can. The communication 
to and from the servers are done using UDP so that in itself should not 
cause lag. If the amount of traffic exceeds the available capacity either 
at the server's or the user's end dropped packets might lead to jerky 
motion of MP aircraft.



Frame rate delays are typically caused by someone entering the MP system
requiring all the participant systems to load the corresponding 3d model.


Yes. Some aircraft are quite heavy - a 787 joining stalls my system for 
some 10 - 15 seconds.


One thing I have noticed now when the number of pilots is larger than ever 
is that during startup my FlightGear joins and leaves the MP network 
repeatedly greatly prolonging the startup time (I suspect the MP models 
get purged and reloaded each join/leave cycle). This is due to the MP 
system starting to send data early and the extremely low frame rate 
during initialization - the MP code probably looks for new packets once 
per frame.


To make it bearable I delayed the MP joining some in multiplaymgr:

--- a/src/MultiPlayer/multiplaymgr.cxx
+++ b/src/MultiPlayer/multiplaymgr.cxx
@@ -310,6 +310,10 @@ FGMultiplayMgr::SendMyPosition(const FGExternalMotionData 
motionInfo)
 return;
   }

+  if (fgGetDouble(/sim/time/elapsed-sec)  2.0) {
+return;
+  }
+
   T_PositionMsg PosMsg;

This is pretty ugly but made a huge difference on my system.

Note, though, it only reduces startup time - it doesn't do much when 
connected except that by not having join/leave/join cycles joining 
players are less tough on the rest of the participants.


Cheers,

Andersdiff --git a/src/MultiPlayer/multiplaymgr.cxx b/src/MultiPlayer/multiplaymgr.cxx
index f59b403..5505d07 100644
--- a/src/MultiPlayer/multiplaymgr.cxx
+++ b/src/MultiPlayer/multiplaymgr.cxx
@@ -310,6 +310,10 @@ FGMultiplayMgr::SendMyPosition(const FGExternalMotionData 
motionInfo)
 return;
   }
 
+  if (fgGetDouble(/sim/time/elapsed-sec)  2.0) {
+return;
+  }
+
   T_PositionMsg PosMsg;
   strncpy(PosMsg.Model, fgGetString(/sim/model/path), MAX_MODEL_NAME_LEN);
   PosMsg.Model[MAX_MODEL_NAME_LEN - 1] = '\0';
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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Curtis Olson
On Jan 21, 2008 1:45 PM, Torsten Dreyer wrote:

 
  Here's one possible difference, I'm running with plib-1.8.4 ... any
 chance
  you could try that and see if it makes a difference.  I realize a
 complete
  ground up recompile is not trivial, but flightgear does leverage plib's
 low
  level network code, so is it possible that a change in plib since v1.8.4is
  causing us grief?
 I am running 1.8.4, too:
 (checked plib/ul.h)
 #define PLIB_MAJOR_VERSION 1
 #define PLIB_MINOR_VERSION 8
 #define PLIB_TINY_VERSION  4

 But I am still convinced, that the ground_cache object causes the crash.
 The
 gdb backtrace, the invalid pointers - everything makes sense to me. On the
 contrary this means, that the native protocol is broken since Nov 22nd
 2004
 when the ground_cache object made its way into flight.hxx... But
 native_ctrls
 tell me, that is sometimes takes years for bugs to show up or be detected
 ;-)


I'm not able to replicate the problem here. :-(  I don't use --native-ctrls
very often but I use --native-fdm frequently for a variety of projects and
it has always been working well for me and seems to continue to work well.
I'm running gcc-4.1.2 here.

g++ (GCC) 4.1.2 20070925 (Red Hat 4.1.2-33)

So the problem could also be related to your newer version of gcc (perhaps
being more picky or more standards compliant.)  Or there could be a libc
difference too.

The problem could very well be in the ground cache code and something about
that code is blowing up on your system?  Often, newer versions of the gcc
compiler or compilers on other platforms expose weaknesses or problems in
code that worked fine before.  It would be really great if Mathias could
comment since he is the author of the ground cache code.  I have not looked
at that code myself in any detail.

Regards,

Curt.
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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Torsten Dreyer
 g++ (GCC) 4.1.2 20070925 (Red Hat 4.1.2-33)

 So the problem could also be related to your newer version of gcc (perhaps
 being more picky or more standards compliant.)  Or there could be a libc
 difference too.
Yeah that's what I think, too. I assume a different implementation in the STL 
to be more precise: the std:vector.
I don't think I like the idea to build a gcc 4.1.2 and rebuild FlightGear from 
source with that compiler but I would not be surprised, if the crash 
disappears that way.

Which compilier is tpalinkas using? 

Torsten

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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Torsten Dreyer
 The native_ctrls issue you point out is a surprise to me, but as I look in
 the cvs web browser pages, I see that Erik Hofman's name is attached to
 these, and the specific commit was adding some new fields to the structure.
 I think it makes sense to remove the comments that disable network byte
 order.  That appears to have been a mistake that slipped through the
 cracks.
I have just recompiled FlightGear with the comments that disable the byte 
order code removed, and the native-ctrls protocol works like magic.

Can you change the source in CVS? I just removed the two comments:

Index: native_ctrls.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Network/native_ctrls.cxx,v
retrieving revision 1.33
diff -u -p -r1.33 native_ctrls.cxx
--- native_ctrls.cxx21 Feb 2006 01:19:47 -  1.33
+++ native_ctrls.cxx21 Jan 2008 20:53:27 -
@@ -293,7 +293,6 @@ void FGNetCtrls2Props( FGNetCtrls *net,
 int i;

 SGPropertyNode * node;
-/***
 if ( net_byte_order ) {
 // convert from network byte order
 net-version = htonl(net-version);
@@ -350,7 +349,6 @@ void FGNetCtrls2Props( FGNetCtrls *net,
 net-speedup = htonl(net-speedup);
 net-freeze = htonl(net-freeze);
 }
-*/
 if ( net-version != FG_NET_CTRLS_VERSION ) {
SG_LOG( SG_IO, SG_ALERT,
 Version mismatch with raw controls packet format. );

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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Curtis Olson
Yes, this should already be done in both plib and osg branches.  Regards,

Curt.


On Jan 21, 2008 2:55 PM, Torsten Dreyer wrote:

  The native_ctrls issue you point out is a surprise to me, but as I look
 in
  the cvs web browser pages, I see that Erik Hofman's name is attached to
  these, and the specific commit was adding some new fields to the
 structure.
  I think it makes sense to remove the comments that disable network byte
  order.  That appears to have been a mistake that slipped through the
  cracks.
 I have just recompiled FlightGear with the comments that disable the byte
 order code removed, and the native-ctrls protocol works like magic.

 Can you change the source in CVS? I just removed the two comments:

 Index: native_ctrls.cxx
 ===
 RCS file: /var/cvs/FlightGear-0.9/source/src/Network/native_ctrls.cxx,v
 retrieving revision 1.33
 diff -u -p -r1.33 native_ctrls.cxx
 --- native_ctrls.cxx21 Feb 2006 01:19:47 -  1.33
 +++ native_ctrls.cxx21 Jan 2008 20:53:27 -
 @@ -293,7 +293,6 @@ void FGNetCtrls2Props( FGNetCtrls *net,
 int i;

 SGPropertyNode * node;
 -/***
 if ( net_byte_order ) {
 // convert from network byte order
 net-version = htonl(net-version);
 @@ -350,7 +349,6 @@ void FGNetCtrls2Props( FGNetCtrls *net,
 net-speedup = htonl(net-speedup);
 net-freeze = htonl(net-freeze);
 }
 -*/
 if ( net-version != FG_NET_CTRLS_VERSION ) {
SG_LOG( SG_IO, SG_ALERT,
 Version mismatch with raw controls packet format. );

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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Curtis Olson
On Jan 21, 2008 2:38 PM, Torsten Dreyer wrote:

  g++ (GCC) 4.1.2 20070925 (Red Hat 4.1.2-33)
 
  So the problem could also be related to your newer version of gcc
 (perhaps
  being more picky or more standards compliant.)  Or there could be a libc
  difference too.
 Yeah that's what I think, too. I assume a different implementation in the
 STL
 to be more precise: the std:vector.
 I don't think I like the idea to build a gcc 4.1.2 and rebuild FlightGear
 from
 source with that compiler but I would not be surprised, if the crash
 disappears that way.

 Which compilier is tpalinkas using?


The other thing that concerns me is that even with your patch, tpalikas is
reporting order depencies in the master/slave startup sequence and doing it
wrong results in a crash.  Also some new double free errors when exiting.

The communication between master  slaves is UDP so there should be
absolutely no order dependencies in startup.  Any machine should be able to
start (or restart) in any order without affecting the stability of the
system.  Somehow the master must be sending garbage during startup and
crashing the slaves.

Regards,

Curt.
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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Torsten Dreyer
Am Montag, 21. Januar 2008 22:00 schrieb Curtis Olson:
 The other thing that concerns me is that even with your patch, tpalikas is
 reporting order depencies in the master/slave startup sequence and doing it
 wrong results in a crash.  Also some new double free errors when exiting.

 The communication between master  slaves is UDP so there should be
 absolutely no order dependencies in startup.  Any machine should be able to
 start (or restart) in any order without affecting the stability of the
 system.  Somehow the master must be sending garbage during startup and
 crashing the slaves.
Neither of this is occouring here. When I run the master without a slave, 
there are many Error writing data. messages on the master's console which 
stops again when the slave is up.
But I can startup/shutdown the master or slave independently without crash or 
double free error messages. 

Sorry - no idea for that one. 

Torsten


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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread R. van Steenbergen
Torsten Dreyer schreef:
 Neither of this is occouring here. When I run the master without a slave, 
 there are many Error writing data. messages on the master's console which 
 stops again when the slave is up.
 But I can startup/shutdown the master or slave independently without crash or 
 double free error messages. 

 Sorry - no idea for that one. 

 Torsten
   
That sounds like you're using TCP, since if you were using UDP, the 
master would not know if the slave(s) received the message -- UDP is an 
unreliable protocol and the master
does not know if it is transmittiing into oblivion or reaching an actual 
slave instance of FlightGear. Provided the native protocol doesn't have 
a mechanism to provide feedback of received messages to the master, that is.

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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-21 Thread Torsten Dreyer
 That sounds like you're using TCP, since if you were using UDP, the
 master would not know if the slave(s) received the message -- UDP is an
 unreliable protocol and the master
 does not know if it is transmittiing into oblivion or reaching an actual
 slave instance of FlightGear. Provided the native protocol doesn't have
 a mechanism to provide feedback of received messages to the master, that
 is.
It's udp I swear by the life of my dog (mine is to precious):

The commandline pasted fresh from the clipboard:
fgfs --native=socket,out,20,localhost,5556,udp --aircraft=c172p 
--geometry=640x480 --timeofday=noon 
--native-ctrls=socket,out,20,localhost,5557,udp 

And the output of netstat -un after the above command (sorry - german output. 
s/VERBUNDEN/CONNECTED/g):

Proto Recv-Q Send-Q Local Address   Foreign Address State
udp0  0 127.0.0.1:32817 127.0.0.1:5556  VERBUNDEN
udp0  0 127.0.0.1:32818 127.0.0.1:5557  VERBUNDEN

Torsten

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Re: [Flightgear-devel] Bizarre dynamic scenery

2008-01-21 Thread George Patterson
On Jan 22, 2008 12:53 AM, Csaba Halász [EMAIL PROTECTED] wrote:

 On Jan 21, 2008 2:32 PM, Nagy Mate [EMAIL PROTECTED] wrote:
  We noticed a rather peculiar effect, having landed our plane near
  (under) a grey parking passenger jet. Fiddling with our flight controls
  made the control surfaces of the jet move in the same way. The jet was
  otherwise inert, and the effect didn't happen with other nearby planes
  on the ground.
 
  Has anyone else seen something like this before? :)

 Looks like the usual leading-slash bug. Figure out what type of
 aircraft and then look in the xmls to see if the animations use a
 leading slash. If so, they will always reference the user's aircraft,
 rather than the proper AI model. For example,

  property/surface-positions/left-aileron-pos-norm/property

 Should be:

  propertysurface-positions/left-aileron-pos-norm/property

 (ie. no leading slash)

 Actually I found this in the AI A320 xml, so maybe that was the
 aircraft you have seen?


Hi All,

Would it be worth grepping the aircraft sub directories for the string
property/ which probably shouldn't occur anywhere?

Regards


George
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[Flightgear-devel] valgrind diff no 2 and 3

2008-01-21 Thread till busch
hi all,

i have continued my random optimizations to flightgear (and simgear, this 
time).

changes in the attached diffs
=

in simgear:
  * removed _tex_cache from SGMaterial (osg takes care of texture caching)
  * made textures load on demand when SGMaterial::get_state() is first called
(the only drawback so far is get_state() becoming non-const)
  * osg::State held a reference to its parent material in userData - this 
prevented the reference count for SGMaterial from dropping to 0

in flightgear:
  * valgrind showed leaks in HUD -- all SGCondition * changed to 
SGSharedPtrSGCondition
  * also changed HUD_decue to dequeSGSharedPtrinstr_item 
  * simplified (and switchified) the nav.dat-loading code
  * f_interpolate in NasalSys was leaky (valgrind)
  * just cosmetics. if noone is working on Traffic/Schedule.cxx i'd like to 
have it produce less noise in info-log

both patches need to be applied for SGMaterial to work properly.

future plans
===

i'd like to look at apt.dat-loading more closely. as pietro reported, the 
default.tower and default.atis files are out of sync. since the data exists 
in apt.dat, i'd like to load it all in one go from there.

also there is version 850 of apt.dat with interesting new features. is anyone 
working on getting this into terragear?

i consider the changes to SGMaterial only the first step. ideally, textures 
should get unloaded when not being used anymore.

of course there is also still a lot of output from valgrind, which i plan to 
investigate further.

as last time: please comment and / or commit

regards,

 -till
Index: simgear/scene/material/mat.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/material/mat.cxx,v
retrieving revision 1.40
diff -u -3 -p -r1.40 mat.cxx
--- simgear/scene/material/mat.cxx	4 Dec 2007 22:38:41 -	1.40
+++ simgear/scene/material/mat.cxx	21 Jan 2008 21:23:47 -
@@ -52,8 +52,6 @@ SG_USING_STD(map);
 
 #include mat.hxx
 
-static mapstring, osg::ref_ptrosg::Texture2D  _tex_cache;
-
 
 
 // Constructors and destructor.
@@ -222,35 +220,24 @@ SGMaterial::init ()
 }
 }
 
-bool
-SGMaterial::load_texture ( int n )
-{
-int i   = (n = 0) ? n   : 0 ;
-int end = (n = 0) ? n+1 : _status.size();
-
-for (; i  end; i++)
-{
-if ( !_status[i].texture_loaded ) {
-SG_LOG( SG_GENERAL, SG_INFO, Loading deferred texture 
-   _status[i].texture_path );
-assignTexture(_status[i].state.get(), _status[i].texture_path,
- wrapu, wrapv, mipmap);
-_status[i].texture_loaded = true;
-   }
-}
-return true;
-}
-
 osg::StateSet *
-SGMaterial::get_state (int n) const
+SGMaterial::get_state (int n)
 {
 if (_status.size() == 0) {
 SG_LOG( SG_GENERAL, SG_WARN, No state available.);
 return NULL;
 }
+
+int i = n = 0 ? n : _current_ptr;
+
+if(!_status[i].texture_loaded)
+{
+assignTexture(_status[i].state.get(), _status[i].texture_path,
+  wrapu, wrapv, mipmap);
+_status[i].texture_loaded = true;
+}
+osg::StateSet *st = _status[i].state.get();
 
-osg::StateSet *st = (n = 0) ? _status[n].state.get()
- : _status[_current_ptr].state.get();
 _current_ptr += 1;
 if (_current_ptr = _status.size())
 _current_ptr = 0;
@@ -279,13 +266,7 @@ SGMaterial::build_state( bool defer_tex_
 
 stateSet-setMode(GL_LIGHTING, osg::StateAttribute::ON);
 
-if ( !defer_tex_load ) {
-SG_LOG(SG_INPUT, SG_INFO,   _status[i].texture_path );
-	assignTexture( stateSet, _status[i].texture_path, wrapu, wrapv);
-_status[i].texture_loaded = true;
-} else {
-_status[i].texture_loaded = false;
-}
+_status[i].texture_loaded = false;
 
 osg::Material* material = new osg::Material;
 material-setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
@@ -320,21 +301,11 @@ void SGMaterial::set_state( osg::StateSe
 void SGMaterial::assignTexture( osg::StateSet *state, const std::string fname,
  int _wrapu, int _wrapv, int _mipmap )
 {
-   mapstring, osg::ref_ptrosg::Texture2D ::iterator _tex_cache_iter;
-   _tex_cache_iter = _tex_cache.find(fname);
-   if (_tex_cache_iter == _tex_cache.end())
-   {
- osg::Texture2D* texture = SGLoadTexture2D(fname, 0, _wrapu, _wrapv,
-mipmap ? -1 : 0);
-	  texture-setMaxAnisotropy( SGGetTextureFilter());
-  state-setTextureAttributeAndModes(0, texture);
-  _tex_cache[fname] = texture;
-   }
-   else
-   {
-  state-setTextureAttributeAndModes(0, _tex_cache_iter-second.get());
-  // cout  Cache hit:   fname  endl;
-   }
+   osg::Texture2D* texture = 

Re: [Flightgear-devel] clearer patch to renderer.*xx - accomodates non 4:3 aspect ratios with osg

2008-01-21 Thread dave perry
dave perry wrote:
 Tim Moore wrote:
   
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 dave perry wrote:
 | Patch adds a member function to FGRenderer class that returns the
 | current aspect ratio.  Uses this in place of 4.0/3.0 in setFOV and
 | setNearFar.
 |
 | The diff follows:
 |
 This seems a little confusing / confused. In setFOV, why would you ignore 
 the w argument?
 Now, I happen to know that /sim/startup/xsize is set to the value of w 
 somewhere in
 one of the callers, but this is not clear at all. Can we untangle this a bit?
   
 
 In setFOV, you can use w/h for the aspect ratio.  But in setNearFar just 
 below this, w and h are not defined in that context, so you need to get 
 the real current aspect ratio from some where.  
Hi Tim,
The following patch uses w/h for the aspect ratio in setFOV and then 
uses xsize/ysize (from /sim/startup) for the aspect ratio in 
setNearFar.  This accomplishes using the actual aspect ratio in place of 
4.0/3.0 without having to add a new member function to the FGRenderer class.

Please commit this patch.  It fixes the same issue as the last patch and 
the behavior is the same as described on my last note.

renderer.cxx patch follows:

Index: renderer.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/renderer.cxx,v
retrieving revision 1.100
diff -p -u -r1.100 renderer.cxx
--- renderer.cxx6 Jan 2008 23:03:20 -1.100
+++ renderer.cxx21 Jan 2008 15:48:33 -
@@ -872,7 +872,7 @@ void FGRenderer::setFOV( float w, float
 fov_width = w;
 fov_height = h;
 osgViewer::Viewer* viewer = globals-get_renderer()-getViewer();
-viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, 
4.0/3.0,
+viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, w/h,
   fov_near, 
fov_far);
 }
 
@@ -885,8 +885,10 @@ void FGRenderer::setNearFar( float n, fl
 n = 0.1;
 fov_near = n;
 fov_far = f;
+float xsize = fgGetInt(/sim/startup/xsize);
+float ysize = fgGetInt(/sim/startup/ysize);
 osgViewer::Viewer* viewer = globals-get_renderer()-getViewer();
-viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, 
4.0/3.0,
+viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, 
xsize/ysize,
   fov_near, 
fov_far);
 }

Thanks,
Dave

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Re: [Flightgear-devel] valgrind diff no 2 and 3

2008-01-21 Thread Curtis Olson
On Jan 21, 2008 4:03 PM, till busch wrote:

 hi all,


Hi Till,

I don't know all the nuances of the OSG branch and OSG usage, but originally
the common material library textures were all loaded at start time so they'd
be available at any time and not hit the fps like they would if they needed
to be loaded on demand.  Then we bumped up the reference count by one so
they would never be deleted from the system.

Regards,

Curt.

i have continued my random optimizations to flightgear (and simgear, this
 time).

 changes in the attached diffs
 =

 in simgear:
  * made textures load on demand when SGMaterial::get_state() is first
 called
(the only drawback so far is get_state() becoming non-const)
  * osg::State held a reference to its parent material in userData - this
 prevented the reference count for SGMaterial from dropping to 0


Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] (no subject)

2008-01-21 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

[EMAIL PROTECTED] wrote:
| With the following model:
|
| world '' (2)
| group 'testgroup1' (2)
| poly 'test1'
| group 'testgroup2' (1)
| poly 'test2'
|
| I can use a material animation on testgroup1 and both test1
| and test2 respond, which is what I would expect. I can't
| seem to get a material animation to work for testgroup2
| though, as long as there is a material animation for it's
| parent group. It does not matter what order the animations
| are given in the model.xml file, it always fails. Removing
| the animation for testgroup1 allows the animation for
| testgroup2 to work. Also, using name tags for the
| animations doesn't change the behavior.
|
| This was not the case before the OSG changeover, and breaks
| a few important animations in the ch53e cockpit. I can work
| around this, but it will be inelegant and require a lot of
| extra animations as I will have to flatten out the
| structure of the cockpit. Any ideas?
|
| Josh
|
|
Yeah, this is a side effect of the way I implemented material animations in OSG,
in which the material animations set on a parent group override the values of
materials in the children, including those set by animations in the children. 
I'm
going to rewrite this soon, so I think you'll see this problem disappear. 
However,
would you expect to animate red-prop in a parent and blue-prop in a child? I 
don't
think that will work in the future.

Tim

|
|
| PS, here are the animations:
|
| animation
| typematerial/type
| object-nametestgroup2/object-name
| property-basesim/model/ch53e/test-mat-2/property-base
| diffuse
| red-propdiffuse/red/red-prop
| green-propdiffuse/green/green-prop
| blue-propdiffuse/blue/blue-prop
| /diffuse
| ambient
| red-propambient/red/red-prop
| green-propambient/green/green-prop
| blue-propambient/blue/blue-prop
| /ambient
| specular
| red-propspecular/red/red-prop
| green-propspecular/green/green-prop
| blue-propspecular/blue/blue-prop
| /specular
| emission
| red-propemission/red/red-prop
| green-propemission/green/green-prop
| blue-propemission/blue/blue-prop
| /emission
| shininess/
| /animation
|
| animation
| typematerial/type
| object-nametestgroup1/object-name
| property-basesim/model/ch53e/test-mat-1/property-base
| diffuse
| red-propdiffuse/red/red-prop
| green-propdiffuse/green/green-prop
| blue-propdiffuse/blue/blue-prop
| /diffuse
| ambient
| red-propambient/red/red-prop
| green-propambient/green/green-prop
| blue-propambient/blue/blue-prop
| /ambient
| specular
| red-propspecular/red/red-prop
| green-propspecular/green/green-prop
| blue-propspecular/blue/blue-prop
| /specular
| emission
| red-propemission/red/red-prop
| green-propemission/green/green-prop
| blue-propemission/blue/blue-prop
| /emission
| shininess/
| /animation
|
|
|
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