Re: [Flightgear-devel] condition/mixture control

2008-01-28 Thread Melchior FRANZ
* SydSandy -- Monday 28 January 2008:
 Does anyone have any objection to binding the mixture  M/m
 control to the Condition control , since they both are fuel
 controls on different engines ?  

I object.

The functions controls.mixtureAxis() and controls.adjMixture()
should only do what their name says.

If you want to use the mixture property for condition, then
either just redefine the wrappers (whereby the conditionAxis()
function would yet have to be defined)

  controls.adjMixture = controls.adjCondition;
  controls.mixtureAxis = controls.conditionAxis;

or use the mixture property in the FDM config file instead of
the condition property (with a comment explaining it):

  - control-setting axis=/controls/engines/engine[0]/condition value=1.0/
  + control-setting axis=/controls/engines/engine[0]/mixture value=1.0/

m.

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Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- Tim Moore wrote:
 Curtis Olson wrote:
 | Definitely ... we could vary them in shape and appearance, not just
 | color.  There is much that can be done.

Already supported. The current patch allows different shapes and appearance. The
reason that the trees currently just vary by colour is entirely due to my level
of artistic ability. 

If you have a look in the data/Textures/Trees/ directory you will see that the
.rgb files are actually a strip of different trees, evenly distributed along the
x-axis. You can change them in any way you want, as long as you ensure that they
are evenly spaced, and you update the tree-varieties tag in materials.xml to
match. 

In fact, it would be great if someone with some artistic skill could work on the
textures.

You can even vary the distribution of the different tree types by including 
similar textures multiple times.

 | (I haven't dug much in the code for these trees, but ...) it appears
 | that the random locations are computed as areas come into view (or come
 | close enough to the viewer.)  So each time a new chunk of trees are
 | added, I see a blip in the frame rates.  If there are a lot of chunks
 | that need to be added, that translates into a lot of blips.  Would it be
 | possible to compute the locations of the trees when the tile is loaded
 | (in the load thread) and always have these structures available when
 | needed? Now that we can have such wide tree coverage, we'll be burning
 | the memory for these structures anyway.  Previously, David's code only
 | built the random object structures for areas close by because having all
 | the random object structures for all the tiles in memory simultaneously
 | would be a huge waste.  I suspect the plib based random object scene
 | graph structures were much more wasteful than the structures needed by
 | the OSG shader based approach.
 The locations are computed when the tile is loaded. I think the blips you're
 seeing are
 caused by compiling a new shader program per chunk of trees. That problem
 should go
 away when the code is integrated into cvs.

I think the current patch has already fix this. A single osg::Program which
includes the Shaders is instantiated the first time any trees are generated, and
re-used after that point... unless OSG is doing something particularly silly, or
my code is bugged.

The blips are more likely due to the generation of the huge number of trees when
the tile is loaded. I haven't counted them, but we must be generating hundreds 
of
thousands for some tiles.

BTW - the current patch is more efficient in this respect as well.

-Stuart


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Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- Curtis Olson wrote:
 In this case the trees aren't so much loaded ... there's only one small
 texture that defines the trees  (or group of randomized tree images.)  What
 does need to be done is that a set of random locations needs to be generated
 across the surface of each tile ... and this needs to happen sometime after
 the terrain is loaded.
 
 Right now this appears to be done in the main render thread once the
 polygons get within some visible distance (although the behavior of this is
 slightly weird and you can be ontop of an area before the trees are actually
 generated.)

The tree locations are generated when the tile is loaded, not when they come 
into
view.

The tree visibility is a problem I'm still trying to solve. 

Currently I create a 32x32 quadtree across the extent of the trees within the
tile. If there are trees at each corner of the tile, that effectively means that
the tile is split into a straightforward 32x32 grid. Each rectangle in the grid
is a LoD node with a range of 8000m, under which are all the trees within that
space, within a Group node. So, all the trees in the rectangle become visible
when you get within 8000m of the center of the rectangle. 

I _think_ that sometimes the center of the rectangle is more than 8000m from the
edge, which is why you can be ontop of the area before they appear. However, in
some cases I've see the area I am on top of _not_ have trees, even though the
areas to either side do, or the visibility of the trees depends on the direction
I'm looking. I'm not sure the reason for this - it could be that the LoD loader
is catching up, or something.

BTW - could someone tell me the maximum size of a tile, in km?

If people want to experiment with different settings:

- TreeBin.hxx line 57 (#define SG_TREE_QUAD_TREE_SIZE 32) defines the size of 
the
grid.
- materials.xml line 96 (tree-range-m8000/tree-range-m) defines the LoD 
range
for the trees.

I'm thinking of changing the approach so that instead of working out the extent
of the grid from the set of trees, we simply create a NxN grid across the tile,
put the trees in appropriately, and then remove the empty nodes. This would have
the advantage of improving performance when the tile is loaded: Currently we
iterate through the list of trees twice - once to work out the extent of the
grid, and then again to place the trees in the correct rectangle.

Alternative approaches and any comments would be gratefully received.

-Stuart


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Re: [Flightgear-devel] Log Stream patch

2008-01-28 Thread Stuart Buchanan
--- Curtis Olson wrote:
 On Jan 27, 2008 3:51 AM, Frederic Bouvier wrote:
 
  Stuart Buchanan a écrit :
   Hi All,
  
   One of the frustrations of using Windows for development is the lack of
  a
   sensible way to re-direct stderr to a file. This is particularly
  annoying if you
   want to use a --log-level=debug.
  
   To fix this, I've changed the global_logstream to use stdout for windows
  only.
  
 
  Is there a reason why we shouldn't do that for unix too ? is stdout used
  for something else than logging ?
 
   The patch below does this.
  
   If someone could test that this doesn't mess up *nix, and commit it,
  that would
   be great.
  
 
  If we can avoid #ifdef, it's better isn't it ?
 
 
 I don't mind writing these messages to stdout versus stderr,
 
 On unix you can just run  program  file 21  in order to capture stderr as
 well as stdout.  Is that not possible in windows?  I bet a cygwin shell
 could do this.

No, it isn't possible in a normal command shell on windows, though it's easy in 
a
cygwin shell.

One reason for switching to stdout for windows is that it will help supporting
the windows community. It'll be much easier to ask them to put 
c:\temp\fgfs.txt at the end of their command line (or within fgrun - is that
possible?) than get them to install cygwin :)

I don't have any opinion as to whether we should have all output on all 
platforms
go to stdout. It would be consistent.

-Stuart


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Re: [Flightgear-devel] trees

2008-01-28 Thread till busch
hi

since i'm already much into memory-stuff i'll add my 2 cents...

On Sunday 27 January 2008, Curtis Olson wrote:
 ...
  Would it be possible to
 compute the locations of the trees when the tile is loaded (in the load
 thread) and always have these structures available when needed? Now that we
 can have such wide tree coverage, we'll be burning the memory for these
 structures anyway.

from my first research it seems like we are burning *lots* of memory for the 
trees. enabling trees results in about 137 mb of aditional allocations. with 
trees, valgrind reports 818 mb of allocations.

this count is the figure i get from starting fg, waiting for the scenerey to 
be loaded and letting it run for another 10 frames before exiting with 
fgOSExit(0).

also it is important to note that the figure shows all memory that is being 
allocated (on the heap, as far as i can tell). so it also shows temporary 
allocations.

i don't have the time to dig deeper here right now. i just wanted to make 
these firures visible for those concerned.

also note that this is with the first tree implementation 
(one-texture-version), i haven't tried the current one yet.

 ...

On Sunday 27 January 2008, Curtis Olson wrote:

 One of the reasons (I think) that OSG start up times are so long is that
 the loading is getting interleaved with the FDM and everything else, but we
 aren't actually showing the view until the loader has loaded enough data.
 So there is much wasted effort at the beginning until enough terrain is
 loaded and the splash screen is removed and the terrain actually drawn.
 This code has grown really complex over the years, but at some point, now
 that we are using OSG, it might be worth revisiting some of these earlier
 design choices.  They made sense for a plib world, but perhaps not for an
 OSG world with better threading support.

you are very much right on this one. probably a week ago i have modified the 
main loop do delay everything else until the scenery is loaded. startup time 
is a lot better this way (14 vs. 11 secs on the fast machine) -- and from my 
impressions it doesn't seem to break anything.

i will dig deeper into this if noone oppoeses. might take some time though, as 
we just got our second son :-)
i think flightgear could really benefit from a rewrite or restructuring of 
Main. also since we are not near a release yet (is that right?), we do not 
need to fear this.

all together i believe we have a lot of people running cvs versions. cvs can 
move fast until the next release is being prepared.

regards,

- till

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Re: [Flightgear-devel] trees

2008-01-28 Thread Heiko Schulz

--- Stuart Buchanan [EMAIL PROTECTED]
schrieb:


 
 In fact, it would be great if someone with some
 artistic skill could work on the
 textures.
 
 You can even vary the distribution of the different
 tree types by including 
 similar textures multiple times.
 


Sebastian Bechthold had nice trees in a package some
time ago- can be found somewhere in the german forum.
Maybe he is reading it, so he can provide it again...
I have a copy, but without his permission I won't
upload it...

HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] trees

2008-01-28 Thread Frederic Bouvier
Quoting AJ MacLeod :

 On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote:

  The current patch is a bit better for memory usage IIRC, but it is still
  quite hefty - a side-effect of generating all the trees at once for the
  tile.

 By all means we should be careful about needless memory usage / wastage (and
 perhaps features that demand lots of memory should be disabled by default.)

 At the same time, memory is extremely cheap, (mostly) easy to upgrade and
 modern PCs are generally equipped with huge amounts of it.  If nice new
 features require lots of memory to work well and are optional, I don't see
 any particular problem...

Don't forget that if you run a 32-bit system, a process is limited to 2Gb of
virtual memory, not matter the actual physical memory.

-Fred

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

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Re: [Flightgear-devel] trees

2008-01-28 Thread AJ MacLeod
On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote:

 The current patch is a bit better for memory usage IIRC, but it is still
 quite hefty - a side-effect of generating all the trees at once for the
 tile.

By all means we should be careful about needless memory usage / wastage (and 
perhaps features that demand lots of memory should be disabled by default.)

At the same time, memory is extremely cheap, (mostly) easy to upgrade and 
modern PCs are generally equipped with huge amounts of it.  If nice new 
features require lots of memory to work well and are optional, I don't see 
any particular problem...

Cheers,

AJ

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Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- till busch wrote:
 hi
 
 since i'm already much into memory-stuff i'll add my 2 cents...
 
 On Sunday 27 January 2008, Curtis Olson wrote:
  ...
   Would it be possible to
  compute the locations of the trees when the tile is loaded (in the load
  thread) and always have these structures available when needed? Now that we
  can have such wide tree coverage, we'll be burning the memory for these
  structures anyway.
 
 from my first research it seems like we are burning *lots* of memory for the 
 trees. enabling trees results in about 137 mb of aditional allocations. with 
 trees, valgrind reports 818 mb of allocations.
 
 this count is the figure i get from starting fg, waiting for the scenerey to 
 be loaded and letting it run for another 10 frames before exiting with 
 fgOSExit(0).
 
 also it is important to note that the figure shows all memory that is being 
 allocated (on the heap, as far as i can tell). so it also shows temporary 
 allocations.
 
 i don't have the time to dig deeper here right now. i just wanted to make 
 these firures visible for those concerned.
 
 also note that this is with the first tree implementation 
 (one-texture-version), i haven't tried the current one yet.

The current patch is a bit better for memory usage IIRC, but it is still quite
hefty - a side-effect of generating all the trees at once for the tile.

-Stuart


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Re: [Flightgear-devel] Air Traffic Control (ATC ). Fixing bugs andadding new features.

2008-01-28 Thread Daniyar Atadjanov
Thanks for your answer.

Last week i realised requesting departure and take-off clearance for Tower-ATC. 
Now i'm working on requesting 
landing for Approach-ATC. User will choose what type of approach he want to 
make: ILS (if so), NDB (if so), VFR 
(already realised in FG ;)), etc...

Will send the patches when will end this work.

Best,
Daniyar


-Original Message-
From: Melchior FRANZ [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Date: Sun, 27 Jan 2008 23:16:42 +0100
Subject: Re: [Flightgear-devel] Air Traffic Control (ATC). Fixing bugs 
andadding new features.

 
 * Daniyar Atadjanov -- Saturday 19 January 2008:
  This (attached) diff fixes only two (little) bugs in Tower-ATC:
 
 Ah, great. (Will commit after testing.)
 
 
 
  But this is a very little changes. What about other new feature to
  make ATC more realistic? 
 
 This whole subsystem isn't maintained at the moment. You can make
 whatever changes are useful, or even rewrite the whole system.
 
 m.
 


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Re: [Flightgear-devel] Log Stream patch

2008-01-28 Thread Csaba Halász
On Jan 28, 2008 10:32 AM, Stuart Buchanan [EMAIL PROTECTED] wrote:

 --- Curtis Olson wrote:
  On Jan 27, 2008 3:51 AM, Frederic Bouvier wrote:
 
   Stuart Buchanan a écrit :
Hi All,
   
One of the frustrations of using Windows for development is the lack of
   a
sensible way to re-direct stderr to a file.

Isn't the cmd.exe the normal shell?

http://technet.microsoft.com/en-us/library/bb490982.aspx

From this it seems to me windows supports similar (if not same!)
syntax for redirection.

-- 
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Re: [Flightgear-devel] condition/mixture control

2008-01-28 Thread SydSandy
On Mon, 28 Jan 2008 09:39:46 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 * SydSandy -- Monday 28 January 2008:
  Does anyone have any objection to binding the mixture  M/m
  control to the Condition control , since they both are fuel
  controls on different engines ?  
 
 I object.
 
 The functions controls.mixtureAxis() and controls.adjMixture()
 should only do what their name says.
 
 If you want to use the mixture property for condition, then
 either just redefine the wrappers (whereby the conditionAxis()
 function would yet have to be defined)
 
   controls.adjMixture = controls.adjCondition;
   controls.mixtureAxis = controls.conditionAxis;
 
 or use the mixture property in the FDM config file instead of
 the condition property (with a comment explaining it):
 
   - control-setting axis=/controls/engines/engine[0]/condition 
 value=1.0/
   + control-setting axis=/controls/engines/engine[0]/mixture value=1.0/
 
 m.

OK.
Nothing serious , just thought i'd ask ...
Cheers

-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] condition/mixture control

2008-01-28 Thread Melchior FRANZ
As a third possibility, you could define a simple alias in the
*-set.xml file:

  controls
  engines
  engine n=0
  condition alias=/controls/engines/engine[0]/mixture/
  /engine
  /engines
  /controls

Then you can use the condition property as much as you like,
while the controls wrappers don't have to be modified.

m.

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Re: [Flightgear-devel] condition/mixture control

2008-01-28 Thread Anders Gidenstam
On Mon, 28 Jan 2008, Melchior FRANZ wrote:

 * SydSandy -- Monday 28 January 2008:
 Does anyone have any objection to binding the mixture  M/m
 control to the Condition control , since they both are fuel
 controls on different engines ?

 I object.

 The functions controls.mixtureAxis() and controls.adjMixture()
 should only do what their name says.

Hi,

I have a somewhat related question: In the current controls.nas 
mixtureAxis(), propellerAxis() and carbHeatAxis() operate on all engines, 
while throttleAxis() operates only on selected engines. IMHO the former 
functions ought to behave like the latter and only affect the selected 
engines. Or do multi engine aircraft usually have no way to control 
those parameters for individual engines?

Cheers,

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

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Re: [Flightgear-devel] trees

2008-01-28 Thread Melchior FRANZ
* Maik Justus -- Monday 28 January 2008:
 The texture is scaled (mip mapping?), and therefore the new alpha
 value is interpolated between the original values resulting in
 semi-transparent values.

You could set the alpha threshold appropriately:  $ man glAlphaFunc
(or whatever the OSG equivalent is)

m.

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Re: [Flightgear-devel] trees

2008-01-28 Thread Curtis Olson
On Jan 28, 2008 2:18 PM, Maik Justus wrote:

 The transparency--bug appears only, where the alpha channel of the
 texture is neither 0 nor 100%. Therefore I changed the alpha channel to
 be only zero or 100%. But the problem is not solved. The texture is
 scaled (mip mapping?), and therefore the new alpha value is interpolated
 between the original values resulting in semi-transparent values. If it
 would be possible to exclude the alpha channel of the tree-textures from
 the interpolation, the transparency problem could be solved fully
 without any sorting (just by changing the textures). If it is not
 possible: sorting of the triangles within each tree would help in many
 cases.


If you removed the transparency entirely then I believe that the edges of
all the trees will develop aliasing artifacts ... kind of like if they were
drawn with polygons.  And as the mipmapping switches levels you might see
additional odd artifacts.  I'm pretty sure that if Stuart/Tim switch around
the draw order so that the terrain is drawn first, then the problem will all
but go away.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] trees

2008-01-28 Thread Maik Justus
Hi Stuart,
Stuart Buchanan schrieb am 28.01.2008 10:25:

 If you have a look in the data/Textures/Trees/ directory you will see that the
 .rgb files are actually a strip of different trees, evenly distributed along 
 the
 x-axis. You can change them in any way you want, as long as you ensure that 
 they
 are evenly spaced, and you update the tree-varieties tag in materials.xml to
 match. 

   
The transparency--bug appears only, where the alpha channel of the 
texture is neither 0 nor 100%. Therefore I changed the alpha channel to 
be only zero or 100%. But the problem is not solved. The texture is 
scaled (mip mapping?), and therefore the new alpha value is interpolated 
between the original values resulting in semi-transparent values. If it 
would be possible to exclude the alpha channel of the tree-textures from 
the interpolation, the transparency problem could be solved fully 
without any sorting (just by changing the textures). If it is not 
possible: sorting of the triangles within each tree would help in many 
cases.

Maik


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[Flightgear-devel] Virtual Flashmob

2008-01-28 Thread Gabor Toth
Hi there,

  Curt's idea of New Year's Day Funflight turned my fantasy on, and now I have 
another idea. :) Let's organize a virtual flashmob. My idea is to make KSFO's 
28R clean of snow by a lot of snowplows. 

  There would be no scoring, no race, only fun. :)

  There could be an ATC online letting pilots know about 28R is closed for 
cleaning due to heavy snowstorm. :) Then a dozen of snowplows turn onto the 
rwy, go along as fast as possible, and leave the rwy at the other end. :)

  The date could be 1600Z 02/02/2008, next Saturday.

  Anyone want to join?

Cheers,
Gabor aka KoverSrac

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Re: [Flightgear-devel] Problem with compiling OSG

2008-01-28 Thread Holger Wirtz
Hi,

On Sun, Jan 27, 2008 at 07:34:29PM +0100, Mathieu Aguesse wrote:
 Hi,
 
 I had the same problem today: last week OSG compiled fine, but no more  
 today.
 
 After several attempts to resolve this point I discovered that if I  
 try to compile OSG with CMake 2.4.8 it works fine.
 
 If there is no real requirement to use the current CMake development  
 dist, you can tell fgfs-builder to get the CMake-2-4-8 version from CVS.

Thanks! Seems that the problem was fixed inside CMake 2.4.8 because with
the last CVS release it works again. I thaught it is a problem inside
OSG... 

regards, Holger

 
 Regards,
 Mathieu
 Le 25 janv. 08 à 07:49, Holger Wirtz a écrit :
 
  Hi,
 
  since yesterday I have some trouble to compile OSG:
 
  ...
  make[7]: Entering directory
  `/usr/local/src/fgfs-builder-20080118/build/OpenSceneGraph'
  Linking CXX shared library ../../lib/libosg.so
  /usr/bin/ld: cannot find
  -l-Wl,-rpath,/usr/local/src/fgfs-builder-20080118/build/ 
  OpenSceneGraph/lib
  collect2: ld returned 1 exit status
  make[7]: *** [lib/libosg.so.2.3.3] Error 1
  ...
 
  It seems that there is a problem with the arguments for linking  
  (missing
  blank between -l and -Wl?) but I cannot find where this problem is
  located. Anyone around who knows what to do?
 
  Regards, Holger
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[Flightgear-devel] FGCOM: how to go on?

2008-01-28 Thread Holger Wirtz
Hi *,

I am thinking about the next steps for fgcom. Jesper sent a patch for
openal support and Tat made a patch for MacOSX (commited in the
morning). Both are based on iaxclient (or iaxc) version 1.

There is a nearly stable iaxc version 2 available which has some
advantages (for VoIP, not necessarily for the usage with FG). The build
system is now based on autotools which makes it complexer for me (I have
no idea about autotools).

But for further features it maybe not bad to use iaxc version 2 as a
base for fgcom. However the current patches must be ported.

My next ideas (intercom, noisy radio sound) for fgcom need changes at iaxc.
So the big question is:

Use iaxc v1 or iaxc v2?

What do you think?

Regards, Holger
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