Re: [Flightgear-devel] FlightGear 1.0.0 compilation error
On Wednesday, 01. October 2008, gerard robin wrote: > checking for simgear 1.0.0 or newer... [found 1.99.4] ... yes Well, this should give it away: you obviously have some newer (probably CVS HEAD) version of Simgear installed in /usr. Otherwise, this version would be 1.0.0, too. Regards, Nine - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear 1.0.0 compilation error
On mardi 30 septembre 2008, Oliver Schroeder wrote: > Am Tuesday 30 September 2008 13:11:09 schrieb gerard robin: > > Done it, without "tests directory" and getting an other error > > > > here the link > > > > http://pagesperso-orange.fr/GRTux/FG_1.0.0_Build-Err > > > > I don't understand the problem :( > > The error has the same source, it's just showing at another location. > The reason for this error are macros defined in simgear/compiler.h, which > are no longer present. E.G. SG_GLUT_H was definded, so one could use > "#include SG_GLUT_H" in a source file. Now the macro definition for > SG_GLUT_H is no longer defined and gcc complaints. > Flightgear depends on simgear, so in order to compile FG1.0 you must use > simgear 1.0 > > Well,. you were right both, i have found why the error, but not solved it. In any case i was not drunk, and i have ( in spite of a decrease of my brain ressources due to my age :) ) enough experience to know that Simgear and FlightGear are close together. Here was my Simgear configure: ./configure --prefix=/usr --with-jpeg-factory Here is my flightgear configure: ./configure --prefix=/usr --with-simgear=/usr --enable-sdl the FG ./configure works correctly, it find simgear into /usr , which is right . the prove of it is here : ..;; checking for plib 1.8.4 or newer... yes checking /usr/include/simgear/version.h usability... yes checking /usr/include/simgear/version.h presence... yes checking for /usr/include/simgear/version.h... yes checking for simgear 1.0.0 or newer... [found 1.99.4] ... yes checking /usr/include/simgear/screen/jpgfactory.hxx usability... yes checking /usr/include/simgear/screen/jpgfactory.hxx presence... yes checking for /usr/include/simgear/screen/jpgfactory.hxx... yes .. However "make" run with /usr/local/include library. That will be the mystery of the century. BTW: using /usr with FG stable is not new to me, i do it with my usual computer 32 bit FC-8 Only FG CVS is into /usr/local Last conclusion action, since i did not find why the problem, and because i am tired to search that misfit => in order to get an FG 1.0.0 built an installed in /usr i temporary kept installed Simgear 1.0. into /usr/local. Reaching the target is the most important :) -- Gérard http://pagesperso-orange.fr/GRTux/ "J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire " - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug or Feature? Or an accidently wayto landinglights; -)?
Heiko Schulz > > Hi, > > > > > > The result from FG xml script is very simple ( > > not far from we had with > > > > PLIB > > > > effects ). > > > > OSG script can be very complex with animations > > into animations regarding > > > > particles shapes, particles colors ... and so > > on. > > > > > > I'm not sure I understand the problems that you > > describe - the xml > > > particles do particle colour, size, transparency, > > texture, and the gravity, > > > fluid, and wind programs all work (which they > > don't in the .osg script) - > > > I'm not aware of anything missing? Only 2 shapes > > are available: QUAD and > > > LINE. I would guess that they cover pretty much all > > our needs; do you have > > > an example of requirement for another shape? > > > > > > > For instance, the effect does not need any > > texture which is processed > > > > randomly, according the OSG script. > > > > > > Sorry you lost me there - random texture? Language > > difficulty perhaps? > > > > > > > > To me (and today) there is only one way to get > > the best nice effects > > > > (more realistic): > > > > => it is to use the OSG script, but if it > > will be fully translated to > > > > XML > > > > (which could give some "heavy" coding). > > > > > > If you could describe what is missing in your opinion, > > we could perhaps at > > > least put it on the TODO list. Don't think the > > coding would be too heavy. > > > > > > We can notice that, these OSG examples are a very low > > level examples ( even > > they are better than my XML translation) > > With it we can have an higher complexity ( i am working on > > it) and i hope to > > get better and better effects, without any limitations, but > > the know how > > the "writer" and the power of the CPU. > > > > So, i concluded that only OSG script is able to answer the > > requested > > complexity. > > > > > So up to now, because OSG opened a wide door to > > many features, i guess > > > > that we > > > > must not reduce the size of that door :) > > > > > > > > Again, i agree with the common usage of it, > > like trailing smoke, or > > > > some dust on the wheel when touching the ground, > > however we can do more > > > > than we did with PLIB. > > > > > > I haven't found an effect I couldn't do yet, > > but perhaps you have? Let us > > > know and we will look into it. > > > > > > > However with OSG we can do more and better, the wake > > effects , the fire > > effect, exploding effect are other specific cases which > > wants more > > complexity. > > > > > My point of view: > Other sims and some games shows what is possible with particles - and > that's a lot! > > The particle system we have now, is a great step compared to plib, but > there is still plenty to do! Beside the known bugs (jitter, transparency) > it is not yet possible to controll it completely. As an exapmle the > transparency of the particles are static - thye can't be controlled by any > properties. Well at least I don't know how... transparency _is_ controllable. See data/Aircraft/Buccaneer/Models/Effects/haze.xml > I found some very extreme pics of a dust cloud made by a helicopter which > landed on a clay so tell me if exactly this possible with our particle > system already: > > http://www.flugzeugforum.de/forum/showpost.php?p=1009389&postcount=1379 > http://www.flugzeugforum.de/forum/showpost.php?p=1009390&postcount=1380 > http://www.flugzeugforum.de/forum/showpost.php?p=1009391&postcount=1381 > http://www.flugzeugforum.de/forum/showpost.php?p=1009392&postcount=1382 > http://www.flugzeugforum.de/forum/showpost.php?p=1009394&postcount=1384 > We can get close I think - Melchior did a dust cloud for the Bo105. Anders has done an excellent fire and smoke for a crashed ac - which has some similarities. Vivian - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Joystick Driver for Saitek Pro Flight Yoke
Here is a config for the Saitek Pro Flight Yoke (including the throttle quadrant). Not all buttons are used (yet). For documentation see the .xml regards, Oliver Saitek Saitek Pro Flight Yoke Aileron property-scale /controls/flight/aileron true Elevator property-scale /controls/flight/elevator -1.0 true Throttle nasal controls.throttleAxis() Prop Pitch nasal controls.propellerAxis() Mixture nasal controls.mixtureAxis() Elevator trim up true nasal controls.elevatorTrim(-0.75) Elevator trim down true nasal controls.elevatorTrim(0.75) Aileron trim left true nasal controls.aileronTrim(-0.75) Aileron trim right true nasal controls.aileronTrim(0.75) Flaps up false nasal controls.flapsDown(-1) nasal controls.flapsDown(0) Flaps down false nasal controls.flapsDown(1) nasal controls.flapsDown(0) Gear up false nasal controls.gearDown(-1) Gear down false nasal controls.gearDown(1) - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress
--- On Tue, 30/9/08, Csaba Halász wrote: > In flightgear.diff, however, the hunk at line 36 concerning > environment_mgr.hxx doesn't have any modifications even > though the > line count says a line should have been added: > > @@ -58,6 +58,7 @@ public: >virtual void bind (); >virtual void unbind (); >virtual void update (double dt); > >/** > * Get the environment information for the plane's > current position. That is my fault for not removing some of my other changes properly - sorry for wasting your time. > Removing this hunk makes the patch apply. It does crash at > runtime, like you described, just with different numbers. So I guess > that means it's okay :) Yes - if you ever want some patches that crash at runtime, just ask. I'm an expert ;) -Stuart - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress
On Tue, Sep 30, 2008 at 9:20 PM, Stuart Buchanan <[EMAIL PROTECTED]> wrote: > (Resend - my previous reply got lost in the ether) > > --- On Mon, 22/9/08, Csaba Halász wrote: >> Patch is broken in multiple places (missing line breaks, >> parts of lines) > > Sorry you are having problems. > > I did a comparison between the results of a straight "cvs diff" and what is > in my patch, and they match (apart from date changes, and ignoring some other > changes I've been making and removed from the .diff file). Well, turns out most of the brokenness is ignored by patch, it just looked wrong. Such as line 10 of simgear.diff: @@ -203,8 +203,6 @@ void SGEnviro::startOfFrame( sgVec3 p, s Apart from 2 problems with the dreaded $Id header in cloud.cxx and sky.cxx it's ok. In flightgear.diff, however, the hunk at line 36 concerning environment_mgr.hxx doesn't have any modifications even though the line count says a line should have been added: @@ -58,6 +58,7 @@ public: virtual void bind (); virtual void unbind (); virtual void update (double dt); /** * Get the environment information for the plane's current position. Removing this hunk makes the patch apply. It does crash at runtime, like you described, just with different numbers. So I guess that means it's okay :) -- Thanks, Csaba/Jester - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress
(Resend - my previous reply got lost in the ether) --- On Mon, 22/9/08, Csaba Halász wrote: > Patch is broken in multiple places (missing line breaks, > parts of lines) Sorry you are having problems. I did a comparison between the results of a straight "cvs diff" and what is in my patch, and they match (apart from date changes, and ignoring some other changes I've been making and removed from the .diff file). I've also checked that I've not got any sticky tags set, so I'm at a loss as to what the problem can be. Any help would be appreciated. For reference, my .cvsrc file looks like this: cvs -z3 -q diff -up update -dP checkout -P rdiff -u -Stuart - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug or Feature? Or an accidently way
On mardi 30 septembre 2008, Heiko Schulz wrote: > Hi Gerad, > > > It won't be so easy to write it with XML ( if we had > > the features) , many.. > > many ... lines of XML script would be necessary (look at > > any existing > > examples of usual animation with hierarchy, for instance > > landing gear and > > its components, struts, wheels..) and XML scripts will > > become very heavy to > > write and to manipulate. > > It won't be easy, but possible. But why we should wrote something like that > for each aircraft seperatly? > > Why not make this global, making a folder where these special effects are > and just give a root to it like we do yet for sounds etc.? So it will be > easy for every aircrafts designer to addthis feaure for their project?! Yes you are right, the next step, must be to create such folder. Today i don't feel enough aware with the OSG particles features, to create something useful, usable to any models. And probably, before, we must, be sure that a mixted of OSG script and XML script is the good way. If it is, the interactions beetwen the externals environment (winds, gravity) and OSG models, is missing, was the remark by Vivian, arguing in favor of the actual XML script. (he is right) > > With OSG we can now have a lot of new great effetcs, which makes the sim > more realistic ( OSG-Particles as dust-out on helis...) > > The problem is hwo to implemented all this things- it seems to be more > difficulter than I thought on the begining, and not possible without > knowledge about c++, OpenGL and OSG together... > > Regards > HHS -- Gérard http://pagesperso-orange.fr/GRTux/ "J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire " - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear 1.0.0 compilation error
On mardi 30 septembre 2008, Oliver Schroeder wrote: > Am Tuesday 30 September 2008 13:11:09 schrieb gerard robin: > > Done it, without "tests directory" and getting an other error > > > > here the link > > > > http://pagesperso-orange.fr/GRTux/FG_1.0.0_Build-Err > > > > I don't understand the problem :( > > The error has the same source, it's just showing at another location. > The reason for this error are macros defined in simgear/compiler.h, which > are no longer present. E.G. SG_GLUT_H was definded, so one could use > "#include SG_GLUT_H" in a source file. Now the macro definition for > SG_GLUT_H is no longer defined and gcc complaints. > Flightgear depends on simgear, so in order to compile FG1.0 you must use > simgear 1.0 > > Well,. you were right both, i have found why the error, but not solved it. In any case i was not drunk, and i have ( in spite of a decrease of my brain ressources due to my age :) ) enough experience to know that Simgear and FlightGear are close together. Here was my Simgear configure: ./configure --prefix=/usr --with-jpeg-factory Here is my flightgear configure: ./configure --prefix=/usr --with-simgear=/usr --enable-sdl the FG ./configure works correctly, it find simgear into /usr , which is right . the prove of it is here : ..;; checking for plib 1.8.4 or newer... yes checking /usr/include/simgear/version.h usability... yes checking /usr/include/simgear/version.h presence... yes checking for /usr/include/simgear/version.h... yes checking for simgear 1.0.0 or newer... [found 1.99.4] ... yes checking /usr/include/simgear/screen/jpgfactory.hxx usability... yes checking /usr/include/simgear/screen/jpgfactory.hxx presence... yes checking for /usr/include/simgear/screen/jpgfactory.hxx... yes .. However "make" run with /usr/local/include library. That will be the mystery of the century. BTW: using /usr with FG stable is not new to me, i do it with my usual computer 32 bit FC-8 Only FG CVS is into /usr/local -- Gérard http://pagesperso-orange.fr/GRTux/ "J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire " - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug or Feature? Or an accidently way
On mardi 30 septembre 2008, Heiko Schulz wrote: > > These links are pointless, you're required to have an > > account to view > > the images, > > > > Martin. > > Oh- shit, I forgot. > Sorry! > > O.k. for description: > Helicopter landed on a basketball field of clay and made a really huge > cloud of dust. > > Each cloudpart are shifting away randomly and affected by the wind, the > downwash and the turbulences, covering the whole place. They are also > affected by the objects around this area. > > This means it needs a lot of properties to control which our current system > cannot use yet to my knowledge. Some of the effets named above can be done > with .osg, but not yet with our particle system. > > Regards > HHS > > Hello Heiko, That is exactly what i wanted to explain. However today we can do it with a mixted of OSG script models (severals models) and the usual animation property (scale, select, rotate) , i played with it in order to get the wakes effects (large concentric circles moving from inside to outside) of an helicopter which over the sea when rescueing (S-51) I never included it because the result was not nice, i hope (after many hours working on these wake effects ) to propose something. And, partly, we have that approach, with the example of effects on the Catalina CVS which use animation of OSG script animation models, animated by the usual animations rotate, select ( i don't remember if do use scale). That existing example is tricky, and not very accurate :( Sure, the best, would be, to have everything included into our usual XML language. But, we must have first the features which manage a hierarchy of effects, with the relationship child(s) mother => multilevel =>multistage (that is what i called animations into animation). It is easy to write it, within OSG script (which do not want too many lines of script) It won't be so easy to write it with XML ( if we had the features) , many.. many ... lines of XML script would be necessary (look at any existing examples of usual animation with hierarchy, for instance landing gear and its components, struts, wheels..) and XML scripts will become very heavy to write and to manipulate. -- Gérard http://pagesperso-orange.fr/GRTux/ "J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire " - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug or Feature? Or an accidently way
> > These links are pointless, you're required to have an > account to view > the images, > > Martin. Oh- shit, I forgot. Sorry! O.k. for description: Helicopter landed on a basketball field of clay and made a really huge cloud of dust. Each cloudpart are shifting away randomly and affected by the wind, the downwash and the turbulences, covering the whole place. They are also affected by the objects around this area. This means it needs a lot of properties to control which our current system cannot use yet to my knowledge. Some of the effets named above can be done with .osg, but not yet with our particle system. Regards HHS __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug or Feature? Or an accidently way
Heiko Schulz wrote: > http://www.flugzeugforum.de/forum/showpost.php?p=1009389&postcount=1379 These links are pointless, you're required to have an account to view the images, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?
Hi, > > > The result from FG xml script is very simple ( > not far from we had with > > > PLIB > > > effects ). > > > OSG script can be very complex with animations > into animations regarding > > > particles shapes, particles colors ... and so > on. > > > > I'm not sure I understand the problems that you > describe - the xml > > particles do particle colour, size, transparency, > texture, and the gravity, > > fluid, and wind programs all work (which they > don't in the .osg script) - > > I'm not aware of anything missing? Only 2 shapes > are available: QUAD and > > LINE. I would guess that they cover pretty much all > our needs; do you have > > an example of requirement for another shape? > > > > > For instance, the effect does not need any > texture which is processed > > > randomly, according the OSG script. > > > > Sorry you lost me there - random texture? Language > difficulty perhaps? > > > > > To me (and today) there is only one way to get > the best nice effects > > > (more realistic): > > > => it is to use the OSG script, but if it > will be fully translated to > > > XML > > > (which could give some "heavy" coding). > > > > If you could describe what is missing in your opinion, > we could perhaps at > > least put it on the TODO list. Don't think the > coding would be too heavy. > > We can notice that, these OSG examples are a very low > level examples ( even > they are better than my XML translation) > With it we can have an higher complexity ( i am working on > it) and i hope to > get better and better effects, without any limitations, but > the know how > the "writer" and the power of the CPU. > > So, i concluded that only OSG script is able to answer the > requested > complexity. > > > So up to now, because OSG opened a wide door to > many features, i guess > > > that we > > > must not reduce the size of that door :) > > > > > > Again, i agree with the common usage of it, > like trailing smoke, or > > > some dust on the wheel when touching the ground, > however we can do more > > > than we did with PLIB. > > > > I haven't found an effect I couldn't do yet, > but perhaps you have? Let us > > know and we will look into it. > > > However with OSG we can do more and better, the wake > effects , the fire > effect, exploding effect are other specific cases which > wants more > complexity. > > My point of view: Other sims and some games shows what is possible with particles - and that's a lot! The particle system we have now, is a great step compared to plib, but there is still plenty to do! Beside the known bugs (jitter, transparency) it is not yet possible to controll it completely. As an exapmle the transparency of the particles are static - thye can't be controlled by any properties. Well at least I don't know how... I found some very extreme pics of a dust cloud made by a helicopter which landed on a clay so tell me if exactly this possible with our particle system already: http://www.flugzeugforum.de/forum/showpost.php?p=1009389&postcount=1379 http://www.flugzeugforum.de/forum/showpost.php?p=1009390&postcount=1380 http://www.flugzeugforum.de/forum/showpost.php?p=1009391&postcount=1381 http://www.flugzeugforum.de/forum/showpost.php?p=1009392&postcount=1382 http://www.flugzeugforum.de/forum/showpost.php?p=1009394&postcount=1384 Regards HHS - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Materials wrong for San Diego bay?
gerard robin wrote: > On dimanche 28 septembre 2008, Alex Perry wrote: > Isn't it only a coastline error ? like we have elswhere for instance, Hong > Kong bay, NIce and Cannes area (France) Seems like it. Cheers, Ralf - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear 1.0.0 compilation error
Am Tuesday 30 September 2008 13:11:09 schrieb gerard robin: > Done it, without "tests directory" and getting an other error > > here the link > > http://pagesperso-orange.fr/GRTux/FG_1.0.0_Build-Err > > I don't understand the problem :( The error has the same source, it's just showing at another location. The reason for this error are macros defined in simgear/compiler.h, which are no longer present. E.G. SG_GLUT_H was definded, so one could use "#include SG_GLUT_H" in a source file. Now the macro definition for SG_GLUT_H is no longer defined and gcc complaints. Flightgear depends on simgear, so in order to compile FG1.0 you must use simgear 1.0 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear 1.0.0 compilation error
gerard robin wrote : > On mardi 30 septembre 2008, Csaba Halász wrote: > > On Tue, Sep 30, 2008 at 3:01 AM, gerard robin <[EMAIL PROTECTED]> > wrote: > > > Hello, > > > > > > Does somebody could tell me where i must look for, where is the > error ? > > > > I haven't looked at it yet, but note it is in the "tests" directory > ... > > So if your problem is that you can't build FG then just skip it, for > > example by touch-ing the relevant file. > > > Done it, without "tests directory" and getting an other error > > here the link > > http://pagesperso-orange.fr/GRTux/FG_1.0.0_Build-Err > > I don't understand the problem :( > > CVS had been built without any problem > with the same gcc version 4.3.1 20080507 (prerelease) [gcc-4_3-branch > revision 135036] (SUSE Linux) Your compiler has a problem on line like this : #include STL_STRING That means that STL_STRING is not defined ( it should be or "string" ) normally it is defined in simgear/compiler.h but has been removed in the OSG branch (IIRC) So, best bet is that you are mixing simgear OSG with flightgear PLIB. otherwise, check config.log -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Materials wrong for San Diego bay?
On dimanche 28 septembre 2008, Alex Perry wrote: > I haven't investigated why and I thought I'd ask whether anybody knows > the answer offhand before following up with the underlying data. The > entrance to San Diego bay (between North Island airport KNZY and > Lindbergh field KSAN) isn't water; it has trees all over it. Is this > just a consequence of old land use data, or an incorrect mapping > through materials? > > Isn't it only a coastline error ? like we have elswhere for instance, Hong Kong bay, NIce and Cannes area (France) -- Gérard http://pagesperso-orange.fr/GRTux/ "J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire " - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear 1.0.0 compilation error
On mardi 30 septembre 2008, Csaba Halász wrote: > On Tue, Sep 30, 2008 at 3:01 AM, gerard robin <[EMAIL PROTECTED]> wrote: > > Hello, > > > > Does somebody could tell me where i must look for, where is the error ? > > I haven't looked at it yet, but note it is in the "tests" directory ... > So if your problem is that you can't build FG then just skip it, for > example by touch-ing the relevant file. Done it, without "tests directory" and getting an other error here the link http://pagesperso-orange.fr/GRTux/FG_1.0.0_Build-Err I don't understand the problem :( CVS had been built without any problem with the same gcc version 4.3.1 20080507 (prerelease) [gcc-4_3-branch revision 135036] (SUSE Linux) Cheers -- Gérard http://pagesperso-orange.fr/GRTux/ "J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire " - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel