Re: [Flightgear-devel] FlightGear 1.0.0 compilation error

2008-09-30 Thread Stefan Seifert
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

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Re: [Flightgear-devel] FlightGear 1.0.0 compilation error

2008-09-30 Thread gerard robin
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 :)

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Re: [Flightgear-devel] Bug or Feature? Or an accidently wayto landinglights; -)?

2008-09-30 Thread Vivian Meazza
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



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[Flightgear-devel] Joystick Driver for Saitek Pro Flight Yoke

2008-09-30 Thread Oliver Schroeder
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)
  
 

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Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress

2008-09-30 Thread Stuart Buchanan
--- 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


  

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Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress

2008-09-30 Thread Csaba Halász
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

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Re: [Flightgear-devel] 3D Clouds - Update on (lack of) progress

2008-09-30 Thread Stuart Buchanan
(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


  

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way

2008-09-30 Thread gerard robin
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



-- 
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Re: [Flightgear-devel] FlightGear 1.0.0 compilation error

2008-09-30 Thread gerard robin
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

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Re: [Flightgear-devel] Bug or Feature? Or an accidently way

2008-09-30 Thread gerard robin
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.


-- 
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Re: [Flightgear-devel] Bug or Feature? Or an accidently way

2008-09-30 Thread Heiko Schulz

> 
> 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



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Re: [Flightgear-devel] Bug or Feature? Or an accidently way

2008-09-30 Thread Martin Spott
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.
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Re: [Flightgear-devel] Bug or Feature? Or an accidently way to landinglights; -)?

2008-09-30 Thread 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... 

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




  

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Re: [Flightgear-devel] Materials wrong for San Diego bay?

2008-09-30 Thread Ralf Gerlich
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

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Re: [Flightgear-devel] FlightGear 1.0.0 compilation error

2008-09-30 Thread Oliver Schroeder
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

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Re: [Flightgear-devel] FlightGear 1.0.0 compilation error

2008-09-30 Thread Frederic Bouvier
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


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Re: [Flightgear-devel] Materials wrong for San Diego bay?

2008-09-30 Thread gerard robin
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 "


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Re: [Flightgear-devel] FlightGear 1.0.0 compilation error

2008-09-30 Thread gerard robin
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 "


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