[Flightgear-devel] How often to poll positions frm MP server via port 5001?
Hi all, I need to poll the positions of the FG clients on the MP servers for real voice with fgcom3. I think I need to poll every 5 to 10 seconds for every used frequency. Is that a kind of flooding of the server? Regards, Holger -- +++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++ # ## ## Holger Wirtz Phone : (+49 30) 884299-40 ## ## ## ### ## DFN-Verein Fax : (+49 30) 884299-70 ## ## ## Alexanderplatz 1 E-Mail: [EMAIL PROTECTED] ## ## ## ## ### 10178 Berlin # ## ## ## GERMANY WWW : http://www.dfn.de GPG-Fingerprint: ABFA 1F51 DD8D 503C 85DC 0C51 E961 79E2 6685 9BCF - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How often to poll positions frm MP server via port 5001?
Anders Gidenstam wrote: On Thu, 13 Nov 2008, Holger Wirtz wrote: Hi all, I need to poll the positions of the FG clients on the MP servers for real voice with fgcom3. I think I need to poll every 5 to 10 seconds for every used frequency. Is that a kind of flooding of the server? Why for every used frequency? Once every 5 seconds is most likely no problem - I think the mpmap does that already (or maybe even each instance of it?) This is an intance problem, too. Asterisk will start for every call to a virtual frequency one coneference application. THis application has a thread which polls the data from the MP server to calculate the distances between the clients. To put this function one stage above the conference module means to patch Asterisk itself. That is not really portable and I think very difficult... Just a simple calculation: If we have about 30 users at a time and about 15 users use fgcom3 on 5 frequencies which are polled every 5 second there will be a maximum of 60 polls a minute... for 20 different frequencies there will be 240 polls a minute. Regards, Holger Cheers, Anders -- +++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++ # ## ## Holger Wirtz Phone : (+49 30) 884299-40 ## ## ## ### ## DFN-Verein Fax : (+49 30) 884299-70 ## ## ## Alexanderplatz 1 E-Mail: [EMAIL PROTECTED] ## ## ## ## ### 10178 Berlin # ## ## ## GERMANY WWW : http://www.dfn.de GPG-Fingerprint: ABFA 1F51 DD8D 503C 85DC 0C51 E961 79E2 6685 9BCF - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How often to poll positions frm MP server via port 5001?
On Thu, 13 Nov 2008, Holger Wirtz wrote: Hi all, I need to poll the positions of the FG clients on the MP servers for real voice with fgcom3. I think I need to poll every 5 to 10 seconds for every used frequency. Is that a kind of flooding of the server? Why for every used frequency? Once every 5 seconds is most likely no problem - I think the mpmap does that already (or maybe even each instance of it?) Cheers, Anders -- --- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How often to poll positions frm MP server via port 5001?
On Thu, Nov 13, 2008 at 2:50 PM, Holger Wirtz [EMAIL PROTECTED] wrote: This is an intance problem, too. Asterisk will start for every call to a virtual frequency one coneference application. THis application has a thread which polls the data from the MP server to calculate the distances between the clients. To put this function one stage above the conference module means to patch Asterisk itself. That is not really portable and I think very difficult... Or just use a common cache file. Btw, I remember you experimented with sending the position data through the asterisk connection, didn't that work? You wouldn't need polling then. -- 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How often to poll positions frm MP server via port 5001?
Csaba, Csaba Halász wrote: On Thu, Nov 13, 2008 at 2:50 PM, Holger Wirtz [EMAIL PROTECTED] wrote: This is an intance problem, too. Asterisk will start for every call to a virtual frequency one coneference application. THis application has a thread which polls the data from the MP server to calculate the distances between the clients. To put this function one stage above the conference module means to patch Asterisk itself. That is not really portable and I think very difficult... Or just use a common cache file. Btw, I remember you experimented with sending the position data through the asterisk connection, didn't that work? You wouldn't need polling then. Yes, but it is difficult to implement in the conference application. Because every member has his own thread you have much to lock and unlock while putting data in a global structure - and than you have to calculate the distances every few seconds and so on... it seems to be easier to poll the information from the MP server. A streaming connection with a configurable frequency (like the FG protocls) would be better... Also you will have to be a real FG client on the FGMP with the same name on the iaxchannel as your callsign to start up working connections with fgcom3. That is a big advante because all the trolls have start at least a FG multiplyer simulator to chat with fgcom and the Asterisk server admin can tell his users to use realistic calls signs (no relistic call sign (and every time the same!) - no iax account - no fgcom3. But this is in the hand of the Asterisk server admin. Regards, Holger -- +++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++NEUE ANSCHRIFT+++ # ## ## Holger Wirtz Phone : (+49 30) 884299-40 ## ## ## ### ## DFN-Verein Fax : (+49 30) 884299-70 ## ## ## Alexanderplatz 1 E-Mail: [EMAIL PROTECTED] ## ## ## ## ### 10178 Berlin # ## ## ## GERMANY WWW : http://www.dfn.de GPG-Fingerprint: ABFA 1F51 DD8D 503C 85DC 0C51 E961 79E2 6685 9BCF - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] TerraSync/SVN should be ready to use
Hi folks, the entire 1.0.1 Scenery has now been uploaded to the repository, therefore it should be ready to use with terrasync -S from current FlightGear CVS. There's a README.txt accompangying the source code, for those who are not familiar with TerraSync. Even though the upload process finished without fatal errors, I'm going to verify the current repository against our local Scenery build. This verification will take several days, so don't let this hold you back from actually using TerraSync/SVN One of the nice things about SVN with TerraSync, compared to RSYNC, is its ability to pull Scenery via a HTTP proxy if you live beind a firewall. In this case you should have a look at the manual of your SVN client and/or libsvn about how to configure the use of a proxy - on Unix for example you are likely to edit the ${HOME}/.subversion/servers file. I'll be able to build Unix binaries for the most common platforms. Would someone do us the honour of providing a standalone 'terrasync' binary for Win32 - statically linked against libsvn in order to save the users from installing yet another dependency ? Thanks for your audience, 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] TerraSync/SVN should be ready to use
Martin Spott a écrit : I'll be able to build Unix binaries for the most common platforms. Would someone do us the honour of providing a standalone 'terrasync' binary for Win32 - statically linked against libsvn in order to save the users from installing yet another dependency ? Terrasync/SVN is already included in the win32 builds I push to ftp.ihg.uni-duisburg.de -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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )
We have this http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg AND this http://pagesperso-orange.fr/GRTux/3DClouds-img8.jpg Which means that the layer(behind) being the cause of these ugly edges could be Clouds and Sea. We may hope that could be fixed, since, we have now these great 3DClouds. Wasn't it said that Tim could solve it ?:) Cheers I only have the layer problem- if we could fix that, we could have a better nimbostratus and altostratus layer- making it with the 3d-clouds seems to me like a framerate-killer. ( getting a 100% dark overcast). The other things (the scond picture) is a texture problem, IMHO. 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] TerraSync/SVN should be ready to use
Hi Frederic, Frederic Bouvier wrote: Terrasync/SVN is already included in the win32 builds I push to ftp.ihg.uni-duisburg.de That's great to know. Even though you didn't attend the recent FSweekend show personally, you still deserve to be listed as a participant (in mind) for a very simple but also highly prominent reason: With very (too) few exceptions, all our guests at the booth are M$FS users who got interested into having a new/different experience and very, very! often we were being asked: Does it run on Windows !? Now, your unresting effort to ensure Windows portability for FlightGear put us into the agreeable situation of feeling safe and secure when responding with a simple Yes, it does! Thanks for your support, 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to lower how much scenery gets cached:
Michael Smith wrote: Curtis Olson wrote: In the pre-osg version, I believe the cache size was scaled relative to the visibility (i.e. for some particular visibilty, a certain number of tiles need to be loaded in order to cover all the visible earth, and then the cache was set to some number higher than that so that we wouldn't get thrashing.) I don't recall the exact formula ... maybe something like 2*n + 1 (where n is the number of visible tiles.) I don't know if this concept was carried forward to the OSG version ,but you might try limiting visibility and that should reduce the number of tiles being loaded. Regards, Curt. On Wed, Nov 12, 2008 at 4:51 PM, Michael Smith [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Michael Smith wrote: I have tried plenty of things to get fg to run on this old piece of junk but I am getting tired only being able to fly water routes (i.e. island to island). If I try to fly over land, it gets slower and slower over time, so I want to know how to lower how much scenery gets cached (not affraid to edit code here). Thanks Michael Smith [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Anybody? I really want to know this. - 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=100url=/ http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ http://baron.flightgear.org/%7Ecurt/ - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Hmm, Ok, I will try this, but if there is another way (I wouldn't want IFR flight on a shiney bright day at TNCM :), I would like to know. Thanks Curt. Michael Smith [EMAIL PROTECTED] - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Ok, I tried a short route in my 777 (KSFO - KATL) and had 10 fps leaving KSFO ( that is shocking btw, I only ever get 1 there) and through the flight at FL350 i get between 7 and 15 FPS, but once I came down where the ground could be seen, the fps went and stayed at 1 - 2 fps and I had to kill because I can't land that. Any other suggestions on how I could do this or any other way (I have disabled everything in Rendering Options besides Display FPS and Show Chat Messages and have had model-hz set to 90) I could make fg stop munching my ram to pieces? -- Michael Smith [EMAIL PROTECTED] (mdsmith2) - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to lower how much scenery gets cached:
How much memory do you have? Is it possible to add some memory to get yourself up to maybe at least 512Mb total? If you are running this under linux, there are easy ways to look at your total system memory, how much memory is out in swap, how much memory the FlightGear application is taking, etc. Probably similar tools under windows, but I'm less familiar with system level debugging there. On Thu, Nov 13, 2008 at 3:49 PM, Michael Smith wrote: Michael Smith wrote: Curtis Olson wrote: In the pre-osg version, I believe the cache size was scaled relative to the visibility (i.e. for some particular visibilty, a certain number of tiles need to be loaded in order to cover all the visible earth, and then the cache was set to some number higher than that so that we wouldn't get thrashing.) I don't recall the exact formula ... maybe something like 2*n + 1 (where n is the number of visible tiles.) I don't know if this concept was carried forward to the OSG version ,but you might try limiting visibility and that should reduce the number of tiles being loaded. Regards, Curt. On Wed, Nov 12, 2008 at 4:51 PM, Michael Smith [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Michael Smith wrote: I have tried plenty of things to get fg to run on this old piece of junk but I am getting tired only being able to fly water routes (i.e. island to island). If I try to fly over land, it gets slower and slower over time, so I want to know how to lower how much scenery gets cached (not affraid to edit code here). Thanks Michael Smith [EMAIL PROTECTED] mailto: [EMAIL PROTECTED] Anybody? I really want to know this. - 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=100url=/ http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/http://baron.flightgear.org/%7Ecurt/ http://baron.flightgear.org/%7Ecurt/ - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Hmm, Ok, I will try this, but if there is another way (I wouldn't want IFR flight on a shiney bright day at TNCM :), I would like to know. Thanks Curt. Michael Smith [EMAIL PROTECTED] - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Ok, I tried a short route in my 777 (KSFO - KATL) and had 10 fps leaving KSFO ( that is shocking btw, I only ever get 1 there) and through the flight at FL350 i get between 7 and 15 FPS, but once I came down where the ground could be seen, the fps went and stayed at 1 - 2 fps and I had to kill because I can't land that. Any other suggestions on how I could do this or any other way (I have disabled everything in Rendering Options besides Display FPS and Show Chat Messages and have had model-hz set to 90) I could make fg stop munching my ram to pieces? -- Michael Smith [EMAIL PROTECTED] (mdsmith2) - 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
[Flightgear-devel] convert scenery.cxx from IntersectVisitor to IntersectionVisitor
Hi! According to the OSG wiki IntersectVisitor is deprecated, attached is a patch to convert it to the new IntersectionVisitor. Unfortunately this does not fix the repeating Picked up error in TriangleIntersect errors occurring in some situations, but maybe going away from deprecated classes is good in itself. Regards, Thomas Arendsen Hein -- [EMAIL PROTECTED] - http://intevation.de/~thomas/ - OpenPGP key: 0x5816791A Intevation GmbH, Neuer Graben 17, 49074 Osnabrueck - AG Osnabrueck, HR B 18998 Geschaeftsfuehrer: Frank Koormann, Bernhard Reiter, Dr. Jan-Oliver Wagner Index: src/Scenery/scenery.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/Scenery/scenery.cxx,v retrieving revision 1.26 diff -u -u -r1.26 scenery.cxx --- src/Scenery/scenery.cxx 22 Mar 2008 09:31:09 - 1.26 +++ src/Scenery/scenery.cxx 13 Nov 2008 21:30:36 - @@ -28,7 +28,8 @@ #include stdio.h #include string.h -#include osgUtil/IntersectVisitor +#include osgUtil/IntersectionVisitor +#include osgUtil/LineSegmentIntersector #include simgear/constants.h #include simgear/debug/logstream.hxx @@ -143,27 +144,26 @@ geodEnd.setElevationM(SGMiscd::min(geod.getElevationM() - 10, -1)); SGVec3d end = SGVec3d::fromGeod(geodEnd); - osgUtil::IntersectVisitor intersectVisitor; - intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT); - osg::ref_ptrosg::LineSegment lineSegment; - lineSegment = new osg::LineSegment(start.osg(), end.osg()); - intersectVisitor.addLineSegment(lineSegment.get()); - get_scene_graph()-accept(intersectVisitor); - bool hits = intersectVisitor.hits(); + osg::ref_ptrosgUtil::LineSegmentIntersector lineSegment; + lineSegment = new osgUtil::LineSegmentIntersector(start.osg(), end.osg()); + osgUtil::IntersectionVisitor intersectionVisitor(lineSegment.get()); + intersectionVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT); + get_scene_graph()-accept(intersectionVisitor); + bool hits = lineSegment-containsIntersections(); if (hits) { -int nHits = intersectVisitor.getNumHits(lineSegment.get()); alt = -SGLimitsd::max(); -for (int i = 0; i nHits; ++i) { - const osgUtil::Hit hit -= intersectVisitor.getHitList(lineSegment.get())[i]; +osgUtil::LineSegmentIntersector::Intersections intersections + = lineSegment-getIntersections(); +for (osgUtil::LineSegmentIntersector::Intersections::iterator itr + = intersections.begin(); itr != intersections.end(); ++itr) { SGVec3d point; - point.osg() = hit.getWorldIntersectPoint(); + point.osg() = itr-getWorldIntersectPoint(); SGGeod geod = SGGeod::fromCart(point); double elevation = geod.getElevationM(); if (alt elevation) { alt = elevation; if (material) { - const osg::StateSet* stateSet = hit.getDrawable()-getStateSet(); + const osg::StateSet* stateSet = itr-drawable-getStateSet(); *material = globals-get_matlib()-findMaterial(stateSet); } } @@ -186,21 +186,20 @@ SGVec3d start = pos; SGVec3d end = start + 1e5*normalize(dir); // FIXME visibility ??? - osgUtil::IntersectVisitor intersectVisitor; - intersectVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT); - osg::ref_ptrosg::LineSegment lineSegment; - lineSegment = new osg::LineSegment(start.osg(), end.osg()); - intersectVisitor.addLineSegment(lineSegment.get()); - get_scene_graph()-accept(intersectVisitor); - bool hits = intersectVisitor.hits(); + osg::ref_ptrosgUtil::LineSegmentIntersector lineSegment; + lineSegment = new osgUtil::LineSegmentIntersector(start.osg(), end.osg()); + osgUtil::IntersectionVisitor intersectionVisitor(lineSegment.get()); + intersectionVisitor.setTraversalMask(SG_NODEMASK_TERRAIN_BIT); + get_scene_graph()-accept(intersectionVisitor); + bool hits = lineSegment-containsIntersections(); if (hits) { -int nHits = intersectVisitor.getNumHits(lineSegment.get()); double dist = SGLimitsd::max(); -for (int i = 0; i nHits; ++i) { - const osgUtil::Hit hit -= intersectVisitor.getHitList(lineSegment.get())[i]; +osgUtil::LineSegmentIntersector::Intersections intersections + = lineSegment-getIntersections(); +for (osgUtil::LineSegmentIntersector::Intersections::iterator itr + = intersections.begin(); itr != intersections.end(); ++itr) { SGVec3d point; - point.osg() = hit.getWorldIntersectPoint(); + point.osg() = itr-getWorldIntersectPoint(); double newdist = length(start - point); if (newdist dist) { dist = newdist; - 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
Re: [Flightgear-devel] convert scenery.cxx from IntersectVisitor to IntersectionVisitor
Thomas Arendsen Hein wrote: Hi! According to the OSG wiki IntersectVisitor is deprecated, attached is a patch to convert it to the new IntersectionVisitor. Unfortunately this does not fix the repeating Picked up error in TriangleIntersect errors occurring in some situations, but maybe going away from deprecated classes is good in itself. Regards, Thomas Arendsen Hein Thanks for the patch. I'll check it in sometime in the next few days. In the meantime, if you'd like do dig further into the intersection errors, that would be great. One thing you could try is doing a scene graph dump when the errors appear and see if there's anything obviously broken there. Tim - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to lower how much scenery gets cached:
On Thursday, 13. November 2008, Curtis Olson wrote: How much memory do you have? Is it possible to add some memory to get yourself up to maybe at least 512Mb total? Just a side note: even 512MB is very little nowadays for FG. I'm running with 1GB and am very much looking forward to getting more next week so I do not have to close everything including my mail client while FG is running... Regards, Stefan - 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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to lower how much scenery gets cached:
Curtis Olson wrote: How much memory do you have? Is it possible to add some memory to get yourself up to maybe at least 512Mb total? If you are running this under linux, there are easy ways to look at your total system memory, how much memory is out in swap, how much memory the FlightGear application is taking, etc. Probably similar tools under windows, but I'm less familiar with system level debugging there. On Thu, Nov 13, 2008 at 3:49 PM, Michael Smith wrote: Michael Smith wrote: Curtis Olson wrote: In the pre-osg version, I believe the cache size was scaled relative to the visibility (i.e. for some particular visibilty, a certain number of tiles need to be loaded in order to cover all the visible earth, and then the cache was set to some number higher than that so that we wouldn't get thrashing.) I don't recall the exact formula ... maybe something like 2*n + 1 (where n is the number of visible tiles.) I don't know if this concept was carried forward to the OSG version ,but you might try limiting visibility and that should reduce the number of tiles being loaded. Regards, Curt. On Wed, Nov 12, 2008 at 4:51 PM, Michael Smith [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Michael Smith wrote: I have tried plenty of things to get fg to run on this old piece of junk but I am getting tired only being able to fly water routes (i.e. island to island). If I try to fly over land, it gets slower and slower over time, so I want to know how to lower how much scenery gets cached (not affraid to edit code here). Thanks Michael Smith [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] Anybody? I really want to know this. - 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=100url=/ http://moblin-contest.org/redirect.php?banner_id=100url=/ http://moblin-contest.org/redirect.php?banner_id=100url=/ http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ http://baron.flightgear.org/%7Ecurt/ http://baron.flightgear.org/%7Ecurt/ - 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=100url=/ http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Hmm, Ok, I will try this, but if there is another way (I wouldn't want IFR flight on a shiney bright day at TNCM :), I would like to know. Thanks Curt. Michael Smith [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] - 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=100url=/ http://moblin-contest.org/redirect.php?banner_id=100url=/
Re: [Flightgear-devel] TerraSync/SVN should be ready to use
Frederic Bouvier wrote: I'll be able to build Unix binaries for the most common platforms. Would someone do us the honour of providing a standalone 'terrasync' binary for Win32 - statically linked against libsvn in order to save the users from installing yet another dependency ? Terrasync/SVN is already included in the win32 builds I push to ftp.ihg.uni-duisburg.de That's great news. I think it would be very good to have this documented in The Manual for windows users, as it should make using new scenery easier for them, and reduce the load on our FTP sites. Could someone with a Windows system take a little time to use this with FGRun, and write up some simple instructions ? If they want to write them to the wiki that is fine - I'll convert them to Latex for The Manual afterwards. Thanks -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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] TerraSync/SVN should be ready to use
- Stuart Buchanan a écrit : Frederic Bouvier wrote: I'll be able to build Unix binaries for the most common platforms. Would someone do us the honour of providing a standalone 'terrasync' binary for Win32 - statically linked against libsvn in order to save the users from installing yet another dependency ? Terrasync/SVN is already included in the win32 builds I push to ftp.ihg.uni-duisburg.de That's great news. I think it would be very good to have this documented in The Manual for windows users, as it should make using new scenery easier for them, and reduce the load on our FTP sites. Could someone with a Windows system take a little time to use this with FGRun, and write up some simple instructions ? If they want to write them to the wiki that is fine - I'll convert them to Latex for The Manual afterwards. BTW, are you aware the use of SVN implies that a second copy of each file is kept in a hidden directory, and makes the scenery directory two times bigger than a directory fetched with rsync or ftp ? -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=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel