Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Stuart Buchanan
Heiko Schulz wrote:

 I began with making new cloud textures and shaping via xml. Creating clouds 
 is 
 easier than I thought though it is a lot of work- like building an aircraft! 
 ;-)
 
 Here is a video featuring the 3d-clouds with new textures. I need still work 
 on 
 shaping and creating the other cloud types- in the moment I have only Cumulus:
 
 http://de.youtube.com/watch?v=li8nb3rGuHA
 
 Unfortunately the video is too compressed- It still needed an hour for upload 
 and another one for processing...

They look fantastic !

Thanks for taking the time to improve them. Could you make them available
for check-in?

BTW I have been working on some minor code improvements for the 3D clouds:
- placing the sprites on a sphere rather than a cylinder (a code bug)
- Only checking for repositioning of the cloud layer every 60 frames.
- Improving the culling heuristic to remove sprites that are too close together.
- Performing better shading of the bottom of the cloud.

None of these things should affect the work you have been doing.

I hope to get these checked in soon - but the weather today is nice so I'm
going out to fly my microlight first. I'll make sure to take some photos of 
clouds!

-Stuart



  

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Re: [Flightgear-devel] FlightGear/CVS crashes on iMac with nVidia

2008-11-16 Thread Martin Spott
Tat,

Tatsuhiro Nishioka wrote:

 Clicking FlightGear-cvs-bin-20081116.dmg at the middle of the webpage for 
 getting the dmg file.

Is this one supposed to work on 10.4 ?

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] FlightGear/CVS crashes on iMac with nVidia

2008-11-16 Thread Tatsuhiro Nishioka
Hi,

On Nov 16, 2008, at 6:53 PM, Martin Spott wrote:
 Clicking FlightGear-cvs-bin-20081116.dmg at the middle of the webpage for 
 getting the dmg file.

 Is this one supposed to work on 10.4 ?


Good point.
I hope so but haven't tested yet. might work only on 10.5
Feedbacks from Tiger users are very welcome.
If it is not 10.4 compatible, you'll probably get (crash) log that shows it 
fails to dynamically link some library.

I believe the GUI launcher works on both 10.4 and 10.5.

Tat.

p.s.
In this version, log file is generated at ~/.fgfs/log.txt when invoked via GUI 
launcher (or via fgfs.sh)


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[Flightgear-devel] JSBSim and carrier capabilities, for instance the F-8E

2008-11-16 Thread gerard robin

Hello,

About Carrier capabilities with JSBSim , we have had a talk about it.
Was said that we could not get the same features than we have with YASim.
Since JSBSim with the external_reactions / forces offer a real flexibility ( 
magnitude, azimuth, direction, timing, BODY, LOCAL, WIND), it was a pity to 
be unable to use the catapult feature, like in reality, only because we don't 
have, in real time, the right coordinates of the catapult on a moving 
carrier.
I have just included with the Crusader (CVS) that feature.

So, now, every carrier capabilities can be used with JSBSim FDM. :) :)
For instance the Crusader can land an take off on/from any carriers, Nimitz, 
Foch, Eisenhower, Clem ..from any catapult.

==The process is, carrier deck geometry description based = 
systems/carrier_geometry.xml  file.
That file contains, every existing and coming class ship carrier wich are ( or 
will be) within cvs, nothing difficult, the coordinates position and the 
relative heading of each catapult on the deck it could be easily updated)

==The real time calculation of the position of the closest carrier , and the 
catapults involved, is done with a Nasal script = systems/carrier.nas file.
That nasal script is a scratch it should be improved it does use, mainly, a 
generic script geo.nas ( data/Nasal folder, thanks to Anders who point me on 
it )
Carrier.nas, when the gears are in touch with solid, poll every carrier from 
AI, looking at the carrier which is at a distance of 150 meter or less ( we 
presume that we are on that carrier) then the right geometry is selected and 
stored.
Anything else is a loop which, permanently update, the catapults coordinates, 
and real heading, which are then stored in properties, used by the FDM.

==The last main file, which is part of the FDM systems/cat_external_data.xml, 
does comparisons with the aircraft position and each catapult position on the 
deck in order to identify which catapult the aircraft is on ( on_area ), if 
found, the right heading is then stored.

These three files are generic and could be used by any JSBSim aircrafts.

The following, is the usual process ( within JSBSim)
The Launchbar can be locked ( if requested by the pilot ), the 
external_reactions (customized to the Aircraft) will operate to hold the 
Aircraft in place.
The Catapult could be, then, acted with the force according to the 
external_reactions (customized to the Aircraft) , the direction will be given 
in real time coming from the previous process.

That process will offer a lot of advantage,, coming from the know how, in real 
time, of the deck description, and the flexibility of JSBSim.
We will be able:
= to process an automatic taxiing from any place on the deck, to any chosen 
catapult,
= to animate any specific crew on the deck,
=to raise the right JBD according to the catapult involved
...and so on

( i start working on it with the Clem and Foch)

I hope this useful.
Cheers
-- 
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http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
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Re: [Flightgear-devel] Traffic Manager II

2008-11-16 Thread Durk Talsma
On Sunday 16 November 2008 00:02:13 Durk Talsma wrote:
 I believe that the code has now matured enough to give it a wider audience.
 Therefore, I intend to commit this code tomorrow. I will also commit a
 small sample of the EHAM demo that we are working on.


Done. I have also included a small sample of the new xml based airline data 
(schedules for KLM and KLM cityhopper, which should give a fairly good 
impression of the system's capabilities). This is part of the EHAM demo that 
we are currently working on. I will commit the rest pending feedback and 
completion of the demo.

To give the new code a shot, try running flightgear with:

./src/Main/fgfs --airport=EHAM --aircraft=mibs --com1=121.7

There is some limited support for AI/ATC interaction. This currently only 
works for startup messages. More will follow.

For those interested in creating traffic: The current xml files can be created 
rather easily using a plain text format (identical to my initial test files), 
and a little perl script that I hacked together. I will commit those probably 
later, since they are still a little immature. These scripts are, however, 
available upon request.

Cheers,
Durk

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Re: [Flightgear-devel] Call for aircraft nominations

2008-11-16 Thread gerard robin
On dimanche 05 octobre 2008, Durk Talsma wrote:
 While I'm at it. :-)

 With each release we include a selection of representative aircraft that
 highlight FlightGear's capabilities. Inclusion criteria include:
 Completeness, variability across categories, realism, suitability for demo
 flights (think of aerotowing, AI/Multiplayer refueling, carrier landing,
 etc etc.), relative ease of operation (ie don't want to intimidate new
 users too much), and disk space (we don't want to bloat the base package
 too much).


 So, with these criteria in mind, what would be your current top 10 of
 aircraft?

 Cheers,
 Durk


could you include the Caudron C684

http://wiki.flightgear.org/images/f/fa/C684-1.png

Great Aircraft, Model, FDM, Cockpit ...
It should be able to pretend.

Cheers


-- 
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http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
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Re: [Flightgear-devel] FlightGear/CVS crashes on iMac with nVidia

2008-11-16 Thread Tatsuhiro Nishioka
One more thing.

The fgfs.sh hangs if you don't have ~/.fgfs folder (yes, this is a bug).
If you launch FlightGear from the GUI launcher but the simulator window doesn't 
come up,
please try the followings:

1) Open /Applications/Utilities/Terminal.app
2) type the following command in Terminal
  mkdir ~/.fgfs

That's it.

On Nov 16, 2008, at 8:58 PM, Tatsuhiro Nishioka wrote:

 Hi,

 On Nov 16, 2008, at 6:53 PM, Martin Spott wrote:
 Clicking FlightGear-cvs-bin-20081116.dmg at the middle of the webpage for 
 getting the dmg file.

 Is this one supposed to work on 10.4 ?


 Good point.
 I hope so but haven't tested yet. might work only on 10.5
 Feedbacks from Tiger users are very welcome.
 If it is not 10.4 compatible, you'll probably get (crash) log that shows it 
 fails to dynamically link some library.

 I believe the GUI launcher works on both 10.4 and 10.5.

 Tat.

 p.s.
 In this version, log file is generated at ~/.fgfs/log.txt when invoked via 
 GUI launcher (or via fgfs.sh)



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[Flightgear-devel] release thoughts

2008-11-16 Thread Tim Moore
As thoughts are turning towards a release, I wanted to bring up a couple of 
things. This time we are depending on libraries -- OpenSceneGraph -- that are 
not usually built statically. They are built for dynamic linking, and libraries 
that implement data file loading are loaded and linked on demand according to 
the file extension of the loaded model. OpenSceneGraph can be linked 
statically, 
but this seems to cause people problems -- from what I can see on the osg-users 
mailing list -- and would lose some of the model-loading flexibility we get for 
free with OSG. So, I recommend we ship the dynamically linked libraries with 
our 
binary releases and resign ourselves to doing what's necessary to make this 
work 
when FlightGear is installed. On Linux, I think it is easiest to have a 
front-end script that will set the proper library path to pick up these 
libraries.

On Linux you might think that we could blow this off and depend on the 
distributions' OpenSceneGraph package, but this is not practical. 
OpenSceneGraph 
releases come fast and furious; we will be depending on OSG 2.8, and (for 
example) my distribution of choice is still supplying 2.2. So we need to supply 
to proper version.

I'm happy to punt Windows and Mac issues to people who are knowledgeable about 
that. For Linux, should we try to build a binary release to an LSB standard?
http://ldn.linuxfoundation.org/lsb

Thanks,
Tim

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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread Frederic Bouvier
Tim Moore a écrit :
 I'm happy to punt Windows and Mac issues to people who are knowledgeable 
 about 
 that. For Linux, should we try to build a binary release to an LSB standard?
 http://ldn.linuxfoundation.org/lsb
   

For Windows users, I already provide builds that includes the complete
collection of OpenSceneGraph DLLs and executable ( examples excluded ).
The next step would be to update the Inno-setup script to install all
that binaries in the bin folder.

-Fred

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


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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread gerard robin
On dimanche 16 novembre 2008, Tim Moore wrote:
 As thoughts are turning towards a release, I wanted to bring up a couple of
 things. This time we are depending on libraries -- OpenSceneGraph -- that
 are not usually built statically. They are built for dynamic linking, and
 libraries that implement data file loading are loaded and linked on demand
 according to the file extension of the loaded model. OpenSceneGraph can be
 linked statically, but this seems to cause people problems -- from what I
 can see on the osg-users mailing list -- and would lose some of the
 model-loading flexibility we get for free with OSG. So, I recommend we ship
 the dynamically linked libraries with our binary releases and resign
 ourselves to doing what's necessary to make this work when FlightGear is
 installed. On Linux, I think it is easiest to have a front-end script that
 will set the proper library path to pick up these libraries.

 On Linux you might think that we could blow this off and depend on the
 distributions' OpenSceneGraph package, but this is not practical.
 OpenSceneGraph releases come fast and furious; we will be depending on OSG
 2.8, and (for example) my distribution of choice is still supplying 2.2. So
 we need to supply to proper version.

 I'm happy to punt Windows and Mac issues to people who are knowledgeable
 about that. For Linux, should we try to build a binary release to an LSB
 standard? http://ldn.linuxfoundation.org/lsb

 Thanks,
 Tim

i am trying to understand the problem, do you mean that the standard which 
is offered by OSG people doesn't suit to our usual needs.

./configure
./make

Without  a lot of additional parameters, we can build and use the stable 
version of OSG, that is what i do, waiting for the next stable realease, 
instead of permanently updating it with the last svn.

This is simple and untersatandable to any person mainly whose  the world of 
development is the past (far away), like for me.
and usable to any person who is not spending full time in front of their 
computer.

I hope i misunderstand , and what you say is not an other difficulty for us.

Or this will be the end , at least for me, to work  on the fg cvs version.
freezing it to any new stable version.

Cheers




-- 
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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] release thoughts

2008-11-16 Thread Tim Moore
gerard robin wrote:
 On dimanche 16 novembre 2008, Tim Moore wrote:
 As thoughts are turning towards a release, I wanted to bring up a couple of
 things. This time we are depending on libraries -- OpenSceneGraph -- that
 are not usually built statically. They are built for dynamic linking, and
...

 i am trying to understand the problem, do you mean that the standard which 
 is offered by OSG people doesn't suit to our usual needs.
 
 ./configure
 ./make
 
That's works for me, or at least the cmake equivalent does, but we're talking 
about a binary release where we don't ask end users to build packages.

 Without  a lot of additional parameters, we can build and use the stable 
 version of OSG, that is what i do, waiting for the next stable realease, 
 instead of permanently updating it with the last svn.
 
 This is simple and untersatandable to any person mainly whose  the world of 
 development is the past (far away), like for me.
 and usable to any person who is not spending full time in front of their 
 computer.
 
 I hope i misunderstand , and what you say is not an other difficulty for us.
I think you misunderstood.
 
 Or this will be the end , at least for me, to work  on the fg cvs version.
 freezing it to any new stable version.

Tim


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[Flightgear-devel] Fwd: [ flightgear-Bugs-1888264 ] Documentation improvements

2008-11-16 Thread Thomas Plümpe
Hi there,

I'm not really using FlightGear and so am not too keen to spend a lot of
time following this up, but as per request below I'm forwarding this to the
devel mailing list in the hopes that that it's helpful to someone.

Best,
Thomas


-- Forwarded message --
From: SourceForge.net [EMAIL PROTECTED]
Date: 2008/11/16
Subject: [ flightgear-Bugs-1888264 ] Documentation improvements
To: [EMAIL PROTECTED]


Bugs item #1888264, was opened at 2008-02-06 22:39
Message generated for change (Comment added) made by nobody
You can respond by visiting:
https://sourceforge.net/tracker/?func=detailatid=100583aid=1888264group_id=583

Please note that this message will contain a full copy of the comment
thread,
including the initial issue submission, for this request,
not just the latest update.
Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Thomas Plmpe (thomanski)
Assigned to: Nobody/Anonymous (nobody)
Summary: Documentation improvements

Initial Comment:
I downloaded the getstart.pdf and found the following things could be
improved in Chapter 1:

At present, there is no known flight simulator – commercial or free –
supporting such a broad range of platforms.
-- Should be no other known flight simulator

However, you must freely provide the
entire source code to anyone who wants it, and it must retain the original
copyrights.
-- This is easy to misunderstand: to anyone you give a binary to you would
also have to offer the sourcecode, but not to anyone. So I'd rephrase it to
However, when distributing the software you must make it available to the
recipients in source code as well and it must retain the original copyright
notices.

To do so would require more manpower that we have now
-- Should be than instead of that: To do so would require more
manpower than we have now

--

Comment By: Nobody/Anonymous (nobody)
Date: 2008-11-16 17:25

Message:
Thanks for pointing these out.

But you should probably better subscribe to the FlightGear devel mailing
list or alternatively use the forum to get in touch with the manual
maintainers, you could also use the wiki for this.



--

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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread Tatsuhiro Nishioka
Hi,

I always pack everything inside FlightGear.app folder.
The OSG in Mac binary package includes frameworks (same as DLL or so) and 
plugins.
The GUI launcher calls a script (fgfs.sh) that sets DYLD_LIBRARY_PATH (same as 
LD_LIBRARY_PATH in linux) to specify plugin folders
before invoking fgfs.

The script look like:

#!/bin/bash
DYLD_LIBRARY_PATH=$PWD/plugins exec fgfs $*

If OSG detects plugins inside application folder, this script is not needed.
OSG does have such code but it doesn't seem working properly at this moment. 
maybe I need to write a patch for that.

Hope it helps.

On Nov 17, 2008, at 3:25 AM, Frederic Bouvier wrote:

 Tim Moore a écrit :
 I'm happy to punt Windows and Mac issues to people who are knowledgeable 
 about 
 that. For Linux, should we try to build a binary release to an LSB standard?
 http://ldn.linuxfoundation.org/lsb


 For Windows users, I already provide builds that includes the complete
 collection of OpenSceneGraph DLLs and executable ( examples excluded ).
 The next step would be to update the Inno-setup script to install all
 that binaries in the bin folder.

 -Fred

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


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Re: [Flightgear-devel] Traffic Manager II

2008-11-16 Thread Heiko Schulz
Hello,

 Done. I have also included a small sample of the new xml
 based airline data 
 (schedules for KLM and KLM cityhopper, which should give a
 fairly good 
 impression of the system's capabilities). This is part
 of the EHAM demo that 
 we are currently working on. I will commit the rest pending
 feedback and 
 completion of the demo.

Small? I think people with lower computer perfomance will have problems- but 
there is always --proportion=1.0

But looks great! If we could get the AI/ATC interactions work with voice (like 
ATIS) it would be much more great!

 To give the new code a shot, try running flightgear with:
 
 ./src/Main/fgfs --airport=EHAM --aircraft=mibs --com1=121.7
 

I suggest using ATC insted using mibs ;-)

 
 For those interested in creating traffic: The current xml
 files can be created 
 rather easily using a plain text format (identical to my
 initial test files), 
 and a little perl script that I hacked together. I will
 commit those probably 
 later, since they are still a little immature. These
 scripts are, however, 
 available upon request.
 
 Cheers,
 Durk

Very nice all that- though I have problems running the perl script on win32. 
But though it seems that we get with your patch a realistic dense of AI-traffic!

Cheers
HHS

-For a better MD11/ DC10 KLM-Model and other models -have a look into the 
current Shared-models package! 


  

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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread Durk Talsma
Just to approach the perspective of a new release from a slightly different 
angle. I would indeed like to start piecing it all together. As I mentioned 
previously, my last three months have been rather hectic. Starting a new job, 
moving, and being without an internet connection for nearly two months. But, 
as I'm settling in into my new job, new home, with my internet connection 
restored, and with a new FlightGear capable computer almost assembled, it 
looks like I'm fully in the green to resume my duties as release coordinator. 

As far as I can tell, we're in a really good shape right now. Are there any 
pressing issues that we need to resolve before we can do a major release. If 
not, I would like to try and roll up a prerelease version of the source and 
data directory. Even though we are close to being ready to release, it would 
still be a good thing to take a few weeks to iron out any remaining rough 
edges. This would also give me an opportunity to finish the remaining issues. 
In particular, I still need to do the following:

- Compile a comprehensive change log
- Finish the final selection of aircraft for inclusion in the release
- Check any issues that may come up with regard to Scenery
- Check how things are proceeding on the windows and Mac front.

For this reason, I'm aiming to have everything ready by December 16, or 
thereabouts. In the mean time, we should probably focus on improving stability 
instead of adding new features. 

Cheers,
Durk



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Re: [Flightgear-devel] Call for aircraft nominations

2008-11-16 Thread Durk Talsma
Hi Gerard,

On Sunday 16 November 2008 15:22:50 gerard robin wrote:
 could you include the Caudron C684

 http://wiki.flightgear.org/images/f/fa/C684-1.png

 Great Aircraft, Model, FDM, Cockpit ...
 It should be able to pretend.

 Cheers

Thanks for pointing out this little gem. I took it up for a little spin among 
the clouds. One certainly needs to work the controls to keep it straight and 
level, but it's not extremely difficult to fly. Fortunatly, it has an 
extremely strong landing gear, otherwise it wouldn't have survived my takeoff 
and landing It's certainly worth a nomination.

Cheers,
Durk

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Re: [Flightgear-devel] Traffic Manager II

2008-11-16 Thread Durk Talsma
On Sunday 16 November 2008 20:34:48 Heiko Schulz wrote:

 Small? I think people with lower computer perfomance will have problems-
 but there is always --proportion=1.0

Ah yes, the one file I committed does contain the singlemost largest operator 
at EHAM. The sample is small in the sense that I checked in data from only 
one airline. But, my experience is that you need to have a fairly large set 
already, if you want to see any action at all, hence my choice to commit the 
KLM files. 

The proportion property should still work to limit the amount of loaded 
aircraft, although I haven't checked that very closely. Will have a look 
later. 


 But looks great! If we could get the AI/ATC interactions work with voice
 (like ATIS) it would be much more great!

I know that some people have successfully streamed the text messages to the 
festival speech generator. That's still something that I would like to try. 

 I suggest using ATC insted using mibs ;-)

Ah, good suggestion. Will give it a try. :-)

 Very nice all that- though I have problems running the perl script on
 win32. But though it seems that we get with your patch a realistic dense of
 AI-traffic!

To stick to the perl philosophy: There's probably more than one way... ...to 
convert traffic data to xml. Admittedly, my perl scripts were a bit of a quick 
hack to get stuff converted quickly. I shouldn't be a problem at all to write 
a little utility that would do the conversion in another language. 

Theoretically, it should be possible to run perl in cygwin. It's probably a 
little heavy to install cygwin, just to run perl, but it should work 
nevertheless.

 -For a better MD11/ DC10 KLM-Model and other models -have a look into the
 current Shared-models package!


Ah, thanks! I didn't know they were released already. I'll have a look. Now, 
it's just too bad that Northwest stopped operating the DC10...

Cheers,
Durk

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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread gerard robin
On dimanche 16 novembre 2008, Tim Moore wrote:
 gerard robin wrote:
SNIP

 That's works for me, or at least the cmake equivalent does, but we're
 talking about a binary release where we don't ask end users to build
 packages.

SNIP
 
  I hope i misunderstand , and what you say is not an other difficulty for
  us.

 I think you misunderstood.

  Or this will be the end , at least for me, to work  on the fg cvs
  version. freezing it to any new stable version.

 Tim
Thanks


-- 
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] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Arnt Karlsen
On Sun, 16 Nov 2008 08:38:18 + (GMT), Stuart wrote in message 
[EMAIL PROTECTED]:

 Heiko Schulz wrote:
 
  I began with making new cloud textures and shaping via xml.
  Creating clouds is easier than I thought though it is a lot of
  work- like building an aircraft! ;-)
  
  Here is a video featuring the 3d-clouds with new textures. I need
  still work on shaping and creating the other cloud types- in the
  moment I have only Cumulus:
  
  http://de.youtube.com/watch?v=li8nb3rGuHA
  
  Unfortunately the video is too compressed- It still needed an hour
  for upload and another one for processing...
 
 They look fantastic !

..aye, just one li'l thing, shouldn't the other 2 planes vanish in the
denser clouds?  I've seen wings 'n engines disappear in cloudy hide 'n
seek, can happen several times a second.

 Thanks for taking the time to improve them. Could you make them
 available for check-in?
 
 BTW I have been working on some minor code improvements for the 3D
 clouds:
 - placing the sprites on a sphere rather than a cylinder (a code bug)
 - Only checking for repositioning of the cloud layer every 60 frames.
 - Improving the culling heuristic to remove sprites that are too
 close together.
 - Performing better shading of the bottom of the cloud.
 
 None of these things should affect the work you have been doing.
 
 I hope to get these checked in soon - but the weather today is nice
 so I'm going out to fly my microlight first. I'll make sure to take
 some photos of clouds!
 
 -Stuart


-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Heiko Schulz

 
 ..aye, just one li'l thing, shouldn't the other 2
 planes vanish in the
 denser clouds?  I've seen wings 'n engines
 disappear in cloudy hide 'n
 seek, can happen several times a second.
 
Yep- and so much as I know it is on the To-Do-List of Stuart 
But when you look into other sims liek MSFS and X-Plane  they have the same 
problem.


  

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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread Tatsuhiro Nishioka
Hi Durk,

Glad to hear that you can be heading onto the release process.

On Nov 17, 2008, at 5:59 AM, Durk Talsma wrote:
 - Compile a comprehensive change log
 - Finish the final selection of aircraft for inclusion in the release
 - Check any issues that may come up with regard to Scenery
 - Check how things are proceeding on the windows and Mac front.

So far Mac platform has the following problems:
- NVIDIA dirver bug - fixed and waiting for feedbacks from users; patch sent to 
osg team but not yet applied.
- MAY crash inside OSG on Mac Mini with GMA 950 - sent problem report to OSG 
team but no response yet.
- MAY crash on MacBook Air (only one report. need to investigate).
- Crash on Mac Pro (crash report from James Turner, waiting further feedback 
from him).
- Likely lack of compatibility with Mac OS X 10.4 - Wait for feedbacks from OS 
X 10.4 users on the latest build.
  There's an optimization problem on gcc 4.0 (crashes on initializing static 
class instances with -O1 or faster),
  now I'm using gcc 4.2, but gcc 4.2 comes with Xcode is only for 10.5 sdk (it 
is said that it is compatible as long 
  as you don't use 10.5 specific functions)  I'm still not sure if it runs on 
OS X 10.4.
- Mac specific portion of Manual - being written and patch will soon be sent, 
hopefully.
- Sometimes (not often) fgfs crashes on exit (can not reproduce so it could be 
a timing issue. still being investigated)

I confirmed that the latest prebuilt package (as of 11/16) runs at least on:
- MacBook Pro with Radeon X1600 (intel; 10.5.5)
- MacBook with GMA X3100 (intel; 10.5.5)
- iMac with GeForce7300GT (intel; 10.5.5)
- iMac with ATI Radeon HD2400 (intel; 10.5.5)

So in most of cases, it works fine but I still need to find the cause and 
workaround for each crash.
Maybe the biggest problem is that it works fine on my machine. :-p
So, I want many Mac users to give me feedbacks on the latest prebuilt 
flightgear/cvs.
If some of you have Macs later than ppc/G4, please send me the following info:
- name of your Mac (e.g. iMac)
- CPU (e.g. Core 2 duo 2.1GHz)
- GPU (e.g. ATI Radeon X1600)
- OS version (e.g. OS X 10.5.5)
- works or not (crash log and/or regular log if not)

I'm also planning to update the GUI launcher for more usability and Atlas 
integration, but I'm not sure if I can have time to do so.
Maybe it would be postponed until some time after the official release, like 
always :-(

Anyway, If I can either solve (or ignore :-p) the problems above, there's no 
difficulties in preparing the official release.
When the new release branch is made, I'll make a release candidate in a few 
days.

Another my concern is what version of OSG will we use for coming official 
release? 2.8 as Tim said?

Tat


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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread Richard Hornby

Works basically well for me in all the CVS versions on OS X 10.5.5

Model Name: iMac
  Model Identifier: iMac8,1
  Processor Name:   Intel Core 2 Duo
  Processor Speed:  3.06 GHz
  Number Of Processors: 1
  Total Number Of Cores:2
  L2 Cache: 6 MB
  Memory:   2 GB
  Bus Speed:1.07 GHz
Chipset Model:  NVIDIA GeForce 8800 GS
  Type: Display
  Bus:  PCIe
  PCIe Lane Width:  x16
  VRAM (Total): 512 MB

One odd issue is that in video playback of the BO105 the blades are  
not turning and the aircraft carries its own shadow with it!


Plus still can't get ~ /.atlas.sh   to work with Atlas even in latest  
version.


But it's great to have the pre-compiled version and it looks brill on  
the big screen.


Tks,

R



On 16 Nov 2008, at 23:07, Tatsuhiro Nishioka wrote:


Hi Durk,

Glad to hear that you can be heading onto the release process.

On Nov 17, 2008, at 5:59 AM, Durk Talsma wrote:

- Compile a comprehensive change log
- Finish the final selection of aircraft for inclusion in the release
- Check any issues that may come up with regard to Scenery
- Check how things are proceeding on the windows and Mac front.


So far Mac platform has the following problems:
- NVIDIA dirver bug - fixed and waiting for feedbacks from users;  
patch sent to osg team but not yet applied.
- MAY crash inside OSG on Mac Mini with GMA 950 - sent problem  
report to OSG team but no response yet.

- MAY crash on MacBook Air (only one report. need to investigate).
- Crash on Mac Pro (crash report from James Turner, waiting further  
feedback from him).
- Likely lack of compatibility with Mac OS X 10.4 - Wait for  
feedbacks from OS X 10.4 users on the latest build.
 There's an optimization problem on gcc 4.0 (crashes on initializing  
static class instances with -O1 or faster),
 now I'm using gcc 4.2, but gcc 4.2 comes with Xcode is only for  
10.5 sdk (it is said that it is compatible as long
 as you don't use 10.5 specific functions)  I'm still not sure if it  
runs on OS X 10.4.
- Mac specific portion of Manual - being written and patch will soon  
be sent, hopefully.
- Sometimes (not often) fgfs crashes on exit (can not reproduce so  
it could be a timing issue. still being investigated)


I confirmed that the latest prebuilt package (as of 11/16) runs at  
least on:

- MacBook Pro with Radeon X1600 (intel; 10.5.5)
- MacBook with GMA X3100 (intel; 10.5.5)
- iMac with GeForce7300GT (intel; 10.5.5)
- iMac with ATI Radeon HD2400 (intel; 10.5.5)

So in most of cases, it works fine but I still need to find the  
cause and workaround for each crash.

Maybe the biggest problem is that it works fine on my machine. :-p
So, I want many Mac users to give me feedbacks on the latest  
prebuilt flightgear/cvs.
If some of you have Macs later than ppc/G4, please send me the  
following info:

- name of your Mac (e.g. iMac)
- CPU (e.g. Core 2 duo 2.1GHz)
- GPU (e.g. ATI Radeon X1600)
- OS version (e.g. OS X 10.5.5)
- works or not (crash log and/or regular log if not)

I'm also planning to update the GUI launcher for more usability and  
Atlas integration, but I'm not sure if I can have time to do so.
Maybe it would be postponed until some time after the official  
release, like always :-(


Anyway, If I can either solve (or ignore :-p) the problems above,  
there's no difficulties in preparing the official release.
When the new release branch is made, I'll make a release candidate  
in a few days.


Another my concern is what version of OSG will we use for coming  
official release? 2.8 as Tim said?


Tat


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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread Tatsuhiro Nishioka
Hi Richard,

Thanks for the report. I really appreciate it.
I'm also glad that it works on GeForce 8800!!


On Nov 17, 2008, at 8:26 AM, Richard Hornby wrote:

 One odd issue is that in video playback of the BO105 the blades are not 
 turning and the aircraft carries its own shadow with it!

This has something to do with either bo105 or playback feature. I'll check on 
it later.

 Plus still can't get ~ /.atlas.sh   to work with Atlas even in latest 
 version.

atlas.sh is not at ~/ but at 
/Applications/FlightGear.app/Contents/Resources/atlas.sh

To run it, you can do so by:
1) Open /Applications/Utilities/Terminal.app
2) type the following command on terminal.
  cd /Applications/FlightGear.app/Contents/Resources
  sh /atlas.sh

# I guess I forgot to chmod 755 to atlas.sh sorry for that ;-)

Okay, I'll leave my message so other users can catch this and give me feedbacks.
Reports from 10.4 users are very welcome.

 I confirmed that the latest prebuilt package (as of 11/16) runs at least on:
 - MacBook Pro with Radeon X1600 (intel; 10.5.5)
 - MacBook with GMA X3100 (intel; 10.5.5)
 - iMac with GeForce7300GT (intel; 10.5.5)
 - iMac with ATI Radeon HD2400 (intel; 10.5.5)

 So in most of cases, it works fine but I still need to find the cause and 
 workaround for each crash.
 Maybe the biggest problem is that it works fine on my machine. :-p
 So, I want many Mac users to give me feedbacks on the latest prebuilt 
 flightgear/cvs.
 If some of you have Macs later than ppc/G4, please send me the following 
 info:
 - name of your Mac (e.g. iMac)
 - CPU (e.g. Core 2 duo 2.1GHz)
 - GPU (e.g. ATI Radeon X1600)
 - OS version (e.g. OS X 10.5.5)
 - works or not (crash log and/or regular log if not)


Tat

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Re: [Flightgear-devel] Improved 3D Clouds patch ( further invesigations )

2008-11-16 Thread Arnt Karlsen
On Sun, 16 Nov 2008 22:58:36 + (GMT), Heiko wrote in message 
[EMAIL PROTECTED]:

 
  
  ..aye, just one li'l thing, shouldn't the other 2
  planes vanish in the
  denser clouds?  I've seen wings 'n engines
  disappear in cloudy hide 'n
  seek, can happen several times a second.
  
 Yep- and so much as I know it is on the To-Do-List of Stuart 
 But when you look into other sims liek MSFS and X-Plane  they have
 the same problem.

..beautiful, FG stays the most realistic sim.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] release thoughts

2008-11-16 Thread Pooyan McSporran
2008/11/17 Tatsuhiro Nishioka [EMAIL PROTECTED]:

 Thanks for the report. I really appreciate it.
 I'm also glad that it works on GeForce 8800!!

Tatsuhiro,

I've tried FlightGear-cvs-bin-20081116.dmg on my 24 iMac but it
crashes.  Here are the relevant parameters:

- CPU is an Intel Core 2 Duo, 2.33 GHz, with 2GB of RAM
- GPU is NVIDIA GeForce 7600 GT (not a 7300!) with 256MB of VRAM
- OS is Mac OS X 10.5.5

The crash log is available, I can email it to you if you like (it's a
bit too long to attach in the mailing list).  But I've pasted the
important bit below.  Let me know if you'd like me to try anything
different (direct email is ok).

Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x2258a008
Crashed Thread:  0

Thread 0 Crashed:
0   com.apple.GeForceFXGLDriver 0x02a267b0 gldUpdateDispatch + 138224
1   com.apple.GeForceFXGLDriver 0x02a2751a gldUpdateDispatch + 141658
2   com.apple.GeForceFXGLDriver 0x029ec215 gldAllocVertexBuffer + 25909
3   com.apple.GeForceFXGLDriver 0x029ee9c5 gldAllocVertexBuffer + 36069
4   com.apple.GeForceFXGLDriver 0x029f01d6 gldGetTextureLevel + 2534
5   GLEngine0x0173ca14 gleGenMipmaps + 132
6   GLEngine0x016146bc glTexImage2D_Exec + 1116
7   libGL.dylib 0x94c2f237 glTexImage2D + 87
8   org.OpenSceneGraph.osg  0x008474af
osg::Texture::applyTexImage2D_load(osg::State, unsigned int,
osg::Image const*, int, int, int) const + 2655
9   org.OpenSceneGraph.osg  0x0084d7c8
osg::Texture2D::apply(osg::State) const + 2400

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