Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-26 Thread Olaf Flebbe
Hi Erik,

  Did you know that the sound system eats up to 30% of CPU time, 
depending
  on hardware? This even with --disable-sound on the command line.
 
  That's OpenAL version specific. Mine is twice as fast with 256 voices
  but 3.5 times more efficient with less than 32 voices.

Ooops, I have to admit that I am a OpenAL newbie. Do I have to use a 
different set of shared libs? Are these soundcard/codec specfic? Where 
should I get alternative implementations from? I thought there are only 
specific implementations for high-end hardware.

My findings are that 30% of total fgfs CPU time on the eee was spend in 
in routines resampling audio, regardless if --disable-sound was set or 
not. (Later I found out that --disable-sound does not disable the sound 
at all: It only mutes sound.) IMHO this is an undesirable overhead even 
if resampling would be 3.5 times faster. I would have expected the top 
one performance bottleneck for fgfs on low end hardware is in graphics, 
not sound.

Greetings
Olaf


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Re: [Flightgear-devel] Hardware bottleneck for building scenery

2009-09-26 Thread Maxime Guillaud
Hi Cullam,

Curtis Olson wrote:
 Just a real quick reply here ... there is some code setup so the 
 process will kill itself if it runs longer than some period or 
 consumes too much memory.  This was setup because some data cases 
 would blow up and lead to infinite loops and infinite memory expansion 
 (within some of our external libraries.)

 You may want to eliminate this code or expand the thresholds.
I ran into the same issue when building my France scenery. The code that 
Curt mentioned is in terragear-cs/src/BuildTiles/Main/main.cxx, search 
for setrlimit and modify the maximum CPU time allowed to the process.

As a less hackish solution, you might want to try the client-server 
architecture of terragear which doesn't run into this problem (a new 
process is respawned for each tile). A basic how-to can be found in 
section 4 of this page:
http://www.terragear.org/docs/scenery-tutorial/fg-scenery-tutorial.html

The client/server architecture brings you the additional benefit that 
you can get a speed-up on multicore machines by running one client per 
CPU core.

hope this helps
Maxime


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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Alex Perry
On Fri, Sep 25, 2009 at 10:05 PM, Alex Perry alex.pe...@ieee.org wrote:
 On Fri, Sep 25, 2009 at 9:46 PM, Tom P zomm...@gmail.com wrote:
 Hi

 I've tried to push a Mercurial test repository (FlightGear converted from
 CVS) to code.google.com for a few hours, without success.
 It aborts regularly with the following message:
 searching for changes
 abort: error: Connection timed out

 After digging a bit, it looks like I stumbled on a known issue.. ooops!!
   http://code.google.com/p/support/issues/detail?id=2716

 Could you put the exact repository you're trying to push somewhere
 where I can get at it?  Feel free to try sending a tarball to me
 directly by email on the off chance it fits through the gateways.

The exact tarball Tom sent over uploaded fine for me over home broadband:
http://code.google.com/p/support/issues/detail?id=2716#c22

Therefore, in addition to the bitbucket repository Tom mentioned
below, we also have:
hg clone https://possible-little-test.googlecode.com/hg FlightGear-0.9

Both seem to work for me, so it'd probably be a good idea to do the
Mercurial client tool usability testing against both repositories in
case there is a difference we care about.

 So, next I tried on bitbucket.org, which is the mainstream Hg hosting site,
 and gladly it worked as expected.
 The complete FlightGear repo got pushed in 11minutes,
 and for your reference, is available here:
   http://bitbucket.org/tomp/fg-test/

 The only thing that I don't like about bitbucket.org is that repositories
 are not organized by project, like on gitorious.org, but only per person.
 It makes sense for an anarchic... err, deeply distributed development model,
 but could get confusing quickly if we want to stick to a semi-centralized
 one.

 I don't think that's a factor for people trying out the client side
 tools for Hg to see whether they suitably usable.

 What now?
 I'll try to break TortoiseGit on the Windows side of things.
 Somehow I'm not convinced that Qt would use Git if it was so broken on
 Windows, but it's just me.

 Have fun!

   Tom


 On Fri, Sep 25, 2009 at 12:01 AM, Erik Hofman e...@ehofman.com wrote:

 Olaf Flebbe wrote:
  Windows Implementations:
 
  git can be tedious to use on Windows: I had big problems working on a
  project mixing up git repositories on linux pushed and pulled by a
  windows git via samba. git at some point complained about non existing
  differences: Somehow line ending issues emerged, or the object store got
  corrupted. I had no chance to look deeper into details. The stable git
  command on Windows needs cygwin, which is not a minimal invasive
  installation. (I wouldn't recommend the msys/mingw installation at this
  point.)
 
  The hg (mercurial) Implementation of Windows is very lean, because no
  POSIX emulation layer is needed. I (luckily?) had no problems with
  respect to line endings with hg.

 This alone leaves me to rethink about git in favor of hg. Either are
 fine with me in the end but I would hate to lose Windows developers over
 this.

 Erik


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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-26 Thread Tom P
Hi Rob

I've created a patch that enables AI models by default if multiplayer is
configured.
It's committed in a test repository for FGRun, and available here:
http://gitorious.org/fgrun/fgrun/commit/9c9fe3a4d991a5a6972119792099aa1976e832df.diff

Will route to Fred as soon as I hear back.

  Tom


On Mon, Sep 21, 2009 at 11:37 AM, Rob Shearman, Jr. rmsj...@yahoo.comwrote:

 Hello again --

 Multiple times in the recent history, new users and veteran users alike
 have had issues logging on to the MP server, and as it turns out the error
 has been caused by the fact that they were registered on MP but did not have
 AI Models enabled.

 Is there a way to make FGRun automatically check the AI Models box if the
 Multiplayer box is ticked?  Might save a lot of new people some grief.

 Just a suggestion!

 Cheers,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu



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Re: [Flightgear-devel] FSWeekend: Lelystad, November 7, and 8, 2008

2009-09-26 Thread Wolfram Kuss
Hi Durk and everyone that still knows me!
Long time no talk ;-).
I have been very busy working on Battle of Britain, actually we just
shipped a new patch a few days ago. Sorry I didnt keep in touch.
I see quite a few names on the list from back then (Curt, Eric, Martin,
Mathias etc). Glad to see you guys in here :-).

I will try to attend FS Weekend as a visitor, it would be great meeting you
again!

BTW - tomorrow is a flightsim exhibition in Paderborn, Germany:
http://www.fskonferenz.de/
I guess noone from this newsgroup will attend?

Bye bye,
Wolfram


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Re: [Flightgear-devel] Solid MP Models

2009-09-26 Thread Mathias Fröhlich

Hi,

On Thursday 17 September 2009 17:58:47 Durk Talsma wrote:
 Just to add two cents: I've seen more or less similar behavior in recent
 versions of FlightGear, but only in cases where two or more AIAircraft got
  on top of each other for one reason or the other (i.e. at airports with no
  or insufficient parking. Each successive call to getGroundElevation would
  put the lowest aircraft on top of the other, and slowly the
  pairs/triplets/whatever would climb up in the air.
 
 Interestingly, a recent update to the heading calculation library functions
 inadvertently broke the distance keeping code, and made aircraft
  deliberately taxi on top of each other. Combined with the ground elevation
  problem, this gave some pretty spaced out visuals ... :-) The distance
  keeping code is fixed now, except for a (hopefully) minor problem with the
  distance to user controlled aircraft, which is still on my TODO list.
 
 IIRC, I ran flightgear with the EHAM scenery last week, and didn't notice
 anything unusual. Unfortunately, I'm extremely busy right now, so I can't
  be of much help at the moment, but I might have a look at EHAM as well as
  EGNM, just to see whether I can replicate the problem.

Ok, that pretty much matches my expectations of the behavior of the code. Each 
aircraft does not see itself, but any other aircraft.
Hmm, ok.
Durk, any chance to fix that problem at its root - that is have only one 
aircraft at one point or do we need anything that works around that problem?

Greetings

Mathias

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Re: [Flightgear-devel] Total_Air_Temp

2009-09-26 Thread Scott Hamilton
On Fri, 2009-09-25 at 14:03 -0700, castle wrote:

 Hi,
 
 Can anyone point me to where Total_Air_Temperature (tat) is calculated. 



If it's a JSBsim aircraft;

/fdm/jsbsim/propulsion/tat-c

I'm not sure of yasim, anyone else? 

Scott.





 Tried grepping on several variations of the term but only found an
 initialization of the value to zero in fdm/flight?  Or is it even being
 calculated?
 
 Thanks
 John
 
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-26 Thread Matias D'Ambrosio
On Sat, Sep 26, 2009 at 11:29 AM, Olaf Flebbe f...@oflebbe.de wrote:

 Hi Erik,

   Did you know that the sound system eats up to 30% of CPU time,
 depending
   on hardware? This even with --disable-sound on the command line.
  
   That's OpenAL version specific. Mine is twice as fast with 256 voices
   but 3.5 times more efficient with less than 32 voices.

 Ooops, I have to admit that I am a OpenAL newbie. Do I have to use a
 different set of shared libs? Are these soundcard/codec specfic? Where
 should I get alternative implementations from? I thought there are only
 specific implementations for high-end hardware.

 On Linux you should use OpenAL-Soft (which is used by Ubuntu), Creative
Labs was/is developing their own driver for their cards, but I can't speak
about their status since I don't know anyone using it or interested in doing
so.
 OpenAL-Soft is a software-only implementation, which of course means there
are a few features it doesn't implement, none of which are used by fgfs, I
think.


 My findings are that 30% of total fgfs CPU time on the eee was spend in
 in routines resampling audio, regardless if --disable-sound was set or
 not. (Later I found out that --disable-sound does not disable the sound
 at all: It only mutes sound.) IMHO this is an undesirable overhead even
 if resampling would be 3.5 times faster. I would have expected the top
 one performance bottleneck for fgfs on low end hardware is in graphics,
 not sound.

 This is almost certainly a bug in fgfs or PulseAudio.
 Cheers,
  Matt D.
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[Flightgear-devel] Total_Air_Temp

2009-09-26 Thread castle

Hi,

Can anyone point me to where Total_Air_Temperature (tat) is calculated. 
Tried grepping on several variations of the term but only found an
initialization of the value to zero in fdm/flight?  Or is it even being
calculated?

Thanks
John

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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-26 Thread Tom P
Hi Gijs

A patch fixing the issue is available here:

http://gitorious.org/fgrun/fgrun/commit/7355fbfd41d2cc411d1e449aa7eceaa480aeb935.patch

Again, hope this will be picked up in the next FGrun release.
Regards,

  Tom


On Mon, Sep 21, 2009 at 11:50 AM, Gijs de Rooy gijsr...@hotmail.com wrote:

  Hi,

 Sounds like a good improvement Rob!

 To add *another suggestion* (I doubt if you, Fred (or aren't you the
 author of FGRun?,
 ever received my earlier email...).

 The Random Vegation/Trees function doesn't work well. If you disable the
 feature,
 the /sim/rendering/random-vegetation property is set to false. But if you
 enable the
 vegetation, nothing happens at all. The property isn't set to true, so
 after you've
 set it to false once will be disabled for ever! Lots of people really
 missed an awesome
 feature! It should not be too hard to solve, just make the tickbox set the
 property
 to true when enabled ;)

 And thanks a lot for offering this wonderfull piece of work!

 Gijs

 --
 Date: Mon, 21 Sep 2009 11:37:47 -0700
 From: rmsj...@yahoo.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] FGRun enhancement suggestion...


 Hello again --

 Multiple times in the recent history, new users and veteran users alike
 have had issues logging on to the MP server, and as it turns out the error
 has been caused by the fact that they were registered on MP but did not have
 AI Models enabled.

 Is there a way to make FGRun automatically check the AI Models box if the
 Multiplayer box is ticked?  Might save a lot of new people some grief.

 Just a suggestion!

 Cheers,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu


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Re: [Flightgear-devel] Another FlightGear Package for Sale: Illegal?

2009-09-26 Thread Arnt Karlsen
On Sat, 26 Sep 2009 07:33:37 +0200, Durk wrote in message 
200909260733.37841.d.tal...@xs4all.nl:

 On Friday 25 September 2009 08:20:40 pm Martin Spott wrote:
  Alan Teeder wrote:
   How about naming and shaming all of these profiteers on the main
   website, warning newcomers that they can get an up to date
   version for free (and contribute should they wish).
 
  This idea is to my liking  :-)
 
  Martin.
 
 
 I actually fully agree. I think it would be a nice idea to have a
 feature article that lists all the names of the rip off products and
 points out in a professional manner that these products are simply
 rip off from FlightGear.
 
 Likewise, I would also propose another idea that we talked about
 before: How about adding a note that is written to the splash screen
 saying something like: Welcome to FlightGear: Please visit
 www.flightgear.org for additional downloads. Painting this onto the
 individual screens would not be very effective, because I suspect
 that even mr. Charlie Taylor would be capable of changing that.
 However, if this text were generated by a C++ function, 

..why stop there?  Make it _hard_. ;o)

 and painted
 onto the splash screen, it would at require at least some effort and
 skill to conceal the fact that FlightProSim (or whatever cheesy
 names they come up with) is in fact flightgear.

..maybe a few pointed words of wisdom on piracy, too? ;o)

-- 
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...with a number of polar bear hunters in his ancestry...
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Re: [Flightgear-devel] FSWeekend: Lelystad, November 7, and 8, 2008

2009-09-26 Thread Martin Spott
Hi Wolfram,

Wolfram Kuss wrote:

 BTW - tomorrow is a flightsim exhibition in Paderborn, Germany:
 http://www.fskonferenz.de/
 I guess noone from this newsgroup will attend?

I had planned to run a FlightGear booth last year on their event, but
unfortunately they asked more money for a small table plus limited !!
power distribution on a single day than I typically spend for the
entire week at LinuxTag in Berlin.

Finally I got the impression that this conference is primarily
targeted at serving as a platform for commercial developers to present
their products.
Yet I'd be really happy to learn more about this event, please tell
me/us about it.

Cheers,
Martin - looking forward to meet you in Lelystad.
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-26 Thread Erik Hofman

Matias D'Ambrosio wrote:
  This is almost certainly a bug in fgfs or PulseAudio.

Yeah, no use in hunting this down until I've got the new sound system ready.

Erik

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Re: [Flightgear-devel] [PATCH] FGRun enhancement suggestion...

2009-09-26 Thread Martin Spott
Hi Tom,

Tom P wrote:
 On Tue, Sep 22, 2009 at 1:18 AM, Martin Spott martin.sp...@mgras.netwrote:

 I know that this is a valid fix, if I sounded like I was dismissing it, my
 apologies.
 For the sake of completeness, I've tried your suggestion, and yes, FG works
 as expected. :-)

I'm glad to know !
I've probably spent months of my life just for the simple task of
fixing incorrect resolver/hosts configurations while searching for the
cause of networking software not working as advertised. Therefore I
might be a bit sensitive when it comes to acknowleding incorrect
(others would probably call them buggy) configurations as being
standard 

 And in fact, if my machine was on a static IP, I'd consider changing the
 /etc/hosts without a second thought.
 
 But with DHCP, I don't see a clean solution, other than writing a script to
 update the /etc/hosts every time a new address is leased.

Well, distributors are shipping scripts to update the IP address on the
interface, to update the 'resolv.conf', maybe other things as well,
probably even to update the NTP client config. Why the heck should they
not add a function to update the 'hosts' in a proper way.

I know, it's not your fault, but still very annoying,

Martin.
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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Olaf Flebbe
Hi,

I do not have write permissions to any of the hg or git reprositories...

So I can only check repositories out, which works flawless with git and 
hg, no surprise.

BUT:

* Both the hg https://possible-little-test.googlecode.com/hg
and the gitorious repositories have corrupted the VC90 Project files. 
They should to be CR LF terminated files as they are in the CVS.
(For instance projects/VC90/FlightGear.sln: A double click does only 
work with CR LF endings).



* The real thing would be FlightGear data!

Greetings,
   Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread AJ MacLeod
On Saturday 26 September 2009 21:50:30 Olaf Flebbe wrote:

 * The real thing would be FlightGear data!

I'm sure I'm not the only person who has been happily using the mapserver git 
repo for FG data for quite some time now (on Linux)...

Cheers,

AJ

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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Alex Perry
On Sat, Sep 26, 2009 at 1:50 PM, Olaf Flebbe f...@oflebbe.de wrote:
 I do not have write permissions to any of the hg or git reprositories...

Yeah.  I don't think there is a way I can find out everybody's google
accounts from their email traffic.  To try to speed this up, I've put
up a quick web form:
https://spreadsheets.google.com/viewform?formkey=dDZYb1RvYkpVRWhST2hhVFltWDQxNnc6MA
But, if you prefer, feel free to just email me or Tom directly.

 * Both the hg https://possible-little-test.googlecode.com/hg
 and the gitorious repositories have corrupted the VC90 Project files.
 They should to be CR LF terminated files as they are in the CVS.
 (For instance projects/VC90/FlightGear.sln: A double click does only
 work with CR LF endings).

If the repositories are wrong in exactly the same way, that likely
means Tom made a mistake during the conversion step because I just
uploaded his repository.  Perhaps you could work with him to figure
out what it was?  We can reload the Code test repository (don't know
about the Bitbucket one) as soon as we've got a fix.

 * The real thing would be FlightGear data!

Yes.  Let us figure out how to get binary data into Hg correctly first ...

 Greetings,
   Olaf

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