Re: [Flightgear-devel] To Pause FlightGear Instance using sockets

2010-03-12 Thread Erik Hofman
Aryabrata Basu wrote:
 Hello All,
 
 I am a FlightGear user and I have written a program that communicates 
 with the FlightGear using UDP sockets.
 
 Now, I was wondering if one can pause the FlightGear instance without 
 using the pause button 'P' via sockets while communicating with the 
 FlightGear instance.

Looking at keyboard.xml you should set the following properties to 
enable/disable pause:

/sim/freeze/master
/sim/freeze/clock
/sim/freeze/replay-state

This should be possible using the generic protocol. I'm not sure about 
other protocols.

Erik

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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread Tim Moore
I've checked in a fix for the sign-back problem. The airport sign code is
not fast graphics code and needs another look, but for the moment it works.
As for the other complaints...

On Thu, Mar 11, 2010 at 11:13 PM, Heiko Schulz aeitsch...@yahoo.de wrote:

 Hi,
 
  FWIW, when I'm flying, I see the shading on the scenery
  change
  drastically during the flight as the plane turns and
  pitches.  I think
  what's happened is instead of just changing the shading on
  the panel,
  we're changing the shading on the scenery too.  FGFS
  didn't used to do
  that, so it's a relatively recent introduction.

I'm not sure what instead of changing the shading on the panel, we change
the shading on the scenery too means. The scenery and 3d panels are shaded
the same way using the global lighting direction. The shading on the panel
can change quickly as you turn; obviously the shading on the scenery changes
slowly. If you're seeing weird shading changes on the scenery, that could be
due to a couple of factors:

* Just before the release we found a bug in the shaders that could cause
wacky shading changes on ATI hardware. If you're running on ATI make sure
you have the latest Effects and Shaders in data.

* The shading on transparent windshields might be wrong, or it might be
different enough that it causes the scenery's shading to change.

* Otherwise, I don't know; it's possible that there is a new bug. I need to
see screenshots, a detailed description of FG version, hardware, driver
version, etc.


 
  All the best,
 
 
  David
 

 Now I understand- the whole scenery! (But THIS John never mentioned)
 And he had should wrote, that shaders are disabled.

I don't get that from David's posting.


 That's the cause of the bug I guess- when shaders disabled the shading is
 changed. That's something really noticeable above the sea or a lake.
 And yes, as we offer FGFS for using without shaders as well, it is a bug.

If it didn't look any different with shaders, there wouldn't be much point
in supporting them, would there? ;)


 Heiko

 Tim
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[Flightgear-devel] jsclient.cxx - windows compilation

2010-03-12 Thread Alan Teeder
From current CVS

jsclient.cxx compilation with windows fails at line 108
int32_t *msg = (int32_t *)buf;

Solution seems easy - just add 
typedef int int32_t;

Alan 

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Re: [Flightgear-devel] jsclient.cxx - windows compilation

2010-03-12 Thread Torsten Dreyer
Am 12.03.10 15:06, schrieb Alan Teeder:
  From current CVS

 jsclient.cxx compilation with windows fails at line 108
   int32_t *msg = (int32_t *)buf;

 Solution seems easy - just add
  typedef int  int32_t;

Probably not on 64bit. Maybe something like (untested)
#ifdef MSVC
typedef __int32 int32_t;
#endif

if it doesn't exist in some #include. I have no Windows to test, sorry

Torsten

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Re: [Flightgear-devel] scenery appearance depends on camera tiltangle

2010-03-12 Thread Richard Bytheway
 From: Tim Moore
 Sent: 12 March 2010 13:55
 
 snip
 I'm not sure what instead of changing the shading on the panel, we
change the shading on the 
 scenery too means. The scenery and 3d panels are shaded the same way
using the global lighting 
 direction. The shading on the panel can change quickly as you turn;
obviously the shading on the 
 scenery changes slowly. If you're seeing weird shading changes on the
scenery, that could be due 
 to a couple of factors:
 snip

This reminds me of a time I was doing trig and getting weird results,
which turned out to be because I was putting angles in in degrees when
the functions expected radians. I don't know if this could be the case
here, but it might be worth a look.

Richard



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Re: [Flightgear-devel] jsclient.cxx - windows compilation

2010-03-12 Thread Alan Teeder

--
From: Torsten Dreyer tors...@t3r.de
Sent: Friday, March 12, 2010 2:15 PM
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] jsclient.cxx   - windows compilation

 Am 12.03.10 15:06, schrieb Alan Teeder:
  From current CVS

 jsclient.cxx compilation with windows fails at line 108
 int32_t *msg = (int32_t *)buf;

 Solution seems easy - just add
  typedef int int32_t;

 Probably not on 64bit. Maybe something like (untested)
 #ifdef MSVC
 typedef __int32 int32_t;
 #endif

 if it doesn't exist in some #include. I have no Windows to test, sorry


Same excuse here  - this time no 64bit machine.

That is why I wrote seems and you wrote probably ;-)

Alan


 


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Re: [Flightgear-devel] jsclient.cxx - windows compilation

2010-03-12 Thread Erik Hofman
Torsten Dreyer wrote:
 Am 12.03.10 15:06, schrieb Alan Teeder:
 From current CVS
 jsclient.cxx compilation with windows fails at line 108
  int32_t *msg = (int32_t *)buf;

 Solution seems easy - just add
  typedef int int32_t;

 Probably not on 64bit. Maybe something like (untested)
 #ifdef MSVC
 typedef __int32 int32_t;
 #endif
 
 if it doesn't exist in some #include. I have no Windows to test, sorry

You probably want to include simgear/misc/stdint.hxx instead

Erik

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Re: [Flightgear-devel] jsclient.cxx - windows compilation

2010-03-12 Thread Torsten Dreyer
 Torsten Dreyer wrote:
  Am 12.03.10 15:06, schrieb Alan Teeder:
  From current CVS
 
  jsclient.cxx compilation with windows fails at line 108
 int32_t *msg = (int32_t *)buf;
 
  Solution seems easy - just add
   typedef int   int32_t;
 
  Probably not on 64bit. Maybe something like (untested)
  #ifdef MSVC
  typedef __int32 int32_t;
  #endif
 
  if it doesn't exist in some #include. I have no Windows to test, sorry
 
 You probably want to include simgear/misc/stdint.hxx instead
Alan, could you check if this patch solves your issue?
Index: jsclient.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Network/jsclient.cxx,v
retrieving revision 1.6
diff -u -p -r1.6 jsclient.cxx
--- jsclient.cxx10 Mar 2010 08:33:10 -  1.6
+++ jsclient.cxx12 Mar 2010 15:35:09 -
@@ -27,6 +27,7 @@

 #include simgear/debug/logstream.hxx
 #include simgear/io/iochannel.hxx
+#include simgear/misc/stdint.hxx

 #include Aircraft/aircraft.hxx
 #include Main/fg_props.hxx

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Re: [Flightgear-devel] New GUI Font

2010-03-12 Thread HB-GRAL
Melchior FRANZ schrieb:
 
 While not perfect
 for that (there are MIL standards for this), it would have to be checked if
 an optimized GUI font is a reasonable replacement.
 

Just to point to some documents if someone wants to study this standards:
- MIL-STD-1787B, http://www.hf.faa.gov/docs/milstd1787b.zip
- FAA Final Report on Human Factors Design Guidelines for Multifunction 
Displays, 
http://www.faa.gov/library/reports/medical/oamtechreports/2000s/media/0117.pdf

-Yves



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Re: [Flightgear-devel] jsclient.cxx - windows compilation

2010-03-12 Thread Alan Teeder
Torsten

Yes, this compiles fine. 

I haven't checked the operation as I do not have a UDP joystick  setup.

Thanks

Alan
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Sent: Friday, March 12, 2010 3:35 PM

 Alan, could you check if this patch solves your issue?
 Index: jsclient.cxx
 ===
 RCS file: /var/cvs/FlightGear-0.9/source/src/Network/jsclient.cxx,v
 retrieving revision 1.6
 diff -u -p -r1.6 jsclient.cxx
 --- jsclient.cxx10 Mar 2010 08:33:10 -  1.6
 +++ jsclient.cxx12 Mar 2010 15:35:09 -
 @@ -27,6 +27,7 @@
 
 #include simgear/debug/logstream.hxx
 #include simgear/io/iochannel.hxx
 +#include simgear/misc/stdint.hxx
 
 #include Aircraft/aircraft.hxx
 #include Main/fg_props.hxx
 

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Re: [Flightgear-devel] jsclient.cxx - windows compilation

2010-03-12 Thread Torsten Dreyer
 Torsten
 
 Yes, this compiles fine.
 
 I haven't checked the operation as I do not have a UDP joystick  setup.
Let's assume, it's working ;-)
That's commited.  Thanks for reporting.

Torsten

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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread John Denker
On 03/12/2010 06:54 AM, Tim Moore wrote:
 I've checked in a fix for the sign-back problem. The airport sign code is
 not fast graphics code and needs another look, but for the moment it works.

1) Thanks, the signs are much improved.

2) The problem is not entirely gone.  The window for
 observing the bug is much smaller, but not zero.

 The symptom is the same:  depending on camera tilt
 angle, the backside of certain signs switches from
 black to white.

   http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-black.png
   http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-white.png

 A cursory survey suggests that *all* the signs alongside
 taxiway charlie are affected one way or another.  Some 
 backsides are almost always black;  others are almost always 
 non-black.

===

Theoretical question: As I understand it, what's going on is:

 The mesh representing the back of a sign is not complete; graphics state
 from other parts of the scenery are leaking into it.

Is there some way to check for this at runtime?  Is there
some calculation that could be done that would detect 
leakage, or detect meshes that might lead to leakage?  
Such a check might make debugging easier.

Obviously debugging these signs is nontrivial ... and I
suspect the signs are not the only items that are vulnerable
to bugs of this ilk.

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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread Tim Moore
On Fri, Mar 12, 2010 at 7:43 PM, John Denker j...@av8n.com wrote:

 On 03/12/2010 06:54 AM, Tim Moore wrote:
  I've checked in a fix for the sign-back problem. The airport sign code is
  not fast graphics code and needs another look, but for the moment it
 works.

 1) Thanks, the signs are much improved.

 2) The problem is not entirely gone.  The window for
  observing the bug is much smaller, but not zero.

  The symptom is the same:  depending on camera tilt
  angle, the backside of certain signs switches from
  black to white.

Hmm, the backs of the signs should be gray now.


   http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-black.png
   http://www.av8n.com/fly/fgfs/img48/taxi-c-at-r-white.png

  A cursory survey suggests that *all* the signs alongside
  taxiway charlie are affected one way or another.  Some
  backsides are almost always black;  others are almost always
  non-black.

 I flew over there in the ufo and saw gray sign backs there...

 ===

 Theoretical question: As I understand it, what's going on is:

  The mesh representing the back of a sign is not complete; graphics state
  from other parts of the scenery are leaking into it.

 Is there some way to check for this at runtime?  Is there
 some calculation that could be done that would detect
 leakage, or detect meshes that might lead to leakage?
 Such a check might make debugging easier.

 Yeah, one could write a visitor that would traverse the scene graph
(perhaps fired by a debugging menu command) and report on meshes that don't
have a color value or texture coordinates set.

 Obviously debugging these signs is nontrivial ... and I
 suspect the signs are not the only items that are vulnerable
 to bugs of this ilk.

 The things that are vulnerable are mostly geometry that we create by hand
within flightgear; objects that are loaded from .ac files are usually well
behaved (in this respect, anyway).

Tim
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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread Curtis Olson
On Fri, Mar 12, 2010 at 7:43 PM, John Denker wrote:

  2) The problem is not entirely gone.  The window for
  observing the bug is much smaller, but not zero.

  The symptom is the same:  depending on camera tilt
  angle, the backside of certain signs switches from
  black to white.



I'm speaking off the top of my head here ... does the specular component of
scene lighting depend on the view direction?  At first thought, I don't
think it should, but I think (at least within flightgear) it may.

Is this a side effect of opengl's simplified lighting model and the fact
that changing view direction implies changing the projection plane?  (i.e.
fog and aspect ratio of objects can change depending on what part of the
project plane they get projected.)

Just brain storming here about what might be worth looking into first ...

Regards,

Curt.
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Re: [Flightgear-devel] Exporting .ac files from Blender

2010-03-12 Thread Roberto Inzerillo
 The FlightGear wiki has a reference to a discussion of this by
 Roberto Inzerillo (http://www.geocities.com/robitabu/
 blender_ac3d_material_translation/blender.html) but it is a dead
 link. Have his tutorials moved somewhere else?

Sorry Andrew, Geocities has been closed some time ago, and all it's 
content with it. That was no terrific tutorial btw, just a few hints 
collected on a webpage. You will find plenty of stuff about 3d file 
formats and texturing with the usual search engines.

I suggest you learn the basics first and then move on to an application 
specific scenario. All will be clear and functional once you got the 
basic knowledge.

Anyway, please send me the .ac file you modified, I'll give a look 
inside and tell you something more.

Roberto Inzerillo

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[Flightgear-devel] SimGear does not compile with latest OSG (RenderBinProxy unknown)

2010-03-12 Thread Torsten Dreyer
Hi,

with latest SVN of openscenegraph, SimGear stops at 
scene/model/SGClipGroup.cxx because RenderBinProxy does not seem to exist any 
longer in osg.

SGClipGroup is not used anywhere, neither in SimGear nor in FlightGear. Should 
we remove it from Makefile.am? 

FlightGear is running happily without it on my machine.

Torsten

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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread John Denker
On 03/12/2010 12:05 PM, Tim Moore wrote:

 I flew over there in the ufo and saw gray sign backs there...

FWIW, if I limit the flight to the default screensize and
default field of view, I find it difficult to reproduce
this bug.

On the other hand, if I expand the screen to HDTV size
and/or zoom in quite a bit, the bug is easily reproducible.



Tangentially related question:  Should the screen's x-size
and y-size be exposed in the property tree somewhere?  I 
looked in the obvious places and grepped for the obvious 
names without success.  I reckon it would only be a couple 
of lines of code to add the appropriate listeners.  Perhaps
somebody who is more familiar than I am with the graphics 
system could stick this in...


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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread Tim Moore
On Fri, Mar 12, 2010 at 11:50 PM, John Denker j...@av8n.com wrote:

 On 03/12/2010 12:05 PM, Tim Moore wrote:

  I flew over there in the ufo and saw gray sign backs there...

 FWIW, if I limit the flight to the default screensize and
 default field of view, I find it difficult to reproduce
 this bug.

 On the other hand, if I expand the screen to HDTV size
 and/or zoom in quite a bit, the bug is easily reproducible.

Are you seeing gray sign backs at all? There shouldn't be any black or white
sign backs in the most recent code.

Tim
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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread John Denker
On 03/12/2010 04:10 PM, Tim Moore wrote:

 There shouldn't be any black or white
 sign backs in the most recent code.

Please say what commits constitute the appropriately
recent code, so I don't need to grovel through the
logs ... or at least so that I know what I'm looking
for when I grovel through the logs.

Is the most recent code available on gitorious?
Which branch?  Or do I need to grovel through the
cvs repo too?

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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread Tim Moore
On Sat, Mar 13, 2010 at 1:04 AM, John Denker j...@av8n.com wrote:

 On 03/12/2010 04:10 PM, Tim Moore wrote:

  There shouldn't be any black or white
  sign backs in the most recent code.

 Please say what commits constitute the appropriately
 recent code, so I don't need to grovel through the
 logs ... or at least so that I know what I'm looking
 for when I grovel through the logs.

 Is the most recent code available on gitorious?
 Which branch?  Or do I need to grovel through the
 cvs repo too?

 Whoops, sorry, it was only in cvs. 262383395d78565 should be in my
gitorious simgear repo now, on the next branch.

Tim

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Re: [Flightgear-devel] scenery appearance depends on camera tilt angle

2010-03-12 Thread John Denker
On 03/12/2010 05:13 PM, Tim Moore wrote:

 262383395d78565 

OK!

Sign backs are all nice and gray now.

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[Flightgear-devel] airseed fix

2010-03-12 Thread syd adams
Hi guys ,
 This is another patch for the overspeed 
It keeps the overspeed properties out of property tree when airspeed
indicator is not 'overspeed ' enabled 
No sense putting unused properties in an already heavily populated property
tree .
Could someone apply please ?
Thanks .
? airspeed.patch
Index: airspeed_indicator.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Instrumentation/airspeed_indicator.cxx,v
retrieving revision 1.13
diff -U 3 -r1.13 airspeed_indicator.cxx
--- airspeed_indicator.cxx	11 Mar 2010 09:45:48 -	1.13
+++ airspeed_indicator.cxx	13 Mar 2010 02:47:45 -
@@ -41,29 +41,32 @@
 _static_pressure_node = fgGetNode(_static_pressure.c_str(), true);
 _density_node = fgGetNode(/environment/density-slugft3, true);
 _speed_node = node-getChild(indicated-speed-kt, 0, true);
-
+
   // overspeed-indicator properties
+if(_has_overspeed){
 _ias_limit_node = node-getNode(ias-limit,0, true);
 _mach_limit_node = node-getNode(mach-limit,0, true);
 _alt_threshold_node = node-getNode(alt-threshold,0, true);
 _airspeed_limit = node-getChild(airspeed-limit-kt, 0, true);
-
+
 if (!_ias_limit_node-hasValue()) {
-  _ias_limit_node-setDoubleValue(250.0);
+  _ias_limit_node-setDoubleValue(248.0);
 }
-
+
 if (!_mach_limit_node-hasValue()) {
   _mach_limit_node-setDoubleValue(0.48);
 }
-
+
 if (!_alt_threshold_node-hasValue()) {
   _alt_threshold_node-setDoubleValue(13200);
 }
-
+
 string paSource = node-getStringValue(pressure-alt-source,
   /instrumentation/altimeter/pressure-alt-ft);
 _pressure_alt = fgGetNode(paSource.c_str(), true);
 _mach = fgGetNode(/velocities/mach, true);
+}
+
 }
 
 #ifndef FPSTOKTS
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Re: [Flightgear-devel] Shaders experiments

2010-03-12 Thread Frederic Bouvier
Le 01/03/2010 00:22, Vivian Meazza a écrit :
 I think both effects should be in cvs so that we can do a bit of testing. We
 can then make some informed comment. 
   

The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a bit. What
do you thing ?

-Fred


--
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proactively, and fine-tune applications for parallel performance.
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