Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread James Turner

On 30 Nov 2011, at 14:07, Stuart Buchanan wrote:

 I'm interested in peoples opinions on this, and in particular what
 their view is of the current forest and urban shader performance. It
 may be that my system is unique in that one is cheap and the other
 expensive, and this is all pointless!

Definitely sounds good to me, a few comments on the details though, based on 
some similar ideas I once looked at, and playing with 'massing models' in 
Google Earth:

 - I don't think you need to worry about a cuboid per floor - only define some 
(irregular) trapezoids for the floor plans, and simply extrude them to a height 
- with suitable random generation of the heights. 

 - partly due to my limited vertex shader knowledge, I was considering doing 
this with simple meshes (and a single texture for a given region of buildings) 
- if the geometry is truly fixed, it should sit in a VBO very efficiently, and 
with no alpha blending or similar, I'd be surprised if the geometry is the 
bottle-neck. (I was imagining a mesh per scenery tile, for example)

 - if you want to get really fancy, you could set building heights based on the 
area of the land-cover polygon; small or suburban area = wider spacing, lower 
heights, huge urban polygon = taller boxes, narrower spacing

James


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Vadym Kukhtin
2011/11/30 Stuart Buchanan stuar...@gmail.com:

 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed.

Can you use low-bit gray (or index) mask, to indicate not only placed
or not, but also rotate angle?  Then it will be possible to align
buildings along main streets.

 This latter technique may
 also have applications for the trees, so that trees only appear a the
 edges of fields, or in the rough of golf courses.

Thats will be awesome.


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Stuart Buchanan
On Thu, Dec 1, 2011 at 8:07 AM, James Turner wrote:
  - I don't think you need to worry about a cuboid per floor - only define 
 some (irregular) trapezoids for the floor plans, and simply extrude them to a 
 height - with suitable random generation of the heights.

I was thinking I'd need a cuboid per floor so I can use textures
efficiently. I'm thinking of a texture file that contains a number of
horizontal texture strips, each representing a floors-worth of walls
for a different building. I think I need a cuboid per floor so they
can repeat on the x-axis but use the same texture strip for each
floor. Otherwise I need a separate texture file for each different
building type, which I understand is particularly inefficient.

  - partly due to my limited vertex shader knowledge, I was considering doing 
 this with simple meshes (and a single texture for a given region of 
 buildings) - if the geometry is truly fixed, it should sit in a VBO very 
 efficiently, and with no alpha blending or similar, I'd be surprised if the 
 geometry is the bottle-neck. (I was imagining a mesh per scenery tile, for 
 example)

That's an interesting idea. I was planning something more complicated,
with each building being considered separately purely because I could
re-use a lot of the code/knowledge I already had from the trees. A
single mesh per tile might be a bit much (I think there's a limit on
the number of vertices per object?), but certainly a mesh per triangle
should work and might in fact be simpler to implement.

  - if you want to get really fancy, you could set building heights based on 
 the area of the land-cover polygon; small or suburban area = wider spacing, 
 lower heights, huge urban polygon = taller boxes, narrower spacing

That's my intention. I'm anticipating defining sets of buildings with
heights, widths, textures and spacings on a per-material basis,
comparable to the existing random vegetation.

On Thu, Dec 1, 2011 at 8:46 AM, Vadym Kukhtin wrote:
 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed.

 Can you use low-bit gray (or index) mask, to indicate not only placed
 or not, but also rotate angle?  Then it will be possible to align
 buildings along main streets.

Excellent idea!


-Stuart

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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-12-01 Thread Iervolino Fatima
Hi,

Yes, I agree with you. I di dit and the built is now completely successful.
Thanks,
Cheers,

Fatima

-Message d'origine-
De : ThorstenB [mailto:bre...@gmail.com] 
Envoyé : mercredi 30 novembre 2011 21:14
À : Iervolino Fatima
Cc : FlightGear developers discussions
Objet : Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

Am 30.11.2011 15:40, schrieb Iervolino Fatima:
 I get systematically the same error:

 1Compilation en cours...
 1ReaderWriterOGR.cpp
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2146: 
 erreur de syntaxe : absence de ';' avant l'identificateur 'CPLOSGErrorHandler'
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2182: 
 'CPL_STDCALL' : utilisation non conforme du type 'void'
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(43) : error C4430: 
 spécificateur de type manquant - int est pris en compte par défaut. Remarque 
 : C++ ne prend pas en charge int par défaut
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(50) : warning C4508: 
 'CPLOSGErrorHandler' : la fonction doit retourner une valeur ; type de retour 
 'void' pris par défaut
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(100) : error C2664: 
 'CPLSetErrorHandler' : impossible de convertir le paramètre 1 de 'int 
 (__cdecl *)(CPLErr,int,const char *)' en 'CPLErrorHandler'
 1 Aucune fonction ayant ce nom dans la portée ne correspond au type 
 de la cible
 1Le journal de génération a été enregistré à l'emplacement 
 file://c:\FGDev\OpenSceneGraph-3.0.1\OpenSceneGraph\build\src\osgPlugins\ogr\osgdb_ogr.dir\Debug\BuildLog.htm
 1Plugins ogr - 4 erreur(s), 1 avertissement(s

 Have you an idea how to solve it?
 Many thanks,

Hmm. Unfortunately I have little help here. Actually you're compiling a 
part of the OpenSceneGraph library there - not FlightGear itself. 
However, I can see that for some reason the OSG plugin ogr was never 
compiled on my system. Not sure what it does, but it seems we don't need 
this for FlightGear. Maybe this OSG plugin is broken somehow. I would 
probably just try to disable ogr (i.e. remove the 
ADD_SUBDIRECTORY(ogr) from the CMakeList.txt) and see if that works. 
Otherwise you may need to ask the OpenSceneGraph forum/devel-list.

cheers,
Thorsten
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[Flightgear-devel] Jenkins Builds for win32 down?

2011-12-01 Thread Heiko Schulz
Hello, 

I wanted to update FlightGear today.
but I noticed that the last win32/64 builds has be created a while ago, though 
I can see a lot of new things has been added to SimGear and Flightgear since. 
It looks as currently no win-builds are possible, as OSG, FGRun and TerraGear 
Builds are missing as well.

Anyone knows why?

Thanks
Heiko




still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] Jenkins Builds for win32 down?

2011-12-01 Thread James Turner

On 1 Dec 2011, at 12:33, Heiko Schulz wrote:

 Anyone knows why?

The Windows slave is offline, and I keep forgetting to poke Gene to see why. 
Probably the Windows box needs restarted / tickled / fed chocolate.

James


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Re: [Flightgear-devel] Marketting of 2.6.0 via FS Break podcast

2011-12-01 Thread Gene Buckle
On Wed, 30 Nov 2011, Stuart Buchanan wrote:

 (For any third party reading this, Arnt's comments are not usually a
 reflection of the general view of the FG community, as a perusal of the
 mailing list will quickly show)


Stuart is far too nice.  He's a kook that should be ignored.

g.

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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-12-01 Thread Iervolino Fatima
Hi Thorsten,

 

I've rebuilt all successfully. But I'm still have the same problem as before:

 

 

What I can do to solve it? 

Thanks,

Fatima

 

-Message d'origine-
De : ThorstenB [mailto:bre...@gmail.com] 
Envoyé : mercredi 30 novembre 2011 21:14
À : Iervolino Fatima
Cc : FlightGear developers discussions
Objet : Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

 

Am 30.11.2011 15:40, schrieb Iervolino Fatima:

 I get systematically the same error:

 

 1Compilation en cours...

 1ReaderWriterOGR.cpp

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2146: 
 erreur de syntaxe : absence de ';' avant l'identificateur 'CPLOSGErrorHandler'

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2182: 
 'CPL_STDCALL' : utilisation non conforme du type 'void'

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(43) : error C4430: 
 spécificateur de type manquant - int est pris en compte par défaut. Remarque 
 : C++ ne prend pas en charge int par défaut

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(50) : warning C4508: 
 'CPLOSGErrorHandler' : la fonction doit retourner une valeur ; type de retour 
 'void' pris par défaut

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(100) : error C2664: 
 'CPLSetErrorHandler' : impossible de convertir le paramètre 1 de 'int 
 (__cdecl *)(CPLErr,int,const char *)' en 'CPLErrorHandler'

 1 Aucune fonction ayant ce nom dans la portée ne correspond au type 
 de la cible

 1Le journal de génération a été enregistré à l'emplacement 
 file://c:\FGDev\OpenSceneGraph-3.0.1\OpenSceneGraph\build\src\osgPlugins\ogr\osgdb_ogr.dir\Debug\BuildLog.htm

 1Plugins ogr - 4 erreur(s), 1 avertissement(s

 

 Have you an idea how to solve it?

 Many thanks,

 

Hmm. Unfortunately I have little help here. Actually you're compiling a 

part of the OpenSceneGraph library there - not FlightGear itself. 

However, I can see that for some reason the OSG plugin ogr was never 

compiled on my system. Not sure what it does, but it seems we don't need 

this for FlightGear. Maybe this OSG plugin is broken somehow. I would 

probably just try to disable ogr (i.e. remove the 

ADD_SUBDIRECTORY(ogr) from the CMakeList.txt) and see if that works. 

Otherwise you may need to ask the OpenSceneGraph forum/devel-list.

 

cheers,

Thorsten

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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-12-01 Thread HB-GRAL
Hi Fatima

Just found something with your output, just in case you still get the 
same errors with the ogr plugin.
http://forum.openscenegraph.org/viewtopic.php?t=2953view=previous

Cheers, Yves

Am 01.12.11 15:53, schrieb Iervolino Fatima:
 Hi Thorsten,



 I've rebuilt all successfully. But I'm still have the same problem as before:





 What I can do to solve it?

 Thanks,

 Fatima



 -Message d'origine-
 De : ThorstenB [mailto:bre...@gmail.com]
 Envoyé : mercredi 30 novembre 2011 21:14
 À : Iervolino Fatima
 Cc : FlightGear developers discussions
 Objet : Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)



 Am 30.11.2011 15:40, schrieb Iervolino Fatima:

 I get systematically the same error:



 1Compilation en cours...

 1ReaderWriterOGR.cpp

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2146: 
 erreur de syntaxe : absence de ';' avant l'identificateur 
 'CPLOSGErrorHandler'

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2182: 
 'CPL_STDCALL' : utilisation non conforme du type 'void'

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(43) : error C4430: 
 spécificateur de type manquant - int est pris en compte par défaut. Remarque 
 : C++ ne prend pas en charge int par défaut

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(50) : warning C4508: 
 'CPLOSGErrorHandler' : la fonction doit retourner une valeur ; type de 
 retour 'void' pris par défaut

 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(100) : error C2664: 
 'CPLSetErrorHandler' : impossible de convertir le paramètre 1 de 'int 
 (__cdecl *)(CPLErr,int,const char *)' en 'CPLErrorHandler'

 1  Aucune fonction ayant ce nom dans la portée ne correspond au 
 type de la cible

 1Le journal de génération a été enregistré à l'emplacement 
 file://c:\FGDev\OpenSceneGraph-3.0.1\OpenSceneGraph\build\src\osgPlugins\ogr\osgdb_ogr.dir\Debug\BuildLog.htm

 1Plugins ogr - 4 erreur(s), 1 avertissement(s



 Have you an idea how to solve it?

 Many thanks,



 Hmm. Unfortunately I have little help here. Actually you're compiling a

 part of the OpenSceneGraph library there - not FlightGear itself.

 However, I can see that for some reason the OSG plugin ogr was never

 compiled on my system. Not sure what it does, but it seems we don't need

 this for FlightGear. Maybe this OSG plugin is broken somehow. I would

 probably just try to disable ogr (i.e. remove the

 ADD_SUBDIRECTORY(ogr) from the CMakeList.txt) and see if that works.

 Otherwise you may need to ask the OpenSceneGraph forum/devel-list.



 cheers,

 Thorsten




 --
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 contains a definitive record of customers, application performance,
 security threats, fraudulent activity, and more. Splunk takes this
 data and makes sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-novd2d



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Re: [Flightgear-devel] Jenkins Builds for win32 down?

2011-12-01 Thread Gene Buckle
On Thu, 1 Dec 2011, James Turner wrote:


 On 1 Dec 2011, at 12:33, Heiko Schulz wrote:

 Anyone knows why?

 The Windows slave is offline, and I keep forgetting to poke Gene to see 
 why. Probably the Windows box needs restarted / tickled / fed chocolate.

The service had stopped for some reason.  I've got it restarted and I've 
added the windows builds to the queue.

g.

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[Flightgear-devel] FlightGear Newsletter - November 2011

2011-12-01 Thread Gijs de Rooy

We've just entered the last month of the year, so time for another FlightGear 
newsletter!
This newsletter contains some very important information for contributors, so 
read it carefully. Altough most of the release cycle will be the same as for 
2.4.0, there are
some important differences with respect to aircraft.

This is our second edition with a contributor interview (thanks Stuart!), and 
we'd like
to continue like that. The idea is that contributors pick interview 
questions and answer 
them by themselves. Anyone interested to write next 
month's interview? You can either 
send me the interview, or put it in the 
newsletter yourself.

Contributions for this month are welcome at the 
wiki.

But first it's time to enjoy the November edition!  
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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-12-01 Thread ThorstenB
Am 01.12.2011 15:53, schrieb Iervolino Fatima:
 Hi Thorsten,

 I've rebuilt all successfully. But I'm still have the same problem as
 before:

 What I can do to solve it?

First of all, are you really using CMake to configure your FlightGear 
build (not just for OSG!) - or are you maybe using the MSVC project 
which is (still) located in the FlightGear folder below project/VC90 ? 
The latter is unmaintained now - since we switched to CMake a few days 
ago (see our email topic :) ). I have no idea what happens if you 
compiled with the now-obsolete MSVC project file.

@James/Frederic: Could we drop the VC90 project file now? It's confusing 
if that's still around. No one is checking this file now, and it's 
impossible to know what people are using as long as it's still around.

Fatima, if you have used cmake for FlightGear (not just for OSG), then 
check the generated file src/Include/config.h from your FlightGear 
(build) directory. It should contain:

#define ENABLE_YASIM
#define ENABLE_JSBSIM

= If these were missing (or commented out), then this explains your 
problem. You could add/enable these defines manually to have a quick 
success with building. But better also fix the root cause, otherwise 
issues will be back later.

Also check the CMakeCache.txt file (not sure if that has the same name 
for Windows). It should contain:

//Set to ON to build FlightGear with JSBSim FDM
ENABLE_JSBSIM:BOOL=ON

//Set to ON to build FlightGear with YASIM FDM
ENABLE_YASIM:BOOL=ON

If these switches are set to OFF (or even missing), then the CMake 
configuration step hasn't worked for FlightGear.

If you can't fix the issue, then please attach the src/Include/config.h 
and CMakeCache.txt files to your email, so we can see how your build is 
configured. And remember, these files should be _generated_ on your 
machine (whenever you run cmake) - so check their file date/time to see 
if they are really fresh.

It may also be a good idea to see if you maybe have any other (old) 
config.h in one of your include directories - so that the compiler 
somehow finds the wrong file first...

cheers,
Thorsten

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