Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Renk Thorsten
 The first line says it all.

Okay... so what does it mean?

 I'd first try to reduce the size of the shadow map :
 --prop:/sim/rendering/shadows/map-size=1024

No success, problem persists.

 or reduce the window size : --geometry=800x600
 to reduce the memory footprint.

Same as above, problem persists. Also when I use small shadow map in addition 
to 800x600 window no success (leaving aside the fact that Flightgear running in 
a window of less than a quarter of my screen isn't really thrilling...) .

 You have a laptop right ? Maybe you have shared memory between the
 CPU and the GPU (NVidia calls that TurboCache) and you didn't
 reserve enough memory for the GPU. This is a BIOS setting.
 Allocate the more you can to the GPU and retry.

Can't do - this is a SONY VAIO laptop, which means you don't get to set 
anything relevant  in the BIOS unless you start hacking it. :-(

Somehow I have the feeling that this isn't a memory problem though. 
Experimenting with Earthview, I can load a sphere textured with 5 4096x4096 and 
11 2048x2048 texture sheets allright without bothering with any smart texture 
management in addition to a normal Flightgear scenery and it works just fine - 
going through the numbers, that's quite a lot of raw data to be stored 
somewhere.

My GPU isn't exactly new, but given what cloud and weather I can run and what 
others get as framerates out of the same scene, it is still rather competitive 
and probably better than what most people in the forum run (i.e. those who 
don't invest in a dedicated high-end GPU).

Plus, so far with one exception (landmass effect at high quality) pretty much 
everything so far ran just fine out of the box with very acceptable framerates. 
So, I have a feeling that Rembrandt might be going to leave a lot of folks with 
blank screens at this point. I don't want to be negative here, maybe it is a 
trivial problem, but this isn't really a shader which I don't really need to 
see, this gives me an unusuable Flightgear.

Cheers,

* Thorsten
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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-11 Thread scosu


On Tue 10 Apr 2012 10:23:23 PM CEST, ThorstenB wrote:
 Am 10.04.2012 21:08, schrieb Martin Spott:
 And there's still one thing to consider: Having one central set of
 apt./nav.dat files in the Base Package still doesn't address the trend
 of the FlightGear project and Scenery development proceeding
 asynchronously.

 But to be honest, it neither works with central terrasync scenery. We
 could never push any updates (such as introducing terrasync scenery with
 the new EDDF runway) without immediately breaking consistency with all
 previously released FG versions (= their base packages). And we cannot
 expect all users to run the same FG version - or to even update their FG
 setups (base packages) on the same day. A bunch of Linux distros still
 haven't switched to FG 2.6.0...

As far as I know terrasync uses svn. So for every release we could fork 
a new branch which is automatically selected by the terrasync client. 
This would prevent all version conflicts and issues.


 Since we somehow hard-code navigation data into the generated scenery
 tiles, it really makes sense to couple them closely.

 Terrasync already syncs a global /Models directory, so terrasync
 scenery can use newer or updated models. We could do the same for nav
 data. I'd be happy to extend terrasync to sync another global directory,
 i.e. /Nav (or /Nav810, /Nav850) and then extend FG to consider
 these directories first, before defaulting to (old) nav/airport/airway
 data from the base package - which then would only need to match the
 (old) base package scenery (i.e. before the users pulls terrasync data
 for the first time).

 This would avoid consistency issues, unless the nav data format itself
 changes - like it will with the 810/850 change. But this seems a less
 frequent event - hopefully not happening every 3 months or every year.

 It wouldn't help with any individual, regional scenery projects though:
 these could still rely on different, conflicting versions of nav data -
 and we can only load one version into FG. But we probably don't need to
 (nor could, maybe neither should ;-) ) address this anyway...

Beside serving a global nav.dat/apt.dat through terrasync, we could 
extend fgfs with the possibility to load custom scenery specific 
nav.dat. For example through patch files which are applied to the 
terrasync nav.dat when fgfs starts.


 cheers,
 Thorsten

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scosu

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote:
  The first line says it all.
 
 Okay... so what does it mean?
 
  I'd first try to reduce the size of the shadow map :
  --prop:/sim/rendering/shadows/map-size=1024
 
 No success, problem persists.
 
  or reduce the window size : --geometry=800x600
  to reduce the memory footprint.
 
 Same as above, problem persists. Also when I use small shadow map in addition 
 to 800x600 window no success (leaving aside the fact that Flightgear running 
 in a window of less than a quarter of my screen isn't really thrilling...) .

In fact I have the same problem with a AMD-X2/3Ghz with 2Gb memory and a
GeForce 9600GT:

fgfs --enable-rembrandt --prop:/sim/rendering/shadows/map-size=1024
--geometry=800x60
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support
multiple color outputs.

Erik


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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote:
  The first line says it all.
 
 Okay... so what does it mean?
 
  I'd first try to reduce the size of the shadow map :
  --prop:/sim/rendering/shadows/map-size=1024
 
 No success, problem persists.
 
  or reduce the window size : --geometry=800x600
  to reduce the memory footprint.
 
 Same as above, problem persists. Also when I use small shadow map in addition 
 to 800x600 window no success (leaving aside the fact that Flightgear running 
 in a window of less than a quarter of my screen isn't really thrilling...) .

Maybe this may help developers, it's about the same message:
http://forum.openscenegraph.org/viewtopic.php?t=8905

Erik


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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
 De: Erik Hofman
 
 On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote:
   The first line says it all.
  
  Okay... so what does it mean?

It means that a required Framebuffer Object failed to 
setup and the fallback isn't OK for Rembrandt.

  
   I'd first try to reduce the size of the shadow map :
   --prop:/sim/rendering/shadows/map-size=1024
  
  No success, problem persists.
  
   or reduce the window size : --geometry=800x600
   to reduce the memory footprint.
  
  Same as above, problem persists. Also when I use small shadow map
  in addition to 800x600 window no success (leaving aside the fact
  that Flightgear running in a window of less than a quarter of my
  screen isn't really thrilling...) .
 
 Maybe this may help developers, it's about the same message:
 http://forum.openscenegraph.org/viewtopic.php?t=8905

This issue is related to iOS and OGL ES, that is a bit different.

There is the concept of implicit attachment in OSG, so 
INCOMPLETE_ATTACHMENT shouldn't occur if an attachment was 
missing in the first place. I am thinking of an explicit 
attachment that failed silently.
There is a way to increase the OSG log level, but I don't remember 
it for the moment.

I have to make guess as I don't have a card that exhibit that issue.
You can try to edit fg/src/Main/renderer.cxx and change 
GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to add
the --bpp=32 option to the fgfs command line.

Last, make sure that you didn't enable multithreading in preferences.xml
(AutomaticSelection or something else)

 Plus, so far with one exception (landmass effect at high quality) 
 pretty much everything so far ran just fine out of the box with very 
 acceptable framerates. So, I have a feeling that Rembrandt might be 
 going to leave a lot of folks with blank screens at this point. I 
 don't want to be negative here, maybe it is a trivial problem, but 
 this isn't really a shader which I don't really need to see, this 
 gives me an unusuable Flightgear.

Be sure I value your feedback, but we are exploring new lands here. 
There is not so much OSG deferred rendering example or real 
application around, so please be forgiving.
And I don't think Flightgear is unusable for anybody. The Rembrandt 
renderer is optional and the classical/2.6 renderer should work for 
everybody. 

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Renk Thorsten
 Be sure I value your feedback, but we are exploring new lands here.
 There is not so much OSG deferred rendering example or real
 application around, so please be forgiving.
 And I don't think Flightgear is unusable for anybody. The Rembrandt
 renderer is optional and the classical/2.6 renderer should work for
 everybody.

Sorry if that came across the wrong way. I am well aware of this - I am 
probably more worried about aircraft and/or scenery being converted and 
committed at this stage than about project Rembrandt as such, since the default 
renderer is working just fine. What also bothers me is the attitude I've come 
across with other people (not you!) which goes like 'Don't bother writing 
something for the 2.6 renderer because Rembrandt will be there.' - which sounds 
more like replacement than optional. I'm also observing statements being made 
in the forum by various people - some are rather cautious, others raise 
expectations for a release which may backfire badly if there turn out to be 
issues with many cards. So I'm not writing this out of the blue.

Personally, I can live without shadows if my GPU turns out not to support this 
at all in the end - but I can't really if all aircraft at night use Rembrandt 
in a non-optional way and all I get to see with default rendering is darkness. 
And so on.

I'll explore your suggestions and let you know what happens.

Cheers,

* Thorsten
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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-11 Thread Christian Schmitt
ThorstenB wrote:

 But to be honest, it neither works with central terrasync scenery. We
 could never push any updates (such as introducing terrasync scenery with
 the new EDDF runway) without immediately breaking consistency with all
 previously released FG versions (= their base packages). And we cannot
 expect all users to run the same FG version - or to even update their FG
 setups (base packages) on the same day. A bunch of Linux distros still
 haven't switched to FG 2.6.0...

But we can't guarantee backwards compatibility forever for future world 
scenery releases. The main problem I currently see is a different one 
however...

 Terrasync already syncs a global /Models directory, so terrasync
 scenery can use newer or updated models. We could do the same for nav
 data. I'd be happy to extend terrasync to sync another global directory,
 i.e. /Nav (or /Nav810, /Nav850) and then extend FG to consider
 these directories first, before defaulting to (old) nav/airport/airway
 data from the base package - which then would only need to match the
 (old) base package scenery (i.e. before the users pulls terrasync data
 for the first time).

Now, it's good to see these issues getting some attention, but that is not 
the only issue we are facing:
Taxiway signs are distributed via terrasync as stg entries. apt.dat 850 
contains the taxiway definitions along with the rest of the airport data. 
What we do now in genapts850 is to convert the sign format from apt.dat to 
stg and write the corresponding files. No problem so far (and we always get 
the correct hight for the signs along the way). If a user wants to edit the 
signs, he can do it in stg, but that is a one way road. Ideally the edits 
should go back to upstream so everyone can profit from them. But there is no 
(official) way back from stg to apt.dat. I was in this situation yesterday 
and hacked together a quick script to be able to convert the signs.

Xplane's WorldEditor (WED), an opensource program, BTW, is perfectly able to 
create airport layouts, signs and taxiway routes. All of this is read and 
written back to apt.dat. So our general question should be how to handle 
this situation in the most optimal way. Should we continue implementing our 
own xml versions of the apt.dat entries or should we rather try to read as 
many properties as possible directly from an apt.dat file? And how do we 
secure the exchange of data between stg and apt.dat?

This topic is very complex and I'm sure i forgot many other important 
aspects, but this is just what i'm currently thinking about.

Chris

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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-11 Thread Oliver Thurau
The same applies to shipping modified apt.dat files with the Base
 Package as long as use-custom-scenery-data flag wasn't established as
 default.



Noticed yesterday that the preferences.xml in fgdata does not contain the
use-custom-scenery-data part anymore?

Is that intentional?



Shared models get now loaded from fgdata again (with current git).

Oliver
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 10:18 +0200, Frederic Bouvier wrote:

 I have to make guess as I don't have a card that exhibit that issue.
 You can try to edit fg/src/Main/renderer.cxx and change 
 GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to add
 the --bpp=32 option to the fgfs command line.
 
 Last, make sure that you didn't enable multithreading in preferences.xml
 (AutomaticSelection or something else)

None of these seems to help but when I apply the attached patch (as
suggested by http://markmail.org/message/yfuz7je43bdzt6h2) at least the
warnings are gone and I see the scenery (but not yet perfect).

Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index a4848d3..9f4ed10 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -761,9 +761,9 @@ osg::Camera* FGRenderer::buildDeferredGeometryCamera( flightgear::CameraInfo* in
 camera-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
 camera-setViewport( new osg::Viewport );
 attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER0, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER1, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER2, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
 camera-setDrawBuffer(GL_FRONT);
 camera-setReadBuffer(GL_FRONT);
 
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Vivian Meazza
Thorsten wrote:

 -Original Message-
 From: Renk [mailto:thorsten.i.r...@jyu.fi]
 Sent: 11 April 2012 09:33
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] No Rembrandt here...
 
  Be sure I value your feedback, but we are exploring new lands here.
  There is not so much OSG deferred rendering example or real
  application around, so please be forgiving.
  And I don't think Flightgear is unusable for anybody. The Rembrandt
  renderer is optional and the classical/2.6 renderer should work for
  everybody.
 
 Sorry if that came across the wrong way. I am well aware of this - I am
 probably more worried about aircraft and/or scenery being converted and
 committed at this stage than about project Rembrandt as such, since the
 default renderer is working just fine. What also bothers me is the
attitude
 I've come across with other people (not you!) which goes like 'Don't
bother
 writing something for the 2.6 renderer because Rembrandt will be there.' -
 which sounds more like replacement than optional. I'm also observing
 statements being made in the forum by various people - some are rather
 cautious, others raise expectations for a release which may backfire badly
if
 there turn out to be issues with many cards. So I'm not writing this out
of the
 blue.
 
 Personally, I can live without shadows if my GPU turns out not to support
this
 at all in the end - but I can't really if all aircraft at night use
Rembrandt in a
 non-optional way and all I get to see with default rendering is darkness.
And
 so on.
 
 I'll explore your suggestions and let you know what happens.
 

Ah the dangers of forums! Whether or not an aircraft is converted to
Rembrandt depends on the aircraft developer. Personally, I have taken the
route of adding a Rembrandt version to the inventory and leaving a version
still fully compatible with 2.6.0. This is by way of being a test-bed for
Rembrandt. So far it has taken several weeks, and most of it is just
eye-candy. This is partly my learning curve, partly bugs, and not least the
sheer size of the task.

I think that you are quite right to express your concerns. I suppose in the
future there might be aircraft or scenery developed purely for Rembrandt
(and that would be a poor decision by the developer), but at the moment I
cannot see why your fears would be realised while Rembrandt remains
optional.


Vivian







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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Gijs de Rooy

Vivian, or anyone else with optional-Rembrandt experience, feel free to add 
some instructions on how to 
make an aircraft support both renderers to 
http://wiki.flightgear.org/Project_Rembrandt#Porting_aircraft 

So we can forward aircraft devs to that (once Rembrandt is stable/complete).

Cheers,
Gijs
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
Hi Erik,

 De: Erik Hofman
 
 On Wed, 2012-04-11 at 10:18 +0200, Frederic Bouvier wrote:
 
  I have to make guess as I don't have a card that exhibit that
  issue.
  You can try to edit fg/src/Main/renderer.cxx and change
  GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to
  add the --bpp=32 option to the fgfs command line.
  
  Last, make sure that you didn't enable multithreading in
  preferences.xml
  (AutomaticSelection or something else)
 
 None of these seems to help but when I apply the attached patch (as
 suggested by http://markmail.org/message/yfuz7je43bdzt6h2) at least
 the warnings are gone and I see the scenery (but not yet perfect).

With this patch you are trading a bug for a bug. Assigning the 
same attachment to three buffers as the same effect than assigning
three different values to the same variable.

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote:
 Hi Erik,
 With this patch you are trading a bug for a bug. Assigning the 
 same attachment to three buffers as the same effect than assigning
 three different values to the same variable.

I was already afraid something like that was happening.

Erik


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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
 On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote:
  Hi Erik,
  With this patch you are trading a bug for a bug. Assigning the
  same attachment to three buffers as the same effect than assigning
  three different values to the same variable.
 
 I was already afraid something like that was happening.

Try --prop:/sim/rendering/no-16bit-buffer=true

although the symptoms were a bit different

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 14:15 +0200, Frederic Bouvier wrote:
  On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote:
   Hi Erik,
   With this patch you are trading a bug for a bug. Assigning the
   same attachment to three buffers as the same effect than assigning
   three different values to the same variable.
  
  I was already afraid something like that was happening.
 
 Try --prop:/sim/rendering/no-16bit-buffer=true
 
 although the symptoms were a bit different

Yes! that works.

Erik


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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


Do I have to create my own unistd.h?  Or do we have a replacement that works 
with VS? 



Where would I find a copy? 



4 lowlevel.cxx 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 sg_binobj.cxx 

3c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 Generating Code. 





John 









- Original Message -


From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:47:00 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 






OK, disregard the previous msg.  got a SimGear build started but it failed. 

  

Enough fun for one day, will attack the error msgs tomorrow.. 

  

John 



- Original Message -




From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:04:50 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 





OK,  got through the configure and generate operations with CMake 

  

version is 2 dot 7 dot 0 

ignoring: ^C:/fgbuild/simgear/.git;\\.gitignore;Makefile.am;~$; 

Library installation directory: lib 

3rdparty files located in C:/fgbuild/dependencies 

BOOST_ROOT is C:/fgbuild/dependencies/boost_1_44_0 

apr-1-config not found, implement manual search for APR 

Could NOT find LIBSVN (missing: LIBSVN_LIBRARIES LIBSVN_INCLUDE_DIR) 

Missing libsvn, unable to enable SVN in SimGear 

Configuring done 

Generating done 

  

however, doesn't appear a VS solution file (.sln) has been created in the 
Simgear directory or it was placed somewhere else and can't find it 

  

Not sure what to include by way of commands or logs to help show what happened. 

  

John 

  

Something is still not corrrect. 

  
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


reply to self 



have your morning coffee before engaging the brain. ;-) 



found the note on editing zconf.h.  Simgear build and install completed; onto 
to flightgear 



John 



- Original Message -


From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, April 11, 2012 6:46:18 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 




Do I have to create my own unistd.h?  Or do we have a replacement that works 
with VS? 

  

Where would I find a copy? 

  

4 lowlevel.cxx 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 sg_binobj.cxx 

3c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 Generating Code. 

    

  

John 

  

  





- Original Message -




From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:47:00 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 






OK, disregard the previous msg.  got a SimGear build started but it failed. 

  

Enough fun for one day, will attack the error msgs tomorrow.. 

  

John 



- Original Message -




From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:04:50 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 





OK,  got through the configure and generate operations with CMake 

  

version is 2 dot 7 dot 0 

ignoring: ^C:/fgbuild/simgear/.git;\\.gitignore;Makefile.am;~$; 

Library installation directory: lib 

3rdparty files located in C:/fgbuild/dependencies 

BOOST_ROOT is C:/fgbuild/dependencies/boost_1_44_0 

apr-1-config not found, implement manual search for APR 

Could NOT find LIBSVN (missing: LIBSVN_LIBRARIES LIBSVN_INCLUDE_DIR) 

Missing libsvn, unable to enable SVN in SimGear 

Configuring done 

Generating done 

  

however, doesn't appear a VS solution file (.sln) has been created in the 
Simgear directory or it was placed somewhere else and can't find it 

  

Not sure what to include by way of commands or logs to help show what happened. 

  

John 

  

Something is still not corrrect. 

  
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Curtis Olson
Hi Thorsten,

I think that is what we have for now.  You can do better by increasing your
shadow map size to 8192 or 16384, but at the 16384 resolution my
performance goes into the tank, and at 8192, there are still many shadow
artifacts due to lack of resolution.  (clearly blocky/xelated/aliasing
edges, something that looks like z-buffer fighting for objects further way,
etc.)  Hopefully this will improve with future tuning.  I'd love to be able
to overfly the SFO terminal at 1000' for instance and have solid shadows on
the AI aircraft, solid shadows on the light poles, solid shadows from the
terminal building, etc.  I'm hoping that will ultimately be possible.
 Otherwise, just getting one good clear shadow of our own aircraft onto the
ground and onto ourselves would be a good 90% solution.

Curt.


On Wed, Apr 11, 2012 at 7:52 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  Try --prop:/sim/rendering/no-16bit-buffer=true
 
  although the symptoms were a bit different

 Same here, this sort of works up to the 4096 map size. I do see shadows
 and lights at night at KSFO, but the shadows are very... restless - they
 seem to flicker quite a bit, and all in all the light I get to see depends
 very much on the view angle - is that normal? The grainy shadow edge seems
 to be a function of the map size, it gets a lot worse when I go to 1024...

 Thanks for the fix in any case!

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


Hi, 



The wiki writeup did not talk about using glut or FLTK or whatever for the 
graphics.  The fgfs build failed. 



13 Creating library 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.lib and object 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.exp 

13LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other 
libs; use /NODEFAULTLIB:library 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) referenced 
in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 
referenced in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 

13C:\fgbuild\projects\msvc100\FlightGear\src\Main\Debug\fgfs.exe : fatal error 
LNK1120: 2 unresolved externals 

15-- Rebuild All started: Project: ALL_BUILD, Configuration: Debug Win32 
-- 

15 Build all projects 

15 Building Custom Rule C:/fgbuild/flightgear/CMakeLists.txt 

15 CMake does not need to re-run because 
C:\fgbuild\projects\msvc100\FlightGear\CMakeFiles\generate.stamp is up-to-date. 

16-- Skipped Rebuild All: Project: INSTALL, Configuration: Debug Win32 
-- 

16Project not selected to build for this solution configuration 

17-- Skipped Rebuild All: Project: PACKAGE, Configuration: Debug Win32 
-- 

17Project not selected to build for this solution configuration 

== Rebuild All: 13 succeeded, 1 failed, 3 skipped == 



Any suggestion where to look?  ATM I'm clueless .   :-( 



John 

13 Creating library 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.lib and object 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.exp 

13LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other 
libs; use /NODEFAULTLIB:library 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) referenced 
in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 
referenced in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 

13C:\fgbuild\projects\msvc100\FlightGear\src\Main\Debug\fgfs.exe : fatal error 
LNK1120: 2 unresolved externals 

15-- Rebuild All started: Project: ALL_BUILD, Configuration: Debug Win32 
-- 

15 Build all projects 

15 Building Custom Rule C:/fgbuild/flightgear/CMakeLists.txt 

15 CMake does not need to re-run because 
C:\fgbuild\projects\msvc100\FlightGear\CMakeFiles\generate.stamp is up-to-date. 

16-- Skipped Rebuild All: Project: INSTALL, Configuration: Debug Win32 
-- 

16Project not selected to build for this solution configuration 

17-- Skipped Rebuild All: Project: PACKAGE, Configuration: Debug Win32 
-- 

17Project not selected to build for this solution configuration 

== Rebuild All: 13 succeeded, 1 failed, 3 skipped == 



Any suggestion where to look?  ATM I'm clueless .   :-( 



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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread Gene Buckle

On Wed, 11 Apr 2012, castle...@comcast.net wrote:

found the note on editing zconf.h.  Simgear build and install completed; 
onto to flightgear




John


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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread Geoff McLane
Hi John,

1: unistd.h

Yes I ran across the missing 'unistd.h' in zconf.h 
recently, but I thought my problem was in FG, but 
maybe also SG... 

The FIX is simple I think... somewhere there is 
a 'config.h' - one I know about is in 
FG\util\fgadmin\src - which has -

#define HAVE_UNISTD_H 1

This causes zconf.h to look for 'unistd.h'

Find that file, and change that line to 

#undef HAVE_UNISTD_H

There are several other things defined in 
that file which are also 'wrong' but do 
not cause any problems since they are not 
used...

Should not be necessary to modify zconf.h, 
but that is another way around this problem ;=))


2: puaList = missing PLIB - puAux.lib

In the CMake GUI scroll down, down and check the 
PLIB library libraries found...

PLIB_PUAUX_LIBRARY - should be blank
PLIB_PUAUX_LIBRARY_DEBUG - should be like
  c:\fgbuild\dependencies\3rdparty\lib\puauxd.lib
PLIB_PUAUX_LIBRARY_RELEASE - should be like
  c:\fgbuild\dependencies\3rdparty\lib\puaux.lib

PLIB_PUI_LIBRARY - should be blank
PLIB_PUI_LIBRARY_DEBUG - should be like
  c:\fgbuild\dependencies\3rdparty\lib\pud.lib
PLIB_PUI_LIBRARY_RELEASE - should be like
  c:\fgbuild\dependencies\3rdparty\lib\pu.lib

And each of the other PLIB items should point 
to each of the other plib libraries...

You can also open and check the file fgfs.log written 
by MSVC10 and check exactly WHAT libraries are 
presently being linked to fgfs.exe... find the 
bin\link.exe line... it is a BIG list...

If not this, then not sure...

Aside from the above ???.log files, another 
file you can post somewhere is the CMakeCache..txt... 
it gives LOTS of information, and with a view of 
its contents we may be able to help you better...

Regards,
Geoff.



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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


Thanks Geoff, 



zconf.h is taken care off, 



looked in  the libraries and puAux.lib and pu.lib are there.  Here is an 
extract from the CMakecache.txt file.  






 

//Path to a library. 



PLIB_LIBRARIES:FILEPATH=PLIB_LIBRARIES-NOTFOUND 





  

//The PLIB_PUAUX library 



PLIB_PUAUX_LIBRARY:FILEPATH=optimized;C:/fgbuild/dependencies/3rdParty/lib/puAux.lib;debug;C:/fgbuild/dependencies/3rdParty/lib/puAux.lib
 





  

//Path to a library. 



PLIB_PUAUX_LIBRARY_DEBUG:FILEPATH=PLIB_PUAUX_LIBRARY_DEBUG-NOTFOUND 





  

//Path to a library. 



PLIB_PUAUX_LIBRARY_RELEASE:FILEPATH=C:/fgbuild/dependencies/3rdParty/lib/puAux.lib
 





  

//The PLIB_PUI library 



PLIB_PUI_LIBRARY:FILEPATH=optimized;C:/fgbuild/dependencies/3rdParty/lib/pui.lib;debug;C:/fgbuild/dependencies/3rdParty/lib/pui.lib
 





  

//Path to a library. 



PLIB_PUI_LIBRARY_DEBUG:FILEPATH=PLIB_PUI_LIBRARY_DEBUG-NOTFOUND 





  

//Path to a library. 



PLIB_PUI_LIBRARY_RELEASE:FILEPATH=C:/fgbuild/dependencies/3rdParty/lib/pui.lib 





 



looks slightly different  ( pui vs. pu and puaux vs.puAux,  is that 
significant?) 



there is no pu.lib or puaux.lib. 



wasn't able to track down the log file, where would you find it or is there an 
option in the CMake script to specify location 



Ugggh, hate being a newbie  and just when I was getting comfortable with the 
GNU make system ;-) 



John 

- Original Message -




2: puaList = missing PLIB - puAux.lib 

In the CMake GUI scroll down, down and check the 
PLIB library libraries found... 

PLIB_PUAUX_LIBRARY - should be blank 
PLIB_PUAUX_LIBRARY_DEBUG - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\puauxd.lib 
PLIB_PUAUX_LIBRARY_RELEASE - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\puaux.lib 

PLIB_PUI_LIBRARY - should be blank 
PLIB_PUI_LIBRARY_DEBUG - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\pud.lib 
PLIB_PUI_LIBRARY_RELEASE - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\pu.lib 

And each of the other PLIB items should point 
to each of the other plib libraries... 

You can also open and check the file fgfs.log written 
by MSVC10 and check exactly WHAT libraries are 
presently being linked to fgfs.exe... find the 
bin\link.exe line... it is a BIG list... 

If not this, then not sure... 

Aside from the above ???.log files, another 
file you can post somewhere is the CMakeCache..txt... 
it gives LOTS of information, and with a view of 
its contents we may be able to help you better... 

Regards, 
Geoff. 



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Re: [Flightgear-devel] airport list

2012-04-11 Thread gapalp
I figured out how to use FGAirport::findClosest to accomplish what I needed:static SGConstPropertyNode_ptr latn = fgGetNode("/position/latitude-deg", true);static SGConstPropertyNode_ptr lonn = fgGetNode("/position/longitude-deg", true);SGGeod pos;FGAirport* apt = NULL;AirportInfoFilter filter;double maxRange = 1.0;pos = SGGeod::fromDeg(lonn-getDoubleValue(), latn-getDoubleValue());apt = FGAirport::findClosest(pos, maxRange, filter);string id = apt-ident();The above results in id being the single nearest ICAO. Throw this in a loop and iterate the pos lonn/lat the amount of the loop iterator, put the results in an array, then choose a random ICAO from the array using rand(). Then you have a list of ICAOs N, S, E, and W from your current location. The longer the loop or the greater the iterator, the further away the ICAOs go. For example:for (float i=.1; i  5; i = i + .1) { pos = SGGeod::fromDeg(lonn-getDoubleValue(), latn-getDoubleValue() + i); apt = FGAirport::findClosest(pos, maxRange, filter); string id = apt-ident(); dest[x] = id; x = x + 1; }In the above dest[] will contain 50 ICAOs. Some will be duplicates since a .1 increment in latitude may result in the same airport being the nearest. But that can be tweaked to one's need.gapalpgap...@gapalp.net


 Original Message 
Subject: [Flightgear-devel] airport list
From: gap...@gapalp.net
Date: Mon, April 09, 2012 6:34 pm
To: "FlightGear Development" flightgear-devel@lists.sourceforge.net

I just started playing around in FlightGear development and wanted to intro myself. You all have a great piece of software here and I am enjoying it. I come from years of flight simming in other programs and doing some small commercial work in them. My day job involves corporate app development. My hobbies are astronomy, flight simming, and coding.Anyway, I am playing around with a cargo manager for FG. I have run into needing to pull an airport list to use in a random cargo job generator. Airinfo() and navinfo() don't appear to do it for me. Any way to get the list using an available C++ function? Just a list of ICAOs would be a start. Or will I need to read/parse through the apt.dat file?Thanks and I look forward to some coding fun :)gapalpgap...@gapalp.net --
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