[Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine

2013-01-23 Thread Alan Teeder
Just a heads-up. (MSVC10)

Alan

3  mathlib.c
3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143: syntax 
error : missing ';' before 'type'
3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065: 'range' : 
undeclared identifier
3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065: 'range' : 
undeclared identifier
9-- Build started: Project: test_state_machine, Configuration: Release 
Win32 --
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: class SGSharedPtrclass simgear::StateMachine::State __thiscall 
simgear::StateMachine::stateByIndex(unsigned int)const  
(?stateByIndex@StateMachine@simgear@@QBE?AV?$SGSharedPtr@VState@StateMachine@simgearI@Z)
 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: class SGPropertyNode * __thiscall 
simgear::StateMachine::root(void) 
(?root@StateMachine@simgear@@QAEPAVSGPropertyNode@@XZ) referenced in 
function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: void __thiscall simgear::StateMachine::update(double) 
(?update@StateMachine@simgear@@QAEXN@Z) referenced in function void __cdecl 
testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: void __thiscall simgear::StateMachine::changeToState(class 
SGSharedPtrclass simgear::StateMachine::State,bool) 
(?changeToState@StateMachine@simgear@@QAEXV?$SGSharedPtr@VState@StateMachine@simgear_N@Z)
 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: class SGSharedPtrclass simgear::StateMachine::State __thiscall 
simgear::StateMachine::findStateByName(class std::basic_stringchar,struct 
std::char_traitschar,class std::allocatorchar  const )const  
(?findStateByName@StateMachine@simgear@@QBE?AV?$SGSharedPtr@VState@StateMachine@simgearABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)
 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: int __thiscall simgear::StateMachine::indexOfState(class 
SGSharedPtrclass simgear::StateMachine::State)const  
(?indexOfState@StateMachine@simgear@@QBEHV?$SGSharedPtr@VState@StateMachine@simgear@Z)
 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: class std::basic_stringchar,struct std::char_traitschar,class 
std::allocatorchar  __thiscall 
simgear::StateMachine::State::name(void)const  
(?name@State@StateMachine@simgear@@QBE?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@XZ)
 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: class SGSharedPtrclass simgear::StateMachine::State __thiscall 
simgear::StateMachine::state(void)const  
(?state@StateMachine@simgear@@QBE?AV?$SGSharedPtr@VState@StateMachine@simgearXZ)
 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: void __thiscall simgear::StateMachine::init(void) 
(?init@StateMachine@simgear@@QAEXXZ) referenced in function void __cdecl 
testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: void __thiscall 
simgear::StateMachine::Transition::setTriggerCondition(class SGCondition *) 
(?setTriggerCondition@Transition@StateMachine@simgear@@QAEXPAVSGCondition@@@Z) 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: void __thiscall 
simgear::StateMachine::Transition::addSourceState(class 
simgear::StateMachine::State *) 
(?addSourceState@Transition@StateMachine@simgear@@QAEXPAVState@23@@Z) 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: class SGSharedPtrclass simgear::StateMachine::Transition 
__thiscall simgear::StateMachine::createTransition(class 
std::basic_stringchar,struct std::char_traitschar,class 
std::allocatorchar  const ,class SGSharedPtrclass 
simgear::StateMachine::State) 
(?createTransition@StateMachine@simgear@@QAE?AV?$SGSharedPtr@VTransition@StateMachine@simgearABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$SGSharedPtr@VState@StateMachine@simgear@Z)
 
referenced in function void __cdecl testBasic(void) (?testBasic@@YAXXZ)
9state_machine_test.obj : error LNK2019: unresolved external symbol 
public: class SGSharedPtrclass simgear::StateMachine::State __thiscall 
simgear::StateMachine::createState(class 

Re: [Flightgear-devel] Sync with JSBSim

2013-01-23 Thread Pat
Not sure this is a jbsim problem, but:

Start Flightgear using fgrun at ksfo with c172P
fly.  normal flight.
Exit Flightgear


restart flightgear using fgrun
Change airport to Lansing Muni 
try to fly.  Plane behaves badly.  My yoke does the opposite of usual
I push in and nose raises, pull out and nose lowers
Very odd.



On Sat, 19 Jan 2013 22:48:28 +0100
Torsten Dreyer tors...@t3r.de wrote:

 Hi,
 
 I have just synced the latest and greatest JSBSim into FlightGear.
 I flew a quick pattern with the SenecaII (the only JSBSim aircraft, I 
 have a rating for) and found no quirks.
 Please check, if everything is still working in more complex aircraft.
 
 Greetings,
 Torsten
 
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Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine

2013-01-23 Thread Frederic Bouvier
 De: Alan Teeder
 
 Just a heads-up. (MSVC10)
 
 Alan
 
 3  mathlib.c
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
 syntax error : missing ';' before 'type'
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
 'range' : undeclared identifier
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
 'range' : undeclared identifier

Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style
variable declaration inside the body of a bloc

Regards,
-Fred

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Re: [Flightgear-devel] Simgear windows compile- mathlib.c/test_state_machine

2013-01-23 Thread Alan Teeder
I think that we all know that, but unfortunately it is something that we 
have to live with -  FG is multiplatform.

Sorry - but please don´t blame the messenger. ;-(

Alan

-Original Message- 
From: Frederic Bouvier
Sent: Wednesday, January 23, 2013 10:45 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Simgear windows compile- 
mathlib.c/test_state_machine

 De: Alan Teeder

 Just a heads-up. (MSVC10)

 Alan

 3  mathlib.c
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
 syntax error : missing ';' before 'type'
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
 'range' : undeclared identifier
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
 'range' : undeclared identifier

Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style
variable declaration inside the body of a bloc

Regards,
-Fred

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Re: [Flightgear-devel] Simgear windows compile- mathlib.c/test_state_machine

2013-01-23 Thread Stefan Seifert
On Wednesday 23 January 2013 13:48:44 Alan Teeder wrote:
 I think that we all know that, but unfortunately it is something that we
 have to live with -  FG is multiplatform.

 Sorry - but please don´t blame the messenger. ;-(

Wouldn't it be possible to compile this file in C++ mode? That's the course
the Parrot project follows.

 -Original Message-
 From: Frederic Bouvier
 Sent: Wednesday, January 23, 2013 10:45 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Simgear windows compile-
 mathlib.c/test_state_machine

  De: Alan Teeder
 
  Just a heads-up. (MSVC10)
 
  Alan
 
  3  mathlib.c
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
  syntax error : missing ';' before 'type'
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier

 Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style
 variable declaration inside the body of a bloc


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Re: [Flightgear-devel] Simgear windows compile- mathlib.c/test_state_machine

2013-01-23 Thread Frederic Bouvier
 I think that we all know that
Not sure as we can see it.

 Sorry - but please don´t blame the messenger. ;-(
I agree we should live with that, and my intent wasn't to blame the messenger,
only the careless committer ;)

-Fred

- Mail original -
 De: Alan Teeder ajtee...@v-twin.org.uk
 
 I think that we all know that, but unfortunately it is something that
 we have to live with -  FG is multiplatform.
 
 Sorry - but please don´t blame the messenger. ;-(
 
 Alan
 
 -Original Message-
 From: Frederic Bouvier
 Sent: Wednesday, January 23, 2013 10:45 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Simgear windows compile-
 mathlib.c/test_state_machine
 
  De: Alan Teeder
 
  Just a heads-up. (MSVC10)
 
  Alan
 
  3  mathlib.c
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
  syntax error : missing ';' before 'type'
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier
 
 Reminder to all : MSVC is not C99 Compliant. It doesn't like C++
 style
 variable declaration inside the body of a bloc
 
 Regards,
 -Fred
 
 --
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Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine

2013-01-23 Thread James Turner

On 23 Jan 2013, at 11:45, Frederic Bouvier fredfgf...@free.fr wrote:

 Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style
 variable declaration inside the body of a bloc

I've pushed a fixed now, I would have fixed sooner but all the Windows slaves 
on Jenkins are doing something very strange, so I can't see Windows build 
failures.

I guess there's no upgrade to MSVC which adds C99 support?

James
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Re: [Flightgear-devel] Simgearwindows compile- mathlib.c/test_state_machine

2013-01-23 Thread Alan Teeder

The real problem is with the (lack off) standards compliance, and we all 
have views in that.

(I trust that we are all too adult not to have a Windows/Gnu/Linux flame war 
on this forum. Leave that to other places. )

Alan

-Original Message- 
From: Frederic Bouvier
Sent: Wednesday, January 23, 2013 2:18 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Simgearwindows compile- 
mathlib.c/test_state_machine

 I think that we all know that
Not sure as we can see it.

 Sorry - but please don´t blame the messenger. ;-(
I agree we should live with that, and my intent wasn't to blame the 
messenger,
only the careless committer ;)

-Fred

- Mail original -
 De: Alan Teeder ajtee...@v-twin.org.uk

 I think that we all know that, but unfortunately it is something that
 we have to live with -  FG is multiplatform.

 Sorry - but please don´t blame the messenger. ;-(

 Alan

 -Original Message-
 From: Frederic Bouvier
 Sent: Wednesday, January 23, 2013 10:45 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Simgear windows compile-
 mathlib.c/test_state_machine

  De: Alan Teeder
 
  Just a heads-up. (MSVC10)
 
  Alan
 
  3  mathlib.c
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
  syntax error : missing ';' before 'type'
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier

 Reminder to all : MSVC is not C99 Compliant. It doesn't like C++
 style
 variable declaration inside the body of a bloc

 Regards,
 -Fred

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Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine

2013-01-23 Thread Alan Teeder


From: James Turner 
Sent: Wednesday, January 23, 2013 3:03 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Simgear windows compile - 
mathlib.c/test_state_machine


On 23 Jan 2013, at 11:45, Frederic Bouvier fredfgf...@free.fr wrote:


  Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style
  variable declaration inside the body of a bloc

I've pushed a fixed now, I would have fixed sooner but all the Windows slaves 
on Jenkins are doing something very strange, so I can't see Windows build 
failures.

I guess there's no upgrade to MSVC which adds C99 support?

James
--- 

If there is it is not part of the automatic “Windows Update”, so the best 
answer is no. 

 

Alan
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Re: [Flightgear-devel] Simgearwindows compile- mathlib.c/test_state_machine

2013-01-23 Thread Erik Hofman
On 01/23/2013 04:08 PM, Alan Teeder wrote:
 (I trust that we are all too adult not to have a Windows/Gnu/Linux flame war
 on this forum. Leave that to other places. )

I can't remember the time this has happened, so no need to worry.

Erik

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Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine

2013-01-23 Thread Frederic Bouvier
Hi James,

 De: James Turner zakal...@mac.com

 On 23 Jan 2013, at 11:45, Frederic Bouvier  fredfgf...@free.fr 
 wrote:

  Reminder to all : MSVC is not C99 Compliant. It doesn't like C++
  style
 
  variable declaration inside the body of a bloc
 
 I've pushed a fixed now, I would have fixed sooner but all the
 Windows slaves on Jenkins are doing something very strange, so I
 can't see Windows build failures.

Gene and I are working on this issue and it seems to be resolved.

 I guess there's no upgrade to MSVC which adds C99 support?

I think MS don't want to support it.

Regards,
-Fred

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-23 Thread Mathias Fröhlich
On Sunday, January 20, 2013 19:17:18 Renk Thorsten wrote:
  Well, if you ask in that way, then the question is:
  Do we need 10 different flavours of rock?
 
 If we want to look a scene roughly as it would in the location, the answer
 is yes - volcanic rock on Hawaii looks very different from Alpine rock in
 France. Rock in Iran looks very different again.
 
 If we're happy with one recognizable generic fast-rendering look for
 Flightgear, the answer is no.
 
 Personally I'm in the first camp.
 
 The problem is that there's always somebody unhappy. People are unhappy
 because the base package download size is large, so we'd not want any more
 textures. People are unhappy because FG doesn't look like FSX, so we'd want
 better texturing. People are unhappy because framerates are bad, so we'd
 want less GPU load. People are unhappy because insert name of game here
 has grass moving in the wind and FG has not, so we'd want more fancy
 effects.
 
 I'm trying to sort the reasonable from the unreasonable here and to identify
 genuine problems before they occur. The point is - less uniforms, more
 distinct textures render faster. Any rendering load can even be optional.
 What can not be optional is the size of your base package once I start
 adding textures to it. So it's a question of pain because a scene looks bad
 vs. pain because of large download vs. pain because of high performance
 needs.

I see applications that care for stable 60 hz. If you get for one frame 59 hz 
they have too much jitter and look for an other renderer.

What I really do not like is that people purely push in the direction they 
just like more. If you work sensibly, you can support both. If you want 
photorealistic pictures use a raytracer or do global illumination and use a 
cluster to do the pictures.
But this is a *training* *flight* *simulation*. And as this having nice 
pictures is great to have, but if this is at cost realtime frame rates this is 
not acceptable at all.

This is especially bad since it is possible to support both. It's just that 
enough loud people are after more glossy pictures and do not care for the 
initial purpose. At least this is my impression.
Do not get me wrong. Especially the defered renderer is a huge step into a 
good direction. And this accounts for a lot of gloss and currently still for a 
lot of slowdown if being used. Not to talk about that implementation not 
running at well on some of my machines, but still, this is optional and really 
great to look at when it's working.

And no, attacking the big base package by procedural textures exclusively is 
something that gets my clear NACK.
If done sensibly, you can do a lot with shaders, and this even can look way 
better than a texture. This can be even faster than with textures. If you work 
sensibly and also care for performance I am all for this *as* *an* 
*alternative*.

I personally live behind a very slow 1gbit DSL connect. So, I must be the one 
that is whining about the download size. But why am I able to manage this?

If you want to have a smaller download, you can for example walk all textures 
that are in the base package and in the scenery, look if there are rgba 
textures with a constant equal to zero alpha channel. Then for textures with a 
needless alpha chanel, replace these with rgb textures.
That would be a simple and effective candidate for improovement. That would 
help osg for unneeded transparancy sorting and that would help the gpu.
Sure the git commit object will stay. But people wante to have a distributed 
revison control system. It was clear that these objects stay then.

  And please finally teach your mailer not to drop the reply reference!
  ... if you write just one less of these lenghty mails you should be able
  to find that knob.
 
 This goes via a webmail interface that is managed by my University's beloved
 IT department - please don't ask me any more, or I would tell a few really
 good stories... Suffice to say, it doesn't seem possible to do. In the
 overall scheme of things, this is a minor annoyance...
You could use an other mail for example.
And to me this is *really* annoying.

Mathias

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-23 Thread Stuart Buchanan
Hi Mathias,

Stepping in here just in case some context is getting lost in
translation :).

On Wed, Jan 23, 2013 at 8:50 PM, Mathias Fröhlich wrote:
 What I really do not like is that people purely push in the direction they
 just like more. If you work sensibly, you can support both. If you want
 photorealistic pictures use a raytracer or do global illumination and use a
 cluster to do the pictures.
 But this is a *training* *flight* *simulation*. And as this having nice
 pictures is great to have, but if this is at cost realtime frame rates this is
 not acceptable at all.

 This is especially bad since it is possible to support both. It's just that
 enough loud people are after more glossy pictures and do not care for the
 initial purpose. At least this is my impression.

The current proposal that Thorsten and myself have been thinking about
is that all of this is optional on the quality slider on the rendering
dialog.  So
we absolutely will be supporting both, and users can balance frame-rate
against eye-candy, as they do today.

Nevertheless, we obviously want to be as efficient as possible, and personally
speaking I have insufficient knowledge of modern graphics pipelines to know
where the bottlenecks reside.

Does that address your concerns?

-Stuart

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-23 Thread Renk Thorsten
 I see applications that care for stable 60 hz. If you get for one frame  
 59 hz  they have too much jitter and look for an other renderer.

 What I really do not like is that people purely push in the direction  
 they  just like more.

Beats me when this has ever been a problem. My first contact with FG was with 
0.9.1, and I can make today's 2.11 look pretty much the same way at the simple 
expense of using the rendering GUI and switching eye candy off - which would 
probably result in something like 500 fps if I wouldn't throttle framerate to 
vsync (even my old GPU managed 180 fps or so with all eye candy off). There's 
still the non-shader skydome around, there are 2d clouds around, there's Basic 
Weather to manage them... it's not like we would discard all the basic options 
because we now have more shiny ones.

(The problem related with that is of course an increased confusion of users 
with so many 'experimental' and 'legacy' schemes around...)

 If you work sensibly, you can support both. If you want
 photorealistic pictures use a raytracer or do global illumination and  
 use a  cluster to do the pictures.

Well, it would depend on your hardware, no? My GTX 670M delivers me all the 
terrain details  I want with stable 60 hz (as long as I do not use 3d clouds ). 

 But this is a *training* *flight* *simulation*. And as this having nice
 pictures is great to have, but if this is at cost realtime frame rates  
 this is not acceptable at all.

See above - if you don't have the hardware, you can switch it off. I don't 
think what you say is a real problem in FG development. Some of us just don't 
think FG has to look like the last 10 years of 3d rendering developments didn't 
happen or like we all had integrated Intel chipsets. :-)

 And no, attacking the big base package by procedural textures  
 exclusively is something that gets my clear NACK.
 If done sensibly, you can do a lot with shaders, and this even can look  
 way better than a texture. This can be even faster than with textures. If  
 you work sensibly and also care for performance I am all for this *as* *an*
 *alternative*.

Seems to me we're not talking about the same thing.

1) all things discussed here are optional - not even regional texturing is a 
must-have, you can use the old-style scheme if you prefer
2) the question is not 'Do we replace the base package by a completely 
procedural approach?', the question is 'Do we add different-hued textures to 
the base package (taking up some disk space unconditionally) or do we do 
different hues by uniform vectors (taking up performance if someone uses the 
feature)?
3) we already have procedurally generated water (slower than texture, but 
better-looking) and snow (faster than superimposed snow texture, and 
better-looking) - both of which implemented optionally. So it's not like there 
wouldn't be some  experience around :-)

 If you want to have a smaller download, you can for example walk all  
 textures that are in the base package and in the scenery, look if there are 
 rgba
 textures with a constant equal to zero alpha channel. Then for textures  
 with a  needless alpha chanel, replace these with rgb textures.
 That would be a simple and effective candidate for improovement. 

Yeah, except we just decided we want the terrain texture alpha channel to 
encode autum vegetation color shifts. So we're probably even going to add alpha 
channels to textures which didn't have one before.

Look, personally I don't care at all about adding 10 MB to the download size. 
I'm trying to be considerate here, I'm trying to find out what others flag as 
the bottlenecks rather than simply going ahead and doing stuff and being told 
later 'But you should have considered...' at a point when things can't be 
changed easily. Unfortunately your feedback isn't really so helpful, because it 
sums up to 'better graphics cost performance and we don't want to waste it'.  
I've sort of known that, but I still want better graphics as long as my 
hardware plays along, and we have to agree to disagree about this direction 
then.

 You could use an other mail for example.
 And to me this is *really* annoying.

Sorry, it's not meant personally. Believe me, one gets used to it. But having 
to use another mailer would be annoying for me.

* Thorsten
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