[Flightgear-devel] Random building bugfix for Atmospheric Light Scattering

2013-01-30 Thread Renk Thorsten

Following a forum bug report
http://www.flightgear.org/forums/viewtopic.php?f=68t=18924
I had a look at random buildings in Atmosperhic Light Scattering (which I 
normally don't use).

I just pushed a fix

* ensuring that the Mie angle gets correctly to the fragment shader
* and simplifying the first pass rendered to fill the depth buffer - imho it 
needs neither read a texture nor compute fog

Stuart, please have a look especially at the second point - I can't see any 
visual differences, but maybe I've overlooked something. This should also go 
into the release branch.

* Thorsten
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Re: [Flightgear-devel] Random building bugfix for Atmospheric Light Scattering

2013-01-30 Thread James Turner

On 30 Jan 2013, at 08:08, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 
 Following a forum bug report
 http://www.flightgear.org/forums/viewtopic.php?f=68t=18924
 I had a look at random buildings in Atmosperhic Light Scattering (which I 
 normally don't use).
 
 I just pushed a fix
 
 * ensuring that the Mie angle gets correctly to the fragment shader
 * and simplifying the first pass rendered to fill the depth buffer - imho it 
 needs neither read a texture nor compute fog
 
 Stuart, please have a look especially at the second point - I can't see any 
 visual differences, but maybe I've overlooked something. This should also go 
 into the release branch.

Okay, I'll wait for some feedback from Stuart and then merge, if no one beats 
me to it.

James


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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Erik Hofman
On 01/30/2013 08:10 AM, Renk Thorsten wrote:
 It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia
 graphics drivers installed.)  I will get it uploading ... 740Mb!  So much
 for the CD distribution. :-)  Didn't Bill Gates famously say 640Mb should
 be enough for anyone?

 Um... which reminds me - I had on my old computer a bunch of obsolete cloud 
 models and textures flagged  and done long-term testing that they really 
 aren't used - that's probably 20-30 MB worth of files that can go. In all the 
 confusion migrating to a new machine I forgot about that - do you want me to 
 look for that list? Doesn't really get us to CD size, but still...

Are the Winter textures still needed?

Erik

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[Flightgear-devel] generators for tangent vectors running even if they should not

2013-01-30 Thread Lauri Peltonen
Hi all.

I just noticed an old bug still existing in (my!) old code. I
currently have no possibility to git pull the latest code and do a
merge request, so maybe someone could do this little change to the
code:

In simgear/scene/material/EffectGeode.cxx, around line 73. All tangent
generators currently run for every model using generate tag, even if
the value is not stored. So maybe modifying the code to look like this
would fix it:

if(geometry  _effect.valid()) {
 if(_effect-getGenerator(Effect::TANGENT)=0 ||
_effect-getGenerator(Effect::BINORMAL=0 ||
_effect-getGenerator(Effect::NORMAL)=0) {
// Generate tangent vectors for the geometry
...
...
  }
 }
}

end of function

Currently there might be no significant change, as only generators
available are for tangent vectors AFAIK, but this might come in handy
later if more generators are added.

Cheers, Lauri
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Re: [Flightgear-devel] generators for tangent vectors running even if they should not

2013-01-30 Thread Frederic Bouvier
Hi,

 Currently there might be no significant change, as only generators
 available are for tangent vectors AFAIK, but this might come in handy
 later if more generators are added.

It would be nice if generators could be attached to techniques instead 
of running unconditionally, even if the chosen technique don't require 
them.

Regards,
-Fred

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Re: [Flightgear-devel] generators for tangent vectors running even if they should not

2013-01-30 Thread James Turner

On 30 Jan 2013, at 10:44, Frederic Bouvier fredfgf...@free.fr wrote:

 Currently there might be no significant change, as only generators
 available are for tangent vectors AFAIK, but this might come in handy
 later if more generators are added.
 
 It would be nice if generators could be attached to techniques instead 
 of running unconditionally, even if the chosen technique don't require 

I can easily make the change Lauri suggested, but for moving them down to 
techniques, I would need some help to avoid breakage. But it's early enough in 
2.11 I'd be happy to make such a change, or of course you are welcome, Fred!

James


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Re: [Flightgear-devel] generators for tangent vectors running even if they should not

2013-01-30 Thread Frederic Bouvier
 De: James Turner zakal...@mac.com
 
 
 On 30 Jan 2013, at 10:44, Frederic Bouvier fredfgf...@free.fr
 wrote:
 
  Currently there might be no significant change, as only generators
  available are for tangent vectors AFAIK, but this might come in
  handy
  later if more generators are added.
  
  It would be nice if generators could be attached to techniques
  instead
  of running unconditionally, even if the chosen technique don't
  require
 
 I can easily make the change Lauri suggested, but for moving them
 down to techniques, I would need some help to avoid breakage. But
 it's early enough in 2.11 I'd be happy to make such a change, or of
 course you are welcome, Fred!

I know ;) I was suggesting that here as Lauri was the original 
contributor. I don't think the problem is trivial though.

Regards,
-Fred

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Re: [Flightgear-devel] Random building bugfix for Atmospheric Light Scattering

2013-01-30 Thread Stuart Buchanan
On Wed, Jan 30, 2013 at 9:16 AM, James Turner wrote:
 Okay, I'll wait for some feedback from Stuart and then merge, if no one beats 
 me to it.

I've had a look, and it all looks fine.  Please merge back to 2.10.0.

Thanks,

-Stuart

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[Flightgear-devel] Checklists enhancement

2013-01-30 Thread Stuart Buchanan
Hi Guys,

Just a quick note to mention that I pushed a change to the checklists
function last night that allows you to add condition blocks to
checklist items to indicate when the checklist item is complete.

If a condition block exists for an item, it's displayed in green
when evaluated to true, and yellow otherwise.

This provides the user with some feedback that they've completed the
checklist item successfully.

Documentation is available under Docs/README.checklists, the wiki
(http://wiki.flightgear.org/Aircraft_Checklists).  The c172p contains
a number of examples.

I'm thinking of combining this with the tutorial system so you can
have a virtual co-pilot go through the checklist, calling out the
items for you to complete.

I'd be interested to hear if those who like flying heavy iron think
this would be a useful function.

-Stuart

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Re: [Flightgear-devel] Updated Short Reference for 2.10.0

2013-01-30 Thread Stuart Buchanan
Hi James,

Both HTML and PDF versions of the short reference were checked in
(Docs/FGShortRef.pdf).

-Stuart

On Tue, Jan 29, 2013 at 11:01 PM, James Turner zakal...@mac.com wrote:

 On 29 Jan 2013, at 21:55, Stuart Buchanan stuar...@gmail.com wrote:

 I've just pushed a small commit checking in new versions of the FG
 Short Reference, something I should have done with the updated Manual
 a while back.


 How do I generate a nice PDF / similar from this to include in the Mac DMG?
 (Or can you generate it and email it to me?)

 James

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Curtis Olson
FYI, the first windows 2.10 release candidate has been posted.  It hits the
ibiblio.org and kingmont.com mirrors first and then propagates as the other
mirrors run their scheduled syncs.

http://www.flightgear.org/news/flightgear-v2-10-release-candidates/

James, let me know when there's something ready to go on the MacOS side and
I'll update the 2.10 RC info page.

Thanks!

Curt.


On Wed, Jan 30, 2013 at 4:11 AM, Erik Hofman e...@ehofman.com wrote:

 On 01/30/2013 08:10 AM, Renk Thorsten wrote:
  It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia
  graphics drivers installed.)  I will get it uploading ... 740Mb!  So
 much
  for the CD distribution. :-)  Didn't Bill Gates famously say 640Mb
 should
  be enough for anyone?
 
  Um... which reminds me - I had on my old computer a bunch of obsolete
 cloud models and textures flagged  and done long-term testing that they
 really aren't used - that's probably 20-30 MB worth of files that can go.
 In all the confusion migrating to a new machine I forgot about that - do
 you want me to look for that list? Doesn't really get us to CD size, but
 still...

 Are the Winter textures still needed?

 Erik

 --
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  for Windows and Linux


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Re: [Flightgear-devel] Checklists enhancement

2013-01-30 Thread James Turner

On 30 Jan 2013, at 13:04, Stuart Buchanan stuar...@gmail.com wrote:

 Just a quick note to mention that I pushed a change to the checklists
 function last night that allows you to add condition blocks to
 checklist items to indicate when the checklist item is complete.
 
 If a condition block exists for an item, it's displayed in green
 when evaluated to true, and yellow otherwise.
 
 This provides the user with some feedback that they've completed the
 checklist item successfully.
 
 Documentation is available under Docs/README.checklists, the wiki
 (http://wiki.flightgear.org/Aircraft_Checklists).  The c172p contains
 a number of examples.
 
 I'm thinking of combining this with the tutorial system so you can
 have a virtual co-pilot go through the checklist, calling out the
 items for you to complete.
 
 I'd be interested to hear if those who like flying heavy iron think
 this would be a useful function.

Categorically yes - the checklists are already nice for the 737NG, and the big 
iron has far greater need for the tutorials - starting the Connie or similar is 
quite some work :)

James

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread James Turner

On 30 Jan 2013, at 13:20, Curtis Olson curtol...@flightgear.org wrote:

 FYI, the first windows 2.10 release candidate has been posted.  It hits the 
 ibiblio.org and kingmont.com mirrors first and then propagates as the other 
 mirrors run their scheduled syncs.
 
 http://www.flightgear.org/news/flightgear-v2-10-release-candidates/
 
 James, let me know when there's something ready to go on the MacOS side and 
 I'll update the 2.10 RC info page.

It's ready to go as an RC1. I have further tweaks to make tonight, adding 
Stuart's PDF and back-porting the atmospheric fix for random buildings, but 
those are fairly minor and getting more test coverage would be good.

The Mac release hopefully only 'improves' from now on, so you (or anyone) can 
always take the latest DMG from Jenkins and try it. 

James

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Gijs de Rooy
Hi Curt,

  http://www.flightgear.org/news/flightgear-v2-10-release-candidates/

Just a suggestion: it might be nice to mention the forum and bug tracker at 
that page, so people know where to go with their issues. ;-)

Forum: http://www.flightgear.org/forums/viewforum.php?f=68
Bug tracker: 
http://code.google.com/p/flightgear-bugs/issues/entry?template=Release%20candidate

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[Flightgear-devel] Aircraft download page for 2.10.0

2013-01-30 Thread Stuart Buchanan
Hi Guys,

Would it be possible to have auto-filtering of the aircraft download
page based on rating for the upcoming release?

I know that Gijs did some work in this area prior to the last release,
and I think it would really help new users in identifying the really
high quality aircraft.

-Stuart

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Curtis Olson
On Wed, Jan 30, 2013 at 8:43 AM, James Turner wrote:

  James, let me know when there's something ready to go on the MacOS side
 and I'll update the 2.10 RC info page.



 It's ready to go as an RC1. I have further tweaks to make tonight, adding
 Stuart's PDF and back-porting the atmospheric fix for random buildings, but
 those are fairly minor and getting more test coverage would be good.


Should I be looking at the Mac-release target? (or FlightGear-mac?)

Gijs: I've added the forum/bug-tracker links, thanks for pointing out the
proper ones.

Curt.
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Re: [Flightgear-devel] Aircraft download page for 2.10.0

2013-01-30 Thread Gijs de Rooy
Hi Stuart,

I planned to have another look next week, when I have a short holiday. I still 
have the files and IIRC the only real problem shouldn't be too hard to fix.

Cheers,
Gijs
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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread James Turner

On 30 Jan 2013, at 15:27, Curtis Olson curtol...@flightgear.org wrote:

 Should I be looking at the Mac-release target? (or FlightGear-mac?)

Mac-release, Flightgear-mac is the bleeding-edge continuous build from 'next'.

The Windows- and Linux- release builds are also enabled and running, the Linux 
build creates source tar balls but not much else (but from a guaranteed clean 
tree), and the Windows build I've lost track of since you are doing your own 
steps. If you want to move your automation into those scripts just change the 
logic in the fgmeta repository (and liaise with Fred/Gene if any additional 
tooling needs to be installed on the slave)

James

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Re: [Flightgear-devel] Aircraft download page for 2.10.0

2013-01-30 Thread Curtis Olson
On Wed, Jan 30, 2013 at 9:41 AM, Gijs de Rooy gijsr...@hotmail.com wrote:

 Hi Stuart,

 I planned to have another look next week, when I have a short holiday. I
 still have the files and IIRC the only real problem shouldn't be too hard
 to fix.


Hi Gijs, let me know and we can try to get this setup for this time around.
 For the 2.8 release I didn't start making aircraft download packages (or
uploading them to the ftp servers) until after the official release date
which was a mistake (are you taking notes Torsten?) :-)  So hopefully in
the next week or so I'll begin the process of making all the 2.10 aircraft
packages and uploading them, and then I can update them as last minute
changes are made to the release branch.

Curt.
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[Flightgear-devel] HUD, runway projection

2013-01-30 Thread Alex D-HUND
Ahoy Guys,

while doing some research for the wiki[1] the idea came across to
center the (seemingly not properly working) runway projection, the
big fat arrow on the default HUD, pointing to one o'clock here[2], and
make it more flexible. Even though it does not actually project the
active runway on the HUD, it still points to its direction. I am aware
that sooner or later canvas[3] will replace the actual HUD system and
therefore probably not much effort will go into the current one
anymore. However, until then it would be nice to make something more
useful out of it or, as a second option, disable the instrument in
Huds/default.xml. And because the arrow is very obvious, just letting
it hang out at the corner does not make the HUD prettier.

Enclosed are two patches, both tested on FG 2.10 and git next:
HUD-runway_offset-fgdata.diff
  Changes the coordinates in runway.xml to have it centered. Nearly, at
  least. For unknown reason it disappears if centered along the y-axis.
  Therefore that one unit offset in the patch.
HUD-runway_property-fg_source.diff
  Alters the property for the airport runway is pointing at from
  /sim/presets/airport-id to /sim/tower/airport-id. Right after
  starting FG these are the same but now the user is able to make the
  arrow pointing to some other airport or to the closest one by setting
  up the Tower Position via menu.

A screenshot[4] showing the centered one for your approval or not.

Thank you very much
Alex

[1] http://wiki.flightgear.org/HUD
[2] http://wiki.flightgear.org/File:HUD_default_overview.png
[3] http://wiki.flightgear.org/Canvas_HUD
[4] http://www.zimagez.com/zimage/fgfs-screen-259.phpdiff --git a/Huds/Instruments/runway.xml b/Huds/Instruments/runway.xml
index 3fed52d..995b505 100644
--- a/Huds/Instruments/runway.xml
+++ b/Huds/Instruments/runway.xml
@@ -3,14 +3,14 @@
 PropertyList
 	runway
 		nameRunway/name
-		x-240/x
-		y-180/y
+		x-320/x
+		y-239/y
 		width640/width
 		height480/height
 
 		scale-dist-nm5/scale-dist-nm
 		line-scale5.0/line-scale
-		arrow-alwaysfalse/arrow-always
+		arrow-alwaystrue/arrow-always
 		arrow-scale1.0/arrow-scale
 		arrow-radius50.0/arrow-radius
 		outer-stipple-1/outer-stipple !-- 0x --
diff --git a/src/Instrumentation/HUD/HUD_runway.cxx b/src/Instrumentation/HUD/HUD_runway.cxx
index 5ad4592..1d6ee13 100644
--- a/src/Instrumentation/HUD/HUD_runway.cxx
+++ b/src/Instrumentation/HUD/HUD_runway.cxx
@@ -158,7 +158,7 @@ void HUD::Runway::draw()
 
 FGRunway* HUD::Runway::get_active_runway()
 {
-  const FGAirport* apt = fgFindAirportID(fgGetString(/sim/presets/airport-id));
+  const FGAirport* apt = fgFindAirportID(fgGetString(/sim/tower/airport-id));
   if (!apt) return NULL;
   
   return apt-getActiveRunwayForUsage();
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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Arnt Karlsen
On Wed, 30 Jan 2013 11:11:36 +0100, Erik wrote in message 
5108f1d8.3090...@ehofman.com:

 On 01/30/2013 08:10 AM, Renk Thorsten wrote:
  It does run on my Win 7 laptop with nvidia graphics hardware (and
  nvidia graphics drivers installed.)  I will get it uploading ...
  740Mb!  So much for the CD distribution. :-)  Didn't Bill Gates
  famously say 640Mb should be enough for anyone?
 
  Um... which reminds me - I had on my old computer a bunch of
  obsolete cloud models and textures flagged  and done long-term
  testing that they really aren't used - that's probably 20-30 MB
  worth of files that can go. In all the confusion migrating to a new
  machine I forgot about that - do you want me to look for that list?
  Doesn't really get us to CD size, but still...
 
 Are the Winter textures still needed?

..only we want to support realistic winter flying.  Once I 
have a flyable FG-git going, I'll advice on the realism.

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Textures bug

2013-01-30 Thread Arnt Karlsen
On Sat, 26 Jan 2013 16:18:14 +0100, mer...@centrum.cz wrote in message 
20130126161814.7b021...@centrum.cz:

 Hello,
 with current Git version of Flightgear, i'm experiencing textures
 bug. See screenshots. http://www.imagehosting.cz/?v=fgfsscreen.jpg
 http://www.imagehosting.cz/?v=fgfsscumu.jpg
 http://www.imagehosting.cz/?v=fgfsscxcx.jpg
 http://www.imagehosting.cz/?v=fgfssccic.jpg
 
 I tried many combinations of Rendering options and some commandline
 options without success.
 
 I'm running Ubuntu 12.10 with radeon driver.

..first verify you have _all_ the firmware this driver needs,
on Debian we need firmware-linux-nonfree for the KMS stuff,
Ubuntu is similar. E.g. dpkg -l |grep firmware-linux

..later, you are also able to test with the radeonhd and fglrx 
drivers and post the output and pix of FG runs with those 
drivers, to help pinpoint the bug you found.  These latter 2
drivers require you disable KMS, and possibly even a reboot.

 I tried two different graphic cards with the same result.
 RV630 [Radeon HD 3600 Series]
 Cape Verde PRO [Radeon HD 7700 Series]
 
 $ ./run_fgfs.sh --version
 FlightGear version: 2.11.0
 Revision: 11f15a9b36ef3ca8e1bdc53b52e9e7f316ccc102
 Build-Id: none
 FG_ROOT=/media/mermar/aaa/fgfs/install/fgfs/fgdata
 FG_HOME=/home/mermar/.fgfs
 FG_SCENERY=
 SimGear version: 2.11.0
 PLIB version: 185
 
 There are no error messages in the console.
 
 With version 2.6 from Ubuntu repository, I'v got the same wrong
 output.

 Version 2.4 worked fine.

..does it (FG-2.4) _still_ work fine?

..if you no longer have it installed, you should be able to 
install it adding a deb line from whichever older version 
Ubuntu you had when you had FG-2.4, and install FG-2.4 with 
e.g. aptitude -t experimental install flightgear (modify 
as you see fit, experimental - your old Ubuntu version), 
and test it with your current Ubuntu's radeon, radeonhd 
and fglrx drivers.

 Is there something I can do to fix this? Or can someone please help
 me?

..first, the exact commandline you use to start FG,
then the output from that commandline in that xterm.
If this is a radeon bug, the radeon team will have 
a bunch of things they want you to do.  
Do you have reportbug installed?  If not, install 
it now, e.g. reportbug radeon gives you a nice 
intro guide on writing bug reports.

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] HUD, runway projection

2013-01-30 Thread Arnt Karlsen
On Wed, 30 Jan 2013 22:02:24 +0100, Alex wrote in message 
20130130220224.2bc98cdf@main:

 Ahoy Guys,
 
 while doing some research for the wiki[1] the idea came across to
 center the (seemingly not properly working) runway projection, the
 big fat arrow on the default HUD, pointing to one o'clock here[2], and
 make it more flexible. Even though it does not actually project the
 active runway on the HUD, it still points to its direction. I am aware
 that sooner or later canvas[3] will replace the actual HUD system and
 therefore probably not much effort will go into the current one
 anymore. However, until then it would be nice to make something more
 useful out of it or, as a second option, disable the instrument in
 Huds/default.xml. And because the arrow is very obvious, just letting
 it hang out at the corner does not make the HUD prettier.
 
 Enclosed are two patches, both tested on FG 2.10 and git next:
 HUD-runway_offset-fgdata.diff
   Changes the coordinates in runway.xml to have it centered. Nearly,
 at least. For unknown reason it disappears if centered along the
 y-axis. Therefore that one unit offset in the patch.
 HUD-runway_property-fg_source.diff
   Alters the property for the airport runway is pointing at from
   /sim/presets/airport-id to /sim/tower/airport-id. Right after
   starting FG these are the same but now the user is able to make the
   arrow pointing to some other airport or to the closest one by
 setting up the Tower Position via menu.
 
 A screenshot[4] showing the centered one for your approval or not.
 
 Thank you very much
 Alex
 
 [1] http://wiki.flightgear.org/HUD
 [2] http://wiki.flightgear.org/File:HUD_default_overview.png
 [3] http://wiki.flightgear.org/Canvas_HUD

..[3] got me a wee bit confused, fpv here means 
Flight Path Velocity Vector, not First Person View?
I played with FPV and OSD in the search field, OSD 
is FPV-slang for HUD, and these comes in _all_ kinds 
of screen style variants, so I guess we could use a 
wee mention to point FPV people the right way here. ;o)

 [4] http://www.zimagez.com/zimage/fgfs-screen-259.php

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread syd adams
I cant use the shaders ,and prefer not to use that one anyway... so
please dont remove the snow textures.
The nicest thing about flightgear is I can turn off all the 'extras' ,
and get great framerates. Cant say that about my current install of
Xplane 10.


On Wed, Jan 30, 2013 at 6:14 PM, Arnt Karlsen a...@c2i.net wrote:
 On Wed, 30 Jan 2013 11:11:36 +0100, Erik wrote in message
 5108f1d8.3090...@ehofman.com:

 On 01/30/2013 08:10 AM, Renk Thorsten wrote:
  It does run on my Win 7 laptop with nvidia graphics hardware (and
  nvidia graphics drivers installed.)  I will get it uploading ...
  740Mb!  So much for the CD distribution. :-)  Didn't Bill Gates
  famously say 640Mb should be enough for anyone?
 
  Um... which reminds me - I had on my old computer a bunch of
  obsolete cloud models and textures flagged  and done long-term
  testing that they really aren't used - that's probably 20-30 MB
  worth of files that can go. In all the confusion migrating to a new
  machine I forgot about that - do you want me to look for that list?
  Doesn't really get us to CD size, but still...

 Are the Winter textures still needed?

 ..only we want to support realistic winter flying.  Once I
 have a flyable FG-git going, I'll advice on the realism.

 --
 ..med vennlig hilsen = with Kind Regards from Arnt Karlsen
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three:
   best case, worst case, and just in case.

 --
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[Flightgear-devel] ..has anyone tried testing FG build scripts in fresh trees?

2013-01-30 Thread Arnt Karlsen
Hi,

..has anyone tried testing FG build scripts in fresh trees?

..as in, mkdir -vp test-tree ;cd test-tree ;wget -c \
http://www.gitorious.org/fg/fgmeta/blobs/raw/master/download_and_compile.sh
;chmod -x download_and_compile.sh  ;\
sh download_and_compile.sh -a n -p n -d n -j 2 ALL , like our recipe:
http://wiki.flightgear.org/Scripted_Compilation_on_Linux_Debian/Ubuntu
says is possible?  I get errors, the weird part is I can prime my
test tree, and then most parts of download_and_compile.sh works, e.g.
plib, openrti, OSG, SG and FG all builds ok, but FG bombs right out:
./run_fgfs.sh
./fgfs: error while loading shared libraries: libRTI-NG.so.1: cannot
open shared object file: No such file or directory


-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Erik Hofman
On 01/31/2013 06:36 AM, syd adams wrote:
 I cant use the shaders ,and prefer not to use that one anyway... so
 please dont remove the snow textures.
 The nicest thing about flightgear is I can turn off all the 'extras' ,
 and get great framerates. Cant say that about my current install of
 Xplane 10.


Ah ok, good to know.

Erik

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