Re: [Flightgear-devel] 2.10 Build error

2013-02-25 Thread James Turner

On 25 Feb 2013, at 04:34, castle...@comcast.net wrote:

 Running with cmake 2.8.2.  where do I find SimGearComponent?  Did I miss a 
 step before cmake? Or something from 2.8?

Starting with a fresh build-dir?

I.e assuming you're in 'sg-build' which is a sibling of 'simgear'

rm -r *
cmake ../simgear  …...other options, probably at least 
-DCMAKE_INSTALL_PREFIX=$PWD/../dist or similar ….

James




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[Flightgear-devel] download_and_compile.sh one git repository or serveral.

2013-02-25 Thread Pat

  patch-1.9-8-xv.patch adds the x and v options for debugging.  

  patch-1.9-8-w.patch adds the w option, w standing for Where to
  Build
  patch-1.9-8-wxv.patch combines both changes.
 
 ..alongside those, I like to see _what_ I build|t _when_, so I
 auto-rename my logs, and I believe -s should build 2.10 now:
 arnt@celsius:~/FG-git$ ll download_and_compile-1.9-8a.patch \
 md5sum download_and_compile-1.9-8a.patch 
 -rw-r--r-- 1 arnt arnt 1441 Feb 24 23:24
 download_and_compile-1.9-8a.patch 
 a342d108f121322f076ef7de063ab1e4  download_and_compile-1.9-8a.patch
 arnt@celsius:~/FG-git$ 
 
how about two types of logging:
1. Timestamped record of the start,finish and status of
   each run
2. full log with logrotate feature


  Anders made a suggestion on IRC I'm going to follow up on.  You can
  have local git clones that share the same .git/* files via file
  links
 
 ..you feed 4 build trees from 1 git clone, how?  
 A du -sch $git-n-build-trees on them all?  
 
 I'm just learning how to work with git, one
baby step at a time.  I'm sure the suggestion is valid.  My
interpretation of it may not be.

From what I'm reading its possible to have multiple source trees
working off one git repository.  You'd do the git operations as usual.
Again, I'm not sure how all this works but I'm learning.

Does anyone have a script for something like this for any application?


  I think that means we could have several local clones of a single
  local git repository.  The various local clones would support
  building multiple branches and  versions, without having to sync
  each clone independently with gitorious.
 
 ..you only do an e.g. git branch 2.10 ;git checkout, 
 and no git pull???
 
Its a good bet the usual git operations will apply.

Thanks
Pat

There's an old joke about a city guy asking a farmer how to get to a
nearby town.  The farmer looks at him with a straight face and replies
You can't get there from here.  I'm the city guy.



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Re: [Flightgear-devel] 2.10 Build error

2013-02-25 Thread Kleo G .
You can also try inside the build-dir 'ccmake ../path-to-source-dir' and get 
Cmake's Interactive Configuration Tool and fix everything there.

Notice the 2 'c' in ccmake!

Cheers!
Kle

On 25 feb 2013, at 10:41, James Turner zakal...@mac.com wrote:

 
 On 25 Feb 2013, at 04:34, castle...@comcast.net wrote:
 
 Running with cmake 2.8.2.  where do I find SimGearComponent?  Did I miss a 
 step before cmake? Or something from 2.8?
 
 Starting with a fresh build-dir?
 
 I.e assuming you're in 'sg-build' which is a sibling of 'simgear'
 
 rm -r *
 cmake ../simgear  …...other options, probably at least 
 -DCMAKE_INSTALL_PREFIX=$PWD/../dist or similar ….
 
 James
 
 
 
 
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Re: [Flightgear-devel] download_and_compile.sh one git repository or serveral.

2013-02-25 Thread Stefan Seifert
On Sunday 24 February 2013 22:18:05 Pat wrote:

   Anders made a suggestion on IRC I'm going to follow up on.  You can
   have local git clones that share the same .git/* files via file
   links
  
  ..you feed 4 build trees from 1 git clone, how?
  A du -sch $git-n-build-trees on them all?

You probably don't want to symlink all the files in .git. You just want to 
symlink the objects subdirectory. This is the place where all the real data is 
and it would be the same for all local repositories. The other files list for 
example branches and tags and very important: the currently checked out 
branch. So if you want several local repositories with different branches 
checked out, you may not share these files.

So in essence, you have one plain normal clone of the repository:
git clone git://... fg-master

For the other repositories, you could set them up like:

# create a local clone (no download)
git clone fg-master fg-whatever

# copy the config of master so both use gitorious as remote
cp fg-master/.git/config fg-whatever/.git/config

# replace objects in the clone by the symlink
rm -Rf fg-whatever/.git/objects
ln -s fg-master fg-whatever/.git/objects

Repeat these steps for all the branches you want to test.

This gives you several local clones of the repository which can have different 
branches checked out and which share the meat of the repository data. You can 
work in them just like in any normal repository. Just do the usual git pull / 
git checkout / ...

When you do git pull, git will download new objects and then merge the remote 
into the local branch. It should not matter in which branch you download the 
new objects since git does not change old ones.

Just don't do any history changing like git rebase.

  ..you only do an e.g. git branch 2.10 ;git checkout,

Btw. the shortcut would be just:
git checkout -b 2.10
creates the branch and checks it out.

Stefan

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Re: [Flightgear-devel] interface flightgaer with vb

2013-02-25 Thread TDO Brandano


There might be good reasons to interface FGFS with a Visual Basic program 
(beats me why someone should hate themselves so much, but it takes all sorts), 
so do it in C++ is not really a nice answer. That said, there are several 
ways to control FlightGear through several network protocols and local sockets. 
You can implement your own protocol, try to hook on the multiplayer protocol, 
browse and alter properties via telnet... really, there's no end to the 
options. However, in order to obtain any sort of useful interaction you will 
probably need to create a multithreaded application, one thread handling the 
user interface and the other communicating with Flightgear. And this might 
require a little more finesse than that of the average quick VB program.

Date: Sun, 24 Feb 2013 22:09:58 -0800
From: scrat_h...@yahoo.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] interface flightgaer with vb

It's all in C++. Either try that or do some easy beginner stuff in VB alike a 
clock etc. :-)

--- On Mon, 2/25/13, akram mohammed akramka...@hotmail.com wrote:

From: akram mohammed akramka...@hotmail.com
Subject: [Flightgear-devel] interface flightgaer with vb
To: flightgear-devel@lists.sourceforge.net
Date: Monday, February 25, 2013, 7:01 AM





i need help how to interface flightgear with visual basic gui project , like 
starting engine and landing gear from vb,in detail because i am beginner.   
 

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Re: [Flightgear-devel] interface flightgaer with vb

2013-02-25 Thread Arnt Karlsen
On Sun, 24 Feb 2013 22:09:58 -0800 (PST), Michael wrote in message 
1361772598.56473.yahoomailclas...@web140206.mail.bf1.yahoo.com:

 --- On Mon, 2/25/13, akram mohammed akramka...@hotmail.com wrote:
 
 i need help how to interface flightgear with visual basic gui
 project ,

..that would make it Microsoft-_only_, you wanna do something 
that's usable by us all, regardless of operatingsystems, etc?

 like starting engine and landing gear from vb,in detail because i
 am beginner.

..the GUIs we have are, fgrun, fgo, fgx (did I miss any?) that will
set up a flightgear startup commandline.  

..another option you wanna try, is e.g. --httpd= and then point 
a web browser to http://127.0.0.1: and use that to do the things 
you propose, in FG's property tree published on --httpd=, you
can even put it an your lan or out on the web and have people fly
your FG, and even show them what's going on thru the --jpg-httpd=port
screen shot server, or use the jpgs to build a movie.

..ofcourse it is possible to write a gui program that uses http
polls to do the web browser job, in a much more intuitive way.

 It's all in C++. Either try that or do some easy beginner stuff in VB
 alike a clock etc. :-)

..if you do it in C++, you also fairly quickly become a useful 
flightgear developer.

-- 
..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] download_and_compile.sh one git repository or serveral.

2013-02-25 Thread Anders Gidenstam
On Sun, 24 Feb 2013, Pat wrote:


 Anders made a suggestion on IRC I'm going to follow up on.  You can
 have local git clones that share the same .git/* files via file
 links

 ..you feed 4 build trees from 1 git clone, how?
 A du -sch $git-n-build-trees on them all?

 I'm just learning how to work with git, one
 baby step at a time.  I'm sure the suggestion is valid.  My
 interpretation of it may not be.

What you want to do is a --local clone, e.g.:
git clone --local ~/FlightGear/build/SimGear/simgear.git

It creates hard links between the (or some) .git/* files in the new and 
origin repositories. It only works if both are on the same file system.

I'm not sure if the repositories continue to share (new) changes when 
these are fetched from upstream. If not you need to run git fetch or git 
pull in first the local origin repository and then in the clone(s) to 
propagate new changes.

Cheers,

Anders
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  http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] download_and_compile.sh one git repository or serveral.

2013-02-25 Thread James Turner

On 25 Feb 2013, at 14:54, Anders Gidenstam anders-...@gidenstam.org wrote:

 What you want to do is a --local clone, e.g.:
 git clone --local ~/FlightGear/build/SimGear/simgear.git
 
 It creates hard links between the (or some) .git/* files in the new and 
 origin repositories. It only works if both are on the same file system.
 
 I'm not sure if the repositories continue to share (new) changes when 
 these are fetched from upstream. If not you need to run git fetch or git 
 pull in first the local origin repository and then in the clone(s) to 
 propagate new changes.

Yet another option is:

http://stackoverflow.com/questions/6270193/multiple-working-directories-with-git

Which was also mentioned on IRC - I've tried it with other projects and it 
works just fine, but need a little bit of care, especially avoid having the 
same branch live in both working directories. Essentially it automates creating 
the links described above.

James


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[Flightgear-devel] fgcom UK problem

2013-02-25 Thread Geoff McLane
Hi all,

It seems in some recent rather extensive testing 
of fgcom, in windows, linux and OSX,
 fgcom.flightgear.org.uk 
is NOT working properly =((. 

And I have heard about problem reports in 
the fg forum.

UK works fine for the -f910 echo test, but 
for every other frequency fed to it from 
a running fgfs always get an error -

Call disconnected by remote

That test list included the 'universal' AirtoAir 
122.75 and 123.45 frequencies.

Who is the maintainer of fgcom UK server? Maybe 
he could check his asterisk server... restart 
it or something...

Through MP chat learned about another :-
 delta384.server4you.de
which worked well... Thank you to who ever 
maintains this server...

Does anyone else run a public asterisk 
server that accepts guest:guest?

In other words, what is the list of all possible 
voip servers that can be used with fgcom? Could 
these be added to the -

 http://wiki.flightgear.org/FGCom

And a related question. To be able to talk 
pilot to pilot do we both have to be connected 
to the same voip server? I guess yes.

I think a mix would only work if the public 
voip server list somehow cross communicated, 
but not sure that is possible.

Any information welcome...

Regards,
Geoff.




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Re: [Flightgear-devel] fgcom UK problem

2013-02-25 Thread Roland Haeder
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 02/25/2013 05:03 PM, Geoff McLane wrote:
 Any information welcome...

As I know, you got both available. :)

Regards,
  Roland


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[Flightgear-devel] dyld: Library not loaded: libosgText.93.dylib

2013-02-25 Thread Umut Durak
Folks,
I recently applied what is instructed in wiki 
(http://wiki.flightgear.org/Building_using_CMake) for the MAC build and come up 
with the bin directory under the dist folder. As I executed fgfs I get the 
following error which google this time finds nothing helpful. Any insights will 
be more than appreciated.
Ciao
Umut

dyld: Library not loaded: libosgText.93.dylib
  Referenced from: /Users/umutdurak/Documents/workspace/fg/FGFS/dist/bin/./fgfs
  Reason: image not found
Trace/BPT trap: 5



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[Flightgear-devel] Looking for pointers on internal mechanics of scenery/model loading...

2013-02-25 Thread Chris Calef
Hey everyone,

First, in case you missed it, here is what I am doing:

http://www.flightgear.org/forums/viewtopic.php?f=18t=19250

If you don't have time to read the post, the short story is I compiled up a
version of the OSG FBX plugin, and tried using it with flightgear, with
some success.  Materials are broken and scale is off, but I assume those
things will work out before too long.

The biggest thing I'd like some pointers on, being new to the engine, is
where exactly do we add all the SHARED_OBJECT models to the scenery?  I've
been looking through fgviewer.cxx, placement.cxx, and modelmgr.cxx, and
can't (so far) seem to find a spot where we're actually adding each model
to the scenegraph.

The reason I'm looking for this is I would like to save a reference to my
FBX models and start controlling their animations.  As a starting point I'd
like to just start whatever default animation the model has on board at
load time, although ultimately of course I'll want to be able to turn them
on and off on demand.

Any advice would be appreciated.  Of course I understand that I'm playing
with fire here in terms of polycount by even considering adding  skeletally
animated humanoids to flightgear... but for my specific purposes it is
worth the risk.  I'll be using very lowpoly models, and won't be adding
them to the main scenery database. ;-)

Keep an eye on that thread if you're interested in this project, I'll post
further updates there as I have them.

Cheers,
Chris
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Re: [Flightgear-devel] Air-to-air refuelling enhancement

2013-02-25 Thread Renk Thorsten
 I've just committed some small changes to the AI air-to-air refueling  
 function:

Had a short look yesterday - nice! I like the option to customize the envelope. 
Does anyone know what realistic numbers are - I guess the boom can be moved 
somewhat, so there must be a tolerance of few meters (?) or less.

Someone in the forum made a Russian tanker - maybe we can include that as well?

* Thorsten
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