Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread Renk Thorsten

Vivian:

 I don't want to download fgdata/fg/sg to find that I have to spend
 hours fixing up my work. I'd rather get on with my own stuff.

Your actions don't match your words. You're the remaining maintainer of the 
water effect in default. Its environment interface still doesn't support 
Advanced Weather. When you implemented it, it had zero communication with 
Advanced Weather, I had to spend hours to figure out how it gets light and wind 
info and then code a hack for Advanced Weather to make it work. 

If this is a real concern to you - there has been a long weekend to get busy 
and change the interface. Looking at GIT, you haven't done so and we're still 
using the incomplete hack. Any plans to change that in the near future?

 I don't want to force developers to develop ac for one
 scheme/framework rather than another.

As pointed out for the 3rd time now, that is a hypothetical problem in ALS. 
Only Rembrandt requires separate Rembrandt and no Rembrandt versions of 
aircraft. Are you unable or unwilling to acknowledge that point?

 I don't want to force users to choose between a nice atmospheric
 effects or shadows, or anything else.

I think I have said about 5 times now that I am perfectly willing to contribute 
to this, but I'm not doing it all on my own. I haven't seen you volunteer to 
help out here. I haven't seen you arguing with Fred that he should take care to 
help out. Somehow, it seems to be my fault. 

Also - you can burn framerate only once, and I have stated my opinion on that 
as well. My personal view is that OpenSource is about freedom, and freedom 
implies choice. It's nothing bad to deliver a rendering scheme for low end GPUs 
and one for high end GPUs and let the user pick, and I don't even see you 
acknowledging that argument. I acknowledge that we probably have a fundamental 
split of philosophy here: I see more merit in offering different choices to the 
user (think Linux with KDE or Gnome - I see myself well backed up by OpenSource 
tradition here) than in pre-selecting to the lowest common denominator we can 
all agree on so that the user doesn't have to choose. You see this differently, 
and we probably won't ever resolve this. 

Vivian, I don't see this getting any more constructive, and I don't have the 
impression that this is about me explaining to avoid a misunderstanding. I 
don't see my arguments acknowledged, much less refuted. I don't see you willing 
to take any action making the framework which you maintain accessible.

So I will not justify the reasons behind what I do to you any further, and 
unless I see a constructive turn, I will also refrain from doing so in the 
future.

Henri:

  How could you say you're both not even users of the scheme ?
 Yes i had at the beginning done some screenshots with the Dome project,  
 the period when i could use it without breaking others features.
 I was, even, able to combine the Effects with the dome by unlocking the
 conditions. To me the project was promising , until you engage to develop
 deeply.

As explained several times over, when the skydome used the default terrain 
shaders, it produced glaring graphical artefacts. What I have done is the only 
possible series of changes which could have fixed this.  I'm sorry you are 
unable to understand that point, but maybe ask someone who does to explain it 
to you in detail.

Otherwise, when I say 'you are not a user', I mean that I have a mail in my 
inbox which is signed with your name from which I may quote the phrase  
introducing some unusable features like the atmospheric light scattering - 
which would appear to the English-speaking reader indicating  that you don't 
use it.

 You pretend to be experienced and worry we don't use your know how, Emilian 
 is 
  experienced and you rejected his know how.
 Would you say everybody but you is stupid.

I'm a scientist. I don't believe in persons. I don't believe in Emilian, TIm, 
Fred or Mathias - I believe in verifiable facts and solid evidence. I believe 
that each of these person knows much, but that likewise each of these can get 
things wrong, and when anyone raises an issue, I make up my own mind by 
thinking it through and testing it myself. I don't think everyone else is 
stupid, but I do think everyone else can make mistakes just like me, and I have 
a very long professional experience in recognizing and dealing with my own 
mistakes.

To expect that I would take advice from anyone without looking at the hard 
evidence available to me is unreasonable. I'm not impressed by titles, merits 
and experience - I argue with Nobel-price winners just as with students if I 
think they're wrong (I have done so on occasion). 

You will be able to verify that in each and every case someone backs up his 
critique with actual evidence which I can verify, I usually change my position 
quickly. You will also see me in these cases publicly acknowledge that I was 
wrong and crediting the person who corrected me. You will also be 

[Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten

With the recent FG, both Linux self-compiled and Jenkins for Windows, I no 
longer get compilation errors from the shaders thrown  to the console - badly 
formed shaders just don't work without complaining.  This makes developing a 
bit awkward now and will make it close to  impossible to trace problems of 
other users in the pre-release testing phase. I assume this must be FG related, 
as I didn't change my OSG version under Linux or the graphics card drivers on 
either Windows or Linux?

Does anyone have an idea what may have caused this, and if so would it be easy 
to put the error messages back in?

* Thorsten
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Re: [Flightgear-devel] Tree issues

2013-04-29 Thread Renk Thorsten

 However, one reason I didn't spend more time on it was that it didn't
 seem particularly useful from a sim perspective.  If found that to see
 the effect at reason (30kt) winds you either need to be sitting on
 the ground or at quite low altitude when your attention is elsewhere.

I think you would see it quite well with a glider when ridge-riding - you're 
moving comparatively slow, you're close to the ground and there is strong wind. 
Also, helicopter pilots would probably appreciate good terrain close-up scenes 
in general - nowadays I quite often take a heli to some mountaintop and back to 
the airports, just because it's so nice to explore the terrain.

In a more general sense, I find it an interesting avenue to make FG more 
interesting for a user community outside flight as well. For instance:

Here

http://www.flightgear.org/forums/viewtopic.php?f=19t=19626

is someone using Unity3D to walk through hires terrain with the skybox showing 
FG-rendered terrain and weather to the horizon. What if this were directly 
running in FG (the terrain resolution we can get is quite competitive) - so 
maybe we could eventually have a mode of a walker going out of the aircraft and 
exploring the terrain a bit. Whenever I land in L'Alpe d'Huez, I would like to 
go and have a virtual cup of coffee before heading back... One could start in a 
briefing room in the carrier and walk to the aircraft... You name it.


Here is Chris driving through virtual Innsbruck with a car:

http://www.flightgear.org/forums/viewtopic.php?f=19t=19294start=60#p182039

apparently it's now good enough that this starts getting exciting in its own 
right. Do we perhaps get more of this?

Just to be able to deliver an interesting scene from the ground might open FG 
up a bit more along these lines, and maybe draw some modellers in which 
contribute to the scene.

Then there is the marketing argument - seeing the wind move trees and grass is 
cool - and we get often compared to e.g. Outerra in terms of scenes, so why not 
counter with some cool effects of our own? Reads well on a 'new features' list 
of 3.0...

In practical terms, as you indicated, wind motion isn't excessively expensive - 
usually it's down to a few trigonometric function and some basic arithmetics, 
all of which runs very fast as compared to, say, getting a single noise 
frequency or computing an environment-map reflection. So while it's not 
immediately relevant for flight, I still think it has some reasonable gain for 
pain ratio, especially since we can implement it optional by checkbox.

 However bear in mind that the same
 constants would be used for both oaks and conifers, which I'd expect
 to move different amounts.

You're right - same with the motion of grass and shrub...  It's quite hard to 
come up with closeup motion that looks well on both corn and in the desert. We 
could pass stiffness constants as uniforms if we really like, but I think this 
would be over the top...

* Thorsten
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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread James Turner

On 29 Apr 2013, at 07:54, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 Does anyone have an idea what may have caused this, and if so would it be 
 easy to put the error messages back in?

When did it break?

I did some work right after 2.10 to support custom logging, and one thing I 
started doing, but did not finish, was routing all OSG and related Simgear-log 
output to its own place (in addition to the normal ones) so that it could be 
show in a 'render failures' log. (And hence hopefully *easier* to spot 
OpenGL/shader related problems).

As far as I recall, that work is incomplete (I didn't have time to build the 
actual dialog/extend the rendering dialog) but it should also be disabled. 
Maybe I committed it enabled by accident? Have a look in fg_os_osgviewer.cxx 
where OSG is initialised.

If this is the cause, it's been that way since January, and I assume you would 
have compiled from source since then.

Regards,
James

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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten

 If this is the cause, it's been that way since January, and I assume you  
 would have compiled from source since then.

I still have the funny GPU problem under Linux that the GPU refuses to go to 
high performance, so I don't actually develop shader code under Linux but use 
it just to interface with GIT and do quick tests. I update the Windows much 
more rarely, since it's a royal pain to do, so it is well possible that I 
didn't spot it since January despite compiling under Linux a few times.


Is this what I'm looking for? Not sure which is which.

void fgOSOpenWindow(bool stencil)
{
osg::setNotifyHandler(new NotifyLogger);
//osg::setNotifyLevel(osg::DEBUG_INFO);

(...)


 * Thorsten

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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread James Turner

On 29 Apr 2013, at 10:09, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 I still have the funny GPU problem under Linux that the GPU refuses to go to 
 high performance, so I don't actually develop shader code under Linux but use 
 it just to interface with GIT and do quick tests. I update the Windows much 
 more rarely, since it's a royal pain to do, so it is well possible that I 
 didn't spot it since January despite compiling under Linux a few times.

Well for Windows you could/should be using the nightly builds, but anyway :)

 Is this what I'm looking for? Not sure which is which.
 
 void fgOSOpenWindow(bool stencil)
 {
osg::setNotifyHandler(new NotifyLogger);
//osg::setNotifyLevel(osg::DEBUG_INFO);

Right, comment out 'setNotifyHandler' and it will probably work as before. I'm 
away from proper net access this week, will tidy things up at the weekend.

Regards,
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread grtuxhangar team
Renk,

  How could you say you're both not even users of the scheme ?
 Yes i had at the beginning done some screenshots with the Dome project,
 the period when i could use it without breaking others features.
 I was, even, able to combine the Effects with the dome by unlocking the
 conditions. To me the project was promising , until you engage to develop
 deeply.


Otherwise, when I say 'you are not a user', I mean that I have a mail in
my inbox which is signed with your name from which I may quote the phrase
 introducing some unusable features like the atmospheric light scattering
- which would appear to the English-speaking reader indicating  that you
don't use it.

Yes there not any contradiction ,since i said, quoting myself:
 To me the project was promising , until you engage to develop deeply.
Where is your scientist mind?, since you are unable to apply an element on
an other corresponding right element,

Yes right now, ALS is not usable.
So the argument: it don't need any Aircraft modification , is falling
down by itself.

Well let's say the debate  to me it is close.
I thought it was closed before.



Ahmad (Henri)

BTW: Real scientist are using the acknowledge from others, nobody is able
to rebuild the world alone


On 29 April 2013 08:49, Renk Thorsten thorsten.i.r...@jyu.fi wrote:


 Vivian:

  I don't want to download fgdata/fg/sg to find that I have to spend
  hours fixing up my work. I'd rather get on with my own stuff.

 Your actions don't match your words. You're the remaining maintainer of
 the water effect in default. Its environment interface still doesn't
 support Advanced Weather. When you implemented it, it had zero
 communication with Advanced Weather, I had to spend hours to figure out how
 it gets light and wind info and then code a hack for Advanced Weather to
 make it work.

 If this is a real concern to you - there has been a long weekend to get
 busy and change the interface. Looking at GIT, you haven't done so and
 we're still using the incomplete hack. Any plans to change that in the near
 future?

  I don't want to force developers to develop ac for one
  scheme/framework rather than another.

 As pointed out for the 3rd time now, that is a hypothetical problem in
 ALS. Only Rembrandt requires separate Rembrandt and no Rembrandt versions
 of aircraft. Are you unable or unwilling to acknowledge that point?

  I don't want to force users to choose between a nice atmospheric
  effects or shadows, or anything else.

 I think I have said about 5 times now that I am perfectly willing to
 contribute to this, but I'm not doing it all on my own. I haven't seen you
 volunteer to help out here. I haven't seen you arguing with Fred that he
 should take care to help out. Somehow, it seems to be my fault.

 Also - you can burn framerate only once, and I have stated my opinion on
 that as well. My personal view is that OpenSource is about freedom, and
 freedom implies choice. It's nothing bad to deliver a rendering scheme for
 low end GPUs and one for high end GPUs and let the user pick, and I don't
 even see you acknowledging that argument. I acknowledge that we probably
 have a fundamental split of philosophy here: I see more merit in offering
 different choices to the user (think Linux with KDE or Gnome - I see myself
 well backed up by OpenSource tradition here) than in pre-selecting to the
 lowest common denominator we can all agree on so that the user doesn't have
 to choose. You see this differently, and we probably won't ever resolve
 this.

 Vivian, I don't see this getting any more constructive, and I don't have
 the impression that this is about me explaining to avoid a
 misunderstanding. I don't see my arguments acknowledged, much less refuted.
 I don't see you willing to take any action making the framework which you
 maintain accessible.

 So I will not justify the reasons behind what I do to you any further, and
 unless I see a constructive turn, I will also refrain from doing so in the
 future.

 Henri:

   How could you say you're both not even users of the scheme ?
  Yes i had at the beginning done some screenshots with the Dome project,
  the period when i could use it without breaking others features.
  I was, even, able to combine the Effects with the dome by unlocking the
  conditions. To me the project was promising , until you engage to develop
  deeply.

 As explained several times over, when the skydome used the default terrain
 shaders, it produced glaring graphical artefacts. What I have done is the
 only possible series of changes which could have fixed this.  I'm sorry you
 are unable to understand that point, but maybe ask someone who does to
 explain it to you in detail.

 Otherwise, when I say 'you are not a user', I mean that I have a mail in
 my inbox which is signed with your name from which I may quote the phrase
  introducing some unusable features like the atmospheric light scattering
 - which would appear to the English-speaking reader indicating  

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread Renk Thorsten
  How could you say you're both not even users of the scheme ?
(...)
which would appear to the English-speaking reader indicating  that you
 don't use it.
(...)
 Yes there not any contradiction ,since i said, quoting myself:
  To me the project was promising , until you engage to develop deeply.
 Where is your scientist mind?

Note that in the English language the present tense 'you are not a user' has a 
meaning different from the past tense 'you were not a user' or the perfect 
tense 'you have never been a user'.

Best,

* Thorsten
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Re: [Flightgear-devel] DDS warning message

2013-04-29 Thread Clement de l'Hamaide
 Following a discussion with Vivian on IRC, it seems it was decided 
to remove the DDS warning message some weeks? months? years? ago. 
Someone could handle it ?
 I admit that using DDS materials and 
DDS aircrafts results in a thousand of warning messages in my console 
and it's really not easy to debug my Nasal code ( print(); ) with all 
these messages.
 Also I'm not convinced that our users are 
interested by this warning message because they can't do anything to 
solve it. (Considering that decompressing a DDS file is not a basic 
user action)

Hi all,

I haven't received answer from people about this.
This message is wrote by simgear/scene/model/ModelRegistry.cxx at line 263~265

Switch this message to another log level will be perfect.

Cheers,
Clément
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[Flightgear-devel] Improve tranponder instrument

2013-04-29 Thread Clement de l'Hamaide
Hi all,

I've improved the transponder instrument in order to have a generic transponder 
which work over network.
For complet information about changes you can take a look at the forum topic : 
http://www.flightgear.org/forums/viewtopic.php?f=75t=19826
For this I've create a merge request : 
https://gitorious.org/fg/flightgear/merge_requests/1570

Also I've modified the KT76A in order to match the new transponder system : 
http://clemaez.fr/flightgear/KT76A.tar.gz  
The only changes needed on FGDATA is the mode tag in instrumentation XML. 
Also feel you free to add the KT76A in Aircraft/Instrument-3d 

This is fully compatible with old FG version, properties (id-code and altitude) 
are simply ignored by old FG version.

For aircraft designer who want to use this new transponder, you just need to 
use the KT76A or implement your own with these specifications :
- /systems/electrical/outputs/transponder must be  8.0
- /instrumentation/transponder/inputs/knob-mode is a INT with 0=OFF, 1=SBY, 
2=ON, 3=ALT, 4=TST
- OFF = no power / no transmission
- SBY = standby, instrument is powered (e.g light animation) / no transmission
- ON = power ON / transmit id-code (sqwak)
- ALT = powerON / transmit id-code + altitude with 100ft precision for mode AC 
and 10ft precision for mode S
- TST = test, same as ALT (test mode can't be generic because transponder model 
require different implementation, feel you free to suggest a generic test mode)
- /instrumentation/transponder/inputs/digit[0-3] are INT from 0 to 7
- /instrumentation/transponder/inputs/serviceable must be TRUE
- /instrumentation/transponder/inputs/mode is a STRING = A, C or S  defined by 
the instrumentation.xml file (look at the forum topic for example)

I'm ready to maintain this work and improve it when suggestion come to me.

Cheers,
Clément
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Re: [Flightgear-devel] Improve tranponder instrument

2013-04-29 Thread Olivier





 De : Clement de l'Hamaide clem...@hotmail.fr
Envoyé le : Lundi 29 avril 2013 22h12
Objet : [Flightgear-devel] Improve tranponder instrument
 


 I've improved the transponder instrument in order to have a generic 
 transponder which work over network.

Great news, thanks.
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread grtuxhangar team
Renk,
There was so many wrong remarks , that i forgot that one:
I am quoting you
Only Rembrandt requires separate Rembrandt and no Rembrandt versions of
aircraft. Are you unable or unwilling to acknowledge that point?

Aren't you talking about stuff you don't know?

An aircraft which has been modified to fly with Rembrandt ( like said only
transparencies are involved) , can be flown without Rembrandt.


Hope,  that will reassure the users , in case of

Ahmad






On 29 April 2013 08:49, Renk Thorsten thorsten.i.r...@jyu.fi wrote:


 Vivian:

  I don't want to download fgdata/fg/sg to find that I have to spend
  hours fixing up my work. I'd rather get on with my own stuff.

 Your actions don't match your words. You're the remaining maintainer of
 the water effect in default. Its environment interface still doesn't
 support Advanced Weather. When you implemented it, it had zero
 communication with Advanced Weather, I had to spend hours to figure out how
 it gets light and wind info and then code a hack for Advanced Weather to
 make it work.

 If this is a real concern to you - there has been a long weekend to get
 busy and change the interface. Looking at GIT, you haven't done so and
 we're still using the incomplete hack. Any plans to change that in the near
 future?

  I don't want to force developers to develop ac for one
  scheme/framework rather than another.

 As pointed out for the 3rd time now, that is a hypothetical problem in
 ALS. Only Rembrandt requires separate Rembrandt and no Rembrandt versions
 of aircraft. Are you unable or unwilling to acknowledge that point?

  I don't want to force users to choose between a nice atmospheric
  effects or shadows, or anything else.

 I think I have said about 5 times now that I am perfectly willing to
 contribute to this, but I'm not doing it all on my own. I haven't seen you
 volunteer to help out here. I haven't seen you arguing with Fred that he
 should take care to help out. Somehow, it seems to be my fault.

 Also - you can burn framerate only once, and I have stated my opinion on
 that as well. My personal view is that OpenSource is about freedom, and
 freedom implies choice. It's nothing bad to deliver a rendering scheme for
 low end GPUs and one for high end GPUs and let the user pick, and I don't
 even see you acknowledging that argument. I acknowledge that we probably
 have a fundamental split of philosophy here: I see more merit in offering
 different choices to the user (think Linux with KDE or Gnome - I see myself
 well backed up by OpenSource tradition here) than in pre-selecting to the
 lowest common denominator we can all agree on so that the user doesn't have
 to choose. You see this differently, and we probably won't ever resolve
 this.

 Vivian, I don't see this getting any more constructive, and I don't have
 the impression that this is about me explaining to avoid a
 misunderstanding. I don't see my arguments acknowledged, much less refuted.
 I don't see you willing to take any action making the framework which you
 maintain accessible.

 So I will not justify the reasons behind what I do to you any further, and
 unless I see a constructive turn, I will also refrain from doing so in the
 future.

 Henri:

   How could you say you're both not even users of the scheme ?
  Yes i had at the beginning done some screenshots with the Dome project,
  the period when i could use it without breaking others features.
  I was, even, able to combine the Effects with the dome by unlocking the
  conditions. To me the project was promising , until you engage to develop
  deeply.

 As explained several times over, when the skydome used the default terrain
 shaders, it produced glaring graphical artefacts. What I have done is the
 only possible series of changes which could have fixed this.  I'm sorry you
 are unable to understand that point, but maybe ask someone who does to
 explain it to you in detail.

 Otherwise, when I say 'you are not a user', I mean that I have a mail in
 my inbox which is signed with your name from which I may quote the phrase
  introducing some unusable features like the atmospheric light scattering
 - which would appear to the English-speaking reader indicating  that you
 don't use it.

  You pretend to be experienced and worry we don't use your know how,
 Emilian is
   experienced and you rejected his know how.
  Would you say everybody but you is stupid.

 I'm a scientist. I don't believe in persons. I don't believe in Emilian,
 TIm, Fred or Mathias - I believe in verifiable facts and solid evidence. I
 believe that each of these person knows much, but that likewise each of
 these can get things wrong, and when anyone raises an issue, I make up my
 own mind by thinking it through and testing it myself. I don't think
 everyone else is stupid, but I do think everyone else can make mistakes
 just like me, and I have a very long professional experience in recognizing
 and dealing with my own mistakes.

 To expect that 

Re: [Flightgear-devel] DDS warning message

2013-04-29 Thread grtuxhangar team
Hi, Clement

Yes these messages dds format related are very annoying.

We never asked for it, since  for month we used to  modify the source when
making a new  compilation.

it wants only
SG_LOG(SG_IO, SG_WARN, Image \  fileName  \\n
instead of
 SG_LOG(SG_IO, SG_ALERT, Image \  fileName  \\n



On 29 April 2013 21:37, Clement de l'Hamaide clem...@hotmail.fr wrote:

  Following a discussion with Vivian on IRC, it seems it was decided to
 remove the DDS warning message some weeks? months? years? ago. Someone
 could handle it ?
  I admit that using DDS materials and DDS aircrafts results in a thousand
 of warning messages in my console and it's really not easy to debug my
 Nasal code ( print(); ) with all these messages.
  Also I'm not convinced that our users are interested by this warning
 message because they can't do anything to solve it. (Considering that
 decompressing a DDS file is not a basic user action)

 Hi all,

 I haven't received answer from people about this.
 This message is wrote by simgear/scene/model/ModelRegistry.cxx at line
 263~265

 Switch this message to another log level will be perfect.

 Cheers,
 Clément


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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread geneb
On Mon, 29 Apr 2013, grtuxhangar team wrote:

 Renk,
 There was so many wrong remarks , that i forgot that one:

Just FYI, his _last_ name is Renk, not his first.  That's Thorsten. :) 
His email client puts his last name first and doesn't insert a comma, so 
everyone thinks he's Renk Thorsten. :)

g.

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