Re: [Flightgear-devel] Check your IOrules!

2013-05-08 Thread Thomas Geymayer
2013/5/9 grtuxhangar team :
> Hello,
>
> With recent fg git
> I am getting these messages, at fgfs run
>
> Check your IOrules! (write to '/do-not-access' is allowed)
> Check your IOrules! (read from '/do-not-access' is allowed)
> Why these new messages ?
> What must be done , to avoid it.?

Update fgdata

> Thank
> ahmad

Tom

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[Flightgear-devel] Check your IOrules!

2013-05-08 Thread grtuxhangar team
Hello,

With recent fg git
I am getting these messages, at fgfs run

Check your IOrules! (write to '/do-not-access' is allowed)
Check your IOrules! (read from '/do-not-access' is allowed)
Why these new messages ?
What must be done , to avoid it.?

Thank
ahmad
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Am 2013-05-07 14:10, schrieb Renk Thorsten:
>> * Canvas instances can now be placed on scenery objects. This allows
>>   for example creating animated signs/monitors. I've started to create
>>   a Visual Docking Guidance System, which is not fully functionally yet
>>   but should be complete enough to be used for a screenshot (eg. azimuth
>>   guidance is missing)
> 
> If I could get a screenshot from you, that'd be nice.

I have updated the VDGS a bit and created some screenshots:

https://www.dropbox.com/sh/jswmmj6inh1k3go/cpj5XpD6KA

Maybe we should create a timeline of the VDGS (inside one/multiple of
the larger cockpit/outside views).

Tom

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--- Austria 

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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread YOSHIMATSU Toshihide
Hi,

> Failed to create alias at
> /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
>
> [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
> another
>
> property.
>
> Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

According Fred's comment in
http://code.google.com/p/flightgear-bugs/issues/detail?id=1027#c9
those messages are output by fgrun reading the file:

$fgdata/Aircraft/C130/kc130-yasim-cnf.xml

Cheers,
Toshi

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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Brandano,

 

It's possible that it comes from FGRun, but a Nasal warning from the 3d
preview code seems a bit implausible. It is recent thing, though.

 

Vivian

 

From: TDO Brandano [mailto:tdo_brand...@hotmail.com] 
Sent: 08 May 2013 22:12
To: Flightgear Devel List
Subject: Re: [Flightgear-devel] 2.10.1

 

If It's an FGRun problem maybe it's caused by the 3D preview code parsing
the planes

  _  

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1

 

Hi Stuart,

> > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm
>
> I think I've seen that with all aircraft I've flown recently. IIRC they
were all 
> non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not
near 
> my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I
always
get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs



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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread TDO Brandano
If It's an FGRun problem maybe it's caused by the 3D preview code parsing the 
planes

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1








Hi Stuart,

> > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm
>
> I think I've seen that with all aircraft I've flown recently. IIRC they were 
> all 
> non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near 
> my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I 
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I always
 get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs

  

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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Gijs de Rooy




Hi Stuart,

> > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm
>
> I think I've seen that with all aircraft I've flown recently. IIRC they were 
> all 
> non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near 
> my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I 
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I always
 get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs

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Re: [Flightgear-devel] Simgear build faild under linux

2013-05-08 Thread grtuxhangar team
forget it was a mismatch with GL/gl.h

sorry for the noise


> hello,

>

> Linking CXX static library libSimGearCore.a

> [ 46%] Built target SimGearCore

> Scanning dependencies of target SimGearScene

> [ 46%] Building C object

> simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o

> In file included from

>
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG

> /src/shVectors.h:24:0, from

>
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG

> /src/shArrays.h:28, from

>
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG

> /src/shArrays.c:25:

>
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaV

> G/src/shDefs.h:160:23: fatal error: GL/gl.h: Aucun fichier ou dossier de
ce

> type

> compilation terminated.

> make[2]: ***

> [simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o]

> Erreur 1

> make[1]: *** [simgear/CMakeFiles/SimGearScene.dir/all] Erreur 2

> make: *** [all] Erreur 2

>

>

> the first time we get an unsuccessful simgear build with Linux

>

> any idea

>

> ahmad
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[Flightgear-devel] Simgear build faild under linux

2013-05-08 Thread grtuxhangar team
hello,

Linking CXX static library libSimGearCore.a
[ 46%] Built target SimGearCore
Scanning dependencies of target SimGearScene
[ 46%] Building C object
simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o
In file included from
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shVectors.h:24:0,
 from
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shArrays.h:28,
 from
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shArrays.c:25:
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/13-0508/simgear/simgear/canvas/ShivaVG/src/shDefs.h:160:23:
fatal error: GL/gl.h: Aucun fichier ou dossier de ce type
compilation terminated.
make[2]: ***
[simgear/CMakeFiles/SimGearScene.dir/canvas/ShivaVG/src/shArrays.c.o]
Erreur 1
make[1]: *** [simgear/CMakeFiles/SimGearScene.dir/all] Erreur 2
make: *** [all] Erreur 2


the first time we get an unsuccessful  simgear build with Linux

any idea

ahmad
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread grtuxhangar team
hello, Thomas

Thank a lot for your patience.
I do understand ( i guess  ) the mechanism.
We will have only to calculate the orientation  ( trigonometry application
) .
Which is not the worth.

Regards
ahmad


On 8 May 2013 16:35, Thomas Geymayer  wrote:

> 2013/5/8 grtuxhangar team :
> > Hello, Thomas
> >
> > Sorry my question was not clear, and i probably misunderstood the
> feature.
> > So,
> > just a question: how do you define the main parent actuator  axis
> rotation ?
> > that one which trigger every other child components.
>
> I am using the normal rotate animation to rotate the main strut. Every
> attached hydraulic cylinder, link, etc. is then animated using the
> locked-track animation. For a hydraulic cylinder the piston and the
> cylinder housing each are animated using a locked-track animation
> tracking each other. For a gear scissor, a locked-track animation
> tracks from a point attached to the strut to a point on the axis. Two
> objects can be attached to the animation, allowing to animate a
> scissor. (The object and the slave object, are rotated such that the
> exactly fill the space between the two attachment points of the
> scissor). For the second type of animation I will add some pictures to
> the wiki later on.
>
> >  Most of them are not rotating with a pure xyz axis rotation but very
> often
> > according to those alternate form (cf Vivian) .
>
> There is no difference in terms of what you can express. Both
> notations allow you exactly the same thing. For the animation a center
> point and an orientation (axis) are required to calculate the location
> and orientation of the rotation. Think of the center as the location
> of the hinge somewhere in space and of the axis as the actual
> orientation of the hinge.
> You can now either specify the position of the hinge and the
> orientation of its axis or (the alternate form) two points on the axis
> of the hinge, which are then used to calculate the center and
> orientation of the hinge. (If you use the alternate form the center
> and axis are automatically calculated from the two given points).
>
> There is no rotation that you can not describe with a single axis
> given by its xyz coordinates.
>
> > That the point  i was asking for, and the solution i was looking for.
> > I could be on the wrong way.
>
> Tom
>
>
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
2013/5/8 grtuxhangar team :
> Hello, Thomas
>
> Sorry my question was not clear, and i probably misunderstood the feature.
> So,
> just a question: how do you define the main parent actuator  axis rotation ?
> that one which trigger every other child components.

I am using the normal rotate animation to rotate the main strut. Every
attached hydraulic cylinder, link, etc. is then animated using the
locked-track animation. For a hydraulic cylinder the piston and the
cylinder housing each are animated using a locked-track animation
tracking each other. For a gear scissor, a locked-track animation
tracks from a point attached to the strut to a point on the axis. Two
objects can be attached to the animation, allowing to animate a
scissor. (The object and the slave object, are rotated such that the
exactly fill the space between the two attachment points of the
scissor). For the second type of animation I will add some pictures to
the wiki later on.

>  Most of them are not rotating with a pure xyz axis rotation but very often
> according to those alternate form (cf Vivian) .

There is no difference in terms of what you can express. Both
notations allow you exactly the same thing. For the animation a center
point and an orientation (axis) are required to calculate the location
and orientation of the rotation. Think of the center as the location
of the hinge somewhere in space and of the axis as the actual
orientation of the hinge.
You can now either specify the position of the hinge and the
orientation of its axis or (the alternate form) two points on the axis
of the hinge, which are then used to calculate the center and
orientation of the hinge. (If you use the alternate form the center
and axis are automatically calculated from the two given points).

There is no rotation that you can not describe with a single axis
given by its xyz coordinates.

> That the point  i was asking for, and the solution i was looking for.
> I could be on the wrong way.

Tom

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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Stuart

> From: Buchanan [mailto:stuar...@gmail.com]
> Sent: 08 May 2013 10:56
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] 2.10.1
> 
> On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
> > I re-installed the Jenkins nightly Win build from yesterday - seems
> > OK, although I have NOT done any extensive testing. I'm seeing regular
> > crashes here from ALS and Rembrandt, but that's nothing new.  I'm
> > getting a number of errors on start-up; they seem harmless:
> >
> > Failed to create alias at
> > /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
> >
> > [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already
> > aliasing another
> >
> > property.
> >
> > Failed to set alias to
> > /controls/refuelling/refuelling-drogues-pos-norm
> 
> FYI, I don't think this is related to the AAR work I've done recently, and
looks
> like it might be aircraft specific.  What aircraft are you seeing this
with?
> 
> 
> > I would be more concerned over the state of the data. The reinstall
> > has partly solved the Screenshot directory issue - it now uses the
> > default Working Directory, but the gui input is still stuck. We have a
> > small glitch with Stuart's latest iteration of the Random Vegetation
> > (aka trees) with what I think is probably a mipmapping issue.
> 
> I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-
> picked?
> 
> If not, I'd suggest backing out that commit from the 2.10.1 data branch,
as it
> has a co-requisite simgear change, and as Vivian mentions still has some
> issues.
> 
> I've been away for the last 5 days so haven't had the chance to look into
the
> tree problem further, but have a couple of ideas.  One option would be to
> "mirror" the texture rows, so instead of looking like this:
> 
> ^^^
> ^^^
> ^^^
> ^^^
> 
> It would be top-to-top and base-to-base:
> 
> 
> ^
> 
> 
> 
> That way is the mipmap UV isn't quite accurate, it would just include the
> tree-top of the texture above, rather than the base.  This would certainly
be
> less noticeable.  The downside is that I think it would require adding an
if()
> test to the vertex shader, something I've been avoiding due to
(unfounded?)
> concerns about performance.
> 
> Or I might simply change the textures to a (very) long strip, so instead
of
> 512x128 it would be 2048x128.  However that feels rather clunky, and might
> not make good use of GPU memory.  Anyone with GPU experience care to
> comment?
> 

General advice that I can find is that GLSL is designed as a linear program:
conditionals and loops are best avoided:

http://stackoverflow.com/questions/2614622/tips-for-efficient-glsl-code

Here's some stuff on textures.

http://www.arcsynthesis.org/gltut/Texturing/Tutorial%2014.html

I don't think the shape matters as much as the overall size. As I understand
it, GLSL optimizes the storage. In this case new the texture would be 4
times as big. I don't think that's optimal, but on the other hand, it's not
pushing the envelope. Do you use a shader analyser? I use the AMD one:

http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanaly
zer/

might help to decide which route to take

HTH

Vivian




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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread grtuxhangar team
Hello, Thomas

Sorry my question was not clear, and i probably misunderstood the feature.
So,
just a question: how do you define the main parent actuator  axis rotation ?
that one which trigger every other child components.
 Most of them are not rotating with a pure xyz axis rotation but very often
according to those alternate form (cf Vivian) .
That the point  i was asking for, and the solution i was looking for.
I could be on the wrong way.
Thank
ahmad


On 8 May 2013 14:49, Thomas Geymayer  wrote:

> Hi Ahmad,
>
> 2013/5/8 grtuxhangar team :
> > Congratulation for the work, the team is giving a try, with one of our
> most
> > complex landing gear.
> > Though,  like Vivian, we are not Blender user.
> > However since :
> >
> >>Currently the alternate form is not possible.
> > We will want to define and to draw the ojects/group animation related,
>  out
> > of the aircraft main model, with the parent strut XYZ axis set to zero,
> >
> > AND only "at the end" to include that animated ojects/group within the
> > aircraft main model.
> >
> >  
> >  RightGearAnimated
> >  Aircraft/MyAircraft/Models/RightGear.xml
> >  
> >  -0.800652
> >  0.658753
> >  -0.683991
> >  3.289
> >  1.2528
> >  
> >  
>
> I'm not completely sure if I fully understand you, but if you want to
> include an animated submodel into your main model it should still
> work. There is no difference compared to the other existing
> animations. Also using the offsets transformations should work,
> although I have not tested it.
>
> > Which makes most of the landing gears to be redrawn.
>
> I think I don't really understand what you mean. Every object is drawn
> once. If you include your landing gear twice, it will be drawn twice.
>
> Tom
>
>
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Ahmad,

2013/5/8 grtuxhangar team :
> Congratulation for the work, the team is giving a try, with one of our most
> complex landing gear.
> Though,  like Vivian, we are not Blender user.
> However since :
>
>>Currently the alternate form is not possible.
> We will want to define and to draw the ojects/group animation related,  out
> of the aircraft main model, with the parent strut XYZ axis set to zero,
>
> AND only "at the end" to include that animated ojects/group within the
> aircraft main model.
>
>  
>  RightGearAnimated
>  Aircraft/MyAircraft/Models/RightGear.xml
>  
>  -0.800652
>  0.658753
>  -0.683991
>  3.289
>  1.2528
>  
>  

I'm not completely sure if I fully understand you, but if you want to
include an animated submodel into your main model it should still
work. There is no difference compared to the other existing
animations. Also using the offsets transformations should work,
although I have not tested it.

> Which makes most of the landing gears to be redrawn.

I think I don't really understand what you mean. Every object is drawn
once. If you include your landing gear twice, it will be drawn twice.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread grtuxhangar team
Hello Thomas

Congratulation for the work, the team is giving a try, with one of our most
complex landing gear.
Though,  like Vivian, we are not Blender user.
However since :
>Currently the alternate form is not possible.
We will want to define and to draw the ojects/group animation related,  out
of the aircraft main model, with the parent strut XYZ axis set to zero,

AND only "at the end" to include that animated ojects/group within the
aircraft main model.

 
 RightGearAnimated
 Aircraft/MyAircraft/Models/RightGear.xml
 
 -0.800652
 0.658753
 -0.683991
 3.289
 1.2528
 
 

Which makes most of the landing gears to be redrawn.

Am i right ?
Thank

Ahmad



On 8 May 2013 11:30, Thomas Geymayer  wrote:

> Hi Vivian,
>
> 2013/5/7 Vivian Meazza :
> > Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
> > references are a bit obscure.
>
> If you get used to Blender its a really powerful tool (I have problems
> if trying to work with other modelling programs :P) and with using the
> right scripts it gets a very neat tool for creating models for
> FlightGear. For example for a gear scissor just add an armature with
> two bones, add an IK constraint to the second bone and attach an
> element of the scissor to each bone, and you are done. You can watch
> the animation in Blender and using an exporter script now it is
> possible to watch exactly the same animation inside FlightGear. You
> don't need to guess any coordinates/axes/etc. and if you modify and
> object you just have to export it again, without manually modifying
> the animation xml.
>
> > Are the various axes always orthogonal?
>
> There are (currently) only two axes required. The lock-axis and the
> track-axis. They should be orthogonal, as the rotation is only
> possible round the lock-axis. Internally the track-axis is always
> orthonormalized to the lock-axis, as calculations always are performed
> in the plane normal to the lock-axis.
>
> > Can they also be specified in the alternate form:
> >
> > 
> > 5.1821
> > 0.221496
> > 0.794147
> > 4.99208
> > 0.114133
> > 0.842884
> > 
>
> Currently the alternate form is not possible. The problem is that we
> have two axes crossing at the same center, so which of the axes should
> specify the center? Also the center/axis form clearly states where the
> center is located, which is not the case with the alternate form (the
> center is located halfway between the two given points). For the
> rotate animation the exact location of the center along the axis is
> not relevant, but for the tracking animation it is.
> Also as one would probably not create the xml by hand, using multiple
> notations would not gain us anything.
>
> > If non-orthogonal  axes are allowed they are difficult in the
> > / form in the example in the wiki.
> >
> > Perhaps, when you have time, the information could be consolidated in
> >
> > http://wiki.flightgear.org/Howto:Animate_models and
> > fgdata/Docs/model-howto.html
>
> I will do if timer permits :) Yesterday I have added some images. I
> don't know if you have already seen them.
>
> > Looks like valuable work to me: gear scissor links were very difficult
> with
> > the existing animations.
>
> That was the initial reason for creating it. But now it is also useful
> for creating complex kinematic systems as can be found for landing
> gears and their doors.
>
> Tom
>
>
> --
> Learn Graph Databases - Download FREE O'Reilly Book
> "Graph Databases" is the definitive new guide to graph databases and
> their applications. This 200-page book is written by three acclaimed
> leaders in the field. The early access version is available now.
> Download your free book today! http://p.sf.net/sfu/neotech_d2d_may
> ___
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> https://lists.sourceforge.net/lists/listinfo/flightgear-devel
>
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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread James Turner

On 8 May 2013, at 10:56, Stuart Buchanan  wrote:

> I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked?
> 
> If not, I'd suggest backing out that commit from the 2.10.1 data branch, as
> it has a co-requisite simgear change, and as Vivian mentions still has
> some issues.

The 2.10.1 data is indeed take from 2.10.0 with selective picking as you 
describe; I wasn't clear enough to Vivian which configuration he should be 
testing (the 'Window-release' build, which includes its own data)

Regards,
James


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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Gijs de Rooy
Hi Stuart,

> Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

I think I've seen that with all aircraft I've flown recently. IIRC they were 
all non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near 
my computer, so I cannot confirm that theory.

Cheers,
Gijs

> Date: Wed, 8 May 2013 10:56:25 +0100
> From: stuar...@gmail.com
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] 2.10.1
> 
> On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
> > I re-installed the Jenkins nightly Win build from yesterday – seems OK,
> > although I have NOT done any extensive testing. I’m seeing regular crashes
> > here from ALS and Rembrandt, but that’s nothing new.  I’m getting a number
> > of errors on start-up; they seem harmless:
> >
> > Failed to create alias at
> > /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
> >
> > [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
> > another
> >
> > property.
> >
> > Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm
> 
> FYI, I don't think this is related to the AAR work I've done recently, and 
> looks
> like it might be aircraft specific.  What aircraft are you seeing this with?
> 
> 
> > I would be more concerned over the state of the data. The reinstall has
> > partly solved the Screenshot directory issue – it now uses the default
> > Working Directory, but the gui input is still stuck. We have a small glitch
> > with Stuart’s latest iteration of the Random Vegetation (aka trees) with
> > what I think is probably a mipmapping issue.
> 
> I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked?
> 
> If not, I'd suggest backing out that commit from the 2.10.1 data branch, as
> it has a co-requisite simgear change, and as Vivian mentions still has
> some issues.
> 
> I've been away for the last 5 days so haven't had the chance to look into
> the tree problem further, but have a couple of ideas.  One option would be
> to "mirror" the texture rows, so instead of looking like this:
> 
> ^^^
> ^^^
> ^^^
> ^^^
> 
> It would be top-to-top and base-to-base:
> 
> 
> ^
> 
> 
> 
> That way is the mipmap UV isn't quite accurate, it would just include the
> tree-top of the texture above, rather than the base.  This would certainly be
> less noticeable.  The downside is that I think it would require adding an if()
> test to the vertex shader, something I've been avoiding due to (unfounded?)
> concerns about performance.
> 
> Or I might simply change the textures to a (very) long strip, so instead of
> 512x128 it would be 2048x128.  However that feels rather clunky, and might
> not make good use of GPU memory.  Anyone with GPU experience care to
> comment?
> 
> -Stuart
> 
> --
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> "Graph Databases" is the definitive new guide to graph databases and 
> their applications. This 200-page book is written by three acclaimed 
> leaders in the field. The early access version is available now. 
> Download your free book today! http://p.sf.net/sfu/neotech_d2d_may
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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Stuart Buchanan
On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
> I re-installed the Jenkins nightly Win build from yesterday – seems OK,
> although I have NOT done any extensive testing. I’m seeing regular crashes
> here from ALS and Rembrandt, but that’s nothing new.  I’m getting a number
> of errors on start-up; they seem harmless:
>
> Failed to create alias at
> /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
>
> [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
> another
>
> property.
>
> Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

FYI, I don't think this is related to the AAR work I've done recently, and looks
like it might be aircraft specific.  What aircraft are you seeing this with?


> I would be more concerned over the state of the data. The reinstall has
> partly solved the Screenshot directory issue – it now uses the default
> Working Directory, but the gui input is still stuck. We have a small glitch
> with Stuart’s latest iteration of the Random Vegetation (aka trees) with
> what I think is probably a mipmapping issue.

I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked?

If not, I'd suggest backing out that commit from the 2.10.1 data branch, as
it has a co-requisite simgear change, and as Vivian mentions still has
some issues.

I've been away for the last 5 days so haven't had the chance to look into
the tree problem further, but have a couple of ideas.  One option would be
to "mirror" the texture rows, so instead of looking like this:

^^^
^^^
^^^
^^^

It would be top-to-top and base-to-base:


^



That way is the mipmap UV isn't quite accurate, it would just include the
tree-top of the texture above, rather than the base.  This would certainly be
less noticeable.  The downside is that I think it would require adding an if()
test to the vertex shader, something I've been avoiding due to (unfounded?)
concerns about performance.

Or I might simply change the textures to a (very) long strip, so instead of
512x128 it would be 2048x128.  However that feels rather clunky, and might
not make good use of GPU memory.  Anyone with GPU experience care to
comment?

-Stuart

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Gijs de Rooy
Hi Tom,

This reads like the perfect (very) early Christmas present! This will keep me 
busy on my free "ascension day" tomorrow :-)

Thanks!

Cheers,
Gijs

> Date: Wed, 8 May 2013 11:30:58 +0200
> From: tom...@gmail.com
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
> 
> Hi Vivian,
> 
> 2013/5/7 Vivian Meazza :
> > Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
> > references are a bit obscure.
> 
> If you get used to Blender its a really powerful tool (I have problems
> if trying to work with other modelling programs :P) and with using the
> right scripts it gets a very neat tool for creating models for
> FlightGear. For example for a gear scissor just add an armature with
> two bones, add an IK constraint to the second bone and attach an
> element of the scissor to each bone, and you are done. You can watch
> the animation in Blender and using an exporter script now it is
> possible to watch exactly the same animation inside FlightGear. You
> don't need to guess any coordinates/axes/etc. and if you modify and
> object you just have to export it again, without manually modifying
> the animation xml.
> 
> > Are the various axes always orthogonal?
> 
> There are (currently) only two axes required. The lock-axis and the
> track-axis. They should be orthogonal, as the rotation is only
> possible round the lock-axis. Internally the track-axis is always
> orthonormalized to the lock-axis, as calculations always are performed
> in the plane normal to the lock-axis.
> 
> > Can they also be specified in the alternate form:
> >
> > 
> > 5.1821
> > 0.221496
> > 0.794147
> > 4.99208
> > 0.114133
> > 0.842884
> > 
> 
> Currently the alternate form is not possible. The problem is that we
> have two axes crossing at the same center, so which of the axes should
> specify the center? Also the center/axis form clearly states where the
> center is located, which is not the case with the alternate form (the
> center is located halfway between the two given points). For the
> rotate animation the exact location of the center along the axis is
> not relevant, but for the tracking animation it is.
> Also as one would probably not create the xml by hand, using multiple
> notations would not gain us anything.
> 
> > If non-orthogonal  axes are allowed they are difficult in the
> > / form in the example in the wiki.
> >
> > Perhaps, when you have time, the information could be consolidated in
> >
> > http://wiki.flightgear.org/Howto:Animate_models and
> > fgdata/Docs/model-howto.html
> 
> I will do if timer permits :) Yesterday I have added some images. I
> don't know if you have already seen them.
> 
> > Looks like valuable work to me: gear scissor links were very difficult with
> > the existing animations.
> 
> That was the initial reason for creating it. But now it is also useful
> for creating complex kinematic systems as can be found for landing
> gears and their doors.
> 
> Tom
> 
> --
> Learn Graph Databases - Download FREE O'Reilly Book
> "Graph Databases" is the definitive new guide to graph databases and 
> their applications. This 200-page book is written by three acclaimed 
> leaders in the field. The early access version is available now. 
> Download your free book today! http://p.sf.net/sfu/neotech_d2d_may
> ___
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Vivian,

2013/5/7 Vivian Meazza :
> Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
> references are a bit obscure.

If you get used to Blender its a really powerful tool (I have problems
if trying to work with other modelling programs :P) and with using the
right scripts it gets a very neat tool for creating models for
FlightGear. For example for a gear scissor just add an armature with
two bones, add an IK constraint to the second bone and attach an
element of the scissor to each bone, and you are done. You can watch
the animation in Blender and using an exporter script now it is
possible to watch exactly the same animation inside FlightGear. You
don't need to guess any coordinates/axes/etc. and if you modify and
object you just have to export it again, without manually modifying
the animation xml.

> Are the various axes always orthogonal?

There are (currently) only two axes required. The lock-axis and the
track-axis. They should be orthogonal, as the rotation is only
possible round the lock-axis. Internally the track-axis is always
orthonormalized to the lock-axis, as calculations always are performed
in the plane normal to the lock-axis.

> Can they also be specified in the alternate form:
>
> 
> 5.1821
> 0.221496
> 0.794147
> 4.99208
> 0.114133
> 0.842884
> 

Currently the alternate form is not possible. The problem is that we
have two axes crossing at the same center, so which of the axes should
specify the center? Also the center/axis form clearly states where the
center is located, which is not the case with the alternate form (the
center is located halfway between the two given points). For the
rotate animation the exact location of the center along the axis is
not relevant, but for the tracking animation it is.
Also as one would probably not create the xml by hand, using multiple
notations would not gain us anything.

> If non-orthogonal  axes are allowed they are difficult in the
> / form in the example in the wiki.
>
> Perhaps, when you have time, the information could be consolidated in
>
> http://wiki.flightgear.org/Howto:Animate_models and
> fgdata/Docs/model-howto.html

I will do if timer permits :) Yesterday I have added some images. I
don't know if you have already seen them.

> Looks like valuable work to me: gear scissor links were very difficult with
> the existing animations.

That was the initial reason for creating it. But now it is also useful
for creating complex kinematic systems as can be found for landing
gears and their doors.

Tom

--
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their applications. This 200-page book is written by three acclaimed 
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