[Flightgear-devel] --jpg-httpd command line option

2013-09-17 Thread Rick Armstrong
Hello all,

I'm a developer using FlightGear in a simulation project for work, and I'm
currently getting imagery from FlightGear by triggering screenshots from my
application and loading the screen captures from disk. It's kinda Rube
Goldberg, but works well enough for a first draft. What I'd /really/ like
to do is stream the imagery directly to my application. Googling around, I
notice that there's a command-line option to do exactly this! It's not
enabled in v2.10, but some more searching and I see that it can be enabled
by setting

-DJPEG_FACTORY:BOOL=ON

in CMake. My question: before I go down that road, does anyone know if the
JPG HTTPD functionality works? If yes, does it work well? The fact that
it's turned-off by default makes me think that it might not be ready for
prime-time.

Any advice is greatly appreciated.

Regards,

Rick Armstrong
Portland, OR, USA

P.S. We're using Windows 7 VS 2010 and would be looking to build 64-bit
binaries.
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Re: [Flightgear-devel] --jpg-httpd command line option

2013-09-17 Thread James Turner

On 17 Sep 2013, at 10:41, Rick Armstrong waitingfortheelectric...@gmail.com 
wrote:

 -DJPEG_FACTORY:BOOL=ON 
 
 in CMake. My question: before I go down that road, does anyone know if the 
 JPG HTTPD functionality works? If yes, does it work well? The fact that it's 
 turned-off by default makes me think that it might not be ready for 
 prime-time.
 
 Any advice is greatly appreciated.

It's turned off for build reasons, not because it's new or untested. I believe 
many people have used it exactly the way you describe. If you encounter 
problems, they should be easy to fix and patches are welcome!

(The build reasons could actually be solved by using OSGDB to write out the 
files instead of using libjpeg directly - this would mean the feature could be 
enabled all the time, i.e removed from CMake, and also we could write out PNGs 
instead of JPEGs if desired - if you have any interested in doing this, I can 
point you at examples since the screenshot code was converted to do the same 
thing recently -it's probably a couple of hours hacking at most)

Kind regards,
James

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[Flightgear-devel] disable generic-autopilot-helper.xml

2013-09-17 Thread Alan Teeder
Is it possible to disable the loading of generic-autopilot-helper.xml for an 
individual aircraft? –i.e. without editing the default preferences.xml
TIA

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Re: [Flightgear-devel] --jpg-httpd command line option

2013-09-17 Thread Curtis Olson
If someone decides to jump into this, another feature that would be cool
would be to stream the display out as a video stream which could then be
played by any number of video players on a remote computer (like mplayer.)
 ffmpeg probably would provide library support to make this pretty
straightforward, but I haven't had a chance to dive in and see how
easy/hard it would be.

One area where this feature could be useful is in UAV research and
simulation where you'd like to emulate a live video feed back to a ground
station.  It could also be fun for sharing/broadcasting your simulator
session and probably could be made to work with a web video server.

In my own experimentation I've been able to sort of do this by using ffmpeg
to capture an area of the screen, encode it as h.264 and send it off to a
remote destination as a udp video stream, for example:

ffmpeg -f x11grab -s vga -r 15 -b 100k -preset ultrafast -tune zerolatency
-maxrate 100k -i :0.0+1,58 -f mpegts -vcodec h.264 udp://
remote.host.name.org:1234

But this requires careful manual sizing and placement of my flightgear
window and it would be cool to have this built right in...  I've seen other
apps that can do this so I know it's technically possible, and I imagine
not too much coding once you figure out the magic to make it happen.

Curt.



On Tue, Sep 17, 2013 at 6:16 AM, James Turner zakal...@mac.com wrote:


 On 17 Sep 2013, at 10:41, Rick Armstrong 
 waitingfortheelectric...@gmail.com wrote:

 -DJPEG_FACTORY:BOOL=ON

 in CMake. My question: before I go down that road, does anyone know if the
 JPG HTTPD functionality works? If yes, does it work well? The fact that
 it's turned-off by default makes me think that it might not be ready for
 prime-time.

 Any advice is greatly appreciated.


 It's turned off for build reasons, not because it's new or untested. I
 believe many people have used it exactly the way you describe. If you
 encounter problems, they should be easy to fix and patches are welcome!

 (The build reasons could actually be solved by using OSGDB to write out
 the files instead of using libjpeg directly - this would mean the feature
 could be enabled all the time, i.e removed from CMake, and also we could
 write out PNGs instead of JPEGs if desired - if you have any interested in
 doing this, I can point you at examples since the screenshot code was
 converted to do the same thing recently -it's probably a couple of hours
 hacking at most)

 Kind regards,
 James



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Re: [Flightgear-devel] --jpg-httpd command line option

2013-09-17 Thread Rick Armstrong
On Tue, Sep 17, 2013 at 6:16 AM, James Turner zakalawe@... wrote:
...
 It's turned off for build reasons, not because it's new or untested. I
 believe many people have used it exactly the way you describe. If you
 encounter problems, they should be easy to fix and patches are welcome!

 (The build reasons could actually be solved by using OSGDB to write out
 the files instead of using libjpeg directly - this would mean the feature
 could be enabled all the time, i.e removed from CMake, and also we could
 write out PNGs instead of JPEGs if desired

Indeed, PNG would be ideal!

 - if you have any interested in
 doing this, I can point you at examples since the screenshot code was
 converted to do the same thing recently -it's probably a couple of hours
 hacking at most)

I'd be happy to take a crack at it. This would be my first foray into
the FlightGear source tree, so a pointer to some sample code would be
great.


Thanks,

Rick

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Re: [Flightgear-devel] fgelev

2013-09-17 Thread Stuart Buchanan
Hi Tom,

On Mon, Sep 9, 2013 at 8:24 PM, Thomas Albrecht wrote:
 Hi,

 can someone (Mathias?) please enlighten me about fgelev usage? Skimming 
 through the source, I understand that I need to provide --fg-root and 
 --fg-scenery, but how do I specify which location to probe?

I had a quick look at a perl script I wrote a while back to use fgelev:

my $elev = `echo 1 -$lon $lat | fgelev --fg-scenery
/home/stuart/FlightGear/Scenery/TerraSync --fg-root
/home/stuart/FlightGear/data`;

I did a quick test, and the first element appears to be an label so
the input format is

label lon lat\n

Then the output is

label: elevation

You can enter multiple entries on separate lines, and then finish with a Ctrl-D.

Hope that helps.

-Stuart

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[Flightgear-devel] Textures separation, cleanup

2013-09-17 Thread James Turner
Hello,

For the next release (3.0, I think), I want to reduce the size of the 
installers by making parts of the base package optional. Some are easy, like AI 
Traffic and ATC chatter - the first time you enable that feature, we'll 
download (well, terra-sync, really) the relevant files. If you don't use the 
feature, you don't download the files ever.

One large piece (480MB of the base package / fgdata at current counting) is the 
Textures and Textures.high directories. Originally I believe Textures.high was 
a partial subset of Textures, at higher resolutions, but that's no longer the 
case (nor has it been for a long time, I think)

What I'd like is:

- a baseline texture set that is of adequate, but not high quality 
(e.g. max 1024x1024 size for landcover, or something else agreed to be good 
enough) to be included by default in the installers
(this would also be friendly to people on older hardware with limited 
VRAM)
- high res (and even, ultra-high res) sets, plus a DDS set for those 
who want it, which can be downloaded + updated later via terra-sync.

(of course we can have discussions about if the default set should be 
really low quality or quite high - but the point is to have levels we can 
switch between centrally )

However, my impression is the current switching is done at the effects / 
material level (especially between DDS and PNG). I.e C++/Nasal code is not 
involved in any such switching. (Which will need to be changed, assuming it can 
be)

I'm not clear where the texture file names are being referenced from, and how 
the paths are being searched. E.g, do the shared Models reference these 
textures, or do they include their own (my impression is the latter, but maybe 
it's a mix?). If it's not the models, is it 'just' effects/shaders and scenery 
materials? Do aircraft reference them? And if so, is it via an arbitrary 
mixture of Textures, Texture.high and DDS paths?

I am assuming we would fallback to the Textures/ dir, so I hope the only fixing 
of aircraft / scene models required would be replacing any references to 
Textures.high or DDS files. 

Any hints on how the mechanism is currently working, and how it could work in 
the future would be interesting. This is a 'look at in the next few months' 
task, not something I'm planning to tackle next week, so there is no rush. 
Indeed, if it turns out to be more complex than I realise, it might even be too 
big to tackle for 3.0, but the first step is to understand how it does work, 
and how it could work :)

Regards,
James


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Re: [Flightgear-devel] Textures separation, cleanup

2013-09-17 Thread Stuart Buchanan
Hi James,

On Tue, Sep 17, 2013 at 9:56 PM, James Turner wrote:
 Hello,

 For the next release (3.0, I think), I want to reduce the size of the 
 installers by making parts of the base package optional. Some are easy, like 
 AI Traffic and ATC chatter - the first time you enable that feature, we'll 
 download (well, terra-sync, really) the relevant files. If you don't use the 
 feature, you don't download the files ever.

 One large piece (480MB of the base package / fgdata at current counting) is 
 the Textures and Textures.high directories. Originally I believe 
 Textures.high was a partial subset of Textures, at higher resolutions, but 
 that's no longer the case (nor has it been for a long time, I think)
snip
 Any hints on how the mechanism is currently working, and how it could work in 
 the future would be interesting. This is a 'look at in the next few months' 
 task, not something I'm planning to tackle next week, so there is no rush. 
 Indeed, if it turns out to be more complex than I realise, it might even be 
 too big to tackle for 3.0, but the first step is to understand how it does 
 work, and how it could work :)

As I'm sure you're aware, most of the space is taken up by
Textures[.high]/Terrain

The files there should be exclusively used by our terrain definitions
under Materials/ - or at least I've made no attempt to keep them
consistent for other uses!

The actual textures are referenced in the various .xml files under
Materials/.  The code to do so is in simgear/scene/material/mat.cxx
(read_properties).  It's pretty basic - looking for a Textures.high
variant of the file first, then falling back to a Textures/ directory
if it doesn't exist.

However, in most cases the textures under Textures/ are very low rez
indeed - 256x256. That's a texture typically covering  2kmx2km, so a
resolution of 8m/px.  I'd be surprised if anyone is deleting the
Textures.high directory these days and falling back on them. Note that
the files with a mask.[png|dss] are used for object/vegetation
placement and are typically low resolution and only in the
Textures/Terrain directory.

The Textures.high versions are typically 1024x1024 or 2048x2048.

Perhaps we could replace the Textures/Terrain with the 1024x1024
versions?  That doesn't save us much space overall, but would make
having Textures.high optional a more reasonable option.

Note that the dds textures are referenced explicitly by a separate
Materails/dds/materials.xml file, so an alternative would be to make
some of the different materials.xml/Texture combinations as separate
packages.  I.e. package the basic materials (base/materials.xml and
default/materials.xml) in the base package, then make the
dds/materials.xml and regions/materials.xml and the textures that only
they reference separate.  I don't know how much a difference that
would make for the non-dds textures though as there's a lot of
overlap.

Finally, one of the things on my TODO list is improve the organization
of the materials definitions. At the moment it's a bit of a mess,
relying on a single massive list of materials definitions using
condition blocks on each one.  I'd like to provide mode structure so
we can have more sensible separate definitions.

-Stuart

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