[Flightgear-devel] Netiquette

2012-04-22 Thread Christian Mayer
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Hello everyone,

probably I'm not the right person to write this as my last code commit
was ages ago - but I'm still following the discussions on this list:

Currently I'm seeing quite a few mails with a full quote of the mail
referring to (e.g. the Water shader issues thread).
This doesn't help understanging the new point - it's causing the
opposite, as the new comment has to be found in all the quotating...

So can you please stick to the general rules about right quotating in
mails as defined by the netiquette?

Thank you,
Chris

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Re: [Flightgear-devel] nasal: vector, quaternion, matrix math?

2011-05-16 Thread Christian Mayer
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Am 16.05.2011 19:02, schrieb Curtis Olson:
 Long term it might be fun to expose the SimGear SGMath vector, matrix,
 and quaternion classes through nasal, but for the short term I'm
 thinking of doing something less efficient.

No solution for Nasal, but for the other maxtrix and vector stuff:

The eigen project (http://eigen.tuxfamily.org/index.php?title=Main_Page)
has very efficient linear algebra for small fixed (- 3D graphics) as
well as big matrices that are blending perfectly into C++. They are even
using C++ features to be faster than simple function calls could ever be.

I suggest to have a close look there and switching all the internal
matrix math to eigen.

CU,
Christian

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Re: [Flightgear-devel] C++ for Simulation

2010-09-17 Thread Christian Mayer
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Jon S. Berndt schrieb:
 If cost is an issue (isn't it always?), is it worth
 it to expend the resources to clean up code that may have been gathering
 flotsam and jetsam for years - particularly if you want to add some new
 features (base on new requirements), anyhow?

I'm sure you know the never change a running system. This is IMHO
responsible for the many old fashioned Fortan stuff that's still used
today (although modern C++ would give better performance, etc. pp.)

On the other hand at my day job the embedded software development team
next to me does change languages (from hand coded C to ASCET to
TargetLink to Simulink Embedded Coder) - but that's a slow process and
only parts that need a redesign are affected. The parts that need only
minor additions will stay in the same language unless there's a big need to.

So what would I do in your case (except that I don't know it ;):
Stay with the C code, write unit tests that cover the interface of the C
modules (anyway a good idea) and then switch to C++ module by module
when that module needs a major change. Use the unit tests to make sure
the C++ behaves the same as the C.
Sometime inbetween you might change from C with C++ moduled over to the
C++ with C modules (what I guess would be the major benefit by that
language change).

CU,
Christian

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Re: [Flightgear-devel] Seeking permission -- reuse of SimGear component

2010-02-20 Thread Christian Mayer
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Michael A. K. Gross schrieb:
 Unfortunately, it claims GPLv2.  That would force NASA's hand at releasing
 the planner code publicly, not something I can do as a contractor 

Please read the Licence (GPLv2) carefully again.

It tells you, that you have to make the code available to everyone whom
you give the software (binary package) - as a contractor I guess you
have to da that anyway...
You are NOT required to make the code available to the public! (But you
couldn't stop anyone else from doing that, e.g. if NASA decides to do
that...)

So I guess you are save here - but please consult someone with law
experience first, as I'm not a lawyer...

CU,
Chris

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Re: [Flightgear-devel] Outerra

2010-02-08 Thread Christian Mayer
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James Sleeman schrieb:
 Heiko Schulz wrote:
 Just for those who wants to know what's going on in the flight sim world:
 Outerra is a new 3d-engine for seamless planet rendering.
 
  That's what a dense forest should look like.
 And that grass textures!
 And look at the shadow when they fly along lowly, that slightly bumpy 
 ground surface.

I also loved the forrest and the wobbly gound where you could see the
shadow.

But their graphics engine has a big problem (I hope they can easly fix
it): the landscape in the back pops. There are mountains that are just
appearing. Such an effect during a phase where the pilot has to be
highly concentrated is not acceptable - at least for a professional
flight sim AFAIK.

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Re: [Flightgear-devel] Laptop Recommentations

2010-01-08 Thread Christian Mayer
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Stuart Buchanan schrieb:
  So far, my requirements list is as follows:
 * 17 screen
 * NVidia graphics card (non-integrated)
 * Ubuntu support
 * Plenty of USB sockets for joystick/pedals.

That looks like the list for my Laptop replacement ;) - except that I
want an Core i7 processor. But those are surprisingly rare currently (I
hope the CES is changeing that at the moment)

One thing to remember when switching from PC to a laptop: even with
dedicated 3D acceleration the performance of those chips is one to two
years behind those from the PC graphic cards. This might bite you if
your panel has a high resolution and you want to use features like
antialiasing (or playing modern high end games).
That's probably not a show stoper but worth to remember.

CU,
Chris

PS: Brand wise I'm usually sticking to Acer as those seem to have the
best value for money (at least a few years ago that was)
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Re: [Flightgear-devel] least squares code

2009-10-17 Thread Christian Mayer
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Curtis Olson schrieb:
 I will be receiving a sequence of 2d data points in real time.  I will
 start by assuming a linear relationship/fit which I know in advance is a
[...]
 A method that forgets the oldest data and weights newer data more
 heavily might also be interesting (versus an approach that sums up the
 entire history of the data ... although that would be ok too.)  I'm
 happy to start simple and get fancier later on if I need to.

Hm, doesn't that sound like a Kalam filter would be a great approach?

CU,
Christian

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Re: [Flightgear-devel] FlightGear web site is updated.

2008-12-22 Thread Christian Mayer
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We should change our last announcement (or change the version number of
this release):
Looking at the announcement page we are releasing 1.9.0 but one enty
earlier it says:

October 27, 2008 - World Scenery v1.0.1 released.
The World Scenery is made in preparation for the FlightGear 1.99.x
   ^^^
release, but from a technical point is should also work with the
previous v1.0 version of FlightGear


CU,
Christian
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Re: [Flightgear-devel] Best cartesian point class to use

2008-12-01 Thread Christian Mayer
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James Turner schrieb:
 (following from my recent discovery that Point3D is archeology at  
 best...)
 
 What is the 'best' type to be using in new code for Cartesian co- 
 ordinates? Not for rendering related things, where I assume osg::Vec3  
 is the way to go, but for other numerical work. In my case, fast  
 distance comparisons of FGPositioned.
 
 SGVec3double seems like the obvious candidate, but it's a very  
 Spartan class - not much syntactic sugar to help with manipulating it.  
 I could submit patches to extend it, but I want to check that it's the  
 right class, and the right approach, before going down that path.
 
 Maybe osg::Vec3 is also the way to go for all Cartesian coords?

FGFS is a mess when it comes to vector libraries. Back in my coding
times there were classes for it in use. They came from: PLIB, SimGear
and JSBSim. Now it seems OSG brings another lib as well...

My suggestion it totally different:
I've looked at the development of Eigen2 (http://eigen.tuxfamily.org/)
for a while. It has a very clear API, powerful linear algebra functions
and is extremely fast. As it uses expression templates it even has the
potential to be faster than any ordinary library.

= My suggestion is to port all vector stuff to Eigen2 (a smooth
transition should be possible) and use it exclusively.

(Eigen2 doesn't have polar coordinates yet and doesn't offer our
advanced geographic calculations yet, but those should be easy to add...
Hey, if there's a consensus to port FGFS I offer to extend Eigen2 by
this functionality :)

CU,
Christian



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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-21 Thread Christian Mayer
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If we add a little lable / watermark on all screenshots on the homepage
with http://www.flightgear.org/; (or one of our logos...) it makes
reusing them much more difficult... Perhaps adding a copyright statement
as well would be even better.

This doesn't prevent any copying - but it might stop any accidental
reuse...

Stuart Buchanan schrieb:
 --- On Thu, 20/11/08, Curtis Olson wrote:
 Someone pointed out this site to me.  It probably falls into
 the category of just barely ok, but I thought I'd post the link 
 here to get some more eyes on it.

 http://flight-aviator.com/

 
 One way to discourage this sort of thing would be to include 
 www.flightgear.org prominently in the startup screens, in the 
 same way that we include initializing sub-systems, 
 initializing scenery.
 
 Possibly with an added message along the lines of Welcome to FlightGear, the 
 free open source flight simulator.
 
 That would force the rip-off merchants to at least compile the code, 
 rather than simply replacing some .pngs!
 
 -Stuart
 
 
   
 
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Re: [Flightgear-devel] How to put a dynamic model from MatLab inside Flightgear

2008-11-05 Thread Christian Mayer
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Hallo Thiago,

although mI haven't hacked FGFS for ages and never used it togeth with
Matlab I hope I can help:

When you are using a Matlab flight dynamics model FGFS runs completely
independently of it - it get's the relevant data over an network
connection (you could run the FDM on a PC in Europe and FGFS for the
visuals in the USA if there'd be a need for it...)

If your aim is to avoid that users of your FDM need a expensive Matlab
licence you could run your Model through the Real Time Workshop (which
needs an expensive license...) and compile your model into an
executable. This executable will run on only one platform (unless you
are generation executables for all relevant platforms like Linux,
Windows or MacOS), doesn't need a Matlab licence and still use the
network interface of FGFS.

If you want to integrate the code of your model directly into FGFS you
could use the C code that the Real Time Workshop is generating and add
the relevant interfaces manually so that it becomes the fourth FDM
(together with JSBSim, YASim and UIUC).
This would be the best way for performance and allows others to modify
the source - but there's no way back from the C code to the Matlab code.
The C code also isn't the most readable one (but you can get used to
it...) and, which might be a bigger draw back, you might still need
libraries that are shipped together with Matlab and which aren't allowed
to be redistributed.

I'd prefer a different way though: leave Matlab alone and code directly
in C or C++, but that wouldn't answer the question though...

CU,
Christian

Thiago Holanda schrieb:
 Hello,
 
 I am working with UAV. I have made a dynamic model of a small-helicopter
 (Raptor 50) in the MatLab. I am using the Flightgear to see the
 animations from model by network. I made the model using the simulink of
 the MatLab and I set up it to send the flight parameters by UDP/IP. I
 set up the Flightgear to receive the parameters by
 flight-modelnetwork/flight-model. I got one 3D model of the
 small-helicopter and it is work very well.
 
 But I want more portability. I know there are 3 ways to insert a new
 model: JSBSim, *YASim* and UIUC. But I want to use the model that I made
 in MatLab inside the Flightgear without playing MatLab. It sounds like I
 put the MatLab model in the internet for anyone download and put it only
 in the aircraft dir in the Flightgear without MatLab.
 
 I know there is one way to code all model from MatLab to C/C++. Does it
 help anything?
 
 If I didn't explain clearly please ask me.
 
 Regards,
 
 Thiago Holanda.
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Re: [Flightgear-devel] HEADS UP: Scenery regeneration

2008-08-09 Thread Christian Mayer
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Hi Ralf,

Ralf Gerlich schrieb:
 [...]
 The actual problem lies within TriangleJRS, the triangulation code of
 TerraGear, 
 [...]
 Fixing TriangleJRS was not possible for me as I am clearly not a
 computational geometry man. 

if the triangulation code causes trouble, you could try CGAL
(http://www.cgal.org/). They have very robust and well designed
computational geometry codes.

If you are using the triangulation not with a normal kernel (that uses
e.g. double) but with an filtered kernel (or even an exact one...)
you'll get reliable results that a guaranteed to be stable.

CU,
Christian

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Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Christian Mayer
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Josh Babcock schrieb:
 LeeE wrote:
 On Sunday 30 December 2007 09:47, Detlef Faber wrote:
 Hello,
 
 Could it be that the overhead of rotating many simple billboard 
 objects accounts for the performance hit over an equivalent number 
 of more complex static models?
 
 Probably has more to do with the fact that the billboards are not only 
 UV mapped, but also have an alpha channel. These new ones appear to just 
 be using OGL materials. I wonder, does OSG do vertex painting? That 
 would be a great way to make these look better without adding a texture.

I'm a bit out of the current 3D programming that FGFS uses... But
wouldn't a vertex shader help in this case (for billboarding as well as
generic trees)?

CU,
Christian


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Re: [Flightgear-devel] Random Objects OSG patch

2007-12-28 Thread Christian Mayer
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Chris Metzler schrieb:
 On Fri, 28 Dec 2007 08:38:48 -0600
 Curtis Olson wrote:
 2. The random seed could have probably been better chosen because there
 were areas where you'd get 5 water towers in a straight line.  I never
 chased that one down, but I always suspected it was related to the
 choice of random seed.
 
 This was something that drove me nuts too.  But it shouldn't be a problem
 with the seed, at least not exclusively.  Patterns like this in the
 output of a random number generator are almost always the fault of a
 poorly-implemented random number generator -- a linear or multiplicative
 congruential generator with poor choice of multiplier or modulus.  The
 ones that come with C or C++ standard libraries almost always fit into
 this category.  

This might be a case where the great BOOST Project might help us:

http://www.boost.org/libs/random/index.html

For those that don't know Boost yet (is there anyone left?): Boost is
the playground where new C++ libraries get developed that might become
part of the next C++ standard.
Using their stuff is almost like using official C++...

CU,
Christian


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[Flightgear-devel] Fontsize problem at the Homepage

2007-12-27 Thread Christian Mayer
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Hi,

looking at the aircraft download page the text under the thumbnails is
extremly small (height: 5 pixel...)

Can we change that?
(I *guess* the culprit is the font-size:80%)

As far as I can see the plane download page is the only affected one...

(System: Kubuntu 7.10, Firefox; all other web pages are looking normal)

CU,
Christian

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Re: [Flightgear-devel] screenshots (and snapshots)

2007-12-15 Thread Christian Mayer
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AnMaster schrieb:
 All screenshots have been looselessly compressed with optipng before uploading
 (http://optipng.sourceforge.net/) at max level.

I don't think that screenshots need a lossles compression. JPG is
optimized for photograph-like images, so it works well for our
screenshots. And even a few JPG artifacts wouldn't matter as people know
that that's a JPG feature and not a FGFS fault.

Also I think your screenshot file size is too large. When people have to
wait too long to see an image they'll skip it and perhaps might leave
the web page. This is especially sad as many people are only looking at
the screenshots first and then are looking for the rest, so we'll loose
these customers forever... :(

My suggestion: do a JPG compression with roughly 80% - and hope that the
full screenshot won't be much bigger than 100 KB then. If it's much
bigger try a different screen resolution and/or a higher JPG compression.

About the image size: people are looking at the screenshots with their
web browser. So there are window borders, menus, navigation bar, etc.
pp. that also have to fit on the monitor. And it's quite bad if the
customer has to scroll to see the full beauty of our screenshots. And
not every customer has a screen resolution of at least 1400x1050 (or
even better).
I'd aim for a full screen browser window on a screen with a resolution
of 1280x1024 (saver: 1024x768) with a maximized browser. That leaves
roughly a resolution of about 1200x800 (or 1000x600).

Anyway: nice screenshots!

CU,
Christian

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Re: [Flightgear-devel] Aircraft selection summary

2007-12-06 Thread Christian Mayer
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AJ MacLeod schrieb:
 One point which keeps cropping up is size.  While I fully agree that it's 
 important to keep the base package to a reasonable size so that people aren't 
 put off downloading FG, I also think that there's perhaps even a danger in 
 not showing off FG quite enough.  Without wanting to get into tiresome my 
 sim's better than yours comparisons, and definitely not wishing to follow 
 suit like sheep, it's certainly valid to consider the download size of the 
 FS-X and X-Plane demos...

As we've got enough planes now we could offer a starter set in the
base package and offer additional, themes aircraft pacages (+ the
possibility to download individual planes)

We could have a figher package, a comercial jet package, etc. pp.

This gives us the best of both worlds: a slim base package as well as
packs with selections of great planes (there even a 40+ MB AN2 would
have a place as it's only aditional).

CU,
Christian

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Re: [Flightgear-devel] Informal version number poll

2007-12-02 Thread Christian Mayer
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Robert Black schrieb:
 On Saturday 01 December 2007 02:38:13 pm alexis bory wrote:
 Heiko Schulz wrote:
  But we havn't found a number yet- so how should we find  the right
  name?

 Alexis
 
 Identifying the versions as stable testing and unstable might not be a bad 
 idea. It tells people that active development is going on and there are new 
 releases planned.  eg...
 Flightgear Current Stable Version  0.9.10  Wright 
   Testing 1.0  Lindenburg 
Unstable v1.5-osg  Simstick 

As I wrote before I doubt that that will work for FGFS.

Currently we've got a stable branch (even numbers at the second
position) and a development branch (odd numbers at the sechon position).

But all we do happens in the development brach and nothing gets
backported to the stable branch.

I'm for dropping this scheme and only release current versions.

BTW, even the linux kernel developing process dropped that scheme - and
*they* are realy depending on showing the customers (aka users) if they
are working with stable or unstable code... A crashing FGFS is annoying,
a crashing kernel can be desasterous...

CU,
Christian

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Re: [Flightgear-devel] Informal version number poll

2007-11-30 Thread Christian Mayer
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Curtis Olson schrieb:
 How about a quick, friendly, positive, informal thread here to do a poll
 on what what folks are thinking for the next version number.

The odd/even numbering scheme doesn't really work for us (did anyone
ever backport bugfixes to our stable series?)

So *my* preference with the biggest continuity: 0.10.0

But I also like the idea of dropping the first zero - we kept it far too
long... That'll be 10.0 then.

Looking at our development process I also like the idea of an [k]ubunutu
like scheme and just call it 07.12

What I don't like is avoiding 0.9.11 because of associations it might
cause (at that day mass murder has happened - but terrorism is only
working when we belive in it *and* react to it. Don't feed the trolls,
no matter how hard it is for the victims I'm feeling very sorry for).
What I like is a version number that represents the state of FGFS (or
drop the thing that nobody needs and just use the current date...)

CU,
Christian



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Re: [Flightgear-devel] Keyboard reorg

2007-11-13 Thread Christian Mayer
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David Megginson schrieb:
 [...]
 2. Decide on a block of keys to be set aside for per-aircraft key assignment.
 [...]

Hi David,

it's a great idea at the right time to set a standard for the key bindings.

Here are some of my thoughts:

1) try to stay consistent to the most important bindings we've got so
far - this helps our user base
2) offer an alternative setting for ex M$FS users :)
3) be consistent (if necessary break 1) for that)
4) use Ctrl and Alt to seperate the bindings. (This helps 3) and 1) as
the key might stay the same, just an Ctrl or Alt is added)

e.g.: key and shift-key are for default plane actions (shift-key is the
opposite). Gear, flaps and lighting are great examples.

Alt-key and Alt-shift-key are for plane model individual settings.

Ctrl-key and Ctrl-shift-key are for simulator settings. (e.g. Ctrl-[t]
could speed up the simulation and Ctrl-shift-[t] could slow it down)

This set would be consistent. Default action is the key itself. The
reverse action is by adding shift. The default plane actions are easy to
reach and separated from the model specific options and the simulator
options.

CU,
Christian

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Re: [Flightgear-devel] Informal poll: driving simulation

2007-08-07 Thread Christian Mayer
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Hi,

for my living I'm developing powertrain modells for hardware in the loop
simulators (for a well known OEM...). As my part covers only
longitudinal dynamics I'm currently not using any 3D visualisation, but
my drivetrain colleagues are using already software like
http://www.dspaceinc.com/ww/en/inc/home/products/sw/expsoft/modesk.cfm

But I guess that an AutomotiveGear would be a great (licence fee free)
addition for our test stand :)

Apart from that I can imagine great multiplayer sessions :)

CU,
Christian

Curtis Olson wrote:
 I'd like to do a quick informal poll here.
 
 My day job involves maintaining and managing an advanced research
 driving simulator:
 
 http://www.humanfirst.umn.edu/Facilities/index.html
 http://www.humanfirst.umn.edu/Facilities/index.html
 
 There has been some vague discussions here in my lab about launching a
 project to create some sort of open-source driving simulator software
 targetted towards research applications (i.e. open-ended, interfaceable,
 highly scriptable, highly adaptable.)  FlightGear seems like it could be
 a very logical starting point.
 
 So I am wondering if anyone out there would have any particular interest
 in adapting flightgear to accurate simulate surface vehicles and perhaps
 develop a better infrastructure for representing roadway environments,
 traffic, signs, signal lights, etc.  My mind goes to all the animation
 and scripting abilities we already have with FlightGear, the ability to
 drive multiple displays/monitors, our mutliplayer capability, our
 weather and time of day effects, etc.  We would need a more accurate
 vehicle dynamics model (or extensions to existing models to model car
 engines and transmissions.)  We may (or may not) need to do some work
 generating more rich and detailed roads and road environments.  Finally
 (and this is probably the hardest task by far as I'm sure Durk could
 attest to) we would ultimately want a very realistic AI traffic
 simulation ... cars that follow the rules of the road, obey signal
 lights, avoid accidents, don't have distracting behavior bugs, have
 tunable aggressiveness levels, have realistic variations ... i.e. cars
 stopped at an intersection don't all have exactly the same lane offset
 and gap spacing ... I could go on and on ... merging behavior, round
 abouts, properly interacting with pedestrian traffic, bicycles on the
 shoulder, trains, etc.  This gets really hard, really fast.
 
 So I would be interested if there is anyone out there that would be
 especially interested in adapting FlightGear for car/truck type
 simulation, especially if your interest level (and available time) might
 push you to the point of being willing to contribute to such an effort.
 
 Thanks,
 
 Curt.

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Re: [Flightgear-devel] reality issues in MP, Was: Flying at/for LinuxTag (fwd)

2007-06-03 Thread Christian Mayer
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Joacim Persson wrote:
  Anyway, look at the wind strut. It looks as if the 225 was lining up to
 take off in a tail wind. And this brings up the issue of MP and reality:
 
 The metar weather for EDDI on Friday was wind from 50 degrees, and the
 default FG weather is 270 degrees. Some pilots where using runways 27L and
 27R and others where using 09L and 09R, depending on if they had enabled
 METAR weather or were using the default wind from the west. (Or perhaps
 didn't care if they had headwind or tailwind?)
 
 I've nagged about this on IRC from time to time: IMO, using
 --enable-real-weather-fetch/METAR ought to be mandatory in combination with
 MP. Or in the least to use the one and same weather. (There is perhaps the
 possibility to consider that someone rigs up an MP server on an isolated
 LAN, without having access to an online metar service, or don't want that
 weather for some reason.)
 
 So how about a default logic of enabling real-weather-fetch automatically if
 --multiplay is used, unless an explicit --disable-real-weather-fetch is
 set?


As soon as many people share the same environment the environment should
be the same for everyone.

IMHO the best solution would be that the MP server forces everything
that is needed to make the environment identical for everyone (weather,
time - but also the version of the scenery tiles).

If someone wants a (little) different environment but also wants the
other MP airplanes we could add an view only mode. I.E. this player
sees everyone else, but his information isn't relayed to the other
computers.

CU,
Christian

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Re: [Flightgear-devel] Intellectual property rights, trademark rights vs. GPL ??

2007-05-07 Thread Christian Mayer
I doubt there's something like fair use - either it's allowed (by the
trademark owner) or not.

What might look like fair use most probably only shows that the
trademark owner doesn't know it (how should he? we are not that big
yet...) - or he doesn't care (I've heard that this might result in a
possible loss of the trademark in some countries...)

So this only leaves the possibility to ask kindly for permission
(perhaps the PR department) - and sensible companies will allow this
cheap marketing for them...

But INAL,
Christian

Rob Oates wrote:
 I suppose since we are not using their logos for commercial gain it
 would fall under fair use?
 However, we could simply use fictional airline logo and markings to
 avoid any possible trademark issues, and then separate the airplanes
 with company logos into a different branch.
 Anyways it's just a thought.
 -Rob
 
 
 On 5/7/07, *Heiko Schulz* [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:
 
 Hi,
 
 Today I began to do the final texturing of the ec135
 v.0.2, but soon I began to stick - I read about a
 copyright infringement about a pic of a large
 frankfurter.
 
 My problem: May we use logos of airlines, aircraft
 manufacturer etc.? Even the trademarks? (example: Bo
 105 ist registrated trademark of Eurocopter)
 
 There are some aircrafts at our page flightgear.org
 http://flightgear.org
 which uses official logos like the 737, 777
 
 Can somebody help me how to deal?
 
 Greetings
 HHS
 
 
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Re: [Flightgear-devel] The infamous invisible wall of weather

2007-02-02 Thread Christian Mayer
Hi,

as my time constraints got worse over the years my last contributed code
is quite old...

It was the WeatherCM environmen - it should be in the CVS somewhere.

This code has/had the ability to smoothly interpolate globally between
different weather stations, which should prevent the described behaviour.

As that code was developed at the same time the property system was
developed it's using properties that aren't relevant any more... But it
might be an good starting point to improve the current weather system.

BTW: at that time there was no way the property system could be used to
query the weather database about the current conditions at an given
position (e.g. weather conditions at the tower, at an AI aircraft, etc.
pp.). Perhaps that's solved now (with NASAL?)

CU,
Christian

Joacim Persson schrieb:
 I have an idea of how to at least partially fix the problem with the wall
 of weather when flying with METAR updates, which when flying on autopilot
 in a light aircraft often, not to say usually, results in advanced
 airobatic manouvers, loss of control, altitude, and adjustment of the
 horizontal gyro. It has been suggested that we should triangulate the
 weather from several neighbouring metar data rather than one and that is by
 all means an excellent idea but it may not solve everything (there could
 still be transients due to varying/poor resolution of metar stations) and is
 perhaps trickier to implement than what I have in mind. I think the two
 methods should be combined for best result.
 
 The /environment/metar/ properties are set in
 FGClouds::update_metar_properties( const FGMetar *m )
 [src/Environment/fgclouds.cxx: line 270]
 where m is the new metar data. The properties are set with calls to the
 fgSet...-functions from [src/Main/fg_props.hxx]
 
 What I would like to do, is replace these instant Set-ing of the properties
 to something similar to the interpolate-function in nasal, to smooth out
 the change of weather over a certain time; a few seconds up to perhaps a
 minute, whatever works best. At least I want to try it out.
 
 Any ideas on how to implement this? I'm considering doing calls to the nasal
 system for the interpolating. Any pitfalls with that? Better ways of doing it?
 Useful functions I may have missed?
 
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Re: [Flightgear-devel] FlightGear Book

2007-01-28 Thread Christian Mayer
Hi Nick,

Nick Warne schrieb:
 On Friday 26 January 2007 23:46, Christian Mayer wrote:
 The quality of the text looks quite bad to me, it's about amateur
 writing level, I guess. The layout was done with OpenOffice which also
 fits in this picture.
 
 What on earth do you mean that statement?

I tried to express that the book looks to me like the work of an amateur
who tries to make some fast money by writing about an subject he doesn't
know much more than the audience he targets.
By using OpenOffice as the typesetting system he shows that there isn't
an institution (e.g. the publisher) behind him that takes care of the
little things that are the difference between an amateur work and an
professional work (e.g. an editor, professional layout, perfect
typesetting...)

CU,
Christian

PS: OpenOffice is an great office suite - but it isn't a good publishing
tool. For writing letters it's perfect, but the requirements for writing
a book are quite different though.

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Re: [Flightgear-devel] FlightGear Book

2007-01-26 Thread Christian Mayer
I had a look at the sample chapter.
The quality of the text looks quite bad to me, it's about amateur
writing level, I guess. The layout was done with OpenOffice which also
fits in this picture.
Searching the net for the author, it looks like he has written lots of
computer books on totally different topics with varying quality (see
Amazon ratings) and is publishing a lot of them via book-on-demand
services. This makes me a bit suspicious on the quality of the
information as, AFAIK, no FGFS professional had helped.

All of this is no problem (I know lots of poorly written books) - except
that this book pretends to be official. This is at least misleading, if
not even an clear fraud.

IMHO we should offer an direct link to the book from our pages (it IS
great that people start writing books about FGFS!) - but we also should
insist that it's not called official. Official can only be books that
are from the project itself (however that is achieved; probably by an
authorship of a few developers together *with* *a* *review* *from* the
other *developers*)

As a result I guess that an English translation won't help you,
tangyong, much. It would be better to increase our effort in the
existing documentation to make it perfect - and perhaps try to publish
it somehow (BOD? O'Reilly?).

CU,
Christian

tangyong schrieb:
 Can anybody translate the book to English?I think there are more people
 can read English than German language.
 
 
 --  --
 From:Curtis Olson [EMAIL PROTECTED]
 Date:2007-01-25 06:47:29
 To:FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Cc:(无)
 Subject:Re: [Flightgear-devel] FlightGear Book
 
 
 On 1/24/07, *Melchior FRANZ* wrote:
 
 * Curtis Olson -- Wednesday 24 January 2007:
  http://www.bomots.de/flightgear/index.htm
 
  Bomots has just published a FlightGear book in the German
 language.  The
  title is FlightGear kompakt, ISBN: 3-939316-12-1.
 
 Umm, but how is it the official FlightGear-user handbook.
 In which way is it official? Authorized in any way? Or is
 it just TFM (The FlightGear Manual) translated? Just
 marketing speak?! Yes probably ...
 
 
 I guess the first one to publish/print a book gets to call their's
 official?  As long as no one else is publishing anything, who's to
 complain?  :-) It is not a simple translation of the FlightGear manual
 we have online, it is an original work written from scratch (as best
 as I can tell.)
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson - University of Minnesota - FlightGear Project
 http://baron.flightgear.org/~curt/  
 http://www.humanfirst.umn.edu/  http://www.flightgear.org
 http://www.flightgear.org/
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Re: [Flightgear-devel] GPL Violation?

2006-11-18 Thread Christian Mayer
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Dene schrieb:
 
 Curtis Olson wrote:
 That's all well and good, except I think we want our screenshots to be 
 redistributable and used and shared as much as possible.  This is an 
 open and free project.  I really want to avoid going down the path of 
 having to decide who can and can't use our screenshots and then trying 
 to gin up appropriate justification for whatever arbitrary choice we 
 make in any particular situation.  This might be one of those cases 
 where it's better to just allow something that we may not be 100% 
 happy with in order to fully protect every one's freedom.  Not that I 
 would support or defend his actions, but perhaps I would allow it so 
 that everyone else can have the same freedoms to hopefully do positive 
 things.


I totally agree with you - but currently we aren't allowing the sharing
except to those who might ask.
To allow everyone to reuse the screenshots we have to state it
somewhere. I suggest to have a look at one of the licences around (like
CC) and put it on the web page.

 I have used screenshots of Flightgear and even some pictures that people 
 have put links to in posts, I have done this because I find them 
 interesting and want to share them as much as possible, this applies to 
 even things like the mouse pad pictures that I gather were used in a 
 semi-commercial role.
 
 If I were made aware of concerns about doing this, I would immediately 
 remove them from the web-site and apologise...

Dene, unless you've asked and got permission you are not allowed to
share the pictures.
Published screenshots *might* be harmless in this case, but as soon as
you are using private pictures it's getting critical. Using pictures
of (semi-)commercial products might already be one step too far.


Copyright law is something we have to be sensible about. It is the same
law that protects music as well as FlightGear...
We know the value of FlightGear - an we are concerned about our
intellectual property. If we want to give away the screen shots (e.g.
for marketing purposes) then we should clearly tell everyone and e.g.
put the licence on the page that is right for us.
I wouldn't want to relying on just a verbal permission...

CU,
Christian


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Re: [Flightgear-devel] GPL Violation?

2006-11-18 Thread Christian Mayer
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Martin Spott schrieb:
 Stefan Seifert wrote:
 
 Hell... I've even got a picture that Martin posted a while back of him 
 and a plane, amongst alot of others...
 Martin seems to be the one to ask then.
 
 Oh man, you should expect that everything I bring myself and 'announce'
 on this list is considered to be free for reuse in any way that
 complies with the intentions of this OpenSource project (or related
 projects).

This is exactly the problem:

If I *consider* something to be free and redistribute it I might be
totally wrong and get a lot of trouble.
I can *only* rely on a written permission.

So if you want your work to be free you have to state it. If you want it
to be free in any way that complies with the intentions of this
OpenSource project you have to include that limitation in your license...


I know that everybody has the best intentions and all of us have a
feeling about what's allowed and what not. But without an explicit
statement someone is getting into trouble sooner or later.

The solution is quite simple: just put an statement like the GNU Free
Documentation License on every page that publishes pictures (screenshots
and photos - on FGFS.org and on private pages).
Redistributing those pictures is quite simple then.
The few pictures left (like in mails) can be easily asked for.

NOTE: This doesn't protect you from the in any way that complies with
the intentions of this OpenSource project... But this is an very
subjective statement where you can easily start to argue if the
intentions are met or not.

CU,
Christian

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Re: [Flightgear-devel] GPL Violation?

2006-11-18 Thread Christian Mayer
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Dene schrieb:
 Hi Curt, thanks for re-affirming that,
 
 I am still a little unsure on some things;
 
 As long as I'm using images in a positive manner then it's OK? who makes 
 the judgement call on whether my use is positive or not?

That's the problem I've just described in the other mail...

 Who do you ask to get permission for things like screenshots when 
 several people can claim intellectual rights to various aspects of FG?
 Hell... I've even got a picture that Martin posted a while back of him 
 and a plane, amongst alot of others...
 While I don't make any money out of having them there, there are other 
 non-financial rewards..
 In a project such as this, who do you ask?

When in doubt I'd ask the leader who is representing the project - Curt.

 I have just gone ahead and done things on the basis that I got the 
 resources for free to as long as I pass them on with no cost attached 
 then I'm ok.

It doesn't matter if you make any money out of it. Just have a look at
those that do illegal file sharing. They are also not making any money
but the record industry is still suing them.

 I do ask before including links to private sites out of courtesy, but 
 really that's about the least controversial aspect because I'm damn sure 
 google doesn't ask before it makes your url available

Setting a link is not copying the content, so that's save. (Problematic
are deep links and opening a foreign page in a frame)

 I suppose the uncertainty and lack of definition on this topic is shown 
 by the size of the thread!

Definitely.

CU,
Christian


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Re: [Flightgear-devel] GPL Violation?

2006-11-18 Thread Christian Mayer
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Martin Spott schrieb:
 Does this actually mean that I have to hide every single picture, that
 I publish, behind a wrapper that forces the visitor to agree to the
 respective license ? In the past I've been simply uploading some
 picture or screenshot and posting a link to this image. In order to
 follow your proposal I'd have to create a wrapper around every single
 image if I desire to prevent uncertainty. Right ?

If you want to put the pictures under a licence that allows copying you
should put that somewhere (e.g. on a wrapper page).

If you do nothing you are not automatically allowing the redistribution
of the pictures.

Just think a bit different about that topic: You've put a picture of
your wedding on your homepage. When you put no extra redistribution
information there noone is allowed to redistribute the image (as
everyone of us is expecting).

Just because it's a screenshot it doesn't make a difference.

Norman wrote:
 So the question is

 1: Are screenshots a result of running the program
 or
 2: Are screenshots a work based on the program

 I would argue (1)

Well it's both. Without (1) you can't make the screenshot.
*BUT* a non trivial screenshot is also (2). It contains artistic work to
arange everything so that the screenshot looks like what the artist has
intended.


Anyway: I still suggest that we put a license information on the page
and we can stop that argument immediately...

CU,
Christian

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Re: [Flightgear-devel] GPL Violation?

2006-11-17 Thread Christian Mayer
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Curtis Olson schrieb:
 Someone just directed me to the following ebay vendor selling FlightGear.
 [...]

Although it seams that we've found a reasonable way to deal with the
problem, I think one point is still missing:

This guy uses our screenshots without our permission. This is definitely
an copyright violation!

And to have a litte fun, has anyone already asked for his Software
Distribution License? He writes:

 I am authorized reseller for this software. A copy of my Software
 Distribution License is available upon request.

(This probably should be done by an Aussi...)

CU,
Christian

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Re: [Flightgear-devel] GPL Violation?

2006-11-17 Thread Christian Mayer
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Andy Ross schrieb:
 * Except, arguably, for the screenshots.  But even there, I think you
could make a very valid fair use argument that as long as your
distribution is licensed, making screenshots for the purpose of
advertising is fine.

He can't use screenshots that we took as it's definitely an violation of
our copyright. (NB: probably we should put the web page under a creative
commons license - as long as we don't state anything it's under the most
restrictive licensing, nobody might use the content)

If he is allowed to publish his own screenshots is an totally different
problem. Although my private lawyer :) told me that this might be
illegal I doubt anybody cares when the software is under the GPL. (see
Andy's argument)

CU,
Christian


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Re: [Flightgear-devel] FlightGear MP authentication

2006-07-25 Thread Christian Mayer
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George Patterson schrieb:
 As an idea, could we add a section to say what ip addresses range to
 expect the packets to orginate from. This would help protect the key
 against being brute forced. This way we may not even need to do the
 public/private key thing but instead a hash (MD5 perhaps??) of
 containing the players name and a key phrase of the user's choice.

The IP range will not work. There are too many cases where the IP can
change to other networks. Think of home, work and public WLAN. Or when
you switch your ISP.

Just take a long enough token and everything is fine. The time to brute
force it can be made as long as we want to. *AND* there's nothing gained
by a stolen call sign. At least nothing that justifies the bandwidth
for a brute force attac.

I'd be more worried about an outdating mechanism that throws out all
callsigns that weren't used for a long time.

 A simple front end would need to be created (Probably web based but cli
 might work also). 

I've done quite a lot of PHP and LDAP so I can tell you that it's easy
to create web applications using it.
But for administration I suggest that you stick with the normal LDAP
administration programms. Softerra (comercial, Windos) was quite good.
Under Linux I've used GQ (GPL, very unstable 2-3 years ago - but it
seems that they've got a 1.0 version now).

CU,
Christian

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Re: [Flightgear-devel] [RFC] HUD

2006-06-21 Thread Christian Mayer
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Erik Hofman schrieb:
 Olaf Flebbe wrote:
 Hi,

 The comment for fast_log is IMHO incorrect.

 /**
 * This function is about 3 times faster than the system log() function
 * and has an error of about 0.01%
 */

 The relative error can be larger than 7% it is almost nowhere about
 0.01% when used in the range [ 0.5 - 1[. Try yourself:

 This was information that I picked up when searching for those 
 functions. Even 7% can be satisfactory in some circumstances, but one 
 needs to know the error.
 
 I'm getting more and more convinced to just remove these functions and 
 use the standard C ones instead.

These functions can be great - when you know in advance (1) the number
range, (2) the required error range and that you are (3) in a very tight
loop that is (4) performance critical. So I'd leave them in.

But, as premature optimization is the root of all evil, the source code
should be freed of any use of those functions where the comments don't
indicate that the 4 points above are met.

CU,
Christian

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Re: [Flightgear-devel] FlightGear on Softpedia

2006-06-09 Thread Christian Mayer
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Erik Hofman schrieb:
 Martin Spott wrote:
 Unfortunately they took the screenshots from the FlightGear gallery and
 put their watermark on it,
 
 The watermark is a pity but it might be good for FlightGear to put the 
 screenshots that end up in the gallery in the public domain.

Perhaps - but then only with our own watermark, so that everybody who
finds them knows where they are from.

I suggest that the watermark contains the logo, the used version and the
URL.

CU,
Christian

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Re: [Flightgear-devel] FlightGear on Softpedia

2006-06-09 Thread Christian Mayer
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Martin Spott schrieb:
 Christian Mayer wrote:
 
 Perhaps - but then only with our own watermark, so that everybody who
 finds them knows where they are from.
 
 Hehe, good idea ! Do you know a method how to place such a watermark
 without requiring Curt to open every single screenshot in Gimp (did I
 hear Photoshop  ;-)  and merging the watermark manually ?
 I know, you can easily batch-modify images with ImageMagick/convert,
 but that doesn't allow you to adjust the placement of the watermark for
 every single image.

I'd try to add a semi transparent watermark in some corner (bottom
left?). This can be done automatically w/o any interaction and it should
work for most screenshots.

A manual screening can show problematic pictures that might be redone
manually for a better placement.

CU,
Christian

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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Christian Mayer
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Arnt Karlsen schrieb:
 On Fri, 09 Jun 2006 17:03:58 +0200, Frederic wrote in message 
 [EMAIL PROTECTED]:
 
 Using Shared models helps saving memory. That way, only one model is
 loaded, and it is displayed multiple times. With static objects, every
 instance is loaded in memory, with duplicates on geometry and
 textures. Changing OBJECT_STATIC to OBJECT_SHARED helped having a
 decent fps over Paris, as well as reducing texture size to avoid GPU
 memory saturation.
 
 ..an idea: Can an hangar model be used to make the EAA Museum at KOSH
 http://sleepyhollowfarm.com/OshkoshAerialLarge.jpg by using the hangar
 model several times and overlapping at corners to produce the EAA Museum
 model?  Is this a bad idea?

If all models have the same elevation you might get problems due to
z-buffer fighting (it'll flicker).
You also need to draw more triangles (= slower) but you'll send less
data through the bus to the card (= faster).

So, IMHO, just try it and have a look at the result (especially with a
16bit colour setting as it might produce increased z-buffer fighting)

CU,
Christian

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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Christian Mayer
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Curtis L. Olson schrieb:
 Here's a question for all you amateur lawyers and GPL experts out there.

INAL but your case looks to me like that that person wants to use FGFS
just as an (complex) viewer/interpreter program for his proprietary
content(*).
This happens all the time with Notepad, Word, Perl, Python, ... and
nobody complains - because they can't IMHO.

CU,
Christian

(*) I'm assuming that the proprietary aircraft doesn't derive of any
preexisting material (like textures) in FGFS. This might become complex
with the cofiguration XML files as they must be written from scratch IMHO.

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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Christian Mayer
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Oliver schrieb:
 Am Dienstag, den 06.06.2006, 19:48 +0200 schrieb Christian Mayer:
 
 (*) I'm assuming that the proprietary aircraft doesn't derive of any
 preexisting material (like textures) in FGFS.
 This might become complex
 with the cofiguration XML files as they must be written from scratch 
 IMHO.
 
 But what about nasal script code in a xml file that is written from
 scratch but makes use of flightgear's nasal implementation?

That's IMHO no problem - it doesn't matter if I've got a Perl/Python/...
script or a Nasal script.

CU,
Christian

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Re: [Flightgear-devel] Light reflection on rivers and see, any perspective on developing such eye candies?

2006-05-23 Thread Christian Mayer
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Roberto Inzerillo schrieb:
 While looking at redBaron screenshots I was impressed by the light
 effect on the rivers (see the sun light reflecting on the river in
 http://www.redbarent.com/assets/images/taranaki.jpg)
 
 Is anybody working on such a light reflection effect on water surfaces?
 That should be easy with OpenGL, am I right?

This kind of reflection is trivial with OpenGL. You only need to set the
 specular properties and have a detailed mesh for the river.

Looking at the materials.xml we already have specular set for the water
materials... So this should alredy work :)

CU,
Christian

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Re: [Flightgear-devel] F-14 anyone?

2006-04-29 Thread Christian Mayer
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Robicd schrieb:
 There are mirrors inside, for the pilots (look at
 http://www.anft.net/f-14/f14-detail-cp-canopy-01l.jpg); I wonder if
 there's a way with FGFS to create those mirrors, some kind of
 picture-in-picture technique :-)

The usual way (the only one?) to create mirrors is to render the scenery
(at least) twice. Rendering once with a wide angle to a texture can
probably be enough to fake the pictures on the 3 concave mirrors.

CU,
Christian

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Re: [Flightgear-devel] F-14 anyone?

2006-04-29 Thread Christian Mayer
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Robicd schrieb:
 The usual way (the only one?) to create mirrors is to render the scenery
 (at least) twice.
 
 I wonder if it's easy to implement, I don't know how SimGear/Plib handle
 that (if it's even possible). That should not be a real drop down in
 performance since the mirror has a very small area to render.

The handling of PLIB/SSG should be very easy. Just cull and draw the
scenegraph from the virtual eyepoint first and then do the normal cull
and draw that we are doing now.

The bigger problem is the render to texture part - but IIRC that's
already solved.

 Rendering once with a wide angle to a texture can
 probably be enough to fake the pictures on the 3 concave mirrors.
 
 Are those mirrors concave at all?

AFAIK yes. This gives the pilot a much greater area he can look at.

CU,
Christian


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Re: [Flightgear-devel] F-14 anyone?

2006-04-29 Thread Christian Mayer
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flying.toaster schrieb:
 Just one question before I get started ...
 
  What is the reasonnable polygon count (in triangles or quads) that can be 
 accepted by most platforms without turning into a slideshow ?
 
 For strike fighters this is somewhere  in the 10,000 range (with a damage 
 model).
 
  I have come to realise that an iBook with a power PC G4 at 1GHz (the thing I 
 am using to write this mail) is rather
 slower (understatement) than my other box (Linux box Radeon 9600Pro and 2 GHz 
 Athlon).
 
  I can make something quite pretty with 7000 to 8000 polygons (given that the 
 tomcat has quite complex shapes)
 With 15,000 polygons it can be really great...

I can't give you numbers, but the fewer the better.

Especially with a fighter plane that you might see during a dog fight
it's crucial that the frame rate stays up.

So I sugesst that you use LOD heavily.

Having a high poly model for looking at it on the runway is great. But a
low poly model that you'll see from a short distance (i.e. the dog
fight) is also important.

CU,
Christian

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Re: [Flightgear-devel] FGLive 0.1 bravo ready for testing

2006-04-28 Thread Christian Mayer
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Pigeon schrieb:
 http://pigeond.net/flightgear/fglive-0.1bravo.torrent
 
 532mb, md5sum b0a267cc0d789314d0347129abb50724
 
 README: http://pigeond.net/flightgear/README.fglive.html

OK, this looks much better on my laptop.

Selecting only the defaults (+ the German version in GRUB) resulted in a
frame rate of 4 fps (i.e. with the ati/radeon GPL driver). Stopping X
and selecting the newest closed source driver I get about 40 fps (i.e.
roughly the same that I get under Windows XP).

The keyboard layout also worked as expected.

This time I also had sound working

Problems were:

- - eth1 didn't get a IP addresse via DHCP (eth0 doesn't exist...), an
ifup eth1 fixed that
- - my USB joystick (pluged in after boot) showed up on the console, but
not in FGFS. It even worked under js_demo...
- - I couldn't get a multiplayer connection. No errors were reported though.
- - minor problem: the time/clock was two hours off. (I suspect that the
kernel thinks my CMOS clock runs GMT, but that assumption is wrong for
Windows)

Something to consider:

The current windowsmanager is totally unintuitive for windows users. As
they are perhaps the biggest user group that'll use FGLive, it might be
worthwhile to take special care.
The two biggest problems for Windows users might be:
- - focus should change on mouse click, not on where the mouse points at
- - the menu should be available from a button on the bottom left corner.
No windows user will think of pressing the right mouse button to run a
program...

So far the Live CD is already very impressive!

CU,
Christian

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Re: [Flightgear-devel] Landcover-DB Mapserver update

2006-04-23 Thread Christian Mayer
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Martin Spott schrieb:
 Please enjoy the latest update to the Landcover Mapserver and the
 underlying database. Visit:
 
   http://mapserver.flightgear.org/

I just had a quick look at Munich (EDDM). Activating all layers it looks
like that the most important stuff is included. (My hometown Holzkirchen
is missing, but I could clearly identify where it should be located as
the railway interscetions are there...)

What I've seen is that there are only two road types. I think this could
be limiting in the future. (As line data can dramatically increase the
triangle count it might be necessary to switch off the smallest visible
roads.)

So, what about having those TerraGear-Layer types:

roads_freeway  (a big, multilane highway, like a German Autobahn)
roads_class1road   (a state road, like a German Bundesstrasse)
roads_class2road   (a provincial road, like a German Landstrasse)
roads_class3road   (a local road or a simple street in a town)
roads_track(not used for regular traffic, mostly access roads
for farming)
roads_walkingtrack (ok, that's getting excessive...)

If we are increasing the type count, perhaps one step further might make
sense:

roads_freeway4lane
roads_freeway6lane
roads_freeway8lane
(for Germany that should be engouh...)

This allows a more detailed vectorisation of the data. A current benefit
could be, that the different road types generate different line widths.
And even if the texures are the same in the beginning, it allows a
selection of the relevant types for scenery generation (e.g. if we'd
have roads_track data it still might be too much for current CPU/GPUs).

CU,
Christian

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[Flightgear-devel] Automated source code analysis

2006-04-16 Thread Christian Mayer
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Hi,

probably you've heared already of Coverity. They have a method to
automatically scan source code for possible bugs. They are also working
together with a few OSS projects (like GCC, FireFox, KDE or Wine) where
they continously scan the code base:

  http://scan.coverity.com/

Could this also be a service that we can profit from?

CU,
Christian

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Re: [Flightgear-devel] FG ftp for scenery problems

2006-04-03 Thread Christian Mayer
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Arnt Karlsen schrieb:
 ..and rightfully so, amule has a search function and the first 2 boxes I
 looked at, had ahem copyrighted music etc in when I fetched K5dvd,
 the second time I looked, everybody behaved like I was RIAA or BSA 
 or FBI or something.

A knife can be used to create some very fine food or to murder someone -
so is a knife a bad tool? You should not mix the tool with the actions
it's used for.

P2P technology is perfectly legal (TCP/IP itself is a P2P technology).
The problem arises when people distribute conent where they don't have
the licences to distribute (like most MP3s or movies).
When you distribute GPLed content or you own content (where you issue
any distribution licence to yourself) your action is perfectly legal and
no RIAA, BSA or FBI can do you any harm.

Please note: with P2P you are still only offering files that *you* have
decided to offer. Noone from the outside can make you offer illegal
files. (But you usually offer files that you are downloading or have
been downloading - so you should never download an illegal file)

 ..bottom line is FG _is_ a MSFS competitor, and distributing anything 
 FG on P2P where it is possible to find any law shark fodder, allows
 Microsoft bleeding us dry making us pay a lawyer to tell the judge to
 toss out the case everydamned time they find (or lure in) some dork 
 with stolen binaries, music etc.  Assuming he does every time, that
 still bleeds us dry paying our lawyer, to have the judge make Microsoft
 pay us costs and damages, he will wanna hear the case, and we can 
 only pray for Groklaw coverage.
 Average price for this kinda litigation is US$ 3mill.

It does not matter how (HTTP, FTP, P2P) we distribute FlightGear - as
long as the whole content is legaly licenced under the GPL.
That we are an competitor to MSFS, X-Plane or even Falcon 4.0 is totaly
irrelevant in this case.

 ..I just learned bittorrent is a bit different to a|e|xmule p2p, I used
 amule to fetch Knoppix, and the wise approach is do it on a 
 _dedicated_ machine in a DMZ.  
 Anyone here with experience on _both_ bittorrent and *mule?

You should always run any processes that allow incoming traffic in a DMZ.

Curt could ask his network administrator for permission to run the
BitTorrent client on the same machine that runs the Web-Server. Then
both can offer the same files without storage overhead. And any
reasonable network admin should be happy about that, as it can promise
to cut down the download traffic a lot!

CU,
Christian


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[Flightgear-devel] Aircraft downloadpage

2006-03-26 Thread Christian Mayer
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Hi,

I was again wondering why most planes on the downloadpage have the same
version. Looking at the sourcecode of make-aircraft-html.pl it looks
like the version number is that date the make-aircraft-html.pl is run
(when no version is set in the aircraft config itself).

This seems wrong to me.

The version/date should be the last time any aircraft file was modified
(if no explicit version is set) and not when the webpage generation has
happened.

The current apporach changes aircraft versions even when nothing has
changed...

CU,
Christian

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Re: [Flightgear-devel] Aircraft downloadpage

2006-03-26 Thread Christian Mayer
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Curtis L. Olson schrieb:
 Christian Mayer wrote:
 
 I was again wondering why most planes on the downloadpage have the same
 version. Looking at the sourcecode of make-aircraft-html.pl it looks
 like the version number is that date the make-aircraft-html.pl is run
 (when no version is set in the aircraft config itself).

 This seems wrong to me.

 
 [...]  So instead, the script just tags the aircraft with the
 current date as the version, so at least you know when the archive was
 created.

But that gives no information to the user. Actually it gives wrong
information as it makes anyone think that a new plane version is available.

If there's no version information available the aircraft page also
shouldn't display any (bogus) information.
The information when the whole archive was created/updated is valueable
- - but it should tell the user that that's the version of the page and
not that of the plane (e.g. add a Created on 01/02/2003 or so at a
prominent spot at the top of the page)


CU,
Christian

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Re: [Flightgear-devel] Re: terminate called after throwing an instance of 'std::string'

2006-03-03 Thread Christian Mayer
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Mathias Fröhlich schrieb:
 On Wednesday 01 March 2006 13:41, Chris Metzler wrote:
 Yes, this is definitely the way to solve this problem.  After all,
 nobody gets truly worked up about dumbass things like vim vs. emacs
 or anything like that!
 Two ways from my point of view:
 
 Since I do not believe that this is a realistic approach in any sense, I will 
 use the editor of my choice which I can use for all those projects I work on. 
 And as long as that is the case, I think not using tabs is the way you can 
 solve this issues in the real world.

Due to our big code base and this repeating discussion we probably
should define this minimum of coding standard:

- - do not use tabs, use only spaces (this guarantees that the code looks
  the same everywhere and any formating won't break)
- - a tab must have a size of 8. (This shouldn't matter when everyone
  sticks to the point above. But sometimes things go wrong. And 8
  Spaces/Tab is the standard/default that every editor can handle - even
  every email program)

Not in a minimal coding standard should be:

- - use only 2 spaces per indent (that's what I prefer - but other choices
  are also valid and coding is much more fun than arguing)


I'd be happy if we can accept that and make it official - then we've got
one topic less that can keep us from coding :) Oh, the choice of the
editor also doesn't matter anymore then.

CU,
Christian


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[Flightgear-devel] For the Europeans: public geodata

2006-03-03 Thread Christian Mayer
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Hi,

there's a page - http://publicgeodata.org/Home - that tries to lobby the
European parliament not to pass a bill that allows the national mapping
agencies to own the data that the tax payer has already paid for.

So if you live in Europe you might consider to sign the petition.

CU,
Christian

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Re: [Flightgear-devel] Tutorial System patch (version 5)

2006-02-26 Thread Christian Mayer
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Buchanan, Stuart schrieb:
 Hi All,
 
 Another post from me - must mean another iteration of the tutorial patch

I've just tried the current version in CVS -- it's great!

But one problem is that I don't have Festival - and thus have to read
all messages... Reading and looking at the instruments as well as out of
the cockpit and on the keyboard to hit the right keys is quite
challenging... :)

CU,
Christian

BTW and different topic: starting from Friedrichshaven with the
www.custom-scenery.org scenery FGFS has on Windows a memory consumption
of far more than 700 MB. Is that the same for Linux?


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Re: [Flightgear-devel] Tutorial System patch (version 5)

2006-02-26 Thread Christian Mayer
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Buchanan, Stuart schrieb:
 Yes, having festival really makes a difference. I compiled it successfully
 on Cygwin, but I don't know if it is possible to compile for straight
 windows. 
 
 Perhaps some kind person will be able to compile a MS binary and make it
 available...

AFAIK are at least some Windows versions comming with a native text to
speech engine.

But I don't know how to access its API.

CU,
Christian


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Re: [Flightgear-devel] Global data positional lookup

2006-02-20 Thread Christian Mayer
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Norman Vine schrieb:
 
 IIRC I have been mentioning  http://www.sdss.jhu.edu/htm/index.html
 
 every time these kind of questions arise for years now  :-)

:)

I know. Perhaps it's time that we implement it this time :)

CU,
Christian

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Re: [Flightgear-devel] Global data positional lookup

2006-02-19 Thread Christian Mayer
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As my last post to this topic was probably a bit cryptic for some I've
looked in the net a bit and have found:

  http://taltos.pha.jhu.edu/htm/

Probably we can use their software directly - or use their algorithm to
partition the earth in such a way that we can cheaply query points (like
navaids, METAR stations, ...) on the earth.

CU,
Christian

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Re: [Flightgear-devel] Re: CVS: FlightGear/src/Sound voice.cxx,1.3,1.4

2006-02-18 Thread Christian Mayer
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Melchior FRANZ schrieb:
 * Frederic Bouvier -- Saturday 18 February 2006 17:05:
 fgrun and fgadmin haven't any config.h under MSVC. And I don't know
 about Mac or another potential, non unix, system.
 
 OK. But most likely because the build system doesn't generate
 them. FlightGear's and SimGear's build system *does* generate them,
 so why ask if it's there? 

What build system? Only the autotools do.

The autotools are just a handy tool for the UNIX crowd.
This isn't multiplatform (what FGFS tries to achieve).

So to stay portable it's a must - you are including a file that does not
exist otherwise.

CU,
Christian

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Re: [Flightgear-devel] Global data positional lookup

2006-02-17 Thread Christian Mayer
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David Luff schrieb:
 I'm considering the problem of looking up global data at the moment (eg. how 
 many navaids are within x miles of point p).  So far I've only implemented 
 this in a very crude manner, by indexing a map of navaid pointers using FG 
 bucket number, and then traversing all the navaids in the user's bucket and 
 concentric rings of buckets out from the user to the required distance.  This 
 works, but is somewhat ugly, and requires more navaids / buckets to be 
 checked than may be necessary due to the non-square bucket size and potential 
 for non-centered position of the user within a bucket.
 
 I'm sure there must be a better way, and I'm sure Norman has posted links on 
 this subject to the list before, but I can't find them, and can't seem to 
 find a good method.  Anyone got any ideas?

OK, this comes up once in a while (writing the WeatherCM code ages ago I
also had that problem). Perhaps it's time to solve generally.

The basic and ugly algorithm is to iterate through all points. This
takes at least O(n) and can be as bad as O(n^2) when I need e.g. the
distances between all points.

1) The usual solution is to create the delauney triangulation. It will
take O(n log n) to generate it and look ups can be quite fast as we know
the topology of the points.
This was my approach with the WeatherCM code. The used library should
still be somewhere in the FGFS codebase. (It's an extended version of
the triangulator to work on a sphere)

2) The sugested Quad-Tree (or Octtree) approach also might work with the
algorithm you've described (actually the buckets are a sort of quad tree
with only one level)

3) Interesting would be the use of a space filling curve ;)
There you can easily compute (O(log p) which we can assume to be O(1) in
our case) a index number out of the coordinates and then store all
points in the order of the index number. When you are now searching for
points that are close to a given one you just have to look upwards and
downwards from the index of the point you are interested in (this point
can be anywhere). As the usual space filling curves are Hölder
Continuous(*) this works quite good.


The most simplistic way to solve the problem is IMHO the use of a space
filling curve together with an STL map. This will result in only very
few lines of code and give us an quite fast and universal lookup scheme.

CU,
Christian


(*) Hölder Continuous to the exponent r basicly says that there's a C0
that fullfills:
 ||f(x) - f(y)|| = C * |x - y|^r
 In the case of the n-D Hilbert curve (a very simple space filling
curve) r = 1/n, so in the 2D case:
 ||f(x) - f(y)|| = C * sqrt( |x - y| )
Or more graphic: the distance between two indices limits the distance
that the two points in space can have.
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Re: [Flightgear-devel] Re: [PATCH][RFC] speech synthesis with festival

2006-02-08 Thread Christian Mayer
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John Wojnaroski schrieb:
 If someone wants to provide me with a script or list of phrases to
 record I know I can find a professionally trained voice to create the
 audio files. As for a Texan accent, I think we can work that as well and
 probably a few others as well.
 
 Do we want it a 8hz or 16hz?

pickyNeither 8 Hz nor 16 Hz/picky

You usually should get the source data in the best quality available (=
44 kHz or 48 kHz should be enough for a mono sound). Harddisk space is
cheap and transferring the files over a flat rate is also harmless.
This allows an optimal conversion later (and once the requirements get
bigger, eg. when all planes will use digital radios or so, we can easily
recalculate the new data)

Far more interesting is the best shape/size when the audio ends up in
the base package. There it should sound right and the size should be small.

For audio that gets transmitted over an noisy AM link 8 kHz might easily
be enough, especially when statics are added.

The audio that comes from the plane itself (IIRC that's the one we are
currently talking about) the quality is much better AFAIK. So 16 kHz
might required, if not even better.

CU,
Christian

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Re: [Flightgear-devel] Airway routing heads up

2006-02-07 Thread Christian Mayer
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Durk Talsma schrieb:
 Notice that the routing algorithm is still far from perfect, but I thought it 
 would be fun to share some of the initial experiments with you guys...

What algorthim are you using?

CU,
Christian


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Re: [Flightgear-devel] two scenery ideas

2006-01-24 Thread Christian Mayer
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Curtis L. Olson schrieb:

 X-Plane uses some shader language dithering approach which I don't
 understand enough to comment on.

This sounds like a good solution

 This isn't easy, especially not within the context of plib which really
 doesn't like shaders and doesn't even do multitexturing.

Hm, I thought PLIB (i.e. Steve) did like shaders and was just waiting
for OpenGL 2.0. He wanted to do the right solution once it was available
(with shaders and thus multitexturing)...

CU,
Christian
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Re: [Flightgear-devel] Visual Studio 2005

2006-01-23 Thread Christian Mayer
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Andy Ross schrieb:
 Frederic Bouvier wrote:
 It says that strcpy ( for instance ) is not secure and one should
 use strcpy_s that is the secured version. Maybe I missed something,
 but I don't thing strcpy_s is available outside the MS world.
 
 They couldn't just implement strncpy ... ?  Still, that's a good
 example of a function that we should be migrating away from in favor
 of the more robust version.

IIRC MS has a strncpy - but they are calling it strncpy_ A simple
#define can fix that...

I've got the MSVC 2005 laying on a disk somewhere but not installed it
yet. Once I've done that I can also try to figure out some of the
problems. My experience with MSVC 6.0 was that the numbers of errors
might be huge - but they are all of the same kind and easy to fix.

CU,
Christian

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Re: [Flightgear-devel] Battery Realism (Nasal Electrical System)

2006-01-21 Thread Christian Mayer
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Lee Elliott schrieb:
 Hmm... this made me think about how some aspects of realism and 
 accuracy may not always be a good idea.  For example, if the 
 temperature is so low that CCA is inadequate to start the engine 
 what is the solution?  In real life I guess you wouldn't be able 
 to fly but a flight simulator that refused to let you get in to 
 the air wouldn't be very useful.
 
 That's not to say that an accurate/realistic battery model isn't 
 a good idea but you might have to assume that all aircraft have 
 been stored in a heated hanger before they're pulled out for a 
 flight.

Once MechanicsGear has been started and integrated in FGFS it's no
problem - you can change the battery yourself...

Till then you just have to switch planes (or restart it, or whatever).
So I don't see a problem there.

I see a bigger problem that this code will be used very seldom but
complicate the codebase allways.

CU,
Christian


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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread Christian Mayer
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Paul Surgeon schrieb:
 On Sunday 15 January 2006 12:08, Christian Mayer wrote:
 (*) unless you want to get fancy with blending the textures, etc. pp.
 But this will create an big overhead.
 
 Well yes but a half decent scenery engine using texture blending like the one 
 in X-Plane and MSFS would do just fine and they actually run faster than FG 
 when I increase the visibility to about 50km or greater.
 
 We must be doing something wrong to get the worst of both worlds.

Have you compared the frame rates when everything apart from the ground
is disabled (no other planes and no objects on the ground)?

Is the resolution the same (IIRC FGFS has a resolution of 30 or 40 meters)?

Does X-Plane or MSFS use a CLOD algorithm or are they tile based (do
those tiles have LOD or not)?

If we know the answers to those questions are the same for FGFS and the
other simes we can try to compare texture blending vs. not texture blending.

CU,
Christian



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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread Christian Mayer
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dene maxwell schrieb:
 Hi all,
 my reading of the situation;
 a) No adjustment of the textures takes place at the moment for sloping
 terrain...hence the stretch problem.
 b) a cylindrical solution has been proposed(that I don't understand
 the maths of) that may/will have an unacceptable performance hit.
 c) x-plane and MSFS have solutions to this problem that look great and
 don't have a performance hit at 50km distance (assumption; at 50km they
 do have a performance hit)
 d) we put up with seams with very little performance hit
 
 has anyone actually tested the various options to quantify the
 performance hits and/or the visual effects involved in the various
 solutions. Objective data would certainly be helpful?

a), b) and d) would have *no* runtime performance hit.
b) has a scenery generation performance hit (that depends on the number
of vertices that belong to one terrain type)
d) has a little, neglectable scenery generation performance hit - but
the visual results would be really ugly

c) would have a runtime performance hit (i.e. the frame rate drops)

I don't know the quantities of the hits though.
But I'd try b) first as it's compatible to the current approach and
doesn't create any runtime overhead.

CU,
Christian



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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Mathias Fröhlich schrieb:
 The sg* vectors and matrices are created in such a way that they'll
 offer the higest possible performance and compatability for using OpenGL.
 column major like fortran :)
 Well, I worked, together with some collegues, on getting a linux cluster into 
 the top500 some time ago :)

Good to hear.

(BTW: my diploma thesis [= roughly a masters thesis] was the creation of
cache oblivious matrix operations in C++ using the space filling Peano
curve; I could beat the Intel Math Kernel Library in optimal cache use -
und even performance wise when I used only x87 instructions :) I put the
code and the thesis at http://tifammy.sf.net/
Space filling curves have very interesting properties for high
performance computing - not only for cache efficiency but also for
partitioning of problems for parallel computers / clusters)


 Yep, I believe that this small vector set will even provide more performance 
 since it will just work with all ss?g* functions natively. Instead of that 
 horrible mix of sg* and simgear point3d datatypes we have at the moment, 
 which do not interface well and thus needs masses of hand coded copies from 
 one datatype to the other. You can just use such a thing as a drop in 
 replacement for any sg type.

At the times I did active FGFS development I also didn't like the many
different vector classes.

 It takes me regularily needless time to clearify what I have in my hands if I 
 get a Point3D datatype.

Different classes (or just class names) sound like an good idea.


It might be interesting to offer the use of SSE values internally. This
could give a little performance boost for modern IA-32 processors.

CU,
Christian


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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Hash: SHA1

Mathias Fröhlich schrieb:
 Hi,
 
 On Sunday 15 January 2006 12:54, Christian Mayer wrote:
 (BTW: my diploma thesis [= roughly a masters thesis] was the creation of
 cache oblivious matrix operations in C++ using the space filling Peano
 curve; I could beat the Intel Math Kernel Library in optimal cache use -
 und even performance wise when I used only x87 instructions :) I put the
 code and the thesis at http://tifammy.sf.net/
 Space filling curves have very interesting properties for high
 performance computing - not only for cache efficiency but also for
 partitioning of problems for parallel computers / clusters)
 Sounds interresting.
 Downloaded that matrix kernels.
 ... let's see what I can make use of :)
 What did you study?

Technomathematik (= applied mathematics)

Oh, I've just seen that I didn't link the thesis yet. Should be there
under documentation in a few minutes

 It might be interesting to offer the use of SSE values internally. This
 could give a little performance boost for modern IA-32 processors.
 Well, wait for gcc 4.2.

gcc isn't the only compiler though. For the IA-32 are at least the
MSVC++ and the Intel ICC important, too.

And my expericence (with ICC) are, that the vectorisation does only work
for loops.
The code of my thesis uses recursions and explicitly coded operations.
The ICC wansn't able to auto vectorise any of those.

CU,
Christian


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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Mathias Fröhlich schrieb:
 Hi,
 
 On Sunday 15 January 2006 13:18, Christian Mayer wrote:
 Technomathematik (= applied mathematics)
 Karlsruhe?

Nope, TU München

 Mathematician from Tübingen, did numerical analysis, mostly timestepping.

Numerics is also the stuff that I do most (as well as lots of fluid
dynamics).

 And my expericence (with ICC) are, that the vectorisation does only work
 for loops.
 The code of my thesis uses recursions and explicitly coded operations.
 The ICC wansn't able to auto vectorise any of those.
 Ok, interresting. I heared that MSVC does vectorization for some time.

I've only used the .NET 2003 version (i.e. 7.1 IIRC). And that couldn't
do any vectorisation. It could use the scalar SSE instructions instead
of the x87 though (they are faster for the Pentium 4; my Pentium M was a
bit slower)

 Also the gcc development is much more interresting since you can watch that 
 development including the internal comments. With closed compilers you can 
 see marketing headlines which mostly do not have any technical relevance ...

Yes, but at least a shot time ago the IIC was supposed to do better
optimisations (I *think* that's still true - but have no measurements)

CU,
Christian


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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Mathias Fröhlich schrieb:
 Hi,
 
 On Sunday 15 January 2006 13:33, Christian Mayer wrote:
 Numerics is also the stuff that I do most (as well as lots of fluid
 dynamics).
 Ok, so you are actually writing on your PHD?

Nein. Ich muß erst noch die Hauptdiplomprüfungen im Februar/März überstehen.

Dann mach evtl. bei BMW einen Dr. (falls die endlich mit der Stelle in
die Gänge kommen...) oder suche mir eine normale Anstellung.

CU,
Christian

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[Flightgear-devel] File name problem in CVS

2006-01-12 Thread Christian Mayer
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Hi,

there's a problem in the base package CVS tree. In the directory

  data/Aircraft/Citation-Bravo/Models

is a Bravo.ac and a bravo.ac, i.e. two files that differ only in the
case of the first letter. (well, that's what TortoiseCVS tells me)
At least Windows doesn't like it on a FAT filesystem.

CU,
Christian



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Re: [Flightgear-devel] Texture compression experiments in plib

2006-01-10 Thread Christian Mayer
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Tiago Gusmão schrieb:
 The other problem is that this is plib, i'm not sure this is simply
 going to be accepted into the tree after being coded properly.
 And to make it an option, i think we also need to modify it to get the
 option passed to plib.

IIRC Steve Baker is carefull about patches that change the (default)
behavior. Patches that offer additional features that don't affect
anyone by default are relatively easy to get in.

Apart from that: has already someone asked Steve? Otherwise this
discussion will lead nowhere.

CU,
Christian

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Re: [Flightgear-devel] New aircraft - have fun!

2006-01-09 Thread Christian Mayer
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Torsten Dreyer schrieb:
 I tried the same approach as everyone else: get as close to the original as 
 possible. 
 What makes a model of a kids toy different from a model of a A380, a Cub, a 
 747 or a PA28? 
 But to keep it safe, I will send a description and a link to my model and to 
 flightgear to Lego and ask for permission to use it. I don't think this 
 should be an issue, since this is noncommercial and nonprofit.
 I will post my request and the answer (if I get one) here.

If we have the official permission everything is ok. (And if Lego has
some brains they will give you the permission)

The difference to real planes might be how they are protected by trade
mark law (? - Markenrecht in Germany). There are different categories -
and the shape of the original plane will be definitely protected in
the Toy area. And when we use it, some lawyers might argue that we are
also in the toy area (or even worse, Lego offers some cimputer programs
/ games, so they might even have a trade mark in that area as well).

But - I'm not a lawyer. The real answer can only give you a lawyer.

Just asked my girlfriend as she's studying law: she sees this case
problematic as well.

BTW: at least in Germany it makes a difference if it used
geschäftsmäßig or not. As someone might ask money for distributing it
(at least the big distributions are!), it falls under the
geschäftsmäßig category - and Markenrecht applies.

The studs are probably just different enough to avoid that issue. The
real ogeL blocks are solid rather than cylindrical and uses less polys.

But Duplo (the little child brand from the Lego company) has these type
of studs, IIRC.

CU,
Christian
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Re: [Flightgear-devel] New aircraft - have fun!

2006-01-09 Thread Christian Mayer
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Ralf Gerlich schrieb:
 Hi,
 
 Christian Mayer schrieb:
 
 BTW: at least in Germany it makes a difference if it used
 geschäftsmäßig or not. As someone might ask money for distributing it
 (at least the big distributions are!), it falls under the
 geschäftsmäßig category - and Markenrecht applies.
 
 
 IANAL, as well, but I think geschäftsmäßig does not necessarily have
 to do with charging money for something. AFAIK it's about whether you do
 something regularly. So even distributing it on a private webpage might
 be considered geschäftsmäßig. However, I'm not sure on that part.

Might be - then it would apply even more (although the word apply
probably doesn't have an comparative degree).

CU,
Christian



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[Flightgear-devel] Status of the hangar

2006-01-09 Thread Christian Mayer
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What's the status of the hangar at

   http://www.flightgear.org/Downloads/aircraft/

Does it show all planes in CVS or only released versions? Why do all
have the version v20051121?

CU,
Christian
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Re: [Flightgear-devel] Texture compression experiments in plib

2006-01-09 Thread Christian Mayer
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AJ MacLeod schrieb:
I was hoping that it might enable me to run Jon's new KSFO scenery with
Tiger data, but no improvement there at all. Either Jon has to reduce the
ploy count markedly, or I have to upgrade my video card!
 
 Same here, unfortunately :-(  I'd go for the latter option.  Eventually...

I think we have to take special care about those that can't upgrade
their graphics hardware - notebook users. Even new ones are currently
sold with 64 MB of VRAM.

HiRes textures/models are great. But perhaps a low res version
can/should be added also (IIRC we are doing that for the terrain already).
This becomes even more important for multiplayer/AI as more planes are
visible and thus their textures are in memory. It is even more a pity as
during normal flight all other planes are far enough away that their
textures are hardly visible anyway.

If we could offer an additional low res version (only one texture of
256x256 pixels could be enough I reckon) for each plane, much can be
gained and only a minimum of (cheap) disk space lost. This could keep a
bit older hardware running for a long time.

CU,
Christian

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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Christian Mayer
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Martin Spott schrieb:
 Ampere K. Hardraade wrote:
 
 
Although voice communication would be a great addition to FlightGear, it is 
going to be pretty useless feature.
 
 
 Could you probably back this with an explanation ? Voice-based ATC is
 done all over the world, why should'nt FlightGear do this as well ?

I understand the point that a real voice service does only make sense
when there is an ATC service (at least for the big airports and
instrument flying) that can handle it.

This ATC must be maned or computered somehow. Assuming we've got a
program that can simulate an ATC it still must interface the users.

Predefined text messages would be the easiest to start with - but they
can also work when the pilots have a voice chat between each other and
can also be used with text-to-speech so that everyone else hears it.

Text messages have the big problem that when you are already missing a
few hands during landing you would need an additional hand that selects
the correct text. A voice message would be parallel...

So the very far and big aim would be a speech recognition capable ATC...

Looking a few paragraphs back you see an assumption. That is currently
not true. And I know noone who trys to tackle that problem.

That leaves two possibilities: take it or leave it. Take it doesn't cost
anything and might bring some fun and attract someone who loves to write
the full blown ATC simulatior. Or leave it that also doesn't cost
anything - except having fun.

If someone integrates it I'd love to try it.

CU,
Christian

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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Christian Mayer
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Andrea Vezzali schrieb:
 Hi All! Some time ago on the mailing list I read something about
 multiplayer's voice comunication, does anyone is working on that? If yes
 what is the state of development? I'm asking that because I found this
 GPL project http://linux-wildo.sourceforge.net/ that maybe interesting
 for FG...

A voice communication tool that works together with multi player would
be great.

It needs to fullfill at least a few requirements though:

- - cross platform (i.e. run everywhere FG does)
- - minimum use of resources
- - be stable and easy to setup or include in FG (that includes installing
and firewall/NAT penetration)
- - it should be actively supported

At least the first two seem to be covered.

Nice to have would be:

- - FGFS should be able to controll the voice link. Like adding statics
based on the distance to the communication partner, etc. pp.
- - seamless integration in FG


Only having a very brief look linux-wildo it seems to have potential.
But it looks like is has only one developer - that might become a
problem if he decides to spend his time differently.

CU,
Christian


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Re: [Flightgear-devel] South-Germany Scenery Update

2005-12-25 Thread Christian Mayer
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Ralf Gerlich schrieb:
 Hi all,
 
 I have just uploaded the current release of the South Germany Custom
 Scenery.

Great work!

 2. Extended Area
 

It's getting closer and closer...
Any plans for the also very beautiful Munich area? (with my county(?)
Miesbach - you'll have the touristic areas of the Tegernsee and the
Schliersee in there)

Frohe Weihnachten,
Chris

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Re: [Flightgear-devel] Circuit simulator written in Nasal

2005-12-23 Thread Christian Mayer
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Josh Babcock schrieb:

 Figures that it would be Ampere that would model the electrical system.
 Now if only we could get Volt and Watt to contribute ...

:)

That still would leave Mr Ohm, Mr Siemens (you know, one over Mr. Ohm),
Mr. Fahrenheit, Mr Coloumb, etc pp. to contribute...
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