[Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread Erik Hofman
On 09/26/2013 12:30 PM, James Turner wrote:

 Some of the folks on the fourm have been doing greta work up the AI
 models of our transport-category aircraft, mostly to improve appearance
 of Traffic. The A320 and A330 have had overhauls and now look great, and
 I believe the Boeings are next on the list, which is good because the
 current AI 744 and 777 look pretty bad. But revised A320 is exactly the
 kind of model we want for MP - a realistic silhouette and nice liveries
 when parked without going crazy in any one area.

On that topic, there's a static 737 on the taxi tracks that's there 
since the old days when there was no AI traffic, it is probably a good 
idea to remove it from the scenery now.

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Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread Erik Hofman
On 09/26/2013 12:47 PM, James Turner wrote:

 On 26 Sep 2013, at 11:33, Erik Hofman e...@ehofman.com
 mailto:e...@ehofman.com wrote:

 On that topic, there's a static 737 on the taxi tracks that's there
 since the old days when there was no AI traffic, it is probably a good
 idea to remove it from the scenery now.

 Mostly i agree, but it's sort of a piece of FG history now, like Durk's
 roof-parked Fokkers. Which was such a good idea that EHAM copied it in
 real life. No sign of KSFO placing a 737-200 at that location in homage
 to FG yet, clearly we have more fans in .NL

Grin :)

Erik

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Re: [Flightgear-devel] Performance and 3d cloud switch

2013-09-09 Thread Erik Hofman
On 09/09/2013 12:59 PM, Renk Thorsten wrote:

 A report of performance dramatically improving for advanced weather when 3d 
 clouds are switched off in the rendering menu (you still get to see 3d clouds)

 http://www.flightgear.org/forums/viewtopic.php?f=69t=16630start=30#p189983

 I've played around with this, and I can't reproduce any significant framerate 
 difference. It is true that the cloud effect file doesn't condition on the 3d 
 cloud switch at all, so Advanced Weather generates 3d clouds no matter what 
 you select here (it can't do 2d clouds at all) - which may be a little 
 confusing, but I have no good idea how to handle this gracefully. Maybe the 
 switch should go away from rendering to the Basic Weather GUI? But that's a 
 side issue.

 I have no idea where any performance increase might be coming from though - 
 as far as I know, the shaders are completely unaware of this. Can anyone 
 reproduce the finding? Stuart, any idea where this could come from?

I was testing anyhow so I did a quick test. I don't see any improvement 
either. What (I think) can happen is that older (fgrun) config files 
could cause bad behaviour, especially when properties change function 
between FlightGear versions (for instance the effects level slider).

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Re: [Flightgear-devel] FlightGear Sim usage on a TV show

2013-06-28 Thread Erik Hofman
On 06/28/2013 03:06 AM, Christopher Andrews wrote:
 I've never heard of any law that states you cannot record video from
 software and broadcast it, even commercial software, but I'm not a
 lawyer, I don't live in America and that's more an area for some type of
 legal department to look into.

If the intention is to shoot some video from FlightGear in action 
yourself there should be no restrictions. However if you wanted to use 
video's created by others you should contact every one of them and ask 
for permission to broadcast it.

Erik

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Re: [Flightgear-devel] JSBSim Synch with FlightGear

2013-06-10 Thread Erik Hofman
On 06/10/2013 10:12 AM, Anders Gidenstam wrote:
 On Sun, 9 Jun 2013, Jon S. Berndt wrote:

 Can I request that the current version of JSBSim that is in our cvs as of
 this moment be synched to FlightGear as early as convenient for the
 synch-er? What's the proper procedure?

 Usually Erik does the synchronization. However, if he doesn't have time
 (please, let us know if that's the case) I could take care of it.

Yes I do have priorities higher on my list, so it would be great if 
someone else takes care of it.

Erik

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Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Erik Hofman
On 04/14/2013 10:40 AM, Renk Thorsten wrote:
 One problem is that I don't know the default ambient and diffuse reflection 
 coefficients of terrain, so I have to experiment. If anyone knows these, 
 please let me know, then I could compute rather than experiment.

They are read from the ambient, diffuse and specular files in 
fgdata/Lighting. For the default lighting scheme these do get altered, 
but I think you already override that scheme completely.

The first row is the sun position (with 90 being at the horizon, 9 being 
straight up) and the second row is the lighting factor.

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Re: [Flightgear-devel] Key Bindings

2013-03-04 Thread Erik Hofman

The discussion reminded me of a blog post I once read:

http://www.flightsim.com/vbfs/content.php?11603-Is-The-Default-Keyboard-Layout-Still-Relevant

Might be worth reading, but also might be worth forgetting afterwards.
Sometimes it's good to read someone else’s experience though.

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 82, Issue 19

2013-02-27 Thread Erik Hofman
On 02/27/2013 12:17 PM, BARANGER Emmanuel wrote:
 Le 27/02/2013 11:45, flightgear-devel-requ...@lists.sourceforge.net a
 écrit :

 --

 Message: 15
 Date: Wed, 27 Feb 2013 07:42:19 +
 From: Renk Thorstenthorsten.i.r...@jyu.fi
 Subject: [Flightgear-devel] FG vs. FSX demo
 To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net
 Message-ID:e495a106ff5f31448739e79d34138c192789b...@mbs2.ad.jyu.fi
 Content-Type: text/plain; charset=us-ascii


 4) FDMs

 * I've tried the ultralight, the twin-prop Baron and the Learjet. As far as 
 I could tell, they handled just the same, the only difference i noticed was 
 the airspeed I could get out of them. It's just no comparison at all to our 
 JSBSim beauties like the SenecaII or the P-51D where the FDM feels even the 
 torque from spinning up the engine. The FSX experience reminded me of badly 
 tuned YaSIm models - it sort of gets the rough characteristics right, but 
 that's about all.
 How can you say such nonsense without anyone to react ?

 Obviously compare  the worst YASim with the best  JSBSim will always be
 beneficial for JSBSim. But the opposite will be benefit YASim. This is
 ridiculous.

This was not a comparison between YASim and JSBSim, we all know both 
have their strengths and weaknesses.

It was a comparison between a badly tuned YASim model and normal FSX 
behaviour. So  even there YASim beats FSX when the YASim models is 
properly tuned.

Erik
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Re: [Flightgear-devel] Adds on FlightGear.org

2013-02-23 Thread Erik Hofman
On 02/23/2013 11:13 AM, Gijs de Rooy wrote:
 Hi all,

 I won't ask for the adds to be removed (apparently that is not
 possible), but I do want to bring the result of that decision under your
 attention. Is this really what we want?

One quick option would be to move the navigation bar below the 
FligthGear banner (and just above the add and image gallery).

But I agree, it looks a bit messy now.

Erik


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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Erik Hofman
On 02/18/2013 03:36 PM, Curtis Olson wrote:
 Ok, I see now that in simgear-2.10.tar.bz2 the top level file version
 does report 2.10.0 but the simgear/version.h file is saying 2.8.0

 So my question are:

 1. for an out-of-source build, why is the build system writing files in
 the source tree?  Can we fix that?
 2. what is the proper cmake fix here so it doesn't happen in the future?

I see that simgear/CMakeList.txt defines:

file(WRITE ${PROJECT_BINARY_DIR}/simgear/version.h #define 
SIMGEAR_VERSION ${SIMGEAR_VERSION})

it would be better to create a version.h.in file and use

CONFIGURE_FILE(
 ${CMAKE_CURRENT_SOURCE_DIR}/simgear/version.h.in

containing:
#define SIMGEAR_VERSION   @SIMGEAR_VERSION@

Erik

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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Erik Hofman


Ok that got tangled up. Here's a diff.

Erik

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diff --git a/simgear/CMakeLists.txt b/simgear/CMakeLists.txt
index b4e299a..0725a78 100644
--- a/simgear/CMakeLists.txt
+++ b/simgear/CMakeLists.txt
@@ -1,5 +1,7 @@
 
-file(WRITE ${PROJECT_BINARY_DIR}/simgear/version.h #define SIMGEAR_VERSION ${SIMGEAR_VERSION})
+CONFIGURE_FILE(
+ ${CMAKE_CURRENT_SOURCE_DIR}/version.h.in
+ ${CMAKE_CURRENT_BINARY_DIR}/version.h)
 
 foreach( mylibfolder 
 bucket
diff --git a/simgear/version.h.in b/simgear/version.h.in
index 635495e..a3def5d 100644
--- a/simgear/version.h.in
+++ b/simgear/version.h.in
@@ -26,7 +26,7 @@
 #define _SIMGEAR_VERSION_H
 
 
-#define SIMGEAR_VERSION @VERSION@
+#define SIMGEAR_VERSION @SIMGEAR_VERSION@
 
 
 #endif // _SIMGEAR_VERSION_H
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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Erik Hofman
On 02/18/2013 04:04 PM, James Turner wrote:
 Hmm, I don't think it matter *how* you write the file: PROJECT_BINARY_DIR 
 seems like the correct place based on my understand of cmake. I could be 
 wrong of course, but it makes more sense to me than CMAKE_CURRENT_SOURCE_DIR.

You seem to be correct, when doing a make package_source I see
simgear-2.11.0/build/simgear/version.h

More investigation to do

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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Erik Hofman
On 02/18/2013 04:08 PM, Erik Hofman wrote:
 On 02/18/2013 04:04 PM, James Turner wrote:
 Hmm, I don't think it matter *how* you write the file: PROJECT_BINARY_DIR 
 seems like the correct place based on my understand of cmake. I could be 
 wrong of course, but it makes more sense to me than CMAKE_CURRENT_SOURCE_DIR.

 You seem to be correct, when doing a make package_source I see
 simgear-2.11.0/build/simgear/version.h

 More investigation to do

I suspect:

set(HEADERS compiler.h constants.h sg_inlines.h 
${PROJECT_BINARY_DIR}/simgear/version.h)

is the culprit.

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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-18 Thread Erik Hofman


The 'make package_source' problem was related to this diff.

Erik

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diff --git a/CMakeLists.txt b/CMakeLists.txt
index f6dd5fe..615b82e 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -42,7 +42,7 @@ if (NOT EMBEDDED_SIMGEAR)
 set(CPACK_SOURCE_GENERATOR TBZ2)
 set(CPACK_SOURCE_PACKAGE_FILE_NAME simgear-${SIMGEAR_VERSION} CACHE INTERNAL tarball basename)
 set(CPACK_SOURCE_IGNORE_FILES
-  ^${PROJECT_SOURCE_DIR}/.git;.gitignore;Makefile.am;~$;${CPACK_SOURCE_IGNORE_FILES})
+  ^${PROJECT_SOURCE_DIR}/.git;.gitignore;Makefile.am;~$;${CMAKE_CURRENT_BINARY_DIR}/simgear/version.h;${CPACK_SOURCE_IGNORE_FILES})
 
 message(STATUS ignoring: ${CPACK_SOURCE_IGNORE_FILES})
 
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Re: [Flightgear-devel] Autumn colors

2013-02-16 Thread Erik Hofman

Hi THorsten,

On 02/16/2013 09:13 AM, Renk Thorsten wrote:

 So, let me just try to explain better, because we do have a case study to see 
 what's likely to happen next.

I really want to respond to all this but I feel I'm not really entitled 
to because I did little coding for FlightGear the past two years.

Let me emphasize that while I joined FlightGear because it really was an 
accurate simulator rather than in-flight game concept like all the other 
simulators at that time I do bribe about FlightGear these days, pointing 
out the realistic weather conditions for soaring for example.

Your work is highly appreciated by many and please take criticism more 
like there's room for improvement in this area rather than your 
implementation is rubbish because it's not .. 99% of the time which is 
a great achievement!

Your comments do let me believe that an opt-out checkbox might indeed be 
a better idea. The user base of FlightGear Starts to shift from 'real 
aviation/simulator enthusiasts' and more towards users who are used to 
Microsoft Flight(simulator). The latter will be impressed by many other 
things than the accuracy of the Flight Models (which is more or less 
taken for granted nowadays).

Anyhow, don't feel frustrated. Take criticism for what it's worth and 
reject it if it sounds unrealistic. Also there's no need to defend 
yourself every time, you for one have proven yourself to be highly 
capable at your area of expertise (which for FlightGear was sparse until 
now).

Erik

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Re: [Flightgear-devel] Autumn colors

2013-02-15 Thread Erik Hofman
On 02/15/2013 10:00 AM, Renk Thorsten wrote:

 So I will remove the option from GIT again and clear out  the *-autumn.png 
 textures in the next days and develop this further for my own private 
 enjoyment (with the understanding that I'll make it available on request to 
 anyone interested), which should give anyone else the chance to implement a 
 drop-down seasons model for 3.0 without generating confusing clashes. No hard 
 feelings from my side, I don't come with the expectation that everyone shares 
 my enthusiasm for painting the terrain. Admittedly it's not at the core of 
 what makes a Flightsim.

I'm not sure this is necessary. I think an opt-in checkbox would 
suffice. After all FlightGear has been around for personal experiments 
for a very long time. So why not this option.

Erik

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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Erik Hofman
On 02/13/2013 09:17 AM, Renk Thorsten wrote:
 OK, now I understand. Here's a screenshot:

 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png

 It's not good for UK - but I guess we can fix that eventually.


 Do you have any reference material how autumn/winter colors in the UK should 
 look like?

I think this is a reasonable representation (and happens to be my local 
  airport (and former airbase) Twente Airport:
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/69693_121284614717550_631215147_n.jpg

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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Erik Hofman
On 02/14/2013 10:39 AM, Alan Teeder wrote:


 -Original Message-
 From: Erik Hofman
 I think this is a reasonable representation (and happens to be my local
airport (and former airbase) Twente Airport:
 https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/69693_121284614717550_631215147_n.jpg

 Eric

 The Netherlands does not look like that from the air (according to the
 English newspapers)

 See
 http://i.dailymail.co.uk/i/pix/2011/04/24/article-0-0BC2A68F0578-251_964x565.jpg


Haha, that's just a very small part of the Netherlands, but probably
  the most noticeable.

Erik

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Re: [Flightgear-devel] Release candidates

2013-01-31 Thread Erik Hofman
On 01/31/2013 09:17 AM, James Turner wrote:

 My libSVN replacement is getting closer to the top of my TODO list, at which 
 point identifying chunks of the base package which can be optional / 
 on-demand downloads would be very doable. I was thinking the the 'high-res' 
 textures, but the winter textures would certainly fit too. (I haven't yet 
 figured out what other suitable chunks there are)

There's also ATC chatter sound files for different part of the world.

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Erik Hofman
On 01/30/2013 08:10 AM, Renk Thorsten wrote:
 It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia
 graphics drivers installed.)  I will get it uploading ... 740Mb!  So much
 for the CD distribution. :-)  Didn't Bill Gates famously say 640Mb should
 be enough for anyone?

 Um... which reminds me - I had on my old computer a bunch of obsolete cloud 
 models and textures flagged  and done long-term testing that they really 
 aren't used - that's probably 20-30 MB worth of files that can go. In all the 
 confusion migrating to a new machine I forgot about that - do you want me to 
 look for that list? Doesn't really get us to CD size, but still...

Are the Winter textures still needed?

Erik

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Erik Hofman
On 01/31/2013 06:36 AM, syd adams wrote:
 I cant use the shaders ,and prefer not to use that one anyway... so
 please dont remove the snow textures.
 The nicest thing about flightgear is I can turn off all the 'extras' ,
 and get great framerates. Cant say that about my current install of
 Xplane 10.


Ah ok, good to know.

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Re: [Flightgear-devel] Simgearwindows compile- mathlib.c/test_state_machine

2013-01-23 Thread Erik Hofman
On 01/23/2013 04:08 PM, Alan Teeder wrote:
 (I trust that we are all too adult not to have a Windows/Gnu/Linux flame war
 on this forum. Leave that to other places. )

I can't remember the time this has happened, so no need to worry.

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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-12-01 Thread Erik Hofman
On 12/01/2012 02:04 AM, HB-GRAL wrote:
 Am 29.11.12 08:59, schrieb Renk Thorsten:

 So, good to know that you apparently see me as someone who has nothing 
 better to do than complain because the service isn't good. You know what - 
 I'm out of here for a really good long break, doing something nice. The FG 
 experience for me of late feels like an endless string of frustrating 
 events. Other people do work as well, you know? I've burnt every scrap of my 
 spare time to get my last merge request together before the feature freeze 
 (since I knew I'd probably lose a lot of time getting a new computer ready 
 for everything) to the point that I started to dream of code every night, 
 and right now I'm asking myself why the hell I've been doing that. Well, 
 it's there on the server, do whatever you want with it, and if my main 
 contribution is complaining, then everyone is better off if I remove myself 
 for a while.

 Cheers,

 * Thorsten

 We all keep quiet of course, no one sends thanks to Thorsten and saying
 that his work IS interesting and that everyone of us can reach that. I
 do, sorry for that, YOU project leaders, poor ones.

Problem is, there are no project leaders. And that worked remarkably 
well for quite a while.  I think everyone involved in FlighGear is busy 
working on other things right now. I know I am, and for a good reason; I 
learned the hard way FlighGear isn't going to pay my bill so I spent all 
of my time to projects that do.

So let me be very clear: lack of response has nothing to do with 
disrespect or anything like that, until FlightGear provides means to pay 
any bills this situation isn't going to chance.

I know this may feel frustrating sometimes but it's just the fact of life.

Erik

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Re: [Flightgear-devel] JSBsim latest release

2012-11-28 Thread Erik Hofman
On 11/28/2012 07:37 AM, kunai...@yahoo.co.jp wrote:

 Hi - I'd like to use the latest JSBsim release with FG.  I've already
 downloaded
 the latest JSBsim, what needs to be set in order to run FG with it ?

JSBSim provides a Unix shell script jsb2fg in the admin directory that 
can be used to add the JSBSim source files to FlightGear.
It also provides a list of (JSBSim related) files that are in JSBSim but 
not in FlightGear and a list of files that are in FlightGear and not in 
JSBSim, like this:

erik@Raptor:~/src/fgfs/JSBSim$

.
The following files where not found in the FlightGear source
directory:
 ./utilities
 ./models/FGFCSChannel.h
 ./math/FGStateSpace.h
 ./math/FGNelderMead.cpp
 ./math/FGStateSpace.cpp
 ./math/FGNelderMead.h
 ./input_output/FGOutputTextFile.h
 ./input_output/FGOutputType.cpp
 ./input_output/FGOutputSocket.h
 ./input_output/FGOutputFG.cpp
 ./input_output/FGOutputFile.cpp
 ./input_output/FGOutputTextFile.cpp
 ./input_output/FGOutputFile.h
 ./input_output/FGOutputType.h
 ./input_output/FGOutputFG.h
 ./input_output/FGOutputSocket.cpp
 ./simgear
 ./initialization/FGTrimAnalysis.h
 ./initialization/FGTrimmer.cpp
 ./initialization/FGTrimAnalysisControl.cpp
 ./initialization/FGTrimAnalysis.cpp
 ./initialization/FGTrimAnalysisControl.h
 ./initialization/FGSimplexTrim.h
 ./initialization/FGTrimmer.h
 ./initialization/FGSimplexTrim.cpp


Note that files in the simgear and utilities directory are not needed by 
FlightGear.

Now you have to copy these files and add them to the FlightGear 
Makefiles. Chances are though you still need to adjust FlightGear to the 
new changes.

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Re: [Flightgear-devel] Texturing - some opinions please

2012-10-19 Thread Erik Hofman
On 10/19/2012 09:05 AM, Renk Thorsten wrote:

 I have two questions to which I'd like to gather a few opinions:

 1) Emilian pointed out here
 http://www.flightgear.org/forums/viewtopic.php?f=68t=17114hilit=procedural+texturingstart=30#p165312
 that terrain textures are a fair share of memory consumption and concluded 
 that we shouldn't use multiple choices of textures in the materials file - 
 for instance we assign sand1.png, sand2.png and sand3.png to the same 
 landclass). I don't know what the original rational for this was. It leads to 
 a modest reduction in tiling since the base texture is changed every 10 km or 
 so, but all in all I don't see dramatic visual improvements. It also leads to 
 some more variety in the textures encountered.

Correct, they were introduced to reduce tiling artefacts.

 Both advantages seem increasingly obsolete to me, so I largely agree with 
 Emilian. Procedural texturing allows to suppress tiling much more 
 efficiently, and regional texturing exposes the user to a great variety of 
 different textures in various places of the world.

 Hence my question - are there objections against phasing out the use of 
 multiple textures per landclass in my future modifications of 
 /regions/materials.xml, or are there reasons to keep them I haven't seen? 
 /default/materials.xml will still be left untouched for anyone who prefers 
 the old style.

I see no reason to include multiple options of the same texture if one 
could do just fine. It's just a matter of removing them from the xml 
file (or comment hem out).

I also noticed you effectively removed the need for winter textures, nice!

Erik

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Re: [Flightgear-devel] Engine sound problems with Lightning

2012-10-04 Thread Erik Hofman
On 10/03/2012 11:02 PM, AJ MacLeod wrote:
 On Mon, 01 Oct 2012 17:47:54 +0100
 James Turner wrote:
 The place I miss stereo sounds most is in glider cockpits - where are you 
 going to position the sound of the wind rushing past the canopy, fuselage 
 etc?  It's bound to just sound mono and dead (I'd be happy to be proved wrong 
 of course!)

I once experimented with two (mono) noise locations (obviously left and 
right of the listener but it might even be a higher number for gliders) 
with two different noise samples using independent properties (like 
pitch based on angle-of-attack and/or side-slip angle).

 From memory this sounded quite convincing but I don't remember if it 
ended up in one of the aircraft. The most obvious place I could have put 
it is in the c172p though.

Erik

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Re: [Flightgear-devel] XML include (and value overriding) question

2012-09-24 Thread Erik Hofman
On 09/24/2012 09:41 AM, Stuart Buchanan wrote:
 I think that will result in

 /config/weight-and-balance/passenger1-kg[0] = 60
 /config/weight-and-balance/passenger1-kg[1] = 75
 /config/weight-and-balance/passenger2-kg = 60
 /config/weight-and-balance/passenger3-kg[0] = 60
 /config/weight-and-balance/passenger3-kg[1] = 80
 /config/weight-and-balance/passenger4-kg = 60

 I think you need

 PropertyList
 config
   weight-and-balance include=passengers.xml
 passenger1-kg n=075/passenger1-kg
 passenger3-kg n=080/passenger1-kg
   /weight-and-balance
 /config
 /PropertyList

 I've used similar schemes in the various materials.xml and effects
 definitions.

You could be right, it's too long since I looked at the code.

Erik

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Re: [Flightgear-devel] FlightGear at TU Delft

2012-09-10 Thread Erik Hofman
On 09/10/2012 10:33 AM, Jan Comans wrote:

 My first try was to just switch to a fixed seed with the default
 random number generator during initialization. But for some reason,
 this didn't really work out so well. I can't exactly remember, but I
 think it seemed to work on my home machine, but failed in our
 simulator.

We should have a random number generator in simgear that returns the 
same random number within the same period of time (I believe it was set 
to 1 second) to prevent short time quirks between different machines.
This was specially added for (random) clouds.

Erik

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Re: [Flightgear-devel] license

2012-09-05 Thread Erik Hofman
On 09/05/2012 07:50 AM, Michael wrote:
 No, FlightProSim and whatever they're called.

 I still think we need another license for sceneries etc. Anything but code 
 should be possible to license similar to GPL, but not allowing any 
 commmercial use.

Disallowing commercial use means Linux distributors can't include it in 
their distribution. You will never be able to convince every single 
developer that touched fgdata somehow to allow us to switch license.
You won't convince me anyhow.

 Only change/add this to gpl, rename it flightgear scenery license or 
 whatever. Dual licensing..should be easy?

Dual licensing (two licenses for the same file) won't help you anything 
since it allows the user to choose the one that suits him best.

Two licenses in one package is probably problematic too since it means 
the whole package (FlightGear) will fall under the most strict license.

Erik

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Re: [Flightgear-devel] Unable to play FlightGear.

2012-08-20 Thread Erik Hofman
On 08/20/2012 08:01 PM, Roberto Waltman wrote:
 ... message which says that the 'MSVCR100.dll'

 Install Microsoft's Visual C++ 2010 Redistributable Package from here:
 http://www.microsoft.com/en-us/download/details.aspx?id=26999

I do have a solution that installs the required dll files using 
cmake/cpack and nsis for my own project. Maybe good to add to the next 
release.

Erik

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[Flightgear-devel] Scenery

2012-08-04 Thread Erik Hofman

Hi,

When searching for some nice scenery spots for FlightGear to download I 
discovered that everything on the site still refers to the 1.0.1 scenery 
that was automatically generated in 2008.

Are new scenery projects already integrated in the download map on the 
site or do I have to search elsewhere. And if so wouldn't is be a good 
idea to integrate all custom scenery chunk into the default, call it 
1.1.0 (or whatever) and offer it for download for the next release?

Erik

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Re: [Flightgear-devel] Scenery

2012-08-04 Thread Erik Hofman
On 08/04/2012 02:50 PM, Curtis Olson wrote:

 Where were you seeing the links and references to the 1.0.1 scenery.
   It's true we haven't regenerated terrain since probably back then, but
 we do continually add new objects continually.

Oh wait, when searching for flightgear scenery the first link (at the 
flightgear site) refers to the old website..

The latest scenery is located at link number 4 when using google.

Silly me, maybe it's a good idea to either remove the old website or put 
a big warning at the top of the pages.

Erik


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Re: [Flightgear-devel] segfault by canvas

2012-08-03 Thread Erik Hofman
On 08/03/2012 09:45 AM, James Turner wrote:




 On 2 Aug 2012, at 20:32, Erik Hofman e...@ehofman.com wrote:

 Hi,

 Seems like Canvas causes a reproducible segfault with the latest git
 version (master). I'm using 32 bit Ubuntu 12.04

 Yep, this is my fault for causing a naming clash. Just comment out 
 initNasalCanvas in NasalSys.cxx for now, I'll push a real fix in an hour or 
 so.

Ah great, that saves me a ,lot of time searching for the problem.

Erik

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[Flightgear-devel] AeonWave-OpenAL 1.1.20 released

2012-08-02 Thread Erik Hofman
Hi,

This is just to mention AeonWave 1.1.20 has been released which adds 
support for Windows and multi-core rendering. It requires AeonWave 2.2.2 
for the later.

You can find the source of AeonWave-OpenAL in the download section of 
the website.

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[Flightgear-devel] segfault by canvas

2012-08-02 Thread Erik Hofman
Hi,

Seems like Canvas causes a reproducible segfault with the latest git 
version (master). I'm using 32 bit Ubuntu 12.04:

Program received signal SIGSEGV, Segmentation fault.
0x0884a935 in resize ()
(gdb) bt
#0  0x0884a935 in resize ()
#1  0x0884b21d in naiHash_newsym ()
#2  0x08843149 in setupArgs.isra.3 ()
#3  0x088468e9 in naCall ()
#4  0x084f0278 in FGNasalSys::callMethod (this=0x134af378, code=..., 
self=...,
 argc=0, args=0x0, locals=...)
 at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:121
#5  0x084f0e40 in call (locals=..., args=0x0, argc=0, code=...,
 this=0x134af378)
 at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:106
#6  FGNasalSys::createModule (this=0x134af378, moduleName=0x134cf1b4 
canvas,
 fileName=0x15b0ffdc /export/home/fgfs/fgdata/Nasal/canvas/svg.nas,
 src=0x15c0c990 # Parse an xml file into a canvas group 
element\n#\n# @param groupThe canvas.Group instance to append the 
parsed elements to\n# @param path The path of the svg file (absolute 
or relative to FG_RO...,
 len=11459, cmdarg=0x0, argc=0, args=0x0)
 at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:793
#7  0x084f12fa in loadModule (module=optimized out, file=...,
 this=optimized out)
 at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:764
#8  FGNasalSys::loadPropertyScripts (this=0x134af378, n=0x134cf1c0)
 at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:698


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Re: [Flightgear-devel] scenery licence for 2.8 and later

2012-07-04 Thread Erik Hofman
On 07/04/2012 11:26 AM, Michael wrote:
 Hi
 is it possible to have different licences than GPL for sceneries etc.?
 Now that would help fight piracy, while keeping GPL for the source code.

No and no.

Erik

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Re: [Flightgear-devel] scenery licence for 2.8 and later

2012-07-04 Thread Erik Hofman
On 07/04/2012 01:12 PM, Michael wrote:
 No, I mean authors could leave as is or use any licence they want.

   -- But it doesn't need to be GPL. --

 Sorry, GPL is ok for code but feels like a lead-foot for everything else.The

The only option would be a less restrictive license (which you probably 
don't want if I read your previous mail correctly) or maintain your own 
code elsewhere.

Erik

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Re: [Flightgear-devel] Starting engine using FGNetCtrls

2012-06-02 Thread Erik Hofman
On 06/01/2012 09:16 PM, Ron Jensen wrote:
 There is a change to the starter motor code (should be entering git
 real soon
 now)

I did already push it to git (but seem to have some mail problems the
last few days).

Erik


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Re: [Flightgear-devel] [SPAM] No sound under Ubuntu 12.04

2012-05-25 Thread Erik Hofman
On Fri, 2012-05-25 at 07:49 +0200, Maxime Guillaud wrote:
 Hi Ignacio,
 
 My old .alsoftrc was forcing everything to be played through OSS (I guess 
 that used to
 make sense back when OSS was the only reliable option, but now OSS seems to 
 be broken).
 
 I simply deleted the .alsoftrc file from my home directory. Now OpenAL sees 
 all the
 available options, and I get the following list when I run fgfs 
 --show-sound-devices 
 
 0.  PulseAudio Default
 1.  Flight Sound X Analog Stereo via PulseAudio
 2.  Built-in Audio Analog Stereo via PulseAudio
 3.  ALSA Default
 4.  HDA ATI SB [VT1708S Analog] (hw:0,0) via ALSA
 5.  HDA ATI SB [VT1708S Digital] (hw:0,1) via ALSA
 6.  HDA ATI SB [VT1708S HP] (hw:0,2) via ALSA
 7.  Flight Sound X [USB Audio] (hw:2,0) via ALSA
 8.  PortAudio Default
 9.  No Output
 
 (the Flight Sound X is a USB audio adapter for aviation headsets).

At the risk of being banned for spamming;
Another option would be to install my implementation AeonWave-OpenAL:
http://unix.freecode.com/projects/aeonwave-openal

Although the core library isn't free, you can use the Lite (which is
free of charge) version for up to 64 OpenAL sound sources for OpenAL and
get the bonus of the extremely fast rendering.

Erik


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Re: [Flightgear-devel] No sound under Ubuntu 12.04

2012-05-24 Thread Erik Hofman
On Thu, 2012-05-24 at 08:06 +0200, Maxime Guillaud wrote:
 Hi all,
 
 I am trying to compile FG under Xubuntu 12.04 using Brisa's script (version 
 1.31). At
 first sight the compilation went fine, however sound is not working: when I 
 run fgfs I
 get the following error and no sound:
 
 AL lib: oss.c:169: Could not open /dev/dsp: No such file or directory
 Error: Audio device not available, trying default
 AL lib: oss.c:169: Could not open /dev/dsp: No such file or directory
 Error: Default Audio device not available.

/dev/dsp is Open Sound System specific. Ubuntu 12.04 does not faire well
with Open Sound System (although I've got it working on my laptop, just
for testing).

But this is really OpenAL telling it can't find any output devices. You
could try running openal-info but I expect it will also show no output
devices in which case Linux does not seem to find your hardware somehow.

Erik

 
 (and indeed there is no /dev/dsp device on my machine).
 
 A closer look at the compilation log
 (http://www.mguillaud.net/fg/compilation_log_20120523.txt) reveals that PLIB 
 fails
 to compile due to some incompatibility with the OSS interface (the 
 compilation script
 does not stop, though).

FlightGear doesn't use the PLIB sl library anymore so that should not be
a problem.
 
 Then I tried to build OSG, Simgear and FGFS against the PLIB version from the 
 Ubuntu
 repositories instead - same result. Compilation goes fine, but running fgfs 
 with
 --show-sound-devices produces the same errors as above, and then:
 
 unknown provided by unknown
 No. Device

The line 'unknown provided by unknown' is suspicious, it seems to find a
version of OpenAL but could not detect which one..? That should not
happen.

Erik


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Re: [Flightgear-devel] XMLgrep

2012-05-24 Thread Erik Hofman
On Wed, 2012-05-23 at 16:53 +0200, James Turner wrote:
 
 
 
 On 23 May 2012, at 13:09, Erik Hofman e...@ehofman.com wrote:
 
  
  Hi, 
  
  Year ago I added xmlgrep to the utils directory of flightgear and I have
  been developing it since. But I think it is time to remove it from the
  flightgear package and reference it tot the new location instead
  (http://www.adalin.com)
  
  Does anyone have any objections for me removing the current outdated
  version from git and just add a README with an URL?
 
 Sounds a good idea to me. 

Done.

Erik


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Re: [Flightgear-devel] Nasal performance

2012-05-23 Thread Erik Hofman
On Tue, 2012-05-22 at 13:00 -0700, Andy Ross wrote:

 I was lucky enough to notice this come by.  I wouldn't hold your
 breath. :)

Hi Andy, how's life?
I did already search for a new release of Nasal on your site but I
believe flightgear already uses the latest version.

Erik


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[Flightgear-devel] XMLgrep

2012-05-23 Thread Erik Hofman

Hi, 

Year ago I added xmlgrep to the utils directory of flightgear and I have
been developing it since. But I think it is time to remove it from the
flightgear package and reference it tot the new location instead
(http://www.adalin.com)

Does anyone have any objections for me removing the current outdated
version from git and just add a README with an URL?

Erik


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Re: [Flightgear-devel] Nasal performance

2012-05-20 Thread Erik Hofman
On Sun, 2012-05-20 at 10:43 +, Renk Thorsten wrote:
 Advanced Weather doesn't burn any significant performance inside Nasal - it 
 burns the performance by calling hard-coded C++ functionality from Nasal.

I hope you're not suggesting that C++ is always slower than Nasal? :-)

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Re: [Flightgear-devel] Nasal performance

2012-05-20 Thread Erik Hofman
On Sun, 2012-05-20 at 13:58 +, Renk Thorsten wrote:
  just a quick note to this interesting thread ...
  its elsif in nasal , not elseif ... no e
 
 Thanks. That would explain it ;-)
 
  I hope you're not suggesting that C++ is always slower than Nasal? :-)
 
 Pascal summarized it nicely - we already have ported the important stuff to 
 C++, so what remains in Nasal is a small fraction of the total performance 
 cost and we gain little as such by porting that as well. I'm sure the loop 
 computes even faster in C++, but I don't have the means to measure that. It'd 
 be intersting though to see how much the difference actually is.

These types of measurements are always great, you can discuss endlessly
and all prove to be wrong in the end.

Erik

PS. calculating geod is always heavy and a wise man once said; the
fastest code is the code that doesn't run. This is true both for nasal
and for C++


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Re: [Flightgear-devel] Nasal performance

2012-05-20 Thread Erik Hofman
On Sun, 2012-05-20 at 19:17 +0200, James Turner wrote:

 
 This is interesting - as far as I know, the current GC does not
 include a maximum delay and restart facility. If it did, that would
 entirely satisfy the current issues.  At least by my understanding. 
 
 Equally, I've looked at the current GC code and didn't notice any code
 to support this feature. Does anyone else have any further information
 about this? Since it would be far simpler and more robust than any
 other solution thus suggested. 

I did a bit of thinking about this while enjoying a sunny sunday over
here today. And I start to believe that adding timestamp to the data
blocks and by making sure new blocks are inserted at the beginning of
the linked list is would be easy to do something like this for the
garbage collector:

* process the linked list every second up to the point that timestamps
get older than 8 seconds.
* process blocks that are older than 8 second and less than 1 minute
every minute.
* treat blocks that are older than 1 minute as semi-permanent and only
process them incrementally with (say) 16 blocks at a time.

It might spread the load a little that way.

Erik



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[Flightgear-devel] Nasal CG: (Was: Sea color)

2012-05-19 Thread Erik Hofman
On Sat, 2012-05-19 at 10:22 +0100, Vivian Meazza wrote:
  I'm still hopeful that we will get a better GC.

If someone wants to try to improve it this document might help:
http://engineering.twitter.com/2011/03/building-faster-ruby-garbage-collector.html

Erik


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Re: [Flightgear-devel] Readme contains incorrect information

2012-05-15 Thread Erik Hofman
On Mon, 2012-05-14 at 17:00 -0400, Ian Duncan wrote:
 I am an avid FlightGear user and enjoy Flight Gear very much. However, I 
 would like to bring something to your attention that angers me. The 
 readme file for the flightgear 2.60 source code contains incorrect 
 information. There are also other minor issues
 
 * There is no program called configure in flightgear-2.60.tar.bz2 (the 
 package I downloaded: it is located on all three mirrors)
 * There is no makefile that I can see. (Makefile)
 
 Please fix this. As a user of flight gear I should not have to put up 
 with this. My feeling about this is, provide correct and usable software 
 packages, source code, and readme files so we can all enjoy flightgear.

You can, we switched to cmake and probably forgot to update the readme.
Just type the following in the source directory:

mkdir build; cd build; cmake ..  make install

Erik


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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-29 Thread Erik Hofman
On Sun, 2012-04-29 at 12:42 +0100, Heiko Schulz wrote:
 Hello,
 
 I updated data today with the latest Hudson Build.
 
 Regarding the Terrain Haze v1.3. Lightfield I must admit, I'm really 
 dissapointed. 
 
 Somehow I don't get the images presented on the forum. Or am I wrong, and all 
 this only works with 2.6.0 instead of current GIT?
 
 That how it looks here:
 http://www.hoerbird.net/2.7.0Lightfield.gif
 http://www.hoerbird.net/2.7.0Lightfield2.gif

You can see a clear difference (albeit subtle) in the clouds but the sky
dome scattering itself doesn't seem to work on your system.

Erik


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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Erik Hofman
On Wed, 2012-04-25 at 08:26 +, Martin Spott wrote:
 Stuart Buchanan wrote:
 
  I don't believe the town model has been used for some time. It was supersede
  by the random object masking I introduced a while back.
 
 I think what John and Yves are talking about is the introduction of the
 various zone_maison models for each spot (therefore the term
 point-geometry) where just a single building is supposed to be
 placed:
 
   
 http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blobdiff;f=materials.xml;h=0ccd5813d67dafeb144aa3869ca251570f4d8e5d;hp=aded880617f7f367c08df928abf2cde42a847dea;hb=b67df1d2c2a6a0e16cf5fd16f11eb5585fc27012;hpb=4fc9647ee594f3ae8db638a7186bd42db93437a9
 
   which leads to pretty obscure effects in many places.
 Unfortunately Erik never bothered responding to this issue, therefore
 it's uncertain wether he'd silently agree or silently disagree to
 reverting the above commit.

I don't mind if it gets reverted but I did respond and have stated I did
not have time to either create new building models (which is highly
needed anyhow) or revert it myself.

Erik


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Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Erik Hofman
On Sun, 2012-04-22 at 11:02 +, Renk Thorsten wrote:
 After the last related discussion, I've really been thinking a while if I 
 should bring this up again or not.

Let me just add to the discussion that 'technically perfect' always will
look a tad odd to humans since the world around us is not perfect. It's
the moment I added actuators (with delayed responses) to surface
movements of the F-16 it did start to feel 'real'

This discussion (and the one prior to this about flat ocean surface) is
probably of the same magnitude; if the end result doesn't look obviously
wrong it is probably just as good as a technically perfect solutions and
might even feel more natural (because it's a bit imperfect like the
world around us).

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-20 Thread Erik Hofman
On Thu, 2012-04-19 at 09:50 +0100, Vic Marriott wrote:
 
 Sorry for causing such a volatile reaction. I was only asking for
 those who know how to to optimise as much as possible.

I probably overreacted a bit, I'm sorry for that.

Erik



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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Erik Hofman
On Wed, 2012-04-18 at 15:33 +0200, EViLSLT - Rob wrote:
 Hi All!
 
 The new rembrandt project is really cool, it seems to be the eyecandy that's 
 currently missing. I check for new and watch the youtube updates quite 
 regularly, mostly clips of fred etc. (wish there we some more hehe)
 
 However,I'm not that happy with performance (FPS) with or without rembrandt 
 and in my humble opinion my hardware is not outdated,

I seems to get the same performance between the regular renderer en
Re,brandt when I select the ufo. Switching to the C172 affects the
frame-rate quite a bit.

I'm not familiar with the internals of Rembrandt but maybe it will be
solved if the 3d model of the C172 is updated for Rembrandt?

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Erik Hofman
On Wed, 2012-04-18 at 09:46 +0100, Vic Marriott wrote:
   It's probably not so much about memory consuming but more about resource
  consuming. But be assured that most new options are easily turned off. 
 
 Sorry, but I think the point is being missed here.
 
 Where is the sense in making very impressive advancements to FG, if the 
 average user has to turn most of them off in order to get a usable fps.

Why does anybody always expect the most imressive results on their old
Intel 486DX?

Advances in quality always requires more resources. Period. If your
hardware doesn't support it, bad for you but be grateful FlightGear at
least provides an option to turn to less nifty rendering.

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Erik Hofman
On Wed, 2012-04-18 at 10:33 +, Renk Thorsten wrote:
  What *is* the baseline hardware fg ought to be aiming at?
 
 I guess in practice every developer works such that stuff runs well on his 
 own system. What else can we do? I'm not buying a second computer just to 
 test how it would run on a Mac.
 
  Advances in quality always requires more resources. Period. If your
  hardware doesn't support it, bad for you but be grateful FlightGear at
  least provides an option to turn to less nifty rendering.
 
 Actually, as Stuart or Mathias have demonstrated here, that's not always 
 true. We seem to be getting more random buildings for less framerate impact 
 for instance. Same was true with the clouds or with the geodinfo() which 
 suddenly was a factor 50 faster.

There could sometimes be room for improvement but that is only because
of slightly less optimal use of resources in the current implementation.
But in general the argument sticks.

Don't get me wrong; every improvement is great (and welcome) but it is
silly to expect (or almost demand) Rembrandt to run on older hardware.

Erik


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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Erik Hofman
On Fri, 2012-04-13 at 08:45 +, Renk Thorsten wrote:
  Not when the varying number is limited. So you gain a bit of speed, but  
  you lose a lot of compatibility.(think ATi/intel, or OSS drivers for nVidia)
 
 You gain a lot of speed. But what is the max. allowed number of varying? It's 
 difficult to code anything when there is some upper limit, but I just don't 
 know what it is.

Seven is the upper limit for most older cards, nowadays it can go up to
16 if I'm not mistaken.

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-13 Thread Erik Hofman
On Fri, 2012-04-13 at 09:25 +0100, Vic Marriott wrote:
 Hi,
 
 More and more, the FG forums are showing that the most recent improvements, 
 added to the existing code, are too memory consuming for operation on 
 anything less than a high powered, up-to-date, well equipped computer.
 
 Though I, and probably most other FG users, am delighted that improvements 
 from your efforts continue at such a rate, can I please ask the hard-core 
 developers to give some thought to making the current set of bells and 
 whistles more memory friendly.
 
 There is little more frustrating than to read about the marvellous additions, 
 but then being unable to run them without FG slowing down to unusable levels.
 
 There is only so much users can do to keep their computers as up-to-date as 
 possible, but simple things like the lack of funds can easily put a limit on 
 that.
 
 Please consider having a concerted effort towards making FG less memory 
 hungry.

It's probably not so much about memory consuming but more about resource
consuming. But be assured that most new options are easily turned off.

Erik


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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Erik Hofman
On Fri, 2012-04-13 at 11:53 +0300, Emilian Huminiuc wrote:

 To be safe you need to limit yourself to 32 float varyings.
 Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc.

Ah I dind't know there was a difference between floats and vectors.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
 On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
 
  3) On my box, all three panels in the screen edges show the same image - 
  not so on Fred's videos - is this the intended behaviour?
 
 This is the important one - it means the multiple render targets isn't 
 working, so you have no chance of seeing anything sensible with Rembrandt. 
 (As I understand it)

Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls back to
8-but normal buffers. That might be just a bit to low for normal
buffers.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
 On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
  On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
  
   3) On my box, all three panels in the screen edges show the same image - 
   not so on Fred's videos - is this the intended behaviour?
  
  This is the important one - it means the multiple render targets isn't 
  working, so you have no chance of seeing anything sensible with Rembrandt. 
  (As I understand it)
 
 Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls back to
 8-but normal buffers. That might be just a bit to low for normal
 buffers.

And it looks that way, Replacing GL_RGBA8 with GL_RGBA16 removes the
flickering and still got me a working system.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
 On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
  On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
   On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
   
3) On my box, all three panels in the screen edges show the same image 
- not so on Fred's videos - is this the intended behaviour?
   
   This is the important one - it means the multiple render targets isn't 
   working, so you have no chance of seeing anything sensible with 
   Rembrandt. (As I understand it)
  
  Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls back to
  8-but normal buffers. That might be just a bit to low for normal
  buffers.
 
 And it looks that way, Replacing GL_RGBA8 with GL_RGBA16 removes the
 flickering and still got me a working system.

even GL_RGB16 works.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 10:43 +0200, Erik Hofman wrote:
 even GL_RGB16 works.

And therefore I propose this patch.

Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index 1c6e77b..1c5ea0a 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -65,6 +65,7 @@
 #include osgViewer/Renderer
 
 #include simgear/math/SGMath.hxx
+#include simgear/screen/extensions.hxx
 #include simgear/scene/material/matlib.hxx
 #include simgear/scene/material/EffectCullVisitor.hxx
 #include simgear/scene/material/Effect.hxx
@@ -735,7 +736,7 @@ void buildDeferredBuffers( flightgear::CameraInfo* info, int shadowMapSize, bool
 if (normal16)
 info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( 0x822C /*GL_RG16*/, 0x8227 /*GL_RG*/, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
 else
-info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
+info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
 
 info-addBuffer(flightgear::RenderBufferInfo::DIFFUSE_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
 info-addBuffer(flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
@@ -1356,7 +1357,10 @@ FGRenderer::buildDeferredPipeline(flightgear::CameraGroup* cgroup, unsigned flag
 osg::GraphicsContext* gc)
 {
 CameraInfo* info = new CameraInfo(flags);
-	buildDeferredBuffers( info, _shadowMapSize, !fgGetBool(/sim/rendering/no-16bit-buffer, false ) );
+
+bool gl_ext_texture_rg = SGIsOpenGLExtensionSupported(GL_ARB_texture_rg) 
+   !fgGetBool(/sim/rendering/no-16bit-buffer, false );
+	buildDeferredBuffers( info, _shadowMapSize, gl_ext_texture_rg );
 
 osg::Camera* geometryCamera = buildDeferredGeometryCamera( info, gc );
 cgroup-getViewer()-addSlave(geometryCamera, false);
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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
  De: Erik Hofman e...@ehofman.com
  even GL_RGB16 works.
 
 For all the buffers or only the normal buffer ?

I only tested the normal buffer.

 You're not supposed to have multiple render target of different element
 size. RGBA8 = 32bits, as well as RG16. What is your card brand and model ?

It's a NVidia GeForce 9600GT

 I came across a blog post that compares multiple ways to compress the 
 normals in an 8bit texture and I will try that shortly.

That might be a good idea, at least to save texture memory.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
  De: Erik Hofman e...@ehofman.com
  On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
  
   What is your card brand and model ?
  
  It's a NVidia GeForce 9600GT
 
 I think Emilian has the same card and I don't think he had these
 problems. Maybe it's a good idea to collect user experience with
 Rembrandt on a Wiki page ?

I'm using Linux, maybe that's the difference?
BTW today there was a driver update but that didn't change anything
regarding this 'problem'.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:35 +0200, Frederic Bouvier wrote:
  De: Erik Hofman
  
  On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
De: Erik Hofman e...@ehofman.com
On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:

 What is your card brand and model ?

It's a NVidia GeForce 9600GT

 Updates are now for newer cards

Hm, according to this site the 195.36.24 driver does support
GL_ARB_texture_rg for Linux:
http://feedback.wildfiregames.com/report/opengl/device/GeForce%209600%
20GT

But I still have version 173.14.22

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:31 +0200, Erik Hofman wrote:
 On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
   De: Erik Hofman e...@ehofman.com
   On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
   
What is your card brand and model ?
   
   It's a NVidia GeForce 9600GT
  
  I think Emilian has the same card and I don't think he had these
  problems. Maybe it's a good idea to collect user experience with
  Rembrandt on a Wiki page ?
 
 I'm using Linux, maybe that's the difference?

Ah the 32-bit drivers don't support this extension while the 64-bit
drivers do.

Erik


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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote:
  The first line says it all.
 
 Okay... so what does it mean?
 
  I'd first try to reduce the size of the shadow map :
  --prop:/sim/rendering/shadows/map-size=1024
 
 No success, problem persists.
 
  or reduce the window size : --geometry=800x600
  to reduce the memory footprint.
 
 Same as above, problem persists. Also when I use small shadow map in addition 
 to 800x600 window no success (leaving aside the fact that Flightgear running 
 in a window of less than a quarter of my screen isn't really thrilling...) .

In fact I have the same problem with a AMD-X2/3Ghz with 2Gb memory and a
GeForce 9600GT:

fgfs --enable-rembrandt --prop:/sim/rendering/shadows/map-size=1024
--geometry=800x60
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support
multiple color outputs.

Erik


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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote:
  The first line says it all.
 
 Okay... so what does it mean?
 
  I'd first try to reduce the size of the shadow map :
  --prop:/sim/rendering/shadows/map-size=1024
 
 No success, problem persists.
 
  or reduce the window size : --geometry=800x600
  to reduce the memory footprint.
 
 Same as above, problem persists. Also when I use small shadow map in addition 
 to 800x600 window no success (leaving aside the fact that Flightgear running 
 in a window of less than a quarter of my screen isn't really thrilling...) .

Maybe this may help developers, it's about the same message:
http://forum.openscenegraph.org/viewtopic.php?t=8905

Erik


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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 10:18 +0200, Frederic Bouvier wrote:

 I have to make guess as I don't have a card that exhibit that issue.
 You can try to edit fg/src/Main/renderer.cxx and change 
 GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to add
 the --bpp=32 option to the fgfs command line.
 
 Last, make sure that you didn't enable multithreading in preferences.xml
 (AutomaticSelection or something else)

None of these seems to help but when I apply the attached patch (as
suggested by http://markmail.org/message/yfuz7je43bdzt6h2) at least the
warnings are gone and I see the scenery (but not yet perfect).

Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index a4848d3..9f4ed10 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -761,9 +761,9 @@ osg::Camera* FGRenderer::buildDeferredGeometryCamera( flightgear::CameraInfo* in
 camera-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
 camera-setViewport( new osg::Viewport );
 attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER0, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER1, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER2, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
 camera-setDrawBuffer(GL_FRONT);
 camera-setReadBuffer(GL_FRONT);
 
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote:
 Hi Erik,
 With this patch you are trading a bug for a bug. Assigning the 
 same attachment to three buffers as the same effect than assigning
 three different values to the same variable.

I was already afraid something like that was happening.

Erik


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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 14:15 +0200, Frederic Bouvier wrote:
  On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote:
   Hi Erik,
   With this patch you are trading a bug for a bug. Assigning the
   same attachment to three buffers as the same effect than assigning
   three different values to the same variable.
  
  I was already afraid something like that was happening.
 
 Try --prop:/sim/rendering/no-16bit-buffer=true
 
 although the symptoms were a bit different

Yes! that works.

Erik


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Re: [Flightgear-devel] Segmentation fault after setting new time of day

2012-03-31 Thread Erik Hofman
On Fri, 2012-03-30 at 13:16 +0200, Erik Hofman wrote:
 Hi,
 
 I was wondering, after pulling simgear and flightgear from git since a
 long time I now get a segmentation fault when changing the time of day
 using the menu structure.
 
 It seems to be related to SampleGroup::suspend and at first I thought it
 might be a problem with my own AeonWave-OpenAL implementation but I seem
 to get the same behavior with OpenAL-Soft.
 
 Does anybody else see this or am I the only one with this problem?

Looks like something has changed in relation to avionics sounds since
commenting out line 156 of Sound/fg_fx.cxx fixes the problem while
suspending the aircraft effects (pause) still works.

Erik


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Re: [Flightgear-devel] Segmentation fault after setting new time of day

2012-03-31 Thread Erik Hofman
On Sat, 2012-03-31 at 11:29 +0200, Erik Hofman wrote:

 Looks like something has changed in relation to avionics sounds since
 commenting out line 156 of Sound/fg_fx.cxx fixes the problem while
 suspending the aircraft effects (pause) still works.

Ah found it, it was caused by the way AI models are handled now. A fix
is in git.

Erik

(Sometimes it's difficult to detect if your own development work on a
related project is causing the problem)


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Re: [Flightgear-devel] sound questions

2012-03-30 Thread Erik Hofman
On Thu, 2012-03-29 at 19:36 +0200, ThorstenB wrote:
 A minor remaining issue was about documentation. README.xmlsound says 
 something like reference-distance is the distance where the sound 
 volume is halved. According to OpenAL (and testing), this doesn't seem 
 to be quite right. Instead, reference-distance is the distance below 
 which the volume is clamped to its maximum. And volume is only 
 attenuated _above_ reference distance. Or are we missing something?

Looking at the sound code I see it uses AL_INVERSE_DISTANCE_CLAMPED
which indeed clamps the volume at the reference distance according to
the specs. I vaguely remember it used to be another model in the
beginning so I expect that's described in the docs.

Erik


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[Flightgear-devel] Segmentation fault after setting new time of day

2012-03-30 Thread Erik Hofman

Hi,

I was wondering, after pulling simgear and flightgear from git since a
long time I now get a segmentation fault when changing the time of day
using the menu structure.

It seems to be related to SampleGroup::suspend and at first I thought it
might be a problem with my own AeonWave-OpenAL implementation but I seem
to get the same behavior with OpenAL-Soft.

Does anybody else see this or am I the only one with this problem?

Erik


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Re: [Flightgear-devel] sound questions

2012-03-29 Thread Erik Hofman
On Fri, 2012-03-23 at 17:29 -0600, syd adams wrote:
 Hi guys,
 I,ve noticed for awhile that sounds seem to cut off at the
 reference-distance rather than max-dist.
 Is there a new way to do the sound files that Ive missed or is this a bug ?
 It is nice that sounds actually stop now , but I must be doing
 something wrong .I've been attempting to fix all my sound files but
 things aren't working as expected.

I've been on a short vacation for the first time in 10 years and have to
catch up on everything, but I believe this was solved, wasn't it?

Erik


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Re: [Flightgear-devel] sound questions

2012-03-29 Thread Erik Hofman
On Thu, 2012-03-29 at 06:39 -0600, syd adams wrote:
 
  I've been on a short vacation for the first time in 10 years and have to
  catch up on everything, but I believe this was solved, wasn't it?
 
  Erik
 
 Hope you had a good  vacation.

Yes it was great, thanks.

 Its sort of solved ,but I still haven't managed to get some sounds to
 smoothly fade to 0 , i can
 still hear them cutting in/out in flyby and tower views.

That is one of the problems of OpenAL, most (if not all) distance decay
functions never reach 0:

http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%
20Specification.htm#_Toc199835865


Erik


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Re: [Flightgear-devel] Skydome shader rendering artefact

2012-03-22 Thread Erik Hofman
On Thu, 2012-03-22 at 07:53 +, Renk Thorsten wrote:

 Anyway, that's my best suspicion at this point, that in the artefact region 
 we really see through a crack in the skydome into whatever is rendered 
 beyond, and that trigonometry doesn't interpolate properly across the crack. 
 So, I would recommend to have a look at the skydome vertex structure, 
 although I have no idea where that resides.

This sounds suspiciously as an alpha coloring problem. Could you double
check that color.z (or color.a) is always 1.0 for the skydome in the
shader?

Erik


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Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-20 Thread Erik Hofman
On Tue, 2012-03-20 at 08:15 +, Renk Thorsten wrote:

 Earthview is about getting a model of the planet itself into the scene, sort 
 of replacing the default terrain tile system. It assumes that you have 
 already solved the atmosphere scattering problem somehow and that you want to 
 see a pale blue marble textured globe beneath you, surrounded by a 
 cloudsphere.

I was wondering, instead of using the Blue Marble texture it might be a
good idea to render our own texture using the global scenery. This
prevents license issues and make for a nice transition between the lower
landclass scenery and a global sphere at some altitude.

Erik



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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Erik Hofman
On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote:
  Martin wrote:
 
  On my (my wife's) system (Linux Nvidia proprietary driver) this
 change
  turns PAPI/VASI lights into huge, illuminated baloons. Therefore I
  strongly propose to just revert this change.
 
 Same here on Nvidia Geforce GT 540M, see screenshot at:
 https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0ZI1_Wk/s1024/fgfs-screen-055.png

I believe their size used to be distance dependent in the past.

Erik



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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Erik Hofman
On Sat, 2012-03-03 at 22:52 +, Stuart Buchanan wrote:
 On Sat, Mar 3, 2012 at 1:36 PM, Erik Hofman wrote:
  Personally I would think adding Project Rembrandt will call for
  FlightGear version 3.0. So if it is added I would create two branches,
  version 3.0 and version 2.7 in which the later is switched to bug fixes
  only.
 
 Surely a bug-fix 2.7.0 branch is simply just the 2.6.0 maintenance branch?
 
 I'm not aware of any significant development on next so far beyond
 RTI from Matthias and some materials work that I've been doing.

That's the idea indeed. just take what is in next now and push it into
bugfix only mode.
 
  If 3.0 turns out to require more time than expected (I probably know the
  answer to that one) then there's always a really stable version 2.8
  which can be released.
 
 Sounds like a reasonably plan, but let's aim for success :)

I probably should have specified that 3.0 (I realized later it is
actually 2.9) will be called 'next' in git :)

Erik


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Erik Hofman
On Sat, 2012-03-03 at 07:25 -0600, Curtis Olson wrote:

 
 I agree that we should merge the project rembrandt work sooner rather
 than later.  However, we should also take some time and effort to make
 sure Thorsten's sky/haze/horizon effects are accounted for as well.  I
 don't know what issues we will find when trying to merge these two
 efforts, but they both need to be considered together.

Personally I would think adding Project Rembrandt will call for
FlightGear version 3.0. So if it is added I would create two branches,
version 3.0 and version 2.7 in which the later is switched to bug fixes
only.

If 3.0 turns out to require more time than expected (I probably know the
answer to that one) then there's always a really stable version 2.8
which can be released.

Erik


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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread Erik Hofman
On Wed, 2012-02-29 at 11:43 +0100, Torsten Dreyer wrote:
 Looks like we have two bugs here:
 1. wind turbines with mixed orientations. These should be fixed in the 
 database. If the correct orientation in the stg file is zero.

I was wondering, shouldn't all wind turbines share the same
configuration file?

Erik


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Re: [Flightgear-devel] Re : Re : Looking at a nice project from

2012-02-25 Thread Erik Hofman
On Sat, 2012-02-25 at 11:21 +, Martin Spott wrote:

 classify Landsat7 imagery.  On the other hand there's a lot more detail
 in John Holden's London work, Gijs Frisian islands and all the other
 custom stuff (Helgoland comes into my mind as well, I can't remember
 all the individual places).  Detail which I consider as highly valuable
 and which therefore deserves to be preserved.

Just a thought, without too much knowledge of the matter;

Wouldn't it be beneficial to split up the datasets into rectangular
chunks like the scenery parser does? In my mind it would be possible to
favor hand crafted work over automatically created scenery quite easily
that way. It might even speed up processing?

Erik


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Re: [Flightgear-devel] Looking at a nice project from outside

2012-02-24 Thread Erik Hofman
On Thu, 2012-02-23 at 22:21 +, Martin Spott wrote:

 Those who relied on me to continue what I've done so far I kindly ask
 to bear with me, because I reached the point where I have to apply a
 measure of self protection   

I think we've all reached that point at some time and it's good to step
back for a while. I know it was good for me. Looking at what can be done
in the forums I can only thank you for the time this far Martin. It
looks like your efforts will help to improve the scenery, maybe not
short term but it the end it will be obvious.

Erik


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Re: [Flightgear-devel] Fair practice autorisations

2012-02-17 Thread Erik Hofman
On Fri, 2012-02-17 at 12:00 +0200, thorsten.i.r...@jyu.fi wrote:

 Which the rating scheme makes a lot easier now.

This makes me think that it may be a nice idea to have the top 10 of
best rated aircraft available somewhere as an add-on to the base
package. Or something like that.

Erik


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Re: [Flightgear-devel] Fair practice autorisations

2012-02-16 Thread Erik Hofman


On Thu, 2012-02-16 at 01:19 +0100, David Van Mosselbeen wrote:
 Should i remind everyone that this all is about open source and GPL v2
 data. Some spirit that have already proved it's capacity and functionality.
 It's all about data that is contribute by different talented peoples from
 all around the world. It's all about little self made parts from each other
 that is proudly copied and glued together to make somethings. It's all
 about a bunch of enthousiast collaborating together. It's all about thanks
 to ...!

Well said David.

This is hopefully also a good encouragement for the PAF team to keep
developing their version and keep it available in their own hangar.
There's nothing wrong with two different version of the same aircraft
floating around. It's not really custom to FlightGear but almost common
practice for other simulators.

Erik


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Re: [Flightgear-devel] Fair practice autorisations

2012-02-16 Thread Erik Hofman
On Thu, 2012-02-16 at 09:18 +, Martin Spott wrote:
 Erik Hofman wrote:
 
  This is hopefully also a good encouragement for the PAF team to keep
  developing their version and keep it available in their own hangar.
  There's nothing wrong with two different version of the same aircraft
  floating around. It's not really custom to FlightGear but almost common
  practice for other simulators.
 
 Well, in fact it's just another example of a missed chance to learn
 from other's mistakes.  I'm not sure wether this approach should be
 supported 

I agree it's sad but sometimes it's inevitable.

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 00:12 +0100, Erik Hofman wrote:

 There should already be an Industrial texture available. I made one way back 
 that has been used for a while but was rendered unused when flightgear 
 switched to vmap0 only.

Correction, there was once. It looks like someone cleaned out the
Textures directory.

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
 Erik Hofman wrote:
 
  Correction, there was once. It looks like someone cleaned out the
  Textures directory.
 
 I hope this wasn't me   I think the change should still be
 available in the history, thus reverting the commit should  do it.

I don't know, it was 2002, 2003 era. I don't have high hopes git dates
that far back. (Search my own backups now)

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 10:13 +, Martin Spott wrote:
 Erik Hofman wrote:
  On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
  Erik Hofman wrote:
  
   Correction, there was once. It looks like someone cleaned out the
   Textures directory.
  
  I hope this wasn't me   I think the change should still be
  available in the history, thus reverting the commit should  do it.
  
  I don't know, it was 2002, 2003 era. I don't have high hopes git dates
  that far back. (Search my own backups now)
 
 I'm running pickaxe on the GIT repo - will fetch the results in an
 hour or two when I'm getting back from the customer.  The GIT history
 dates back to year 2k, I guess,

Ah found a backup of all base packages (your own repository by any
chance?):
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/


Erik



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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:

 Ah found a backup of all base packages (your own repository by any
 chance?):
 ftp://ftp.de.flightgear.org/pub/fgfs/Shared/

And even further back :)
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-15 Thread Erik Hofman
On Wed, 2012-02-15 at 11:44 +0100, Erik Hofman wrote:
 On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:
 
  Ah found a backup of all base packages (your own repository by any
  chance?):
  ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
 
 And even further back :)
 ftp://ftp.de.flightgear.org/pub/fgfs/Shared/

euh: http://ftp.linux.kiev.ua/pub/fgfs/Everything-0.7/Base-Packages/

Erik


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-14 Thread Erik Hofman
On Tue, 14 Feb 2012 17:30:37 + (UTC)
Martin Spott martin.sp...@mgras.net wrote:

 Emilian Huminiuc wrote:
 
  If we're on the subject of materials*.xml:
  1. could Construction, Industrial, Port be split from Urban/BuiltUpCover as 
  they are now in materials-dds.xml?
 
 I'd say yes - as soon as we have distinct textures for the different
 types.
 I don't think we need to have highly accurate textures for each of
 them.  Just having different ones *now* is worth a lot more than having
 different _and_ accurate ones next year.

There should already be an Industrial texture available. I made one way back 
that has been used for a while but was rendered unused when flightgear switched 
to vmap0 only.

Erik

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Re: [Flightgear-devel] Fair practice autorisations

2012-02-12 Thread Erik Hofman
On Sun, 2012-02-12 at 10:45 +0100, Clement de l'Hamaide wrote:
 Hi,
 
 In my precedent mail I have forgot to say that Ernest Teutcher, Alexis
 Laille, Christian Thiriot and Clément de l'Hamaide (it's me) are the
 members of the PAF team.
 We can consider the current DC-3 is here because the PAF team had
 created 80% of the DC-3. And E.Baranger had created 20% of DC-3.
 In this way we can say : there are not one author but  there are many
 authors. Since there are many authors it's a fair practice to ask to
 other authors an autorisation.
 
 Honestly, E.Baranger is just the author of some parts 3D models and
 some parts of XML file but his works represente only 20% of the DC-3
 and we can consider that E.Baranger is a small contributor of the
 DC-3, and he isn't the main author, he is author of some parts that's
 all.

Actually Emanuel is the main author and you've just updated his work.
I have to step up here since there is just too much misunderstanding
going on. You guys took a GPL'd model and modified it. Since it started
out as a GPL model it will always be a GPL model no matter how much you
change. Even if nothing of the original model is left, you agreed to be
bound by the GPL the moment you started working on it.

So Emanuel has every right to dismiss any modifications on *his* model
and to update git accordingly.

That said, it's sad to see the situation end up like this. I always
found it quite pleasing to work with others that updated my model byt
frankly I would get mad when at one point they would claim ownership
like you do. That's uncalled for. It's a joint effort and every member
should bet credits (even if his/her work is not included anymore).

Now sit back, take a few deep breaths and accept the facts.





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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 69, Issue 9

2012-01-15 Thread Erik Hofman
On Sun, 2012-01-15 at 00:24 +, Pierre Mueller wrote:

 -And still to my knowledge all things are frozen from FGdata at
 www.gitorious.org and redistributed as new FGFS-Release!
 FGFS-developers, please correct me when I'm wrong.

That's not true, GIT will het frozen January 17th except for bug fixes.
This would be a bug-fix in my book.

Erik



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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 69, Issue 9

2012-01-15 Thread Erik Hofman
On Sun, 2012-01-15 at 11:08 +0100, Torsten Dreyer wrote:
 Am 15.01.2012 10:46, schrieb Erik Hofman:
  That's not true, GIT will het frozen January 17th except for bug fixes.
  This would be a bug-fix in my book.
 @Erik: partly yes
 
 FGDATA/Aircraft is not frozen due to the request of many aircraft 
 developers during the last release cycle.

Hm ok somehow I had in mind that the release would be pushed on February
17th.

Erik


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Re: [Flightgear-devel] Release 2.6.0 git/fgdata aircraft maintenance

2012-01-05 Thread Erik Hofman
On Wed, 2012-01-04 at 21:29 +0100, ThorstenB wrote:
 On 04.01.2012 13:39, Eric van den Berg wrote:
  I am not sure who the mig-15 maintainer (same as Vostok-1 problem?) is,
 
 AFAIK both aircraft are currently unmaintained as the original author 
 has announced his leave.
 
  The ADF produces a left/right audio signal to indicate the NDB
  direction. It looks like this is done by mixing two stereo files, one
  with a left track only and one with a right track only.
 
 Correct solution is probably to change the position of the sound source 
 for the left/right sound samples. Erik can probably give better hints.

True, sample groups that are tied to the listener still support a
relative position. So changing the sample to mono, positioning them and
use the same 'mixing' configuration should work.

There is something fundamentally flawed with stereo files anyhow; most
(especially the hardware) OpenAL implementations only support *one*
stereo source which isn't processed in 3d space in any way. Stereo files
also consume two sources (in this case two wasted sources) and with
hardware limits as low as 32 simultaneous sound some people run out of
sources real quick.

Erik


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Re: [Flightgear-devel] Release 2.6.0 git/fgdata aircraft maintenance

2012-01-04 Thread Erik Hofman
On Tue, 2012-01-03 at 23:52 +0100, ThorstenB wrote:
 * Issue #1 is stereo sound files. 98 aircraft are still affected by this 
 issue - which is actually one more than when we discussed this in early 
 December. Meanwhile, two aircraft were fixed (Sikorsky-76C and 
 sopwithCamel), however, two new aircraft with the issue were added 
 (Gloster-Whittle and Lockheed-Martin-FA-22A-Raptor). And we forgot to 
 count the separated an2 last time...

Hey I was under the impression I fixed the F-22 before committing ..
I'll fix it today.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Erik Hofman
On Fri, 2011-12-30 at 00:07 +, Vivian Meazza wrote:
 The F16 is just excellent here. I get a slight pause on first switching
 from an internal to external view, but I expect that is the texture loading
 for the first time. Thereafter it is as near instantaneous as you could
 wish. Likewise livery changes.
 
 Couple of small bugs - a USAF insignia seem to get left behind on the lower
 wing surface when changing liveries and some errors:
 
  Property systems/hook/tailhook-cmd-norm is already defined.
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 
 Some of the textures aren't properly aligned on the RNlAF-J015-demo livery 
 
 
 Overall an excellent experience! However, this is perhaps not a totally fair
 test: I'm running Windows XP on a 128GB SSD, with a Core2 Quad and nVidia
 GTX 260, so I would expect quick switching etc. 

Yes but I assume this is with the recent DDS textures. They were put in
git because it does seem toe solve the problem. Now we have to figure
out what exactly makes them behave better over PNG/rgb textures.

Thanks for the bug reports. I also noticed this yesterday when fiddling
with the textures :)

Erik


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