Re: [Flightgear-devel] Simgear ,mathlib.c line 1 65

2013-10-08 Thread Gijs de Rooy
Also, double x; needs to be declared at the top of the function (and then you 
will have x = round(a.num / b.num); of course).

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Re: [Flightgear-devel] spelling fix: compatability

2013-09-23 Thread Gijs de Rooy
 Any other aircraft that users might download which would fail if I patch
 this one as well?

There may be aircraft outside official fgdata that need editing. Given that 
we've 
changed the property in-between releases, it would be good to mention it at
http://wiki.flightgear.org/Aircraft_maintenance

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Re: [Flightgear-devel] Scripted installation

2013-08-28 Thread Gijs de Rooy
Hi Wil,

 I am unable to download the script from the primary site. 
 http://www.gitorious.org/fg/fgmeta/blobs/raw/master/download_and_compile.sh 

Gitorious updated their software this week. The UI improved a lot, but they've 
also changed some of the paths, leading to broken links like you encountered. 
The correct link is now: 
http://www.gitorious.org/fg/fgmeta/raw/download_and_compile.sh 

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Re: [Flightgear-devel] Scripted installation

2013-08-28 Thread Gijs de Rooy
 Wil wrote:
 Is the link you gave the master or next branch?

That was the master branch. For other branches, it's easiest to go to 
www.gitorious.org/fg/fgmeta/source/download_and_compile.sh and select your 
preferred branch from the dropdown on the right. It's next to the Raw blob 
link that you can use to download the file.

Gijs
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Re: [Flightgear-devel] 2.12 is branched

2013-08-21 Thread Gijs de Rooy
Hi,

 Stuart wrote: 
 Now all we need is someone with enough Windows knowledge to fix the build.

the Win32 builds work fine now, only FGRun for Win64 is failing. It builds fine 
on my machine, but on Jenkins it cannot find two Boost files. 
..\..\fgrun\src\wizard_funcs.cxx(38): fatal error C1083: Cannot open include 
file: 'boost/algorithm/string/predicate.hpp': No such file or directory
..\..\fgrun\src\AirportTable.cxx(27): fatal error C1083: Cannot open include 
file: 'boost/algorithm/string/case_conv.hpp': No such file or directory
These have been added by me a while ago. As said, it works fine on my machine 
and also for the win32 build on Jenkins. So I believe something's wrong 
with/missing from the Win64 setup of Jenkins that triggers the error. I cannot 
see what though. The file does exist: 
http://flightgear.simpits.org:8080/job/Boost-Win64/lastSuccessfulBuild/artifact/Boost/boost/algorithm/string/
 

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Re: [Flightgear-devel] 2.12 is branched

2013-08-15 Thread Gijs de Rooy
Hi James,

 James wrote:
 the biggest obstacle to an RC is getting the Windows build slaves to behave;
 if anyone on Windows could look at the Jenkins logs and shed any light, it 
 would help.

Is http://flightgear.simpits.org:8080/job/Windows-release/ the build that we
should look at?

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Re: [Flightgear-devel] 2.12 is branched

2013-08-15 Thread Gijs de Rooy
It seems to fail on building FGRun.exe:
SimGearCore.lib(timestamp.obj) : error LNK2019: unresolved external symbol 
__imp__timeGetTime@0 referenced in function public: void __thiscall 
SGTimeStamp::stamp(void) (?stamp@SGTimeStamp@@QAEXXZ)
FGRun-Win64-Cmake also fails (unrelated to this release issue I think), but 
that one has an issue with Boost. It fails to find a file that's there in 
Boost-Win64, so it's probably linking to some odd path?

Don't have much time today for further troubleshooting unfortunately; should 
have some after my last exam tomorrow ;-)

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Re: [Flightgear-devel] 2.12 is branched

2013-08-15 Thread Gijs de Rooy
Hi Geoff,

 That can be fixed by adding Winmm.lib to the link...

Fred already did that some time ago, right?

https://www.gitorious.org/fg/fgrun/commit/d25fad49b73f51459ef2bdaa7e040da8259a02a0

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Re: [Flightgear-devel] fgdata space in filenames

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

 weren't the space in fgdata filenames banished long time ago?

Fixed those that I'e touched throughout the years, will leave the 
others to their respective authors/comitters.

Thanks!
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Re: [Flightgear-devel] 2.12 is branched

2013-07-31 Thread Gijs de Rooy
Hi all,

is there any news on release candidates? I think we did find a few serious bugs 
last 
year when people tried the RCs, so we'd better start distributing them before 
the 
end of this week...

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Re: [Flightgear-devel] FGRun improvements

2013-07-16 Thread Gijs de Rooy
Anyone? Please...

 Hi,
 
 could one of the Gitorious flightgear-developers group members please take 
 a look at https://www.gitorious.org/fg/fgrun/merge_requests/2 ? Fred's in 
 hibernation, and I'd like to have merged before the upcoming release.
 
 Thanks!
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Re: [Flightgear-devel] Changelog 2.12

2013-07-15 Thread Gijs de Rooy
Hi Stuart,

thanks for the improvements! Checking the diff I do wonder if you removed 
the Microsoft SideWinder Precision Racing Wheel (rudder) pedals line on
purpose? Vivian added this one in March...

https://gitorious.org/fg/fgdata/commit/9dcb78c2248 

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Re: [Flightgear-devel] some models updates available

2013-07-12 Thread Gijs de Rooy
Hi,

What I always do when I get update packages instead of merge requests is to 
delete the aircraft locally (not in Git) and then add the new package. That way 
you will clearly see all deleted files, renamed case-insensitive files etc.

Cheers,
Gijs

Date: Fri, 12 Jul 2013 13:52:08 +0200
From: hohora...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] some models updates available

Hello,Stuart

Sorry for the huge mistake, thank a lot for the fix, and the time you spent on 
it.
However, when looking at the 
http://www.gitorious.org/fg/fgdata/trees/master/Aircraft/F-8E-Crusader

and
http://www.gitorious.org/fg/fgdata/trees/master/Aircraft/PBY-Catalina
I notice there is a lot of old outdated files which are longer there ( 
especially textures.rgb  files ).

Our updated versions within the https://gitorious.org/eekpo, do not contains 
these old files.

The process we are working with are surely wrong  to you.

When we are working on updates what is the best way  to help you ? 
 How could we help you to synchronize those updates within fgdata. ?

I guess there is not any way, within git, to create a link which point to our 
git repository (a dream,  which would be the easiest process )


BTW:
The Models features are not mistaken with  the remaining wrong outdated files, 
the trouble is only with the size of the models package.

Kind regards

Ahmad




On 11 July 2013 23:42, Stuart Buchanan stuar...@gmail.com wrote:

Hi Ahmad,



On Thu, Jul 11, 2013 at 12:30 PM, grtuxhangar team wrote:

 Hello,  Stuart ,



 Thank for your kind effort about it.

 Since we have again uploaded a new version within our Git Project

 https://gitorious.org/~eekpo, and since we can't check the actual content of

 your official fgdata Aircraft directory  ( like said  we don't have any high

 speed communication line so  too much large for downloading ,), it could be

 better to update both aircraft with the entire content from:



 git clone g...@gitorious.org:eekpo/f-8e-crusader.git

 git clone g...@gitorious.org:eekpo/pby-catalina.git



 Sorry for the difficulty that we are introducing there , as long as the

 fgdata is not split in part with individual aircraft ( there was a project,

 is it given up ? ), we can't  be helpful.



I've committed the latest set of changes.



I made a couple of small corrections to the PBY-Catalina in passing

as there were some references to Aircraft/PBY6_Catalina that needed to be

changed to Aircraft/PBY-Catalina



Thanks again for your contributions.



-Stuart



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[Flightgear-devel] FGRun improvements

2013-07-09 Thread Gijs de Rooy
Hi,

could one of the Gitorious flightgear-developers group members please take a 
look at https://www.gitorious.org/fg/fgrun/merge_requests/2 ? Fred's in 
hibernation, and I'd like to have merged before the upcoming release.

Thanks!
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Re: [Flightgear-devel] some models updates available

2013-07-03 Thread Gijs de Rooy
Hi Stuart, Ahmad,

I would like to stress that there are OS out there that do not differentiate 
AfterBurn.png from afterburn.png When you change the capitals of a file 
(leaving the letters the same) without actually comitting the move to Git, 
Windows (and some Mac) run into trouble. I fixed a similar fault from Helijah 
earlier this week. I don't know if it's something unique to French computers, 
but please try to keep it in mind in future edits.

You can see the culprit if you look at Gitorious. There are two files named 
afterburn/AfterBurn: 
https://gitorious.org/fg/fgdata/trees/master/Aircraft/F-8E-Crusader/Models/Textures-hires/texture12F/

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Re: [Flightgear-devel] some models updates available

2013-07-03 Thread Gijs de Rooy
Hi Ahmad,

No you don't have to worry about  capitals, since our team is using and 
testing with MS systems and or Linux systems. 
 There is not any fault with it .

Well, that's all nice, but there definitely IS a fault with it. If you take the 
time to actually check the Gitorious link I sent (I didn't sent it because I 
love copypasting links into emails), you'd have seen it for yourself. It 
doesn't neccessarily affect your own development machine, if that's where you 
made the move. But it ended up wrongly in Git. If you can tell me which one of 
the files is supposed to be kept (afterburn.png or AfterBurn.png) I can remove 
the other, to fix the issue.

Next to that (and unrelated):
Every texture seems to have a .rgb duplicate, which can probably be 
removed.There are some weird filenames, eg. there's the three of these; and a 
whole lot more similar to 
these:Aircraft/F-8E-Crusader/Instruments/Models/Textures/turn3d-niveau.pngAircraft/F-8E-Crusader/Instruments/Models/Textures/turn3d-niveau.rgb.pngAircraft/F-8E-Crusader/Instruments/Models/Textures/turn3d-niveau.rgb..png.pngGetting
 some erros on starting:Cannot find image file Images/particle.rgbCannot find 
image file Images/smoke.rgbCannot find image file Images/continous_smoke.rgb
It's without doubt an awesome aircraft, and a very interesting and detailed 
simultion. So please don't think I don't appreciate your work. Just trying to 
give you some feedback, in the hope that you take it serious and use it to make 
further improvements.

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Re: [Flightgear-devel] some models updates available

2013-07-03 Thread Gijs de Rooy
 It can be useful to remove 
 F-8E-Crusader/Models/Textures-hires/texture12F/afterburn.png   ( which is 
 less eye candy ).

Done. Thanks!

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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Gijs de Rooy
Interesting! Any way we can see this example live? I'd love to experiment 
with it in the 744's cockpit, but that'll have to wait till after next weeks 
exams...

 If you want to do the same detail level using conventional texturing, you 
 need a texture resolution of 25600x6400 (I'm guessing no GPU can even process 
 this).

You could split the deck to create a square texture of 12800x12800, which is 
something my (laptop!) GPU can handle. I've been experimenting with 16384x16384 
textures lately and didn't run into trouble, apart from a 32bits build running 
out of memory when adding a second texture. But that's a little overdone for 
something as small as a carrier deck :-)

Cheers,
Gijs

 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 25 Jun 2013 09:13:47 +
 Subject: [Flightgear-devel] Grain texture for models - a demo
 
 
 Since the idea hasn't really caught with modelers yet, I've tried to get a 
 more practical demo of the virtue of a grain texture and tried to put a grain 
 effect on the Vinson flightdeck (I've always felt that the homogeneous grey 
 color doesn't justice to the details of the model otherwise).
 
 Here's a comparison
 
 http://users.jyu.fi/~trenk/pics/vinson_with_grain.jpg
 
 http://users.jyu.fi/~trenk/pics/vinson_without_grain.jpg
 
 In my personal view, this makes a hell of a difference. I'm not getting any 
 visible framerate difference, and the GPU memory has to hold just a single 
 512x512 texture more. If you want to do the same detail level using 
 conventional texturing, you need a texture resolution of 25600x6400 (I'm 
 guessing no GPU can even process this).
 
 There's (unfortunately) a catch - the screenshots are taken on the landing 
 strip where the uv-mapping is very homogeneous, but to my surprise I 
 discovered that the rest of the flightdeck has a rather inhomogeneous 
 uv-mapping, i.e. to make the Vinson really make use of the grain effect, the 
 uv-mapping of the Flightdeck would have to be redone.
 
 Vinson crew - anyone interested? I'm happy to send the effect definition and 
 the grain texture. 
 
 We can use this whenever a model has a large crufely textured surface and 
 just should get some hint of metal surface (or any other structure - we can 
 do concrete or wood just as well) - it's tremendous texture resolution for 
 cheap. But I'm a coder, not a modeler, for me things like changing the 
 uv-mapping take unreasonably long, so I would really hope to get folks from 
 modeling interested.
 
 * Thorsten
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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Gijs de Rooy
Hi Thorsten

 I can also give you the extra lines for the Citation Bravo with hires stains

That would be appreciated. Emilian already reminded me of the normalmap 
feature, so it'd be interesting to compare the two and see which one I prefer. 

But don't hurry; better not send it to me before Friday the 5th, so I don't 
waste 
my precious study time ;-)

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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-24 Thread Gijs de Rooy
Hi Thorsten,

Wherever I mentioned 2.12, it was because that's the logical follow up on 2.10. 
If we didn't decide anything, we'd automatically end up with 2.12 instead of 
3.0.

That's all. I wouldn't worry too much about someone who's telling what other 
people think, without he himself taking part in the discussion.

Gijs

 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Date: Mon, 24 Jun 2013 06:27:32 +
 Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
 
 
 Referring to the version number discussion, I've been given to understand here
 
 http://www.flightgear.org/forums/viewtopic.php?f=19t=20137#p185619
 
 that there have been already core developers referring to the next release 
 as 2.12 a while ago who would now be obviously pretty annoyed about it 
 [i.e. me arguing for 3.0].
 
 It hasn't been my intention to annoy anyone by opening an already closed 
 discussion, neither do I have a particularly strong opinion on the point, 
 just an opinion. 
 
 I do not know if the statements quoted above are correct, if there is really 
 a generally accepted set of goals for 3.0 or not, or whether people feel 
 annoyed or not. I took TorstenD's post
 
 
  As of today, the set of new features should be complete. The usual
  question at this point is: What version number will we give to the new
  release?
  Are we ready for a 3.0 or is it 2.12?
 
 
 for a genuine question indicating that the issue would be open, in response 
 to which I summarized by opinion and stated my case. Since I am not aware of 
 any other occasions where project milestones are publicly discussed, I attach 
 a fairly high importance to these discussions hoping that a picture emerges 
 of what is going on. I am well aware that such discussions are not always 
 pleasant, but in my opinion having unpleasant discussions is still better for 
 project coherence than developing in fractured groups which talk only among 
 the group but do not participate in public discussions.
 
 In case this wasn't meant as a genuine question and I missed a hint from 
 somewhere, I would like to apologize for needlessly opening an issue which is 
 apparently already settled. I would also like to clearly state that I regard 
 version numbers as an essentially minor issue (with some PR value attached to 
 it). In comparison to 2.0, I see several novel systems leave the experimental 
 stage and reach maturity, which in combination now lead to a quite different 
 user experience, and that's what drives my opinion. If there are already 
 other criteria defined and generally agreed upon, I apologize for missing the 
 point.
 
 
 * Thorsten 
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Re: [Flightgear-devel] JSBSim Synch with FlightGear

2013-06-11 Thread Gijs de Rooy
Hi Anders,

 Ok, I have pushed the current JSBSim/CVS version to FlightGear git.

a very quick test flight with the 747-400 showed no different behaviour than 
yesterday. 
I'll do some more thorough testing later this week, but so far all looks fine.

Thanks for taking care of the update!

Gijs
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Re: [Flightgear-devel] osm2city.py

2013-05-13 Thread Gijs de Rooy
Hi all,

altough it looks nice around LOWI, it is not the magic solution to all problems 
in life. It won't (yet) work very well or not at all for large parts of the 
world. It's certainly promising and a nice addition to our current auto 
generated buildings, but no replacement yet.

- When there are buildings, you'll often find that they are drawn as big 
blocks, rather than individual houses. You'd get big industrial buildings, 
where you'd expect small terrace houses etc. You can nicely see that when 
comparing the houses that I've added to the surrounding blocks: 
http://osm.org/go/0EtXwp8eH-- (for NL and some other countries this individual 
building data is freely available, but for lots of others it isn't)
- Even top locations like Manhattan, Tokyo and Sydney have very little 
buildings in OSM. 
- Before I could create some sensible buildings for New York I had to add 
height tags; all skyscrapers were simply lacking that data. 
- Also see http://wiki.flightgear.org/OpenStreetMap_buildings#Challenges 

A related project is to map points of interest from OSM to our model, which is 
documented at http://wiki.flightgear.org/OpenStreetMap_import Again, that's an 
addition to the existing data, not a replacement.

Just in case my email reads as a complaint: it isn't. Having OSM building 
shapes in FlightGear would be awesome (I've spent quite some time on Bob 
myself), but we have to be realistic and name it's shortcomings. And realise 
that we should not throw away existing stuff untill we have a global solution.


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Re: [Flightgear-devel] 2.10.1

2013-05-09 Thread Gijs de Rooy
Hi Toshi,

 According Fred's comment in
 http://code.google.com/p/flightgear-bugs/issues/detail?id=1027#c9
 those messages are output by fgrun reading the file:
 
 $fgdata/Aircraft/C130/kc130-yasim-cnf.xml

thanks for the pointer! This is now fixed in fgdata.


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

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

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

Thanks!

Cheers,
Gijs

 Date: Wed, 8 May 2013 11:30:58 +0200
 From: tom...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 Hi Vivian,
 
 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
  references are a bit obscure.
 
 If you get used to Blender its a really powerful tool (I have problems
 if trying to work with other modelling programs :P) and with using the
 right scripts it gets a very neat tool for creating models for
 FlightGear. For example for a gear scissor just add an armature with
 two bones, add an IK constraint to the second bone and attach an
 element of the scissor to each bone, and you are done. You can watch
 the animation in Blender and using an exporter script now it is
 possible to watch exactly the same animation inside FlightGear. You
 don't need to guess any coordinates/axes/etc. and if you modify and
 object you just have to export it again, without manually modifying
 the animation xml.
 
  Are the various axes always orthogonal?
 
 There are (currently) only two axes required. The lock-axis and the
 track-axis. They should be orthogonal, as the rotation is only
 possible round the lock-axis. Internally the track-axis is always
 orthonormalized to the lock-axis, as calculations always are performed
 in the plane normal to the lock-axis.
 
  Can they also be specified in the alternate form:
 
  axis
  x1-m5.1821/x1-m
  y1-m0.221496/y1-m
  z1-m0.794147/z1-m
  x2-m4.99208/x2-m
  y2-m0.114133/y2-m
  z2-m0.842884/z2-m
  /axis
 
 Currently the alternate form is not possible. The problem is that we
 have two axes crossing at the same center, so which of the axes should
 specify the center? Also the center/axis form clearly states where the
 center is located, which is not the case with the alternate form (the
 center is located halfway between the two given points). For the
 rotate animation the exact location of the center along the axis is
 not relevant, but for the tracking animation it is.
 Also as one would probably not create the xml by hand, using multiple
 notations would not gain us anything.
 
  If non-orthogonal  axes are allowed they are difficult in the
  center/axis form in the example in the wiki.
 
  Perhaps, when you have time, the information could be consolidated in
 
  http://wiki.flightgear.org/Howto:Animate_models and
  fgdata/Docs/model-howto.html
 
 I will do if timer permits :) Yesterday I have added some images. I
 don't know if you have already seen them.
 
  Looks like valuable work to me: gear scissor links were very difficult with
  the existing animations.
 
 That was the initial reason for creating it. But now it is also useful
 for creating complex kinematic systems as can be found for landing
 gears and their doors.
 
 Tom
 
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Re: [Flightgear-devel] 2.10.1

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

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

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

Cheers,
Gijs

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

2013-05-08 Thread Gijs de Rooy




Hi Stuart,

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

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

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

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

Cheers,
Gijs

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Re: [Flightgear-devel] ATIScreenSizeHack() in main.cxx

2013-04-22 Thread Gijs de Rooy
Hi Curt,

 Shouldn't this default to a false value?

this is enabled by default, because it seemeds to have no effect on NVidia 
hardware, but a big positive effect on ATI. You may remember seeing lots of 
reports about quarter screen size issues.


The warning could be moved to a lower loglevel or removed all together, as it 
seems to have no negative side-effects on NVidia indeed.

Cheers,
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Re: [Flightgear-devel] Kinect for pc for head tracking?

2013-03-15 Thread Gijs de Rooy
Hi,

did you say Kinect and FlightGear? You might be interested in this then ;-)

http://www.threegear.com/getStarted.html
http://threegearsystems.blogspot.nl/2012/11/flightgear-demo.html

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Re: [Flightgear-devel] 2.10.1

2013-03-13 Thread Gijs de Rooy
So far I can think of two fixes:

0b04458e99689a30f668d1b37bce93fa55149a2b
b71e703d75d19dff698b38177f319c6baa76a277


Will let you know when I find more.


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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-05 Thread Gijs de Rooy
Hi Thomas,

 Anyhow, I have just pushed a fix which replaces the manual string
 copying with directly using std::string. Please test if this also solves
 your problem.

Not sure if I'm experiencing the same issue, but it looks related. SimGear 
fails to compile for me,
showing these errors: http://pastebin.com/917r9B1s 

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

2013-03-01 Thread Gijs de Rooy
Curt, are you there? Repeating the links in case you missed them:

http://www.flightsim.com/vbfs/content.php?13546-FlightGear-v2-10-Is-Released#comments
http://www.flightsim.com/vbfs/showthread.php?260718-FlightGear-2-10-is-now-available-!p=1747315#post1747315

Thanks!


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[Flightgear-devel] Adds on FlightGear.org

2013-02-23 Thread Gijs de Rooy
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?

http://www.flightsim.com/vbfs/content.php?13546-FlightGear-v2-10-Is-Released#comments
http://www.flightsim.com/vbfs/showthread.php?260718-FlightGear-2-10-is-now-available-!p=1747315#post1747315


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Re: [Flightgear-devel] Website update request

2013-02-22 Thread Gijs de Rooy
Hi Curt,

 Does FlightGear officially support Windows 8? 

You can find a few reports of people succesfully running FlightGear 2.10 on 
Windows 8. Also a few unsuccessful attempts, but that might just as well be 
related to hardware or configuration issues. The fact that we get plenty of 
issue reports from people running Windows 7 doesn't mean FlightGear doesn't 
support Win7, so I think we can safely say that we support 8 ;-)

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Re: [Flightgear-devel] Website update request

2013-02-18 Thread Gijs de Rooy

 Today, I found one link error.
 
 * http://www.flightgear.org/download/

And on that same page, 2.8.0 release candidates can probably go ;-)

Cheers,
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Re: [Flightgear-devel] Checklists enhancement

2013-02-07 Thread Gijs de Rooy
Hi Stuart,

one request I would like to place is to automatically spread the checklist over 
multiple pages if it gets longer than, say 20 lines. Especially the complex 
birds tend to have long checklists ;-)


Cheers,
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Re: [Flightgear-devel] Model shader for Atmospheric Light Scattering

2013-01-31 Thread Gijs de Rooy
Hi Thorsten,

 I've just pushed the first version of the model shader for Atmospheric Light 
 Scattering.

Nice job, looking forward to some morning/evening flights! :-)

 As I said previously, aircraft maintainers, please consider using this 
 effect/inserting the attributes to get the normal map right.

Could you please add some instructions to 
http://wiki.flightgear.org/Aircraft_maintenance?

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread Gijs de Rooy
Hi Curt,

  http://www.flightgear.org/news/flightgear-v2-10-release-candidates/

Just a suggestion: it might be nice to mention the forum and bug tracker at 
that page, so people know where to go with their issues. ;-)

Forum: http://www.flightgear.org/forums/viewforum.php?f=68
Bug tracker: 
http://code.google.com/p/flightgear-bugs/issues/entry?template=Release%20candidate

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Re: [Flightgear-devel] Aircraft download page for 2.10.0

2013-01-30 Thread Gijs de Rooy
Hi Stuart,

I planned to have another look next week, when I have a short holiday. I still 
have the files and IIRC the only real problem shouldn't be too hard to fix.

Cheers,
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[Flightgear-devel] Release candidates

2013-01-29 Thread Gijs de Rooy
Hi all,

with just two more weeks to go till the release, we'd better get our release 
candidates published. Mac is available on Jenkins, but I couldn't find anything 
for Windows or other OS yet... 

I've opened the usual subforum on the forum today, so we can collect all 
reports in a single place. 
http://www.flightgear.org/forums/viewforum.php?f=68 


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Re: [Flightgear-devel] 2.10.0 Changelog - help required

2013-01-20 Thread Gijs de Rooy
Hi,

 I'm thinking of something different from the screenshot contest that we 
 usually run

Usually Curt just asks for images and then Durk, I and a few others send in 
some shots. Last year's screenshot contest was really a special case, to 
celebrate FlightGear's 15th birthday.

I didn't plan to run a contest for this release and as I don't have much time 
this week, it'd would've been to late to organize something anyway.

I think the usual approach of just collecting a few shots highlighting specific 
new features works well. Do note that we'd like to have all shots in the same 
aspect ratio, so they can be put together nicely. I don't remember the exact 
number, but I believe it was something like 3:2. For banners, (forum, facebook, 
Google+) we also need a few wide images, or images that can be easily cut to a 
landscape size, without cutting the subject in half.

Cheers,

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Re: [Flightgear-devel] 2.10.0 Changelog - help required

2013-01-18 Thread Gijs de Rooy
Hi Stuart,

 I'm currently editing the 2.10.0 Change Log,  which I expect to use as
 the basis for the release announcement text.

Just wondering, shouldn't we market it as FlightGear 2.10? The changelog
is also valid for a bugfix release (2.10.1) and installer fixes (last time we 
had 
a 2.8.0.5 for Windows), so the 0 really makes no sense.

 2) We normally highlight particularly exciting new and improved
 aircraft, but I have struggled to keep up with the rapid pace of
 development.

Didn't the A-4 receive some extensive updating lately? :-)

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Re: [Flightgear-devel] fgdata git problem with Socata-ST10 Switch.ac

2013-01-07 Thread Gijs de Rooy
Hi Geoff,

 There are TWO such files 'Switch.ac' and 'switch.ac', which 
 of course are the SAME file in Windows, and causes a git status 
 problem...

Added a note about this to the gitiquette. Feel free to improve/extend 
with whatever bad Git behaviour you encountered in the past ;-)

http://wiki.flightgear.org/FlightGear_Git:_gitiquette

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Re: [Flightgear-devel] fgdata Commit c8a69dffd49a298e01c0e0e1320f4a1d49a0bca4

2013-01-07 Thread Gijs de Rooy
Hi Emmanuel,

may I remind you that the release deadline is little more than a week away and 
that 
this license violation (see below) is still in Git? Could you please cooperate 
with George 
to get the license sorted out? Else we'll have to remove it from Git before the 
freeze. 
(actually we should already, but I guess the rest of us was kind enough to give 
you some 
time to fix the issue; please use that time).


Cheers,
Gijs
 From: emili...@gmail.com
 Date: Wed, 19 Dec 2012 22:51:50 +0200
 Subject: [Flightgear-devel] fgdata Commit 
 c8a69dffd49a298e01c0e0e1320f4a1d49a0bca4
 
 The DR400 Guide  (Aircraft/DR400/DR400 Guide.pdf) 
 commited in this has a non-GPL compatible license (All rights reserved).
 
 I think this situation needs to be fixed 
 (either the guide removed, or a proper GPL version of the guide is pushed)
 
 I think it would be a good idea if contributors would check more thoroughly 
 the licenses of third party material commited.
 
 Relevant links:
 https://gitorious.org/fg/fgdata/blobs/master/Aircraft/DR400/DR400 Guide.pdf
 http://flightgear.org/forums/viewtopic.php?f=4p=172822#p172818
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Re: [Flightgear-devel] fgdata Commit c8a69dffd49a298e01c0e0e1320f4a1d49a0bca4

2012-12-22 Thread Gijs de Rooy
Hangars are discussed in the wiki article actually ( 
http://wiki.flightgear.org/FlightGear_Git:_splitting_fgdata#Per-aircraft_project
 ) . That's why I pointed to it. Lots of ideas that show up on the mailinglist 
have been discussed in the past and the outcome of those discussions is 
mentioned at the wiki. First reading the wiki before sharing  your own (good) 
ideas or opinions saves everyone's time, not at the least yours ;-)

Your question about James' system is a good one. I'm interested in that too!

Gijs
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8

2012-12-22 Thread Gijs de Rooy
 I would strongly request you take your drama to the forums.  It has no 
 place here.

Better take the drame to your own forum...

This all just leads away from the issue raised by Emilian: the DR400 document 
that Emanuel uploaded contains a copyright notice that is not compatible with 
the GPL. The author of the document agreed to release it under the GPL (as can 
be read at the forum), but the current copyright notice in the document says 
otherwise.

So, either the document should be removed from Git, or its copyright notice 
should be modified so it corresponds to the GPL.



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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8

2012-12-22 Thread Gijs de Rooy
  Better take the drame to your own forum...
 
 That makes no sense at all.  I'll write it off to a collision between your 
 writing and my understanding. :)

With your forum I meant Emmanuel's forum. Didn't mean Gene's forum :-)
Sorry for being unclear.
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Re: [Flightgear-devel] fgdata Commit c8a69dffd49a298e01c0e0e1320f4a1d49a0bca4

2012-12-21 Thread Gijs de Rooy
Please see http://wiki.flightgear.org/FlightGear_Git:_splitting_fgdata 
and feel free to add thoughts/ideas there. A mailing list is not a good place
for documenting things.


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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-15 Thread Gijs de Rooy
Anyone got a Kinect or two? This would make a nice attention-grabber 
(controlling an aircraft by moving your bare hands in space) :-)

http://threegearsystems.blogspot.nl/2012/11/flightgear-demo.html
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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-08 Thread Gijs de Rooy






Hi all,

Now that my last exams of 2012 are over, I finally have some time to write a 
lengthy email :-)

FSweekend
Too sad I could only join 
on Saturday (due to exams), but I'm glad I did come! Meeting James, 
Alexis and Christian in person was really nice, and so was the rest of the 
day. Next year I hope to be there three full days, but I'm afraid the 
examperiod will be around the same weeks...

Despite the somewhat 
less organised event, I think we did pretty well overal. We had some 
interesting talks, and we definitely attracted some new users.

Some of my observations at FSweekend:
We
 missed the big banners. Without clear name badge for the project, we 
cannot expect people to know/find us. A few people did read our T-shirts and 
found us that way, but I'm sure some people had the intention to visit 
the FlightGear booth, but were unable to find it (or forgot about it and
 because there was no big banner, so they simply didn't get a mental reminder 
while walking by).Looking at pictures on other simulator websites, it looks as 
if lots of people did not visit the Uiverzaal (the room where FG was located). 
Probably because it is somewhat tucked away in a corner. Maybe this is 
something that needs to be forwarded to Frans?Nevertheless I think I spoke to 
more people that knew about FlightGear than ever before.
 That seems to get better every single year.. Maybe it's because the 
same people visit Lelystad every year; maybe it's because people start 
looking for alternatives to MSFS...Beamers are great, as they can provide a 
view to many more spectators than you can gather around an ordinary screen.
 We did have the largest screen so far, but it was floating somewhere in
 the room, so there was no clear connection to our booth.
Being able to give 
people a  DVD/CD/USB (the installer is 640 MB for Windows, that should fit on a 
CD...) with the latest version of FlightGear would probably 
encourage them to install it and actually try the software. We do tell 
people to download it from our website, but most of them will forget 
about it. If you bring a CD home with you, you will probably at least look at 
it 
before you throw it away. Of course this costs money, so we may need to 
look at some fundraising (sponsoring?).That's enough for now :-)

SaitekDurk, in case you didn't find Stuart's article yet, here is the link: 
http://wiki.flightgear.org/Hardware_Review:_Saitek_Pro_Flight_Cessna_controls

Collimated display
Hm, thinking about it, I could try to get 
something going at my university. We recently bought a 727 home 
cockpit, which is used as promotion material on open days. The builder 
of that cockpit still owns it partly, but the university uses it. It could 
make sense to make the display for the university (using their 
machinery), donate it to them and in return have it shipped to Lelystad 
once a year...

Comparing with MSFS and X-Plane
Feel free to use the wiki to make a list of unique features and/or 
comparison to other simulator.
Someone started this a while ago, but it could use some loving care: 
http://wiki.flightgear.org/Unique_Features
I once started on a key binding comparison, (hopefully) making it easier for 
people to switch: 
http://wiki.flightgear.org/Key_commands_compared_to_other_simulators

In this series, we can also add a dictionary (eg. what we call liveries are 
called paintjobs in certain communities) etc..

Listing the differences would also make a good feature request list, so we 
can work on great features that other sims have, but we lack. I think people 
would like to have at least the same, and possible better/more features before 
they'd consider switching.

Aircraft download page
I have a fully functional revamped download page set up at 
http://flightgear.byethost31.com/aircraft/aircraftpage.html, but there were 
some issues getting it operational on flightgear.org intialy, so we decided to 
push the old scheme for this release. We can always add this interactive page 
though, and now that my last exams of 2012 are over, I'll have a closer look at 
it again. Feedback is welcome!

Cheers,
Gijs


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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-08 Thread Gijs de Rooy
Hi stuart and Jaroslav,

thanks for the aircraft page feedback!

 the quick search works on authors only

Oops, that's a bug :-)

Actually, I have two versions of the script. The other is at 
http://flightgear.byethost31.com/wordpress/download/download-aircraft (don't 
mind the layout, that was just another test, but I'll convert it to the current 
layout). That one has functional keyword search, but the rating filtering is 
slightly confused. I'll mix both scripts and then we should end up with a 
working example.

 Note that this requires a bit of cleverness when writing the parsing script, 
 as some 
 ratings are not stored in the -set.xml file, but rather a file that is 
 included  withing 
 that one.

That's not an issue. The script can already deal with nested -set files (eg. 
all Emmanuel's -base.xml aircraft are parsed fine). The only real issue that 
we have right now is how to filter on a per -set.xml base. 

We provide the downloads on a per-directory base. This was never a real issue, 
but now it is, because one directory can contain aircraft with different 
ratings. At the moment I show all these as individual aircraft, so some 
aircraft in the list link to the same download package (eg. 777-200, 777-200ER, 
777-200LR)... 

Ideas are welcome. I've been unable to come up with a good solution so far.

 I can't see anyone wanting to only show aircraft with a rating less than a 
 given value

It may be interesting to aircraft developers. If you want something to work on, 
you'd be looking for low rated aircraft. I've left it in to show what's 
possible, but maybe we should indeed leave it out. It may confuse new users.

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Re: [Flightgear-devel] About a JSBsim-dev mailing list

2012-10-29 Thread Gijs de Rooy
First hit on Google: https://lists.sourceforge.net/lists/listinfo/jsbsim-devel

Gijs

Date: Mon, 29 Oct 2012 17:52:07 +0900
From: kunai...@yahoo.co.jp
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] About a JSBsim-dev mailing list



Hi,

I'm trying to register for the JSBsim-dev
mailing list; how/where do you do it ?

I believe Jon S. Berndt is the main person
who answers questions at the JSBsim-dev mail site; anyone know what his mailing
address is ?

Thank you.

 

kunai


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Re: [Flightgear-devel] gitorious down?

2012-10-25 Thread Gijs de Rooy
Hi Geoff,

Works fine here. There was some maintenance earlier today, so maybe you were 
affected by that?

 http://blog.gitorious.org/2012/10/23/maintenance-window-thursday-at-1300-cet/

Cheers,
Gijs

 From: ubu...@geoffair.info
 To: flightgear-devel@lists.sourceforge.net
 Date: Thu, 25 Oct 2012 13:25:48 +0200
 Subject: [Flightgear-devel] gitorious down?
 
 Hi all,
 
 For the last hour or so http://gitorious.org/fg 
 seems down ;=((
 
 I'm in France, near Paris. Are others having 
 this problem? Or is it just my ISP - Orange?
 
 Regards,
 Geoff.
 
 
 
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Re: [Flightgear-devel] Fg Fuel System Changes

2012-10-23 Thread Gijs de Rooy

Hi John and others,

my 747-400 has a slightly different approach. When I wrote its fuelsystem, 
there were no priorities (at least not that I was aware of any). The idea came 
from the F-8E Crusader's system and I started documenting it at 
http://wiki.flightgear.org/Howto:Write_a_fuel_system_in_JSBSim

You may call it ugly (and I won't deny that), but it works :-) It's still not 
complete (two pumps are treated as one for example), but the basic stuff works 
(transfering fuel, crossfeed, jettison etc.). The system can be found in 
Aircraft/747-400/Systems/fuel.xml

Feel free to comment and/or use it. Improvements are also welcome of course :-)

Cheers,
Gijs
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Re: [Flightgear-devel] license

2012-09-03 Thread Gijs de Rooy
Hi Michael,

that's just the screenshot's license that you see there. Images on the wiki can 
fall under many different licenses.

The dialog is in git and licensed under the GNU GPL v2.

Cheers,
Gijs

 Date: Mon, 3 Sep 2012 07:27:20 -0700
 From: scrat_h...@yahoo.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] license
 
 Hi
 saw this: 
 http://wiki.flightgear.org/File:Joystick_Configuration_Dialog.jpg
 
 which is Creative Commons Attribution-Share Alike 3.0 license.
 Will that go into default 3.0? Hence I would use the same license to keep off 
 scammers. Sorry, seems I've missed if default releases only contain GPL 
 license or not.
 Thanks
 
 
 
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Re: [Flightgear-devel] FlightGear Usability

2012-09-02 Thread Gijs de Rooy
Hi Stuart,

 This is now checked in as the new Joystick Configuration item under
 the Help menu, which replaces the Joystick Information dialog.

I think you forgot to add it to the menu? 

I was able to open the dialog via fgcommand, and from what I've tested so far 
(a very quick test with a simple joystick), it works really well. Well done, 
this is truly an improvement in usability!

Gijs
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Re: [Flightgear-devel] Jenkins build server...

2012-08-31 Thread Gijs de Rooy
Hi Gene,

looks like Jenkins is completely down today...

Cheers,
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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Gijs de Rooy
Hi,

 Olivier wrote:
 Don't know how we would cope with a infinite number of format.

 It's great that we can easily add most new models via the forms, but there 
will always be creative exceptions. The webform cannot handle updates yet for 
example, but all my and Fred's Rembrandt edits are updates to existing models. 
You'll have to come up with a way to handle those exceptions. 

Models that don't fit the webforms could be send directly to an email address, 
just like we used to do. But what address can we send them to?



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Re: [Flightgear-devel] Dan Freeman and ProFlightSimulator

2012-08-16 Thread Gijs de Rooy
Hi,

 Yves wrote:

 Shouldn’t some online flightsim magazines where someone has good 
 contacts be asked to publish exactly this story now ? I couldn’t believe 
 it, and maybe posting warnings on FlightGear pages is not enough.

All major flight sim websites have published warnings on their pages and/or 
forums. Just search on Avsim.com or FlightSim.com for ProFlightSimulator (or 
whatever name they've come up with) and you'll find a bunch of results. 52 hits 
on Avsim and 22 topics on FlightSim.com alone. You can find even more when 
searching for all the names that we've collected so far: 
http://wiki.flightgear.org/Category:FlightGear_vendors I think the flight sim 
world as a whole is about as good informed as we possibly can...

One of the more recent additions to the (growing) PFS family, VirtualPilot 3D 
was used by most websites to act as a reminder that a couple of such products 
are actively advertised.

I would like to advise anyone interested in ordering a new flight simulator to 
consult the major websites before spending such large amounts of money. Sadly 
people new to flightsimming are most likely not aware of those websites when 
they encounter PFS. I have no idea how we can reach those...

Ivan, maybe you can tell us at what place(s) you'd have expected to see a 
warning? What websites did you consult before buying this product? Anything we 
missed?

Cheers,
Gijs
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Re: [Flightgear-devel] New land cover Shapefile download feature

2012-08-16 Thread Gijs de Rooy
Hi Martin,

looks like a nice update! I'll update the TerraGearGUI to the new paths.

Thanks!
Gijs
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Re: [Flightgear-devel] Environment Settings dialog

2012-08-11 Thread Gijs de Rooy
Hi Stuart,

 I've just committed a new dialog - Environment Settings, which is
 intended to contain environment settings that aren't part of the
 weather settings, but shouldn't be in the rendering dialog either.

Great! 

 - Added a control to enable/disable whether METAR controls the snow
 level through the metarinterpolator
 (/environment/params/metar-updates-snow-level).  I'm not a big fan of
 this control, and I found it very difficult to work out why I couldn't
 set the snow level manually myself.

The original intention was that it only overwrote your custom setting when 
METAR reports snow at a lower altitude than that set by the user. So if you've 
set it to 3000m, but a station at 1500m reports snow, the snow level moves down 
to 1500m. You can then lower it even further, let's say to 1000m. As the 
station altitude is now above the snow line, it will stay at 1000m. Apparently 
this part was broken, as it was set back to 1500m after releasing the mouse.

I just commited a fix to Git (at least it works as I intended it to work now), 
please check if that works for you.

If the METAR reports no snow, nothing happens. Right now it only checks for the 
nearest METAR station, but one could think of extending that to all the METARS 
that are available in the property tree...

Cheers,
Gijs

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Re: [Flightgear-devel] Environment Settings dialog

2012-08-11 Thread Gijs de Rooy
 Yves wrote:
 Can the snowlevel with this also go above 3000 meter ?

Yes. The maximum is 7500 meter, so it includes the highest permanent snow line.
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Re: [Flightgear-devel] Environment Settings dialog

2012-08-11 Thread Gijs de Rooy
Hi Stuart,

 That might be worth thinking about, though I suspect it would be
 rather laborious to do so using property rules.

Well, I did start this in Nasal, but Torsten converted it (incorrectly so it 
seems; but that's not solely his fault) to property rules... :-)

 My main issue with it is that it can result in the snow level moving during a
 cross-country flight.  Some time last year, when there was some snow in
 Scotland, I found it quite distracting as the snow appear then disappeared
 seemingly at random as I was flying, depending on whether the nearest
 airport was reporting snow in their METAR or not.

That sounds like it was caused by the bug I fixed today. Snow should not 
dissapear (except when you fly over some terrain with lower elevation of 
course). The snow level can only get lowered due to a METAR station reporting 
snow at a lower elevation. The system never increases the altitude of the snow 
line. The snow line does not change if a METAR station reports no snow 
(actually if there is no report of snow). It simply stays where it was.

When you fly into the range of a new METAR station that reports snow at a lower 
altitude, then you will suddenly see snow appear at lower elevations (might be 
nice to add some time filter for that actually, so it gradually lowers). When 
you fly into the range of another station, the snow level will stay the same, 
or lower even more. But it will never get highered.

You are right that the behaviour I describe here was not seen up to today. The 
snow line was really buggy before I commited today's fix, so please try it 
again. I think you've got a needlessly bad impression of the system.

 Fundamentally, I don't think that the METAR information provides a good
 enough proxy for the snow level.

METAR can only report snow. It cannot report the absence of snow. And most 
stations don't even report snow in the METAR (you've got SNOWTAMs  for that; 
where they give info like snowdepths and braking conditions for each runway). 
So yes, it is only right in very few cases, but that's why I designed the 
system the way it is (supposed to be).

The system only comes in action when there is a pretty good reason to believe 
there is snow. In any other condition; nothing is done.

Cheers,
Gijs
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Re: [Flightgear-devel] Environment Settings dialog

2012-08-11 Thread Gijs de Rooy
 Yves wrote:
 Just for my understanding, does this still mean when you start in La Paz and 
 you have no snow in metar the snow-level is set to 3000 meters by default? Or 
 is there no snow at all?

Snow will be at 3200 m. This is not realistic for La Paz [1], but it is a good 
global average. 

The default snow line is the same all around the globr. But we can relate the 
snow line altitude to the latitude. Using the formula that is described at 
http://wiki.flightgear.org/Snow (or a simpler derivative), we would get an 
estimation of 5785 m. 

Currently this formula is not used, but it would make the default behaviour a 
tad more realistic. The code should only be run once when FlightGear is 
launched, so we won't overwrite the snow line during run-time.

Gijs

[1] In real life the climatic snow line (above which snow and ice cover the 
ground throughout the year) is at 
roughly 5500-6000 m around La Paz. The actual value varies per year.
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[Flightgear-devel] FlightGear Newsletter - July 2012

2012-08-01 Thread Gijs de Rooy
It's the first day of the month, so here's another FlightGear Newsletter!

The
 July edition features an introduction to the new Canvas system, 
allowing developers to create complex instrument displays. Besides that 
it holds quite some interesting scenery news and an update on the 
upcoming FlightGear 2.8.0 release.

Enjoy this brand new edition! 
http://wiki.flightgear.org/FlightGear_Newsletter_July_2012

Contributions for next month's edition are welcome at 
http://wiki.flightgear.org/Next_newsletter  
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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. f81456998442b1f30d86c4925a7d000d46ea4f1f

2012-07-30 Thread Gijs de Rooy

Curt (love you too), in compliance with our release plan, only bug fixes can be 
cherry picked into the release branch, now that we've past July 17. This is to 
make sure that we don't end up having countless of non-functioning/buggy 
aircraft on the download page.  New features and completely new aircraft should 
not end up in the release branch.

See: http://wiki.flightgear.org/Release_plan



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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master,

2012-07-14 Thread Gijs de Rooy

Hi Martin,

 Please make sure this sort of updates gets committed to Scenemodels in
 the long term, otherwise they'll silently get lost.

of course I will send the update to the database (especially now that it gets 
easier and easier to update models!). 
But right now it's just there for testing the Rembrandt lights. I hope we can 
improve it a little more the upcoming days.


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

2012-07-06 Thread Gijs de Rooy
Nothing stops you from releasing that scenery under whatever license you'd like 
( within the legal constraints ofourse), we just cannot include it in the 
official scenery.

All those freeware/payware packages that are available for the commercial 
simulators are just that, addons. The fact that FlightGear has a central 
scenery and aircraft repo is really a big plus, but distributing stuff outside 
those repos due to licensing, different opinions or the desire to gain more 
credit for it, is not weird and definitely not unique.

Gijs

 Date: Fri, 6 Jul 2012 00:26:48 -0700
 From: scrat_h...@yahoo.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] scenery licence for 2.8 and later
 
 My last comment to this subject. 
 I've got permission to distribute some swiss sceneries as GPL but only after 
 asking back. Obviously I had to, as the author said first that it needs to 
 remain Freeware.-
 Now that's only possible because he bent back a little. But many 
 won't or can't do and hence we will lose stuff.
 
 As for old aircrafts etc. I think anyway only the best should be included in 
 the standard releases.-
 
 Now, there are example planes of X-plane that use SASL with Lua scripts for 
 instruments. In the licence they say: The instrument folder and subfolders 
 are GPL but anything else is copyrighted.
 
 Neat and simple, we're really dragging an old lead foot!
 
 
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[Flightgear-devel] FlightGear Newsletter - June 2012

2012-07-03 Thread Gijs de Rooy

With a small delay, the June edition of the FlightGear Newsletter 
arrived today. 
Amongst more, providing a short update on the release 
process, several appealing 
scenery improvements and a Saitek Pro Flight Cessna series review.

Enjoy at: http://wiki.flightgear.org/FlightGear_Newsletter_June_2012

Contributions for next month's edition are welcome at the usual link. Anyone 
interested
in doing the contributor interview? You'll find all the info and a big list 
of example
questions at this page.
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Re: [Flightgear-devel] Shader menu structure

2012-06-25 Thread Gijs de Rooy
Just to let you know that I'm aware of the issue and working on a fix. Hope to 
push it tomorrow.

Cheers,
Gijs

 Date: Mon, 25 Jun 2012 23:12:50 +0200
 From: tom...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Shader menu structure
 
 Hi,
 
 Am 2012-06-25 09:46, schrieb Frederic Bouvier:
  Hi Gijs,
  
  De: Gijs de Rooy gijsr...@hotmail.com
  
  Pushed the dialog fixes yesterday, please report any issues.
  
  Please try this :
 
 or even simpler:
 
  - Disable custom settings
  - Set slider to 5
  - Enable custom settings
  - Have a look at the Shader Options
 
 Regards,
 Tom
 
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   Student of Computer Science @ Graz University of Technology
 --- Austria 
 
 
 
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Re: [Flightgear-devel] Shader menu structure

2012-06-21 Thread Gijs de Rooy
Pushed the dialog fixes yesterday, please report any issues.

Gijs

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Tue, 19 Jun 2012 15:53:29 +0200
Subject: Re: [Flightgear-devel] Shader menu structure





Please try https://gitorious.org/fg/fgdata/merge_requests/163

We basically open a special shader dialog when the lightfield renderer is 
enabled; a dialog 
without all the shaders that are not supported. Also moved the atmospheric 
sliders to that
dialog, as those are advanced options.

I did not disable the random vegetation, as people (including myself) might 
prefer to have 
badly fogged trees over no trees at all. Fog is the only issue, right?

Comments are welcome.

Gijs
  

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Re: [Flightgear-devel] Shader menu structure

2012-06-19 Thread Gijs de Rooy
Hi Thorsten,

As of my last rendering dialog update, atmospheric scattering shader options 
are invisible when Rembrandt is enabled. We could apply that same scheme to 
all the other effects...

But I sort of lost track of what effects do work and what do not. The water 
shader for example looked better than ever with Rembrandt enabled, until Fred 
told me it wasn't supposed to and I found out that it only looks okay at 
certain times of day...

So.if.someone.could.setup.a list of effect(combination)s that don't work, I can 
try to construct something.

Cheers,
Gijs

 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 19 Jun 2012 09:23:09 +
 Subject: [Flightgear-devel] Shader menu structure
 
  Anyway, just reporting what I see, but I am sure other
  users must get VERY confused by such strange - it works,
  then it does not work - behavior... but I suppose when
  it is all documented the sun will shine, and shadows
  cast...
 
 Indeed. Forum reports suggest that users do get confused. So what do we do?
 
 The problem: A shader for object X isn't an independent entity which you can 
 switch on and off at your leisure independent of what else is going on - it 
 needs to share the fogging and lighting scheme of the rest of the scene, 
 otherwise it creates visual artefacts. At the moment, we have three such 
 schemes:
 
 a) default in which the light is always the sunlight and the fog is always 
 exp(-(const * length/vis)**2)
 
 b) Rembrandt in which the light can come from multiple sources and sunlight 
 may be blocked by a shadow, fog remains as is
 
 c) Lightfields in which the sunlight is the only light source but at dusk or 
 dawn becomes a function of position in the scene and in which the fog has a 
 more complicated 2 component structure
 
 Each of the schemes has a justification to be there in terms of features vs. 
 performance. Making a shader of one scheme work in a different scheme is a 
 non-trivial exercise, in the case of water reflection shader into lightfields 
 it cost me about half a week of really good coding time (kids with 
 grandparents). So we simply don't have all shaders in all schemes, and I 
 don't even know if all would run with enough fps in all schemes.
 
 How to present it to the user?
 
 I don't know off-hand how Rembrandt handles non-Rembrandt shaders. In the 
 lightfield scheme, the first solution was to let the user do the 
 configuration, i.e. when the main selector (skydome/atmospheric scattering) 
 was checked, all other special shaders continued to work, leading to really 
 bad visual artefacts and a couple of bug reports. No good.
 
 The current solution involves overrides - the lightfield scheme declares 
 before the default scheme, and as a result when lightfields are on, the 
 shader configuration menu in essence changes function and switches higher 
 detail shaders on only if implemented, whereas sliders do nothing if the 
 corresponding shader isn't implemented. That's a good solution insofar as it 
 largely prevents users from creating visual mismatches between schemes, but 
 leads to complaints that 'shader X doesn't work when atmospheric light 
 scattering is on'. So, still not good enough and creating confusion.
 
 *The* solution is of course to make all shaders work in all schemes. 
 Certainly not for 2.8, that would be my 3.0 idea as stated elsewhere.
 
 In the meantime, what would be the best way to make it clear in the GUI that 
 Rembrandt and lightfields are genuinely different lighting schemes and come 
 with their own set of shaders? Should there simply be text in the GUI? Should 
 there be an on-screen message printed? Should the GUI change in some way and 
 present only the actually existing options dependent on scheme?
 
 Please give some feedback - how can we communicate better what is happening 
 and why there are limitations?
 
 * Thorsten
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Re: [Flightgear-devel] Shader menu structure

2012-06-19 Thread Gijs de Rooy

Please try https://gitorious.org/fg/fgdata/merge_requests/163

We basically open a special shader dialog when the lightfield renderer is 
enabled; a dialog 
without all the shaders that are not supported. Also moved the atmospheric 
sliders to that
dialog, as those are advanced options.

I did not disable the random vegetation, as people (including myself) might 
prefer to have 
badly fogged trees over no trees at all. Fog is the only issue, right?

Comments are welcome.

Gijs
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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 7770 XT - Win 7 64-bit

2012-06-17 Thread Gijs de Rooy

Hi Geoff,

 I always add -
  --prop:/sim/rendering/rembrandt/enabled=true
 to the command line, but this time I decided to also try 
 the new view - rendering options - Rembrandt Options 
 and noted [ ] Shadows was NOT checked. How come?

Rembrandt is more than just shadows. Enabling Rembrandt does not enable the 
shadows, bloom or ambient 
occlusion (per se). Those are all controlled by seperate properties, which are 
saved on quiting FlightGear.

They are all (but AO) enabled by default, so you must have disabled shadows one 
day...

 No more little squares in the corner, but the lower 
 left now has 
 [][] [GA007]

That's what you get in model view. Clicking the arrows will cycle views 
between the various multiplayer 
pilots (if you have Mp enabled and there are pilots within range (100 nm?)). 
Just press v to go to leave that
view if you don't like it. ;-)


Cheers,
Gijs
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Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-09 Thread Gijs de Rooy

 I ran a poll on the forums to determine the fps impact of the random
 buildings

Oops, forgot to vote. Will provide some of my test-results here then:

Tested with the UFO, Rembrandt disabled, looking at downtown San Francisco 
(plenty of buildings in view).
With KSFO being our default airport, users are very likely to see those large 
chunks of urban areas. See my 
forum profile for system specs. 

Building level, followed by the average fps:

0.00 : 140
0.25 : 130
0.50 : 115
0.75 :   80
1.00 :   65
2.00 :   40

It's neither linear nor exponental... Don't know what to advise now. It starts 
to look nice from 1.0 onwards, 
but halfing the framerates is quite something.

Gijs
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Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-09 Thread Gijs de Rooy

  Out of interest, do you have it enabled by default now?  I'm interested to 
 know whether you consider
 the frame-rate hit acceptable for the extra eye-candy.

I don't fly that often these days, most of my time is spent on launching the 
747 and testing various things.
Don't need nice looking scenery for that, so I've everything disabled by 
default :-)

Just did another test, and the outcome is rather interesting I think. This time 
with the 747-400:
0.00 : 45
1.00 : 35
2.00 : 30

Looks as if the buildings have a high impact, until the framerates come within 
a certain range (around 25-30 fps).
Setting the density to 3 isn't significantly different from the fps at 2... Are 
the buildings smart and do they base 
their looks/density on the framerates?

Gijs
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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Scenery/Web tools branch, master,

2012-06-07 Thread Gijs de Rooy
You'll find his name on gitorious ;-)
http://gitorious.org/fg/sceneryweb/commit/01cd74bef43ff957270c4d56743b284f23a32732

 To: flightgear-devel@lists.sourceforge.net
 From: martin.sp...@mgras.net
 Date: Thu, 7 Jun 2012 11:14:21 +
 Subject: Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear
 Scenery/Web tools branch, master, 
 
 Flightgear-commitlogs wrote:
  The branch, master has been updated
  
  - Log -
 
  commit 01cd74bef43ff957270c4d56743b284f23a32732
  Author: Blackiris
  Date:   Wed Jun 6 10:29:37 2012 +0200
  
 Add footer and other HTML stuff
 
 Could anyone tell me who this weird contributor Blackiris is in
 real life ?
 
 Cheers,
   Martin.
 -- 
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-07 Thread Gijs de Rooy

Hi all!

Calling something a major release is not just a matter of what's possible, 
but also what's done. 

There's a lot possible with Rembrandt, but 99% of our aircraft don't use it. 
And lots of aircraft look ugly with Rembrandt 
(non-translucent windows and fake shadows mostly). I just checked the few 
aircraft that I remember being included in the base 
package: only one has Rembrandt lights (c172p)!

I'm afraid we will get a forum-tsunami when we promote this release with 
support for real time generated shadows and lights, 
if even the majority of the base package's aircraft aren't showing how nice it 
can look...

On our IRC channel, someone brought up the idea of including Rembrandt in the 
release, but not mentioning it (explicitly) in 
the changelog/press-release; and thus versioning it 2.8.0. That'll keep the 
expectations low, and allow aircraft developers to 
spend some months (till the next release) on getting their aircraft 
Rembrandt-ready. As we don't update the aircraft downloads 
in-between releases, users need to wait till the next release anyway before 
they can download a fair number of Rembrandt-ready 
aircraft...

The next release could then be called 3.0.0. This would be in line with the 
Plib-OSG switch. The OSG transition started with 1.9.0. 
That release was a step back, as we lost shadows, 3D clouds etc. The period 
thereafter was spent on bringing back some of the 
features (eg. 3D clouds) and allowed developers to get used to the new 
possibilities (shaders). FlightGear 2.0.0 was then released 
with the key-sentence: FlightGear 2.0.0 reflects the maturation of the 
OpenSceneGraph.

 2) Which aircraft do we ship in the base package?

Keep in mind that the 777 family got merged, so you'll end up with more 
aircraft than before, when keeping the same selection. 
But they share the same model mostly, so I won't consider it as a problem...
Gijs
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-03 Thread Gijs de Rooy

 Two questions have to be discussed and answered until the release 
 branches get created on July, 17th:

5) Do we consider Rembrandt complete/stable enough to be part of the release? 
(answering this question gives you the answer to question 1)
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[Flightgear-devel] FlightGear Newsletter - May 2012

2012-06-01 Thread Gijs de Rooy

Another month's over; time for another edition of the FlightGear Newsletter! 

This time with an interesting article about a so called canvas. When 
finished, it will allow developers to replicate 
the advanced glass cockpits that aircraft tend to have these days more easily. 
The monthly interview features JSBSim
developer Jon Berndt. And suggested flights brings you to the highest airport 
in the world.

More than enough reasons to start reading! Finished reading? Please have a look 
at how you can contribute to next 
month's edition.
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Re: [Flightgear-devel] Random Buildings

2012-04-28 Thread Gijs de Rooy

 Heiko wrote:
 With todays GIT it seems to me that the buttons in all dialogs are much 
 smaller 
 than before- optical illusion, or does someone else noticed it?

I've noticed the same on every dialog, except advanced weather...

Gijs
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Re: [Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread Gijs de Rooy

Hi 刘先生,

already replied to your forum topic an hour ago ;-)
http://www.flightgear.org/forums/viewtopic.php?f=35t=16071

 Thorsten wrote:
 Right now, only the language for the command-line help can be switched

And even that appears broken now... Or is it just me and some fault in my 
home-built FG?

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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-16 Thread Gijs de Rooy

Hi Geoff,

 First many thanks for a great wiki on building FG 
 with CMake in Windows using MSVC10 ;=))

Fred wrote it, I only added some minor things ;-)

 But I notice the link pointed to by the '3rdparty' 
 folder is to a specific file which has now been 
 removed from the site, namely :-
  fgfs-win32-VS100-3rdParty+OSG-20120304.zip

Oops, fixed now (together with some other things). Thanks!

 Also on the FTP site I note the file names STILL 
 have +OSG in them, but they now do not contain OSG 
 headers/libs/dlls ;=() The previous 20120304 contained 
 install\msvc90\OpenSceneGraph... stuff.

That's also Fred's work...

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Re: [Flightgear-devel] An empassioned plea

2012-04-15 Thread Gijs de Rooy

 Pat wrote:
 
 Would having a dialog to set options for various PC capabilities help?

What's wrong with View  Rendering Options?
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Re: [Flightgear-devel] Adding Airports

2012-04-14 Thread Gijs de Rooy

 John wrote:
 How can I append the .tpj files to apt.dat? 

You can export to .dat via File  Export apt.dat (IIRC). You can then merge 
that output into apt.dat. 
Or feed this single-airport .dat directly into TerraGear's genapts to build a 
single airport. Or even combine
all your Ugandesian (?) airports in one .dat file.

 Also what's the best way to get these airports submitted to the database, is 
 the answer still Robin Peel?

Hard one. Robin doesn't accept 810 edits any more (AFAIK). Martin used to 
collect FlightGear edits, but I'm
not sure if he still does. And current developments of TerraGear are made 
towards the 850 format, so 810 
is slowly dying...

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

2012-04-11 Thread Gijs de Rooy

Vivian, or anyone else with optional-Rembrandt experience, feel free to add 
some instructions on how to 
make an aircraft support both renderers to 
http://wiki.flightgear.org/Project_Rembrandt#Porting_aircraft 

So we can forward aircraft devs to that (once Rembrandt is stable/complete).

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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Gijs de Rooy

http://wiki.flightgear.org/Building_using_CMake_-_Windows in combination with 
https://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC did it for 
me.
Together with some help on IRC ;-)

I'll see if I can improve the wiki a bit more.



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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Gijs de Rooy
No FG at hand, but from memory: that doesn't disable the skydome shader. You 
can use --prop:/sim/rendering/shaders/skydome=false (IIRC) for that.

 From: zakal...@mac.com
 Date: Wed, 4 Apr 2012 16:04:11 +0100
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Apologies to Fred - more feedback
 
 
 On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
 
  You disabled *all* shaders, right ?
 
 --prop:/sim/rendering/shaders/quality-level=0  
 
 In my fgfsrc.
 
 James
 
 
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Gijs de Rooy

 Martin wrote:
 Oh yeah, isn't consistency a wonderful good   !?  I'm offering a
 virtual Whisky for the task of adding a switch just to disable
 shaders  ;-)

The original reason for that was discussed here: 
http://code.google.com/p/flightgear-bugs/issues/detail?id=643
I've commited a fix for it, now the skydome shader is disabled when 
/sim/rendering/shaders/quality-level=0.
Note that the quality-slider has no effect on the skydome shader, because it is 
still experimental...

Please test and serve yourself a whisky if it works ;-)
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Gijs de Rooy

 Fred wrote:
 PS: is there a volunteer to restore shadow settings in the GUI ?

Working on it ;)
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Re: [Flightgear-devel] Updated Cub and c172p for Rembrandt

2012-04-03 Thread Gijs de Rooy

 Secondly, what cockpit and instrument illumination is available?

There are also those with individual instrument lights shining on the front 
side of the instrument. 
Those are the grey things on this picture:

http://www.airliners.net/photo/Civil-Air-Patrol/Cessna-172P-Skyhawk/0664577/L/sid=6ac5ff61a14bb944082a937967e23d64

They give an effect like this (altough this isn't a P, it's a similar lighting 
as the previous picture):

http://www.airliners.net/photo/Cessna-172N-Skyhawk/1891960/L/sid=6ac5ff61a14bb944082a937967e23d64
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[Flightgear-devel] FlightGear Newsletter - March 2012

2012-04-01 Thread Gijs de Rooy

After more than three years without, shadows are about to return to the 
FlightGear world. At the 
same time, some people prefer to fly away from that world and watch it from 
space. All possible 
thanks to recent developments!

These are just two examples of what's covered in the March edition of the 
FlightGear newsletter.

Contributions for this month's newsletter are welcome at FlightGear Newsletter 
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Re: [Flightgear-devel] First attempt with terragear: fail! :-(

2012-03-21 Thread Gijs de Rooy

 Everything goes well untill I run ogr-decode which fails silently. It 
does nothing, no error message, no decoded data, nothing at all

What if you try shape-decode?



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Re: [Flightgear-devel] First attempt with terragear: fail! :-(

2012-03-21 Thread Gijs de Rooy

Looks like OGR-decode is broken (in the Windows builds at least) since some 
time.
I still don't completely understand the difference between OGR and Shape, both 
seem
to deliver the same results... Maybe someone else can explain this?

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Re: [Flightgear-devel] First attempt with terragear: fail! :-(

2012-03-21 Thread Gijs de Rooy

 Failed to load priorities file 
 D:/FGFSHudsonCMake/TerraGear/install/msvc100/TerraGear/share/TerraGear/default_priorities.txt

You can set the location manually by adding:
--priorities=path/to/default_priorities.txt
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Re: [Flightgear-devel] Landcover Contribution

2012-03-12 Thread Gijs de Rooy

Hi Roberto,

 Since I'm willing to contribute to the landscape improvement (my area is
 very poorly covered) I'm wondering if 
 the informations at http://wiki.flightgear.org/Howto:_Create_custom_scenery 
 are still valid.


That tutorial should still work. I've updated it last year to QGIS 1.7.0, so 
it's supposed to work with that version ;)
Feel free to ask (here or at the forum) whenever you get stuck. Would be happy 
to improve the article if needed.

Looking forward to your scenery!

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Re: [Flightgear-devel] Landcover Contribution

2012-03-12 Thread Gijs de Rooy

I don't know about the actual merge with existing scenery, other should answer 
that question ;)

 That's my area as FlightGear Landcover-DB-VMap0: 
 http://mapserver.flightgear.org/map/?lon=13.33004lat=38.18341zoom=12layers=0B00TFFTTFFF
 
 That's the same area as seen by Google maps: 
 http://maps.google.com/?ie=UTF8ll=38.142117,13.354225spn=0.204133,0.445976t=kz=12vpsrc=6

And this is how it looks with CORINE from 2006:
http://mapserver.flightgear.org/map/?lon=13.33004lat=38.18341zoom=12layers=000BTFFTTFFF
(note that you can also view Google imgarey on the mapserver, just click the + 
on the right to switch between layers).

Not sure if you can get a much higher level of detail by hand drawing...
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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-10 Thread Gijs de Rooy

Martin,

I just pushed a fix (thanks to Emilian for some great feedback!): 
https://gitorious.org/fg/fgdata/commit/3b92fc9bc0705be6516161fc50781d800d6680c2

Use --prop:/sim/rendering/shaders/quality-level=-1 to enable the custom 
settings in the Shader Options dialog. 
Apart from that the quality-level property will work as before (0 disables all 
shaders, 5 puts all shaders to max).

You might need to delete autosave.xml (or at least remove the line related to 
quality-level), because I've renamed
the real property to quality-level-internal. The quality-level prop is now only 
used for commandline input.

Feedback is welcome!


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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread Gijs de Rooy




 Curt wrote:
 I am sure there are very few (if any?) real life aircraft rigged in such a 
 way.

There are also very vew (if any?) real life aircraft flown by mouse :-)



Altough I tend to control rudder seperately (also when flying with a mouse!), I 
do
agree that auto-coordination should remain available. 

Just in case people are unaware of the actual property that was mentioned 
before: 
/sim/auto-coordination it is

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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-09 Thread Gijs de Rooy

Hi Martin,

 Actually this slider doesn't override anything, instead it's being
 overridden by the defaults.

It does override the custom settings, whenever the slider is touched. But just 
setting 
the property via commandline (or anything other than the dialog) was something 
I 
didn't think of (stupid mistake), so that doesn't overwrite anything, like you 
experienced.

 As far as I can tell, that's still the case in the current state of
 GIT:

Somehow I forgot to fix it before the release. But I got a fix ready to be 
shipped.
The only issue left is that I don't know where to put the required Nasal code. 
It
used to be inside gui/dialogs/rendering.xml, but to check properties on startup
it needs to be executed whenever FlightGear is loaded.

For now I've placed it in Nasal/gui.nas, but maybe it's better to create a 
seperate
effects.nas or shaders.nas? Because it doesn't only matter to the gui, but also 
when
you just want to disable the shaders with a single property...

Advise is welcome!


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

2012-03-07 Thread Gijs de Rooy

 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

Gijs

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