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

2012-05-24 Thread Maxime Guillaud
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).

Maxime



On Thu, 24 May 2012 16:54:33 -0400
Ignacio Bravo  wrote:
> 
> Maxime,
> 
> Can you please provide more details on how you solved this issue? I have also 
> upgraded
> to Ubuntu 12.04 and my sound is gone in FG. I checked my home directory and I 
> don't
> have any .alsoftrc directory there. IB
> 
> 
> > Thanks to all for your answers and the hint about checking the OpenAL 
> > configuration -
> > the problem was caused by a stale .alsoftrc config file that had persisted 
> > in my home
> > directory across the OS upgrade. Sorry for the noise...
> > 
> > > 
> > > You OpenAL intsallation might not be properly configured, check your
> > > /etc/openal/alsoft.conf
> > > and/or
> > > ~/.alsoftrc
> > > files. (If you have OpenAL-soft. The location in /etc may vary with 
> > > the distribution.)
> > > 
> > > On my system I have
> > > anders@sleipner:~$ cat ~/.alsoftrc
> > > format = AL_FORMAT_STEREO16
> > > cf_level = 2
> > > drivers = alsa
> > > [alsa]  # ALSA backend stuff
> > > device = plug:dmix
> > > capture = plug:dsnoop
> > > [wave]
> > > file = /dev/null
> > > 
> > > to make OpenAL use ALSA.
> > > 
> > > Cheers,
> > > 
> > > Anders
> > 
> > 
> > -- 
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Re: [Flightgear-devel] [SPAM] No sound under Ubuntu 12.04

2012-05-24 Thread Maxime Guillaud
Thanks to all for your answers and the hint about checking the OpenAL 
configuration - the
problem was caused by a stale .alsoftrc config file that had persisted in my 
home
directory across the OS upgrade. Sorry for the noise...

Maxime

On Thu, 24 May 2012 10:13:31 +0200 (CEST)
Anders Gidenstam  wrote:
> On Thu, 24 May 2012, Maxime Guillaud wrote:
> 
> > What I find suspicious is that no sound devices at all are detected, 
> > although I
> > believe I have ALSA and Pulseaudio properly installed (including -dev 
> > packages).
> >
> > Any clues about what is going on and how to further debug this ?
> 
> You OpenAL intsallation might not be properly configured, check your
> /etc/openal/alsoft.conf
> and/or
> ~/.alsoftrc
> files. (If you have OpenAL-soft. The location in /etc may vary with 
> the distribution.)
> 
> On my system I have
> anders@sleipner:~$ cat ~/.alsoftrc
> format = AL_FORMAT_STEREO16
> cf_level = 2
> drivers = alsa
> [alsa]  # ALSA backend stuff
> device = plug:dmix
> capture = plug:dsnoop
> [wave]
> file = /dev/null
> 
> to make OpenAL use ALSA.
> 
> Cheers,
> 
> Anders


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[Flightgear-devel] No sound under Ubuntu 12.04

2012-05-23 Thread Maxime Guillaud
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.

(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).

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

What I find suspicious is that no sound devices at all are detected, although I
believe I have ALSA and Pulseaudio properly installed (including -dev packages).

Any clues about what is going on and how to further debug this ?

Maxime

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Re: [Flightgear-devel] Fixing fgfs-construct crashes

2011-11-20 Thread Maxime Guillaud
Hi Peter,

Any news on the topic of the "gray" polygons ? I have been experimenting more 
with this,
and I can confirm that it occurs only when clipper is enabled.

If this can help, I have isolated a simple dataset (much simpler than last 
time) that
triggers the bug. It is just one landmass polygon with a handful of vertices. 
This data
is here: http://www.mguillaud.net/fg/2794338/2794338.tgz
(I also include the fitted elevation, since I don't know if this data interacts 
with the
bug). The bug occurs with fgfs-construct built from the code in papillon's 
tg850 branch
(i.e. with clipper), with or without my attempts at adjusting the epsilon 
constants that
can be found here and there in the code.

I run "fgfs-construct --work-dir=[..] --output-dir=[...] --tile-id=2794338   
SRTM-3
Landmass ", and the gray area is around -9.40025/51.5005 degrees.

Any insight on this issue is appreciated...
Maxime



On Sat, 12 Nov 2011 21:52:56 -0500
Peter Sadrozinski  wrote:
> I have verified that the problem lies in using clipper.
> Using the same simple data with GPC works.  It appears clipper can
> sometimes produce clockwise winded polys.
> 
> I'm working on a fix now.
> 
> Pete
> 
> On Sat, Nov 12, 2011 at 7:59 PM, Peter Sadrozinski
> wrote:
> 
> > Hi Martin,
> >
> > I've been reluctant to move to the official repository mostly because of
> > very little understanding of GIT.
> > I'm a bit more confident, now, so I don't see it as a big problem.
> >
> > I think most of the work we are doing (alternate clipping library, 850
> > format) should be considered experimental, however.  I'm pretty sure we
> > want to keep the main branch
> > concentrated on fixing problems with detailed landclass.
> >
> > We seem to be breaking terragear pretty good as of late :)
> >
> > Maxime: I have an experiment for you to try - could you take the UFO under
> > those grey sections of scenery, and look up at them?  I think the normals
> > have swapped.
> > Chris mentioned this happening with the skirt around the airport, and I
> > hadn't seen it until a recent update.  Looks like something broke recently.
> >
> > Pete
> >
> >
> >
> >
> > On Sat, Nov 12, 2011 at 2:38 PM, Martin Spott wrote:
> >
> >> Hi Maxime and others,
> >>
> >> Maxime Guillaud wrote:
> >>
> >> > You can find my code here [...]
> >>
> >> I'm just starting to recover from a couple of _really_ tight days
> >> (including a nice PostgreSQL conference "PGConf.DE" where I gave a talk
> >> about our geodata collection and in-database processing), therefore I'm
> >> not yet ready to provide comprehensive responses.  Anyhow there's one
> >> point I'd like to emphasize:
> >>
> >> I know it's really "cool" to maintain private source repositories  ;-)
> >>    but for increasing the overall success of building FlightGear
> >> scenery I'd think it would be really beneficial to keep the various
> >> development efforts in close relation and sync.  Thus I'd invite
> >> everyone who's serious about improving the TerraGear toolchain to
> >> create a branch in the main repository in order to develop their
> >> specific features/changes there - not only but also because this would
> >> simplify tracking of the various changes.
> >>
> >> The former "terragear-cs" main repository at MapServer was already open
> >> to (almost) everybody who asked and now that it's moved over to
> >> Gitorious there's really no more excuse not to create branches inside
> >> the main repo  :-)
> >>
> >> Best regards,
> >>Martin.
> >> --
> >>  Unix _IS_ user friendly - it's just selective about who its friends are !
> >> --
> >>
> >>
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> >
> >


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Re: [Flightgear-devel] Fixing fgfs-construct crashes

2011-11-13 Thread Maxime Guillaud
Hi Martin,

Martin Spott  wrote:
> I know it's really "cool" to maintain private source repositories  ;-)
>    but for increasing the overall success of building FlightGear
> scenery I'd think it would be really beneficial to keep the various
> development efforts in close relation and sync.

Same as Peter, I was reluctant to do it so far since I have no prior experience 
with Git,
and given the complexity of the tool, the probability of breaking something is 
just too
high.

> Thus I'd invite
> everyone who's serious about improving the TerraGear toolchain to
> create a branch in the main repository in order to develop their
> specific features/changes there - not only but also because this would
> simplify tracking of the various changes.

Point well taken !

Maxime



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Re: [Flightgear-devel] Fixing fgfs-construct crashes

2011-11-13 Thread Maxime Guillaud
Peter Sadrozinski  wrote:
> I would experiment with removing the code that removes the node.  You'll be
> trading one error for another, but it may help track this down.

Actually, this is exactly what one of my commits is doing:
https://gitorious.org/~maximeguillaud/papillon81/maxime-terragear-cs/commit/81a78602e09b67edd58b2cedacf09079239b0177
Bad nodes are detected but not removed.

I put a minimal set of data that triggers the bug online here:
http://www.mguillaud.net/fg/2794354/polygons-2794354.tgz
Download it and run fgfs-construct with the following arguments:
fgfs-construct  --work-dir=. --output-dir=/storage2/work_europe/tmp/output
--tile-id=2794354  Landmass SRTM-3 Road6.test

You can have a look at what I get when I run my modified version of construct 
on this
data here: http://www.mguillaud.net/fg/2794354/log-2794354.txt

> Maxime: I have an experiment for you to try - could you take the UFO under
> those grey sections of scenery, and look up at them?  I think the normals
> have swapped.

>From below it looks... black. If you want to take a look for yourself, here 
>are the
terrain files: http://www.mguillaud.net/fg/2794354/terrain-2794354.tgz
Just navigate to 51.751 lat/-9.333 lon.

Maxime

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[Flightgear-devel] Fixing fgfs-construct crashes

2011-11-12 Thread Maxime Guillaud
James Turner  wrote:
> 
> Onwards with fixing the fgfs-construct crashes!

I have had pretty good luck building complex scenery with a modified version of
fgfs-construct. Here is what I did:

Following advice by Peter Sadrozinski here on the list, I started from the code
in papillon's terragear repo where GPC is replaced by clipper. I then applied a 
few
patches, reducing various "epsilon" constants in the code which I think were 
too loose and
caused inconsistencies in the clipper. You can find my code here (in the branch
"custom_scenery_clean"):
https://gitorious.org/~maximeguillaud/papillon81/maxime-terragear-cs/commits/custom_scenery_clean

More specifically, the patches relevant to fgfs-construct are in commits
81a78602e09b67edd58b2cedacf09079239b0177 and 
8601f66cf7cf00ffda38f57cee77ae991c42dab8.
The second one uses the constant "SG_EPSILON" defined in Simgear. I reduced the
value of this constant in simgear/constants.h: 
#define SG_EPSILON (DBL_EPSILON*10)
(Note that I am using a different installation of Simgear for terragear and for 
fgfs, so
I do not know if this change would have consequences on fgfs).

With the above settings, I was able to process large amounts of scenery without 
any crash.
So far I have tried a band covering Europe between 12 and 14 degrees East, i.e. 
going
through Sicily, Italy, the Austrian Alps, the Czech Republic and Germany, 
Sweden and
Norway, up to 69 degrees North. My scenery includes detailed terrain (fitted 
with 15m
accuracy), the CORINE land cover, and OSM rail and roads up to the secondary 
network. The
latest update in the BTG format seem to have fixed the "swirlies".

You can see a few screenshots here: http://www.mguillaud.net/fg/scenery-gallery/

The only problem that prevents me from calling it final and generating custom 
scenery for
all of Europe can be seen in the last screenshot:
http://www.mguillaud.net/fg/scenery-gallery/fgfs-screen-008.png
Sometimes, one polygon will have the correct shape but the material is wrong, 
and it
appears all gray. This seems to occur only around roads. Any advice on this is
appreciated. I had a chat with Martin Spott (hi Martin !) a few days ago and he 
mentioned
that the bug is known, and proceeded to explain it to me, however I have not 
been able to
relate his explanation to the code in fgfs-construct. I can provide a minimal 
set of
files (3 roads) that trigger this problem, in case anyone can help with the 
debugging.

Maxime

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-16 Thread Maxime Guillaud
On Sat, 15 Oct 2011 08:53:45 + (UTC)
Martin Spott  wrote:
> I think the only solution is to make GPC obsolete - either by replacing
> GPC by something different but functional equivalent or "simply" (TM ;-)
> by avoiding any polygon clipping in 'fgfs-construct' overall.

For what it's worth... I am currently trying to generate custom scenery for all 
of Europe
based on Corine + OSM data (similar to what I did for France some time ago:
http://wiki.flightgear.org/Custom_France_Scenery), and I am also getting lost 
in the
intricacies of fgfs-construct and crashes in GPC.

I managed to make a few changes in the code that improved the situation:
- conversely to what is suggested in README.gpc, I did not change the 
GPC_EPSILON constant
  (left it defined as DBL_EPSILON)
- I completely disabled the removal of so-called "bad nodes" in poly_support.cxx

However I did a lot of preprocessing of the data in Postgis before feeding it to
fgfs-construct, hopefully removing the need for the hacks mentioned above.

So far this configuration has proved very stable for me, and I was able to 
generate
more than a hundred of 1x1 deg tiles without any crash.

So far the only problems that remain seem to be located around the 0deg 
longitude area -
there, I am still running into the problem of the NULL pointer in the GPC 
merge_right().

What I noticed so far lends me to think that there is a lot of code in 
terragear that is
supposed to deal with imperfect input data - and should maybe be deactivated.
Can anyone shed some light on what the "bad node" detection is supposed to 
achieve, for
instance ? Also, the suggested increase of GPC_EPSILON is bound to introduce
inconsistencies in the geometric routines - much better to clean up the input 
data).

Unfortunately, there are many places in terragear where some arbitrary 
"epsilon" constants
are hiding with unexpected effects - just run "grep -r '0\.' terragear-cs" 
and count
the matches if you don't believe me.

So maybe the problem is not in GPC after all but in what we feed it

Maxime


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Re: [Flightgear-devel] Custom textures and landtypes

2009-09-28 Thread Maxime Guillaud
Hi Cullam

You want to look into src/BuildTiles/Clipper/priorities.hxx and 
priorities.cxx. Note that if you add types to materials.xml as well, the 
resulting scenery will not work properly with the "stock" FG.

best,
Maxime



cullam Bruce-Lockhart wrote:
> Hello, once again. Sorry to be posting so many questions on several subjects 
> sequentially. But things are going well, so I'm constantly running into new 
> things that I need to adapt and understand. 
>
> I've created some customized textures for my scenery. They've been added to 
> the materials.xml file. However, I can't yet use them when running 
> fgfs-construct, as they aren't on the list that terragear is searching for in 
> the case switch. I know that I can easily implement them by overwriting some 
> of the normal terrain types, but I'd rather do it right and have them 
> properly named, not to mention still having all default terrain types still 
> available to me. 
>
> What files do I need to amend this list in? I've been going through code, 
> trying to trace it all out, but I haven't managed to find it yet. I know 
> there's a case switch in BuildTiles/main.cxx that picks one of 25 cover 
> types. But those read an integer, and translate it to a string. I'm not sure 
> where I need to add my own textures to the integer list to be translated. 
>
> I might even be investigating the wrong thing entirely. So the question is: 
> once I've created custom textures, and added them to the materials.xml file, 
> what else do I need to do to allow them to be used in fgfs-construct? 
> Thanks folks! 
> -cullam
>
>
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Re: [Flightgear-devel] Hardware bottleneck for building scenery

2009-09-26 Thread Maxime Guillaud
Hi Cullam,

Curtis Olson wrote:
> Just a real quick reply here ... there is some code setup so the 
> process will kill itself if it runs longer than some period or 
> consumes too much memory.  This was setup because some data cases 
> would blow up and lead to infinite loops and infinite memory expansion 
> (within some of our external libraries.)
>
> You may want to eliminate this code or expand the thresholds.
I ran into the same issue when building my France scenery. The code that 
Curt mentioned is in terragear-cs/src/BuildTiles/Main/main.cxx, search 
for "setrlimit" and modify the maximum CPU time allowed to the process.

As a less "hackish" solution, you might want to try the client-server 
architecture of terragear which doesn't run into this problem (a new 
process is respawned for each tile). A basic how-to can be found in 
section 4 of this page:
http://www.terragear.org/docs/scenery-tutorial/fg-scenery-tutorial.html

The client/server architecture brings you the additional benefit that 
you can get a speed-up on multicore machines by running one client per 
CPU core.

hope this helps
Maxime


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Re: [Flightgear-devel] Which material to use for high-altitude

2009-08-29 Thread Maxime Guillaud

Martin Spott wrote:

Maxime Guillaud wrote:
  
I'd be happy to contribute to this. I will start by making available a 
write-up of my mapping between the Corine classes and the FG materials, 
since I spent quite some time on it.


Oh yes, please. Feel free to re-use as much as you like from my schema
as well as to propose changes wherever you think they fit,

Martin.
  

Hi Martin, all,

I created a page on the wiki which summarizes the mapping between CORINE 
and FG materials that I used for the custom France scenery. It can be 
found here: 
http://wiki.flightgear.org/index.php/CORINE_to_materials_mapping .


Hope this helps.
Maxime

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Re: [Flightgear-devel] Which material to use for high-altitude rocks in

2009-08-17 Thread Maxime Guillaud
Hi Martin,

Martin Spott wrote:
> At the current state, the latest release packages don't "know" about a
> rock surface (material) type and therefore the users of release
> packages will be unable to deal with Scenery which contains the such a
> type. Thus, in order to ship proper "rock" surface with the Scenery,
> users would not only have to add the respective texture to their setup
> but also to modify the 'materials.xml" file in order to map the type to
> the respective texure.
>   
I understand this argument perfectly. That is why I am trying to have a 
Rock material available as soon as possible, because I think I might 
want to use it in the future ;) In the meantime, my latest scenery 
release only uses the default materials.

> Adding new/more/missing land cover types to the Base Package is
> certainly fine for the development tree - which obviously lacks a
> representation for quite a few types - but leads to difficulties for
> those who prefer to stick to a release package. Therefore I'd be happy
> to get you involved into developing an extended set of cover types (for
> example on the basis of CORINE) together with the respective textures
> and to prepare a nice collection for the next release.
>   
I'd be happy to contribute to this. I will start by making available a 
write-up of my mapping between the Corine classes and the FG materials, 
since I spent quite some time on it.

Best regards,
Maxime


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[Flightgear-devel] Which material to use for high-altitude rocks in scenery

2009-08-17 Thread Maxime Guillaud
Hi all,

I am in the process of creating custom scenery for France (see 
http://wiki.flightgear.org/index.php/Custom_France_Scenery), and I am 
looking for advice regarding which material to use for rocky areas in 
mountains. I think that the rest of the scenery looks quite fine, but 
this particular point has been bugging me for a while.

Currently, I am mapping the rocky areas (Corine landclass 332, "bare 
rocks") to the Dirt material. The effect on mountain tops is not very 
pleasing, as can be seen here: 
http://www.mguillaud.net/fg/fgfs-screen-022.jpg

No other material seems to do the trick, however. In my opinion, the 
right way would be to add a "Rock" material to the materials.xml file, 
and to create the appropriate texture (this is in line with the 
information there : http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail, 
where a cs_rock type is defined). Is there any dev willing to implement 
this new Rock material (maybe with a temporary texture ?).

A second question: looking at the screenshot linked above, not all 
materials currently support the (very nice) snow effect implemented 
through the shaders, which looks a bit odd on mountains with rich 
landcover information. Any hope to generalize this effect to all terrain 
textures ?

I'm looking forward to your advice !
Maxime


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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Maxime Guillaud
Martin Spott wrote:
> I'm well familiar with reading French - thanks for the pointer !
> Apparently these use terms are quite different from those on the EEA
> site. This really looks like we should incorporate French CORINE data
> into our collection of land cover data for the World Scenery. I'll be
> preparing an appropriate setup.
>   
That would be great !

> The full license text is a bit more precise about 'similar'
> 4.b) "You may distribute, publicly display, publicly perform, or
> publicly digitally perform a Derivative Work only under the terms of
> this License, a later version of this License with the same License
> Elements as this License, or a Creative Commons iCommons license that
> contains the same License Elements as this License".
>
> To my understanding (as well as the understanding of quite a few OSMers
> to whom I've been talking about this issue) this doesn't permit to
> distribute OSM-derived Scenery under the GPL. On the other hand, some
> of the content which makes it into our Scenery is licensed under the
> GPL.
>   
ok. Meanwhile, my understanding is that I can distribute my OSM-based 
scenery under the Attribution-Share Alike Creative Commons license 
without problems. Correct ?

cheers,
Maxime


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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Maxime Guillaud
Martin Spott wrote:
> People have probably started wondering why those who claim to be busy
> building and distributing World Scenery for FlightGear didn't jump on
> the same track, using CORINE and OSM data as input for the World
> Scenery, like Jake did with 'his' Innsbruck Scenery (as well as a
> French fellow who's been building CORINE/OSM-based Scenery for Grenoble
> and a few other places in France).  
(here is the french fellow jumping in the thread)
> The background is pretty simple - our 'excuse'  ;-)  for not doing so:
> Technically it's not a big deal to build FlightGear Scenery with CORINE
> and OSM (and we've already done so for 'private' samples). Yet we have
> to face the fact that neither of the two datasets ships under a License
> which allows the distribution of Scenery under the GPL-affected
> FlightGear umbrella (I'll leave the boring details out).
>   
Thanks for those explanations, Martin. However, let me point out that 
the license for the CORINE data for France seems pretty flexible to me. 
(Note that this is true for France only, and that each country 
distributes their data with their own license terms.)
The conditions of use can be found here: 
http://www.ifen.fr/clc/CORINE_Land_Cover_-_Condition_Utilisation.htm (in 
french only, sorry).
This is not legalese, but states explicitly that any use (including 
re-distribution and commercial exploitation) is allowed, as long as it 
comes with a mention of the source (it doesn't say where the source must 
be mentioned). Is this incompatible with our goals ?

As for the OSM data, their Creative Commons license 
(http://creativecommons.org/licenses/by-sa/2.0/) permits redistribution 
under the "same or similar" license. Could this not be the GPL ?

Sorry for asking this, as I feel that those topics must have been 
discussed at length already, but I could not find any information in the 
archives or on the wiki.

Maxime




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Re: [Flightgear-devel] shape-decode crash

2009-08-07 Thread Maxime Guillaud

Hi all,

I tracked down my problem with shape-decode to a case of uncaught 
parallel lines in the function getIntersection in util.cxx. The 
resulting computed intersection point was obviously very distant, 
creating the strange coordinates that Curt noticed.
I fixed it by raising the "epsilon" constant from 1e-14 to 1e-12 (patch 
attached).


Regards,
Maxime


Maxime Guillaud wrote:

Curtis Olson wrote:
  
A bucket coordinate of -593:2 suggests that this shapefile may contain 
some bogus data. (or there could be a bug leading up to this) but I 
believe the portion prior to the ":" represents a whole degree 
coordinate of the bucket, so this should range from -180 to +179 for 
latitude and -90 to +89 for longitude.  -593 is completely outside of 
possible reality.  So the question is, is this a problem with the 
shapefile data, or some problem processing the data in the 
shape-decode code.
 
Regards,


Curt.



Thanks for spotting this, Curt ! Looking at the output of shape-decode, 
it looks like the data read from the shapefile is reasonable:


   Point 5 (0.609977, 46.997)
   Point 6 (0.605342, 46.9964)
   Point 7 (0.601051, 46.9955)

However, in the following processing steps the coordinates for point 7 
appear wrong:


point = 6
 0.605333, 46.9964, 0  -  -2828.93, -570.523, 0

The relevant excerpt of the log is here: http://www.mguillaud.net/fg/log2
Anyone familiar with the internals of shape-decode (I am not) can 
comment on this ?


Regards,
Maxime



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--- terragear-cs/src/Lib/Geometry/util.cxx.orig	2009-08-06 09:46:41.0 +0200
+++ terragear-cs/src/Lib/Geometry/util.cxx	2009-08-07 22:14:43.0 +0200
@@ -24,7 +24,7 @@
 		 const Point3D &p2, const Point3D &p3,
 		 Point3D &intersection)
 {
-const double my_eps = 0.01;
+const double my_eps = 0.0001;
 
 double u_num =
 ((p3.x()-p2.x())*(p0.y()-p2.y()))-((p3.y()-p2.y())*(p0.x()-p2.x()));
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Re: [Flightgear-devel] shape-decode crash

2009-08-04 Thread Maxime Guillaud
Curtis Olson wrote:
>
> A bucket coordinate of -593:2 suggests that this shapefile may contain 
> some bogus data. (or there could be a bug leading up to this) but I 
> believe the portion prior to the ":" represents a whole degree 
> coordinate of the bucket, so this should range from -180 to +179 for 
> latitude and -90 to +89 for longitude.  -593 is completely outside of 
> possible reality.  So the question is, is this a problem with the 
> shapefile data, or some problem processing the data in the 
> shape-decode code.
>  
> Regards,
>
> Curt.

Thanks for spotting this, Curt ! Looking at the output of shape-decode, 
it looks like the data read from the shapefile is reasonable:

   Point 5 (0.609977, 46.997)
   Point 6 (0.605342, 46.9964)
   Point 7 (0.601051, 46.9955)

However, in the following processing steps the coordinates for point 7 
appear wrong:

point = 6
 0.605333, 46.9964, 0  -  -2828.93, -570.523, 0

The relevant excerpt of the log is here: http://www.mguillaud.net/fg/log2
Anyone familiar with the internals of shape-decode (I am not) can 
comment on this ?

Regards,
Maxime



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[Flightgear-devel] shape-decode crash

2009-08-04 Thread Maxime Guillaud
Hi all,

shape-decode has been crashing on me for a certain shapefile and I can
not figure out why. I am using terragear-cs downloaded today from the
GIT repository. The rest of the toolchain runs fine.

shape-decode runs for a while and stops with the following error:

[...]
distance = 239.828
0.623843, 46.9914, 0
distance = 7.9
0.626076, 46.9898, 0
  min = -2930.42, -592.671, 200 max = 0.62615, 46.997, -200
  Bucket min = -180:0, -593:2
  Bucket max = 0:2, 46:7
  polygon spans tile boundaries
  dx = 722  dy = 5117
terminate called after throwing an instance of 'sg_exception'
Aborted


A run under gdb yielded the following:

(gdb) run --max-segment 500 --line-width 6
/storage1/flightgear/scenery-dev/terrain/custom_road_rail_from_OSM/france/fg_railways
 

Railroad  Railroad > log 2> log2
Starting program:
/storage1/flightgear/scenery-dev/terragear/install/terragear-cs/bin/shape-decode
 

--max-segment 500 --line-width 6
/storage1/flightgear/scenery-dev/terrain/custom_road_rail_from_OSM/france/fg_railways
 

Railroad  Railroad > log 2> log2
[Thread debugging using libthread_db enabled]
[New Thread 0x7f866f54b6f0 (LWP 10926)]

Program received signal SIGABRT, Aborted.
[Switching to Thread 0x7f866f54b6f0 (LWP 10926)]
0x7f866e447015 in raise () from /lib/libc.so.6

(gdb) bt
#0  0x7f866e447015 in raise () from /lib/libc.so.6
#1  0x7f866e448b83 in abort () from /lib/libc.so.6
#2  0x7f866ecebf94 in __gnu_cxx::__verbose_terminate_handler () from
/usr/lib/libstdc++.so.6
#3  0x7f866ecea396 in ?? () from /usr/lib/libstdc++.so.6
#4  0x7f866ecea3c3 in std::terminate () from /usr/lib/libstdc++.so.6
#5  0x7f866ecea4aa in __cxa_throw () from /usr/lib/libstdc++.so.6
#6  0x0041175a in tgChopNormalPolygon (pa...@0x7fff7756f220,
poly_ty...@0x7fff7756f130, sha...@0x7fff7756eda0, preserve3d=false) at
chop-bin.cxx:222
#7  0x00405b50 in processLine (psShape=0x202d870,
work_d...@0x7fff7756f220, poly_ty...@0x7fff7756f130, linewidth=6) at
shape-decode.cxx:545
#8  0x0040a5f1 in main (argc=4, argv=0x7fff7756f3c8) at
shape-decode.cxx:920
(gdb) list *0x0041175a
0x41175a is in tgChopNormalPolygon(std::string const&, std::string
const&, TGPolygon const&, bool) (chop-bin.cxx:208).
203 SG_LOG( SG_GENERAL, SG_DEBUG, "  Bucket min = " << b_min );
204 SG_LOG( SG_GENERAL, SG_DEBUG, "  Bucket max = " << b_max );
205
206 if ( b_min == b_max ) {
207 // shape entirely contained in a single bucket, write
and bail
208 clip_and_write_poly( path, index, poly_type, b_min,
shape, preserve3d );
209 return;
210 }
211
212 SGBucket b_cur;


This happens with the following shapefile:
http://www.mguillaud.net/fg/fg_railways.tgz
Note that I can run some other shapefiles through shape-decode without
problem. That particular file was generated by PostGIS using  pgsql2shp.
It does not appear to be invalid.

Any advice ?
Regards,
Maxime




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Re: [Flightgear-devel] landcover info -> texture file mapping

2009-06-08 Thread Maxime Guillaud
Thanks to Martin and Curt for your answers. That helped a lot :) I will 
post about my progress on the forums.


Maxime


Martin Spott wrote:

Hi Maxime,

Maxime Guillaud wrote:

  
Following the tutorial from the wiki 
(http://wiki.flightgear.org/index.php/Using_the_Custom_Scenery_TerraGear_Toolset), 
I was able to generate some scenery successfully. However, when I load 
it into FG, it looks like many of the land use data types that I 
included ("EvergreenBroadCover", "Deciduousbroadcover", 
"Drycroppasturecover", "Evergreenbroadcover"...) map into the same 
texture. I do not see the varitey of textures that I expect from looking 
into my data/Textures/Terrain directory.



I _think_ (which means: I'm not entirely certain because I've never
tried the contrary) that material types are case sensitive. Thus,
according to TerraGear's 'src/BuildTiles/Clipper/priorities.cxx' as
well as the 'materials.xml' file (in the Base Package),
"Drycroppasturecover" should be "DryCropPastureCover". Otherwise
they're likely going to get mapped to the "Default" type, which
actually points to the same texture as - surprise, surprise -
"EvergreenBroadCover".

  
I found the page http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail but it 
doesn't seem to answer my question...



Indeed. This page serves as a communication aid for a _future_
nomenclature of land cover types (yet it's classification is already
being partially honoured by nowadays Scenery developers).
Note that this document aims at dealing with just the 'raw' data, the
'true' land cover type. Whatever you feed into *-decode should finally
get translated into one of FlightGear's valid material type via the
"--area-type" flag.

Cheers,
Martin.
  


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[Flightgear-devel] landcover info -> texture file mapping

2009-06-08 Thread Maxime Guillaud
Hello,

Following my recent uncovering of detailed landcover information for 
France (see 
http://www.flightgear.org/forums/viewtopic.php?f=5&t=5105&sid=c3a960f7f3ee2f652973410a6d06ce9b),
 
I proceeded to generate custom scenery integrating this data.

Following the tutorial from the wiki 
(http://wiki.flightgear.org/index.php/Using_the_Custom_Scenery_TerraGear_Toolset),
 
I was able to generate some scenery successfully. However, when I load 
it into FG, it looks like many of the land use data types that I 
included ("EvergreenBroadCover", "Deciduousbroadcover", 
"Drycroppasturecover", "Evergreenbroadcover"...) map into the same 
texture. I do not see the varitey of textures that I expect from looking 
into my data/Textures/Terrain directory.

Can somebody explain the mapping mechanism between the "area string" 
(that is fed to shape-decode during the scenery generation), and the 
names of the texture files ? or point me to the relevant source code ?

I found the page http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail but it 
doesn't seem to answer my question...

Maxime


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