Re: [Flightgear-devel] Compiling 2.8.0

2012-09-05 Thread Olaf Flebbe
Hi,

You can force it  by changing  the TARGET_LINK_LIBRARIES definition
in src/Canvas/ShivaVG/src/CMakeLists.txt to

TARGET_LINK_LIBRARIES(
ShivaVG
${OPENGL_gl_LIBRARY}
${OPENGL_glu_LIBRARY}
m
)

i.e. the line with the m on it.

But I am wondering why your libGL does not require libm.so.

Olaf


Am 05.09.2012 um 20:41 schrieb Jose Jorge lists.jjo...@free.fr:

 Le 05/09/2012 10:06, Chris Forbes a écrit :
 
 Looks like its not bothering to link against libm (the system math 
 library)
 
 
 Thank you, but how can I try to force this link?
 
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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Olaf Flebbe
Hi,

I had a texture-size limiter for flightgear in the past. I have to dig it out 
first. 

But please have a look at these textures. I doubt that it makes sense to have a 
bump normal map twice the size of the livery it is applied to.

Olaf


 Presumably you could just ask osg or the gl to discard the top mip level(s) 
 rather than altering the source art to work around apple's driver bugs?
 


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Olaf Flebbe

Am 14.04.2012 um 13:08 schrieb Stuart Buchanan:

 
 
 -Stuart
 
 On 14 Apr 2012, at 11:06, James Turner wrote:
 
 On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:
 But please have a look at these textures. I doubt that it makes sense to 
 have a bump normal map twice the size of the livery it is applied to.
 
 Ah, sorry, I agree this is unlikely :)
 
 Unless people are counting each rivet head ... maybe they are!
 
 The reason for having such a large normal map was to provide sufficient 
 resolution that the rivets are visible. Any smaller and they appear as a 
 raised line instead IIRC. 

Maybe I didn't know where to look at. IMHO the rivets display perfectly even 
for texture size 2048. I will try to provide screen shots for comparison.

Olaf


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Olaf Flebbe
Hi,

Here are my screen shots, please compare:

4096x4096  Texture 
http://dl.dropbox.com/u/17221087/fgfs-screen-003.png

2048x2048 Texture 
http://dl.dropbox.com/u/17221087/fgfs-screen-005.png

BTW:  Are there really no rivets on the left side of the aircraft at the same 
position?

Greetings,
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[Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-13 Thread Olaf Flebbe
Hi,

on some Mac Models with Intel HD 3000 graphics flightgear showed a really nasty 
flickering effect.
I had the problem  with c172p and the bumpspec shader effect enabled.

After a lot of investigations I discovered that actually size matters.  I get 
this kind of flickering artifacts if  texture maps are larger than 2048x2048, 
even with a trivial shader prog.

Unfortunately the dimensions of the textures in Aircraft/c172p/Models/Livery
fuselage-normal.png tail-normal.png wing-normal.png
are 4096x4096.

Please resize these textures to 2048x2048, since we do not loose to much eye 
candy anyway.

Greetings,
   Olaf

BTW:
GL_MAX_TEXTURE_SIZE is 8192 according to 
https://developer.apple.com/graphicsimaging/opengl/capabilities/GLInfo_1072.html



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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-12 Thread Olaf Flebbe
Hi,

 Really ? Do you manage to build 64bit executables with VS Express ?

Yes.

 Does it come with a 64bit compiler ?
 
No. But the Windows SDK 7.1 for 64Bit comes with the VS 2010 64 Bit compiler 
and integrates with the VS Express environment.

I just downloaded your 64Bit 3rdParty for VS2010 and compiled osg, simgear and 
flightgear with it. Works.

Best regards,
  Olaf
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Olaf Flebbe
 
 VC2010 express is only able to generate 32bit programs
 
 Regards,
 -Fred

Hi,

One can use the Windows SDK 
http://www.microsoft.com/download/en/details.aspx?displaylang=enid=8442 
 GRMSDKX_EN_DVD.iso  to generate 64 Bit Windows Executables. This integrates 
with VS2010 Express as well.

Olaf
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Re: [Flightgear-devel] simgear zlib 1.2.6 lowlevel

2012-03-31 Thread Olaf Flebbe
Hi,

I cannot reproduce the problem, since I do not use MacPorts. IMHO we should 
simply copy from OSG CMakeModules/FindZLIB.cmake  to Simgear CMakeModules, in 
order to force same semantics on OSG and Simgear.

Greetings
Olaf
 
 Hi James
 
 Didn’t dive into but noticed OSG has probably a more sophisticated cmake 
 zlib check already. Maybe it’s worth to have a look there?
 
 

Olaf



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Re: [Flightgear-devel] Flightgear and Simgear multiple format string vulnerabilities

2012-03-20 Thread Olaf Flebbe
Hi Torsten,

I am quite sure Flightgear has remote exploitable bugs.

Think about social attack vectors like custom sceneries, special interest 
aircraft models. And the multiplayer protocol, or the httpd server  
Running malicious code in user context is bad enough...  

Olaf


 
 This is low priority, because the possible code injection can only 
 happen by the user itself and usually not over the (inter)net. And 
 FlightGear is supposed to run in the user's context which should add 
 some extra safety. (Never run fgfs as root or Administrator!)
 


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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-09 Thread Olaf Flebbe
Hi Fred,

I found the correct extension for unsigned uniforms:

--- a/src/Main/CameraGroup.cxx
+++ b/src/Main/CameraGroup.cxx
@@ -906,6 +906,7 @@ const char *ssao_vert_src = 
 
 const char *ssao_frag_src = 
 #version 120\n
+#extension GL_EXT_gpu_shader4 : enable\n
 #line  TOSTRING(__LINE__)  2\n
 uniform sampler2D normal_tex;\n
 uniform sampler2D depth_tex;\n

Greetings,
Olaf


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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-08 Thread Olaf Flebbe
Hi Fred,

I checked the specs: unsigned int is not part of the GLSL 1.20. It is GLSL 1.30.

Unfortunately I get on may MAC:
ERROR: 0:1: '' :  version '130' is not supported
if I try. ;-(

Appended a diff using int, no error message and a screenshot for made with 
this path and map-size 4096

Screenshot at:
http://dl.dropbox.com/u/17221087/fgfs-screen-003.png

--- a/src/Main/CameraGroup.cxx
+++ b/src/Main/CameraGroup.cxx
@@ -919,11 +919,11 @@ const char *ssao_frag_src = 
 uniform float g_intensity;\n
 uniform float g_sample_rad;\n
 uniform float random_size;\n
-uniform unsigned int osg_FrameNumber;\n
+uniform int osg_FrameNumber;\n
 varying vec4 ray;\n
 const vec2 v[4] = 
vec2[](vec2(1.0,0.0),vec2(-1.0,0.0),vec2(0.0,1.0),vec2(0.0,-1.0));\n
 vec2 getRandom( in vec2 uv ) {\n
-unsigned int level = osg_FrameNumber - ((osg_FrameNumber / 64U) * 
64U);\n
+int level = osg_FrameNumber - ((osg_FrameNumber / 64) * 64);\n
 return normalize( texture3D( noise_tex, vec3(uv*50.0, float(level) / 
64.0) ).xy * 0.14 - 0.07 );\n
 }\n
 vec3 getPosition(in vec2 uv, in vec2 uv0, in vec4 ray0) {\n

Olaf


Am 07.03.2012 um 08:45 schrieb Frederic Bouvier:

 Hi Olaf,
 
 maybe I can tell you from a screenshot. From memory, we need at least 
 GL_ARB_framebuffer_object and float_texture
 
 I don't know what extension or declaration is required to have unsigned int 
 uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx)
 
 Regards,
 -Fred


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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Olaf Flebbe
Hi Fred,

I tried Rembrandt on my Macbook Pro 2011 (13):

it created a view and than parts of the screen got white. Th kernel log told me 
that some internal buffer had an overrun.

I changed the Property /sim/rendering/shadows/map-size in preferences.xml  to 
128 and now Rembrandt seems to work (!), at first sight.

However I get lots of errors/warnings. Here some of the unusual ones:

FRAGMENT glCompileShader  FAILED
FRAGMENT Shader  infolog:
ERROR: 2:922: 'unsigned' : Reserved word. 
ERROR: 2:922: 'unsigned' : syntax error syntax error

glLinkProgram  FAILED
Program  infolog:
ERROR: One or more attached shaders not successfully compiled

Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
PixelBufferCocoa :: realizeImplementation not implemented yet 
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
PixelBufferCocoa :: realizeImplementation not implemented yet 
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
PixelBufferCocoa :: realizeImplementation not implemented yet 
no image file, maybe the reader did not set the filename attribute, using white 
for type '2d' on '', in /technique[11]/pass[0]/texture-unit[0]

FRAGMENT glCompileShader  FAILED
FRAGMENT Shader  infolog:
ERROR: 0:18: No operator '-' exists taking 'int' and 'float' (and no implicit 
type conversion allowed in GLSL 1.10)
ERROR: 0:20: Use of undeclared identifier 'texel'
ERROR: 0:25: Use of undeclared identifier 'texel'

glLinkProgram  FAILED
Program  infolog:
ERROR: One or more attached shaders not successfully compiled

Initializing Nasal Electrical System
GEOMETRY glCompileShader  FAILED
GEOMETRY Shader  infolog:
ERROR: 0:43: Indirect index into implicitly-sized array
ERROR: 0:44: Indirect index into implicitly-sized array
ERROR: 0:48: Indirect index into implicitly-sized array
ERROR: 0:82: Indirect index into implicitly-sized array
ERROR: 0:83: Indirect index into implicitly-sized array

glLinkProgram  FAILED
Program  infolog:
ERROR: One or more attached shaders not successfully compiled

no image file, maybe the reader did not set the filename attribute, using w

Greetings,
Olaf
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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Olaf Flebbe
Hi Fred,

I did see a composited view in the window (with different views at the edges of 
the window). Isn't the FBO necessary for this? May the allocation of just one 
of the FBO's fail?

Do you know which Extension has to be present? My system announces to have:

GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB

GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB

Olaf

 
 
 Sorry Yves, I have no idea. This error message seems to imply that not all of 
 OSG has been implemented by the Cocoa adapter. But I don't think Rembrandt 
 would work with a Pixel Buffer. Rembrandt relies on Framebuffer Objects (fbo) 
 and if the driver is not able to provide them, there will be no Rembrandt on 
 that platform.
 
 But from the full log message :
 
 Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 
 the fbo setup error message may disappear if I lower my requirement (float 
 textures, number of attachment). But no promises
 
 ( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )
 



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Re: [Flightgear-devel] gpl scenery

2012-02-26 Thread Olaf Flebbe
Hi,

First of all: I am not a lawyer, but nevertheless I did counsel a patent lawyer 
in the past about GPL and its implications.

As Yves already wrote: The WMS data seems not to be a problem.

IMHO we may have a problem with the Navcanada data, since it contains the 
Notice All rights reserved (Emphasis by me on _All_).  Since we are using a 
derivative work, this is subject to a license conflict. Clause 7 of the GPL 
than applies: we are not allowed to distribute these data.

Greetings
Olaf Flebbe





Am 26.02.2012 um 02:43 schrieb syd adams:

 My source of info is here.
 http://www.navcanada.ca/NavCanada.asp?Language=enContent=ContentDefinitionFiles%5CPublications%5CAeronauticalInfoProducts%5CCanadianAirportCharts%5Cdefault.xml
 I also own the Canadian Flight Supplimental book purchased during
 flight training, which contains all the charts plus extras.
 The site states that these charts may be reproduced for the sole
 purpose of assisting pilots during aircraft ground movement
 operations.I'm not reproducing them , Im looking at them for more
 accurate measurments.
 I agree with Vivian , if this is non-compliant then every aircraft
 needs to be removed.
 This was my wms  source ,
 http://geogratis.cgdi.gc.ca/geogratis/en/service/toporama.html.
 All this stuff is free to look at , but for me this is a grey area ,
 and I preferred not to submit questionable material.
 Just thought someone would have a better idea on the subject than i do.
 Cheers
 
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Re: [Flightgear-devel] Log of Scenery IRC meeting

2012-02-26 Thread Olaf Flebbe
Hi Martin,

Content-Type: text/plain; charset=utf-8
Content-Transfer-Encoding: base64

Greetings,
  Olaf Flebbe



Am 26.02.2012 um 21:00 schrieb Martin Spott:

 Christian Schmitt wrote:
 
 SGVsbG8sCgpoZXJlIGlzIHRoZSBsb2cgb2YgdGhlIG1lZXRpbmcgd2UgaGVsZCB0b2RheSBhcyBh
 [...]
 
 !?  ;-)
 
   Martin.
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Re: [Flightgear-devel] New package of 2.6.0 for Mac

2012-02-22 Thread Olaf Flebbe
Hi Tat,

Thanks for you build!

Both carbon and cocoa seems to work fine on my MBP with lion. I took me a few 
hours to download, so I had not much time to test. Resizing Windows with cocoa: 
no problem.

I only realized now that the patchy, flashing aircraft is to be seen with the 
c172p and not the seneca, even with full shaders on. Crazy.


Olaf




Am 22.02.2012 um 20:49 schrieb Tatsuhiro Nishioka:

 Dear Mac users,
 
 Thanks to your help, I made a new package that solves many problems that are 
 reported so far.
 I recommend all mac/fg users apply the new package - for speed and stability.
 
 Please go visit the site below for detail explanation and download:
 http://macflightgear.sourceforge.net/flightgear-260-for-mac-now-supports-many-of-your-wishes
 
 Good night,
 
 Tat
 
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Re: [Flightgear-devel] 2.6.0 for Mac - call for detail bug info known issues

2012-02-21 Thread Olaf Flebbe
Hi Yves,

Can you please more specific? Which download, Macbook, graphics, macosx, steps 
to reproduce?

Thanks,
Olaf





Am 21.02.2012 um 09:43 schrieb flightg...@sablonier.ch:

 (and I also want someone to give me a Mac
 that reproduces #7 :-p).
 
 
 Here. Cheers, Yves
 
 
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Re: [Flightgear-devel] Link error in fg make install (was git question)

2012-02-20 Thread Olaf Flebbe
Hi Dave,

maybe some 64/32bit mixup.

Please check the compiler link command line:

make VERBOSE=1 

Olaf





Am 20.02.2012 um 13:46 schrieb dave perry:

 Hi again,
 
 Thanks for the pointers (should have checked the wiki.flightgear first).
 
 System Description:
 newly installed hard drive with fresh f16 install (not upgrade or preupgrade)
 i7 processor with nvidia GF260 XT and proprietary nvidia driver 290.10
 fltk and fltk-fluid yum installed this morning
 new git clones this morning for sg and fg 
 
 cmake for simgear and flightgear showed no errors and near the end of make 
 install for fg, I get this error:
 [ 97%] Built target FGAdminUI
 Linking CXX executable fgadmin
 CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o: In function 
 `FGAdminUI::install_selected()':
 fgadmin_funcs.cxx:(.text+0x22dc): undefined reference to 
 `Fl_Window::cursor(Fl_Cursor, Fl_Color, Fl_Color)'
 fgadmin_funcs.cxx:(.text+0x2321): undefined reference to 
 `Fl_Window::cursor(Fl_Cursor, Fl_Color, Fl_Color)'
 CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o: In function 
 `FGAdminUI::remove_selected()':
 fgadmin_funcs.cxx:(.text+0x256a): undefined reference to 
 `Fl_Window::cursor(Fl_Cursor, Fl_Color, Fl_Color)'
 fgadmin_funcs.cxx:(.text+0x25c9): undefined reference to 
 `Fl_Window::cursor(Fl_Cursor, Fl_Color, Fl_Color)'
 collect2: ld returned 1 exit status
 make[2]: *** [utils/fgadmin/src/fgadmin] Error 1
 make[1]: *** [utils/fgadmin/src/CMakeFiles/fgadmin.dir/all] Error 2
 make: *** [all] Error 2
 
 
 I traced from the fgadmin_funcs.cxx includes and it appears all the Fl 
 references are in /usr/include/FL and the terminal output from the cmake 
 command shows it should find the Fl headers.
 
 -- Using FLTK_LIBRARIES for fgadmin: 
 /usr/lib64/libfltk_images.so;/usr/lib64/libfltk_forms.so;/usr/lib64/libfltk_gl.so;/usr/lib64/libGL.so;/usr/lib64/libfltk.so;/usr/lib64/libSM.so;/usr/lib64/libICE.so;/usr/lib64/libX11.so;/usr/lib64/libXext.so;/usr/lib64/libm.so;/usr/lib64/libXinerama.so;/usr/lib64/libXft.so
 -- apr-1-config not found, implement manual search for APR
 -- /usr/include
 When I copied sg and fg matching source from a backup made before the change 
 to cmake into a separate folder, I can build both from that folder with no 
 errors.
 
 I must be missing something! Any help or suggestions much appreciated.
 
 Dave P.
 
 
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Re: [Flightgear-devel] 2.6.0 for Mac - call for detail bug info known issues

2012-02-20 Thread Olaf Flebbe
Hi Tat,

Indeed I have problems with almost all kind of intel graphics chips on windows, 
mac and linux. Most of them are shader specific artifacts, only chance is to 
disable shaders completly. Looks like your #5 problem. AFAII  (as far as i 
investigated) these seem to be driver specific defects, both present on windows 
and mac.

#7: Do you use current OSG trunk? There are important patches not present in 
past OSG releases.

My machine: OSX 10.7, cocoa 64bit, 2011 model (HD3000 sandy bridge). 

Olaf Flebbe





Am 20.02.2012 um 06:52 schrieb Tatsuhiro Nishioka:

 Dear Mac users / developers
 
 First, I've heard some users complaining 2.6 for Mac doesn't work, in 
 facebook, or via email without detail info.
 Could you help me collect what is the cause of this issue? 
 
 I want to know the following things for reproducing the problem:
 - Mac model and OS version (e.g. MacBookPro 15/nVidia GT330M/OS X 10.7.2)
 - FG version and revision (e.g. 2.6.0  r314M)
 - Command-line option (you can get this from Console.app. it looks like
 2/20/12 1:16:59.744 PM [0x0-0x4a04a0].net.sourceforge.macflightgear: Starting 
 fgfs.sh with --aircraft=A6M2-jsbsim --browser-app=open 
 --prop:/sim/rendering/multi-sample-buffers=true 
 --prop:/sim/rendering/multi-samples=2
 - Crash dump (if available).
 
 As I want to release the updater for fixing common issues in 2.6 ASAP, I want 
 to have many info until the end of this week.
 
 
 Second, I want to share with you the known issues on FG 2.6.0 for mac that 
 I've collected so far.
 
 #1) fgfs crashes with CitationX, 777-200ER, and any other Aircraft that add 
 menu items.
If an aircraft has Nasal/dialog.nas, it likely crashes when 
 initializing subsystems.
This is caused by my bad patch and is mac specific bug. :-(
  -- Fixed
 
 #2) fgfs cannot handle --browser-app=open properly. Somehow preferences.xml 
 overwrites the command-line option.
  -- Workaround made (patch for preferences.xml), Code level fix is needed.
 
 #3) Random Vegetations give us the white squares instead of trees. (only on 
 package for 10.5).
  -- under investigation.
 
 #4) 3D clouds don't show up (only on package for 10.5).
  -- under investigation.
 
 #5) Some aircraft's texture look broken with some integrated graphics chips 
 (shutter-like or patch-work-ish).
  -- bad GPU OpenGL driver? (e.g. Intel HD Graphics), mainly happens with png 
 textures, I guess. Changing png to rgb seems fixing this issue.
 it doesn't happen when using nVidia GT330M.
 
 #6) integrated graphic chip (e.g. Intel HD Graphics) crashes fgfs during 
 startup (some can survive with cockpit view)
  -- bad GPU OpenGL driver, I guess ( see the dump below)
  Thread 3 Crashed:
  0   com.apple.driver.AppleIntelHDGraphicsGLDriver0x05120480 
 glrReturnUnexpectedKillClient + 15
  1   com.apple.driver.AppleIntelHDGraphicsGLDriver0x0500d2c7 
 GhalInterface::getCommandBuffer(unsigned char**, unsigned char**, unsigned 
 int*, unsigned int*) + 203
  2   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af495 
 GHAL3D::CPrivateCommandTransport::FlushCommandBuffer(GHAL3D::FLUSH_TYPE, 
 unsigned char) + 341
  3   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af217 
 g575SubmitPacketsToken + 51
  4   com.apple.driver.AppleIntelHDGraphicsGLDriver0x051302e7 
 _ZL28GetNewVertexBufferFromKernelP17DataBufferManagerP13GLDContextRecm + 79
  5   com.apple.driver.AppleIntelHDGraphicsGLDriver0x051305b7 
 g575GetVertexBuffer + 243
  6   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af17a 
 g575PrefetchPrimitiveBuffer + 49
  7   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af05c 
 glrBeginPrimitiveBufferUseDataBuffer + 171
  8   GLEngine 0x04f85225 gleFlushPrimitiveTCLFunc + 
 652
  9   GLEngine 0x04f0064e 
 gleDrawArraysOrElements_ListExecCore + 199
  10  GLEngine 0x04ea1fd3 
 gleDrawArraysOrElementsOutOfLine_ListExec + 1074
  11  GLEngine 0x04e9f1ad gleCallList + 125
  12  libGL.dylib  0x92baf188 glCallList + 27
  13  fgfs 0x0043f2f6 
 osg::Drawable::draw(osg::RenderInfo) const + 202
 
  This doesn't happen on major nVidia (e.g. GT330M) and some other AMD 
 discrete chips so far.
 
 #7) Cocoa-osgviewer doesn't work properly on some Macs (2.6.0-RC2).  Image 
 inside window gets broken when resizing or when using menu.
  -- I dropped cocoa version and used Carbon version instead. but I want to 
 know what is the cause. It doesn't happen on my MBP15/nVidiaGT330M/OS X 
 10.7.2
 
 Thank you,
 
 Tat
 ---
 
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 http://macflightgear.sourceforge.net/
 
 
 
 
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Re: [Flightgear-devel] Cmake equivalent to --with-osg=/some/path

2012-02-08 Thread Olaf Flebbe
Hi,

There is a shortcut if dependencies and results are all in the same directory 
prefix:

-DCMAKE_INSTALL_PREFIX=directory

This may not be suitable for jenkins.

Olaf Flebbe
o...@oflebbe.de



Am 08.02.2012 um 12:35 schrieb Jon Stockill:

 I'm currently updating some jenkins build scripts for cmake rather than 
 autoconf, and I'm having problems getting the build to link against 
 local copies of all the dependencies. Is there a simple way of 
 specifying where to look for these rather than having to specify the 
 path to each individual library file (which from the cmake output seems 
 like it might be the only way).
 -- 
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 li...@stockill.net
 
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Re: [Flightgear-devel] FlightGear Build Problem

2012-02-05 Thread Olaf Flebbe
Hi,

If you get blue screens while compiling I suspect a hardware or driver problem. 
On Windows 7 you can type into the Start Panel reliability and start the 
reliability monitor (In German Zuverlässigkeitsanzeige). If you dig through 
the reports you may get an information what component or driver is causing this 
issue.

You may test the RAM of your computer with memtest. Download iso Image from 
http://www.memtest.org/ , boot it and run a test.

You may boot you Win7 in Safe mode (without all the fancy drivers). If your 
computer crashes in safe mode while compiling, you have an HW issue, otherwise 
I suspect a SW issue. (Press F8 before Win7 Splash screen)


Greetings
   Olaf Flebbe


 
  Sometimes I get the blue screen and have to restart.  I tried the same 
 procedures building FlightGear only and have the same problems.  Do you have 
 any idea what's going on?
 
 I'm using Windows 7 64-bt but building for 32-bit.
 
 If you could provide any recommendations that would be great.  My ultimate 
 goal is to build FlightGear 2.4.0 nearly the same as the binary that is 
 provided on the FlightGear website.



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Re: [Flightgear-devel] ads Models with current OSG

2012-01-13 Thread Olaf Flebbe
Hallo Thorsten,

die Szenerie muss irgendwie korrupt gewesen sein. Neu geholt und nun gehts 
auch... Danke trotzdem.

Gruß
Olaf Flebbe
o...@oflebbe.de



Am 11.01.2012 um 23:38 schrieb ThorstenB:

 On 11.01.2012 23:15, Olaf Flebbe wrote:
 Hi,
 
 does anybody have the same problem?
 
 Several Messages:
 
 Unknown Chunk: ***UNKNOWN*** (0xA08A)
 
 in fgfs output. Seems to be a diagnostic from the 3DS loader within
 OSG.
 
 I get this (and messy views) with current OSG, fgfs, fgdata choosing
 for instance aircraft MD11 or airport EHAM .
 
 Yes, see here:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=543
 
 It's an AI aircraft causing it (MD11), so it's visible frequently. Maybe 
 someone could fix the model - or check why OSG doesn't like the model.
 
 cheers,
 Thorsten
 
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[Flightgear-devel] ads Models with current OSG

2012-01-11 Thread Olaf Flebbe
Hi,

does anybody have the same problem?

Several Messages: 

Unknown Chunk: ***UNKNOWN*** (0xA08A) 

in fgfs output. Seems to be a diagnostic from the 3DS loader within OSG.

I get this (and messy views) with current OSG, fgfs, fgdata choosing for 
instance aircraft MD11 or airport EHAM .

Greetings
Olaf



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Re: [Flightgear-devel] KSFO Scenery

2012-01-07 Thread Olaf Flebbe
Hi martin,

gerade Fgdata besichtigt. Eine Null hätte auch gereicht. Tut jetzt ohne 
Warnung. Danke.

Olaf Flebbe
o...@oflebbe.de



Am 06.01.2012 um 23:37 schrieb Olaf Flebbe:

 Hi,
 
 I ran at the issue described in post 
 http://comments.gmane.org/gmane.games.flightgear.devel/64128
 
 osgDB ac3d reader: could not parse texture coords while reading object 
 Mesh1 Component_1_1 M setting to (0,0)
 
 As Martin correctly said it is the KSFO_DomesticGarage.ac. 
 
 Problem here is that this models contains underflowing numbers like 
 2.80259692865e-45
 
 Unfortunately MacOSX detects and reports numerical underflows when reading 
 floats.
 
 Consider the code 
 --
 #include iostream
 
 int main() {
  float eins, zwei;
  eins= 1.f;
  std::cin  eins;
  if (!std::cin)
std::cout  nix wars  \n;
  std::cout  eins  \n;
 
 }
 ---
 When feeding this code with the input 1e-37 you get the output
 1e-37
 
 But if you feed it with 1e-38 you get:
 nix wars
 1
 
 Since this is an isolated problem, I would recommend to fix the model here.
 
 Cheers
  Olaf
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[Flightgear-devel] KSFO Scenery

2012-01-06 Thread Olaf Flebbe
Hi,

I ran at the issue described in post 
http://comments.gmane.org/gmane.games.flightgear.devel/64128

 osgDB ac3d reader: could not parse texture coords while reading object 
 Mesh1 Component_1_1 M setting to (0,0)

As Martin correctly said it is the KSFO_DomesticGarage.ac. 

Problem here is that this models contains underflowing numbers like 
2.80259692865e-45

Unfortunately MacOSX detects and reports numerical underflows when reading 
floats.

Consider the code 
--
#include iostream

int main() {
  float eins, zwei;
  eins= 1.f;
  std::cin  eins;
  if (!std::cin)
std::cout  nix wars  \n;
  std::cout  eins  \n;

}
---
When feeding this code with the input 1e-37 you get the output
1e-37

But if you feed it with 1e-38 you get:
nix wars
1

Since this is an isolated problem, I would recommend to fix the model here.

Cheers
  Olaf


0001-Fix-tex-coords.patch
Description: Binary data
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Re: [Flightgear-devel] MSVC and C99

2011-01-24 Thread Olaf Flebbe
Hi,

MSVC implements proper initialization of static variables.

http://msdn.microsoft.com/en-us/library/0x80hh2d%28v=VS.90%29.aspx

If you do not explicitly initialize a global static variable, it is 
initialized to 0 by default, and every member that has pointer type is 
assigned a null pointer. 

Olaf


 On Monday, January 24, 2011 07:54:53 am Geoff McLane wrote:
 On Sun, 2011-01-23 at 16:50 +0100, ThorstenB wrote:
 On Sun, Jan 23, 2011 at 3:44 PM, Geoff McLane wrote:
  And I am not so sure MSVC even zeros static variables,
  unless specifically set to NULL/0, unlike as suggested
  for gcc, thus say :-

  static char * cp;
  void func() {

 if (cp == NULL)

 cp = malloc(val);

  can also be a problem...



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Re: [Flightgear-devel] FGFS for Android and ev. iphone?

2011-01-15 Thread Olaf Flebbe
Hi,

 would it be hard to compile a FGFS for Android and ev. iphone?

AFAIK it will be hard for Android, since you have to build up a lot of 
middleware yourself.

This would be a bit easier for iphone.

You didn't ask if it would be feasible to run FGFS on a current device. 
I would say: NO. FGFS needs way to much RAM at runtime.

A port to an mobile device would imply to clean up a lot of memory 
intensive subsystems, or to remove them. The scenery has to be reduced 
greatly.

Since most of the current developers aim at the opposite direction -- 
more realistic Visuals, Sound, FlightDynamics, Terrain this would be 
very difficult to achieve with one code and data base.

 Android only supports Java? That would be the hardest thing to surmount?

The NDK is for C and C++.

Olaf

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Re: [Flightgear-devel] Latest GIT crashes after ~30 min. playtime

2011-01-08 Thread Olaf Flebbe
Hi,

since it crashes within OSG you should state which OSG version you did use.

Cheers,
   Olaf


 Hello all,

 I have a segfault after about 30-40 minutes flight time with both
 optimized and debug build. I flew the A380 the attached flight plan with
 maximum altitude of 15.000ft (not much) from EDDH to LHBP.

 I also included a full backtrace, so please take a look. :)

 Regards,
 Roland

 PS: If the attachments are not comming through I can upload it to my
 FlightGear subdomain (and no, I won't register with Google Code).



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Re: [Flightgear-devel] Cmake

2010-12-19 Thread Olaf Flebbe
Hi,

 ... and make distclean is
 missing.

Cleaning directories is best be done by
git clean -x -d -f
or not necessary when doing out-of-source builds.

cheers
   Olaf

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Re: [Flightgear-devel] SegFault on Current Git

2010-12-05 Thread Olaf Flebbe
Hi,

   I'll post a bug on Fedora's bug
 tracker, but if anyone using this list knows what kind of information I
 can provide to them, that would help.

Please have a look at http://dri.freedesktop.org/wiki

Specifically TestingAndDebugging/Capturing debugging info without networking

Additionally maybe use the driconf tool last Tab (Errorhandling) and 
report if these settings will make a difference. (disabling direct 
rendering, flushing buffers 

You may try to remove the $(HOME)/.driconf file.

Cheers,
   Olaf

PS: My DELL E4300 (intel gm45) was very unstable under ubuntu maverick 
10.10 with fg, and rock solid in lucid (10.04). I switched back...

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Re: [Flightgear-devel] carrier questions

2010-12-03 Thread Olaf Flebbe
Hi Curtis,

Have a look at

http://maps.google.com/maps?t=hq=37.070833,-76.48ie=UTF8ll=36.99374,-76.447989spn=0.003051,0.006866z=18

IMHO this is a nimitz class carrier, top down.

I measured with gimp: It is exaktly 9 degrees. ;-)

cheers
Olaf




Am 03.12.2010 20:28, schrieb Curtis Olson:
 On Fri, Dec 3, 2010 at 1:04 PM, Jan Mattsson wrote:

 1. 9 degrees: http://en.wikipedia.org/wiki/Nimitz_class_aircraft_carrier
 2. 3-4 degrees:
 http://en.wikipedia.org/wiki/Modern_US_Navy_carrier_operations


 Hi Jan,

 Thanks for your reply.  What I'm wondering though is for the FlightGear
 Nimitz, what glide slope approach path puts me in the sweet spot of the
 FLOLS?

 And for whatever it's worth, visually it appears that the landing deck
 is offset closer to 8 degrees.  That lines me up a lot better than 9
 degrees.  But I'd love to know the exact angle for the FlightGear Nimitz
 model so I don't have to fudge things and guess.

 Thanks!

 Curt.
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Re: [Flightgear-devel] Operating System

2010-03-21 Thread Olaf Flebbe
Hi,

Flightgear does work on Windows 7.

However if you plan to compile frequently you have to be quite good in 
helping yourself, because compile problems may arise from time to time.

Personally I found Windows quite nasty for compiling Flightgear myself 
because the large checkout needs ages of computer time for indexing -- 
for almost no use at all. Preventing this is not the only thing you will 
have to do to get an compelling compile performance.

If you want to go straight to the point and compile out of the box: Use 
Linux. Much faster in update/compile/fly turnarounds.

If you are willing to invest some of your energy into the compile 
platform: go ahead use Windows and Visual Studio.

Greetings,
   Olaf

 Hi,
 I'm planning to buy a new PC with operating system.
 Is there any OS that is not supported by FlightGear? I want to be sure 
 I'll be able to compile and run FlightGear. Is Windows 7 64-bit 
 supported? Or should I better stay with Windows 7 32-bit.
 
 Please Linux people don't laugh at me :(
 
 Thank you!
 
 Fabian
 
 
 
 
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Re: [Flightgear-devel] Flight Gear on Windows

2009-12-15 Thread Olaf Flebbe

 I was asked to remove them!
 Who asked, and why? I did not read this on the list,
 or maybe missed it, otherwise I would have offered
 an 'opinion' then ;=))


I was one of the guys who asked him. If I remember correctly I had it 
CC'ed on the list.

The DSP Files where unchanged for years and didn't work out of the box 
for years. The am2dsp scripts had to be updated but no one seemed to 
care for years.

I agree that it is rather futile to get vcproj files up-to-date. IMHO 
converting autoconf isn't optimal, too.

Olaf

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Re: [Flightgear-devel] New Sound system committed

2009-10-18 Thread Olaf Flebbe
Hi Vivian,

I was very busy these days, so I did not catch up with the mailing list 
in time ...

I was in the impression that it would be wise to support Freds Build 
system, though not perfect but one can life with it.

 Vivian Meazza wrote:
 Patched soundmgr_openal.cxx/hxx and sample_group.hxx with

 +#elif defined(_WIN32)
 +# include al.h

 or

 +#elif defined(_WIN32)
 +# include al.h
 +# include alc.h
 +# include AL/alut.h
 Olaf pointed out to me that this wasn't necessary for more than 5 yearss
 and indeed AL/* is the recommended place for the header files by
 specification. So I'll revert this to section to the way it was before.

 Erik

 Ok, that will break it for Vivian, myself and OTHERS
 who use the Creative Labs OpenAL 1.1 SDK, which
 DOES NOT put 'al.h' and 'alc.h' in an 'AL'
 sub-directory.


Ah now I see, you are using the libs and headers of the unmodified SDK! 
I was just using my Freds 3rdParty build system in order to catch up and 
I found no reference that anyone is using the new SDK.

Maybe it would be wise to support both for the moment until Fred fixes 
the 3rdParty Win32 binary distribution defining OPENALSDK when using the 
official SDK.

...
#elif defined(OPENALSDK)
# include al.h
# include alc.h
# include AL/alut.h
#else
# include AL/al.h
# include AL/alc.h
# include AL/alut.h
#endif


 Quite correct, Geoff, but why would anyone be using anything other than the
 latest build from Creative Labs? Surely we need to make it all build with
 OpenAL 1.1 SDK? 


 I've given up on this saga. Sound continues to cause a crash
 on exit here. We are just chasing our tails. When someone sorts it all out,
 I will _try_ to make it compile under MSVC9.
 

I'll get crashes too in OpenAL exit. (With the Old SDK, aka Freds Build 
System).

But I'll get crashes in the XML Parser in debug mode in the first place, 
have to sort it out. I thought the OpenAL crashes are just because of a 
memory corruption way earlier.




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[Flightgear-devel] Patch: New Sound System on Windows

2009-10-15 Thread Olaf Flebbe

Hi Erik,

I need attached patch to compile the new sound system on Windows.

I use alut/openal headers and libs from Frederic:

ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty+OSG-20090820.zip

Cheers,
   Olaf

BTW: If you are doing commits: Please remove my MSVC80 project files 
from the flightgear repository. project/VC80. I will not update them any 
more.
From 306a7affdf40ebc28fe3be32d5fa88652a3d522e Mon Sep 17 00:00:00 2001
From: Olaf Flebbe o...@oflebbe.de
Date: Thu, 15 Oct 2009 22:33:55 +0200
Subject: [PATCH 09/10] Use openal headers according to freds file system layout,
 aluterror issue

---
 simgear/sound/sample_group.hxx|2 --
 simgear/sound/soundmgr_openal.cxx |2 ++
 simgear/sound/soundmgr_openal.hxx |4 
 3 files changed, 2 insertions(+), 6 deletions(-)

diff --git a/simgear/sound/sample_group.hxx b/simgear/sound/sample_group.hxx
index 70b844c..f5b8c5f 100644
--- a/simgear/sound/sample_group.hxx
+++ b/simgear/sound/sample_group.hxx
@@ -35,8 +35,6 @@
 
 #if defined(__APPLE__)
 # include OpenAL/al.h
-#elif defined(_WIN32)
-# include al.h
 #else
 # include AL/al.h
 #endif
diff --git a/simgear/sound/soundmgr_openal.cxx 
b/simgear/sound/soundmgr_openal.cxx
index c8bd635..7fa3a1f 100644
--- a/simgear/sound/soundmgr_openal.cxx
+++ b/simgear/sound/soundmgr_openal.cxx
@@ -502,6 +502,7 @@ bool SGSoundMgr::load(string samplepath, void **dbuf, int 
*fmt,
 ALboolean loop;
 alutLoadWAVFile( fname, format, data, size, freq, loop );
 # endif
+#if defined(ALUT_API_MAJOR_VERSION)  ALUT_API_MAJOR_VERSION = 1
 ALenum error =  alutGetError();
 if ( error != ALUT_ERROR_NO_ERROR ) {
 string msg = Failed to load wav file: ;
@@ -510,6 +511,7 @@ bool SGSoundMgr::load(string samplepath, void **dbuf, int 
*fmt,
 return false;
 }
 #endif
+#endif
 
 *dbuf = (void *)data;
 *fmt = (int)format;
diff --git a/simgear/sound/soundmgr_openal.hxx 
b/simgear/sound/soundmgr_openal.hxx
index e2e2be4..e6669a1 100644
--- a/simgear/sound/soundmgr_openal.hxx
+++ b/simgear/sound/soundmgr_openal.hxx
@@ -47,10 +47,6 @@
 # include OpenAL/al.h
 # include OpenAL/alc.h
 # include OpenAL/alut.h
-#elif defined(_WIN32)
-# include al.h
-# include alc.h
-# include AL/alut.h
 #else
 # include AL/al.h
 # include AL/alc.h
-- 
1.6.4.msysgit.0

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Re: [Flightgear-devel] Patch: New Sound System on Windows

2009-10-15 Thread Olaf Flebbe
Hi,

 
 If you plan on doing the commit Olaf asked, could you also move the 
 top-level FlightGear.dsp and .dsw into a
 directory named projects/VC60/
 
 Those files are old, and just plain confusing if they are left at the 
 top level.

And btw, they do not work at all

Olaf

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Re: [Flightgear-devel] GPS / route-manager landing

2009-10-10 Thread Olaf Flebbe
Hi,

 
 Also, if we have two consistent time_t, why not simply subtract one from 
 the other, ABS it, and voila you have the time difference ? Or am I 
 missing something regarding usage of difftime ?

yes. there is no _standard_ mapping of the data type time_t to any 
standard C/C++ data type.

i.e. time_t may be a struct (for instance for  compilers which cannot 
handle 128 bit time_t).

One should not guard time.h with an HAVE_WINDOWS_H because time.h is 
the correct header. See

man 2 time, man difftime


Cheers
Olaf

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Re: [Flightgear-devel] Source code control systems

2009-10-01 Thread Olaf Flebbe
Hi,

I did some experiments both with hg and git, and collecting responses.

IMHO there is no real technical point to prefer one of DVCS'es.

* Tim Moore told us gitorious have push too.
* msysgit is a little bit better integrated in Windows -- for instance 
simpler file name mapping.
* with tortoisegit even a GUI exist
* At mapserv a fgdata a git repository of data exists for some time.
   (The bare repository itself is a little bit smaller than the CVS 
checkout itself)
* Checkout of fgdata worked flawless with Windows. Updating fgdata is 
much faster than CVS

Additionaly:

* hg can work with fgdata, too: Its repository is marginaly larger 
compared to git
* I had no time to actually upload fgdata-hg to somewhere else
* (tortoisehg exists)

Given the existing infrastructure for git services, no objections from 
me against git (any more).

We should step further and discuss on how a transition can be made. BTW 
I would vote for the gitorious system.

Greetings
Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-29 Thread Olaf Flebbe
James A. Treacy schrieb:
 On Mon, Sep 28, 2009 at 07:25:33PM -0600, Ron Jensen wrote:
 My own, personal opinion is SVN is worse than CVS.  I see no advantage
 to moving there first.
 
 Could you elaborate on this? This discussion needs more facts so that
 a rational decision can be reached.
 

Let me talk from the Windows perspective:

CVS is working best with cygwin, this is an entrance barrier, since you 
need to now UNIX shell. The directory mapping UNIX-Windows is weird 
for the inexperienced.

git seems to work best with msysgit. Entrance barrier: You need to know 
UNIX shell. (After trying out I would recommend the msysgit rather the 
cygwin). Documentation of msysgit is almost non existing and sometimes 
misleading. But: It works.
There are existing repositories even one for fgdata. Haven't time enough 
to check it out in windows and doublecheck.

svn implementations for Windows are excellent (several to choose from) 
and lean.

hg implementation for Windows is excellent and lean. I am almost through 
converting fgdata to a mercurial repository and uploading it to google, 
in order to double check out if it works good with this kind of data.

The hg-git gateway  (Working with hg on git repositories 
http://hg-git.github.com/) died while accessing gitorious, 
unfortunately. No option, I guess.


[ I made an error when looking at CR/LF issues with *.vcproj. git and hg 
repositories are o.k. ]


For a DVCS:

Iff hg does work with a fgdata repo in reasonable time and space I would 
opt for hg as a DVCS, since it has the lowest entry barriers for 
developers running Windows. Otherwise choose (msys)git.


svn would be a benefit as a VCS for Windows, since cygwin isn't strictly 
needed any more.


 From a Management perspective:

gitorious seems to implement a pull style DVCS, if I did understood it 
correctly. Someone has to pull changesets from other git repositories to 
manage the official FlightGear distribution. I would call it wasting 
developer resources. Please correct me if I am wrong.

The Flightgear cvs was a push style repository, where selected 
developers can work on (at selected parts).

svn implements push. hg can implement both. git seems more designed for 
  pull (linux kernel process), but can implement push too (samba git for 
instance, mapserv?).

[More on this topic for instance in 
http://hgbook.red-bean.com/read/collaborating-with-other-people.html]

So, please wait for the hg experiments to finish.

Greetings,
   Olaf

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-26 Thread Olaf Flebbe
Hi Erik,

  Did you know that the sound system eats up to 30% of CPU time, 
depending
  on hardware? This even with --disable-sound on the command line.
 
  That's OpenAL version specific. Mine is twice as fast with 256 voices
  but 3.5 times more efficient with less than 32 voices.

Ooops, I have to admit that I am a OpenAL newbie. Do I have to use a 
different set of shared libs? Are these soundcard/codec specfic? Where 
should I get alternative implementations from? I thought there are only 
specific implementations for high-end hardware.

My findings are that 30% of total fgfs CPU time on the eee was spend in 
in routines resampling audio, regardless if --disable-sound was set or 
not. (Later I found out that --disable-sound does not disable the sound 
at all: It only mutes sound.) IMHO this is an undesirable overhead even 
if resampling would be 3.5 times faster. I would have expected the top 
one performance bottleneck for fgfs on low end hardware is in graphics, 
not sound.

Greetings
Olaf


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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Olaf Flebbe
Hi,

I do not have write permissions to any of the hg or git reprositories...

So I can only check repositories out, which works flawless with git and 
hg, no surprise.

BUT:

* Both the hg https://possible-little-test.googlecode.com/hg
and the gitorious repositories have corrupted the VC90 Project files. 
They should to be CR LF terminated files as they are in the CVS.
(For instance projects/VC90/FlightGear.sln: A double click does only 
work with CR LF endings).



* The real thing would be FlightGear data!

Greetings,
   Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-24 Thread Olaf Flebbe
Hi,

Sorry for my late contribution to this topic: I am late catching up with 
my mails since my last holidays.

Let me tell you from my personal experiences some weeks ago with git and 
hg an linux and Windows.

Windows Implementations:

git can be tedious to use on Windows: I had big problems working on a 
project mixing up git repositories on linux pushed and pulled by a 
windows git via samba. git at some point complained about non existing 
differences: Somehow line ending issues emerged, or the object store got 
corrupted. I had no chance to look deeper into details. The stable git 
command on Windows needs cygwin, which is not a minimal invasive 
installation. (I wouldn't recommend the msys/mingw installation at this 
point.)

The hg (mercurial) Implementation of Windows is very lean, because no 
POSIX emulation layer is needed. I (luckily?) had no problems with 
respect to line endings with hg.

Branch Handling:

IMHO the git remote repository handling is complex and error prone. We 
would need a fine manual to instruct developers how to lay out their 
branches, because their are trillions of chances to mess up a repository.

(Something like 
http://wiki.samba.org/index.php/Using_Git_for_Samba_Development
)

Hg is quite easy (some say limited) with respect to this aspects. You 
can simply push your changes where you have got them, no need to mess 
with bare repositories.

In a nutshell, IMHO hg is easier to use for a random user wanting a 
quick look at the source code. Git gives the power user the opportunity 
  to implement even the unthinkable while being is a little bit beasty 
if you do not have a clean checkout.

Greetings,
   Olaf

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Olaf Flebbe
Erik,

I would like to see an option to disable sound at all.

Did you know that the sound system eats up to 30% of CPU time, depending 
on hardware? This even with --disable-sound on the command line.

I found it while profiling fgfs on my eeepc with ubuntu, which is 
largely affected because of its low end hardware.

Enabling OpenAL starts a thread which is constantly eating up CPU 
cycles. 30% of CPU. (pulseaudio _is_ disabled BTW)

[ I was able to improve FPS rate from 1 FPS to 15 FPS with disabling 
OpenAL altogether and further quirks. But fgfs still is barely useable 
on the eeepc ]

Greetings,
   Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-24 Thread Olaf Flebbe
Hi Martim,

 People to whom I've talked happily recommended this one:
 
   http://code.google.com/p/msysgit/
 
   and I'd be happy to learn about your dislike.

1) From the Installation Manual:
http://code.google.com/p/msysgit/wiki/InstallMSysGit

...
Note: Git for Windows is not as stable as Git for anything else. There 
are more issues with the Windows API than there are developers working 
on them.
...

2) From the homepage:
So you do not want to help? Then there is nothing to see here, please 
move along. this is not friendly for the casual user of some kind of 
middleware when I have other options.

Greetings,
Olaf


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Olaf Flebbe
Hi,
 
 Which version of OpenAL? There were recently (over a month ago?) some 
 improvements in that respect, still, OpenAL shouldn't be using any 
 processing at all. I'm at work and leaving in a few minutes, so I'll 
 check once I get home.
  

The version from ubuntu jaunty is 1.4.272

Olaf

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Re: [Flightgear-devel] Running FlightGear 1st time - could not findplugins - from osgPlugins?

2009-08-26 Thread Olaf Flebbe
Vivian Meazza schrieb:
 It is not done in MSVC9 - set your path in the normal way, or move the 
 osgPlugins-2.8.0 directory to wherever you generated the flightgear 
 executable.

Or use the environment variable OSG_PLUGINS.

Olaf

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[Flightgear-devel] [Patch] windows tag in joystick XML files broken

2009-08-23 Thread Olaf Flebbe

Hi,

the header plib/ul.h is missing for FGCommonInput.hxx

It is needed for the TGT_PLATFORM Macro to make the tags windows or 
mac work in the joystick xml files.


Of course it does make sense using one of the many other definitions in
FGFS  ..

Cheers
   Olaf

Index: src/Input/FGCommonInput.hxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Input/FGCommonInput.hxx,v
retrieving revision 1.1
diff -u -r1.1 FGCommonInput.hxx
--- src/Input/FGCommonInput.hxx 7 Aug 2009 18:58:35 -   1.1
+++ src/Input/FGCommonInput.hxx 22 Aug 2009 22:26:42 -
@@ -27,6 +27,7 @@
 
 #include vector
 #include simgear/structure/SGBinding.hxx
+#include plib/ul.h
 
 #if defined( UL_WIN32 )
 #define TGT_PLATFORM   windows
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Re: [Flightgear-devel] FlightGear on Leopard

2007-10-30 Thread Olaf Flebbe
Hans Fugal schrieb:
 And here is the backtrace:
 
 http://pastebin.ca/755280
 
 On 10/30/07, Hans Fugal [EMAIL PROTECTED] wrote:
 It compiled without incident, and begins to start just fine. The
 splash screen comes up, and while generating sky elements it gives
 me this message and then segfaults a few seconds later:

 FATAL: SSG: OpenGL will not accept a downsized version ?!?

IMHO it's a problem in plib.

You may want try to define PROXY_TEXTURES_ARE_BROKEN for ssgLoadTexture.cpp


Cheers
Olaf


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Re: [Flightgear-devel] The Release

2007-09-04 Thread olaf flebbe
Hi,
 
 No, the confusion seems to come from the difference between standard C runtime
 and standard C++ runtime. MSVC8 wants to conform to the latter when compiling
 C++ code. Look at that page :

Thanks.

As a side note: The gcc does not enforce const-correctness very much.
The SUN Compilers are very picky about constness. One can  notice that
some const workarounds in plib SVN are now ifdef SUN Studio.
Unfortunatly they still miss MSVC8.

Olaf

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Re: [Flightgear-devel] The Release

2007-09-04 Thread olaf flebbe
Hi,

 I wrote:
 Plib's behavior in the lines touched by this patch is platform
 independent.
 
 And this bit of the patch is just flat wrong.  The original version
 finds the first _ in the string and nul-terminates it at that
 location.  The fixed code it a complete no-op.
 
 - char *p = strrchr(fname,'_');
 + char *dupfname = strdup( fname);
 + char *p = strrchr( dupfname,'_');
  if (p != 0) {
*p = '\0';


Ahem. You should read the original context... (a little bit polished)

bool ssgLoadMDLTexture ( const char *fname, ssgTextureInfo* info )
{
  FILE *tfile;
  int index = 0;
  if ( (tfile = fopen(fname, rb)) == NULL) {
char *p = strrchr( (char *)fname,'_');
if (p != 0) {
  *p = '\0';
  p++;
  index = atoi (p);
}

Think about calling `ssgLoadTexture(myfile.0af_100, info);'

On many systems the string myfile.0af_100 will be placed into the TEXT
segment, R/O memory.

Please do not mix the terms compiles o.k. and works for me with the
code is correct.

The patch I supplied fixes this -- more or less esoteric bug condition
-- and secondly cleans up a few ugly code part with uneccesarly
conditional compilation. And as a side effect it compiles cleanly on
MSVC8 (and many others, i hope).

Thanks for listening,
Olaf

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Re: [Flightgear-devel] The Release

2007-09-04 Thread olaf flebbe
Hi,

thanks John!

---
Returning to the higher-level discussion, it is not necessary to do a
strdup in this situation, as the following constructive suggestion
illustrates.


  ... Johns nice example ...

 int main(){
 char aa[100];
 const char* xx(aa);
 const char* yy;
 yy = strchr(xx);  // const
 yy = strchr(aa);  // non const
   }


  o.k. so far, but the job that has to be done is to use the derefenced
pointer returned by strchr() as an LVAL. (In order to split filename and
an integer)

 int main(){
 char aa[100];
 const char* xx(aa);
 char* yy;
 yy = strchr(xx);  // oops, not const

 *yy = 0;  // Yeah

   }

IMHO one needs strdup here.


Olaf

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Re: [Flightgear-devel] The Release

2007-09-04 Thread olaf flebbe
Hi,

 If my memory serves, VC8
 shipped with a new runtime that won't work on XP without an update,
 right?  

Wrong.

 Regardless, you need to fix that patch if you want to see it used.

Yes, I would have to update to current SVN. But I am getting tired of
fixing non-gcc bugs.

Olaf



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Re: [Flightgear-devel] The Release

2007-09-04 Thread olaf flebbe
Hi,

 If my memory serves, VC8 shipped with a new runtime that won't work
 on XP without an update, right?
 Wrong.
 
 Can you elaborate?  I'm all but certain that default builds want to
 link against MSVCR80.DLL (or whatever) at runtime, no?

One possibility: link statically.

 Are we set up
 to install that in our distributables? 

We have to supply these along with distributables. Either use a
redistributable installer or install it as a SxS assembly. (Write a
manifest and put it in a properly named subfolder).

 Is such an arrangement GPL
 compatible? 

Yes. See Clause 2:

... If identifiable sections of that work are not derived from the
Program, and can be reasonably considered independent and separate works
in themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works



 I know other projects have had to deal with this issue,
 but don't know the details.
 
 It does strike me as simpler to just use the older compiler.
 

MSVCRT71.dll isn't supplied by WIndows XP (even SP2) either. Please try
yourself with a fresh windows XP without drivers.

Olaf


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Re: [Flightgear-devel] The Release

2007-09-01 Thread olaf flebbe
Hi,

AJ MacLeod schrieb:
 On Saturday 01 September 2007 09:18:18 Durk Talsma wrote:
 
 Right at the beginning, I found one significant problem: FlightGear /
 SimGear require plib-1.8.4, but this version no longer builds on my box
 (using gcc 4.1.2). I'm getting the following compiler error:
 This problem is fixed in CVS/SVN, so it would be natural to require
 plib-1.8.5 for the next version. That version isn't released yet, however.

There is still an patch for MSVC8 waiting to be applied.

http://sourceforge.net/tracker/index.php?func=detailaid=1584727group_id=382atid=100382

The root cause of the problem is tricky, however. Unfortunatly they have
renamed a symbol, but they haven't fixed it properly until now.

I would vote for pulling the relevant plib parts right into Flightgear
(or SimGear?) and fix the problems ourselfs, removing this external
dependency.

Olaf


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[Flightgear-devel] Update to the MSVC8 Build System

2007-06-15 Thread Olaf Flebbe
Hi,

A major update to the MSVC8 build system. Updated 3rdParty libpng-1.2.18 
and to the OpenSceneGraph 2.0, released today.

Noteworthy: The patch fgpatch.diff supplied detects whether the Low 
Fragmentation Heap (LFH) is available and enables it. This increases 
framerates about 10% for me. (LFH is available on W2K SP4 Update1, XP 
and up).

http://www.oflebbe.de/FlightGear

Cheers,
   Olaf




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[Flightgear-devel] Impressions from LinuxTag

2007-06-03 Thread Olaf Flebbe
Hi,

I enjoyed the booth at LinuxTag in Berlin very much.

Thanks for all the efforts getting two cockpits together, the refined 
Berlin scenery, the Dragonfly, excellent flight instructions and so much 
more ... IMHO it was one of the most attractive booths at LinuxTag.

I uploaded some pics from the LinuxTag 07 in Berlin.

http://www.oflebbe.de/FgShow2/

Cheers,
   Olaf


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Re: [Flightgear-devel] No rudder (yaw) control using SAITEK X52 joystick

2007-06-03 Thread Olaf Flebbe
Hi,

 using any paintext editor you like (like notepad on Windows).

Very indeed, notepad is a pain :-)

Olaf

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Re: [Flightgear-devel] Impressions from LinuxTag

2007-06-03 Thread Olaf Flebbe
Hi,

The setup was a single machine, multiple graphics cards setup built with 
osgViewer. Not a multi machine each with an single display like 
described in the wiki.

Sorry, I do not have more detailled information.

Olaf


 --- Tim Moore wrote:
 Are there any instructions / recipes for using the new multi-display
 capability? I can puzzle it out from looking at the properties that it
 uses :) but I was wondering if there was an easier way; even better,
 what were the settings in use at the booth?
 
 It's not a particularly new feature, and it's documented in The Manual:
 
 http://www.flightgear.org/Docs/getstart/getstartch5.html#x10-710005.4
 
 ... as all good features should be ;)
 
 -Stuart
 
 
 
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[Flightgear-devel] osgViewer for windows

2007-05-28 Thread Olaf Flebbe
Hi,

I addded first support for osgViewer for win/vc2005. See my webpages at 
http://www.oflebbe.de/oflebbe/FlightGear .

For demonstration and testing purposes I uploaded a self contained 
Setup-File at http://www.oflebbe.de/oflebbe/FlightGear/FlightGearSetup.exe .
It is about 70MB and contains FlightGear build with OSG and data (only 
c172p without Textures.high).

Please wait an hour or so for the upload to complete.

Cheers,
Olaf


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Re: [Flightgear-devel] osgviewer version

2007-05-27 Thread Olaf Flebbe
Hi,

 
 Yesterday I made a build of the osg version of fg, last time I made one 
 was like two month ago so I had to do a few experimentation to have a 
 osg build that works with fg. When that was finaly working I realized 
 that I had to add two defines for the osgviewer version of fg and tried 
 a new build to see what it gives. Ok, apparently I'm the first to build 
 that on a windows system. Here's the problems I can see :
 - fg_os_osgviewer.cxx does not build because the min  max macro are 
 defined in windows.h and redefined as templates in some vec.h file, 
 adding #undef min/max allowed to compile ;
 - the game starts in 800x600 for no reason ;
 - I can not click on the user interface (menu, dialogs) ;
 - changing the view with the mouse does not work as expected, the view 
 direction is not controlable if not random ;
 - fginput::dokey says key value out of range.
 
 Then when I applied the last patch to fg_os_osgviwer.cxx I simply had 
 compile errors because my osg version was not up to date. As I said on 
 irc I'm not going to update osg each time I need to update fg.

I am still working on getting osgViewer to work as expected on Windows. 
Since there is still a backlog of uncommited changes of mine I do not 
want to add of another batch of unfinished changes. But IMHO the main 
problem seems to be hidden in OSG itself.

One workaround: You can click on the user interface iff you first resize 
the window for instance.

Olaf

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Re: [Flightgear-devel] Flash2a Patch

2007-05-20 Thread Olaf Flebbe
Martin Spott schrieb:
 Olaf Flebbe wrote:
 
 You are correct in general, but in this particular case I had created some
 3-D hotspots specifically for the pick animations, which were then
 visible in PLIB, so removing them and the object in the model was
 sensible.
 I would suggest forking the data tree instead.
 
 Doesn't such thing already exist ?
 
   Martin.

I meant to actually use that branch.

Olaf

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Re: [Flightgear-devel] Instability - 0.9.11 Pre-Release 19-May-2007

2007-05-20 Thread Olaf Flebbe
Forums Virgin Net schrieb:
 I have found some Stability problems in the flight controls, and 
 navigation instruments in the current pre-release of FlightGear listed 
 below.
  
 http://www.oflebbe.de/oflebbe/FlightGear/FlightGearPlibSetup.exe
 http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/data.tar.gz?view=tar
  
  
 1/ Aircraft dials and controls are oscilating at hi frequency (In a 
 Random fashion) and leaping about in varying degree's sometimes so much 


 2/ ILS seems to have deviated further from its former accuracy, at 
 various airports, it is less stable also which is a shame if wanting to 

Since I am not too common with the autopilot and ILS: Can you reproduce 
this with  http://www.oflebbe.de/oflebbe/FlightGear/FlightGearSetup.exe 
too? (Its the current OSG Head)

Olaf

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Re: [Flightgear-devel] Flash2a Patch

2007-05-19 Thread Olaf Flebbe
Hi,

 Does the pick animation hurt the plib version in any way, is it just out
 of function? If it doesn't hurt, we could just disable the unknown pick
 animation warning and everything would be fine.
 
 You are correct in general, but in this particular case I had created some
 3-D hotspots specifically for the pick animations, which were then
 visible in PLIB, so removing them and the object in the model was
 sensible.

I would suggest forking the data tree instead.

Olaf


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Re: [Flightgear-devel] FlightGear-0.9.11-pre1 (source code) available for download and testing

2007-05-16 Thread Olaf Flebbe
Hi,

 I am compiling flightgear on windows with msvc express. I am using Olafs 
 collection of plib, openal, etc. It still works, but is not any longer 
 on his page. Maybe he could add it again?
 I can mail you my binary, but it has some more debug-messages.

The plib version is still around, I have to dig it out again.

Please stay tuned.

Olaf

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Re: [Flightgear-devel] FlightGear-0.9.11-pre1 (source code) available for download and testing

2007-05-16 Thread Olaf Flebbe
Hi,

 Could I make a slighly impolite request?
 
 Thanks to Olaf's work I have a working OSG build system for windows, but
 not plib, despite much work. I've heard that the flash2a model doesn't
 work on plib, but I've been unable to fix this as I don't have a plib
 executable.
 
 Could some kind soul create a windows plib binary for me please, or
 alternatively take a look at the problem on my behalf?
 
 Otherwise, I think it will have to be pulled from the release, which would
 be a shame.

Get http://www.oflebbe.de/oflebbe/FlightGear/plib-projects.zip in order 
to build plib branch. Someone please update these project files in the 
plib branch, please.

You can download an installer for FlightGear/plib branch at 
http://www.oflebbe.de/oflebbe/FlightGear/FlightGearPlibSetup.exe

and of course http://www.oflebbe.de/oflebbe/FlightGear/FlightGearSetup.exe

for the real OSG thingy.

These Setup Files does not require MSVC8 SP1 to be installed and include 
the runtime as a private assembly, so they should be self-contained 
including all DLL's.

These installers does not include any data and are still work in 
progress. They do not uninstall Desktop and Startmenu items. Anyone here 
with NSIS experience?

And BTW an inpolite request for including me in the Thanks.

Cheers,
Olaf


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Re: [Flightgear-devel] missing stackwalker and link error

2007-05-06 Thread Olaf Flebbe

 Where did stackwalker come from? Nothing on FG web site and no 
 instructions as to whose version to download. Was it left in by accident?
 
 Also, getting the following link error. who makes this lib?
 
 LINK : fatal error LNK1104: cannot open file 'OpenThreadsd.lib'
 
 

Hi,

Oops, I used StackWalker to look for memory leaks in FlightGear.

http://www.codeproject.com/threads/StackWalker.asp

Please remove all references, if any, from the project files. I have to 
do a fresh checkout in order to re-check and fix them.

OpenThreadsd.lib is the debuging openthreads lib. You should try to 
compile and link a release version. Please do not try running a debug 
build of FlightGear especially not with StackWalker ;-|

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Re: [Flightgear-devel] Anisotropic Filtering for Runways

2007-04-23 Thread Olaf Flebbe
hi,


 In fgIdleFunction(), this line
 glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, 
 GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
 should be disabled when we use anisotropic filtering (because it becomes 
 useless and because in all cases
 it ruins the mipmaping of buildings walls).

Thanks!

 
 Also since the anisotropic filter parameter must be applied to each 
 textures (and it's hard to do that
 if we don't have a list of existing textures), you can rememder the user 
 that the option will only be
 applied on the next launch of FG.

IMHO traversing the scene graph will do the job.

olaf


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Re: [Flightgear-devel] Anisotropic Filtering for Runways

2007-04-21 Thread Olaf Flebbe
Hi,

thanks for the feedback. I will look into adding a widget to the 
rendering options for limiting filtering (maybe along with a command 
line option). The filtering8.0/filtering is clumsy, too.

Cheers
Olaf

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Re: [Flightgear-devel] Anisotropic Filtering for Runways

2007-04-21 Thread Olaf Flebbe
Curtis,

 Note that anisotropic filtering makes all the textures look sharper when 
 viewed close to edge on ... terrain in the distance, aircraft markings, 
 etc.  I'm still not convinced the doing this per material in the 
 materials.xml file is the best approach.  It would be nice to be able to 
 have anisotropic texture filtering for loaded models and everything else 
 as well ... I'd still be more in favor of a single global setting that 
 affects the entire sim.
 

I did the materials approach because I didn't want to harm older graphic 
cards too much. But since most of the posters like to have a global 
control I see no point in applying it only to certain materials for now.

Right now I am hacking the Rendering Options panel.

Olaf




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[Flightgear-devel] Anisotropic Filtering for Runways

2007-04-20 Thread Olaf Flebbe

Hi,

I had the chance to get a small lecture on OSG. I tried out anisotropic 
filtering for improving the look of the runways. IMHO the result is amazing.


Compare yourself -- have a look the markings on the runway:

http://www.oflebbe.de/oflebbe/FlightGear/withoutfilter.jpg

http://www.oflebbe.de/oflebbe/FlightGear/with8filter.jpg

Without any drop in framerate ...

Filtering can be switch on and controlled as per SGMaterial.
1. == default off
Please note that only powers of two are valid.

Cheers
  olaf
Index: simgear/scene/material/mat.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/material/mat.cxx,v
retrieving revision 1.34
diff -u -r1.34 mat.cxx
--- simgear/scene/material/mat.cxx  3 Dec 2006 17:27:46 -   1.34
+++ simgear/scene/material/mat.cxx  20 Apr 2007 20:59:00 -
@@ -141,6 +141,7 @@
   wrapu = props-getBoolValue(wrapu, true);
   wrapv = props-getBoolValue(wrapv, true);
   mipmap = props-getBoolValue(mipmap, true);
+  filtering = props-getDoubleValue(filtering, 1.0);
   light_coverage = props-getDoubleValue(light-coverage, 0.0);
 
   // surface values for use with ground reactions
@@ -204,6 +205,7 @@
 wrapv = true;
 
 mipmap = true;
+filtering = 1.0f;
 light_coverage = 0.0;
 
 solid = true;
@@ -233,7 +235,7 @@
 SG_LOG( SG_GENERAL, SG_INFO, Loading deferred texture 
_status[i].texture_path );
 assignTexture(_status[i].state.get(), _status[i].texture_path,
- wrapu, wrapv, mipmap );
+ wrapu, wrapv, mipmap, filtering );
 _status[i].texture_loaded = true;
}
 }
@@ -279,7 +281,7 @@
 
 if ( !defer_tex_load ) {
 SG_LOG(SG_INPUT, SG_INFO,   _status[i].texture_path );
-   assignTexture( stateSet, _status[i].texture_path, wrapu, wrapv );
+   assignTexture( stateSet, _status[i].texture_path, wrapu, wrapv, 1, 
filtering );
 _status[i].texture_loaded = true;
 } else {
 _status[i].texture_loaded = false;
@@ -316,7 +318,7 @@
 }
 
 void SGMaterial::assignTexture( osg::StateSet *state, const std::string fname,
- int _wrapu, int _wrapv, int _mipmap )
+ int _wrapu, int _wrapv, int _mipmap, float filtering )
 {
mapstring, osg::ref_ptrosg::Texture2D ::iterator _tex_cache_iter;
_tex_cache_iter = _tex_cache.find(fname);
@@ -324,6 +326,7 @@
{
   osg::Texture2D* texture = SGLoadTexture2D(fname, _wrapu, _wrapv,
 mipmap ? -1 : 0);
+  texture-setMaxAnisotropy( filtering);
   state-setTextureAttributeAndModes(0, texture);
   _tex_cache[fname] = texture;
}
Index: simgear/scene/material/mat.hxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/material/mat.hxx,v
retrieving revision 1.25
diff -u -r1.25 mat.hxx
--- simgear/scene/material/mat.hxx  29 Oct 2006 19:27:09 -  1.25
+++ simgear/scene/material/mat.hxx  20 Apr 2007 20:59:01 -
@@ -252,6 +252,9 @@
   // use mipmapping?
   int mipmap;
 
+  // use anisotropic filtering
+  float filtering;
+
   // coverage of night lighting.
   double light_coverage;
 
@@ -293,7 +296,7 @@
   void build_state( bool defer_tex_load );
   void set_state( osg::StateSet *s );
 
-  void assignTexture( osg::StateSet *state, const std::string fname, int 
_wrapu = TRUE, int _wrapv = TRUE, int _mipmap = TRUE );
+  void assignTexture( osg::StateSet *state, const std::string fname, int 
_wrapu = TRUE, int _wrapv = TRUE, int _mipmap = TRUE, float filtering = 1.0f );
 
 };
 
Index: materials.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/materials.xml,v
retrieving revision 1.88
diff -u -r1.88 materials.xml
--- materials.xml   28 Jan 2007 11:43:50 -  1.88
+++ materials.xml   20 Apr 2007 21:13:40 -
@@ -126,29 +126,34 @@
 material
  namepa_taxiway/name
  textureRunway/pa_taxiway.rgb/texture
+ filtering8./filtering
 /material
 
 material
  namepa_tiedown/name
  textureRunway/pa_tiedown.rgb/texture
+ filtering8./filtering
 /material
 
 material
  namepa_dspl_thresh/name
  textureRunway/pa_dspl_thresh.rgb/texture
  wrapufalse/wrapu
+ filtering8./filtering
 /material
 
 material
  namepa_dspl_arrows/name
  textureRunway/pa_dspl_arrows.rgb/texture
  wrapufalse/wrapu
+ filtering8./filtering
 /material
 
 material
  namepa_threshold/name
  textureRunway/pa_threshold.rgb/texture
  wrapufalse/wrapu
+ filtering8./filtering
  wrapvfalse/wrapv
 /material
 
@@ -156,234 +161,273 @@
  namepa_L/name
  textureRunway/pa_L.rgb/texture
  wrapufalse/wrapu
+ filtering8./filtering
 /material
 
 material
  namepa_R/name
  textureRunway/pa_R.rgb/texture
  wrapufalse/wrapu
+ filtering8./filtering
 

Re: [Flightgear-devel] Another scerenio where FG labours (freeze type of thing)

2007-01-30 Thread Olaf Flebbe
Hi,

 One easy way to replicate this is to use the Spitfire on the runway - ensure 
 brake lock is on, and open up the throttle - the aircraft will tip over nose 
 first, and FG will then show the above problem.

I cannot replicate this with a recent osg without SDL. On Windows. Is 
this problem SDL specific?

Olaf

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[Flightgear-devel] Updated Build System for MS Visual C++ 2005

2007-01-30 Thread Olaf Flebbe
Hi,

I updated the build system and prebuilt parts for MS VC 2005:
   * Used a Mathias-recommended CVS snapshot
   * Now static executables are back again. I even added static pthread.
   OpenAL is the only Dll left.
   * Added a few more OSG subsystems

http://www.oflebbe.de/oflebbe/FlightGear

Olaf


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Re: [Flightgear-devel] Openscenegraph tarball

2007-01-29 Thread Olaf Flebbe
Stuart Buchanan schrieb:
 --- Mathias Fröhlich wrote:
 Hi,

 I need to have an other update to the openscenegraph tarball. For those
 ones 
 not tracking cvs I have put together a tarball as usual. The key feature
 I 
 need is the txf file font loader. That is with the time of packing that 
 tarball included in osg's cvs and the tarball includes in fact a
 snapshot of 
 the cvs tree.

 You can find that at

 ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20070122

 As far as I know, Olaf prepares the update to the win32 build these
 days.
 
 That's great news. I spent most of the weekend failing to get OSG/HEAD to
 compile on VC8. A very frustrating time.
 
 Thanks to both of you for putting together the tarballs - it certainly
 makes life easier for those of us who don't have the skills to handle
 OSG/HEAD.
 

I am preparing an update. Be sure to install the Service Pack 1 for 
Visual Studio 2005 in the meantime.

http://www.microsoft.com/downloads/details.aspx?familyid=7B0B0339-613A-46E6-AB4D-080D4D4A8C4Edisplaylang=en

Look out for the VS2005 Professional use this one

http://www.microsoft.com/downloads/details.aspx?FamilyID=bb4a75ab-e2d4-4c96-b39d-37baf6b5b1dcDisplayLang=en

In the order to ease deployment this time I am changing back to static 
builds. I am fixing a nasty bug now ...

Olaf

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Re: [Flightgear-devel] PATCH: Remove unused libraries from linker

2006-12-17 Thread Olaf Flebbe
Hi,

 The following patch removes unnecessary dependencies - probably MSVC
 folks would like to incorporate similar changes into their project
 files.

The MSVC8 project files have a totally differenty library structure. The 
MSVC 6 project files bundled with FlightGear do not work at all.

Olaf

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[Flightgear-devel] OSG fps

2006-11-25 Thread Olaf Flebbe
Hi,

now FlightGear OSG is running almost at the same speed (sometimes 
faster) than plib for me.
FreeGlut was the culprit. Switching the the good old glut gives another 
10% FPS boost. And it fixes a bug: For me the c172p with freeglut is 
accellerating itself at the runway without using the throttle. With 
glut-3.7.6 it stays at the starting position.

Many thanks to Fred for letting me doublecheck with his build environment.

Olaf

PS: A new 3rdparty.zip is at http://www.oflebbe.de/oflebbe/FlightGear/.
PPS: IMHO there seems to be memory leak, which could account for 
hick-ups when flying the OSG Build.

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Re: [Flightgear-devel] FW: [osg-users] Re: Performance OSG release compile vs win32 binaries

2006-11-22 Thread Olaf Flebbe
Hi,

FYI I used Visual Studio.net 2005 Express Edition. The free express 
version has an full-featured optimizing compiler.

 Yes, same OSG and using official Visual Studio .Net 2003.

Olaf


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[Flightgear-devel] plib OSG Performance Linux and Windows

2006-11-19 Thread Olaf Flebbe
Hi,

I tried to shed light into the OSG/plib performance issue and why it 
hits Windows users.

I installed Fedora Core 6 (fought with fglrx to get direct rendering to 
work ;-) and compiled FlightGear with the same sources I use on Windows 
XP. Both OSG and Plib.

* OSG has quite the same performance on Linux and Windows. (this seems 
reasonable)
* OSG seems to have the comparable performance as Plib on Linux.
* Plib is a lot faster on Windows.

So the interesting question is: Why is plib significantly faster on 
Windows?

Olaf

PS: Now I remembered a fact some months ago:  FlightGear on Windows was 
a significantly faster than on Linux on my laptop now I see that 
performance was guided by plib.

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Re: [Flightgear-devel] fg crashes sometimes (probably in groundnetwork.cxx)

2006-11-14 Thread Olaf Flebbe
 
 Anyone else observing these crashes?
 
Yep.

Olaf

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Re: [Flightgear-devel] fg crashes sometimes (probably in groundnetwork.cxx )

2006-11-14 Thread Olaf Flebbe
Durk Talsma schrieb:
 On Tuesday 14 November 2006 20:52, Olaf Flebbe wrote:
 Anyone else observing these crashes?
 Yep.

 Olaf

 
 Okay, I've committed my proposed fix to CVS Head. Please check.

The crash I saw, whichwas pretty reproducable, seems now gone. Thanks!

Olaf

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Re: [Flightgear-devel] Build problem

2006-11-12 Thread Olaf Flebbe
Hi,

 OSG requires LPEG, GIF, TIFF and PNG support. Typically these are being

IMHO OSG requires png and rgb plugin support. Or did I miss something 
where GIF or TIFF is needed? Thumbnails are in jpeg format, just to make 
sure I included the jpeg osg plugin.

Olaf

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[Flightgear-devel] MSVC8 update

2006-11-12 Thread Olaf Flebbe
Hi,

FYI: I did a major overhaul to the build system for MSVC8 (again). Now 
with a common infrastructure for building OSG itself, FlightGear/Plib 
branch and FlightGear/OSG. Now FlightGear is linked dynamically, even in 
the plib case, making support more easy.

http://www.oflebbe.de/oflebbe/FlightGear

BTW: Slowdown for OSG is now only around 25% for me. Mathias, thank you 
for your support!

Olaf

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Re: [Flightgear-devel] MSVC Linking trouble

2006-11-07 Thread Olaf Flebbe
Hi,

 
 It now works and I got a much better performance than with the version
 compiled with Cygwin. Starting time has shortened significantly and
 Framerates are much higher (Cygwin 11-20fps, MSVC 30-50fps).
 
 Thank you for your help.

Thanks for your report. Do you have a suggestions on how to improve the 
instructions?

Olaf



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Re: [Flightgear-devel] OSG and multicore processor

2006-11-07 Thread Olaf Flebbe
Norman Vine schrieb:
 Curtis Olson writes:
 Right, in all this we need to remember that in all our past 
 benchmarking, the graphics themselves account for 90-95% of 
 the workload.  
 
 I haven't profiled FGFS in a long time  however I guess that 
 is true if you consider ground intersection and database 
 paging part of the GFX code

I just did a profile. OpenGL related stuff is about 20%, groundcache 
about 60%.

Olaf

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/math SGQuat.hxx, 1.11, 1.12

2006-11-07 Thread Olaf Flebbe
Frederic,

However compiler.h isn't included into SGQuat.hxx, so I didn't 
realized that you had a patch in compiler.h.

I am not to sure which headers should be included. So I prefered a local 
patch, here. Please feel free to fix it properly.

Olaf


... left out  fix for copysign for Microsoft Compiler
 
 This is redundant with a fix I already put in compiler.h
 

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Re: [Flightgear-devel] OSG Issues

2006-11-07 Thread Olaf Flebbe
Hi,

 Time to go to bed, I did test something like 30 aircrafts... there is 
 still 50 to be tested !
 http://wiki.flightgear.org/flightgear_wiki/index.php?title=List_of_%27compatible%27_aircrafts#List_of_.27compatible.27_aicrafts
 the longuest is writing the result in the wiki...

Thanks for this huge testing effort! Mathias gave me a prerelease of a 
new AC3D loader. That fixed all the aircrafts which SEGFAULTED before, 
but not the OV10-CDF.

The OV10-CDF gave me a stack overrun both on plib and OSG. (While 
reading the gps instrument). This aircraft problem seems not related to OSG.

Olaf



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Re: [Flightgear-devel] OSG and multicore processor

2006-11-07 Thread Olaf Flebbe
Hi,

 
 a reason to use OSG is a perf improvement with SMP. but i see nothing about 
 it 
 here.
 my processor (amd 4200 double core) occupation is always 50-55%. perhaps is 
 it 
 not done yet? 

No, it is not possible at this time.

Olaf

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Re: [Flightgear-devel] OSG and multicore processor

2006-11-07 Thread Olaf Flebbe
Hi,

 How are you profiling ?

I had a Intel VTune eval license in the past.

Olaf

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Re: [Flightgear-devel] OSG Issues

2006-11-07 Thread Olaf Flebbe
Hi,


From some other source I figured it might make sense to attach the
 graphic card manufacturer (and maybe the driver version) to the problem
 report. Olaf, does this count here too ?

The runway light flickers at the edge of the screen seem to be an ATI 
driver feature (both on Linux and Windows), since they are not visible 
on nVidia.

It may be a good idea to attach config (GPU, OS, driver version or 
something like that). Since we may focus more on core dumps this may be 
postponed a bit.

Olaf

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/math SGQuat.hxx, 1.11, 1.12

2006-11-07 Thread Olaf Flebbe
Fred,


 If it is a problem for you, please post the error. I would like to understand
 the issue.

I doublechecked and looked at the CVS history, time stamps of emails...

I created a patch and forgot to send them immediatly to Mathias to be 
included into the release. In the meantime you fixed it at a different 
place in source. I did an update, everything worked o.k. so I asked 
Mathias to commit the diff.

I did a recompile, the _copysign is not needed any more in SGQuat.hxx. 
Please feel free to remove.

Olaf

BTW: Do you have an OSG build running?

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Re: [Flightgear-devel] OSG Performance on WIndows

2006-11-06 Thread Olaf Flebbe
Hi,

 I hope the total freedom of using features given by OSG will encourage us to
 think about more clever ways to do things, that could be beneficial in the 
 end.

Thanks Frederic. I too think, there are many things which can be 
improved considarably and which will lead to higher performance in the 
end, for everyone.

Olaf


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Re: [Flightgear-devel] MSVC Linking trouble

2006-11-06 Thread Olaf Flebbe

 Now I m stuck in the linking progress of FlightGear, there are some
 unresolved symbols and I dont know how to fix them:

 FlightgearLib.lib(auto_gui.obj) : error LNK2019: unresolved external
 symbol public: void __thiscall
 puObject::setColourScheme(float,float,float,float)

This symbol should have a virtual, for instance.

Where are your plib header from? I would recomend 
http://www.oflebbe.de/oflebbe/FlightGear/plib.zip
or recompile it yourself.

Olaf



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Re: [Flightgear-devel] OSG ac3d loader

2006-11-06 Thread Olaf Flebbe
Douglas Campos schrieb:
 Some of you (Olaf?) knows what is the acceptance status of ac3d loader
 patch from upstream mantainers?

Mathias told me that he has not posted it to the OpenSceneGraph people. 
He is working to get it upstream before the 1.3 OSG release.

Olaf

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[Flightgear-devel] OSG Issues

2006-11-06 Thread Olaf Flebbe
Hi,

I think it is better to collect all the problems and workarounds on a 
specific wiki page.

I found out that there is alread a existing one, so I enhanced the 
OpenSceneGraph topic 
http://wiki.flightgear.org/flightgear_wiki/index.php?title=OpenSceneGraph

with known problems collected out of various emails. Please add your 
specific problem found here, since everyone is effectivly stalled when 
reading all the emails.

IMHO the performance issue should have top prio.

Cheers,
   Olaf

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Re: [Flightgear-devel] OSG Performance on WIndows

2006-11-06 Thread Olaf Flebbe
Hi,

I think too that we have to support the plib branch quite a while. The 
idea to do the OSG switch in CVS head was that the OSG developers do not 
have the efforts for porting features from branch back to HEAD. So 
please work in the pre-OSG branch until the performance issue is solved. 
But please port changes back to mainline, when ready. IMHO I think users 
should stick with the branch, until many more issues are solved.

Olaf

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Re: [Flightgear-devel] trouble installing plib

2006-11-05 Thread Olaf Flebbe
Hi,

 I am not able to install plib on a solaris 9 sun machine. I run the 
 ./configure and no errors are shown. When i do make i get this error:
 Error code 1
 make:fatal error:command failed to target 'pu.o'

This is a FlightGear list, not a plib list ;-) However, try GNU make, 
not the bundled solaris make.

Olaf


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[Flightgear-devel] OSG Performance on WIndows

2006-11-05 Thread Olaf Flebbe
Hi,

while double (and triple ;-) - checking everthing I discovered that I 
had a prerelease of Mathias overhauled AC3D Loader in my 3rdparty.zip. 
You may find an update on my website. Sadly, this doesn't change framerate.

Uncommenting sceneView-update() in render.cxx gives a performance jump 
from 60FPS to 80FPS. (plib was 100FPS). Traversing the scenegraph seems 
to be quite timing relevant. Can we limit this special update-traversal 
only to the aircraft (IMHO it is all it does)?

Can somebody confirm that the framerate with OSG is better compared to 
plib on Linux? Default c172 at KSFO, please. Does anybody has a idea 
whats going on? The OSG Code is pretty #ifdef'less.

Olaf




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Re: [Flightgear-devel] OSG - Bugs

2006-11-04 Thread Olaf Flebbe
Hi,

 Has anyone else compiled fg-osg under windows? 
 @Olaf: do you have the performance gap between osg and plib as we have? 
 Do you have any idea, where the performance is lost? Can the non static 
 linking of osg can have such an effect?
   

I do see a significant slowdown. plib seems to give significant higher 
framerates. I do not think that dynamic linking should have such an 
effect, but I have to double check.

Olaf

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Re: [Flightgear-devel] OpenScenegraph MSVC8

2006-11-04 Thread Olaf Flebbe
Maik Justus schrieb:
 Hi Olaf,

 I have used your project files / precompiled libs to compile fg with osg 
 from the scratch. It worked with only negligible problems.
 A file simgear_config.h is missing; there is a simgear_config.h.vc5, 
 after renaiming to *.h it works.
 2 files had to be added to the simgear project file: 
 SGStateAttributeVisitor.cxx and SGTextureStateAttributeVisitor.cxx
 and 1 file has to be removed from the flightgerlib project file: 
 rotorblade.cpp to get compatible with actual cvs.
   

Yep, I have to post an update.
 A very big thank you to Olaf Flebbe, with your package it's very easy to 
 compile fg from the scratch with mcsvc express.

   
Thanks!
 But there is one problem with the running flightgear than: it's about a 
 factor 2 slower than the flightgear with plib (and shadows on)!
 I don't know if this can be improved with other compiler flags, but I am 
 a little bit surprised.

 And I fear, that with shadows the frame rate will be decreased further.

 I am using a P4 2.2Ghz with GeForce  Fx 5600Go

 @Olaf:
 what is your experience regarding the frame rate with osg vs. plib?
   
I do see a dramatic slowdown, too. A GeForce FX 5200Go and an ATI 
X1600Pro both show a significant slowdown. I have to doublecheck 
compiler settings The Slowdown on the ATI Thingy is definetly not 
CPU bound...

Olaf

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Re: [Flightgear-devel] FlightGear starting time

2006-11-04 Thread Olaf Flebbe
Hi,
  
 i noticed that the version of flightgear i built from scratch using 
 cygwin takes significantly more time to start up (about 4-5 
 minutes) than the one i installed using the exe-file from 
 flightgear.org http://flightgear.org (about 1-2 minutes). is there 
 any specific reason for this and are there any ways to accelerate the 
 start of flightgear somehow?
cygwin I/O is dead slow. Thats the price you pay for emulating a UNIX 
style I/O system. You can accelerate by using MSVC8, for instance. It's 
free, too.

Olaf

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Re: [Flightgear-devel] FlightGear starting time

2006-11-04 Thread Olaf Flebbe
Hi,
  
 i compiled it using MSVC8, i did follow your instructions, Olaf, taken 
 from your homepage.
  
 The problem is: FG crashes every time I try to start it. By running 
 the --log-level=debug option I found out that it quits at the point of 
 initializing scenery subsystem giving out a standard MS 
 Windows error message FlightGear has experienced and problem and 
 therefore had to be closed.

Could you please try to run it in the debugger and give the 
traceback/Call Trace? Where does it crash exactly.

Maybe you have to add run time options: Right Click on  Flightgear in 
the Solution Explorer and  Choose Properties Configuration 
Properties/Debugging (for instance --fg-root=. )
  
 What could be the reason for it?
 I compiled FG 0.9.10, using the dependencies precompiled from Olaf's 
 website. I applied the patch given for the pLib files and SimGear 
 compiled and linked well and quite easy without further problems.
 I then had some problems while linking FlightGear with a bunch of 
 errormessages but I finally managed to fix them by doing soem changes 
 in the properties of MSVC8 (I m really new to this IDE). Is there a 
 common problem when having installed FG with Cygwin and FG with MSVC 
 on the same machine?
In the case you leave the file-trees seperated, no problem. Please do 
not try to mix cygwin libs with msvc compiled libs. What kind of 
errormessages did you got?

 Because I read something about this somewhere in the Net, saying that 
 the openal .dll-files would cause problems in that case
  
Can you double check that you are using the OpenAL redistributable from 
Creative? You may use the dependency walker 
http://www.dependencywalker.com/.


Olaf

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