Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Pascal J. Bourguignon
Michael Sgier scrat_h...@yahoo.com writes:

 Still down:
 The server at scenemodels.flightgear.org is taking too long to respond.
 The server at mapserver.flightgear.org is taking too long to respond.
 etc.

 Sigh...only in USA. The last swiss power outage must have been ~10
 years ago and only lasting a couple of minutes.

That's the difference between a country that's submerged in debt (356%
of GDP), vs. a country that's has a positive balance.

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Re: [Flightgear-devel] Nasal performance

2012-05-20 Thread Pascal J. Bourguignon
Erik Hofman e...@ehofman.com writes:

 On Sun, 2012-05-20 at 10:43 +, Renk Thorsten wrote:

 Advanced Weather doesn't burn any significant performance inside
 Nasal - it burns the performance by calling hard-coded C++
 functionality from Nasal.

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

Of course it is.  Think about it!  Only slow functions are written in
C++!  If the function was fast enough in the first place, it wouldn't
have been written in C++, it would be left in nasal. QED, C++ is the
slowest part of the system.

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Re: [Flightgear-devel] Sea color

2012-05-09 Thread Pascal J. Bourguignon
Renk Thorsten thorsten.i.r...@jyu.fi writes:

 There are good sources for sea colour out there - here is one:

 http://oceancolor.gsfc.nasa.gov/FEATURE/IMAGES/A2008129125500.Scotland.png

 The Northern North Sea, away from the turbidity and major river outfalls  
 of the Southern North Sea, is indistinguishable from the Atlantic, the other
 side of Scotland. 

 4 West, 54 North I get an rgb value of (93, 113, 121)
 2 East, 54 North I get (31, 71, 83)

 There's pretty significant variation everywhere, but I don't see that in that 
 picture that the two would even be similar.

 There are many examples in this archive, and if there  
 are differences in the deep ocean colour in any of the oceans they are darned
 hard to spot. Similarly, if there is a difference between the Atlantic  
 and the Mediterranean, it's very hard to see.

 We might not be after the same thing here...

 In reality, water color depends on a lot of factors:

 * light reflection at the surface, i.e. light diffuseness, intensity, wave 
 patterns, sky color, ...
 - we have a decent way to account for that in the shader

 * sediment and algae in the water - water being a flowing substance,
 all these are variable phenomena, rivers carry a lot of mud in spring
 when the snow thaws, algae bloom seasonally,... we can't model this
 realistically in any case

 * near the coast, depth and nature of the bottom - white underwater
 sand looks quite differently from overgrown rocky bottom, deep water
 looks different from shallow water... we simply don't have this
 information - we might get depth somehow, pass true depth to the
 shader, use it to determine color, then let the shader move the vertex
 up to the water surface, but it's a bit tricky.

 Given that we can't do so much realistically anyway for lack of data
 (and lack of framerate - I could probably write a detailed water color
 computing code, but that'd really drive framerate down), my idea is
 more to re-create iconic pictures.

 When approaching Nice in sunshine, I want to see one of these postcard
 Cote d'Azur pictures. When landing on a drilling rig in the Northern
 Sea, I don't expect to see this deep blue. Probably in reality the
 differences are driven by differences in lighting, average weather and
 some sediment/algae component - but when I can't do the realistic
 thing, I might as well do the iconic thing.

 Many people (including myself) seem to feel that the sea should look
 different in different places. I'm entirely willing to tweak physics
 here a bit to create a better illusion that one is in the place by
 fulfilling the expectation. True, the actual Caribbean deep ocean is
 not turquoise. Then again, the actual Caribbean city doesn't look the
 Flightgear way either. But making sea color a lighter turquoise in the
 Caribbean helps me to maintain the illusion that I am in the Caribbean
 rather than the Northern Sea. 

 Feel free to disagree, but for me creating the visual environment has
 much more to do with credible illusions than with getting the physics
 of the scene right (disclaimer: my position is diffferent for the
 fidelity of the FDM where we can actually get the physics really right
 since we have often the required amount of data).

There are also nice patterns drawn by wind and by oil.  

When the sea is flat, over distances on the order of hundreds of meters
you have changes in the wavelets that give quite different patterns from
a distance.

And furthermore, there some oil floating in nice patterns seeing at
different scales, generally in spiral.

They're stricking when saw from space, but they are also visible from
the beaches.

https://docs.google.com/viewer?a=vq=cache:P6Iom6_AjrMJ:armi.ucsd.edu/Spirals.pdf+hl=enpid=blsrcid=ADGEEShQ-kOpl7JfwiDDG2SHOGs7fkAkhVrVHwuUs1tJZO9pLKhS9ks-VrdHB2k68QgP1jJ2pKH7HwSKqnzn1tCJ0GLa88JxHVR_4xbQifElWm4FlScwpk0lZ8hfTZWjJYSld-d_ryw7sig=AHIEtbQ9vmtNjZC9WylNau0sW17FgGEe9Apli=1


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Re: [Flightgear-devel] FlightGear Newsletter - April 2011

2011-05-01 Thread Pascal J. Bourguignon
Gijs de Rooy gijsr...@hotmail.com writes:

 I'll keep it short this time (as I got some FG work to do myself), so
 here's the link to the April edition of our monthly newsletter:
 http://wiki.flightgear.org/FlightGear_Newsletter_April_2011


Papillon81's git repo is not available:


[pjb@kuiper :0 fg]$ git clone 
https://gitorious.org/papillon81/flightgear-custom-scenery/
Cloning into flightgear-custom-scenery...
fatal: https://gitorious.org/papillon81/flightgear-custom-scenery/info/refs not 
found: did you run git update-server-info on the server?


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Re: [Flightgear-devel] Future repository for non-GPL aircraft

2011-04-20 Thread Pascal J. Bourguignon
Ryan M tpbspamm...@gmail.com writes:

 Something I've always thought about is an official aircraft repository
 that contained non-GPL2 aircraft- straight from the authors, of course.
 There are many aircraft for FlightGear that are not GPL-licensed (some
 of them very well-developed, like the Tu-154b and the MD-81), and I
 think it'd be best if we had an official repository for them. Currently,
 they are hosted on a number of unofficial hangars, decreasing their
 visibility and their accessibility to the end-user.

 This discussion has been raised before on the forums; just thought I'd
 mention it here. Sorry if there's been a previous conversation about
 this and I've resurrected a dead topic.

Eventually, this could even develop into a PlaneStore.  The models could
be used for visualization for free, but to pilot one, the users could
have to pay a (small) fee to the authors.   

I'm not specifically advocating it, but with the right structure, this
could motivate plane developers, if we need that.

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Re: [Flightgear-devel] props protocol problem

2011-04-16 Thread Pascal J. Bourguignon
ThorstenB bre...@gmail.com writes:

 On 16.04.2011 02:06, Pascal J. Bourguignon wrote:
 The props data protocol ls command has a problem: there's no way to
 determine that its output is complete (unless we use a timer, which
 would mean that all ls commands would suspend the client for the time out
 duration).

 I'm proposing to add a lsx command, similar to ls, but that will
 terminate its output with an empty line.

 Hi Pascal,
 before we duplicate commands: couldn't you detect output completion by
 reading until the prompt? 

I was using the data mode.

In the meanwhile I detected another problem with get returning
multi-line strings.  Also there's nothing preventing some lines in the
string to start with -ERR which would be interpreted as an error report.


 When output is complete, the server prints a
 linefeed (\n) and a / (followed by an optional property path and
 ). Should be easy to parse.
 Ok, the prompt is only printed in PROMPT mode (obviously). There is no
 prompt in RAW mode. But then it might be better to add another output
 mode, i.e. a mode similar to RAW which completes _every_ existing
 command with a specific character sequence, such as an additional
 linefeed. Adding another command (lsx) wouldn't cost much - but then
 we should also add new versions of all other commands (getx,
 dumpx, runx, ...) for the same reason.

So indeed, I had to add a getx.


 So, a different output mode seems a better solution? 

Right.  The data mode seems entirely unusable.


 Or also possible:
 just add a new option to configure the prompt in PROMPT mode. So
 everyone can configure this to his needs.
 To see what I mean, try
   export PS1=FOO\nBAR\n
 in your linux console - or
   set prompt=#FOOBAR#
 in your Win-DOS box.
 Might be a better solution if you added something similar to
 props.cxx. Any other thoughts?

Well, some more thought is needed, since I also notice that it is quite
slow to dump the whole property tree.  The props protocol doesn't seem
adapted to my needs.


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[Flightgear-devel] props protocol problem

2011-04-15 Thread Pascal J. Bourguignon

The props data protocol ls command has a problem: there's no way to
determine that its output is complete (unless we use a timer, which
would mean that all ls commands would suspend the client for the time out
duration).

I'm proposing to add a lsx command, similar to ls, but that will
terminate its output with an empty line.

In props.cxx, replace:

if (command == ls) {
with:

if((command == ls)||(command == lsx)){

and add:

if (command == lsx){
push( getTerminator() );
}

at the end of the branch.



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[Flightgear-devel] fg_property_scale

2011-04-12 Thread Pascal J. Bourguignon
Hello,

It seems to me that in fg_property_scale, it would be more useful if the
power was applied after the linear scaling.

The problem I have is to map the radar range axis, from [-1.0,+1.0]
to [5.0,200.0].  But a linear scale is not too nice, so I'd want to
apply a power 2.5 or 2.7.  Unfortunately the current implementation
applies the power before the linear scale.

In practice, this tends to neutralize the linear scaling.  If you check
the existing uses, most of the time when there's a power  different from
the unit, the factor is left to 1 and the offset is 0 or close.  


I would propose to use instead:

static bool
do_property_scale (const SGPropertyNode * arg)
{
  SGPropertyNode * prop = get_prop(arg);
  double setting = arg-getDoubleValue(setting);
  double offset = arg-getDoubleValue(offset, 0.0);
  double factor = arg-getDoubleValue(factor, 1.0);
  bool squared = arg-getBoolValue(squared, false);
  double power = arg-getDoubleValue(power, (squared ? 2.0 : 1.0));
  return prop-setDoubleValue(powl((setting+offset)*factor,power));
}


This should not impact a lot of existing configurations (as mentionned,
most of them have neutral linear parameters when they use power), and
this would allow better transformation curves.




(defun property-scale (value key (offset 0.0) (factor 1.0) (power 1.0))
  (expt (* (+ value offset) factor) scale))

(defun solve-property-scale (omin omax tmin tmax key (power 1))
  (flet ((solve (omin omax tmin tmax)
   (list :factor (/ (- tmax tmin) (- omax omin))
 :offset (/ (- (* tmax omin) (* tmin omax))
(- tmin tmax)
(if (= 1 power)
(solve omin omax tmin tmax)
(solve omin omax (expt tmin (/ power)) (expt tmax (/ power))

(loop
   with power = 2.5
   with solution = (solve-property-scale -1.0 +1.0 5.0 200.0 :power power)
   with offset = (getf solution :offset)
   with factor = (getf solution :factor)
   for setting from -1.0 to +1.01 by 0.1
   do (format t ~10,3F -- ~10,3F~% setting (expt (abs (* factor (+ offset 
setting))) power)))

-1.000 --  5.000
-0.900 --  7.382
-0.800 -- 10.341
-0.700 -- 13.917
-0.600 -- 18.147
-0.500 -- 23.067
-0.400 -- 28.712
-0.300 -- 35.113
-0.200 -- 42.301
-0.100 -- 50.307
 0.000 -- 59.160
 0.100 -- 68.887
 0.200 -- 79.515
 0.300 -- 91.071
 0.400 --103.580
 0.500 --117.067
 0.600 --131.556
 0.700 --147.071
 0.800 --163.635
 0.900 --181.271
 1.000 --200.000


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Re: [Flightgear-devel] Nasal Garbage Collector

2011-04-12 Thread Pascal J. Bourguignon
Robert dogg...@googlemail.com writes:

 In the case of nasal, I believe the garbage collection pass must
 be done in a single atomic step, otherwise it would leave the heap
 in an inconsistent state and adversely affect the scripts.

 I completely agree with you. Now I understand the whole thing much
 better.  I originally thought about a non-mutual-exclusive thread (
 completely asynchronous ), but then it would potentially leave a mess
 in Nasal heap, right?

 It might be possible to use a GC module from a GPL:d Java vm or
 similar.

 That's a good idea.  As Curtis Olson said the GC should have an atomic
 step character (or don't produce too much delay).

 Does anybody of you know how garbage collectors of Java and Python and
 other GPL'd script engines compare to each other? (atomic step
 character)


Google gives  lot of real-time and multi-threaded real-time garbage
collection algorithms.

I don't know which is best.

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Re: [Flightgear-devel] Changing ICAO codes

2011-04-12 Thread Pascal J. Bourguignon
Martin Spott martin.sp...@mgras.net writes:

 Arnt Karlsen wrote:
 On Mon, 11 Apr 2011 11:49:14 + (UTC), Martin wrote in message 
 inuprq$pc4a$1...@osprey.mgras.de:

 Shapefiles go into a PostGIS database, the Landcover-DB behind The
 FlightGear MapServer. Actually it's exactly the same database which
 is also holding our 3D Scenery models and, among more stuff, an
 import of the OpenStreetMap Planet Dump   currently 157 GByte in
 total  :-)
 
 ..the last fg-scenery (1.0.1) is 13GB, _roughly_, how much 
 will your 157GB add to the next version?

 I'm talking about raw vector data used for Scenery generation and more
 or less related adventures, this is only partially related to the size
 of the resulting Scenery.
 Nevertheless people should expect the size of the World Scenery to grow
 as detail in land cover increases.

Which is no problem, a 2 TB HD costs less than 100 euro.

And downloading 2 TB on a 50 Mb/s link could take less than 4 days.

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Re: [Flightgear-devel] link error on jpgRenderFrame in next pulled this night.

2011-04-11 Thread Pascal J. Bourguignon
Erik Hofman e...@ehofman.com writes:

 On Mon, 2011-04-11 at 05:39 +0200, Pascal J. Bourguignon wrote:
 I just checked out the next branches in simgear and flightgear and
 pulled them, and when compiling with:

 I think you either need to configure simgear using --with-jpeg-factory
 or need to doe a 'make uninstall' for simgear before running configure
 at the flightgear side.


Thank you and Arnt, it works well with this option.

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[Flightgear-devel] link error on jpgRenderFrame in next pulled this night.

2011-04-10 Thread Pascal J. Bourguignon

I just checked out the next branches in simgear and flightgear and
pulled them, and when compiling with:


#!/bin/bash
base=/data/src/simulation/fg/
prefix=/opt/fgfs
rsynch=rsync -HSWacvxz --progress --force --delete --delete-after

cd $base/simgear 
./autogen.sh
./configure --prefix=$prefix \
 make  make install

cd $base/flightgear
./autogen.sh
./configure --prefix=$prefix  \
 make  make install

cd $base
$rsynch fgdata $prefix/share/FlightGear


the compilation of flightgear ends with this error:

mv -f .deps/bootstrap.Tpo .deps/bootstrap.Po
g++ -DPKGLIBDIR=\/opt/fgfs/share/flightgear\ -g -O2 -Wall -D_REENTRANT   
-L/opt/fgfs/lib -L/usr/local/lib -L/opt/fgfs/lib -L/usr/local/lib -o fgfs 
bootstrap.o libMain.a ../../src/Aircraft/libAircraft.a 
../../src/ATCDCL/libATCDCL.a ../../src/Cockpit/libCockpit.a 
../../src/Cockpit/built_in/libBuilt_in.a ../../src/Network/libNetwork.a 
../../src/FDM/libFlight.a ../../src/FDM/ExternalNet/libExternalNet.a 
../../src/FDM/ExternalPipe/libExternalPipe.a ../../src/FDM/JSBSim/libJSBSim.a 
../../src/FDM/JSBSim/initialization/libInit.a 
../../src/FDM/JSBSim/models/libModels.a 
../../src/FDM/JSBSim/models/flight_control/libFlightControl.a 
../../src/FDM/JSBSim/models/atmosphere/libAtmosphere.a 
../../src/FDM/JSBSim/models/propulsion/libPropulsion.a 
../../src/FDM/JSBSim/input_output/libInputOutput.a 
../../src/FDM/JSBSim/math/libMath.a ../../src/FDM/YASim/libYASim.a 
../../src/FDM/LaRCsim/libLaRCsim.a ../../src/FDM/UIUCModel/libUIUCModel.a 
../../src/FDM/SP/libSPFDM.a ../../src/GUI/libGUI.a 
../../src/Autopilot/libAutopilot.a ../../src/Input/libInput.a 
../../src/Instrumentation/KLN89/libKLN89.a 
../../src/Instrumentation/libInstrumentation.a 
../../src/Instrumentation/HUD/libHUD.a ../../src/Model/libModel.a 
../../src/Navaids/libNavaids.a ../../src/Scenery/libScenery.a 
../../src/Scripting/libScripting.a ../../src/Sound/libSound.a 
../../src/Airports/libAirports.a ../../src/MultiPlayer/libMultiPlayer.a 
../../src/AIModel/libAIModel.a ../../src/ATC/libATC.a 
../../src/Systems/libSystems.a ../../src/Time/libTime.a 
../../src/Traffic/libTraffic.a ../../src/Environment/libEnvironment.a  
-lsgroute -lsgsky -lsgsound -lsgephem -lsgtgdb -lsgmodel -lsgbvh -lsgmaterial 
-lsgutil -lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops -lsgdebug 
-lsgmagvar -lsgmisc -lsgnasal -lsgxml -lsgsound -lsgserial -lsgstructure 
-lsgenvironment -lplibpuaux -lplibpu -lplibfnt -lplibjs -lplibsg -lplibul   
-lpthread   -lz -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11 -lrt 
-ldl -lm  -lalut -lopenal -lrt -ldl -lm   -lpthread   -losgFX -losgParticle 
-losgSim -losgViewer -losgGA -losgText -losgDB -losgUtil -losg -lOpenThreads 
-ljpeg 
libMain.a(renderer.o): In function `~FGRenderer':
/data/src/simulation/fg/flightgear/src/Main/renderer.cxx:397: undefined 
reference to `jpgRenderFrame'
/data/src/simulation/fg/flightgear/src/Main/renderer.cxx:397: undefined 
reference to `jpgRenderFrame'
libMain.a(renderer.o): In function `FGRenderer':
/data/src/simulation/fg/flightgear/src/Main/renderer.cxx:389: undefined 
reference to `jpgRenderFrame'
/data/src/simulation/fg/flightgear/src/Main/renderer.cxx:389: undefined 
reference to `jpgRenderFrame'
../../src/Network/libNetwork.a(jpg-httpd.o): In function 
`HttpdImageChannel::foundTerminator()':
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.cxx:117: undefined 
reference to `trJpgFactory::render()'
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.cxx:208: undefined 
reference to `trJpgFactory::destroy(int)'
../../src/Network/libNetwork.a(jpg-httpd.o): In function `~HttpdImageChannel':
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.hxx:79: undefined 
reference to `trJpgFactory::destroy(int)'
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.hxx:80: undefined 
reference to `trJpgFactory::~trJpgFactory()'
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.hxx:79: undefined 
reference to `trJpgFactory::destroy(int)'
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.hxx:80: undefined 
reference to `trJpgFactory::~trJpgFactory()'
../../src/Network/libNetwork.a(jpg-httpd.o): In function `HttpdImageChannel':
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.hxx:74: undefined 
reference to `trJpgFactory::trJpgFactory()'
/data/src/simulation/fg/flightgear/src/Network/jpg-httpd.hxx:75: undefined 
reference to `trJpgFactory::init(int, int)'
collect2: ld returned 1 exit status
make[2]: *** [fgfs] Error 1
make[2]: Leaving directory `/data/src/simulation/fg/flightgear/src/Main'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/data/src/simulation/fg/flightgear/src'
make: *** [all-recursive] Error 1


Perhaps the problem is with simgear, while I find jpgRenderFrame declared
in simgear/screen/jpgfactory.cxx, I don't find it in the library:
nm 

Re: [Flightgear-devel] Parking position names with spaces, a problem?

2011-04-08 Thread Pascal J. Bourguignon

On 2011/04/08, at 14:45 , Roland Häder wrote:

 Hi all,
 
 for example the airport LFPG has a parking position with a name with
 spaces in it. My little launcher script [1] does currently not support
 this because of a for() loop will break those spaces into seperate
 lines.
 
 Assume that ${OPTIONS} is the list of command-line parmeters (I know, I
 should rename that):
 
 -- Snip 
 # Flushs all options to ~/.fgfsrc
 fgfs_flush_options() {
   echo $0: Flushing options to ~/.fgfsrc ...
   echo -n   ${HOME}/.fgfsrc
   for entry in ${OPTIONS}; do
   echo ${entry}  ${HOME}/.fgfsrc
   done
 }
 -- Snap 
 
 Can those spaced names be fixed e.g. to names with underscores? Or
 won't FGFS (latest GIT/master here) find them?
 
 If not, can I somehow support them in my script?

If you write OPTIONS as an array:
 
OPTIONS=( --airport=LFPG --parking='P 12' )

then you can write:

for option in ${OPTIONS[@]} ; do
printf %s\n $option
done  ${HOME}/.fgfsrc

Now, while we get one option per line, we lose the quote in .fgfsrc.  

If you need the quote there, then you may add them in a ad-hoc manner:

OPTIONS=( --airport=LFPG --parking='P 12' )

or you may quote systematically all the options you write:

for option in ${OPTIONS[@]} ; do
printf '%s'\n $option
done  ${HOME}/.fgfsrc

but this would break if there is an option containing single quote. 
To do the right thing, you have to know exactly how .fgfsrc is processed.



-- 
__Pascal Bourguignon__
http://www.informatimago.com




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