[Flightgear-devel] Segfault in current master when specified aircraft could not be found

2013-09-13 Thread Stefan Seifert
Hi!

When starting fg with an invalid aircraft, it segfaults after printing the 
message:

Cannot find specified aircraft: 777

Program received signal SIGSEGV, Segmentation fault.
0x77970d44 in pthread_mutex_lock () from /lib64/libpthread.so.0

(gdb) thread apply all bt

Thread 5 (Thread 0x7fffeb6c6700 (LWP 7390)):
#0  0x7797539d in write () from /lib64/libpthread.so.0
#1  0x720f5166 in ?? () from /usr/lib64/libstdc++.so.6
#2  0x7212d02f in std::basic_filebufchar, std::char_traitschar 
::_M_convert_to_external(char*, long) () from /usr/lib64/libstdc++.so.6
#3  0x7212d913 in std::basic_filebufchar, std::char_traitschar 
::overflow(int) () from /usr/lib64/libstdc++.so.6
#4  0x7212b41f in std::basic_filebufchar, std::char_traitschar 
::sync() () from /usr/lib64/libstdc++.so.6
#5  0x7210de0e in std::ostream::flush() () from 
/usr/lib64/libstdc++.so.6
#6  0x00e180e3 in LogStreamPrivate::run (this=0x139a8a0) at 
/home/nine/install/FlightGear-0.9/simgear/simgear/debug/logstream.cxx:222
#7  0x00ea801a in SGThread::PrivateData::start_routine 
(data=optimized out) at 
/home/nine/install/FlightGear-0.9/simgear/simgear/threads/SGThread.cxx:204
#8  0x7796ee0f in start_thread () from /lib64/libpthread.so.0
#9  0x7189c7dd in clone () from /lib64/libc.so.6

Thread 1 (Thread 0x77f98840 (LWP 7383)):
#0  0x77970d44 in pthread_mutex_lock () from /lib64/libpthread.so.0
#1  0x00e1608c in SGGuard (l=..., this=0x7fffd1f0) at 
/home/nine/install/FlightGear-0.9/simgear/simgear/threads/SGGuard.hxx:18
#2  sglog () at 
/home/nine/install/FlightGear-0.9/simgear/simgear/debug/logstream.cxx:356
#3  0x007191a5 in FGGlobals::saveUserSettings 
(this=this@entry=0x139aa90) at 
/home/nine/install/FlightGear-0.9/flightgear/src/Main/globals.cxx:527
#4  0x007197a7 in FGGlobals::~FGGlobals (this=0x139aa90, 
__in_chrg=optimized out) at 
/home/nine/install/FlightGear-0.9/flightgear/src/Main/globals.cxx:182
#5  0x00719c69 in FGGlobals::~FGGlobals (this=0x139aa90, 
__in_chrg=optimized out) at 
/home/nine/install/FlightGear-0.9/flightgear/src/Main/globals.cxx:220
#6  0x717ebf61 in __run_exit_handlers () from /lib64/libc.so.6
#7  0x717ebfe5 in exit () from /lib64/libc.so.6
#8  0x00720966 in fgMainInit (argc=2, argv=0x7fffd8f8) at 
/home/nine/install/FlightGear-0.9/flightgear/src/Main/main.cxx:342
#9  0x006e3b14 in main (argc=2, argv=0x7fffd8f8) at 
/home/nine/install/FlightGear-0.9/flightgear/src/Main/bootstrap.cxx:244

I can reproduce the segfault every time. Btw. don't let the 0.9 distract you. 
I just have never renamed my build directory.

Regards,
Stefan

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Re: [Flightgear-devel] Howto download aircraft ( and others data ) from Git

2013-09-03 Thread Stefan Seifert
On Tuesday 03 September 2013 11:51:34 Saikrishna Arcot wrote:

 *: Technically, a torrent download of the bundle would allow you pause
 and resume, so if there are cut-outs, you won't have to restart. That
 being said, downloading 5 GB on a phone line will take a long time (a
 week?).

Actually you don't need a torrent for pause/resume. Just a tar bundle of the 
repo on an http or ftp server and wget -c like already suggested.

 In the long term, according to James, the repo will be 
 reorganized such that the sizes are smaller.

I hope with the reorganization we don't lose the simpleness of doing a git 
pull to get the latest and greatest of all aircraft. Having to look for 
scattered repos would be a severe drawback.

Stefan

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[Flightgear-devel] Article about non-profit organizations for free software

2013-08-08 Thread Stefan Seifert
Hi!

we had the discussion a while ago and now lwn.net published a great article on 
the subject:

http://lwn.net/Articles/561336/

According to http://wiki.flightgear.org/Project_Infrastructure_Enhancements 
it's still an open issue on how to handle donations to FlightGear.

Well worth a read,
Stefan

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

2013-06-20 Thread Stefan Seifert
On Thursday 20 June 2013 17:55:40 grtuxhangar team wrote:

 I guess the professional you are has done statistics about the FG users
 world, thus you are able to be more precise about those unfortunate users
 who are getting only the single frame per second, which hardware? which
 operating systems ?

With an AMD Radeon HD 5670 using free radeon driver I've never seen 
performance of more than 15fps with Rembrandt and if I turn shadow details up 
so they don't look crappy I get about 3-4fps. So yes, we do exist. So can you 
please stop the insults and take your arrogance elsewhere?

 Regarding ALS i never said we must have the entire ALS  pack with Rembrandt
 , we should be able to split it in order to choose which part is good and
 working  for the user.

All parts of ALS work perfectly fine for me and I get between 15 and 30fps. 
Perfectly usable.

Stefan

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-27 Thread Stefan Seifert
On Saturday 27 April 2013 13:31:33 Vivian Meazza wrote:

 What is the real problem? I've got a little list:
 
   I don't want to download fgdata/fg/sg to find that I have to spend
 hours fixing up my work. I'd rather get on with my own stuff.
 
   I don't want to download fg/sg to find that it won't build.
 
   I don't want to download fgdata to find things which used to work.
 
   I don't want  to have frame-rates of less than 40 and/or jittery.

Well then the problem cannot be as large as it looks like since ALS does not 
cause any of those.
 
   I don't want to force users to choose between a nice atmospheric
 effects or shadows, or anything else.

   I don't want to force developers to develop ac for one
 scheme/framework rather than another.

Then why have I not read a single email about how Rembrandt diverges from the 
default rendering scheme and forces users to choose or that aricraft 
developers have to make adjustments? I only read about ALS which is much less 
of a problem, since I can use any airplane with it and can turn it on or off 
at runtime without a problem, so as a user I don't have to decide up front.

   I don't want to open the Devel List to find yet another storm with
 Thorsten at the centre of it.
 
 And finally - I feel really strongly about this one:
 
   I don't want anyone to feel that they have to leave the project
 because of acrimonious discussions on this list or anywhere else. It has
 happened only rarely, but I regret each and every one.

So why are you with those who are driving Thorsten away if you feel so 
strongly about this point? If you don't want a shit storm why are you happily 
contributing to it and siding with people who call others racist just for 
refusing a huge feature commit during a feature freeze?

 I know this is unrealistic, but we should all be striving along these lines.
 
 I'm horrified that you have received hate-mail. This is only a flight sim
 for goodness sake. We have a long tradition here of friendly and orderly
 debate.

These are probably the most reasonable sentences within this whole debate.

Regards,
Stefan

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stefan Seifert
On Thursday 25 April 2013 01:34:12 henri orange wrote:

 It is not the Atmospheric Light Scattering, we want.
 
 Referring to your explanation, and some other talks you had with Emilian (
 who unfortunately gave up ), you are ignoring the flightgear users
 community interest.
 It is not the Atmospheric Light Scattering, we want.

Please do not pretend to speak for all FlightGear users. You may certainly 
speak for yourself, you may even represent some part of the users, but you do 
not speak for all of us. I am a user and let me make this clear: I love 
Atmospheric Light Scattering. I love that it makes the view in the simulation 
match almost perfectly what I see outside the window. For me as a VFR pilot, 
visibility is one of the most important parts of a simulation and ALS doesn't 
only get it right, it also looks stunningly beautiful at that.

 We want, so far, a consistent flightgear system, any features should be
 compatible each other, and not breaking each other.

If you ask me, the way to achieve that is to just drop the default rendering 
scheme. It's clearly inferior and makes FG look quite unprofessional. But even 
though the free radeon drivers are nowadays good enough to allow me to use 
ALS, some people simply have not the hardware necessary for good performance. 
And for them the default rendering scheme may still have use.

 What about  Rembrandt ? To reproduce the reality, isn't it the main tool
 which gives the best effect ?  Won't the effort should done on that side ?

Like for some people's machines ALS might be too much, Rembrandt certainly is 
too much for mine. Last time I tried, I still get graphics corruption and poor 
rendering performance, so it's not an option for me. And as I said, there are 
people with less powerful hardware than me. So if FG would only use Rembrandt, 
it would leave plenty of users behind.

 I hope that the next Flightgear version will offer a consistent system and
 not several independents systems ( including your Flightgear) which won't
 be compatible each other.

What about Thorsten' arguments? Why is it so important for _some_ users that 
the different rendering schemes support exactly the same features. Or in other 
words: why should ALS users have to forgo very nice features, just because the 
default rendering scheme does not support them? And why do you think Thorsten 
is responsible for implementing all features in all rendering schemes? If 
certain features are so important for you, why don't _you_ contribute? This is 
free software after all.

Regards,
Stefan

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stefan Seifert
On Thursday 25 April 2013 14:45:05 henri orange wrote:

 So, your  long answer to explain you don't like Rembrandt and you prefer to
 work on your own system, as just been  underlined there by you.
 Your conclusion is REMOVE REMBRANDT and keep  up my own development
 This clarify to everybody your approach.
 You want a flightgear without Rembrandt.

Thorsten did not even remotly say anything like that. Your accusation is 
completely uncalled for. If this is what you read in his last email, please 
try to find someone who reads Thorsten's English the way he meant it and have 
him explain to you. It would be a shame if a solution would fail due to a 
language barrier.
 
 You claim Rembrandt wants high level Hardware my 9600 GT 512 mb can process
 it. With An average of 20 fps ( disabling rembrandt and without ALS  i never
 get more than 30 fps).

On a Radeon HD 5670 I get 3 (in words: three) FPS with Rembrandt using the 
free radeon drivers with lots of graphics problems and very ugly shadows. On 
the other hand I get solid 15-20 FPS using ALS and pretty maxed out quality.

 Your ALS systems wants (when it is not crashing my system) a  higher level
 capacity Hardware ( mostly GPU ) to work correctly, with every features.

Maybe. On some systems it ALS might be a problem, on others it's Rembrandt.

 You told us you had the most perfect equipment , you can't evaluate what is
 good or wrong with low level equipments.

And you have only your own system for comparison. Just like I only got mine. 
And yours and mine certainly don't match. So while maybe Thorsten cannot give 
general adivse on FG's performance on low level equipment, neither can you and 
neither can I.

 I don't mean i don't like ALS, i mean i don't like your approach , instead
 of working  on consistency with the existing valuable features which were
 implemented within FlighGear, ( and by including Rembrandt),  you ARE
 WORKING on a other FlightGear.
 
 You are working on a flightgear VARIANT, your work is not  OPTIONS  to
 flightgear.

I can start FG, go to the rendering _options_ and turn ALS on and off, at 
runtime, as often as I like. How is this not an option?

 Others , better than me,  tried before me to tell you,  you (are) were on
 the wrong way.

And Thorsten time and again explained on solid technical grounds why he 
implemented it the way he did, why he had to and what the consequences of 
other approaches would have been. I have to date not seen anyone even 
acknowledge these reasons, much less provide real arguments against them.

Why Thorsten has not given up on this yet is just beyond me. This is not a 
discussion, it's just handwaving and accusations. I'm just very glad, that he 
didn't give up. So instead, I can enjoy as much of the great flying experience 
as I can get during the long winter months.

And just to be clear: I'd love to have all the goodies combined. Very nice 
shadows provided by the Rembrandt defered renderer combined with stunning ALS 
visuals and correctness and the performance of the default renderer with all 
effects turned off. But that's simply not possible, so instead I enjoy what 
_is_ possible.

Regards,
Stefan

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stefan Seifert
On Thursday 25 April 2013 15:41:54 henri orange wrote:

 Here is quoted Renk sentence himself:
 I hope you have the fairness to ask FredB to remove Rembrandt then as well,
 because we need to ship the default rendering scheme such that users
 without good graphics cards...

I know, you cited it the first time as well. But it simply does not mean what 
you obviously think it means. That's why I kindly asked you, to have someone 
explain it to you in your native language.

Thorsten only said, that _if_ you ask him to remove ALS because of concern for 
users without good graphics cards, you should aks FredB as well to remove 
Rembrandt, because the same argument would apply. Not doing it just shows that 
different standards are applied which is simply unfair.

 Does'nt  ATI   known  to be the wrong choice to play FG  ?

No it doesn't. To cite http://wiki.flightgear.org/Supported_Video_Cards you 
should be fine with any Nvidia or AMD/ATI products having 512-1024MB of 
*dedicated* video memory.

 Said before you are in difficulty  because of ATI.

Ok, so I'm in difficulty because of ATI (which do not even exist anymore, it's 
been AMD for 7 years now) and therefore Rembrandt is ok. But if you have 
problems with ALS, it's not your NVIDIA hardware that's the problem, but ALS. 
Because clearly, your hardware is more important than mine and FG developers 
should develop for your system only. Right?

 I know my english is wrong, however, i know the difference between VARIANT 
 and OPTION.
 Right know there is options  with shaders , clouds weathers etc.
 Variants with Rembrandt and ALS.

So please enlighten me and tell me what in your eyes is the difference between 
a variant and an option and why the distinction is important. As a user, I can 
simply decide at runtime if I want ALS or not by clicking a checkbox in an 
options panel.

So why is ALS a problem for a user who doesn't want to use it?

Regards,
Stefan


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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Stefan Seifert
On Monday 04 March 2013 15:38:45 James Turner wrote:

 You're the third person to say the same thing. But again, you don't actually
 want to change the FoV at all. What you're doing (and everyone else) is
 using this feature to look around 3D cockpits, right? In other word, our
 cockpit navigation UI needs some improvement :)

I do not only use FoV in 3D cockpits, but also as zoom in outside views. For 
example in the look from tower view. Though it's not essential, it's a use 
case.

Stefan

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Re: [Flightgear-devel] Advanced Weather updates

2013-03-03 Thread Stefan Seifert
On Sunday 03 March 2013 11:56:44 Vivian Meazza wrote:
  James Turner
 
  On 3 Mar 2013, at 10:29, Vivian Meazza vivian.mea...@lineone.net wrote:
   Well gitorious is good for something! The patches still exist! I've
   put them here if anyone wants to do something with them:
   
   https://www.dropbox.com/home/Public/Patches/MoveModels
  
  Dropbox won't let me in, can you email me the patches?
 
  Dropbox won't let you in! Why not? Did you offend it in some way? Have you
 been black balled?

Same here. I just get some Sign in page.

Stefan

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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Stefan Seifert
On Wednesday 27 February 2013 09:10:01 Vivian Meazza wrote:

 Linear features for the scenery (roads, railways, rivers) are already under
 development for FG:
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-129.png
 
 That is a small area of Kent, UK. It is very possible to use the accurately
 placed features for VFR navigation.

Yeah! That's great news :)

Thanks to everyone working on FG!
Stefan

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Re: [Flightgear-devel] download_and_compile.sh one git repository or serveral.

2013-02-25 Thread Stefan Seifert
On Sunday 24 February 2013 22:18:05 Pat wrote:

   Anders made a suggestion on IRC I'm going to follow up on.  You can
   have local git clones that share the same .git/* files via file
   links
  
  ..you feed 4 build trees from 1 git clone, how?
  A du -sch $git-n-build-trees on them all?

You probably don't want to symlink all the files in .git. You just want to 
symlink the objects subdirectory. This is the place where all the real data is 
and it would be the same for all local repositories. The other files list for 
example branches and tags and very important: the currently checked out 
branch. So if you want several local repositories with different branches 
checked out, you may not share these files.

So in essence, you have one plain normal clone of the repository:
git clone git://... fg-master

For the other repositories, you could set them up like:

# create a local clone (no download)
git clone fg-master fg-whatever

# copy the config of master so both use gitorious as remote
cp fg-master/.git/config fg-whatever/.git/config

# replace objects in the clone by the symlink
rm -Rf fg-whatever/.git/objects
ln -s fg-master fg-whatever/.git/objects

Repeat these steps for all the branches you want to test.

This gives you several local clones of the repository which can have different 
branches checked out and which share the meat of the repository data. You can 
work in them just like in any normal repository. Just do the usual git pull / 
git checkout / ...

When you do git pull, git will download new objects and then merge the remote 
into the local branch. It should not matter in which branch you download the 
new objects since git does not change old ones.

Just don't do any history changing like git rebase.

  ..you only do an e.g. git branch 2.10 ;git checkout,

Btw. the shortcut would be just:
git checkout -b 2.10
creates the branch and checks it out.

Stefan

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Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Stefan Seifert
On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote:

 I'm probably a day late and a dollar short here - but try as I will so far
 I've failed to find a visibility slider under environment-weather. It's
 probably staring me in the face - but could someone point it out to me?

In the Weather dialog:

Model overall weather conditions based on METAR
Advanced Settings
Thermic Visibility and Settings
Max visibility

Stefan

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Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Stefan Seifert
On Saturday 23 February 2013 07:33:54 Renk Thorsten wrote:

 - I agree with Vivian, we can't do realistic distances for radar because of
 memory issues
 Lorenzo:
  the reason to be of the EQUIPMENT is to override the limit of the EYE
  vision.
  Are we doing the error to merging this two ?
 
 - Assumes that we want to set the limits by equipment (radar) rather than
 visuals, although we've just said we don't want to do this because of
 memory issues, and I've listed several points besides radar why I'd like to
 do it.

Actually, I think what he tried to suggest was, that the needs of visuals and 
the needs equipment like radar should not be mixed. For visuals we need the 
terrain and all the objects like trees and buildings which are hard on 
performance.

For radar we would only need a probably simplified form of terrain and can 
easily do without all those objects. So even 200km of radar range could be 
implemented without hitting too hard on memory.

Essentially he was asking for some kind of LOD, be it automatic or manually by 
having separate data sources.

The language barrier makes it somewhat hard to be sure, but that's how I 
interpreted his original message.

Stefan

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Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Stefan Seifert
On Saturday 23 February 2013 12:21:02 Emilian Huminiuc wrote:

 So in the default scheme we load 9 tiles at startup, then we keep loading
 tiles in the direction we're traveling, and those initial tiles remain
 resident in the tile cache for a while (in case you decide to double back).

So there's a bug in the tile cache. When caching stuff leads to an out of 
memory condition, the cache is at fault. The whole purpose of such a cache is 
to improve performance. A crashed application has the worst performance of 
all. So this cache should be fixed to automatically reduce the number of cached 
tiles in low memory conditions.

 Well, our average user might have read the manual, might have mucked about
 with the visibility setting before, and he remeber that all things being the
 same, visibility is what impacts performance/memory the most, so he decides
 to try again, this time trying to use z/Z to limit how far the visibility
 goes, maybe he gets lucky and it won't crash again, but he's in for a
 surprise... z/Z doesn't work...

So the manual is wrong as well. Like you said yourself, trees give a larger 
memory hit than terrain. So the first thing to do should be to disable trees.

 You might argue that he should know better, go into the advanced settings
 dialog, figure out what all those sliders and selection boxes do, etc,
 etc... But remeber, our user is an average one, he wants things to just
 work (with time, he might find a use for the more advanced configuration
 stuff, but for now he's not interested, he just want to click something,
 and be done with it), The z/Z case above might be a lucky one where he
 might have read the manual.

Since advanced weather seems to have a slider for maximum visibility, why not 
change the key binding to make z/Z control this maximum visibility? This still 
leaves control of visibility with advanced weather but should satisfy the 
people using this key for memory management (however wrong that approach may 
be in my opinion)

 You look at view-distance/fog just as an atmospheric phenomenon, that you
 think should be represented verbatim, well it's not. It's not just that in
 any case, and if for it to fulfil all its roles you need to abdicate from
 the verbatim aproach, well then I'm sorry but my opinion is that you
 should. I never claimed that it's the only resource management device, I
 only claimed that it's role is  much more than just visual cue to the
 environment, and that role should not be underestimated, or thrown aside...

From this whole discussion I get the impression that FG's memory management 
simply sucks. We have caches eating too much memory at times, several memory 
intensive features but no information about how much memory they really use. 
Yet still we push responsibility for keeping memory requirements within the 
limits of his machine to the user. The one who has the least chance of getting 
it right.

The solution is not to give crude tools like limiting visibility to the user. 
The solution is to fix FG to be consious about how much memory is available and 
make the best use of it. Yes, many games simply limit visibility if memory or 
performance pressure gets high. But FG is a flight simulator. Visibility is a 
very important part of flight (at least for me as a VFR pilot).

Stefan

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Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Stefan Seifert
On Saturday 23 February 2013 13:20:49 Emilian Huminiuc wrote:

 Guess what happens when memory is limited and visibility is set to 120km?
 You see the end of the world, because no more tiles can be loaded to reach
 that distance.
 Guess what you need to adjust then, independent of what the real world
 says? Visibility distance (implicitly fog) to mask it.

I just tried it. Turned off random trees, objects and buildings and set 
visibility to about 120km using the z key with basic weather. fgfs used about 
960MB of memory. That's about 4€ worth of memory and well below any 32 Bit 
limit. I do have automatic scenery download enabled and it did not see a 
reason to download anything, so I'd say I do have the scenery tiles for this 
visibility range.

 Regarding trees: you think that way, I might, someone else in the know might
 too, but the average user sees that they work well with his setup in the
 default condition, why would he want to disable them?

He doesn't. Because he doesn't know they use so much memory. Instead he fiddles 
around with something that according to my test actually doesn't seem to help 
all that much.

 The only thing that new setting advertises is it  reads the METAR string in
 a more advanced way...

There are plenty of other options that do not advertise in any way how they 
affect memory usage. So it would seem that advanced weather simply sticks to 
what's considered normal for FG features.

 Manual setting of this has the added benefit that you're not moving tiles
 back and forth through the tile cache/display as memory becomes more or
 less available. You set a max setting that suits your machine and or the
 area you fly in (in the carribean you can easyly reach that 120km, not so
 much at KLAX) and you're done with it.

And how do I as a user know how much visibility I can afford? Do you suggest 
the solution for users is to do trial and error until he finds a setting where 
FG doesn't crash 5 minutes before landing? I just can't see how this would be 
better than FG just being more intelligent about memory usage.

 And why should you have to set that in _n_ places, when there was a
 perfectly reasonable documented setting in the first place.

Why do you want the user to have to repeatedly press a key after starting the 
sim instead of setting the maximum visibility once and for all in the advanced 
weather dialog? In other words: why should the user press a key _n_ times 
instead of setting a slider once?

 This thing with the visibility is just one part of a bigger problem here,
 that someone doesn't want, or doesn't uderstand that he has to take
 shortcuts, use tricks, and abdicate from a faithfull model of the real
 world. Instead he shoves everything but the kitchen sink in, disregarding
 what effects that might have, expects everyone else to accomodate any needs
 that might arise from that

And I'm very very grateful for this. As a glider pilot I can't express how 
much I love having even a somewhat realistic simulation of weather and 
atmospheric effects.
You know what's also great about it? It's all optional! If a user doesn't care 
about all these realistic details, he can just turn them off. Or even more: not 
turn them on since they are off by default anyway.

 and considers any bit of critique or negative
 comment as a personal affront.

This is simply not true. While I think that sometimes Thorsten may give people 
more benefit of the doubt, I'm actually very impressed with how civilised and 
patiently he reacts to criticism and how much time he spends explaining his 
rationale. Your statement is untrue and unfair and does not belong to a 
technical discussion.

Stefan

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Stefan Seifert
On Monday 28 January 2013 08:02:14 Renk Thorsten wrote:

   Any
  additional uniform takes time to be set up in the driver. Any code that  
  is in the shader and that cannot be optimized away at *link* time of the
  shader may
  take registers which affects the partitioning and the amount of paralell
  executed threads in the GPU.
 
 You mean to say a shader which isn't even compiled takes away performance?
 (A non-functional shader doesn't throw a compile error unless it is
 actually switched on in the GUI, so they don't seem to be compiled up-front
 just in case). 

No, I think what he meant is that (without me ever even seeing shader code) 
something like:
if (enable_light_scattering) {
a = b + c;
}
compromises performance, even if light_scattering is disabled because the 
compiler would assign registers to this code (the a = b + c), even though it 
will never be executed. These registers could be used to more efficiently 
execute the code that actually runs.

Stefan

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Stefan Seifert
On Monday 28 January 2013 08:46:02 Renk Thorsten wrote:

 Well, yes, that I know - this is why the performance/quality steps in the
 framework utilize mostly different shaders rather than one shader with
 if-statements.
 
 But we were talking about *optional* usage of the framework making things
 worse for everyone else, and none of the shaders concerned are even
 compiled unless they're switched on.

Sounds to me like this discussion could use some more concrete examples to 
make sure all involved understand the things said and talk about the same.
Mathias, could you please give examples of the code you were talking about?

Stefan

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

2013-01-23 Thread Stefan Seifert
On Wednesday 23 January 2013 13:48:44 Alan Teeder wrote:
 I think that we all know that, but unfortunately it is something that we
 have to live with -  FG is multiplatform.

 Sorry - but please don´t blame the messenger. ;-(

Wouldn't it be possible to compile this file in C++ mode? That's the course
the Parrot project follows.

 -Original Message-
 From: Frederic Bouvier
 Sent: Wednesday, January 23, 2013 10:45 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Simgear windows compile-
 mathlib.c/test_state_machine

  De: Alan Teeder
 
  Just a heads-up. (MSVC10)
 
  Alan
 
  3  mathlib.c
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
  syntax error : missing ';' before 'type'
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier

 Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style
 variable declaration inside the body of a bloc


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

2012-11-28 Thread Stefan Seifert
On Wednesday 28 November 2012 18:05:53 Arnt Karlsen wrote:

  Is there a way to manage packaging across distros?
 
 ..not _a_, but _many_ ways.  Debian probably has the best
 (and biggest) pile of tools to do this, I have this vision
 of somebody running this virtual build-n-test cluster off
 his git tree from a laptop, or some such.

Visions are nice, links are better:

https://build.opensuse.org/package/show?project=gamespackage=FlightGear
https://build.opensuse.org/package/show?project=games%3AFlightGear%3AUnstablepackage=flightgear

A good first step would be to contact the maintainer of the FlightGear package 
in the games repository and ask why build is disabled for all non-openSUSE 
distributions.

Stefan

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

2012-11-27 Thread Stefan Seifert
On Tuesday 27 November 2012 07:56:02 Renk Thorsten wrote:
  Binary releases on Linux are /possible/ but a pain - working with each
  distro's packaging system is definitely the way to go, in my opinion.
 That basically seems to require that everyone who wants most recent FG needs
 to update to most recent Linux.

No it doesn't. There's nothing preventing us from providing packages for older 
distribution versions. On the openSUSE Build Service it's usually just 
selecting the versions and packages will get built automatically.

Stefan

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

2012-11-26 Thread Stefan Seifert
On Monday 26 November 2012 09:45:51 Renk Thorsten wrote:

 I am genuinely at a loss here. A normal Linux user has practically no change
 to get last stable on his box running if it isn't in his distro - a normal
 Windows user gets everything nice and streamlined.
 
 Does anyone else understand this?

Linux != Fedora. There's obviously only outdated packages for Fedora. But 
that's a problem that can be fixed. As an openSUSE user, I have the choice of 
FlightGear 2.8.0 in the games repository, or 2.9.0 in 
games:FlightGear:Unstable thanks to the openSUSE Build Service. I just have to 
look for flightgear on http://software.opensuse.org/search, Show unstable 
packages and hit 1 Click Install. Nice and streamlined indeed.

The nice thing is: the openSUSE Build Service is not limited to openSUSE. 
Packages can be created for Debian, Fedora, Mandriva and Ubuntu as well. And 
once you got that set up, it's very little work to maintain.

I think this could be a great way to make FlightGear better available to Linux 
users.

Stefan

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Re: [Flightgear-devel] Merge request #181

2012-10-05 Thread Stefan Seifert
On Friday 05 October 2012 07:01:37 Renk Thorsten wrote:

 * take a clean copy of a rebased master into a new branch
 * edit in all the changes I want to have in the merge request, copy in all
 new files * do a merge request from there rather than from my actual devel
 branch
 
 But this doesn't seem to do what I intend (?)

Merging is done at branch level, so it's either the full branch or nothing. So 
to have separate merge requests you have to use separate branches. Create one 
branch for each feature (based on current origin/master) and use git cherry-
pick to import only the relevant commits for the branch. Then you can send 
merge requests for these branches.

Stefan

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Re: [Flightgear-devel] fgdata trouble

2012-09-23 Thread Stefan Seifert
On Sunday 23 September 2012 10:19:52 Alan Teeder wrote:

 The reason I quoted 10 Gb is that my fgdate/.git/objects directory is
 currently 8.9Gb, and I assumed that is what gets downloaded during a clone.
 I bow to your wisdom if you say that it is only 4.9Gb.

Since really only the initial clone is a problem, we could just offer a weekly 
updated tar ball of a bare clone for download. This download would just be ~ 5 
GiB and would be resumable.

Getting an up to date fgdata for the first time would then just be something 
like the following sequence:

wget -c http://.../fgdata.git.tar.xz
tar xJf fgdata.git.tar.xz
cd fgdata
git checkout master
git pull

This would keep all the advantages of having everything in the same repo while 
offering a reliable solution for people who download for the first time. 
Keeping 
the tar ball up to date would be a simple cron job.

Any thoughts?
Stefan

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Re: [Flightgear-devel] FlightGear Usability

2012-08-12 Thread Stefan Seifert
On Sunday 12 August 2012 16:07:18 Martin Spott wrote:

 Whereas there's little use of TerraSync without the FG flight sim,
 there are plausible usage scenarios for FGCom _without_ FlightGear,
 let's say for ATC.  Therefore, while it makes sense to package FGCom
 alongside with FlightGear for the releases, I'm having mixed feelings
 about incorporating FGCom into FlightGear core because this would
 either:
 a) require to bear all the ballast of FG even if the only thing you'd
like to have is FGCom, if FGCom development moves into FG or
 b) carry the risk of FGCom-in-FG diverge from standalone FGCom.

But it's not an either/or. There could be an FGCom binary that uses the same 
code as the built-in FGCom.

Stefan

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Re: [Flightgear-devel] Release 2.8.0: feature freeze starts now

2012-07-01 Thread Stefan Seifert
On Sunday 01 July 2012 15:47:11 ThorstenB wrote:

 Yes, building inside the source tree has all kinds of pitfalls. And due
 to the .gitignore files which are there to ignore all generated files
 (and keep them from being accidentally committed to git), it's almost
 impossible to tell whether a source tree is still fresh  clean or
 somehow tinted by a previous build.

But there's still git clean -fdx which deletes all files and directories 
unknown to git ignoring the .gitignore file. In other words, it produces the 
same result as a completely fresh git clone.

Another way to get the same result is to git clone from the local repository. 
The remote for tracking upstream can be added to the config later on.

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Re: [Flightgear-devel] Nasal performance

2012-05-23 Thread Stefan Seifert
On Tuesday 22 May 2012 13:04:24 Andy Ross wrote:
 On 05/20/2012 11:37 AM, Stefan Seifert wrote:
  Generational garbage collection is not that difficult. When you have a
  working mark  sweep GC, extending it to be generational is rather
  straight forward and can greatly reduce GC runtime
 
 Runtime, yes, but not latency bounds.  You still have to touch the
 whole heap eventually.
 
 But you're right: allocating objects into generations and only
 mark/reaping from the most recent one on most iterations is a
 straightforward optimization and will definitely make things faster.

Maybe even simpler: run the GC in a separate thread. Threaded GC usually is 
quite tricky but in this case it may not be that much of a problem. Is there 
any time during processing a new frame when no Nasal is run but something else 
which is time consuming? This could be the perfect point to hide the GC's 
latency. FG does not use multiple cores that well so there should be at least 
one core which is bored and might tend to the garbage instead while the main 
thread is busy rendering pretty graphics. A single condition var might be 
enough to ensure that the GC is not running at the same time as Nasal 
execution.

In my naive imagingation, this sounds like a single evening experiment ;)

Stefan

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Re: [Flightgear-devel] Nasal performance

2012-05-20 Thread Stefan Seifert
On Sunday 20 May 2012 16:59:40 Vivian Meazza wrote:

 Andy also says of GC:
 
 Fancy items like generational collectors fail the small and simple
 criteria and are not likely to be included.

Generational garbage collection is not that difficult. When you have a working 
mark  sweep GC, extending it to be generational is rather straight forward 
and can greatly reduce GC runtime. Most of all you wouldn't have to care about 
long lived objects like code itself anymore, since it's only for the first 
couple of runs where it gets marked. Adding generations to the GC is probably 
one of the simplest ways to improve FGs performance.

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Re: [Flightgear-devel] Water shader issues

2012-04-23 Thread Stefan Seifert
On Monday 23 April 2012 07:05:58 Renk Thorsten wrote:

 See above. All I can say is that I am really, genuinely frustrated with the
 way this is going, and so I will simply put the matter to rest, restrict
 myself to making my own set of shaders faster and just shut up.

Please don't. Framerate is all that keeps me from having fun with FlightGear.

Stefan

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Re: [Flightgear-devel] Water shader issues

2012-04-23 Thread Stefan Seifert
On Sunday 22 April 2012 14:46:09 Bertrand Coconnier wrote:

 And if, at the end of the day, your
 change is not included in FG, will it be that terrible ?

As a user, I would answer this with yes. Water looks fantastic in FG but it's 
also taking quite some toll in performance. Since performance is the main 
limiting factor of having fun with FG for me (usually having 10-20 fps), 
changes like this can make the difference between having a flat and boring 
blue surface and the beatuiful sea like I have seen it from an actual 
airplane.

Stefan

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Re: [Flightgear-devel] Willfully violating Google Terms of Use

2012-03-12 Thread Stefan Seifert
On Monday 12 March 2012 11:17:05 Martin Spott wrote:

 No, not by looking at a map, but by buying a printed map - which is
 what I stated above.  Since you hardly get your hands onto commercial,
 printed maps (which I believe is the item we're talking about) without
 the act of buying the media, the act of purchase and thus signing the
 contract is implicit by looking at the map   at least in most of
 the cases.
 
 Well, you can always argue oh, I didn't buy this map myself, I just
 found it on the road after someone dropped it there.  Anyhow, most
 maps I know are having their origin and the Terms of Use printed
 somewhere in the legend or on the back and I suspect you'll face hard
 times arguing that, by accident, you didn't notice these terms before
 starting to derive measurements from the media - especially when
 you're tring to explain that you found dozends of maps on the road  :-)

Like everything in law it's rather more complicated than one would expect.
For example at least in Germany and Austria but problably most of Europe, 
these Terms of Use printed on the map are no more legally binding than an 
End User License Agreement which many programs display on first start. That 
is because in these jurisdictions, one cannot change a contract after the 
fact. So to be legally binding these terms of use would have to be part of the 
buying contract and the buyer would have to be able to read them and agree to 
them before buying for the terms to be legally binding. Just print them 
somewhere on the back of the map is simply waste of ink.

I guess the moral of the story is that one should not try to determine 
legality by oneself, but ask a lawyer. Which is kind of ironic, since these 
laws are all binding for us, but the way it is is the way it is.

Stefan

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-09 Thread Stefan Seifert
On Friday 09 March 2012 13:27:19 Eric van den Berg wrote:
 Agreed, but the as you are saying, the brake is hydraulic and therefore
 there will always be a valve that traps the hydraulic fluid and keeps the
 pressure on the brake pistons. This valve will always only be fully closed
 in the end position (Just as a tip if you will be using a 'double'). This
 is standard on _most_ small aircraft as there is only one predominant
 supplier for wheels and brakes for small aircraft. The implementation may
 be different, the equipment is the same on every single aircraft.

Most gliders I've flown do not even use hydraulics for brakes. And the parking 
brake often is nothing more than some hook or lever which can be used to lock 
the brake lever. But it's still a 0 or 1 thing. The brakes either are locked 
or not. Of course, full brake may still not be enough to keep the aircraft in 
place or not even to prevent it from taking off...

Stefan

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

2012-03-04 Thread Stefan Seifert
On Sunday 04 March 2012 17:30:41 Christian Schmitt wrote:
 Curtis Olson wrote:
  I have a local branch I've created here for some experimentation.  When
  ever I do a git pull from the gitorious repository, I do that in the
  next/master branches.  Then I switch to my local branch and type git
  merge next (or master) to make my local branch up to date with the main
  development head.
  
  There may be a better way to do that, but it's what was suggested to me,
  and seems to work and I've stuck with it.
 
 For the sake of completeness and (possibly) nicer git history in the future
 let me say this:
 
 There IS indeed a better way for exactly your use-case:
 When switching back to your local branch after git pull in next, use git
 rebase next (or master) on your local branch. This makes sure your changes
 are always on top of your local branch and prevents those Merge commit XXX
 messages in the git history.

But whenever talking about git rebase one should mention that THOU SHALT NOT 
rebase a branch which you've ever pushed. Because if someone ever pulled your 
branch (which happens with a simple git pull from the main repo), his get gets 
confused by the changed history.

Stefan

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

2012-02-25 Thread Stefan Seifert
On Saturday 25 February 2012 11:21:03 Martin Spott wrote:

  Thus you never know wether your job
 is going to take just a few days, a few weeks or a few months.
 I don't like jobs running several months.  I had a few of these but the
 most promising ones were killed when the machine had to be rebooted due
 to a planned power outage - or an unplanned power outage - or some
 other reason.

Just wanted to let you know: I've got a server with an i7, 8GB of RAM and a 
couple of 100 GB free space sitting in Hetzner's data center very idle day and 
night. The things I use it for could probably run on my wireless router. So if 
you need a machine which runs very stable for months at a time, just tell me. 
I'd love to put this thing to better use and could give you full shell access.

Stefan

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Re: [Flightgear-devel] new fedora

2012-01-14 Thread Stefan Seifert
On Saturday 14 January 2012 00:20:33 Peter Sadrozinski wrote:
 Hello,
 
 I'm hitting an 'interesting' problem with the new fedora.  For some reason,
 it's installing the PAE kernel (I guess I should have installed the 64 bit
 version).  The problem is, when the system() is called - for instance, to
 copy an airport btg file from work to output, I get an error.
 
 Here's debug from copying of said airport:
 
 running cp ./work/AirportObj/w090n30/w085n33/KATL.btg.gz
 ./output/w090n30/w085n33
 system: : Cannot allocate memory
 returned -1
 
 I'm not buying the out of memory error.

Please beware that while PAE allows a 32 Bit OS to use more than 4GB of RAM, 
it does not change an individual processes limit. Maybe this is what bites you 
here?

Stefan 

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Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Stefan Seifert
On Wednesday 11 January 2012 13:27:04 Viktor Radnai wrote:

 I had the same issue. It's quite odd. Git status was showing my tree as
 unmodified but I had to do the same thing (clone a new copy) with
 simgear otherwise it was not finding OSG in /usr/include. I think it was
 only looking in /usr/local/include for some reason.

If git status showed nothing, there could still be generated files covered by 
.gitignore which had to be cleared like some cmake cache. You can see them 
with git status --ignored
To bring back your working directory to the pristine state in the repository, 
you can use git clean which removes all files that git doesn't know about. git 
clean -x would clean even those which mach rules in .gitignore

 On 12/06/2011 12:51 AM, Sid Boyce wrote:
  A new clone of flightgear sorted that problem out.
  Regards
  Sid.
  
  On 05/12/11 23:38, Sid Boyce wrote:
[ FindOpenSceneGraph.cmake:130 ] Failed to parse version number,
  
  please report this as a bug
  
CMake Error at
/usr/share/cmake/Modules/FindOpenSceneGraph.cmake:199
  
  (message):
  ERROR: Version 3.0.0 or higher of the OSG is required. 
  Version ..
  
  was
  
  found.

Call Stack (most recent call first):
  CMakeLists.txt:194 (find_package)
  
  # rpm -q OpenSceneGraph
  OpenSceneGraph-3.0.1-55.x86_64
  
  I had the same problems with simgear until I did the latest git pull.
  openSUSE cmake-2.8.6-3.4.x86_64


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[Flightgear-devel] Interesting read on hosting huge git repos

2012-01-01 Thread Stefan Seifert
FG seems not to be the only project which has problems with multi GB git 
repos. The Linux kernel and Android are in the same league and they have 
experiences of their own.

This might be an interesting read:
https://plus.google.com/112413860260589530492/posts/EJCsVq6o1vF

Stefan

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Stefan Seifert
On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote:

 That said - why use drivers that cannot handle .dds compression formats? I
 assume closed source drivers are OK?

They simply are not. I currently cannot use FlightGear due to simply unusable 
performance with free drivers but still, it's worth this tradeoff for me after 
years of pain with closed source drivers (both NVidia and ATI/AMD). Free 
drivers allow me to:

* do my job which is programming which needs loads of text on the screen
   (closed source drivers gave unusably low performance here)
* have multiple X servers running, so my girlfriend can have her own user on
   my computer without either of us having to log out all the time
* upgrade to current (development) kernel any time
* have decent video performance
* actually get support for kernel problems

In sum, these features are worth more to me than FlightGear, though I miss it 
very much. The free radeon drivers nowadays are good enough for many games and 
other software. It would be nice if FG developers acknowledged their existence 
and avoided breaking their user's experience.

Personally I hope to get back to at least flyable performance levels with a CPU 
upgrade in the near future. But even if not, I would never go back to closed 
source drivers.

Stefan

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Re: [Flightgear-devel] OT: git question

2011-12-13 Thread Stefan Seifert
On Tuesday 13 December 2011 13:19:25 Curtis Olson wrote:

 I have a local project here that uses git and has a single master branch.
 
 I had a wild and crazy idea that I wanted to explore, but knew it would
 involve a lot of code refactoring and rearchitecting -- I didn't want to
 mess up my good working tree -- especially if the idea didn't work out.  So
 I created a branch:
 
 git checkout -b newidea
 
 I then pushed forward with the new idea inside this branch, made several
 rounds of changes and many commits to this new branch.  Now I really like
 my new idea and I want all this work moved back into my master branch.
 
 What's the best way do to this?

You want to merge your branch back into master. merge is the right word:
git checkout master
git merge newidea

done. If the merge creates conflicts, git will tell you so. To fix them, simply 
edit the files and add them to the index (git add fixed_file) and when you are 
done do a git commit. A merge usually creates a new commit anyway, since it's 
a new version of your source tree.
 
 Could I rename the master branch to be pre-newidea or whatever I want to
 call it, and then rename my newidea branch to master?  Or is that bad
 git practice?

Would be possible as well, but branching and merging are the basic tools in 
git and they are fast, simple and work quite well. And they create no 
confusion if someone else got your old master branch.

Stefan

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Re: [Flightgear-devel] [patch] Improved forests

2011-07-28 Thread Stefan Seifert
On Thursday 28 July 2011 06:22:10 Gene Buckle wrote:
 On Thu, 28 Jul 2011, Jari Häkkinen wrote:
  Are you sure about that? I just tried it with a little example and
  at least gcc compiles both variants to the exact same assembly
  code. Tried it with and without -O2.
  
  That would freak me out.  Doesn't ++j mean increment j, then test
  whereas j++ means test j, then increment?
  
  No, for a for loop
  
  for ( [1]; [2]; [3] )
  
  where [3] is ++j will increment j before use. However, in an
  if-statement the complete statement [3] is evaluated before the test [2]
  is done. If the compiler is smart it will produce the fastest binary
  code regardless ++j or j++. However, if the [3] is more complicated like
  a hypothetical i = ++j + k the compiler will most probably generate
  different binary code (compared to i = ++j + k).
 
 Right, but j++ will increment _after_ it's used, correct?  So how could
 ++j vs j++ generate the same assembly code and be correct?

Because the for loop is a case where it simply doesn't matter. Translate the 
for to a while:

int i = 0;
while (i  10)
i++;

is just the same as:
int i = 0;
while (i  10)
++i;

because the value of the incrementing expression is not used anywhere.
The compiler recognizes this as one of the simplest cases of optimization.

Stefan

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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-08 Thread Stefan Seifert
On Wednesday 08 June 2011 07:43:12 Michael Sgier wrote:
 why not simply change the fgfs licence once and for all? Android is not all
 GPL anymore...we could do the very same.-

Would you really want to restrict the very freedoms that made FlightGear such 
a successful project, just to have some legal means against some shady people 
who try to fool the uninformed into paying some money for FG? Chances are, 
that a different license would not even help, since you couldn't even find out 
who to sue. I do not have much code in FG, but I for one would absolutely 
oppose such a useless and destructive move. If not for the freedom, I would 
never have bothered with FG. I would just have payed a couple of bucks for X-
Plane and be flying.

Yes, it leaves a very sour taste that people who have contributed nothing are 
earning money (we don't know how well they do btw.) while the people who did 
the work get nothing. But the truth is that we wouldn't get anything in any 
case and we chose it that way. People are cheated every day and thiefs get 
loads of money. It's sad, but nothing will change that.

If you really want to fight those scamers, there's a very simple way to do 
that: inform people. Marketing. People who know about FlightGear will not pay 
for an outdated copy. Go out and write about FG in aviation forums and blogs. 
Write letters to aviation magazines which include articles about flight sims. 
Write about FG in all the social media you use. Post loads of cool videos on 
Youtube. Be visible!

Everyone can help here and it takes only minutes for every action. This helps 
not only preventing people from getting fooled, but also to get more users and 
hopefully contributers which is a hell of a lot better than having to deal 
with law suits, distracting developers and reducing freedom. I say let's 
change the fight into one they simply cannot win. That way we will not only 
stop losing something, but actively win visibility, users and contributers.

Stefan

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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-08 Thread Stefan Seifert
On Wednesday 08 June 2011 12:27:30 Arnt Karlsen wrote:
 On Wed, 8 Jun 2011 12:06:48 +0300 (EEST), thorsten.i.r...@jyu.fi wrote
 in message
 
  Correct me if I'm wrong, but I can't see how willingness to exercise
  copyright under GPL would require moving to a different license.
 
 ..you assume such moving moving to a different license has not taken
 place, (y)our (f)actual unwillingness to actually exercise your rights
 under copyright law to defend or enforce your copyrights, can be
 construed and asserted as a new license alongside the GPL.

May I ask on which jurisdiction your claim is based? Because I know for a fact 
that it does not have anything to do with German or Austrian law and am quite 
sure that there is no other European country where the law works anything like 
you described and the same goes for the USA. Could it be that you're mixing 
copyright and trademarks? Because trademarks are the only kind of 
intellectual property rights which you have actually have to enforce in 
order to not lose them.

There's no such need for copyright or creator's rights. For the latter, one 
cannot even lose them if one wants. They are non-transferable and non-
relinquishable.

Stefan

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Re: [Flightgear-devel] gnome 3 ?

2011-06-03 Thread Stefan Seifert
On Friday 03 June 2011 06:10:24 Curtis Olson wrote:

 Looks like the linux desktop folks have stopped chasing windows and are now
 chasing mac?   Quote from an online review: gnome 3 gives you any color
 theme you like ... if you like black.

s/linux desktop/Gnome/
There's still KDE and all the lighter desktops available which do not force 
anything on you.

And according to a phoronix comparison, the KDE window manager seems most of 
the time to be the one affecting performance the least. And if that's still too 
much, deactivating desktop effects is just a shortcut away.

http://www.phoronix.com/scan.php?page=articleitem=linux_desktop_managers1num=1

Stefan

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Re: [Flightgear-devel] Segfault with OSG multi threading

2011-05-31 Thread Stefan Seifert
On Tuesday 31 May 2011 14:17:23 Mathias Fröhlich wrote:

 So, what to do:
 
 The real solution is hard. Tim effecs code *probably* shows how to solve
 this. I have never double checked if this is done in a waterproof way, but
 I would guess this is ...
 
 A solution that might at least work for most configurations could be like
 this: Make sure the splash screen draw already asks for a bunch of
 extensions in the osg way. Then make sure we do not need the decision
 before the spash screen is there. Tehn finally use the osg extension query
 functions with an appropriate second argument to make sure the cached
 result is taken for this mentioned static initialization time usage in the
 sky code.
 
 Hope this helps a little ...

First: thanks to you, Thorsten and Anders for your help. I tried just 
commenting out the extension checks and indeed, FG starts and is using two 
threads which for the first time since I switched to using the free radeon 
driver gave me somewhat usable framerates up to 15fps :)

Next I will try your suggestion using OSGs caching. Seems like the least 
intrusive way to get this working with enabled checks.

Stefan

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Re: [Flightgear-devel] Segfault with OSG multi threading

2011-05-30 Thread Stefan Seifert
On Friday 13 May 2011 11:03:24 Anders Gidenstam wrote:

 Presumably it will also increase the risk of triggering any race condition
 and/or unsynchronized data access bugs that may be lurking in the code.
 There are some known ones (e.g. during the creation of a particle
 system) but there could easily be more.
 
 In this case you should investigate the arguments and locals in the
 different stack frames to see if you can see something looking bad.

Stack looks quite fine and it does not feel like a race condition to me. It's 
100% reproducable and always in the same place and adding a sleep here and 
there does not change anything. Well everything looks fine except for the big 
picture. There are two threads running. One running OSG rendering stuff and the 
other FG's main loop. The segfault happens when the main loop thread tries to 
access GL information. I know next to nothing about openGL programming but I 
seem to recall that it's not allowed to access the same GL context in different 
threads. So how is this supposed to work?

(gdb) thread apply all bt

Thread 2 (Thread 0x7fffec712700 (LWP 15449)):
#0  0x77bcd38c in pthread_cond_wait@@GLIBC_2.3.2 () from 
/lib64/libpthread.so.0
#1  0x73a4021d in OpenThreads::Condition::wait(OpenThreads::Mutex*) () 
from /usr/local/lib64/libOpenThreads.so.12
#2  0x74dc2d3b in osgViewer::Renderer::ThreadSafeQueue::takeFront() () 
from /usr/local/lib64/libosgViewer.so.76
#3  0x74dc3506 in osgViewer::Renderer::draw() () from 
/usr/local/lib64/libosgViewer.so.76
#4  0x73de291e in osg::GraphicsContext::runOperations() () from 
/usr/local/lib64/libosg.so.76
#5  0x73e3693a in osg::OperationThread::run() () from 
/usr/local/lib64/libosg.so.76
#6  0x73de4a88 in osg::GraphicsThread::run() () from 
/usr/local/lib64/libosg.so.76
#7  0x73a3fd90 in OpenThreads::ThreadPrivateActions::StartThread(void*) 
() from /usr/local/lib64/libOpenThreads.so.12
#8  0x77bc8a3f in start_thread () from /lib64/libpthread.so.0
#9  0x7328267d in clone () from /lib64/libc.so.6
#10 0x in ?? ()

Thread 1 (Thread 0x77fa7760 (LWP 15446)):
#0  glGetString () at glapi_x86-64.S:9877
#1  0x00abe70a in SGIsOpenGLExtensionSupported (extName=0xbe7cda 
GL_ARB_texture_env_combine) at extensions.cxx:64
#2  0x009687cc in SGCloudLayer::rebuild (this=0x7fffe31785b0) at 
cloud.cxx:389
#3  0x00967d0b in SGCloudLayer::SGCloudLayer (this=0x7fffe31785b0, 
tex_path=...) at cloud.cxx:210
#4  0x004357c4 in fgIdleFunction () at main.cxx:424
#5  0x004a1d8e in fgOSMainLoop () at fg_os_osgviewer.cxx:284
#6  0x00436903 in fgMainInit (argc=1, argv=0x7fffdbd8) at 
main.cxx:659
#7  0x00433899 in main (argc=1, argv=0x7fffdbd8) at 
bootstrap.cxx:243

Cheers,
Stefan

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[Flightgear-devel] Segfault with OSG multi threading

2011-05-13 Thread Stefan Seifert
Hi!

While trying to get some double digit frame rates out of FG next, I tried to 
enable OSG multi threading in preferences.xml, but that leads to a segfault:

#0  0x772af357 in glGetString () from /usr/lib64/libGL.so.1
#1  0x00ab9b3a in SGIsOpenGLExtensionSupported (extName=0xbe075a 
GL_ARB_texture_env_combine) at extensions.cxx:64
#2  0x0096501c in SGCloudLayer::rebuild (this=0xcabfa90) at 
cloud.cxx:389
#3  0x0096455b in SGCloudLayer::SGCloudLayer (this=0xcabfa90, 
tex_path=...) at cloud.cxx:210
#4  0x00435430 in fgIdleFunction () at main.cxx:429
#5  0x004a16f6 in fgOSMainLoop () at fg_os_osgviewer.cxx:284
#6  0x00436535 in fgMainInit (argc=1, argv=0x7fffdbc8) at 
main.cxx:662
#7  0x00433519 in main (argc=1, argv=0x7fffdbc8) at 
bootstrap.cxx:243

multithreading-mode is disabled by default with a note, that it breaks 
screenshots. Is this the only reason or is it known not to be stable?

Thanks,
Stefan

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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread Stefan Seifert
On Wednesday 26 January 2011 01:34:35 Curtis Olson wrote:
 The other implication here is that it would be extremely handy to have
 multiple branches checked out simultaneously for other reasons.  git makes
 branching easy, yes, but if you find yourself bouncing between branches
 with changes for separate projects, and external events may require you to
 jump to a different branch at a moments notice, It's a major PITA to have
 to commit every little thing you are in the middle of to switch to another
 branch.

Well you don't. Often you just can leave modified files in place while 
switching 
branches. If it's not working, you still can simply git stash before 
switching. git stash creates a temporary branch and commits your local changes 
to that branch. git stash apply lets you get back those changes, even if 
you're on a different branch than before (it's just like a git merge stash).

I found the book Version control with git quite useful. Yes it's somehow 
strange to need a book for a simple tool like a VCS, but git's features are 
IMHO worth having to read a little.

Stefan

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Re: [Flightgear-devel] New release

2010-12-23 Thread Stefan Seifert
On Thursday 23 December 2010 21:12:16 John Denker wrote:

  Maybe if you have a text-to-speech system set up it works properly,
  but I assume most people downloading the new release will not have
  that setup by default.
 
 Agreed.  Getting TTS to work live (as opposed to batch) is way more
 trouble than ordinary users are willing to put up with.

Makes me wonder how difficult it would be to fully integrate festival into 
FlightGear. Not using some external program, but linking the library and 
shipping appropriate voice files.

Stefan

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Re: [Flightgear-devel] Ridding Multiplayer of Abusers

2010-10-20 Thread Stefan Seifert
On Wednesday 20 October 2010 18:57:05 Nathanael Rebsch wrote:

 Implementing such a filter on the client side will open your eyes to the
 pitfalls of that quite quickly - i'll just compile fg myself, and apply
 a patch which disables such a filter - now what you want to do?
 
 security by (client side) obscurity can be quite nice, but i really
 think at some point this has reached its limits.

If the filter is on the receiving end it doesn't matter. When someone wants to 
see all bad words, he may remove the filter. Anyway it would only affect 
himself.

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Re: [Flightgear-devel] Ridding Multiplayer of Abusers

2010-10-19 Thread Stefan Seifert
On Tuesday 19 October 2010 16:41:35 Mally wrote:
 ?Forgive my ignorance, but what happens at the moment? Does nobody say
 anything to the abusers? Doesn't peer pressure, good example and setting
 guidelines present a more realistic solution (realistic by comparison with
 what happens in real world aviation I mean) rather than coming up with an
 automated system of blocking and control?

Very sensible words. Technical solutions usually don't work for social 
problems.

A simple word filter would not prevent me from offending people or even 
expressing death threats. It would probably not even prevent me from swearing 
excessively in German. It might on the other hand prevent me from simply 
talking to people. As an example: jap may be an offending reference to a 
Japanese (as on Curt's word list), but also simply be the German form of 
yep. A word I use daily.

Social problems are best solved by social solutions. In a friendly, welcoming 
and helping society foul language and threats usually don't come that far.

For death threats, there are even more severe means available. Those are 
illegal in pretty much any country I know of and would result in immediate 
prison to protect the victim. The state simply cannot be sure if the offender 
might really do it.

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Re: [Flightgear-devel] Ridding Multiplayer of Abusers

2010-10-19 Thread Stefan Seifert
On Tuesday 19 October 2010 18:51:37 Martin Spott wrote:
 Stefan Seifert wrote:
  Very sensible words. Technical solutions usually don't work for social
  problems.
 
 Exactly this is the point, and I'd like to add that the social problem
 we're currently looking at might be manifold 

But I'd also like to add, that Curt's idea of simply logging multiplayer chat 
messages might help creating the social pressure to behave decently. As people 
already don't know, who might be listening on a frequency, privacy should not 
be an issue. If some people need real privacy, they should already use a 
private server.

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Re: [Flightgear-devel] buying server bandwidth (was: mpserver02 close down)

2010-10-07 Thread Stefan Seifert
On Thursday 07 October 2010 17:38:13 Curtis Olson wrote:

 I haven't researched this, but I wonder what a fair price would be to rent
 a dedicated linux server with an unmetered 100mbit connection to the
 internet? Would that be sufficient to run a good multiplayer server?

One company that I can certainly recommend is Hetzner in Germany 
(www.hetzner.de). I pay 49 Euros per month for a root server with a Core 
i7-920, 8GB RAM and 2x750GB HDD. 100MBit/s connection with unlimited traffic. 
Unlimited meaning 5TB/month after which speed gets reduced to 10MBit/s.

They also have smaller offers like an entry server at 29 Euros per month for 
which you get an Athlon 64, 1GB RAM, and 2 TB traffic.

No, I do not work for them, but I'm a very satisfied customer who hasn't found 
nearly bang for the buck and quality anywhere else :) But if someone can 
correct me, I'd be grateful.

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Re: [Flightgear-devel] Startup problem

2010-07-25 Thread Stefan Seifert
On Sunday 25 July 2010 18:38:45 fiers...@zonnet.nl wrote:
 I second that. As the matter of fact I stick to nVidea for all machines
 over the years, because I feel that nVidea should be rewarded for their
 support of Linux and ATI should be punished for not taking Linux seriously.

On the other hand, I'm running a system with 100% free software thanks to 
AMD's releasing of documentation for driver writers for ATI cards. And my ATI 
card with its free drivers allowed me for the first time in many years not only 
to run FlightGear but also good video performance, desktop effects in KDE and 
usable performance with anti aliased fonts which is something NVidia never 
managed to do for me (some known problems with their drivers which never got 
fixed).

Times change.

Stefan

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Re: [Flightgear-devel] Multi core discussion

2010-07-06 Thread Stefan Seifert
On Tuesday 06 July 2010 16:15:36 Martin Spott wrote:

 Even though a 2.8 GHz Socket 940 Opteron is by far not state of the art
 in these days, I think this scenario is a sufficient proof that the
 statement FG itself isn't CPU limited doesn't hold.

As are the 100%. If the application is bound by the graphics card's 
performance, the CPU cannot reach 100% utilization, since it would wait for 
the graphics card to finish drawing. 100% CPU load show, that the graphics 
card can execute drawing instructions faster than the CPU can generate them. 
Thus the application is CPU limited.

Stefan

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Re: [Flightgear-devel] Flightgear git repositories (was Re: GIT or CVS - Confusion)

2010-05-22 Thread Stefan Seifert
On Saturday 22 May 2010 15:16:41 Jonathan Wagner wrote:
 What about git clone --no-checkout in the data directory? This should
 create/pull the .git folder with all of the VCS information, but not
 actually download any files.  After that completes, try running git status
 to see if only changes since your CVS update are out of date or if the
  whole repository wants to be checked out.

I don't think that changes anything, since the .git folder contains all the 
data of all revisions anyway (compressed) and I cannot imagine that a git 
clone does actually transfer more than that. I just checked fg-data out and it 
transfered about 2.16GiB of data.

If it helps, I could put that in a .tar.lzma on my webserver and you could 
download as much as you can afford this month and the rest next month. Just 
tell me if you want.

Stefan

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Re: [Flightgear-devel] Web Site

2010-03-23 Thread Stefan Seifert
On Tuesday 23 March 2010 07:08:47 Michael Sgier wrote:
 Yea not bad but still a little low-tech. What about such:
 
 http://www.activision.com/index.html#home|de_DE
 
 Click on images either for links for screenshots. Interesting also for the
  future when we hopefully have addons. So you could get an impression and
  then decide to visit the link or not.

Yeah great. It just takes about half a minute to load the page and then still 
have no usability at all.

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Re: [Flightgear-devel] Github and aircraft

2010-03-21 Thread Stefan Seifert
On Sunday 21 March 2010 11:50:01 Alexander Barrett wrote:

 Sounds very interesting, I've had a look at GitHub and I've a few
  questions, if you don't mind answering (purely as I don't know anyone else
  with experience of it) Is there any support for media files, such as
  Sounds/Images with version control or is it just text/code based? Also can
  you do offline editing or is it all online via their own editors?

git supports binary files just fine. As github ist just hosting for a central 
repository, all editing is done offline anyway just like with the current CVS.

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Re: [Flightgear-devel] Duplicate files in base package

2010-02-26 Thread Stefan Seifert
On Friday 26 February 2010 17:16:38 Detlef Faber wrote:

 I guess most duplicate files are instruments which are not in the
 generic folder.
 Of course it would be desireable to have them all in one place and
 reference to there, but that would cause severe problems with the
 aircraft downloads, because every aircraft on the download page would
 need a second package for instruments which are not in the Base
 package.
 Including all these Instruments in the Base Package would greatly
 increase the download size.

This repeatedly strikes me as problems that Linux packages managers have 
solved completely, elegantly and simply a long time ago. They support 
dependencies, so commonly used parts only have to be installed once. They 
support versioning, making upgrades simple and safe by for example not 
allowing binaries to be installed alongside incompatible data. With systems 
like the openSUSE build service, users can even create their own repositories 
and link to others. Those systems even support mirrors to spread downloads.

Maybe it's time to use what's already there?

Stefan

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Re: [Flightgear-devel] An important message for mirror maintainers

2010-02-24 Thread Stefan Seifert
On Wednesday 24 February 2010 17:34:19 Brant Gipson wrote:
 Torrent will not work as well as FTP or rsync mirrors. You have to
 update the .torrent files. I'm not sure how that works though.

But torrents can be a great addition. I usually download new openSUSE releases 
much quicker using the torrent and continue to seed for quite some time. It's 
a very useful technology.

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Re: [Flightgear-devel] Proposed new set of splash screens

2010-02-19 Thread Stefan Seifert
On Friday 19 February 2010 09:48:51 Erik Hofman wrote:
 I've created a new set of splash screens based on the images Durk
 created about two weeks ago.
 Does anyone have any objections to committing them or does anybody have
 other possible splash screens to choose from?

Well to state the obvious: they look very good! But the term freeware will 
most probably raise objections. Freeware means free of cost but otherwise 
restrictions may apply while FlightGear is really free software with much more 
user rights. So maybe you should change that to Free Flight Simulator?

Stefan

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Re: [Flightgear-devel] configuration snafu

2010-02-08 Thread Stefan Seifert
On Saturday 06 February 2010 21:29:23 Csaba Halász wrote:

 Well, I still think the sensible thing is to expect *native* libraries
 in /lib, whatever native may be. If you are on 64 bit, that means 64
 bit libraries go into /lib and not /lib64. The only situation I would
 expect /lib64 is if I am on a 32 bit system. If I am sitting on a 64
 bit machine and I need 32 bit libraries, I put the 32 bit libraries
 elsewhere separated from my native libs (which is what debian does -
 you get /lib32).

On x86_64, _both_ 32 and 64 bit are native. So it's a pretty arbitrary choice, 
which libraries you put in lib and if you have an accompanying lib32 or lib64 
directory. openSUSE for example puts 32 bit libs in lib and has lib64 
directories which has the nice advantage, that there has never been a 
compatibility problem. Running 32 bit Java/Flash/wine/... on an otherwise 64 
bit system is a non-issue. No chroot or workarounds like that needed. I only 
could wonder when I read about problems, why distributions would do that to 
their users...

Stefan

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Re: [Flightgear-devel] Money and Contributions

2010-01-31 Thread Stefan Seifert
On Sunday 31 January 2010 12:40:54 Durk Talsma wrote:

 I remember being involved in the discussions. I've also been thinking about
 the possibilities of setting up a non-profit organization for the support
  of various aspects of FlightGear.

I wonder if some existing organization may fit that role already. Maybe as an 
example the Free Software Foundation could handle those things. They work for 
free software, are arguably trustworthy, have branches all over the world and 
loads of experience in such matter. I don't know if they would help, if we 
want to trust them and if it's at all possible, but it may at least be worth a 
thought or two.

Stefan

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Re: [Flightgear-devel] GUI dialogs suck

2010-01-29 Thread Stefan Seifert
On Friday 29 January 2010 10:27:24 Erik Hofman wrote:

 Like your comments indeed.
 If it really sucked then others would have complained already, and most
 likely it would have been fixed by now.

Please don't take offense by his offensive choice of words and do not dismiss 
his valid points because of that: compared with what I'm used to on my KDE 
desktop the widgets in FlightGear really are very basic and I've experienced 
the same frustration as Pete did.

If it were possible to switch to Qt for widgets that would be a massive 
improvement in my eyes. We would go from most basics work to top of the 
line.

The question is: is it even possible to use Qt widgets in a GL application?
The next one most probably: would there be any drawbacks?

Stefan

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Re: [Flightgear-devel] Please remove 727-230 from CVS- Licence issues!

2010-01-23 Thread Stefan Seifert
On Saturday 23 January 2010 10:43:13 Erik Hofman wrote:
 Erik Hofman wrote:
  Or maybe it's good enough to replace the texutures with plain white
  images for now?
 
 I've done this until an agreement is reached.

I hate to be the messenger here, but I think it's really obvious that these 
textures have to be removed from CVS completely including any history. Because 
otherwise one could just checkout an older version of the textures to get them 
thus we would be distributing them, which is explicitly not allowed by the CG 
textures license.

Stefan

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Re: [Flightgear-devel] Copyrights

2010-01-05 Thread Stefan Seifert
On Tuesday 05 January 2010 01:10:33 J. Holden wrote:
 unless the contributors agree to assign their copyright to an entity
 (FlightGear).

And who would this FlightGear be?

Stefan

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Re: [Flightgear-devel] Version number for the upcoming release

2009-12-14 Thread Stefan Seifert
On Monday 14 December 2009 05:46:11 Chris Wilkinson wrote:

 There could have been any number of better ways to express the version
  number, but they chose to use one that can combine more than one decimal
  place into what looks to a lay person like a mistyped number... not
  clever.

Well they chose major and minor version numbers delimited by a dot, which can 
and is easily extended to even finer granularity by just adding another group 
or two. It's certainly no perfect system, but it's been adopted in practically 
the whole computer industry, software and hardware. So FlightGear is in fairly 
good company there.

The chances that someone would misunderstand this universally adopted scheme 
are quite small if you ask me. People seem to cope with it quite well, as they 
do with IPv4 addresses which are usually written as four groups of numbers 
seperated by the same dot: 123.45.67.089

And anyway: here in Europe (except for the UK and Ireland), we don't even use 
a dot as decimal separator. We use the comma while the dot is used for 
grouping thousands. And it's the same in many other parts of the world, for 
example South America.

So what's wrong again with using the same system that just about everyone else 
uses?

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Re: [Flightgear-devel] (no subject)

2009-11-18 Thread Stefan Seifert
On Wednesday 18 November 2009 13:41:32 cullam Bruce-Lockhart wrote:

 In the case of the stuff
  I'm doing, the elevation model is very detailed, and the surfaces beyond
  45 degrees can't realistically support trees.

That's wrong: they can and they do. Have you ever been in the Alps? I've often 
been amazed at in which unlikely places plants still grow happily.

Stefan


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Re: [Flightgear-devel] Flightgear in industry use

2009-10-28 Thread Stefan Seifert
On Wednesday, 28. October 2009, Maik Justus wrote:

 Arnt Karlsen schrieb am 28.10.2009 17:26:
  ..aye.  One problem, they provide FG binaries, but no source???
  http://www.cloudcaptech.com/download/Piccolo/FlightGear/

 Do they have to provide the source to everyone? Or do they just need to
 deliver the license within the download and provide the source to
 everyone who asks for it (or, if they didn't altered the source: a link
 to http://www.flightgear.org/Downloads/source.shtml )

This whole discussion about the GPL and people/companies redistributing FG 
seems to be based on a very wrong assumption: that we have to figure it out 
completely on our selfs.

People, there is the GPL FAQ, which is very easy to read. There's the Free 
Software Foundation which is quite passionate about defending free software 
like FlightGear. There's the Software Freedom Law Center which provides 
services free of charge to free software projects and gives for 
example License Defense and Litigation Support.

Yes, that means that there actually are free lawyers available for projects 
like FlightGear. Why not use them instead of guessing on our own what and how 
to do?

With regard to the question about the GPL:
http://www.gnu.org/licenses/gpl-faq.html#DistributeWithSourceOnInternet

Cheers,
Stefan

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Re: [Flightgear-devel] Source code control systems

2009-09-29 Thread Stefan Seifert
On Tuesday, 29. September 2009, Olaf Flebbe wrote:

 Let me talk from the Windows perspective:

 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.

Has anyone ever tried TortoiseGit? http://code.google.com/p/tortoisegit/
Seems to be a nice and working git client for Windows and I can't remember it 
being mentioned on this list.

 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?).

I've only ever used git in push style so I can confirm, that this does work as 
well as svn.

Stefan

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Re: [Flightgear-devel] Another FlightGear Package for Sale: Illegal?

2009-09-22 Thread Stefan Seifert
On Tuesday 22 September 2009 14:04:16 Jon S. Berndt wrote:
 This looks much more problematic:
 
 http://www.flightprosim.com/disclaimer/

copyrighted under United States and other World Wide Patents
A little confusion of totally different laws...

But interestingly from the front page:
There is no one company who published this software. It is a cooperative 
flight simulator development project. There are a wide range of people 
interested and participating in this project. This is truly a global effort 
with contributors from just about every continent. Interests range from 
building a realistic home simulator out old airplane parts, to university 
research and instructional use.

The page and name looks and sounds somehow familiar. Haven't we had them 
before?

  From: Jon S. Berndt [mailto:jonsber...@comcast.net]
  Subject: Another FlightGear Package for Sale: Illegal?
 
  We all know by now that under certain conditions one can sell open
  source software packages such as FlightGear. However, it seems to me
  that this web site is problematic in several ways,
 
  - copyrighted screen captures may be used
  - company names are used (Boeing, Airbus, etc.)
  - I don't see any mention that the code can be downloaded anywhere

1 and 2 are bad. 3 is no problem, since only on delivery they have to include 
the source code or a written offer to supply it.

Since they are advertising the multi player feature: how about periodically 
broadcasting a message via MP servers that users are using free software 
called FlightGear available at flightgear.org?

Stefan


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Re: [Flightgear-devel] Source code control systems

2009-09-03 Thread Stefan Seifert
On Wednesday 02 September 2009 17:55:07 Curtis Olson wrote:

 In addition, I am self hosting our master CVS repository which means that
  if my machine breaks, I personally am on the hook to drop everything else
  and do whatever it takes (ranging from hardware, to OS, to security, to
  whatever ...) to find and fix the problem before we can get our repository
  back online.  What if I happen to be on vacation or on a work trip or get
  hit by the proverbial beer truck and then a problem develops with the
  server?

Using a decentralized VCS this is no longer a problem, since there is no 
master repository anymore. So if yours goes down, people can still continue to 
work. All that would be broken is the checkout links on the website.

If we do not dare to move to git directly, I'd be all for going to SVN. It 
would be an improvement at least.

But considering that many FG developers already use it, the much increased 
fail safety, local committing, easier patch sharing and improvements for model 
developer groups like AJ mentioned and quite a few more advantages, I think we 
should really make an effort to go all the way.

Cheers,
Stefan


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Re: [Flightgear-devel] Generic input protocol delay

2009-07-23 Thread Stefan Seifert
On Wednesday, 22. July 2009, Peter Völk wrote:
 someone
 advises to use Vsync to slow down the framerate, but as I use a TFT, it's
 not really a possibility.

Why would that not be possible with a TFT? Usually TFTs run at 75Hz which is 
far below the problematic 110. So it sounds like a sound solution.

Regards,
Stefan

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Re: [Flightgear-devel] Start up Problems

2009-05-24 Thread Stefan Seifert
On Sunday, 24. May 2009, Barry Fawthrop wrote:

 I recent upgraded to the new version downloaded and compiled the source
 not the apt binary for debian.

Just a view guesses: did you upgrade the base package, too? Do you use a very 
recent OpenSceneGraph version?

Regards,
Stefan

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Re: [Flightgear-devel] fgjs segfault

2009-05-16 Thread Stefan Seifert
On Thursday, 14. May 2009, Matthew Gibson wrote:
 Sorry, I can't figure out how to reply to messages on mailing lists.

 But I found the issue.

 jssuper .h and .cxx don't assume the joystick numbers are in order. They
 use a first and last variable, as well as an activeJoysticks number of
 joysticks. I assume this is because, as with my system, the joysticks
 aren't necessarily in order.

 fgjs.cxx DOES assume they are in order.

 jss-firstJoystick();
 fstream *xfs = new fstream[ jss-getNumJoysticks() ];

 My first joystick is #2, my num joysticks is 1.

Well, as it's my bad, I'll have a look at it later today, when I return from 
the airfield. Many thanks for this perfect bug report.

Stefan

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Re: [Flightgear-devel] hypothetical gpl question

2009-03-17 Thread Stefan Seifert
On Tuesday 17 March 2009 13:34:19 Curtis Olson wrote:
 Here's a question:  Does a 3rd party have the
 right to ask for the modified source code, even if none of the entities
 receiving the modified program don't care to ask for the source code?

In short: no. The GPL doesn't require any rights for the whole world, but just 
for the users. This makes the GPL a perfectly acceptable license even for 
work with only one intended customer.

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Re: [Flightgear-devel] hypothetical gpl question

2009-03-17 Thread Stefan Seifert
On Tuesday 17 March 2009 14:11:38 Ron Jensen wrote:
 On Tue, 2009-03-17 at 13:43 +0100, Stefan Seifert wrote:
  On Tuesday 17 March 2009 13:34:19 Curtis Olson wrote:
   Here's a question:  Does a 3rd party have the
   right to ask for the modified source code, even if none of the entities
   receiving the modified program don't care to ask for the source code?
 
  In short: no. The GPL doesn't require any rights for the whole world, but
  just for the users. This makes the GPL a perfectly acceptable license
  even for work with only one intended customer.

 Stefan's answer would allow company A to restrict the potential
 customer's freedom to redistribute flightgear.  Anticipated and
 specifically addressed in GPL v2

Bottomline: no matter how often I read that darn license, I'll always forget 
important part when feeling the need to answer questions about it.
Sorry for the confusion and thanks for clearing that up.

Just a note: if the demo already contains the source code, then there does not 
have to be a written offer (or the referal to the written offer) for any 
third party, which would indeed be the case, I incorrectly simplified it to.

Stefan


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Re: [Flightgear-devel] Saving Instant Replay to a File

2009-03-10 Thread Stefan Seifert
On Tuesday 10 March 2009 14:16:23 Matthew Barousse wrote:
 Hey all,
 I'm currently attempting to modify flight gear, so that I may save and
 re-play flights, exactly like the instant replay feature, but with a save
 file.

 My next task is to implement a save-to-file feature. I was thinking the
 easiest path would be to write the instant replay memory buffers
 (FGReplayData, replay_list_type) out to a file, and modify the replay
 method to read that file, instead of straight from the memory.

 I'm just wondering if anyone can foresee any problems with what I'm doing,
 or has any pointers or tips for me? I'm just getting started with FG
 development, and it's a bit overwhelming.

This sounds very interesting. I think the replay feature needs quite some love 
anyway. For example, its still a mix of replayed and current properties. One 
cannot really replay a landing on the carrier, because the carrier's position 
is not recorded but still updated, so it looks like one's landing in the air.

Stefan


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Re: [Flightgear-devel] engine reconfiguration?

2009-01-28 Thread Stefan Seifert
On Wednesday, 28. January 2009, Jon S. Berndt wrote:

 Is there sometimes confusion as to how or where to apply changes to JSBSim
 code or aircraft models? Do we need to work on easing the process of
 integration into FlightGear? More frequent synchs? (we'd need additional
 volunteers, and/or I'd have to step in - I don't want to make more work for
 anyone else).

Speaking of volunteers: what does the sync work look like?

Stefan

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Re: [Flightgear-devel] weird memory bloat (was: engine reconfiguration?)

2009-01-28 Thread Stefan Seifert
On Wednesday, 28. January 2009, John Denker wrote:
 On 01/28/2009 02:25 AM, Erik Hofman wrote:
  I didn't check it myself yet, but every once in a while I have to do a
  'make clean' before 'make install' for this sort of things (both for
  Simgear and FlightGear)

 Good advice;  thanks.

 Alas after doing that, the memory bloat remains, as bad as ever.
 I saw it peak at 905 megs at KASE before falling back to 888 megs.

bloat is a hard word for something, which you did not even measure yet. The 
VIRT column of top is basically useless for getting the memory usage. It's 
just the virtual address space allocated to that process. That includes:
* memory allocated with malloc but not yet used, which means that there is no
   physical RAM used for it
* mmap'ed files
* shared memory
and I'm sure some more which I'm not thinking of.

According to VIRT, amarok uses  730MB on my system which is a quite 
ridiculous number.

If you're interested in memory usage of a process, a _start_ is the RES 
column. It's far nearer to the truth even though it does not count swap 
usage of the process. But if FG causes swapping, you don't need top to tell 
you :) That'd be obvious.

Stefan

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Re: [Flightgear-devel] weird memory bloat

2009-01-28 Thread Stefan Seifert
On Wednesday, 28. January 2009, John Denker wrote:

 Ridiculing the bug report will not make the bug go away.

I did not want to ridicule the report in any way. Apologies if it came like 
that. I just wanted to point out, that measuring memory usage unfortunately 
is not as easy as it looks (no, the memory usage number, Windows is 
displaying is not the whole truth either).
I can't remember reading something about the swapping in your report, but that 
may just be my memory. Of course you're right: the swapping is a clear 
indicator.

Had my own problems with FG's memory usage, too. But a friend solved it for me 
by giving me 2GB additional RAM as a birthday present.

Stefan

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Re: [Flightgear-devel] Licensing and disclaimers for aircraft models

2009-01-22 Thread Stefan Seifert
On Thursday, 22. January 2009, Jon S. Berndt wrote:

 Since it appears as though JSBSim will use the product identifiers
 (e.g..Boeing 737) in a descriptive manner, and no profit will be derived
 from said usage, then we have no objection to inclusion of the product
 identifiers on the software.  However, if a situation arises in which the
 aircraft models are to be sold for a profit, please contact us to discuss
 implementation of a Trademark License Agreement for the sale of consumer
 products.

Looks like a siple case to me: no copyright law involved, just trademark law. 
This should not be any problem for GPL'ed distribution. A very good example 
for this whould be the well known Mozilla Firefox browser. No one would argue 
that the software is free as it's MPL/GPL dual licensed. But they do not 
allow modified versions to use their trademark and call it Firefox. That's 
why it's called Iceweasel on Debian.

So Boeing is actually more permissive than the Mozilla Foundation as they 
allow the trademark to be used in any non-profit situation. If someone want's 
to sell FlightGear or such models, they have to ask Boeing for a trademark 
license agreement or simply remove the trademark's usage from the software 
(like Debian does).

So the way to go seems to be just to add a notice, that the model uses 
Boeing's trademark with clearance for any non-profit distribution while for 
other uses, the trademark's usage has to be removed or Boeing contacted.
Not an additional restriction of the software license, but of the trademark 
usage.

Stefan

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Re: [Flightgear-devel] Licensing and disclaimers for aircraft models

2009-01-22 Thread Stefan Seifert
On Thursday, 22. January 2009, Tim Moore wrote:

 We can't say that all the models in the repository are covered by the GPL
 and have models in there that are not. This is a terrible trap for anyone
 wanting to use FlightGear in any professional setting.

Please do not confuse the software license with other things like trademark 
law. There will always be things like trademarks, patents, warranty or other 
local laws that may add further restrictions to what you can do with software 
regardless of the software's license or it's validity.

There are tons of free software that may not distributed as freely, as it's 
license (mostly GPL) would allow. I mentioned Mozilla Firefox earlier. But 
there's also things like simple mp3 codecs. Doubtless free software, but not 
as easy to distribute because of patent law in some countries.

A copyright license can and should only care about copyright. It cannot free 
you from checking your other laws that may prevent you from doing what you 
want. Maybe you are not even allowed to sell _any_ software. That's not even 
a contrieved example: a four-year-old is not allowed to do so because he 
cannot enter a valid contract (which a sell would be). Does that make the GPL 
invalid? Of course not.

So your museum just has two choices:
* contact Boeing and get a license not for the software, but for the trademark
* remove the usage of the trademark from the software before selling it

There's nothing we could do about this. Except of course to abstain from using 
the trademarks in the first place. But as we have permission to use them for 
the stuff we really care about, I see no strong enough reason to do so. I'd 
just be nice to people and remind them to check their trademark usage.

Stefan

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Re: [Flightgear-devel] CVS: data/Aircraft/Boeing314 Boeing314A.xml,

2009-01-21 Thread Stefan Seifert
On Wednesday, 21. January 2009, Martin Spott wrote:

 b) The GPL states that You may charge a fee for the physical act of
 transferring a copy, [...], but You may not copy, modify, sublicense,
 or distribute the Program except as expressly provided under this
 License.

 Now, how would you interpret the vague term of selling a software ?
 The word selling is probably a bit unfortunately choosen here, but
 depending on one's interpretation, the note might conform pretty well
 with the ideals of the GPL,

Please, as we are no lawers ourselfs, and as the statement in the GPL may be 
easily misunderstood, accept the Free Software Foundation's answer to this 
question:

Does the GPL allow me to sell copies of the program for money?

Yes, the GPL allows everyone to do this. The right to sell copies is part of 
the definition of free software. Except in one special situation, there is no 
limit on what price you can charge. (The one exception is the required 
written offer to provide source code that must accompany binary-only 
release.)

http://www.gnu.org/licenses/gpl-faq.html#DoesTheGPLAllowMoney

Stefan

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Re: [Flightgear-devel] FlightGear 1.9.1

2009-01-12 Thread Stefan Seifert
On Monday, 12. January 2009, Alexis Bory - xiii wrote:

 Also, using gdb prevents this segfault to appear. It looks like having
 a timming issue in the different processes.

When it's not reproducible with gdb, you can enable core dumps with ulimit -c 
unlimited before running FG. If it crashes it should leave a core dump (can 
be serveral GB! So it may take a while...) which can be debugged with gdb.

Stefan

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Re: [Flightgear-devel] new JSBSim CVS for FlightGear?

2009-01-12 Thread Stefan Seifert
On Monday 12 January 2009 15:29:43 gerard robin wrote:
 On lundi 12 janvier 2009, Erik Hofman wrote:
 
  True, but this requires a base package update to work correctly. Which
  is better to delay a few days so the binary only bugfix release can get
  released.

 Ouups
  sorry i thought that we could get profit, at least with FG 1.9,  of a nice
 and huge update of the c172 , which is today wrong and broken  ( reffering
 to the large talk on that mail list last year ).

I think this is a very good example of why regular releases are good.

When the next release is already in sight, the pressure to push huge updates 
into maintenance releases lowers considerably. So, yes, it would be nice to 
have a much better c172 now, but it's still ok, to see it fly in a few 
months, perhaps even still better.

And related: having release branches would be at least equally nice. As of now 
CVS head does not even represent the current development version anymore, 
because people are holding back patches not fit for a maintenance release. As 
branching in CVS is very expensive, we now have another reason to migrate to 
_any_ other VCS.

So, is there anything I could do to help speeding up this migration?

Stefan


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Re: [Flightgear-devel] Problems with 1.99.5

2008-12-03 Thread Stefan Seifert
On Wednesday, 03. December 2008, Jon Stockill wrote:

 Just out of interest which version of OSG are people planning to link
 the release against? Are we going to wait for a 2.8 release, or go with
 one of the 2.7 developer releases?

Looking at previous OSG release dates (2.2 October, 2.4 April, 2.6 August) the 
next release cannot be that far away, so it might make sense to wait. And 
maybe they would consider releasing soon if nicely asked?

Stefan

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Re: [Flightgear-devel] 3d clouds interaction with overcast layer

2008-11-27 Thread Stefan Seifert
On Thursday 27 November 2008 16:21:45 Frederic Bouvier wrote:
 - Curtis Olson a écrit :
  The solution is to draw transparent objects in sorted order back to
  front ... including clouds ... so in this case it appears that the 3d
  clouds are being drawn before the 2d cloud layers, and in reality the
  2d cloud layers need to be intermixed inthe correct draw order with
  the 3d cloud layers.

 The 2D cloud layers used to be drawn from top to camera altitude for upper
 layers and from bottom to camera altitude for lower layers. The 3D layer
 should be included in this order now.

Works easily for 2D layers, but won't for 3D. 3D clouds can streck from below 
the camera to above the camera and thus hide both, layers below you and above 
you at the same time.

-Stefan



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Re: [Flightgear-devel] release thoughts

2008-11-17 Thread Stefan Seifert
On Monday 17 November 2008 09:20:14 James Turner wrote:

 In the past I've worked on binary distributions for various GL-based
 projects on Linux, one using VTK and one using OGRE. In both cases we
 ended up shipping libstdc++ as well - in order to have a chance at
 portability, the only externals you can rely on need to have C
 linkage, not C++ linkage. It is possible to make C++ dependencies
 work, but it seems to complicate things unduly, whereas shipping the
 libstdc++ that the binaries were built with is easy.

 Maybe this situation has improved recently, however - my knowledge of
 this is currently two years old.

AFAIK libstdc++ is in LSB nowadays, so the situation should be better.

 On 16 Nov 2008, at 18:07, Tim Moore wrote:
  On Linux you might think that we could blow this off and depend on the
  distributions' OpenSceneGraph package, but this is not practical.
  OpenSceneGraph
  releases come fast and furious; we will be depending on OSG 2.8, and
  (for
  example) my distribution of choice is still supplying 2.2. So we
  need to supply
  to proper version.

To me it sounds like making sure that more recent OSG packages are available 
for these distros is the way to go. With the openSUSE build service, it's 
very easy to build and provide packages even for distributions you don't have 
yourself.

I'd say it's definitely worth a look: https://build.opensuse.org/

Stefan


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Re: [Flightgear-devel] How to lower how much scenery gets cached:

2008-11-13 Thread Stefan Seifert
On Thursday, 13. November 2008, Curtis Olson wrote:
 How much memory do you have?  Is it possible to add some memory to get
 yourself up to maybe at least 512Mb total?

Just a side note: even 512MB is very little nowadays for FG. I'm running with 
1GB and am very much looking forward to getting more next week so I do not 
have to close everything including my mail client while FG is running...

Regards,
Stefan

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Re: [Flightgear-devel] An off topic question.

2008-10-17 Thread Stefan Seifert
On Friday, 17. October 2008, Tobias Nielsen wrote:

 I have a version in my svn repository that i am doing active
 development on several different machines. I am not allowed to do any
 commits to the repository before the code is in a somewhat stable
 state. For that reason i each time perform a svn diff . 
 something.patch when i want to merge the development of two different
 machines..

Not having it used myself, but I think I heard that svk can help you in this 
situation: http://svk.bestpractical.com/view/HomePage

AFAIK It should allow you to commit locally, transfer patches and do an svn 
commit when it's ready.

Would be interesting, if it really helps you :)

Regards,
Nine

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Re: [Flightgear-devel] F-14 was Call for aircraft nominations

2008-10-05 Thread Stefan Seifert
On Sunday, 05. October 2008, Alexis Bory - xiii wrote:
 Heiko Schulz wrote:
   Forgot ne aircraft: the F14 is really nice and has a lot of features!
   It should be in the package!

 Thanks :-)

 BTW: I'm currently preparing an important update, there will be a lot of
 changes and cleaning made on the CVS f-14b and it may be partially
 broken until late this evening. So please if you want to test it be
 aware that the best is to wait for a f-14b CVS update tomorow 2008/10/06.

Just wanted to post a Thank You for this wonderful aircraft model. It's just 
so darn cool watching it fold it's wings back in flight :)

I think it definitely is one of the aircrafts that really show how much FG can 
do.

Regards,
Nine

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[Flightgear-devel] Correction for the f16's VRP

2008-09-28 Thread Stefan Seifert
Hi,

attached is a little patch for the f16. It's VRP is obviously wrong, when 
watching turns on the ground from outside. I did standard 
slipping-of-the-edge tests and found an x-value of -180in to improve the 
situation a lot.

Regards,
Nine
? Aircraft/f16/initfile.xml
Index: Aircraft/f16/f16.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/f16/f16.xml,v
retrieving revision 1.67
diff -u -3 -p -r1.67 f16.xml
--- Aircraft/f16/f16.xml	23 Sep 2008 18:02:27 -	1.67
+++ Aircraft/f16/f16.xml	28 Sep 2008 18:55:47 -
@@ -53,7 +53,7 @@
 z 29.5 /z
 /location
 location name=VRP unit=IN
-x 0 /x
+x -180 /x
 y 0 /y
 z 0 /z
 /location
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Re: [Flightgear-devel] is linux ppc version non-functional?

2008-09-16 Thread Stefan Seifert
On Tuesday, 16. September 2008, Saurabh Gupta wrote:
 this is
  ATI Technologies Inc Radeon Mobility M7 LW [Radeon Mobility 7500]

That's six generations and seven years behind current graphics hardware. I 
don't know too much about FG's requirements, but I'd bet that this card just 
doesn't match it anymore and thus you experience too many software fallbacks 
on a slow CPU.

 Also glxgears gives me 1400 fps in current setting small window
 full screen it gives me 300, this is with 16 bit depth
 with 32bit it gave me
 1240 fps in its default window and 170 in full screen

Please note that glxgears is in no ways a benchmark! It's numbers are 
completely meaningless apart from checking if 3d-acceleration is enabled. 
This application uses none of the features any serious application or game 
uses and is pracitcally only fill-rate limited. The numbers have no use 
whatsoever.

Nine

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Re: [Flightgear-devel] Display flightdata in chase view

2008-09-01 Thread Stefan Seifert
On Monday 01 September 2008 15:44:50 Manfred Janßen wrote:
 Hi there,

 is it possible, to display some of the flight data, like heading,
 altitude, airspeed in the screen if flightgear is in chase view?
 And if, can you give me a short hint where to search for that?

Most of the time, you can just activate the HUD by pressing 'h'.

Regards,
Stefan



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Re: [Flightgear-devel] Stefan clock=hpet - was : Spiele Bild promotes FlightGear

2008-04-28 Thread Stefan Seifert
On Monday, 28. April 2008, Georg Vollnhals wrote:

 But checking the result is disappointing. I did it after 3 boot cycles
 (2 reboot and one cold boot):

 dhcppc2:/home/georg # cat
 /sys/devices/system/clocksource/clocksource0/current_clocksource
 tsc

Maybe your system simply doesn't have a hpet clocksource. For example my 
system at home only has:
acpi_pm jiffies tsc

You can get the available clocksources by issuing:
cat /sys/devices/system/clocksource/clocksource0/available_clocksource

In my case I'd try acpi_pm first and then jiffies. Any way, jiffies should be 
the last, since it's only a simple CPU-cycle counter. But it may still work 
well if you use ntpd for network time synchronization.

 May be my OpenSUSE is lacking something? Ok, at least it was worth
 trying and I learned something new.

Don't give up too early :)

Regards,
Stefan

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Re: [Flightgear-devel] Spiele Bild promotes FlightGear

2008-04-27 Thread Stefan Seifert
On Saturday 26 April 2008 21:08:15 Georg Vollnhals wrote:

 Sorry for that - my new O/S OpenSUSE 10.3 has some difficulties with my
 hardware-clock - at least using Wine changes the time and day and I have
 to correct that manually. And a time-jump would be nicer backwards
 regarding my age :-)

I have two servers at work with similar time problems. They vanished when I 
switched clocksource from tsc to hpet (echo hpet 
 /sys/devices/system/clocksource/clocksource0/current_clocksource). 
Persistent by addint the clock=hpet parameter to the kernel command line.

Maybe the same works for you.

Regards,
Stefan


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Re: [Flightgear-devel] Stefan clock=hpet - was: Spiele Bild promotes FlightGear

2008-04-27 Thread Stefan Seifert
On Sunday 27 April 2008 23:53:01 Georg Vollnhals wrote:
 default 0
 timeout 8
 clock=hpet

This is wrong. The kernel parameters are following the file name in 
the kernel line. This is the section I boot on my server:
###Don't change this comment - YaST2 identifier: Original name: linux###
title openSUSE 10.3 - 2.6.22.17-0.1
root (hd0,1)
kernel /vmlinuz-2.6.22.17-0.1-default root=/dev/system/root 
resume=/dev/sda1 splash=silent clock=hpet  showopts
initrd /initrd-2.6.22.17-0.1-default

You can check if the parameter does what it should by issuing:
cat /sys/devices/system/clocksource/clocksource0/current_clocksource
on the command line. If it worked, it should output:
hpet
If not, it probably reads tsc.

Then you'll just have to wait and see if your clock works better. It did for 
me. And yes, openSUSE 10.2 didn't have that problem on the same server.

Hope this helps :)
Stefan


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Re: [Flightgear-devel] Segfault on current HEAD?

2008-04-13 Thread Stefan Seifert
On Sunday, 13. April 2008, James Sleeman wrote:
 On Sat, 2008-04-12 at 14:59 +0100, LeeE wrote:
  Does it segfault every time or is it inconsistent?  I'm about a week

 Everytime.  I'll try rolling back to an older OSG when I get a chance.

Just a note: I'm having the same problem since 2.3.7. A workaround is to just 
create a symlink from osgPlugins-2.3.8 to osgPlugins-2.3.6.
Probably something in the build system changed, so one has to call an extra 
command (maybe make plugins_install or something like that?). Will 
investigate further when I'm back from enjoying the fine weather here :)

Stefan

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Re: [Flightgear-devel] Seperated MP-servers

2008-03-24 Thread Stefan Seifert
On Monday, 24. March 2008, George Patterson wrote:

 However, if someone would like to see what has been done, please drop
 me a private email.
 Is there a Perl programmer in the audience?

Yep, there is ;) 

If you want me to do some review or have some area where you could need some 
help, just drop me a note.

Regards,
Stefan

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Re: [Flightgear-devel] model-paging patch - testers wanted

2008-03-19 Thread Stefan Seifert
On Wednesday 19 March 2008 15:16:29 Vivian Meazza wrote:

 I've been testing this patch for some while now. I would strongly recommend
 anyone who uses multiplayer to use it. There is no obvious downside, but as
 Till said, there is more work to be done. It really needs lots of people to
 give this a good testing, but right now it's probably nearly good enough
 for inclusion in cvs.

I vote for including it in CVS right away. This is exactly what CVS is for: 
synchronizing sources between developers and keeping a history of all 
changes.

Pushing around patches manually is exactly what CVS is meant to replace. So 
why not just use it?

Remember: release early, release often.

Stefan


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