Re: [Flightgear-devel] 2.6.0 for Mac - call for detail bug info known issues

2012-02-22 Thread Tatsuhiro Nishioka
Hi,

So this could be ATI specific problem. I got a report about similar problem 
with MBP/Radeon X1600 on RC2. 

I have a dying MBP that has X1600. Unfortumately it has 10.5 so I haven't tried 
a Cocoa version. I'll Check on this later.

Btw, why don't we make a universal binary with i386/Carbon and x86_64/Cocoa?

Using arch command can pick one from two versions at launch time, so those who 
have this issue can stay with Carbon version while others can take advantage of 
cocoa/64bit. If I make i386 version compatible with 10.5, I can save much time 
for support.

Tat

---
Tatsuhiro Nishioka @ iPhone

On 2012/02/22, at 7:09, HB-GRAL flightg...@sablonier.ch wrote:

 Hi Olaf
 
 This is a flightgear/osg/cocoa issue I can reproduce with release/2.6.0 
 on OSX 10.6.8. No MacBook graphics, but almost ... - ATI 5750. I am 
 wondering a bit that this doesn’t happen with nVidia/10.7.2
 
 Cheers, Yves
 
 Am 21.02.12 22:19, schrieb Olaf Flebbe:
 Hi Yves,
 
 Can you please more specific? Which download, Macbook, graphics, macosx, 
 steps to reproduce?
 
 Thanks,
 Olaf
 
 
 
 
 
 Am 21.02.2012 um 09:43 schrieb flightg...@sablonier.ch:
 
 (and I also want someone to give me a Mac
 that reproduces #7 :-p).
 
 
 Here. Cheers, Yves
 
 
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[Flightgear-devel] New package of 2.6.0 for Mac

2012-02-22 Thread Tatsuhiro Nishioka
Dear Mac users,

Thanks to your help, I made a new package that solves many problems that are 
reported so far.
I recommend all mac/fg users apply the new package - for speed and stability.

Please go visit the site below for detail explanation and download:
http://macflightgear.sourceforge.net/flightgear-260-for-mac-now-supports-many-of-your-wishes

Good night,

Tat

-- 
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Re: [Flightgear-devel] 2.6.0 for Mac - call for detail bug info known issues

2012-02-20 Thread Tatsuhiro Nishioka
Olaf,

James told me you two are talking about osgViewer issues.

I'm using OSG trunk as of rev 12982 with my own patch that fixes crashes and 
wrong key mappings, etc...

Could you tell me more detail about the important patches?. I want to know if i 
am missing some of these. (and I also want someone to give me a Mac that 
reproduces #7 :-p).

Anyway, I think we need to talk to OSG/Mac developers on cocoa powered 
osgViewer. It needs some surgery.

Tat

---
Tatsuhiro Nishioka @ iPhone

On 2012/02/21, at 5:54, Olaf Flebbe o...@oflebbe.de wrote:

 Hi Tat,
 
 Indeed I have problems with almost all kind of intel graphics chips on 
 windows, mac and linux. Most of them are shader specific artifacts, only 
 chance is to disable shaders completly. Looks like your #5 problem. AFAII  
 (as far as i investigated) these seem to be driver specific defects, both 
 present on windows and mac.
 
 #7: Do you use current OSG trunk? There are important patches not present in 
 past OSG releases.
 
 My machine: OSX 10.7, cocoa 64bit, 2011 model (HD3000 sandy bridge). 
 
 Olaf Flebbe
 
 
 
 
 
 Am 20.02.2012 um 06:52 schrieb Tatsuhiro Nishioka:
 
 Dear Mac users / developers
 
 First, I've heard some users complaining 2.6 for Mac doesn't work, in 
 facebook, or via email without detail info.
 Could you help me collect what is the cause of this issue? 
 
 I want to know the following things for reproducing the problem:
 - Mac model and OS version (e.g. MacBookPro 15/nVidia GT330M/OS X 10.7.2)
 - FG version and revision (e.g. 2.6.0  r314M)
 - Command-line option (you can get this from Console.app. it looks like
 2/20/12 1:16:59.744 PM [0x0-0x4a04a0].net.sourceforge.macflightgear: 
 Starting fgfs.sh with --aircraft=A6M2-jsbsim --browser-app=open 
 --prop:/sim/rendering/multi-sample-buffers=true 
 --prop:/sim/rendering/multi-samples=2
 - Crash dump (if available).
 
 As I want to release the updater for fixing common issues in 2.6 ASAP, I 
 want to have many info until the end of this week.
 
 
 Second, I want to share with you the known issues on FG 2.6.0 for mac that 
 I've collected so far.
 
 #1) fgfs crashes with CitationX, 777-200ER, and any other Aircraft that add 
 menu items.
   If an aircraft has Nasal/dialog.nas, it likely crashes when 
 initializing subsystems.
   This is caused by my bad patch and is mac specific bug. :-(
 -- Fixed
 
 #2) fgfs cannot handle --browser-app=open properly. Somehow preferences.xml 
 overwrites the command-line option.
 -- Workaround made (patch for preferences.xml), Code level fix is needed.
 
 #3) Random Vegetations give us the white squares instead of trees. (only on 
 package for 10.5).
 -- under investigation.
 
 #4) 3D clouds don't show up (only on package for 10.5).
 -- under investigation.
 
 #5) Some aircraft's texture look broken with some integrated graphics chips 
 (shutter-like or patch-work-ish).
 -- bad GPU OpenGL driver? (e.g. Intel HD Graphics), mainly happens with png 
 textures, I guess. Changing png to rgb seems fixing this issue.
it doesn't happen when using nVidia GT330M.
 
 #6) integrated graphic chip (e.g. Intel HD Graphics) crashes fgfs during 
 startup (some can survive with cockpit view)
 -- bad GPU OpenGL driver, I guess ( see the dump below)
 Thread 3 Crashed:
 0   com.apple.driver.AppleIntelHDGraphicsGLDriver0x05120480 
 glrReturnUnexpectedKillClient + 15
 1   com.apple.driver.AppleIntelHDGraphicsGLDriver0x0500d2c7 
 GhalInterface::getCommandBuffer(unsigned char**, unsigned char**, unsigned 
 int*, unsigned int*) + 203
 2   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af495 
 GHAL3D::CPrivateCommandTransport::FlushCommandBuffer(GHAL3D::FLUSH_TYPE, 
 unsigned char) + 341
 3   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af217 
 g575SubmitPacketsToken + 51
 4   com.apple.driver.AppleIntelHDGraphicsGLDriver0x051302e7 
 _ZL28GetNewVertexBufferFromKernelP17DataBufferManagerP13GLDContextRecm + 79
 5   com.apple.driver.AppleIntelHDGraphicsGLDriver0x051305b7 
 g575GetVertexBuffer + 243
 6   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af17a 
 g575PrefetchPrimitiveBuffer + 49
 7   com.apple.driver.AppleIntelHDGraphicsGLDriver0x050af05c 
 glrBeginPrimitiveBufferUseDataBuffer + 171
 8   GLEngine  0x04f85225 gleFlushPrimitiveTCLFunc + 
 652
 9   GLEngine  0x04f0064e 
 gleDrawArraysOrElements_ListExecCore + 199
 10  GLEngine  0x04ea1fd3 
 gleDrawArraysOrElementsOutOfLine_ListExec + 1074
 11  GLEngine  0x04e9f1ad gleCallList + 125
 12  libGL.dylib   0x92baf188 glCallList + 27
 13  fgfs  0x0043f2f6 
 osg::Drawable::draw(osg::RenderInfo) const + 202
 
 This doesn't happen on major nVidia (e.g. GT330M) and some other AMD 
 discrete chips so far.
 
 #7) Cocoa-osgviewer doesn't work properly on some Macs (2.6.0-RC2).  Image 
 inside window gets broken when resizing or when

Re: [Flightgear-devel] FlightGear 2.6.0 for Mac OS X.

2012-02-19 Thread Tatsuhiro Nishioka
Hi Yves,

Though I haven't check the source code deeply, fgfs doesn't seem handling 
--browser-app command-line option properly.

According to the code, its default value for OS X is set to open,  and 
command-line option seems to be set properly.
So I guess the property node (/sim/startup/browser-app) is overwritten by the 
one in preferences.xml.
As a matter of fact, changing line 62 of preferences.xml to the following will 
fix the issue.
browser-app write=nopen %u/browser-app

It doesn't seem OS X specific, so this may happen on Windows as well.
Maybe we should ask some windows users if it works properly (and if 
preferences.xml is modified)

Hope this helps,

Tat

On Feb 20, 2012, at 1:05 AM, HB-GRAL wrote:

 Hi Tat
 
 I downloaded 10.6/7 version and it works fine. Just one small thing I 
 noted (because I am on this myself at the moment for FGx): GUI-Help 
 (opens in Browser) doesn’t open anything here. But maybe this is not OSX 
 only?
 
 Cheers, Yves
 
 
 Am 19.02.12 08:55, schrieb Tatsuhiro Nishioka:
 Hi,
 
 I made a special package for OS X 10.5. Go get the package from:
 http://macflightgear.sf.net/home/downloads
 FlightGear-2.6.0 for Leopard is what you need.
 
 I recommend this package for those who have OS X 10.5 or have problems 
 running the 2.6.0 original package on 10.6 or 10.7. This is tested on my old 
 MacBook pro with 10.5, so it should work on other 10.5 capable macs.
 
 The special package is made with XCode 3.2.2 that was used to build 
 FlightGear 2.0.0. Due to huge differences on SDKs between 10.5 and 10.7, 
 apple gave up providing 10.5SDK on Xcode. This made it very difficult to 
 make FG compatible with 10.7 and 10.5.
 
 Using Xcode 3.x on OS X 10.5 also has a problem. Since FG code is evolving 
 day to day, it uses newer spells that 10.5 SDK doesn't understand. So I made 
 the Come-on-FG-work-on-10.5! patch for this package :-p
 
 Moreover, some Xcode version cannot build FG properly with full optimization 
 flags. I guess this is caused 50% by GCC bug and 50% by bad code like static 
 class initialization with dynamic memory allocation). So picked up a dev 
 tool that I can trust.
 
 Though the special package is a bit slower than that for 10.6/10.7 (since 
 the latter is powered by LLVM that optimizes code much cleverer than GCC), 
 it's better to have working binary.
 
 Anyway, I'm glad if this can save many FG Mac users.
 
 Tat
 
 ---
 Tatsuhiro Nishioka
 http://macflightgear.sf.net
 
 On 2012/02/19, at 8:55, Curtis Olsoncurtol...@gmail.com  wrote:
 
 Sounds good -- I'm just asking questions. :-)
 
 Any thoughts on the reports of crashes for some Mac users -- are you 
 thinking you might try to upload an update in the short term, or are these 
 issues still pretty unknown?  Again, just asking questions since I don't 
 know much about the Mac side of things.
 
 BTW, as I said in my other email, your FlightGear-2.6.0.dmg works great for 
 me here on an iMac with OSX 10.6.8
 
 Thanks again,
 
 Curt.
 
 On Sat, Feb 18, 2012 at 4:56 PM, Tatsuhiro Nishiokatatn...@gmail.com  
 wrote:
 Curt,
 
 There's a big hope of 10.5 support.
 It's just a matter of time to me (to make some fixes and it's almost done).
 So we can encourage people to be patient for a while.
 
 I don't want to let users upgrade their Macs since there must be some 
 reason not to upgrade.
 
 Tat
 
 
 On Feb 19, 2012, at 7:02 AM, Curtis Olson wrote:
 
 Hi Tat,
 
 Is there any hope of supporting OSX 10.5 or do we just need to encourage 
 people to upgrade their software?  On my iMac I think it was free -- but 
 I'm not much of a Mac expert -- is it fair to just encourage people to 
 upgrade to OSX 10.6 or newer?
 
 Curt.
 
 
 On Sat, Feb 18, 2012 at 1:10 PM, Tatsuhiro Nishiokatatn...@gmail.com  
 wrote:
 Hi,
 
 FlightGear 2.6.0 for Mac OS X is available (works on OS X 10.6, and 10.7 
 for now).
 
 Please download it from:
 https://sourceforge.net/projects/macflightgear/files/FlightGear/2.6.0/
 
 Note:
 Currently our website is down so please download it from SF project page.
 
 Tat
 
 ---
 Tatsuhiro Nishioka
 http://macflightgear.sourceforge.net/
 
 
 
 --
 Virtualization  Cloud Management Using Capacity Planning
 Cloud computing makes use of virtualization - but cloud computing
 also focuses on allowing computing to be delivered as a service.
 http://www.accelacomm.com/jaw/sfnl/114/51521223/
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
 
 
 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://gallinazo.flightgear.org
 
 --
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 Cloud computing makes use of virtualization - but cloud computing
 also focuses on allowing

[Flightgear-devel] 2.6.0 for Mac - call for detail bug info known issues

2012-02-19 Thread Tatsuhiro Nishioka
Dear Mac users / developers

First, I've heard some users complaining 2.6 for Mac doesn't work, in 
facebook, or via email without detail info.
Could you help me collect what is the cause of this issue? 

I want to know the following things for reproducing the problem:
- Mac model and OS version (e.g. MacBookPro 15/nVidia GT330M/OS X 10.7.2)
- FG version and revision (e.g. 2.6.0  r314M)
- Command-line option (you can get this from Console.app. it looks like
2/20/12 1:16:59.744 PM [0x0-0x4a04a0].net.sourceforge.macflightgear: Starting 
fgfs.sh with --aircraft=A6M2-jsbsim --browser-app=open 
--prop:/sim/rendering/multi-sample-buffers=true 
--prop:/sim/rendering/multi-samples=2
- Crash dump (if available).

As I want to release the updater for fixing common issues in 2.6 ASAP, I want 
to have many info until the end of this week.


Second, I want to share with you the known issues on FG 2.6.0 for mac that I've 
collected so far.

#1) fgfs crashes with CitationX, 777-200ER, and any other Aircraft that add 
menu items.
If an aircraft has Nasal/dialog.nas, it likely crashes when 
initializing subsystems.
This is caused by my bad patch and is mac specific bug. :-(
  -- Fixed

#2) fgfs cannot handle --browser-app=open properly. Somehow preferences.xml 
overwrites the command-line option.
  -- Workaround made (patch for preferences.xml), Code level fix is needed.

#3) Random Vegetations give us the white squares instead of trees. (only on 
package for 10.5).
  -- under investigation.

#4) 3D clouds don't show up (only on package for 10.5).
  -- under investigation.

#5) Some aircraft's texture look broken with some integrated graphics chips 
(shutter-like or patch-work-ish).
  -- bad GPU OpenGL driver? (e.g. Intel HD Graphics), mainly happens with png 
textures, I guess. Changing png to rgb seems fixing this issue.
 it doesn't happen when using nVidia GT330M.

#6) integrated graphic chip (e.g. Intel HD Graphics) crashes fgfs during 
startup (some can survive with cockpit view)
  -- bad GPU OpenGL driver, I guess ( see the dump below)
  Thread 3 Crashed:
  0   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x05120480 
glrReturnUnexpectedKillClient + 15
  1   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x0500d2c7 
GhalInterface::getCommandBuffer(unsigned char**, unsigned char**, unsigned 
int*, unsigned int*) + 203
  2   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x050af495 
GHAL3D::CPrivateCommandTransport::FlushCommandBuffer(GHAL3D::FLUSH_TYPE, 
unsigned char) + 341
  3   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x050af217 
g575SubmitPacketsToken + 51
  4   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x051302e7 
_ZL28GetNewVertexBufferFromKernelP17DataBufferManagerP13GLDContextRecm + 79
  5   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x051305b7 
g575GetVertexBuffer + 243
  6   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x050af17a 
g575PrefetchPrimitiveBuffer + 49
  7   com.apple.driver.AppleIntelHDGraphicsGLDriver 0x050af05c 
glrBeginPrimitiveBufferUseDataBuffer + 171
  8   GLEngine  0x04f85225 gleFlushPrimitiveTCLFunc + 
652
  9   GLEngine  0x04f0064e 
gleDrawArraysOrElements_ListExecCore + 199
  10  GLEngine  0x04ea1fd3 
gleDrawArraysOrElementsOutOfLine_ListExec + 1074
  11  GLEngine  0x04e9f1ad gleCallList + 125
  12  libGL.dylib   0x92baf188 glCallList + 27
  13  fgfs  0x0043f2f6 
osg::Drawable::draw(osg::RenderInfo) const + 202

  This doesn't happen on major nVidia (e.g. GT330M) and some other AMD discrete 
chips so far.

#7) Cocoa-osgviewer doesn't work properly on some Macs (2.6.0-RC2).  Image 
inside window gets broken when resizing or when using menu.
  -- I dropped cocoa version and used Carbon version instead. but I want to 
know what is the cause. It doesn't happen on my MBP15/nVidiaGT330M/OS X 10.7.2

Thank you,

Tat
---

Tatsuhiro Nishioka 
http://macflightgear.sourceforge.net/




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[Flightgear-devel] FlightGear 2.6.0 for Mac OS X.

2012-02-18 Thread Tatsuhiro Nishioka
Hi,

FlightGear 2.6.0 for Mac OS X is available (works on OS X 10.6, and 10.7 for 
now).

Please download it from:
https://sourceforge.net/projects/macflightgear/files/FlightGear/2.6.0/

Note:
Currently our website is down so please download it from SF project page.

Tat

---
Tatsuhiro Nishioka 
http://macflightgear.sourceforge.net/



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Re: [Flightgear-devel] FlightGear 2.6.0 for Mac OS X.

2012-02-18 Thread Tatsuhiro Nishioka
Curt,

There's a big hope of 10.5 support.
It's just a matter of time to me (to make some fixes and it's almost done).
So we can encourage people to be patient for a while.

I don't want to let users upgrade their Macs since there must be some reason 
not to upgrade.

Tat


On Feb 19, 2012, at 7:02 AM, Curtis Olson wrote:

 Hi Tat,
 
 Is there any hope of supporting OSX 10.5 or do we just need to encourage 
 people to upgrade their software?  On my iMac I think it was free -- but I'm 
 not much of a Mac expert -- is it fair to just encourage people to upgrade to 
 OSX 10.6 or newer?
 
 Curt.
 
 
 On Sat, Feb 18, 2012 at 1:10 PM, Tatsuhiro Nishioka tatn...@gmail.com wrote:
 Hi,
 
 FlightGear 2.6.0 for Mac OS X is available (works on OS X 10.6, and 10.7 for 
 now).
 
 Please download it from:
 https://sourceforge.net/projects/macflightgear/files/FlightGear/2.6.0/
 
 Note:
 Currently our website is down so please download it from SF project page.
 
 Tat
 
 ---
 Tatsuhiro Nishioka
 http://macflightgear.sourceforge.net/
 
 
 
 --
 Virtualization  Cloud Management Using Capacity Planning
 Cloud computing makes use of virtualization - but cloud computing
 also focuses on allowing computing to be delivered as a service.
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 ___
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 Flightgear-devel@lists.sourceforge.net
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 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://gallinazo.flightgear.org
 
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Re: [Flightgear-devel] FlightGear 2.6.0 for Mac OS X.

2012-02-18 Thread Tatsuhiro Nishioka
Hi,

I made a special package for OS X 10.5. Go get the package from:
http://macflightgear.sf.net/home/downloads
FlightGear-2.6.0 for Leopard is what you need.

I recommend this package for those who have OS X 10.5 or have problems running 
the 2.6.0 original package on 10.6 or 10.7. This is tested on my old MacBook 
pro with 10.5, so it should work on other 10.5 capable macs.

The special package is made with XCode 3.2.2 that was used to build 
FlightGear 2.0.0. Due to huge differences on SDKs between 10.5 and 10.7, apple 
gave up providing 10.5SDK on Xcode. This made it very difficult to make FG 
compatible with 10.7 and 10.5.

Using Xcode 3.x on OS X 10.5 also has a problem. Since FG code is evolving day 
to day, it uses newer spells that 10.5 SDK doesn't understand. So I made the 
Come-on-FG-work-on-10.5! patch for this package :-p

Moreover, some Xcode version cannot build FG properly with full optimization 
flags. I guess this is caused 50% by GCC bug and 50% by bad code like static 
class initialization with dynamic memory allocation). So picked up a dev tool 
that I can trust. 

Though the special package is a bit slower than that for 10.6/10.7 (since the 
latter is powered by LLVM that optimizes code much cleverer than GCC), it's 
better to have working binary.

Anyway, I'm glad if this can save many FG Mac users.

Tat

---
Tatsuhiro Nishioka
http://macflightgear.sf.net

On 2012/02/19, at 8:55, Curtis Olson curtol...@gmail.com wrote:

 Sounds good -- I'm just asking questions. :-)
 
 Any thoughts on the reports of crashes for some Mac users -- are you thinking 
 you might try to upload an update in the short term, or are these issues 
 still pretty unknown?  Again, just asking questions since I don't know much 
 about the Mac side of things.
 
 BTW, as I said in my other email, your FlightGear-2.6.0.dmg works great for 
 me here on an iMac with OSX 10.6.8
 
 Thanks again,
 
 Curt.
 
 On Sat, Feb 18, 2012 at 4:56 PM, Tatsuhiro Nishioka tatn...@gmail.com wrote:
 Curt,
 
 There's a big hope of 10.5 support.
 It's just a matter of time to me (to make some fixes and it's almost done).
 So we can encourage people to be patient for a while.
 
 I don't want to let users upgrade their Macs since there must be some reason 
 not to upgrade.
 
 Tat
 
 
 On Feb 19, 2012, at 7:02 AM, Curtis Olson wrote:
 
  Hi Tat,
 
  Is there any hope of supporting OSX 10.5 or do we just need to encourage 
  people to upgrade their software?  On my iMac I think it was free -- but 
  I'm not much of a Mac expert -- is it fair to just encourage people to 
  upgrade to OSX 10.6 or newer?
 
  Curt.
 
 
  On Sat, Feb 18, 2012 at 1:10 PM, Tatsuhiro Nishioka tatn...@gmail.com 
  wrote:
  Hi,
 
  FlightGear 2.6.0 for Mac OS X is available (works on OS X 10.6, and 10.7 
  for now).
 
  Please download it from:
  https://sourceforge.net/projects/macflightgear/files/FlightGear/2.6.0/
 
  Note:
  Currently our website is down so please download it from SF project page.
 
  Tat
 
  ---
  Tatsuhiro Nishioka
  http://macflightgear.sourceforge.net/
 
 
 
  --
  Virtualization  Cloud Management Using Capacity Planning
  Cloud computing makes use of virtualization - but cloud computing
  also focuses on allowing computing to be delivered as a service.
  http://www.accelacomm.com/jaw/sfnl/114/51521223/
  ___
  Flightgear-devel mailing list
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  https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
 
 
  --
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[Flightgear-devel] FlightGear Mac OS X 2.6.0-RC1 has been released

2012-02-01 Thread Tatsuhiro Nishioka
Hi there,

Mac version of FG 2.6.0-RC1 has been finally released.
Please download the package from the link below and give it a try.

http://macflightgear.sourceforge.net/home/downloads/

Feedbacks and bug reports are very welcome.

Note for users:
- In-sim menu shows on the Mac menu bar at the top of the screen.
- $HOME/.fgfs folder moved to $HOME/Library/Application Support/FlightGear
- It crashes on exit - under investigation

Tat
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[Flightgear-devel] Patch to fix the wrong mouse-scroll behavior on Mac.

2011-08-12 Thread Tatsuhiro Nishioka
Hi there,

I found a bug on 2.4.0 branch related to mouse scroll up/down.
# I posted this issue to FlightGear Bug Tracker but I want to post this here 
since code fix is coming soon.

Most of recent Macs have trackpad or magic mouse. 
The scrolling action on these devices generates SCROLL_2D event instead of 
SCROLL_UP/DOWN event.
(FYI, SCROLL_UP or SCROLL_DOWN event is generated on unix and windows.)

FGEventHandler.cxx handles SCROLL_UP/DOWN event as follows:

if (ea.getScrollingMotion() == osgGA::GUIEventAdapter::SCROLL_UP)
button = 3;
else
button = 4;

Since this code implicitly handles SCROLL_2D as button 4 (means SCROLL_DOWN 
button), both scrolling up and down on Mac
unexpectedly converted to scroll down button. As a result, scrolling up and 
down is always treated as scroll DOWN! (or zoom out on MAP)

Patch for this is available from:
http://code.google.com/p/flightgear-bugs/issues/detail?id=403

I already tested this on Mac and works fine with trackpad.
please try this on unix and see if it won't affect unix/windows.
I believe this doesn't affect the behavior on other platforms since 
osgViewer doesn't generate SCROLL_2D on unix and Windows.

Tat

p.s.
btw, is there any button assigned for SCROLL_LEFT / RIGHT?

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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-08 Thread Tatsuhiro Nishioka
Hi,

Flightgear Mac OS X site also has a note. See 
http://macflightgear.sf.net/home/downloads

By the way, one thing I really hate about these products is that they skip 
supporting users. As a result, more than 30 users yelled at me like:

 hey, I got your product but I can't launch it successfully. 
DVD keeps me go crazy!! So I want you to pay me back!!

My answer was like:
 yeah, here is the link so go ahead. I wish you could get your money back! 
FYI, I'm not the seller, so don't yell at me. See the link below for more 
detail... Etc.

Then they find out I'm not the evil and give me a polite apology (or a big 
question mark with confusion).

I'm happy to support all FG users including them, but I don't feel good to hear 
such complaints over something I never sold :-/

Tat

-
Tatsuhiro Nishioka

On 2011/06/08, at 22:32, Stuart Buchanan stuar...@gmail.com wrote:

 This was discussed ad naseum quite some time ago on this
 list and on the forums.
 
 Those unfamiliar are welcome to look at the archives for details.
 
 There's also this statement that we release at the time:
 
 http://www.flightgear.org/flightprosim.html
 
 Personally, I think we've all got far better things to do
 with our time than discuss this all again.
 
 -Stuart

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[Flightgear-devel] FlightGear Mac OS X releases - 2.0.0-r284 and git-20110602

2011-06-02 Thread Tatsuhiro Nishioka
Hi there,

I've released two binary packages for Mac OS X, one for 2.0.0 and another for 
git (developer version) as of Jun-02-2011.
You can download these from:

http://macflightgear.sourceforge.net/home/downloads

For more detail, see a release note that comes with each package and the link 
below:
http://macflightgear.sourceforge.net/flightgear-mac-os-x-has-two-updates-for-official-and-developer-releases

Have a wonderful flight!

Tat

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Re: [Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-23 Thread Tatsuhiro Nishioka
Hi Fred,

Thanks for the quick fix. I really appreciate it!

Tat

On Aug 23, 2010, at 3:55 PM, Frederic Bouvier wrote:

 Hi Tat,
 
 - Tatsuhiro Nishioka a écrit :
 
 The core problem is that an implicit cast (especially from int to
 double or float) in shader code leads some nVidia drivers a fatal
 error:
  (0) : fatal error C: can't find pow function in stdlib
  Cg compiler terminated due to fatal error
(snip)
 
 This is fixed now. Thanks for reporting
 
 -Fred


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[Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-22 Thread Tatsuhiro Nishioka
Hi there, 

First of all, I'm back to FlightGear after a bit longer vacation :-)
I'm very happy that I released a fg-git for Mac OS, but immediately after that, 
a user gave me a bug report. X-)

The core problem is that an implicit cast (especially from int to double or 
float) in shader code leads some nVidia drivers a fatal error:
  (0) : fatal error C: can't find pow function in stdlib
  Cg compiler terminated due to fatal error

In his case, this happened when he was adjusting Performance vs Quality slider.
So I grep pow in Shaders and found that urban.vert has this line:

emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;

I changed 2 to 2.0 and the error went out.

This, I believe, is a problem in  some of nVidia drivers since it doesn't 
happen on my Macs, but it's safer not to use implicit cast in function calls.
so please check your shader code and eliminate such implicit casts.

Best,

Tat

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Re: [Flightgear-devel] New Effects on OSX

2010-04-21 Thread Tatsuhiro Nishioka
Hi,

This is a problem related to your ATI card (or its driver) I guess.

The same thing happens on my old MacBook Pro with ATI Radeon X1600 while using 
default 2.0.0 base package. This has happened since a few months back (before 
2.0.0 release), so I modified the shader scripts in 2.0.0 for avoiding this 
weirdness. The changes I made just lead some shader scripts to linker error, 
so it's not that smart way, but it works at least.

You can see data/Shaders/*.vert in 2.0.0 data folder for more detail.
I guess you can try copying the *.vert in 2.0.0 data folder to your 
CVS/data/Shaders.

Tat

On Apr 19, 2010, at 8:37 AM, HB-GRAL wrote:

 I am running a MacBookPro OSX 10.5 with OpenSceneGraph 2.9.7. I 
 downloaded compiled today cvs source and and here is what I get with 
 current cvs data folder:
 
 http://img255.imageshack.us/img255/1559/fgnewdata.png
 
 And here is what I get with recent source but an older data folder (same 
 as used from Tat for FG 2.0.0 MacFlightGear Release):
 
 http://img532.imageshack.us/img532/2923/fgolddata.png
 
 I apologize but the log-level=debug gives me absolutely no information 
 (or gives me a the same errors with both CVS data versions). FG is not 
 really crashing. I get only =1 fps and this intersting gray triangles 
 (when I disable the shaders all works fine but I want to work with the 
 shaders and effects).
 
 Can someone give me some hints how recent CVS shaders/effects data runs 
 on OSX? Is my MacBookPro out of date with RadeonX1600 now?
 
 Thanks in advance - Yves
 
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[Flightgear-devel] FlightGear Mac OS X pre3

2010-02-02 Thread Tatsuhiro Nishioka
Hi there,

I've released the pre3 package of FlightGear Mac OS X at the macflightgear site.
http://macflightgear.sourceforge.net

Please check it out very quickly so I can have improve the quality of 2.0.0.

Best,

Tat

p.s.
Many mac users who gave me emails in the past week:
Sorry for my very late reply. 
I'll be replying one by one tonight.


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[Flightgear-devel] configure.ac patches for FG/SG

2010-01-05 Thread Tatsuhiro Nishioka
Hi there,

I've updated the configure.ac files on FG and SG.
these patches fixes minor bug in addition to providing --with-openal-framework 
and --with-cocoa-framework.
Now you can use your own version of OpenAL.framework for selecting various 
audio output device.
Plus, you can build FG/SG on Snow Leopard with cocoa configuration.

Please apply these patches.

I've tested these on ubuntu and these seem working so far.

Note that these patches include the effort of Jari Häkkinen

Tat


fg-configure.ac.diff
Description: Binary data




sg-configure.ac.diff
Description: Binary data

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Re: [Flightgear-devel] Patch to fix a crash on sound manager when a sound file is not found, etc.

2010-01-04 Thread Tatsuhiro Nishioka
Hi,

Thanks for committing my patch, Erik.

 Could you file a bug report at Apple?
 Returning an error number when calling alGetError that is not supported 
 by alGetString() is a no-go.

I filed a bug report, but I don't think Apple will change their code.

Fortunately or unfortunately, alGetString works as OpenAL specification claims. 
It returns 0 (NULL) when Invalid enum value is passed.
So, application side must check the return value of alGetString since it does 
return NULL even though passing a non-enum error to alSetError is a No-Go.

On Jan 5, 2010, at 1:26 AM, James Turner wrote:

 Ah, I just noticed your (Erik's) commit, never mind.

 I also note the error code on Mac is -43  which I have a horrible feeling 
 might be the original File Manager 'file not found' code, from 1983. I wonder 
 if someone is passing an OSStatus directly out of a system call to the OpenAL 
 wrapper.


As you wonder, OpenAL-MacOSX sometimes passes OSStatus value to alSetError, so 
not only -43 but many others can also be returned.
Very bad!


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Re: [Flightgear-devel] Update FG Short Reference

2010-01-03 Thread Tatsuhiro Nishioka
Hi toshi,

On Jan 3, 2010, at 2:53 PM, YOSHIMATSU Toshihide wrote:
 These path names seem as if /FlightGear is a root directory.
 I think it might be better to write FlightGear and
 FlightGear\bin\Win32, respectively.

 Hopefully, adding a path for Mac OS X launcher will improve the
 quality of the documents.
 I remember its subdirectory is FlightGear.app/Contents/Resources, but
 I don't know the name of launcher program.
 Can anyone suggest a short description about Mac OS X launcher?

How about this?

Mac OS X via FlightGear.app under /Applications/ (or wherever you installed 
it).


 FG Short Reference uses 1.9.2, but the Manual uses 2.0.0.
 Which is correct as version number of the next release?

Tim, Durk, Curt, and I agree with 2.0.0 for coming official version on the 
discussion of the releasing process.
No final call is made yet, but 2.0.0 is going to be the next version number, I 
believe.

Best,

Tat


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[Flightgear-devel] Patch to fix a crash on sound manager when a sound file is not found, etc.

2010-01-03 Thread Tatsuhiro Nishioka
Hi there,

I found a bug in sound manager that crashes fgfs.

The crash occurs when a designated wav file is not found.
In this case SGSoundMgr::load() does the following (around line 580):
ALenum error =  alGetError();
if ( error != AL_NO_ERROR ) {
string msg = Failed to load wav file: ;
msg.append(alGetString(error));
throw sg_io_exception(msg.c_str(), sg_location(samplepath));
return false;
}

Unfortunately alGetString(error) returns NULL (and sets another error) when 
unexpected error number (maybe an OS specific error) is passed.
On Mac, OpenAL sets -43 when a given file is not found.
When this happens, msg.append(NULL) causes fgfs crash.

To avoid this crash, you need to check if alGetString returns NULL.
alGetString sets InvalidEnum error when NULL is being returned. 
Thus the next alGetString(alGetError()) returns Invalid Enum.
I guess showing the original error message as well as Invalid Enum is helpful.

The enclosed is a patch to do this.
Please give it a try and apply.

Best,

Tat


soundmgr_openal.fix.diff
Description: Binary data

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Main fg_props.cxx, 1.42, 1.43 / Possible cause of crashing FG at exit

2010-01-03 Thread Tatsuhiro Nishioka
Hi,

I'd always got the crash when SGProp trying to delete /sim/logging/classes. 
So this must be the root cause of the crash (sound manager code is innocent).
Now it quits without weird crash or malloc errors.

Thanks!!

Tat

On Jan 1, 2010, at 2:32 AM, Martin Spott wrote:

 Tim Moore wrote:
 Update of /var/cvs/FlightGear-0.9/source/src/Main
 In directory baron.flightgear.org:/tmp/cvs-serv17684/src/Main

 Modified Files:
   fg_props.cxx 
 Log Message:
 Move getLoggingClasses() result buffer to file level.

 Getting it out of the function fixes some corruption problems at program 
 exit.

 Based on a pretty rough check I'd say this fixes the segfault on exit
 for me (Debian Lenny/AMD64),

   Martin.
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[Flightgear-devel] FlightGear Mac OS X 2.0.0-pre1 has been released.

2010-01-01 Thread Tatsuhiro Nishioka
Happy New Year!

Finally, the 2.0.0-pre1 release of FlightGear for Mac OS X has been released.

Go visit:
http://macflightgear.sourceforge.net/home/
for the binary package.

Don't forget to consult the ReadMe file that comes with the installation disk 
image for known issues and new features.
I'm very happy if many Mac users help us improve the quality of the next 
official release by giving us feedbacks.

Best Regards,

Tat


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Re: [Flightgear-devel] Possible cause of crashing FG at exit - HELP NEEDED

2009-12-16 Thread Tatsuhiro Nishioka
Hi,

 #7  0x0806cce7 in fgExitCleanup () at bootstrap.cxx:305

 I only have a 265 line bootstrap.cxx ..??

 Erik

You have r1.42 of bootstrap.cxx. 
On r1.41, it has 310 lines.


On Dec 16, 2009, at 6:20 PM, Erik Hofman wrote:

 As many of you already know, FG often crashes at exit (See back trace 
 below). Though the chance of crash varies per platform, it crashes more than 
 80% on my Mac with very annoying Crash Reporter dialog popping up. This 
 bug must be eliminated before the official release.

 Ok, you might want to make some big steps towards finding the cause by 
 starting commenting out code in SGSoundMgr::~SGSoundMgr().
 I would atart with the first call: 'stop()'

 If that fixes it then start to comment out code in SGSoundMgr::stop() 
 until you locate the problem. (just comment out big sections with #if 0 
 .. #endif first).


I'll give this a try!
Thanks, 

Tat

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[Flightgear-devel] Possible cause of crashing FG at exit - HELP NEEDED

2009-12-15 Thread Tatsuhiro Nishioka
Hi there,

As many of you already know, FG often crashes at exit (See back trace below). 
Though the chance of crash varies per platform, it crashes more than 80% on my 
Mac with very annoying Crash Reporter dialog popping up. This bug must be 
eliminated before the official release.

As a result of several hours of research, I've found a possible cause that 
crashes fgfs at exit, which has something to do with the Sound Manager updates 
committed on Oct-24-2009 (See the cvs logs below for detail). I've been looking 
at the code and tracing up and down on gdb, but I've not yet found a root 
cause. 

So I want you guys to help me find the root cause. I'm not so sure if Erik's 
commits are directly related to the crash since fgfs crashes after SGSoundMgr 
is already deleted. Maybe the problem were there and his commits just pull out 
the crash. maybe his commit has something to do with it deep inside. Maybe 
using SGPropertyNode * instead of SGPropertyNode_ptr (with explicit delete) 
will help you find the cause


FYI,  I tried several FG/SG cvs checkouts and found that FG starts crashing on 
10/24.
(FG on 10/23 15:00 UTC doesn't crash at exit but 10/24 15:00 UTC does). 
I checked the commits between 10/23 15:00 and 10/24 15:00 and found 6 commits 
(4 Sound Manager commits, one JSBSim sync, and one more. 
So I applied each independent set of commits onto 10/23 source one by one, and 
the crash occurs only with Sound Manager commits. 
I also tried fg/sg as of a few days back and got the same crash dump.


Thanks for your help,

Tat

-- back trace on FG/SG 10/25 15:00 (one file in on 10/27 due to 
typo) -
[on Mac OS 10.5]

Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: KERN_PROTECTION_FAILURE at address: 0x01e4
0x93134c4f in szone_free ()
(gdb) bt
#0  0x93134c4f in szone_free ()
#1  0x9313438d in free ()
#2  0x9189202a in std::string::_Rep::_M_destroy ()
#3  0x918934ab in std::basic_stringchar, std::char_traitschar, 
std::allocatorchar ::~basic_string ()
#4  0x006e4c77 in SGPropertyNode::~SGPropertyNode (this=0x227905a0) at 
props.cxx:737
#5  0x9516 in SGSharedPtrSGPropertyNode::put (this=0x22790604) at 
SGSharedPtr.hxx:107
#6  0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x22790604) 
at SGSharedPtr.hxx:61
#7  0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode 
::destroy (this=0xbfffee4f, __p=0x22790604) at ext/new_allocator.h:107
#8  0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, 
std::allocatorSGSharedPtrSGPropertyNode   (__first=0x22790604, 
__last=0x22790608, __all...@0xbfffee4f) at stl_construct.h:174
#9  0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, 
std::allocatorSGSharedPtrSGPropertyNode  ::~vector (this=0x227904f4) at 
stl_vector.h:273
#10 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x227904e0) at 
props.cxx:737
#11 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x24c7701c) at 
SGSharedPtr.hxx:107
#12 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x24c7701c) 
at SGSharedPtr.hxx:61
#13 0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode 
::destroy (this=0xbfffef7f, __p=0x24c7701c) at ext/new_allocator.h:107
#14 0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, 
std::allocatorSGSharedPtrSGPropertyNode   (__first=0x24c7701c, 
__last=0x24c77130, __all...@0xbfffef7f) at stl_construct.h:174
#15 0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, 
std::allocatorSGSharedPtrSGPropertyNode  ::~vector (this=0x22779484) at 
stl_vector.h:273
#16 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x22779470) at 
props.cxx:737
#17 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x2513b3a0) at 
SGSharedPtr.hxx:107
#18 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x2513b3a0) 
at SGSharedPtr.hxx:61
#19 0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode 
::destroy (this=0xb0af, __p=0x2513b3a0) at ext/new_allocator.h:107
#20 0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, 
std::allocatorSGSharedPtrSGPropertyNode   (__first=0x2513b3a0, 
__last=0x2513b404, __all...@0xb0af) at stl_construct.h:174
#21 0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, 
std::allocatorSGSharedPtrSGPropertyNode  ::~vector (this=0x22779424) at 
stl_vector.h:273
#22 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x22779410) at 
props.cxx:737
#23 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x1b34328) at 
SGSharedPtr.hxx:107
#24 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x1b34328) at 
SGSharedPtr.hxx:61
#25 0x0003c6c4 in FGGlobals::~FGGlobals (this=0x1b34320) at globals.cxx:166
#26 0x2ce8 in fgExitCleanup () at bootstrap.cxx:305
#27 0x93156dc7 in __cxa_finalize ()
#28 0x93156cb0 in exit ()
#29 0x0005069f in fgExit (status=Could not find the frame base for 
fgExit(int).
) at util.cxx:117
#30 0x000689c5 in fgOSMainLoop () at fg_os_osgviewer.cxx:177
#31 0x3be3 in fgMainInit (argc=1, argv=0xb490) at 

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

2009-12-14 Thread Tatsuhiro Nishioka
Hi, 

On Dec 14, 2009, at 7:18 AM, James Turner wrote:

 One observation - the intention, at least mine and Tim's, is to move to 
 quarterly releases, so I have no intention of 'finishing' the route manager 
 for a particular release. (Regular release cycles take the pressure of 
 rushing to complete a feature) Stable features will be integrated onto the 
 'next' branch, when they're complete (or a functionally useful subset is 
 complete). The shaders and sound changes both fall into this category, while 
 the route manager work is certainly not in that category yet.

I vote to both quarterly release and separating stable branch from development 
branch.

My opinion about next version number is 1.10.0 since the current FG doesn't 
reach the 2.0 criteria (We stil miss shadows). 
I would accept 1.19.0 if we agree that our effort in this year worth 10 times 
of minor updates.
Anyway, we must not go for 2.0 unless we change the 2.0 criteria.  

Tat

p.s.
Though 1.10.0 can be confusing (or using dots is confusing), you can get used 
to it when you know how the versions numbers are compared.


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Re: [Flightgear-devel] OpenAL / ALUT problem on Mac (was PATCH Suggested configure.ac changes/improvements affecting mac users)

2009-12-01 Thread Tatsuhiro Nishioka
Hi Jari,

On Dec 2, 2009, at 4:50 AM, Jari Häkkinen wrote:

 Hi Tat,

 I have a working dev setup which I rebuild automatically more often I'd 
 should thanks to your scripts and others input. Once everything compiles 
 and the scripts are tuned the effort to update to latest repository 
 versions of all packages is minimal. Patience is required though since 
 the compile time can be very long.

Yeah, even with make -j 4, it takes for a while. What a big project
For building a release package (universal binary), I run build.sh and have a 
meal. :-p
I wish I could have Mac Pro and do make -j 16. that'll be helpful.

 I just saw an opportunity to decrease the compile time dependencies. For 
 me personally there is no need to provide prebuilt partial packages but 
 thanks anyway.

 I'll start to compile the OSXLauncher soon so maybe there'll be a new 
 thread opening soon ;-)

Cool. I look forward to it.

Best,

Tat
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[Flightgear-devel] OpenAL / ALUT problem on Mac (was PATCH Suggested configure.ac changes/improvements affecting mac users)

2009-11-30 Thread Tatsuhiro Nishioka
 
 on purpose?) However, this is all valid since freeglut of course 
 provides the required underlying functionality. My experience is that 
 this works perfectly without any need to change API names as claimed by Tat.


 One further confusion is that the alut.h is unnecessarily included in 
 soundmgr_openal.hxx and alut becomes exposed to code that includes 
 soundmgr_openal.hxx, i.e., fg source. To compile fg/source you need to 
 have alut.h as the code is today. If nothing else, please remove the 
 include in soundmgr_openal.hxx, the file itself does not use anything 
 from alut.h. All alut.h usages is in the cxx-file. One of my coding 
 rules is to avoid including header files not needed.


 I post this with good intent,

 Cheers Jari


 On 2009-11-29 19.35, Tatsuhiro Nishioka wrote:
 On Nov 29, 2009, at 8:12 AM, Jari Häkkinen wrote:
 On 2009-11-28 23.01, Erik Hofman wrote:
 Jari Häkkinen wrote:
 My comments was to elaborate on the consequences of the removed alut
 support by Apple. It is dangerous to use any alut.h you find on the web.
 As you point out using Creatives alut.h may make things simpler
 (macports.org is another option). I used freealuts alut.h which made the
 compiler to choose an unexpected path (for macs) in the source during
 compilation. The path chosen by the compiler required more alut
 functionality than provided by my mac. However, using freealut libs and
 alut.h, and Apples OpenAL framework works perfectly, I have done that
 for a while. (Now I changed strategy as outlined in other postings in
 this thread.)

   From what I understand Apple is depreciating those old alut functions
 (but still keeps hem in the library for backwards compatibility) and is
 encouraging everyone to use the freealut package instead. And so do I.

 Erik

 Yes, you are right.


 FYI,
 Here is Apple's policy on ALUT thing.
 http://developer.apple.com/mac/library/qa/qa2006/qa1504.html
 I believe we have a few options to use ALUT thingie in your code on Mac.

 1) Use OpenAL.framework's backward compatibility (You need alut.h that comes 
 with Creative's OpenAL.framework)
 2) Use OpenAL framework + free-alut (You need to change some API names for 
 avoiding name conflicts)
 3) Change your code not to use ALUT (without embedding ALUT source code)

 One thing you must avoid is to add free-alut's alut.h to Apple's 
 OpenAL.framework since this causes linker errors due to version mismatch.

 Anyway, I'll make a patch for configure.ac so we can support case 1 and 2 
 above so you can safely use free-alut.

 Best,

 Tat
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Re: [Flightgear-devel] fg shows a blank screen

2009-11-29 Thread Tatsuhiro Nishioka
Hi Jari,

On Nov 29, 2009, at 12:33 AM, Jari Häkkinen wrote:
 On the startup terminal I get messages like this one

 Sat Nov 28 16:27:15 signori.local fgfs[54344] Error: 
 CGBitmapContextCreate: unsupported parameter combination: 8 integer 
 bits/component; 16 bits/pixel; 1-component color space; 
 kCGImageAlphaLast; 512 bytes/row.
 Sat Nov 28 16:27:15 signori.local fgfs[54344] Error: 
 CGContextDrawImage: invalid context 0x0

The error messages are made due to failure in loading PNG files (usually 
grayscale images + alpha).
This is Mac OS X specific and is under investigation but you can see the cause 
and the workaround at:
http://macflightgear.sourceforge.net/home/development-notes/devnote-nov-26-2009

Hope it helps in separating the problems,

Tat


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Re: [Flightgear-devel] PATCH Suggested configure.ac changes/improvements affecting mac users

2009-11-29 Thread Tatsuhiro Nishioka
On Nov 29, 2009, at 8:12 AM, Jari Häkkinen wrote:
 On 2009-11-28 23.01, Erik Hofman wrote:
 Jari Häkkinen wrote:
 My comments was to elaborate on the consequences of the removed alut
 support by Apple. It is dangerous to use any alut.h you find on the web.
 As you point out using Creatives alut.h may make things simpler
 (macports.org is another option). I used freealuts alut.h which made the
 compiler to choose an unexpected path (for macs) in the source during
 compilation. The path chosen by the compiler required more alut
 functionality than provided by my mac. However, using freealut libs and
 alut.h, and Apples OpenAL framework works perfectly, I have done that
 for a while. (Now I changed strategy as outlined in other postings in
 this thread.)

   From what I understand Apple is depreciating those old alut functions
 (but still keeps hem in the library for backwards compatibility) and is
 encouraging everyone to use the freealut package instead. And so do I.

 Erik

 Yes, you are right.


FYI, 
Here is Apple's policy on ALUT thing.
http://developer.apple.com/mac/library/qa/qa2006/qa1504.html
I believe we have a few options to use ALUT thingie in your code on Mac.

1) Use OpenAL.framework's backward compatibility (You need alut.h that comes 
with Creative's OpenAL.framework)
2) Use OpenAL framework + free-alut (You need to change some API names for 
avoiding name conflicts)
3) Change your code not to use ALUT (without embedding ALUT source code)

One thing you must avoid is to add free-alut's alut.h to Apple's 
OpenAL.framework since this causes linker errors due to version mismatch.  

Anyway, I'll make a patch for configure.ac so we can support case 1 and 2 above 
so you can safely use free-alut.

Best,

Tat
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Re: [Flightgear-devel] clouds heads up

2009-11-28 Thread Tatsuhiro Nishioka
Hi,

On Nov 28, 2009, at 7:16 PM, Tim Moore wrote:

 On 11/28/2009 05:25 AM, Tatsuhiro Nishioka wrote:
 Hi Tim,

 As I said to you in IRC, I have a weird transparency problem with the 
 shaders enabled.
 Here's the snapshot (helicopter view) with shaders.
 http://macflightgear.sourceforge.net/wp-content/uploads/snapshots/3dclouds-effect-enabled.png

 I used both FG/SG @ cvs-head as of yesterday and FG/SG @ Tim's git, but I 
 got exactly the same result.
 The cause of this fancy rainbow-ish filter is the alpha calculation in both 
 default.vert and model-default.vert.

 A lazy patch to avoid this issue is available at:
 http://macflightgear.sourceforge.net/wp-content/uploads/patches/shaders-weird-alpha-fix.diff

 I don't know if the real problem is in a shader side or C++ side.
 Tim, do you have any hint on this?

 Pretty bizzare. Obviously turning off alpha altogether isn't a real option. 
 Is this a new problem since
 the 3d clouds went in, or are/were you seeing it without 3d clouds at all? 
 What version of
 OSG are you using?

I guess this problem is not that new, but I couldn't see it until you 
introduced the alpha calculation on .vert files.
As a matter of fact, a bit older FG/SG/OSG/data (cvs or svn as of Sep/07/2009) 
and the latest shaders (all .eff, .vert, .frag, and materials.xml as of 
Nov/28/2009) gave me the similar result. The rainbow-ish effect shows up on 
both scenery and ground objects. Only the difference is that the older FG 
doesn't have a rainbow-ish effect on the aircraft model, while the latest FG/SG 
 the latest Shader make a rainbow-ish effect on the aircraft model as well. 
(FYI, I use OSG/svn on Nov/27 for the latest FG/SG.)

This rainbow-ish effect shows up with or without 3D clouds on both old and the 
latest FG, so I guess it has nothing to do with the new 3D cloud shader.

Anyway, I'll keep investigating this.

Tat


 Tim



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Re: [Flightgear-devel] PATCH Suggested configure.ac changes/improvements affecting mac users

2009-11-27 Thread Tatsuhiro Nishioka
Hi Jari,

First, I made patches for configure.ac in both SimGear and FlightGear (except 
svn lib part) so please give it a try.
# This assumes you have alut.h (that comes with Creative's OpenAL.framework) in 
/Developer/SDKs/MacOSX10.6/System/Library/OpenAL.framework/Headers

On Nov 27, 2009, at 10:37 PM, Jari Häkkinen wrote:

 Jari Häkkinen wrote:
 Tatsuhiro Nishioka wrote:
 Ah, so there is no real need for alut.h at all. Hm, so the alut.h issue
 should rather go in to simgear. I now tested with a zero length alut.h
 and no libalut. Compiling works but the linker fails with alut-complaints
 Undefined symbols:
   _alutInitWithoutContext, referenced from:
   SGSoundMgr::SGSoundMgr()in libsgsound.a(soundmgr_openal.o)


I guess you're using SG from Tim's git repository (or similar).

 To get simgear I of course had to provide an alut.h but the one I have is 
 from freealut-1.1 which gives me unwanted consequences. I am not sure about 
 the #if statements on ALUT_API_MAJOR_VERSION in simgear/soundmgr_openal.cxx 
 but I think that the compiler should not compile code calling 
 alutInitWithoutContext on Apple computers. With my below suggested changes 
 this issue will go away.


Using alut.h from freealut-1.1 with Apple's OpenAL.framework (0.0.8) is a big 
problem. 
You need to use alut.h that comes with OpenAL.framework in Creative's OpenAL 
installer.
SimGear's sound_manager.cxx uses free-alut's ALUT functions only if 
ALUT_API_MAJOR_VERSION is defined (free-alut's alut.h defines it, but (older) 
alut.h in OpenAL.framework doesn't), so using alut.h that comes with Creative's 
OpenAL.framework gets rid of your linker error.

As a matter of fact, I have no linker errors in compiling SG @ Tim's git with 
alut.h that comes with Creative's OpenAL installer.


 and more. Listing alut-related functions in the OpenAL framwork only
 gives a short list of alut related functions:
 # nm openAL | grep alut
 00013133 T _alutExit
 00013168 T _alutInit
 00013a2e T _alutLoadWAVFile
 000136f8 T _alutLoadWAVMemory
 0001311e T _alutUnloadWAV
 I have freealut installed to resolve the above linker problem
 Browsing through simgear/soundmgr_openal.cxx it looks like the calls to
 non-supported alut functions can be avoided. I look into that.

 I removed all dependencies on alut.h which all seems to be in simgear/sound 
 only. I simply removed a few include statements and added one function 
 declaration (see attached patch file). All of the fg components now compiles 
 without any alut/freealut added (except for the backward compatibility stuff 
 in OpenAL framework supplied by Apple).

 Isn't there non-alut replacement for alutLoadWAVFile? If there is then alut 
 could be removed completely.

 I have not yet had the possiblity to extensively test the changes suggested 
 in the patch but during a short flight the changes seems to work.

 If the proposed changes is pushed to the official simgear CVS then the 
 configure scripting will be easier for simgear and fg/source wrt alut (at 
 least for mac developers).


Using the alut.h in Creative's OpenAL.framework will get the job done, so you 
don't have to do this yourself.
If you want to use more embedded way rather than adding alut.h to Mac's 
Developer SDK, then you can locally add alut.h to simgear/sound folder.
I used this way to avoid changing headers on every OS update.

You can also use the following patches for this purpose.
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk/patches/SimGear-0.3-cvs-20061203-MacOSX.diff?revision=170view=markup
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk/patches/alc.patch?revision=217view=markup

First one is a patch for local alut.h inside SimGear and the second one is a 
patch to alc.h for compiling with gcc 4.2.x (optional)
Maybe you want to change the folder name from MacOSX10.5.sdk to MacOSX10.6.sdk 
in the second patch.

Best,

Tat



fg-configure.diff
Description: Binary data


sg-configure.diff
Description: Binary data
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Re: [Flightgear-devel] clouds heads up

2009-11-27 Thread Tatsuhiro Nishioka
Hi Tim,

As I said to you in IRC, I have a weird transparency problem with the shaders 
enabled.
Here's the snapshot (helicopter view) with shaders.
http://macflightgear.sourceforge.net/wp-content/uploads/snapshots/3dclouds-effect-enabled.png

I used both FG/SG @ cvs-head as of yesterday and FG/SG @ Tim's git, but I got 
exactly the same result.
The cause of this fancy rainbow-ish filter is the alpha calculation in both 
default.vert and model-default.vert.

A lazy patch to avoid this issue is available at:
http://macflightgear.sourceforge.net/wp-content/uploads/patches/shaders-weird-alpha-fix.diff

I don't know if the real problem is in a shader side or C++ side.
Tim, do you have any hint on this?

Best,

Tat

On Nov 27, 2009, at 2:41 AM, Tim Moore wrote:

 I've checked in code that changes 3D clouds to use effects. you should update
 simgear and Effects and Shaders in the data directory.

 There is a one frame blip of weirdness that I know about; a fix is in the 
 works.

 Tim



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Re: [Flightgear-devel] PATCH Suggested configure.ac changes/improvements affecting mac users

2009-11-26 Thread Tatsuhiro Nishioka
Hi Jari,

Thanks for your patch, and sorry for my very late reply.
I'm back from my vacation and have been catching up the discussions on the list.

It all seems good to me but I need to work a bit more on OpenAL and svn lib 
thingies.

Mac OS X, by default, has OpenAL.framework with ALUT implementation.
Only the problem is that it lacks alut.h in its Headers folder.
So what we need to check is the existance of alut.h in SimGear's configure
FlightGear's configure doesn't need to check the existance of alut.h since it 
doens't include the header.
Anyway, we have to either install OpenAL with alut.h to /Library/Frameworks or 
manually add alut.h to 
/Developer/SDKs/*/System/Library/Frameworks/OpenAL.frameworks/Headers/
We also need some hacks to alc.h for avoiding error messages (invalid type 
conversion between ALvoid and void) when using g++ 4.2.x.
Maybe we should add some note on this issue to README.OpenAL.

svn library checks look good to me, but we probably should let the users 
specify the location of the libs.
This is mainly because svn libs on 10.5.x is older and users usually install 
the newer ones to /usr/local or some other folder.
LDFLAGS=-L/some/path/to/svn-libs configure works in such case, but configure 
--with-svn-libs=/some/path/to/svnlibs could be better.


Anyway, I'll apply your patch and make some modifications for better usability, 
so be patient for a bit more please.


Best,

Tat


On Nov 1, 2009, at 7:03 AM, Jari Häkkinen wrote:

 I have made changes (improvements?) to the configure script. I have
 attached a patch file for configure.ac with changes targeting issues
 with building flightgear on my mac. The changes will only impact mac
 users.

 Changes made:

 1) Fixed mixup in AC_ARG_WITH between osg and plib.

 2) Added check for that openal framework can be located in the default
   framework path. Test for non-standard path is not implemented.

 3) Added check if alut is a part of the OpenAL framework, if not the a
   AC_SEARCH_LIBS os performed to search for freealut. Snow Leopard
   does not provide alut as a part of the OpenAL framework.

 4) I added --with-cocoa-framework option. This enables the user to
   switch from the default Carbon framework to Cocoa.

 Comments:

 Change 1) is an error in configure.ac and should be fixed even if the
 rest of my changes are rejected.

 Change 2) and 3) may break things for other mac users since there was
 no checks before, configure simply set some variables without testing.

 Change 4) is needed to compile 64-bit binaries on mac but the change
 will not affect Carbon users. Carbon is 32-bit only whereas Cocoa
 comes also in 64-bit flavour. (OSG works with Cocoa but OSG quicktime
 support must be dropped and the ImageIO plug-in must probably be used
 in OSG).

 Can some other mac users try my changes and report back? If the
 changes work on other machines than mine then can convince someone to
 commit the changes to CVS.


 Cheers,

 Jari
 Index: configure.ac
 ===
 RCS file: /var/cvs/FlightGear-0.9/source/configure.ac,v
 retrieving revision 1.154
 diff -u -p -r1.154 configure.ac
 --- configure.ac  17 Sep 2009 07:39:04 -  1.154
 +++ configure.ac  31 Oct 2009 21:55:35 -
 @@ -85,16 +85,27 @@ case ${host} in
 ])

 # Mac OS X specific configure options
 -AC_ARG_WITH(osg_framework, [  --with-osg-framework=PREFIX   Specify 
 the prefix path to osg frameworks [default=standard framework paths]])

 -if test x$with_plib_framework != x ; then
 -echo plib prefix is $with_plib_framework
 +# OpenAL framework is used by default, no openal_framework implemented.
 +
 +AC_ARG_WITH(cocoa_framework, [  --with-cocoa-framework   Use the 
 Cocoa rather than Carbon]])
 +if test x$with_cocoa_framework != x ; then
 +macAPI=Cocoa
 +AC_MSG_NOTICE([Using Cocoa framework])
 +else
 +macAPI=Carbon
 +AC_MSG_NOTICE([Using Carbon framework])
 fi

 -AC_ARG_WITH(plib_framework, [  --with-plib-framework=PREFIX   
 Specify the prefix path to PLIB framework [default=standard framework paths]])
 +AC_ARG_WITH(osg_framework, [  --with-osg-framework=PREFIX   Specify 
 the prefix path to osg frameworks [default=standard framework paths]])
 if test x$with_osg_framework != x ; then
 echo osg prefix is $with_osg_framework
 fi
 +
 +AC_ARG_WITH(plib_framework, [  --with-plib-framework=PREFIX   
 Specify the prefix path to PLIB framework [default=standard framework paths]])
 +if test x$with_plib_framework != x ; then
 +echo plib prefix is $with_plib_framework
 +fi
 ;;
 esac

 @@ -335,7 +346,7 @@ case ${host} in
 *-apple-darwin*)
 dnl Mac OS X

 -LIBS=$LIBS -framework GLUT -framework OpenGL -framework AGL -framework 
 Carbon -lobjc
 +LIBS=$LIBS -framework GLUT -framework OpenGL -framework AGL -framework 
 $macAPI -lobjc
 

Re: [Flightgear-devel] Problematic forum discussion on an MP event

2009-09-18 Thread Tatsuhiro Nishioka
Ieee.

Do not nudge my expressions and thought. 
First, I didn't express this is the recreation of the a-bomb raids. That's way 
far from what I've said.

Second, I didn't say I ignored many of the posts.
I skipped some meaningless posts on the forum, and I wrote that because I might 
have skipped a post that some of the potential participants might try to change 
the plan. If that expression get your temper lost, I feel very sorry, but only 
by that expression, you cannot judge what I actually have done.
All you can do, in a logical fashion, is to assume what I possibly did. 

Third, I haven't even force my will on other people. As a matter of fact, none 
of them changed the plan.
I rather simply expressed my thought on their event. Why can't I do that?
I'm also not forbidding them to use Hiroshima and Nagasaki.
I expressed my opinion that I object to use these, hoping they understand how 
other people may get hurt.

Fourth, I don't even think getting away from the fact that happened as a real 
event is the best idea. When did I say that?
As a matter of fact, I've learned about Hiroshima and Nagasaki, and other war 
events for many years, including the effects and affects.
If the MP event is like to simulate the past horrible event and try to learn 
some meaningful out of it,  I will never stop it.
It rather, I think, is worth participating. Unfortunately, the event I 
mentioned is very far from that purpose.

Aside from your criticism, I do agree with your expression of Swastika. it is 
used in Japan (typically opposite direction) as a symbol of good sign and 
typically used as a symbol of shrine. Though there're no problem in using 
Swastika in Japan, we don't usually use these in European countries.
As a matter of fact, many japanese cartoons exported to Europe tends to delete 
the Swastika signs.
But this is not for ignoring the past event or a specific sign, but for showing 
the respect to some other's thought or feeling.

Anyway, my whole point of posting my opinion on the event was not to force them 
ignore the past event, but rather ask them to consider someone's negative 
feeling. Ignorance and solicitude is very different. If you take my point as an 
ignorance, then I feel very sorry on that.


By the way, I do agree with the thought this must be out of the list, but I 
couldn't leave someone misunderstand my whole point.
If someone still want to discuss this, please send me an email.
Now I shut my mouse on this topic on the list.


On Sep 19, 2009, at 12:28 AM, leee wrote:

 The most depressing thing about this thread is that it highlights 
 the fact that many people seem to think that the best way to deal 
 with unpleasant events in history is to mythologise and make them 
 sacred and untouchable, and then to try to force other people to 
 comply with their personal views.

 First of all, Tat has presented this event as a recreation of the 
 A-bomb raids, which is factually incorrect.  Tat even says in his 
 post on the forum I haven't read all posts in this thread... but 
 that ignorance hasn't stopped him from going off on an irrelevant 
 tangent over something that isn't even happening.  Harsh words?  
 Yes indeed, but I have no patience or sympathy for anyone who wants 
 to force their will on other people, especially when they've got 
 their facts wrong, or simply choose to misrepresent them.  It's bad 
 enough that politicians get away with it.

 In any case though, even if the raid was to be an enactment of one 
 of the A-bomb raids, is forbidding people to do it the best way to 
 deal with the issue?  Should enactments of unpalatable events in 
 history made into thought-crimes?  There's certainly no real crime 
 being committed here, is there?

 The fact is, events like the A-bombing of Hiroshima and Nagasaki 
 actually occurred, along with numerous other raids where the 
 majority of casualties were civilian, such as the firebombing of 
 Tokyo (which is believed to have actually killed more people than 
 either of the A-bomb raids), Dresden and Hamburg, together with the 
 raids on Coventry  Sheffield, not forgetting to mention the Blitz 
 on London or the attacks on the Ruhr Dams.

 So no, mythologising these unpalatable events is not the best way to 
 come to terms with them.  To understand how such terrible events 
 came to occur requires that the events be inspected down to their 
 finest details and it's only when you completely understand what 
 happened that you stand a chance of ensuring that it doesn't happen 
 again.  Saying that people should treat these events as something 
 sacred and that re-enacting them or studying them is somehow 
 offensive just ensures ignorance, which is no way to tackle the 
 future.

 This issue really has nothing to do with FlightGear.  FlightGear is 
 all about flight, and to a large degree about the development of 
 flight, both in the past and for the future, and the fact is that 
 much of the development in flight has its origins in the 

[Flightgear-devel] Problematic forum discussion on an MP event

2009-09-17 Thread Tatsuhiro Nishioka
Hi there,

I found a problematic forum topic on planning an MP event, by which I really 
got hurt at least.
http://www.flightgear.org/forums/viewtopic.php?f=10t=5761

The plan of the event is to simulate the bombing mission against both Hiroshima 
and Nagasaki (the horrible two atomic bombs).
As a developer of FG / Zero, and as a person who lives in Japan. I'm very angry 
and sad to see such event is being planned.

I don't want the topic leader to completely cancel the event, but at least he 
must change the plan.
If you agree with me, please help me change his plan.

Thanks in advance,

Tat


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Re: [Flightgear-devel] Their Plan / Problematic forum discussion on MP event

2009-09-17 Thread Tatsuhiro Nishioka

Hi syd,

You're right. I should have added that the discussion must be made on  
the forum, not in the devel list.


Forks, thanks for the comments and opinions. please discuss this issue  
on the forum, not in the list, please.


Thanks,

-
Tatsuhiro Nishioka

On 2009/09/18, at 12:16, syd adams adams@gmail.com wrote:

Just a thought , but could these kinds of topics be kept to the  
forum , not the dev-list ?

Thanks


On Thu, Sep 17, 2009 at 8:03 PM, George Patterson george.patter...@gmail.com 
 wrote:
On Fri, Sep 18, 2009 at 11:51 AM, Pete Morgan  
ac...@daffodil.uk.com wrote:


  *Their mission is below.*


 All some of us need to do is to be there at the right time and the  
right

 place.. right ? We'll buzz them down ;-)


Nope.. that just validates the idea. I'm not sure where all these
people came from but I am happy to have them with us.


If I was running a fg mp server, I'd be performing maintenance at
short notice during the event.

Regards


George

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Re: [Flightgear-devel] Patches for configure.ac/Makeifle.am in SG/FG

2009-09-16 Thread Tatsuhiro Nishioka
Hi Torsten,

I'm very glad that you committed the patch!
I really appreciate that.

Best,

Tat

On Sep 17, 2009, at 2:18 AM, Torsten Dreyer wrote:

 I've updated the patches.
 [..]
 I believe these patches are really important for Mac users since they don't
 have to wait for my updating xcode project files. these also saves up to
 50% of build time since most of users don't have to make universal
 binaries.
 I have just commited these and they work fine for me (Linux/openSUSE). No 
 other systems here to test, so please report if anything is broken.

 Torsten


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Re: [Flightgear-devel] Patches for configure.ac/Makeifle.am in SG/FG

2009-09-16 Thread Tatsuhiro Nishioka
Hi,

That's weird since my patch doesn't have a reference to utils/fgpanel.
I don't have such folder in my end either.

Torsten, do you happen to have had the reference in your configure.ac?

Tat

On Sep 17, 2009, at 2:42 AM, Csaba Halász wrote:

 On Wed, Sep 16, 2009 at 7:18 PM, Torsten Dreyer tors...@t3r.de wrote:
 I've updated the patches.
 [..]
 I believe these patches are really important for Mac users since they don't
 have to wait for my updating xcode project files. these also saves up to
 50% of build time since most of users don't have to make universal
 binaries.
 I have just commited these and they work fine for me (Linux/openSUSE). No
 other systems here to test, so please report if anything is broken.

 Willie just reported on IRC, that this patch references utils/fgpanel
 which is not in cvs.

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Re: [Flightgear-devel] generic input device support: wrong button event names in Linux

2009-09-16 Thread Tatsuhiro Nishioka
Hi Torsten,

On Sep 15, 2009, at 10:20 PM, Torsten Dreyer wrote:

 I guess it is safer to use button-0, button-1, ... button-N for button
 event names so the names stays the same on different OSs. maybe we need to
 pull out some info using ioctl to find the first hid event code for a given
 device (e.g. 228 for joystick).
 I think your are right, simply numbering the buttons is probably the better 
 approach. I assume, that button numbers are consitent across OSes, because 
 they are defined in the HID report descriptor.

Glad to hear that. I also agree on your assumption.
We can find a means of numbering the buttons on Linux.
or maybe you already know that.

I'll also keep testing this feature on both Linux and Mac using some devices 
that I have.
I'll let you know if I found any problems.

Best,

Tat

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Re: [Flightgear-devel] generic input device support: wrong button event names in Linux

2009-09-15 Thread Tatsuhiro Nishioka

Hi Brant,

Though your problem should be looked and fixed, it is different from  
this one since the generic input device support is not implemented on  
windows yet.


Plus, it does nothing on any platform unless you make a configuration  
file for your device under $FG_ROOT/input/event/Some Vendor/Some  
product.xml.


Thus this problem doesn't affect the existing joystick feature.

Btw, is any one kindly enough to implement this feature on windows?

Tat


On 2009/09/15, at 8:30, Brant G ioncannon21...@gmail.com wrote:

Indeed. I have a X52 joystick and it's very confusing to configure  
in the joystick .xml file. When I updated to CVS recently, the hats  
buttons don't work properly in windows. This should be looked at and  
fixed.


On Mon, Sep 14, 2009 at 6:45 PM, Tatsuhiro Nishioka tat.fgmac...@gmail.com 
 wrote:

Hi,

I've been testing X52 joystick with FGLinuxEventInput.cxx on liunx  
and found that button event names for joysticks/gamepad are very  
suspicious, and we need to consider some other means of naming  
button events.


The problem is that a joystick (, mouse or gamepad) button can have  
wrong event name if a device has more than 16 buttons.
This is because Linux hid driver (drivers/hid/hid-input.c) assumes  
that a device has 16 buttons at most.
e.g. If a joystick has more than 16 buttons, a button event name for  
button-#16 or higher are mistakenly assigned to ones in game pads,  
digitizer, or others.
This is the excerpt from hid-input.c ( hidinput_configure_usage)  
that shows how Linux driver converts HID usage to a code of hid  
event written to /dev/input/js*


case HID_UP_BUTTON:
code = ((usage-hid - 1)  0xf); // Note:  
assuming #buttons = 16.

switch (field-application) {
case HID_GD_MOUSE:
case HID_GD_POINTER:  code += 0x110;  
break;
case HID_GD_JOYSTICK: code += 0x120;  
break;
case HID_GD_GAMEPAD:  code += 0x130;  
break;

default:
switch (field-physical) {
case HID_GD_MOUSE:
case  
HID_GD_POINTER:  code += 0x110; break;
case  
HID_GD_JOYSTICK: code += 0x120; break;
case  
HID_GD_GAMEPAD:  code += 0x130; break;
 
default:  code += 0x100;

}
}
map_key(code);
break;


As a matter of fact, event names for X52 buttons are assigned as  
follows in FGLinuxEventInput.cxx:


#00 button-trigger: type=1, code=288 (trigger)
#01 button-thumb:   type=1, code=289 (FIRE button on stick)
#02 button-thumb2:  type=1, code=290 (A button on stick)
#03 button-top: type=1, code=291 (B button on stick)
#04 button-top2:type=1, code=292 (C button on stick)
#05 button-pinkie:  type=1, code=293 (pinkie button)
#06 button-base:type=1, code=294 (D button on throttle)
#07 button-base2:   type=1, code=295 (E button on throttle)
#08 button-base3:   type=1, code=296 (T1)
#09 button-base4:   type=1, code=297 (T2)
#10 button-base5:   type=1, code=298 (T3)
#11 button-base6:   type=1, code=299 (T4)
#12 button-300: type=1, code=300 (T5)
#13 button-301: type=1, code=301 (T6)
#14 button-302: type=1, code=302 (strong press of trigger)
#15 button-dead:type=1, code=303 (top hat up)

// buttons below are mistakenly assigned to GamePad buttons
#16 button-a:   type=1, code=304 (top hat right)
#17 button-b:   type=1, code=305 (top hat down)
#18 button-c:   type=1, code=306 (top hat left)
#19 button-x:   type=1, code=307 (hat up on throttle)
#20 button-y:   type=1, code=308 (hat right on throttle)
#21 button-z:   type=1, code=309 (hat down on throttle)
#22 button-tl:  type=1, code=310 (hat left on throttle)
#23 button-tr:  type=1, code=311 (mode1 on stick)
#24 button-tl2: type=1, code=312 (mode2 on stick)
#25 button-tr2: type=1, code=313 (mode3 on stick)
#26 button-select:  type=1, code=314 (Function button on  
throttle)
#27 button-start:   type=1, code=315 (Start button on  
throttle)
#28 button-mode:type=1, code=316 (RESET button on  
throttle)

#29 button-thumbl:  type=1, code=317 (i button on throttle)
#30 button-thumbr:  type=1, code=318 (mouse button on  
throttle)
#31 button-319: type=1, code=319 (wheel button on  
throttle)  // undefined in input.h


// buttons below

Re: [Flightgear-devel] Patches for configure.ac/Makeifle.am in SG/FG

2009-09-10 Thread Tatsuhiro Nishioka
Hi,

I've updated the patches.
I tested these, with the code as of a few hours ago, on both Mac and 
ubuntu-9.04 on vmware, and these work fine on both (with or without 
--with-eventinput configure option).

Now I can say it is safe to apply, so please commit these patches.
Don't forget to run autogen.sh after applying attached patches (with -p0 at the 
top directory of each project).

I want to thank James Turner on this.
He was kindly enough to make a test for me on a linux in VMWare on his Mac, and 
gave me the problem report (the order of static libs on linux),
which reminds me that I also have VMWare!
I, therefore, installed  ubuntu-9.04 on it and made some tests. I got some 
linker errors during the tests so I fixed these.

I believe these patches are really important for Mac users since they don't 
have to wait for my updating xcode project files.
these also saves up to 50% of build time since most of users don't have to make 
universal binaries.

Best,

Tat



flightgear-configure.diff
Description: Binary data


simgear-configure.diff
Description: Binary data
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[Flightgear-devel] Patches for configure.ac/Makeifle.am in SG/FG

2009-09-09 Thread Tatsuhiro Nishioka
Hi,

I've updated the patches for configure.ac and Makefile.am files in FG/SG so Mac 
developers can build these in a unix way.
These also enables Mac developers to choose either PLIB framework or PLIB 
static libs.

The patches work fine on my Mac, and I want linux users to check if these also 
work OK.
This update includes the changes to generic input device so it can be built 
under both Linux and Mac.
Please let me know if there are any problems.

Torsten, 
Could you check if the change to configure.ac and src/{Input, Main}/Makefile.am 
work on Linux regarding to generic input?
If everything works fine, please commit these patches for me.


Best,

Tat



flightgear-configure.diff
Description: Binary data




simgear-configure.diff
Description: Binary data

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Re: [Flightgear-devel] Patches for configure.ac/Makeifle.am in SG/FG

2009-09-09 Thread Tatsuhiro Nishioka
Hi Torsten,

Thanks for your offer.

Of course I can wait. 
Plus, James Turner was kindly enough to test my patches and it got a linker 
error on SG,
so I need to fix the error (due to the order of static libs, I guess).
It may takes a few days, so no problem at all.
I'll repost the patches when it is fixed.

Best,

Tat

On Sep 10, 2009, at 4:38 AM, Torsten Dreyer wrote:

 Hi,

 I've updated the patches for configure.ac and Makefile.am files in FG/SG so
 Mac developers can build these in a unix way. These also enables Mac
 developers to choose either PLIB framework or PLIB static libs.

 The patches work fine on my Mac, and I want linux users to check if these
 also work OK. This update includes the changes to generic input device so
 it can be built under both Linux and Mac. Please let me know if there are
 any problems.

 Torsten,
 Could you check if the change to configure.ac and src/{Input,
 Main}/Makefile.am work on Linux regarding to generic input? If everything
 works fine, please commit these patches for me.


 Best,

 Tat

 Hi Tat,

 I'll have a look at your changes, but probably not before the weekend.
 Hope you can wait that long ;-)

 Greetings, Torsten

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[Flightgear-devel] Patch to fix a Keypad problem on Mac OS X

2009-09-08 Thread Tatsuhiro Nishioka
Hi there,

On Mac OS X, FG doesn't handle number keys on Keypad properly.
Attached is a patch for solving this problem (on src/Main/FGEventHandler.cxx), 
so please commit it.

Here is the brief problem statement.
FGEventHandler::handleKey converts KEY_KP_Insert ... KEY_KP_PageUp keys to '0' 
... '9' when num-lock modifier is on
However, Apple keyboard don't have Num-lock key so num-lock modifier never 
becomes true.
As a result, Number keys on Keypad is ignored.

My patch makes handleKey ignore num-lock modifier on Macs, which converts 
KEY_KP_XXX to '0'..'9' all the time.
It works fine on my Mac and it doesn't affect other platforms.

Best,

Tat



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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/math SGGeod.cxx, 1.1, 1.2 SGGeod.hxx, 1.10, 1.11 SGQuat.hxx, 1.16, 1.17 SGVec2.hxx, 1.7, 1.8 SGVec3.hxx, 1.20, 1.21 SGVec4.hxx, 1.14, 1.15

2009-09-07 Thread Tatsuhiro Nishioka
Hi James,

I've tried, on my Mac OS 10.5/Xcode 3.1.1, FG/SG as of both Sep-06 and Sep-07 
(without -DNO_OPENSCENEGRAPH_INTERFACE option) and all have worked fine so far. 

Does this have something to do with timing issue?

Another thing I have in my mind is whether you disabled the HW mipmapping on 
osgViewer or not.
As you already know, enabling HW mipmapping crashes FG, when splash screen 
disappears, on a Mac with some NVIDIA chip.
Unfortunately my patch for solving this problem was rejected since OSG 
maintainer hates to
import a workaround for a bug in HW / driver. This means you need to manually 
apply the patch when you get vanilla OSG code.

If this is not the case, could you elaborate how you built fg/sg (e.g. with 
what patches or with what compiler/configure options)?
Plus, If you post a crash log or gdb stack trace, maybe we can help you more.

For seeing the build options and patches I use, you can get these from:
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk.tar.gz?view=tar
Looking at patches/*,  build.sh, localbuild.sh would be enough.

tat


On Sep 8, 2009, at 12:21 AM, James Turner wrote:


 On 7 Sep 2009, at 15:17, James Turner wrote:

 I'm still triple-checking that this is definitely the cause, re-
 building from clean, etc - since I admit the diff looks pretty safe to
 me.

 Tried a rebuild with GCC 4.2, which made no difference - memory/stack  
 corruption happens as the splash screen would vanish (I think). I've  
 looked more closely at the diffs, and tried some minor changes to see  
 if I could affect the crash, but no luck so far.

 James

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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-06 Thread Tatsuhiro Nishioka
Hi, 

Though I prefer an official release, I can live with beta release so we can 
avoid killing Durk ;-)
I guess it is a good to have a release (in either official or beta) since we 
can have lots of feedback reports that will improve the quality of FG for the 
scheduled release in the next Christmas. I also want to add that we have enough 
features and bug-fixes for beta release. Shader effects and generic input 
device are in progress, but I guess we can improve these by FSWeekend (or 
Christmas).

I get lots of feedback reports from Mac users on every official release, but I 
have less than ten for every snapshot release. So cutting a release is more 
effective on Mac platform in terms of collecting feedback reports.

By the way, is the version number going to be 1.9.2? I think it should be 
1.10.0 since it is not a maintenance release.
If we are going to have shadow effect working by Christmas, then we could go to 
2.0.0.

Best,

Tat

On Sep 6, 2009, at 9:36 PM, Tim Moore wrote:

 On 09/06/2009 08:13 AM, Durk Talsma wrote:
 Hi James,

 I'm certainly open to the idea, but I don't think I'm able to manage that, 
 since I'm both primarily responsible for organizing FSWeekend, and have been 
 coordinating the releases in the last few years as well. Having two 
 deadlines 
 come up at the same time, in addition to teaching four courses (of which two 
 are new - lots of preparation), a deadline for a grant proposal, and a 
 major 
 review paper (both Sept 30), as well as serving on a PhD defense committee 
 and 
 preparing a symposium talk (Nov 2 and 3 respectively), I'm not sure whether 
 I'm alive by the start of FSWeekend. :-)

 For this reason, my personal preference would be to continue regular 
 development until FSWeekend, than allow us a few weeks for bugfixing and 
 Beta 
 testing. That would put the release around christmas time, which would be a 
 lot more of an easy time for me.

 I agree with Heiko (see earlier post in this thread) that we should have a 
 more careful beta testing period. Last year we had a few last minute 
 check-ins 
 that turned out to bite us. Let's try to circumvent that.

 I'd prefer to shoot for having a strong beta to show at FSWeekend, then do a 
 release
 around Christmas. I suppose this implies a feature freeze in the release 
 around the
 1st of October. My preference would be to do the release like we did the 
 maintenance
 release -- from a git branch that contains only selected patch sets from CVS.

 In order to get users to actually test the beta, do we need to essentially 
 cut a release?

 Tim

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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-06 Thread Tatsuhiro Nishioka
Hi George, 

On Sep 6, 2009, at 10:38 PM, George Patterson wrote:
 On Sun, Sep 6, 2009 at 11:16 PM, Tatsuhiro
 Nishiokatat.fgmac...@gmail.com wrote:
 Hi,Though I prefer an official release, I can live with beta release so we 
 can avoid killing Durk ;-)
 I guess it is a good to have a release (in either official or beta) since we 
 can have lots of feedback reports that will
 improve the quality of FG for the scheduled release in the next Christmas. I 
 also want to add that we have enough
 features and bug-fixes for beta release. Shader effects and generic input 
 device are in progress, but I guess we can
 improve these by FSWeekend (or Christmas).

 If you wait until something has improved, then you are running a risk
 of never releasing something as it's still improving.

I don't get what you mean by this, since none of my post above said to wait 
until improvement, didn't it?
I said I'm for releasing, not for waiting. 


 By the way, is the version number going to be 1.9.2? I think it should be 
 1.10.0 since it is not a maintenance release.
 If we are going to have shadow effect working by Christmas, then we could go 
 to 2.0.0.


 Current release is 1.9.1 so I'd be happy with 1.9.2. Using 1.10 is out
 as it's less than 1.9.1. Which brings up a good question, do we call
 the next version of FlightGear 2.0?


Maybe you misunderstand the versioning system.
1.10.0 IS newer than 1.9.1 with no doubt. if 1.10.0 is less than 1.9.1, then 10 
is smaller than 9.
Plus, 1.10.0 is very different from 1.1.0. 

We talked about how we should give a version number, and (I believe that) we 
ended up with the following consensus:
Major version (first number) for big step: (e.g. shadows and landing lights for 
2.0.0 IIRC)
Minor version (second number) for feature improvement, basically for scheduled 
release.
Micro version (third number) for maintenance release. This is why we got 1.9.1 
after 1.9.0 (since it was a bug-fix version of 1.9.0).

With this rule, the next release should be 1.10.0 (or 1.10.0 beta) unless 
shadows and landing lights will be implemented until then.
If the next release actually is a maintenance release without new features like 
shaders and generic input device, then it will be 1.9.2.

Tat


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Re: [Flightgear-devel] patch to solve a crash at exit

2009-09-04 Thread Tatsuhiro Nishioka
Hi,

Glad to hear you kindly committed the patch. Thanks!
I also want to thank you for committing my patch for Generic input  
device.

Best

Tat

On 2009/09/04, at 14:43, Torsten Dreyer tors...@t3r.de wrote:
 I've found that FG crashes at exit at very high likelihood.
 Attached is a patch (for Main/globals.cxx) to fix this.
 Please commit this change.

 (snip)

 This happened to me sometimes, indeed. Good catch. Commited - Thanks

 Torsten


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Re: [Flightgear-devel] Source code control systems

2009-09-03 Thread Tatsuhiro Nishioka
Hi there,

First of all, I want to thank Curt for starting this discussion. I'm very glad 
to hear that 
you are willing to improve the current situation. 

Aside from the religious aspect of choosing a version control software (or 
whatever you name it),
I want to say what should or can be improved in the current situation.
As long as these things are (supposed to be) improved or resolved, any tool(s) 
work fine for me.

1) Response time
Sometimes it takes very long for checking in or out the current repository.
I've encountered time out and cannot check in or out.
If moving the current repository to some other server(s) solve this problem, 
that's fine.

2) Permission problem
Sometimes I've encountered errors in committing my local modification to the 
repository
because of the lack of permission even one has a write access.
When this happens, only Curt can fix the problem. This (including Curt's 
workload on this) must be improved.

3) Patches are sometimes not committed.
I've seen some developers / contributers complain about their patches not being 
committed for a long time. Such incidents can affect the motivation of 
contributing to FG project. As a matter of fact, I, some time ago, posted a 
patch for configure.ac and Makefile.am so Mac users can build FG/SG using 
configure/make. However, it is not yet committed. If some tool can help in 
resolving such problem, that's very helpful.
# I believe this is basically not a tool oriented problem, though.

4) No branches are made for making both release process and developing new 
features easier
I believe that It is good to have a release branch while we are preparing for 
an official release
since it doesn't prevent developers from committing a new features during the 
release process.
I want to note that I don't say we need permanent development/release branches.

You may have found that most (or all) of the issues above can be tool 
independent.
I want to share these issues because it is very important to consider such 
issues 
when we choose a version control software, besides the pros and cons of each 
tool.

Best,

Tat

p.s.
Needless to say, a tool must work on Mac OS X ;-)


On Sep 4, 2009, at 1:07 AM, Curtis Olson wrote:

 On Thu, Sep 3, 2009 at 4:10 AM, Tim Moore timo...@redhat.com wrote:
 It is important to remember that, unlike a personal religious choice like
 emacs vs. vi, the outcome of this religious debate will affect many people's
 daily interaction with Flightgear. In this way I suppose the debate is more
 like a religious war :) To dismiss the debate as merely religious is to
 ignore real technical arguments. At the end of the day, of course, a choice
 must be made that will leave some people unhappy, but I hope we can arrive
 there by listening to all sides.

 I only said that in attempt to deflect comments ahead of time from anyone who 
 would immediately take this up as a religious war and choose to push the 
 discussion in that direction.  I really appreciate those that have responded 
 professionally.  This really helps to advance this discussion in a positive 
 direction.

 It would be a pity to move from CVS and end up with SVN, even temporarily.
 First, let's be clear that some other system means Git. Several of us
 already use git for working with Flightgear. If anyone is using another
 system to interact with Flightgear's CVS, I'm not aware of it. There are
 at least two Git mirrors of of Flightgear and Simgear, so the conversion
 work has already been done.

 As long as this discussion is branching off in several directions, is it 
 worth discussing mercurial versus git?  code.google.com supports mercurial 
 (hg).  I have never used either.  I've done a bit of googling, but much of 
 the information I've found has been dated, or not written in a way that 
 convinces me of the author's objectivity.

 The advantages of distributed version control systems over centeralized
 ones like SVN are numerous, and I won't hash them out here unless it
 becomes necessary :) code.google.com does support Mercurial (also known
 as Hg), and I would urge you to consider that as a target instead of SVN.
 That said, I have not used Hg; from what I have read, git's support for
 branching, merging, and preserving the history of merges is stronger.
 These features were very useful in creating the 1.9.1 maintenance release,
 where new development was able to continue on a mainline branch and specific
 fixes could be pulled into the maint branch, or made on the maint branch
 and merged to the mainline.

 For me, lack of Git support would be a deal breaker for code.google.com.

 From what I've read, hg and git seem to be converging in similar directions 
 and each tool seems to be adding features to address their own weaknesses in 
 comparison with the other.

 Just as I'm writing this I am remembering an old grad school class project I 
 did with two other guys.  We created a system based on CVS which would 
 automatically replicate a CVS 

[Flightgear-devel] patch to solve a crash at exit

2009-09-03 Thread Tatsuhiro Nishioka
Hi there, 

I've found that FG crashes at exit at very high likelihood.
Attached is a patch (for Main/globals.cxx) to fix this. 
Please commit this change.

The cause of the crash is that some subsystems (input and gui) call 
get_subsystems() at their destructor.
This is very dangerous since SGSubSystemMgr::get_subsystem() can refer to 
already deleted subsystems.

Here is the code related to this issue.

// (1) called when deleting subsystem_mgr (in FGGlobals::~FGGlobals)
SGSubsystemGroup::~SGSubsystemGroup () 
{
   for (unsigned int i = 0; i  _members.size(); i++)
   {
   _members[i]-printTimingStatistics();
   // (Note 1): Subsystems are deleted here, but are not erased from 
   // SGSubsystemMgr::_subsystem_map that maps name with SGSubsystem *
   delete _members[i];  // (2) this calls subsystem's destructor
   }
}

// (3) called by some subsystem's destructor
SGSubsystemMgr::get_subsystem (const string name) 
{
   // (Note 2) this _subsystem_map.find(name) refers already deleted subsystems
   // since the maps are not erased when deleting subsystems.
   mapstring,SGSubsystem *::iterator s =_subsystem_map.find(name);

   if (s == _subsystem_map.end())
   return 0;
   else
   return s-second;
}


Reading methods above tells you how dangerous it is to call get_subsystem() 
from subsystem's destructor.
If you have never encountered the crash by this issue, you're simply lucky 
because the deleted objects still exist when referred.

Possible solutions are:

(a) change ~FGGlobals to clearly delete the relevant subsystems prior to 
deleting subsystem_mgr
(b) change SGSubsystemMgr and SGSubsystemGroup to remove deleted subsystems 
from their maps and vectors.

I chose (a) for this time.

Best,

Tat



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Re: [Flightgear-devel] [DRAFT] generic input devices and hotplug support

2009-09-02 Thread Tatsuhiro Nishioka
Hi,

Attached is a patch for FGMacOSXEventInput.[ch]xx

Torsten, Could you commit it with the following comments:
-
Fixed: wrong event name for abs-hat0-y
Modified: let AxisElement to generate normalized input (-1.0 to 1.0).
  This can be temporal and can be removed when AxisEvent 
normalizes its value.
Modified: clean up code 
Added: some comments so other Mac developers can see what's going on
-

By the way, I found some differences between Linux and Mac OS X implementation, 
and want to hear some idea on how to eliminate the differences.

1. button index 
in FGLinuxEventInput.cxx the button index for misc usage begins from 0,
but in USB specification, the index for button (on Button Usage Page) begins 
from 1 (same in FGMacOSXEventInput.cxx)
This difference affects the compatibility (among OSs) of event configuration 
files.
So I'm wondering which way we should follow.
Maybe we should follow the linux way since it's easier to convert the existing 
joystick configuration files into new event configuration files.
(button index in a joystick configuration file also begins from 0)
What do you guys think?

2. event names for buttons of mice, joysticks (for generic desktop page), and 
gamepads
At this moment, there's no button-left, button-right, etc in Mac OS X 
implementation.
The same is applied for gamepad buttons, and joystick buttons. Instead, the 
button events are named like button-N regardless of device type. 
I guess it is easier to assign names in button-N format, but if we really need 
to clearly state button-left, or button-right, button-a, or button-trigger 
instead of button-N, then I'll add some code to generate these. 

I want to note that it is doable on Mac OS X by checking CA type of HID usage, 
but I'm not so sure if it is one-to-one relationship among HID usage and button 
names in all devices. if not, we must not use the linux way. We also needs to 
consider the possible Windows implementation.

Any idea on this?

Thanks in advance,

Tat



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Re: [Flightgear-devel] [DRAFT] generic input devices and hotplug support

2009-08-27 Thread Tatsuhiro Nishioka
Hi,

I've implemented Mac specific  portion of generic input devices, and am testing 
it. 
The Mac specific source (including some local modification on FGEventInput.* 
and Makefile.am files) ATM are available at:
http://macflightgear.sourceforge.net/wp-content/uploads/eventinput/FGMacEventInput.tgz
The source files are still in progress, but these work fine on my Mac.

Anyway, I have some questions and comments on this:

1. Is AxisEvent::fire suppose to set a raw input value (e.g. -1024 to 1024), or 
normalized value (-1.0 to 1.0) to its relevant node?
I assume it's latter, but the normalization portion seems missing. If it is 
assumed that the OS specific FGInputDevice must pass a normalized
input value to HandleEvent, then I'll add such code to 
FGMacOSXEventInput.cxx, but then FGAxisEvent's MinRange, MaxRange, etc will be 
useless.

2.  /input/event/device[N]/event[M]/setting seems missing. Is such node set on 
Linux?
 It is good to have the setting for adjusting some control (like throttle 
using controls.throttleAxis())

3. Hot plug thing seems missing, so I modified FGEventInput.* for 
attaching/detaching both property nodes and FGInputDevice.
it works fine on Mac OS X, so please take a look at my 
FGEventInput.*[ch]xx. 
The key thing is that FGMacOSXInputDevice must know an index of a device 
node, device handler (Mac specific), and an instance of FGInputDevice.
So I modified FGEventInput::AddDevice to return an index for the added 
device, and let FGMacOSXEventInput to map the index with
a device handler. This allows me to find a node index when HID Manager 
tells me a device handler to be detached. 
By calling FGEventInput::RemoveDevice(index) will remove both FGInputDevice 
and its relevant property nodes. 
What do you think about this?

4. What is the naming convention for event names?
I read Universal Serial Bus HID Usage Tables 
(http://www.usb.org/developers/devclass_docs/Hut1_12.pdf)
but there's no -translate, -rotate things in its definition.
I guess it is good to have some convention so we can add new events in a 
consistent fashion.
I added some event names on my code, and most of the names (except the ones 
you defined) are directly 
converted from HID usage table's definition (by changing capital letters to 
small, replacing white spaces with '-' ).
I'm not offensive so -translate or -rotate is ok, but I'm not so sure how 
to convert vrbx

James, 
Thanks for your concern.
Some portion of my code is based on PLIB's js implementation (like element 
enumerator, and opening device interfaces, etc)
I'll ask you for some advice if needed.
I wish I could use a new HID Manager code but it is only available on Mac OS 
10.5 so I stay with old one.

Best,

tat


On Aug 21, 2009, at 7:02 PM, Torsten Dreyer wrote:

 Hi,

 This indeed is a good idea.
 I took a look at the code, and I believe I can implement the Mac
 portion of the new input event model using HID Manager.

 I'll post the patch when I finish implementing it.

 -
 Tatsuhiro Nishioka
 Great! Looking forward to receiving your patch.

 Torsten

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Re: [Flightgear-devel] Generic Input Support

2009-08-27 Thread Tatsuhiro Nishioka
Hi Jim,

Thanks for the info and the link to USB spec.
I'm not so sure if Windows need this table, but on Macs it's inevitable.
We also need to look up other usage pages like general desktop page (0x01), 
buttons page
since many joysticks use these pages instead of simulation page.

FYI,
There is a newer version of HID usage table.
http://www.usb.org/developers/devclass_docs/Hut1_12.pdf

Best,

Tat

On Aug 7, 2009, at 5:37 PM, Jim Campbell wrote:

 Hi,
 The HID Usage Tables (extracted from MacOSX) incude a sub-section 
 specifically for Simulation:

 /* Simulation Page (0x02) */
 /* This section provides detailed descriptions of the usages employed 
 by simulation devices. */
 enum
 {
   kHIDUsage_Sim_FlightSimulationDevice= 0x01,/* Application 
 Collection 
 */
   kHIDUsage_Sim_AutomobileSimulationDevice= 0x02,/* Application 
 Collection */
   kHIDUsage_Sim_TankSimulationDevice  = 0x03,/* Application 
 Collection */
   kHIDUsage_Sim_SpaceshipSimulationDevice= 0x04,/* Application 
 Collection */
   kHIDUsage_Sim_SubmarineSimulationDevice= 0x05,/* Application 
 Collection */
   kHIDUsage_Sim_SailingSimulationDevice   = 0x06,/* Application 
 Collection 
 */
   kHIDUsage_Sim_MotorcycleSimulationDevice= 0x07,/* Application 
 Collection */
   kHIDUsage_Sim_SportsSimulationDevice= 0x08, /* Application 
 Collection 
 */
   kHIDUsage_Sim_AirplaneSimulationDevice= 0x09, /* Application 
 Collection */
   kHIDUsage_Sim_HelicopterSimulationDevice= 0x0A,/* Application 
 Collection */
   kHIDUsage_Sim_MagicCarpetSimulationDevice= 0x0B,/* Application 
 Collection */
   kHIDUsage_Sim_BicycleSimulationDevice   = 0x0C,/* Application 
 Collection 
 */
   /* 0x0D - 0x1F Reserved */
   kHIDUsage_Sim_FlightControlStick= 0x20,/* Application 
 Collection */
   kHIDUsage_Sim_FlightStick   = 0x21, /* Application Collection */
   kHIDUsage_Sim_CyclicControl = 0x22, /* Physical Collection */
   kHIDUsage_Sim_CyclicTrim= 0x23, /* Physical Collection */
   kHIDUsage_Sim_FlightYoke= 0x24, /* Application Collection */
   kHIDUsage_Sim_TrackControl  = 0x25, /* Physical Collection */
   /* 0x26 - 0xAF Reserved */
   kHIDUsage_Sim_Aileron   = 0xB0, /* Dynamic Value */(
   kHIDUsage_Sim_AileronTrim   = 0xB1, /* Dynamic Value */
   kHIDUsage_Sim_AntiTorqueControl = 0xB2,/* Dynamic Value */
   kHIDUsage_Sim_AutopilotEnable   = 0xB3, /* On/Off Control */
   kHIDUsage_Sim_ChaffRelease  = 0xB4, /* One-Shot Control */
   kHIDUsage_Sim_CollectiveControl = 0xB5,/* Dynamic Value */
   kHIDUsage_Sim_DiveBrake = 0xB6, /* Dynamic Value */
 etc. etc.

 A google search for Universal Serial Bus HID usage will reveal a pdf 
 document www.usb.org/developers/devclass_docs/Hut1_11.pdf (159 pages so 
 not included) and it would be useful for cockpit building if some of 
 these could be recognised, especially pages 0x01(generic) and 
 0x02(simulation) (see specificially the table on page 36 of the 
 document)!!

 cheers
 Jim



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Re: [Flightgear-devel] [DRAFT] generic input devices and hotplug support

2009-08-27 Thread Tatsuhiro Nishioka
Hi,

On Aug 28, 2009, at 4:28 AM, Torsten Dreyer wrote:
 thanks for that - it looks like you spent a lot of time on it ;-) I will soon 
 merge your updates into my code which has changed a little bit since the last 
 cvs commit. I hope to get it done by the weekend.
 Do you think your FGMacOSXEventInput.?xx is ready for CVS?

I modified these a bit and I guess these are ready now.
The updated files are available at:
http://macflightgear.sourceforge.net/wp-content/uploads/eventinput/FGMacEventInput-20090827.tar.gz

I also modified your code to eliminate compilation errors (linux headers in 
FGEventInput.cxx) and 
warnings (the order of initializing member variables), so please merge these 
portions to your code.

btw, Makefile.am files are my local use only, so don't commit these.

# I'll also make a patch so Mac users can build FG with configure/make.


 Anyway, I have some questions and comments on this:

 1. Is AxisEvent::fire suppose to set a raw input value (e.g. -1024 to
 1024), or normalized value (-1.0 to 1.0) to its relevant node? I assume
 it's latter, but the normalization portion seems missing. If it is assumed
 that the OS specific FGInputDevice must pass a normalized input value to
 HandleEvent, then I'll add such code to FGMacOSXEventInput.cxx, but then
 FGAxisEvent's MinRange, MaxRange, etc will be useless.
 Currently the value is not normalized. To do so, we have to scale the value 
 by 
 the minimum/maximum values delivered from the HID report descriptor. Not 
 sure, if it's physical or logical max/minimum. To be consistent within 
 FlightGear we should normalize the value. 

I guess you can get min/max values using ioctl, but not that sure..
maybe we can use the similar idea that PLIB's jsJoystick::fudge_axis does.
Though we can let users define min/max things in xml files, it's way better to 
normalize axis inputs without using xml tags.



 2.  /input/event/device[N]/event[M]/setting seems missing. Is such node set
 on Linux? It is good to have the setting for adjusting some control (like
 throttle using controls.throttleAxis())
 Good point - I will add it.

Glad to hear that!


 3. Hot plug thing seems missing, so I modified FGEventInput.* for
 attaching/detaching both property nodes and FGInputDevice. it works fine on
 Mac OS X, so please take a look at my FGEventInput.*[ch]xx. The key thing
 is that FGMacOSXInputDevice must know an index of a device node, device
 handler (Mac specific), and an instance of FGInputDevice. So I modified
 FGEventInput::AddDevice to return an index for the added device, and let
 FGMacOSXEventInput to map the index with a device handler. This allows me
 to find a node index when HID Manager tells me a device handler to be
 detached. By calling FGEventInput::RemoveDevice(index) will remove both
 FGInputDevice and its relevant property nodes. What do you think about
 this?
 That's perfect. I admit being lazy and not having implemented hotplug yet ;-)
 Your RemoveDevice is a good start.

Great!
I haven't test with more than one plug-able HID devices, so we need to
carefully see what happens when device[0] is unplugged and device[1] stays 
plugged.
Maybe device[0] is removed but device[1] is there, and when you plug it again,
device[0] shows up again.


 4. What is the naming convention for event names?
I read Universal Serial Bus HID Usage Tables
 (http://www.usb.org/developers/devclass_docs/Hut1_12.pdf) but there's no
 -translate, -rotate things in its definition.
I guess it is good to have some convention so we can add new events in
 a consistent fashion. I added some event names on my code, and most of the
 names (except the ones you defined) are directly converted from HID usage
 table's definition (by changing capital letters to small, replacing white
 spaces with '-' ). I'm not offensive so -translate or -rotate is ok, but
 I'm not so sure how to convert vrbx
 We shall take care that the same device generates the same named event on 
 every operating system. The HID report should assist us in that - the USAGEs 
 describes the event. The usages X, Y, Z are for linear translation along the 
 x,y,z axes while RX, RY and RZ are rotation around the axes. Hence the 
 names -translate and -rotate ;-)
 I used the event names defined in the linux/input.h from the linux kernel. 
 But 
 I am open for other/better sugestions.

I also want to know if the event names that I defined are acceptable.
most of these are directly converted as I mentioned but some are translated
likely-torsten way :-)
I also added button- prefix to some OSC/OOC type of elements, but these can be 
omitted.
The problem here is I have only a few devices and I can't test many events to 
see if I name these properly.

Best,

Tat


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Re: [Flightgear-devel] [DRAFT] generic input devices and hotplug support

2009-08-21 Thread Tatsuhiro Nishioka
Hi,

This indeed is a good idea.
I took a look at the code, and I believe I can implement the Mac  
portion of the new input event model using HID Manager.

I'll post the patch when I finish implementing it.

-
Tatsuhiro Nishioka

On 2009/08/05, at 5:37, Torsten Dreyer tors...@t3r.de wrote:

 I Just found out that my notebook's lid switch is an input device:

 I: Bus=0019 Vendor= Product=0005 Version=
 N: Name=Lid Switch
 P: Phys=PNP0C0D/button/input0
 S: Sysfs=/devices/LNXSYSTM:00/device:00/PNP0C0D:00/input/input5
 U: Uniq=
 H: Handlers=event5
 B: EV=21
 B: SW=1

 So - FlightGear now pauses when I close my notebook's lid. This  
 could be very
 useful when running FlightGear at work and the boss suddenly shows  
 up on a
 short final...

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Re: [Flightgear-devel] New member...and questions ;-)

2009-06-26 Thread Tatsuhiro Nishioka
Hi Oliver

Welcome to FG world.

I use vstab for lower wing on K5Y1 (Aka Tombo).
You can see K5Y1.xml to find what should be done.
The latest K5Y1 is available at CVS and:
http://macflightgear.sourceforge.net/home/aircraft/k5y1

There're some points you need to know:
- dihedral must be clearly specified, otherwise it will be set to 90 degree.
- two vstab tags are needed (for left wing and right wing) since vstab will not 
be mirrored.
- some attributes must be negative for the right wing (since dihedral  90)

I put incidence attribute to vstab, but I'm not that sure if it works properly.
Does anyone know about this?
If none knows, I'll take a look at Yasim code some time later (I have no time 
tonight...)

Hope it helps.

Tat

On Jun 26, 2009, at 9:04 PM, Olivier Faivre wrote:

 Interesting. Will try both possibilities.
 if mstab is not use by the solver, What about biplane ? Not so clear anymore 
 in my mind...

 However, if i cannot set incidence to the mstab, my idea is dead...

 Olivier


 2009/6/26 leee l...@spatial.plus.com
 On Thursday 25 Jun 2009, Maik Justus wrote:
  Hello Olivier,
 
  Olivier Faivre schrieb am 25.06.2009 20:52:
   Hello guys,
   ...
   Actually, the wing is done with only one piece, 7° dihedral, no
   twist. Can I use the mstab command to specify the outer wing
   and the regular wing command for the inner one ?
 
  yes
 
   In the readme file, I read this for mstab : these surfaces are
   not involved with the solver computation these surfaces are not
   involved with the solver computation...
  
   I'm not sure to well understand.
 
  if you define a yasim FDM you have to define two configurations
  with different airspeed, typ. cruise and approach. Yasim modifies
  lift and drag factors and the incidence of the wing to meet these
  configurations. Therefore the incidence of a wing will be
  modified by the yasim solver (only once - when the model is
  loaded) while the incidence of a mstab is unchanged.

 I just thought I'd point out that the YASim solver sets the
 incidence for the hstab element, not the wing element.

 Thus, you can specify the incidence for the wing, but not for the
 hstab.  There is also an INCIDENCE control-axis in YASim, which
 should allow the wing element incidence to be changed in flight
 and I think the F-8E, which is shown on the FG aircraft download
 web-page, may actually use this.  However, when I've tried using
 the INCIDENCE control-axis with vstab or mstab elements, to
 simulate all-moving/slab tailfins/rudders (as in the BAC-TSR2) or
 all-moving canards (as in the SU-37) it has had no aerodynamic
 affect at all.

 YASim does indeed generate drag factors for wing, vstab and
 mstab elements, but it is possible to modify the the AoA related
 drag forces by including suitable idrag elements .  This seems to
 work well when you're trying to simulate all-moving tailplanes, for
 example, if you specify a very low idrag factor for the hstab
 element.

 I also experimented with using mstabs to more accurately model the
 correct shape of wings when developing the Canberra-B(I)8 YASim
 config but found that the solver does indeed ignore the mstab
 elements when working out its stuff.  While I could get it to
 solve, the effect was that of just having the very short inner wing
 panels.  The vstab and mstab elements do have directional
 effects however, and the control-surface sub-elements, such as
 flapn and spoiler will also have an effect.

 For the main lifting surface then, using a full-span wing element
 will give more accurate results than a combination of wing and
 mstab elements because the mstab elements will be ignored.
 Although this may seem less than ideal, it's possible to fine-tune
 the single wing element to get very close to the real world
 characteristics, and certainly closer than you could get with a
 wing and mstab combination.

 LeeE

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[Flightgear-devel] configure/Makefile.am patches for Mac OS X

2009-06-26 Thread Tatsuhiro Nishioka
Hi there,

I've made patches for configure.ac and Makefile.am on both FG and SG for Mac OS 
X.

Here are the patches:
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk/patches/flightgear-configures.diff
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk/patches/simgear-configures.diff

The changes include:
- handles PLIB.framework when --with-plib-framework= option is specified
  you can also use static PLIB libs with --with-plib= is option.
- links PLIB/OSG/OpenThreads frameworks only when needed
  The current configure on FG force links all executables against all osg 
frameworks, but this is
  painful since some command-line tool's icon pops up on the Dock and that 
captures keyboard/mouse focus.
  This change needs to modify some Makefile.am files.

I've tested on my Mac and it works very fine.
Now I want unix users to test these patches for checking if these don't affect 
anything on non-Mac environment.

If everything goes well, I'd like someone to check this in.

For Mac developers:
You can build the latest fgfs in a unix way without waiting for my 
synchronizing xcode project files.
I wrote a brief document for building fgfs with one script, which is available 
at:
http://macflightgear.sourceforge.net/home/documents/how-to-build-flightgear-cvs-in-a-unix-way/

If you want to have a bundle, copy all binaries under /usr/local/FlightGear/bin 
to
/Applications/FlightGear.app/Contents/Resources.
If you build the newer OSG or PLIB than ones come with FlightGear/CVS package, 
overwrite frameworks to 
/Applications/FlightGear.app/Contents/Frameworks

Best,

Tat 

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Re: [Flightgear-devel] startup.nas

2009-06-22 Thread Tatsuhiro Nishioka
Hi there,

On Jun 15, 2009, at 4:12 AM, Torsten Dreyer wrote:

 I've had another error message for the last few weeks while starting FG ,


 Nasal runtime error: nil used in numeric context
 at data/Nasal/startup.nas , line 12

I've encountered exactly the same problem.
I'm not so sure what it should look like, but at least it needs nil check for 
the property.
Another solution can be setting 0 to the property at the beginning.

setprop(/environment/metar/base-wind-speed-kt, 0.0);

before set_runway_from_metar_wind() is called.

Melchior, what do you think is the better solution for this?

Tat




 so it looks like environment/metar/base-wind-speed-kt is still nil when
 read the first time ...
 I fixed it locally , but not sure who added it , so I'll leave it alone

 That's my fault for sure. This node is not initialized before a valid metar 
 has been decoded. The boolean property /environment/metar/valid is true if 
 the properties under /environment/metar are filled from a valid metar.
 So - if a valid metar has not (yet) been received from noaa, there is no 
 wind-speed and no wind-range.

 Probably startup.nas should wait for /environment/metar/valid to become true 
 before using the wind-speed and wind-range nodes.

 Maybe Melchior has a good idea how to do this?

 Torsten







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[Flightgear-devel] crash after several seconds after Pilot List dialog shows up.

2009-06-22 Thread Tatsuhiro Nishioka
Hi there,

I got a problem on pilot list, which crashes fgfs several seconds after the 
dialog shows up.

The crash dump and some info on gdb below shows Null pointer assignment 
(iter-second = NULL).
This problem happens with fgfs as of June 13th, but doesn't happen with one as 
of May 19th,
so some changes between these two dates have something to do with this problem.

I've started investigating on this but not yet reached the real cause.
Does anyone knows anything on this?

FYI, I attached the excerpt cvs logs of FG and SG at the bottom (from May 19th 
to June 13th) 

--
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: KERN_PROTECTION_FAILURE at address: 0x
0x0033bf53 in NewGUI::update (this=0x2493f840, 
delta_time_sec=0.10001) at new_gui.cxx:124
124 iter-second-update();
(gdb) info stack
#0  0x0033bf53 in NewGUI::update (this=0x2493f840, 
delta_time_sec=0.10001) at new_gui.cxx:124
#1  0x006c7a1f in SGSubsystemGroup::Member::update (this=0x2493f8f0, 
delta_time_sec=0.10001) at subsystem_mgr.cxx:306
#2  0x006c92c5 in SGSubsystemGroup::update (this=0x202da50, 
delta_time_sec=0.10001) at subsystem_mgr.cxx:159
#3  0x006c7c9e in SGSubsystemMgr::update (this=0x202da30, 
delta_time_sec=0.10001) at subsystem_mgr.cxx:390
#4  0x6f13 in fgMainLoop () at main.cxx:460
#5  0x0005f5c1 in fgOSMainLoop () at fg_os_osgviewer.cxx:179
#6  0x372c in fgMainInit (argc=6, argv=0xb724) at main.cxx:1004
#7  0x283b in main (argc=6, argv=0xb724) at bootstrap.cxx:216
(gdb) p *iter   
$13 = (class std::pairconst std::basic_stringchar, std::char_traitschar, 
std::allocatorchar ,FGDialog* ) @0x4a2389c0: {
  first = {
static npos = 4294967295, 
_M_dataplus = {
  std::allocatorchar = {
__gnu_cxx::new_allocatorchar = {No data fields}, No data 
fields}, 
  members of 
std::basic_stringchar,std::char_traitschar,std::allocatorchar 
::_Alloc_hider: 
  _M_p = 0x4a4953cc who-is-online
}
  }, 
  second = 0x0
}



Log:
  Dave LUFF: Fix buffer overrun with longer runways
Modified files:
  Instrumentation/dclgps.cxx on date: 2009/06/01 10:32:44  author: mfranz as 
revision 1.17


Log:
  Also take the current BVH nodes transform into account.
Modified files:
  FDM/groundcache.cxx on date: 2009/06/07 11:24:42  author: frohlich as 
revision 1.44


Log:
  Remove unused header.
Modified files:
  Scenery/scenery.cxx on date: 2009/06/06 07:46:08  author: frohlich as 
revision 1.29


Log:
  new command line option --metar=some metar
  new handling of real-weather-fetch
  major code cleanup
Modified files:
  Environment/environment_mgr.hxx on date: 2009/05/29 10:26:35  author: torsten 
as revision 1.9
  Environment/fgclouds.cxx on date: 2009/05/29 10:26:35  author: torsten as 
revision 1.29
  Environment/fgclouds.hxx on date: 2009/05/29 10:26:35  author: torsten as 
revision 1.16
  Environment/fgmetar.hxx on date: 2009/05/29 10:26:35  author: torsten as 
revision 1.4
  Main/options.cxx on date: 2009/05/29 10:26:36  author: torsten as revision 
1.121


Log:
  immediately fetch a metar if real-weather-fetch is re-enabled at runtime
Modified files:
  Environment/environment_ctrl.cxx on date: 2009/06/08 19:39:37  author: 
torsten as revision 1.74
  Environment/environment_ctrl.hxx on date: 2009/06/08 19:39:37  author: 
torsten as revision 1.38


Log:
  No need to zero the _props variable.
  This reference is released by the SGSharedPtr destructor anyway.
Modified files:
  Scripting/NasalSys.cxx on date: 2009/06/07 11:23:54  author: frohlich as 
revision 1.125


Log:
  Remove dead variables.
Modified files:
  Model/acmodel.cxx on date: 2009/06/11 09:19:32  author: frohlich as revision 
1.24
  Model/acmodel.hxx on date: 2009/06/11 09:19:32  author: frohlich as revision 
1.13


Log:
  Replace plain doubles with SGGeod in FGViewer for position and target pos.
Modified files:
  Main/viewer.cxx on date: 2009/06/09 12:15:48  author: jmt as revision 1.36


Log:
  Upgrade to JSBSim 1.0-prerelease
Modified files:
  FDM/JSBSim/FGFDMExec.cpp on date: 2009/06/01 08:52:34  author: ehofman as 
revision 1.31
  FDM/JSBSim/FGFDMExec.h on date: 2009/06/01 08:52:35  author: ehofman as 
revision 1.17
  FDM/JSBSim/FGJSBBase.h on date: 2009/06/01 08:52:35  author: ehofman as 
revision 1.27
  FDM/JSBSim/JSBSim.cxx on date: 2009/06/01 08:52:35  author: ehofman as 
revision 1.57
  FDM/JSBSim/initialization/FGInitialCondition.cpp on date: 2009/06/01 08:52:37 
 author: ehofman as revision 1.11
  FDM/JSBSim/initialization/FGInitialCondition.h on date: 2009/06/01 08:52:37  
author: ehofman as 

Re: [Flightgear-devel] Mac crashes / corruption with CVS

2009-06-18 Thread Tatsuhiro Nishioka
Hi,

On Jun 17, 2009, at 6:44 AM, Jari Häkkinen wrote:

 I am working on such scripts and writing a short document describing the 
 process of using the different repos (osg, simgear, fg, ...) to build a 
 fg on mac without Xcode. For the OSXLauncher and creating creating a 
 bundle I use Xcode. I'll send you the docs when they are more mature.

Great to hear that.
Btw, Did you read my recent post about this script?
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg22570.html

I made one so please give it a try.

I also wrote a brief document and is available at:
http://macflightgear.sourceforge.net/home/documents/how-to-build-flightgear-cvs-in-a-unix-way/

Tat


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Re: [Flightgear-devel] Mac crashes / corruption with CVS

2009-06-17 Thread Tatsuhiro Nishioka
Hi James,

I reinstalled Leopard and the problem seems resolved so far. I'll  
apply the 10.5.6 combo update and see how it works tomorrow. Forgive  
my very slow work.  I don't have much time doing this.

I'll also manually update  and x11 from 10.5.7 update package. There  
is some nice tool to do so, but I prefer pkgtool + gzcat | cpio + cp  
way for doing so.

I'll let you guys know how it works as well, hopefully tomorrow.

Tat

-
Tatsuhiro Nishioka

On 2009/06/16, at 22:30, James Turner zakal...@mac.com wrote:


 On 16 Jun 2009, at 13:32, Tatsuhiro Nishioka wrote:

 I think it might be a problem on nVidia driver update that Apple
 released after 10.5.6 update. I have an iMac with nVidia GT7300, and
 it also has the same problem as James has.

 This makes me really happy, since it means my specific system isn't
 broken!

 This problem happens not only on FG but also on some other OpenGL
 based applications. On my end, ac3d locks up after some minutes or
 some seconds of use.

 Interesting, this suggests whichever OpenGL apps I tested, don't
 trigger the problem. Hmmm.

 In such case I see tons of OpenGL exceptions at /var/log/system.log
 (of course via ssh).

 I'll look for these next time, of course.

 On my end solution 1 and 2 didn't work, so will try 3 and 4 maybe
 tomorrow.

 Urk, an OS downgrade would be tricky for me - i'm doing iPhone dev for
 work, and I think I need 10.5.7 to run iTunes 8.2, to run the right
 iPhone SDK...

 I also found some web article shows that Apple stopped distributing
 the nVidia driver update after several days from its release due to
 tons of complaints. Of this is true, it can be the key to explain the
 different situation between Jari and us.

 Or possibly it only affects 7xxx generation nVidia chips, and Jari's
 8600 is a separate module/sub-module. I don't know enough about
 nVidia's driver architecture to guess that, though.

 I could be lazy and use this as an excuse to buy a Radeon 3870 (or
 4870 if I'm feeling rich!). But in general nVidia has been better to
 me than Ati ... though at the moment, on Mac, I would tend to agree
 Ati is looking in better shape.

 Regards,
 James

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[Flightgear-devel] unix way of building fgfs for Mac OS X

2009-06-17 Thread Tatsuhiro Nishioka
Hi there,

I've been trying a unix way of building FlightGear for my daily/debug use, and 
I managed to reach a solution for intel Macs with OS X 10.5.x.
So I added helper scripts to macflightgear's repository for doing download, 
patch, and build in one command!

You can download the build package (including xcode projects) from:
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk.tar.gz?view=tar
untaring this will make trunk folder.

To build fgfs, you type the following command under trunk folder (of course 
without $) in Terminal.app.
$ sh ./localbuild.sh

Then it magically builds everything. You need to type your password when asked 
(for a few times I guess). 
this is needed for installation and applying a patch to broken OpenAL.framework 
header file.

After a while, you'll get fgfs in /usr/local/bin.
To launch fgfs, you'll need to do:
$ DYLD_LIBRARY_PATH=/usr/local/OpenSceneGraph/lib 
/usr/local/FlightGear/bin/fgfs --fg-root=/usr/local/FlightGear/data

it is a bit long command, so making an alias command or a script will help you.

Though the script still relies on macflightgear's svn repository due to Mac 
specific patches that conflicts with original FG/SimGear
and fancy downloading mechanism, it is good that you don't have to wait for my 
updating XCode projects and directly build the latest FG/CVS on your end. It 
also saves your time in downloading everything you need. That's way handy, 
isn't it? Plus, you can also clean up everything using localclean.sh.

Details are written in localbuild.sh, but I give you some usages:

For taking a build log, try:
$ sh ./localbuild.sh  build.log 21

For updating source, data, and rebuilding fgfs, you can try:
$ sh ./localbuild.sh --skip=patch

For skipping a certain build process, you can try
$ sh ./localbuild.sh --skip=download,patch,plib,osg 
This will skip downloading, patching, building plib and osg.

If you want to have a debug version of fgfs, or want to build for ppc, then you 
need to change localbuild.sh
See localbuild.sh for more detail.

I need to patch Simgear's configure.ac and some Makefile.am at this moment, but 
will try modifying these so it works on both Mac and unix varients.
More effort is needed for building OS X bundle and/or for ppc Macs with this 
way, but will take a while, so please be patient.

Best,

Tat

p.s.
Jari and James, Could you guys try this script?


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Re: [Flightgear-devel] Mac crashes / corruption with CVS

2009-06-16 Thread Tatsuhiro Nishioka
Hi,

I think it might be a problem on nVidia driver update that Apple  
released after 10.5.6 update. I have an iMac with nVidia GT7300, and  
it also has the same problem as James has.

This problem happens not only on FG but also on some other OpenGL  
based applications. On my end, ac3d locks up after some minutes or  
some seconds of use.

In such case I see tons of OpenGL exceptions at /var/log/system.log  
(of course via ssh).

Googling gave me some possile solution candidates:
1) PRAM reset
2) reinstall 10.5.6 combo update to bring driver back to the old one.
3) archive install and apply 10.5.6 combo update
4) use hardware test on installation disk
5) yell at Apple on this ;-)

On my end solution 1 and 2 didn't work, so will try 3 and 4 maybe  
tomorrow.

I also found some web article shows that Apple stopped distributing  
the nVidia driver update after several days from its release due to  
tons of complaints. Of this is true, it can be the key to explain the  
different situation between Jari and us.

I don't see any GUI lockups on my MacBook pro/ATI and MacBook/GMA.
Now I hate nVidia (or should I hate Apple that doesn't provides any  
solution yet?)

By the way, I agree with Jari's opinion.
I guess I need to add some script or document for building a local fgfs.

I use mac specific repository since I need to make Universal binary  
with GUI launcher for both Tiger and Leopard. Thus the manual building  
instruction for the latest CVS is very complicated. But many users  
need fgfs/CVS that runs only on their system.

I'll do something on this issue, hopefully soon.

-
Tatsuhiro Nishioka

On 2009/06/16, at 17:38, James Turner zakal...@mac.com wrote:


 On 16 Jun 2009, at 00:47, Jari Häkkinen wrote:

 The reason for doing the above is that I do not like the  
 macflightgear
 strategy of having snapshot copies of different fg components in the
 macflightgear repository. Also, getting access to all new stuff
 takes a
 while since the macflightgear maintainer must update the repo.

 Last week I realized that I miss the OSX lancher. I checked out the
 OSX
 launcher from the repository (trunk branch ... I don't get latest
 fixes
 to the launcher :-0), hacked around with the Xcode stuff and now I
 have
 an application bundle. Unfortunately I only bundle minimum amount of
 information and use links to fg/data and some other things which  
 makes
 the current bundle non-distributable.

 In the short-term, I don't care about Atlas, terragear or the
 Macflightgear launcher - so perhaps you could send me your update-and-
 build script (that you use for the development version), and I can
 modify it to work locally. That wouldn't answer the binary question,
 but it might expose any compile-option strangeness that could be
 causing my crashes.

 Also, you could send me your compiled fgfs binary (and any dynamic
 dependencies) - I can test that without you needing to produce a
 viable application bundle.

 All this is only if you have time, of course - thanks for your help in
 figuring this out.

 James



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Re: [Flightgear-devel] Mac crashes / corruption with CVS

2009-06-16 Thread Tatsuhiro Nishioka
Jari,

On Jun 16, 2009, at 8:47 AM, Jari Häkkinen wrote:
 Last week I realized that I miss the OSX lancher. I checked out the OSX 
 launcher from the repository (trunk branch ... I don't get latest fixes 
 to the launcher :-0),

FYI, the latest fix on GUI launcher is in macflightgear's svn trunk and 1.9.1 
branch.
in trunk, it was fixed on rev 213. 

You can get svn/head of macflightgear from:
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk.tar.gz?view=tar

The head is for sources as of June 13th.

best,

Tat


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Re: [Flightgear-devel] Generic fcs,nas

2009-06-13 Thread Tatsuhiro Nishioka
Hi Lee,

Thanks for your opinion.
I totally agree with that.

At this moment, it is generic fcs among fcs capable helicopters, but not enough 
for all fcs capable aircraft.
So Helijah renamed it to helicopter-fcs.nas. Then I updated it to the latest 
version.

For those who use Aircraft/Generic/fcs.nas or who have clone fcs.nas originally 
from OH-1:
Please change -set.xml so it refers to Aircraft/Generic/helicopter-fcs.nas

Best,

Tat

On Jun 11, 2009, at 10:15 PM, leee wrote:

 Hi list,

 I noticed the Generic fcs.nas, and an update to it, going through on 
 cvs-logs and a potential problem occurs to me...

 Although it's called Generic, I noticed that it seems to be 
 specifically for helis.

 Assuming that fixed-wing and LTA FCSs will someday turn up, perhaps 
 it might be a good idea to think in terms of either re-naming the 
 current 'Generic' FCS so that it's clearly a generic Heli FCS, or 
 re-designing the 'Generic' FCS so that it is modular, with truly 
 generic modules, applicable to any type of vehicle, and separate 
 vehicle type-specific modules.

 LeeE


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[Flightgear-devel] FlightGear/CVS binary package for Mac OS X as of May 19th, 2009

2009-05-19 Thread Tatsuhiro Nishioka
Hi there,

After a long absence from the internet due to my moving-house process, 
I'm back on track, and the latest cvs binary package for Mac OS X is available.

You can download the package from:
http://macflightgear.sourceforge.net/flightgear-cvs-bin-20090519-has-been-released

If you have any problem downloading the file, go visit:
https://sourceforge.net/project/showfiles.php?group_id=126825package_id=212565release_id=683768

best,

Tat

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[Flightgear-devel] Bug fix for FlightGear-1.9.1 GUI Launcher for Mac OS X

2009-05-19 Thread Tatsuhiro Nishioka
Hi,

I got some user reports that show a weird option misinterpretation on the GUI 
launcher for Mac OS X.
The problem is that a certain option is sometimes ignored and falls back to its 
default value even you clearly specify one on the GUI launcher.
Possible options to be ignored are such as multi-play switch, aircraft, 
airport, and time-of-day.

You can download the update package from:
http://macflightgear.sourceforge.net/wp-content/uploads/launcher/1.9.1/GUIUpdater-1.9.1-r214.tar.gz

See the instruction below for updating the GUI launcher for 1.9.1:
1. Launch FlightGear.app 
2. Open Advanced Options  Others  Install Add-on data
3. Choose GUIUpdater-1.9.1-r214.tar.gz (You'll see a message when the update is 
done.)
4. Restart FlightGear.app

Note: Don't forget to restart FlightGear.app.

Best,

Tat

p.s.
GUI launcher's revision number is not updated on About dialog, but you can 
see it by viewing 
INFO of FlightGear.app by doing Ctrl-click on FlightGear.app icon.


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[Flightgear-devel] RFC: graphics effects files

2009-04-08 Thread Tatsuhiro Nishioka
Hi again,

On 2009/04/07, at 21:04, Tim Moore timo...@redhat.com wrote:
 Tatsuhiro Nishioka wrote:

 As Melchior alrwady said, the new format has nothing to do with what
 Tim really wants (performance improvement). A node with 3 or 4 float
 numbers can be converted into a vector class internally in C++ code
 without the new vector format inside an XML tag.
 I've explained before why this is approach is messy and has
 performance
 implications in OSG. If you want to see this strategy in action,
 look at
 scene/model/SGMaterialAnimation.cxx and the hundreds of lines of code
 that are needed to bridge the difference between colors represented as
 discrete properties and vector colors in OSG.

What about this way?
Say you have your own material class(e.g.
SGMaterial, or whatever you name it) inherited from osg::Material
class so you may access the protected color vectors like _ambient,
_emission, etc.
SGMaterial has its own vectors (or a float array) for tying 'rgba's in
the property tree (say _ambient_prop, _emission_prop). The class can
also have setters / getters for r,g,b,a, factor and offset if you want
to avoid updating color vectors on every frame.

Separating tying/setters/getters portion of code into another class
(like ColorSpec) may reduce some amount of code since you can reuse
the typing/setter/getter code for different color vectors like ambient
and emission.

As a result, you can save 4 or 5 vector passing into OSG every time
UpdateCallback is called from osg. It also saves several property
references by calling getFloatValue since each element in
_ambient_prop (and so on) is tied to property system. It can't save
the memory for extra vectors (like _ambient_prop) since each color
value is calculated by {r,g,b} * factor + offset, and the rgb value
needs to be tied to the property system.

This way you can improve the performance without making a new vector
format inside XML tag.

# I wish I could send you a code snippet on this but forgive me since
I send this from my iPhone.

 Moreover, the new vector format doesn't improve the usability at all.
 a user-defined text format inside an XML tag is not recommended since
 it decreases the readability unless you give a comment, which is way
 not better than using tags. If we really need more concise format
 that
 improves usability, then we need to throw away our current xml files
 and make new files in our own new format, which I believe is
 nonsense.
 This is the COBOL and Java idea that locally simple, self
 documenting
 syntax improves readability. I simply don't buy it because the
 resulting loss
 of abstraction means that the total amount that a user needs to
 absorb in
 order to understand a program increases dramatically. Now, it may be a
 lost cause to try to improve an XML-based file format, but I feel that
 it is worthwhile to try.

Could be, but my way, and some other ways, can be also worthwhile to try.
What I want to say is that changing a text format inside XML is the
last option to take. But boy, your idea saves a lot of CPU time and
memory considering a number of materials in FG. Good indeed.


 The new format also needs a parser, property browser changes, and
 converter(s) that don't help us improve any usability or performance
 at runtime, I guess. If such new format gives us some usability or
 performance improvement, I can accept it even if some extra work is
 required, but this is not the case.
 These changes are very small, as can be seen in my code. If they
 weren't,
 I wouldn't have been tempted to mess with the property system.

That's a good news. I'll take a look at your code when I can see it
via a real network.
Or, Is there any URL that I can see your own code in a plain text/html format?
iPhone can access most of web sites but it can't use git to get your files.



 My proposed usage is just as local, except that eventually I want to
 change effects properties from Nasal code.

Then it is not just local, and you need to make colors accessible via
the property tree.

Anyway, I really like your basic idea. And I hope my idea can be a way
to satisfy you both.

Best,

Tat

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-06 Thread Tatsuhiro Nishioka
Hi,

I agree with those who are against the proposed new vector format even  
though I like Tim's basic idea that improves vector calculation  
performance.

As Melchior alrwady said, the new format has nothing to do with what  
Tim really wants (performance improvement). A node with 3 or 4 float  
numbers can be converted into a vector class internally in C++ code  
without the new vector format inside an XML tag.

Moreover, the new vector format doesn't improve the usability at all.  
a user-defined text format inside an XML tag is not recommended since  
it decreases the readability unless you give a comment, which is way  
not better than using tags. If we really need more concise format that  
improves usability, then we need to throw away our current xml files  
and make new files in our own new format, which I believe is nonsense.

The new format also needs a parser, property browser changes, and  
converter(s) that don't help us improve any usability or performance  
at runtime, I guess. If such new format gives us some usability or  
performance improvement, I can accept it even if some extra work is  
required, but this is not the case.

The JSBSim's table format, which I believe, also lacks the  
readability. It ,however, gives aircraft developers some usability  
like easier to copy and paste some table data from external tools like  
javaprop or excel. I know some helper script can create a well- 
formatted XML tags, but it could be true that many aircraft developers  
like simple copy-paste things while tweeking prop/engine things tons  
of times a day. Nevertheless to say, these tables don't need  
converters or browser changes since these are only read at launch  
time, and are not readable from the property browser or telnet. So  
comparing JSBSim table and the vector format doesn't seems  fair to me.

I hope many people understands what Melchior said on the property  
system. His going home thing didn't mean that he just wants to hide  
away unless his opinion is accepted, but he wanted to say the proposed  
vector format is that bad in terms of software architecture.

He might be sometimes brutal in his written words, but I really like  
his software architecture related comments. These are almost always  
right, at least to me. I don't say anything on his other comments  
though :-p

Tat

p.s.
I've moved and my network connection is limit only to iphone until at  
the end of this month.
Sorry for my vry slow response, especially to Mac users.

-
Tatsuhiro Nishioka

On 2009/04/06, at 5:33, Erik Hofman e...@ehofman.com wrote:

 Curtis Olson wrote:
 This isn't an argument for or against Tim's proposal in and of  
 itself,
 but it's at least interesting to observe other real world cases that
 are at least partially similar.  Has JSBSim run into any problems  
 with
 it's journey down this path?
 This has been one reason why I have been cautious about including it,
 this setup does tend to result more errors than laying it down is
 separate xml nodes. Also, the JSBSim configuration files are often
 generated by a script (aeromatic in this case) first and then altered.
 This minimizes human error.

 That said, it looks to me the best way to eliminate all concerns is to
 make sure that subsystems that are going to use array-properties use a
 detached property tree (not attached to the root tree as shown in the
 property manager). It looks to me that would be no problem for the
 shader subsystem since it (like JSBSim) only uses the property tree to
 read the configuration file. After it has been read there would  
 probable
 little or no need to adjust the individual properties using the  
 property
 manager, or to send them over the network, anyhow.

 Erik

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Re: [Flightgear-devel] Very bad surprise with last FG cvs

2009-01-09 Thread Tatsuhiro Nishioka
Hi,

On Jan 9, 2009, at 11:38 PM, Torsten Dreyer tors...@t3r.de wrote:

 Hello,

 What happen now with the Cockpit view
 Getting now the cockpit cutted
 That's the near clipping pane,
 you might want to add
  sim
rendering
  camera-group
znear type=double0.1/znear
  /camera-group
/rendering
  /sim

 in your model-set.xml

It works on fg/cvs, but it crashes 1.9.0 since no camera groups are  
created if you give a camera-group tag without specifying any camera  
configs.

It is safer to settle znear property from Nasal after the camera  
groups are created. Doing so in a FDM-initialized listener is enough  
for this case.

However, I really want Tim to change it in cpp code. I believe that  
the default value of znear must be less than 0.25 for avoiding my- 
cockpit-is-cut-away thingie.

I know this is for avoiding flicker thingies, but

Tat




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[Flightgear-devel] Aircraft download page for 1.0.0 or earlier

2008-12-30 Thread Tatsuhiro Nishioka
Hi there,

Is there any chance of having aircraft download pages for 1.0.0 on the  
FG web site?

I've been asked from some users and friends of mine for how to  
download aircraft for 1.0.0. Most of their machines are a bit older  
and thus not able to run FG smoothly.

We have nice download page for 1.9.0 aircraft, but there's no pages  
for 1.0.0 or earlier as far as I can see.

I can tell them how to get 1.0.0 aircraft via either cvs or git but is  
not that easy for bigginers.

Alternative easy means of getting 1.0.0 aircraft are also welcome as  
long as these are easy enough for bigginers.

Best,

Tat


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Re: [Flightgear-devel] problems with z-buffer

2008-12-29 Thread Tatsuhiro Nishioka
Hi,

I tried this change on my MacBook Pro with ATI Radeon X1600.

Setting .1 to znear increases a chance of flickering 3D clouds as Tim  
mentioned. Changing it to .4 reduces the flicker but not enough on my  
Mac. .7 will be sufficient to eliminate flicker in most of views but  
you cannot see very near side of the cockpit.

As Tim mentioned, we need to settle the default value of this property  
for reasonable result in many machines, but I guess it is a bit hard.  
I wonder if decreasing the zfar reduces the chance of flickering. Will  
try it tonight.

Anyway, it is very good to have these properties exposed so that users  
can adjust these for getting a suitable result. Thanks Tim!

In my own opinion, the default value can be .1 if we provide a brief  
guide for ajdusting these properties.
We can write a wiki page about it and advertise the guide via here and/ 
or the forums.

I also found the side effect of putting small number to near-field  
(the boundary of near and far camera). If you place the boundery in  
front of the propeller, the alpha blend of the propeller seems not  
working and thus it hides the 3D clouds behind it. For example,  
putting 1 to near-field when in the cockpit view of A6M2 hides the 3F  
clouds behind the propeller.

I think the far camera is for avoiding such problem so this can be  
predictable side effect. But if this can be solved, that would be  
great. (I'm not that sure if we need to though).

I also want to add a fact that the blackbox issue does not appear on  
my macs, and I have never heard about similar issues from Mac users yet.
So most of mac users don't have to adjust these properties.

Best,

Tat @ iPhone

On Dec 29, 2008, at 5:40 PM, Tim Moore timo...@redhat.com wrote:

 Alex Romosan wrote:
 the latest commit to src/Main/CameraGroup.cxx changed the value of
 zNear from .1 to .4 and this causes strange artifacts to show up when
 panning around (like holes in the cockpit, etc.). the following patch
 changes it back:

 --- src/Main/CameraGroup.cxx27 Dec 2008 14:35:33 -  1.9
 +++ src/Main/CameraGroup.cxx29 Dec 2008 06:58:41 -
 @@ -446,7 +446,7 @@
 cgroup-buildGUICamera(pNode);
 }
 }
 -bindMemberToNode(gnode, znear, cgroup,  
 CameraGroup::_zNear, .4f);
 +bindMemberToNode(gnode, znear, cgroup,  
 CameraGroup::_zNear, .1f);
 bindMemberToNode(gnode, zfar, cgroup, CameraGroup::_zFar, 12.0 
 f);
 bindMemberToNode(gnode, near-field, cgroup,  
 CameraGroup::_nearField,
  100.0f);

 any reason for the change?
 FlightGear displays an enormous visual range, from 4 inches in front  
 of your
 eyes out to 120km now and more in the future. It's a basic fact when  
 using
 Z-buffered computer graphics that the precision of the Z-buffer  
 deteriorates
 with huge near-far spreads and that the near plane distance has a  
 much greater
 effect than the far plane. The symptoms are flickering, jitter, and  
 other
 unpleasantness. About a year ago I added a scheme to use several  
 cameras within
 the scene graph to work around this problem. Each camera draws a  
 slice of the
 scene using the full range of the Z buffer. This mostly works well,  
 though
 depending on your video hardware you can occasionally see a line in  
 the scene.
 This should be able to be eliminated with some tuning. Recently, as  
 part of the
 work in implementing shadow maps, I moved the cameras out of the  
 scene graph to
 a top level. For some reason this provoked the black-rectangle  
 bug on some
 video hardware that's reared its head in the forums, but that's  
 another story :)
 Anyway, my intention is to restrict shadows to the near camera.  
 Shadow maps are
 even more sensitive to near-far plane precision issues than the  
 normal Z buffer,
 so I'm experimenting with pushing the near plane out. .4 meters seemed
 sufficient to me, but others don't agree, so perhaps we can settle  
 on some value
 larger than .1. The near plane value is settable, both in the camera
 configuration and as a live property in /sim/rendering/camera- 
 group/znear.

 Tim

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Re: [Flightgear-devel] 1.9.0 feedback

2008-12-27 Thread Tatsuhiro Nishioka
On Dec 28, 2008, at 1:24 AM, Csaba Halász wrote:

 FYI, the black rectangle also occurs on linux, especially with older
 nvidia cards only supported by the legacy driver (no possibility to
 upgrade). The bug appeared with the change to 2 cameras. Tim said he
 might have some workaround for this.
 The splash-screen bug might be some timing issue and it has been
 mostly reported by single-core users.

Way too long splash-screen occur on my MacBook Pro with core 2 duo,
so this is not only for single core users.
In that case I quit it during the splash screen, and then launch it again.
The second trial usually works fine.

Only the problem I have in that case is that FG crashes with sigsevg if you 
quit it during splash screen.
This is another issue but it must also be fixed.

I've not yet reported that any Mac has a black box problem, but I've reported 
one crash with nVidia GeForce ti4x00 driver bug exactly the same as GeForce 
7x00GT.

Tat


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Re: [Flightgear-devel] RFC : FlightGear Roadmap for 2.0 and further

2008-12-26 Thread Tatsuhiro Nishioka
Hi, 

Thanks for the comments,
It's kinda hard to reply individually, so here I wrap up the comments given so 
far:


1) The version numbers and release dates
 Here's an example list of version numbers and release dates when FlightGear 
 will 
 be released quarterly.

 2.0 - at the end of March, 2009
 2.1 - at the end of June, 2009
 2.2 - at the end of September, 2009
 2.3 - at the end of December, 2009

James:
 It's not quite the number system I first guessed at, and I think the  
 odds of ever *doing* a bug-fix release are quite low, but it sounds  
 reasonable.

Stuart:
 A roadmap would be a great idea. However, I'm not sure a quarterly release 
 cycle
 is realistic. Allowing for a 2 week RC test, you're talking about less than 3 
 months
 of actual development between releases. That's not much time.

Tim:
 This is a good idea, regardless of the specific milestones that make it into 
 a 
 release. It seems to me that just the data tree sees enough new development 
 that 
 quarterly releases would have interesting new content.


So having such version numbers are acceptable but we have more room on 
determining the release cycle.
To me quarterly release cycle is reasonable, plus you don't have to promise 
100% completeness on a certain feature for each release.
Almost all open source software have some bugs in each release, so we don't 
have to seek for such perfect project that none can reach.


There're some preferences for version numbers, but all the comments are not 
against the version numbers I listed as examples.
So my idea may be acceptable, I think.

I want to collect more opinions on the release cycle. Which do you prefer, 
semiannual or quarterly? and why?



 2) Milestones (Goal for each release)
 Here's an example list of must-achieve things for 2.0.0 (based on 
 discussion 
 on the list, I believe).

 [2.0.0 - at the end of March, 2009]
 Functionality:
  - Landing Lights
  - Shadows
  - More improvements in 3D clouds (I don't know the exact goal on this 
 though...)


Stuart:
 These seem like sensible goals for a 2.0 release. However, they appear to be
 very dependant on Tim and myself.
 (snip)
 Pushing for a release in 3 months without any commitment from the
 developers involved in the main feature improvements is pretty high risk.

Tim:
 This sounds nice, but we, or at least I, can't commit to specific features or 
 development on a fixed timescale.

James:
 Overall I agree, coming from a commercial software development side,  
 I'd prefer people to think in terms of features, and committing to  
 delivering them for a certain release. Where a feature means the kind  
 of thing we'd put in a 'new for this release' bullet point list. Then  
 we can decide whether to delay a release because feature X will take  
 an extra two weeks, or postpone feature Y from release 2.n to 2.n+1  
 because it would delay it too much.


So maybe Must-achieve is a bit too tight. What about listing features that 
you (will) start working 
instead of must achieve. That also work. This way there's no commitment of 
achievement on each release,
but it rather says you are or will be start working on a listed feature on a 
certain release.
We cannot seek for the 100% completeness at the end of each release, but it is 
a good idea to show that we have a certain set of features
regardless of completeness. we can keep improving such features in the versions 
follow.

How's this?

About the milestone document, we can put these in either wiki or cvs.
Maybe there's no perfect place so we can start writing such things to wiki with 
a clear note like developers only.

By the way, are there any features that can be implemented on 2.0.0?


 3) Release branch
 I believe that we need to have a release branch for both developers and 
 release 
 organizers.
 The main reason is to separate bug fixes from implementing a new features. 
 This 
 way, developers don't have to wait for the release
 to check in attractive but likely buggy code to cvs. Usually you must not 
 include a new feature to the release branch once it is created.
 However, if many developers want to include one to the release branch, then 
 we 
 can discuss it in the list.
 After each release, we'll merge the bug fixes to trunk. If we get used to 
 this 
 release process, maybe a branch exists only for a few weeks,
 and thus merging changes to trunk is not gonna be that hard.


James:
 I think in practice, the odds of ever doing a release *branch* for a  
 project like FG is very low. I'd rather just stabilise trunk and tag.  
 If we ever needed to do a x.y.1 release, it's trivial to branch from  
 the tag and fix the bug. In general, back-merging from a release  
 branch to a trunk is a horrible, thankless task, so avoiding it seems  
 like a win to me.


Stuart:
 I think cutting a release branch just prior to the release makes sense, but 
 having long-term
 release branches and only merging from trunk when you're confident a feature 
 is finished
 and 

[Flightgear-devel] RFC : FlightGear Roadmap for 2.0 and further

2008-12-25 Thread Tatsuhiro Nishioka
Hi there,

I'm very happy that we finally released 1.9.0.
According to the discussions before the release, I believe that many of us are 
willing to release FlightGear more often, like semiannually or quarterly (or 
even more often). To release more than once a year, I believe that we need to 
have clearer roadmap, versioning policy, and the release process.
Here are my opinions so please give me comments and feedback please.


1) The version numbers and release dates
Here's an example list of version numbers and release dates when FlightGear 
will be released quarterly.

2.0 - at the end of March, 2009
2.1 - at the end of June, 2009
2.2 - at the end of September, 2009
2.3 - at the end of December, 2009

0.1 is increased on every release until it reaches the goal of 3.0.0 (it can be 
2.10.0 or 2.150.0 :-p)

I think incrementing minor version number on each release is enough for our 
project, and micro version number can be reserved for bug-fix releases between 
two releases. 



2) Milestones (Goal for each release)
Here's an example list of must-achieve things for 2.0.0 (based on discussion 
on the list, I believe).

[2.0.0 - at the end of March, 2009]
Functionality:
  - Landing Lights
  - Shadows
  - More improvements in 3D clouds (I don't know the exact goal on this 
though...)
Reliability:
  - NaN things must be eliminated
  - SIGSEGV must be avoided when:
+ no osg plugins are found
+ a sound file is missing
+ there are some other missing xml / ac files
Usability:
  - to be determined (T.B.D.)
Effifiency: 
  - T.B.D.
Maintainability:
  - T.B.D.
Portability:
  - T.B.D.

[2.1.0 and further versions ]
- T.B.D. :-p

We can add more items on each category (I took these categories from ISO-9126, 
but we can express the must-achieve things in a different categorization) Maybe 
we need to separate general FG things from per aircraft things.

It is also very good to organize the must-achieve items for each release based 
on the following documents:
- http://wiki.flightgear.org/index.php/Long_Term_Goals
- http://wiki.flightgear.org/index.php/FGFS_Todo
- http://wiki.flightgear.org/index.php/Feature_Requests_/_Proposals_/_Ideas

I believe that these milestones don't prevent the developers from implementing 
their new ideas at all.
we can freely add new features even these are not listed in the milestones. 
Moreover, if we cannot implement some of the must-achieve items due to lack of 
time, then we will carry these over the next release, and make the current 
release published.



3) Release branch
I believe that we need to have a release branch for both developers and release 
organizers.
The main reason is to separate bug fixes from implementing a new features. This 
way, developers don't have to wait for the release
to check in attractive but likely buggy code to cvs. Usually you must not 
include a new feature to the release branch once it is created.
However, if many developers want to include one to the release branch, then we 
can discuss it in the list.
After each release, we'll merge the bug fixes to trunk. If we get used to this 
release process, maybe a branch exists only for a few weeks,
and thus merging changes to trunk is not gonna be that hard.


Any comments, better idea?

Tat


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[Flightgear-devel] 1.9.0 for Mac OS X has been released.

2008-12-22 Thread Tatsuhiro Nishioka
Hi there,

FlightGear 1.9.0 for Mac OS X is available from:
http://macflightgear.sourceforge.net

Please consult ReadMe file before you start flying.
There are so many updates and some known issues in this package.

Have a happy flight, happy holidays!

Tat

p.s.
Documents on the web page will be updated some time (hopefully) soon, so be 
patient. :-)


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Re: [Flightgear-devel] FlightGear web site aircraft download page

2008-12-22 Thread Tatsuhiro Nishioka
Hi Curt,

I found one mistake:
  A6M2 - author unknown.

This is because A6M2-set.xml includes A6M2-base.xml that has author tag.
If it is very hard to avoid this in the script side, please let me know.

Tat

On Dec 22, 2008, at 10:38 AM, Curtis Olson wrote:

 It was looking for description tags in the -set.xml file ... I changed it 
 to stop looking after the first one.

 Curt.


 On Sun, Dec 21, 2008 at 4:48 PM, Alexis Bory - xiii alexis.b...@gmail.com 
 wrote:
 Curtis Olson wrote:
   These aircraft download packages as well as the download page is all
   autogenerated from scripts, and all the information about authors and
   versions is contained within your aircraft.  If you have any
   questions, look at an example aircraft that does things the way you
   like. :-)

 Hi Curt,

 On the aircraft download page I note:

 *A-10*: Fairchild A-10 (YASim FDM) tank-600-gals AN-ALQ-131 dual-AIM-9
 LAU-68 triple-MK-82-LD single-MK-82-LD none none none none none none
 none none none none none

 Well I don't really know how to avoid this list of ordnances to
 appear... Wouldn't the script be overzealous ?

 Thanks for your help,

 Alexis



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[Flightgear-devel] Link update request to webmasters

2008-12-22 Thread Tatsuhiro Nishioka
Curt, and the webmasters of mirror sites:

Please update the URL for Japanese mirror site to:

www.flightgear.jpn.org

Thank you very much,

Tat



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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-19 Thread Tatsuhiro Nishioka

Hi,

Thanks for the report.

Please send me the crash logs.
I need to take a look at these.

I'll also update OSX tomorrow and see what's going on.


-
Tatsuhiro Nishioka

On Dec 19, 2008, at 6:19 PM, Richard Hornby  
r.f.hor...@btinternet.com wrote:




I have just run 1.9.RC2 from your dowload site for the first time.   
First, continued thanks for your work in making this distro.


I am getting 'consistent' crashes with all the non-yasim A/C.   
To put it another way, only the Yasim A/C are working.


Attached are the first few lines of the crash report of various JSB  
sim A/C


Zero, Cessna 172, Moyes Dragonfly,  Kawasaki T4, Zeppelin

Path:/Applications/FlightGear.app/Contents/Resources/fgfs
Identifier:  fgfs
Version: ??? (???)
Code Type:   X86 (Native)
Parent Process:  FlightGear [524]

Date/Time:   2008-12-19 08:55:45.432 +
OS Version:  Mac OS X 10.5.6 (9G55)
Report Version:  6

Exception Type:  EXC_SOFTWARE (SIGTRAP)
Exception Codes: 0x0007, 0x
Crashed Thread:  2


Cessna 172 (2D)

Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0008
Crashed Thread:  0


Seneca II

Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0xfff4
Crashed Thread:  2


And on other sim types: -

Camel (both versions, Larcsim) - as for Zero, etc

FG Video assistant

EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x27aaf890
Crashed Thread:  0

UFO - no crash report

I have installed this straight from the box - no tweaks or prefs.

I upgraded to the latest Mac OS X release yesterday.

Can send a full crash log off-net if you want.

Brgds,

R




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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-16 Thread Tatsuhiro Nishioka
Hi,

On Dec 16, 2008, at 10:54 PM, James Turner zakal...@mac.com wrote:

 On 16 Dec 2008, at 13:45, Frederic Bouvier wrote:

 After 2.0 I'll start merging in my Effects framework code that will
 make, among other things, local light sources practical. I'm not
 sure if the best way to do cockpit lighting is to have a light
 source in the cockpit or to simply turn up
 the emissiveness of the instruments and dashboard...

 I don't think there will be a 2.0 anytime soon. It took 10 years to
 have
 v1.0 . I hope you mean 1.99.5

 Heh, I was wondering about this - I'm hopeful that Tim means what he
 wrote, but that 2.0 will also be along soon, maybe even Q1 2009. And
 then 2.1, 2.2

I guess Tim means 1.9.0, not 2.0.

Actually 1.99.5 is just a temporal number for fgfs/cvs and (I believe)  
we're heading to 1.9.0. Curt told us that he put 1.99.5 since he had  
missed the discussion on this list about the version number for the  
first OSG release. This is why I gave 1.9.0-preN to mac binaries.

Got confused? The final dicision will be made soon, so we'll see.

Anyway, shorter release cycle can give flightgear a chance to get more  
attension, so I like that idea. If quarterly releasing cycle is a bit  
too often, then semiannual is fine for me.

What do you guys think?

Tat





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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-16 Thread Tatsuhiro Nishioka
Hi guys,

 Personally, I think a big build up to an oddball version number like
 1.99.5 is a little strange, but again, I'm not so hung up on version
 numbers as long as they keep increasing. It would also be odd to
 backtrack since the point of version numbers is to distinguish
 releases in some logical order.

We had a change to revert the version back to 1.8.x or something before 
releasing 1.99.5-rc1 thing, didn't we?

 I had in my mind that there would be a
 1.99.x release sequence as a build up to a major v2.0 release (rather
 than 1.99.5-rcX building up to a v1.99.5 release.) So there are some
 crossed wires here that unfortunately is leading to a weird version
 number situation.

And you are a person who can fix it up.

 In the meantime, I have been working on a script that will streamline
 the release process a bit. My hope is to start doing more frequent
 source releases once this major release is pushed out the door.

 For the moment, the really strange thing is that the mac version has 
 another numbering scheme.

This is because we don't have any clear versioning policy, and I really don't 
want to
buy such meaningless number as an official release. I thought that pushing for 
having clear versioning policy should be after the release, but I take it back.
We really need a clear versioning policy.

I already asked once or twice that we need to settle the official release 
number soon, but none did.
That's why I stayed in 1.9.0 with respect to the result of the discussion made 
in this list.

I already told Curt that we need to have versioning policy before going to make 
scripts for automatic release process.
Automation for the release is basically good, but if that is the cause of using 
such a weird number,
We better not use it.

What does 5 in 1.99.5 mean?
Did we release 1.99.0 or 1.99.1? No!!

Please do not use such a weird meaningless version number.
Curt, please think twice. I never want to buy 1.99.5 number at all.
It doesn't have to be 1.9.0, but 1.99.5 is way too bad!

Is it only me who thinks we are facing to very weird and confusing situation?
And do you think that a different version number on FG/Mac is the cause of 
this? 
If many think so, I'm very very sad.


 If we are pushing for a more frequent release 
 rate, maybe the -rcX thing should be skipped and fix bugs from release
 to release. That also means that the aircraft list should be frozen in 
 order to capitalize on experience.

If we have a release branch, I totally agree with this idea.


Tat


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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-16 Thread Tatsuhiro Nishioka
Hi,

So we three are all busy around the release date :-)

I'm OK if it will be either Friday or Saturday, or even after that. I  
need to make some tests before the release, but this time it can be  
slow since my spare time for FG is very limited in a given time frame.  
So the Mac version will be released hopefully within a week after the  
source code release.

Curt, please give the official version number until the release.

And I wish all of you have a happy holiday.

-
Tatsuhiro Nishioka

On Dec 17, 2008, at 5:02 AM, Durk Talsma d.tal...@xs4all.nl wrote:

 Hi Fred,

 On Saturday 13 December 2008 18:50:51 Frederic Bouvier wrote:


 I replied that the target is next Friday. After that I may have
 difficulties to build a binary from where I will be.

 -Fred

 How would your availability be after Friday. As it turns out, I have a
 Christmas dinner this Friday, so I won't be able assemble the final  
 release by
 then. Saturday will be fine for me, so I hope to roll up the release  
 then.

 Cheers,
 Durk


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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Aircraft/A6M2 a6m2-sound.xml, 1.1, 1.2

2008-12-15 Thread Tatsuhiro Nishioka
Hi,

On Dec 16, 2008, at 6:05 AM, Frederic Bouvier fredfgf...@free.fr  
wrote:
 Hi Tat,

 - Tatsuhiro Nishioka a écrit :

 Update of /var/cvs/FlightGear-0.9/data/Aircraft/A6M2
 In directory baron.flightgear.org:/tmp/cvs-serv3209

 Modified Files:
   a6m2-sound.xml
 Log Message:
 Modified: to use p51d sounds in /Sounds for file sharing.

 Do you plan to add p51d sound files in $FG_ROOT/Sounds

Yes, and these are already stored there.

I've talked with Melchior and some others on this at IRC, and we  
agreed to place these files into $FG_ROOT/Sounds due to the following  
reasons:
- these are used by more than a dozen of aircraft
- p51d is not going to be included in the base package in 1.9.0
- we need to avoid duplicating the same files, as well as users'  
complaints about missing sounds.

I left the original file names for clearly showing that these files  
are made for p51d. I believe it doesn't hurt anything, and is good to  
show the respect to the original author.

This change requires some aircraft models (including p51d) to replace  
the paths of these with the ones in $FG_ROOT/Sounds.

So I would like all authors of such aircraft model to update these  
paths.
I'm mobile now so I'll list up the aircraft to be updated later.

It's very helpful if anyone kindly lists these up for me. Ki-84 and  
j7w are already done.

I also want to hear some better solutions (other than making new  
sounds for all these aircraft individually).

Best,

Tat









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Re: [Flightgear-devel] External sound dependency in A6M2

2008-12-14 Thread Tatsuhiro Nishioka
Great catch!

I'll fix this soon.

Best,

Tat

On Dec 15, 2008, at 8:26 AM, Frederic Bouvier fredfgf...@free.fr  
wrote:

 Hi Tat,

 do you noticed the A6M2 model use two sound files that are not in  
 the base package :
 Aircraft/p51d/Sounds/p51d_rpm1.wav and Aircraft/p51d/Sounds/ 
 p51d_startup.wav referenced in a6m2-sound.xml ?

 -Fred

 -- 
 Frédéric Bouvier
 http://my.fotolia.com/frfoto/  Photo gallery - album photo
 http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] Correction to Input/Joystick/Saitek/X52.xml

2008-12-09 Thread Tatsuhiro Nishioka
Hi Laurent,

I also have my own version of X52.xml that is more useful than that in CVS, I 
guess.
I applied your patch to mine, so please give it a try.

My prebuilt FlightGear for Mac OS already has this file, and some users have 
told me that this should be in CVS,
and I guess this is a good time to think about it. 

If it works fine with Linux, and windows, I'll commit this to CVS.

Best,

Tat


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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-08 Thread Tatsuhiro Nishioka
Hi Gèrard,

Sorry for my late reply. I tested your hook and it seems working very good.
I'll clean up as you suggested. Plus, the -test*.xml files should be removed 
since these are
only for my experimental patch that I posted a while ago, but are not completed 
yet.

Best,

Tat

On Dec 4, 2008, at 4:57 PM, gerard robin wrote:

 Hello Tat,

 I forgot to tell you, that,  you may want to clean the  hook.xml file, since 
 their is some unuseful commented  out part.
 That was a first attend to get the right hook animation. , YASIm compatible
 being replaced  by  a more  elegant solution.
 I have included the feature in both jsbsim fdm files =  jsbsim-test-set  and 
  
 jsbsim-set, in case of 

 Cheers..


 On jeudi 04 décembre 2008, Tatsuhiro Nishioka wrote:
 Hi Gèrard,

 Thank you very much!!
 I will test it tonight.

 On Dec 4, 2008, at 3:48 AM, gerard robin wrote:
 On mercredi 03 décembre 2008, Tatsuhiro Nishioka wrote:


 Done, i hope it will suit for you.
 Tested, by my  test pilot,
 here the result:
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-takeoff.jpg
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-approach.jpg
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-landing.jpg

 Cheers
 --
 Gérard
 http://pagesperso-orange.fr/GRTux/


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[Flightgear-devel] Concorde crash on 1.9.0-pre1; (was Re: FlightGear 1.9.0-pre1 release - for Mac OS X)

2008-12-07 Thread Tatsuhiro Nishioka
Hi there,

I found the crash with Concorde is caused by in JSBSim update on 12/01.
I made a reverse patch of JSBSim update on that date and applied to the fgfs 
source on 12/07, then Concorde worked just fine.

So I suspect there are some inconsistencies between the update and Concorde's 
configuration file.
I'm not so sure why this update causes crash on a sound related thread but 
somehow these are related.

After the JSBSim update, the log shows tons of errors and warning like:

 CullVisitor::apply(Geode) detected NaN,
 depth=nan, center=(0 0 0),
 matrix={
nan nan nan nan 
nan nan nan nan 
nan nan nan nan 
nan nan nan nan 
  }

  Warning:: Picked up error in TriangleIntersect
 (-109.359 98.4674 -330.521,  -55.9012 50.3336 -353.894,  -139.955 
45.4741 -330.521)
 (nan,nan,nan)

  Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
   nan nan nan nan nan nan segment ignored..

Then finally I got
OpenAL error (AL_INVALID_VALUE)
and fgfs crashed.

I'll investigate deeper on this, but I'm very happy if anyone tells me how to 
fix this. 

Tat

On Dec 4, 2008, at 10:58 AM, Tatsuhiro Nishioka wrote:
 (2) Concorde crashes  fgfs (SIGSEGV) when splash screen goes off.
 log shows:
osgDB ac3d reader: could not find texture concorde-warning.rgb
snip
concorde systems started, version 2.5
snip
   46: GEAR_CONTACT: LEFT_FWD 0
   47: GEAR_CONTACT: LEFT_REAR 0
   48: GEAR_CONTACT: RIGHT_FWD 0
   49: GEAR_CONTACT: RIGHT_REAR 0
   Updating adjusted fog parameters.
   Stopping audio after 0 sec: engine 1 shutdown
   Stopping audio after 0 sec: engine 2 shutdown
   Stopping audio after 0 sec: engine 3 shutdown
   Stopping audio after 0 sec: engine 4 shutdown
   AICarrier: Inside Operating Box
   AICarrier: Inside Operating Box


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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre1; (was Re: FlightGear 1.9.0-pre1 release - for Mac OS X)

2008-12-07 Thread Tatsuhiro Nishioka
Hi Gérard, and James,

Thanks for the info, 
I tried some other JSBSim aircraft like A6M2-jsbsim, f18, f15, etc, and found 
many fall into either black out or white out, which never happens on fgfs 
without the JSBSim update.

As this update is included in Durk's tarball, we definitely need to either cut 
out the JSBSim update on 11/30 or fix this issue before the release.
I think latter is better but I don't know if we can fix this easily need 
many helps from you guys.

I now feel very much that I wish we had a release branch for separating two 
things, concentrating on bug-hunting for release and actively committing new 
features that might be buggy but very attractive.

Best,

Tat

On Dec 8, 2008, at 2:30 AM, gerard robin wrote:

 On dimanche 07 décembre 2008, gerard robin wrote:
 On dimanche 07 décembre 2008, James Turner wrote:
 On 7 Dec 2008, at 15:37, Tatsuhiro Nishioka wrote:
 Then finally I got
 OpenAL error (AL_INVALID_VALUE)
 and fgfs crashed.

 I'll investigate deeper on this, but I'm very happy if anyone tells
 me how to fix this.

 I see this 'somethimes' - not every day, always with JSBsim aircraft,
 and I have no explanation, sorry. It doesn't always crash, but I've
 also seen the OpenAL error (AL_INVALID_VALUE and the the crash without
 the 'nans' flooding.

 My feeling is that there is still a memory-corruption issue lurking
 somewhere.

 James

 Just a way to look for , not to solve , when working on some old aircraft
 (not in cvs, not yet ..) i noticed that additional  tanks  which are not
 declared feeding an engine gave these tons of message and a black screen.
 If i remove the tanks everything is coming back, right.
 However, since i split  the flight_control   in several systems components
 , (the flight_control , becoming empty in the main branch) i get again the
 Aircraft  loaded and working with the  additional  tanks.
 Probably it is a misfit during the initialization of the FDM within JSBSim,
 which does not come up,  with flight_control replaced by systems files


 Cheers

 An other complementary information, that problem, to me,  is not new .
 i noticed the bug before the last update ( which is for piston engine,  ).

 2008-11-30
 Modified Files:
FGAtmosphere.cpp FGAtmosphere.h FGAuxiliary.cpp FGFCS.cpp 
FGMassBalance.cpp FGMassBalance.h FGOutput.cpp 
FGPropulsion.cpp
 Log Message:
 Sync. with JSBSim CVS

 I was unable to explain the error ( it could have been from me ) , and the 
 files i am working on are not available on cvs, so , i shut up :)

 May be an addition of errors  did make that Concorde becoming suddenly not 
 usable.

 Cheers

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 J'ai décidé d'être heureux parce que c'est bon pour la santé. 
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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre1; (was Re: FlightGear 1.9.0-pre1 release - for Mac OS X)

2008-12-07 Thread Tatsuhiro Nishioka
Hi Ron,

Thanks for this wonderful news.

I was also looking for the Leaky/uninititialized variables but was not  
found these yet, and am very glad to hear this.

Great job Anders!, as always.

Tat

-
Tatsuhiro Nishioka

On Dec 8, 2008, at 5:38 AM, Ron Jensen [EMAIL PROTECTED] wrote:

 On Mon, 2008-12-08 at 03:44 +0900, Tatsuhiro Nishioka wrote:
 Hi Gérard, and James,

 Thanks for the info,
 I tried some other JSBSim aircraft like A6M2-jsbsim, f18, f15, etc,  
 and found many fall into either black out or white out, which never  
 happens on fgfs without the JSBSim update.

 As this update is included in Durk's tarball, we definitely need to  
 either cut out the JSBSim update on 11/30 or fix this issue before  
 the release.
 I think latter is better but I don't know if we can fix this  
 easily need many helps from you guys.

 I now feel very much that I wish we had a release branch for  
 separating two things, concentrating on bug-hunting for release and  
 actively committing new features that might be buggy but very  
 attractive.

 Best,

 Tat

 Anders found this bug.  It was uninitialized variables in FGTank.  The
 change is already in CVS, but here's the patch anyway:

 Index: src/FDM/JSBSim/models/propulsion/FGTank.cpp
 ===
 RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/JSBSim/models/ 
 propulsion/FGTank.cpp,v
 retrieving revision 1.6
 diff -u -p -r1.6 FGTank.cpp
 --- src/FDM/JSBSim/models/propulsion/FGTank.cpp30 Nov 2008 10:44:30 - 
1.6
 +++ src/FDM/JSBSim/models/propulsion/FGTank.cpp7 Dec 2008  
 19:41:38 -
 @@ -59,6 +59,7 @@ FGTank::FGTank(FGFDMExec* exec, Element*
   Element* element_Grain;
   Area = 1.0;
   Temperature = -.0;
 +  Ixx = Iyy = Izz = 0.0;
   Auxiliary = exec-GetAuxiliary();
   Radius = Capacity = Contents = Standpipe = Length = InnerRadius =  
 0.0;
   PropertyManager = exec-GetPropertyManager();




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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre1; (was Re: FlightGear 1.9.0-pre1 release - for Mac OS X)

2008-12-07 Thread Tatsuhiro Nishioka
Hi,

On Dec 8, 2008, at 7:55 AM, Jon S. Berndt wrote:

 From: Ron Jensen [mailto:[EMAIL PROTECTED]

 Anders found this bug.  It was uninitialized variables in FGTank.  The
 change is already in CVS, but here's the patch anyway:
 ...

 I'll consider my hands virtually slapped. My mistake. Thanks, Anders, for
 fixing that. I'm working on getting a Linux box at home where I can use
 several good memory/validation tools to make sure that code changes don't
 have memory leaks in them.

haha, I can imagine your virtually slapping your hands.
It happens on everyone so don't worry. 
The patch that Ron posted solved the problem, and now all JSBSim aircraft works 
fine as long as I've tested here.

By the way, what kind of tools you are going to use? I'm more interested in 
these.
I know Valgrind, but it doesn't work on Mac OS X.
I also want to know some open source static analysis tools that tell us 
possible bugs like Prevent SQS does. 

Best,

Tat

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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre1; (was Re: FlightGear 1.9.0-pre1 release - for Mac OS X)

2008-12-07 Thread Tatsuhiro Nishioka
Hi,

On Dec 8, 2008, at 10:11 AM, gerard robin wrote:

 Anders found this bug.  It was uninitialized variables in FGTank.  The
 change is already in CVS, but here's the patch anyway:
 (snip)

 I hope that solve the problem for you.
 Here i have rebuilt FG with that patch and recovered one of my old JSBSim 
 Aircraft FDM which did not worked, 
 i am longer getting the same error , black screen and 
 CullVisitor::apply(Geode) detected NaN,
depth=nan, center=(-3.09272 -0.110464 -0.924417),
matrix={
nan nan nan nan
nan nan nan nan
nan nan nan nan
nan nan nan nan
 }

 Anyhow,  as i told before i have solved it in a different way.

As I wrote in my last post, it solved the problem.
And I'll try your way when I encounter these errors.
Thanks a lot!

Tat


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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-03 Thread Tatsuhiro Nishioka
Hi Curt,

 (are we going to release 1.9.0, aren't we. I'm a bit confused with our
 versioning thingies... We need to have more clear versioning pilocy,
 but this should be discussed some other time).

 Part of the confusion is my fault.  It was my understanding from  
 discussion a year ago that the 1.x numbers were for the plib branch  
 (most likely 1.0 being the last real plib release.)  And then the  
 first OSG based release would be v2.0.  I somehow missed the  
 discussion and rational that arrived at a v1.9 version for the first  
 OSG based release.  So internally I had been marking the development  
 version as 1.99.x and was up to 1.99.5 (nearing 2.0 in my mind) and  
 had commited that to cvs

Okay, I understand the background of this issue. I'll make a 1.9.0- 
pre1 package for mac os x tonight. Maybe I'll leave 1.99.5 in the  
version file at this moment.


 I'm working on a script to streamline the releases and have it  
 mostly ready for SimGear, but I decided to hold off pushing that  
 into production until I got a clearer direction of what we wanted to  
 do with version numbers.

I hope this doen't mean that we might have a different version number  
for the next release. I hate to have some fights/discussions on  
version numbers right before the release like 1.0.0 vs 0.9.11 again.

Anyway, it is a good idea to postpone the script support before having  
a clear versionig policy and release process. I do want to discuss  
these, probably after this release unless many developers want to  
improve our release process and versioning policy.

Best,

Tat

p.s.
I hope you guys won't take this as a critisism. I just want to do some  
help.

I do thank Curt, Durk, and so many developers for their efforts on  
this great project. 

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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-03 Thread Tatsuhiro Nishioka
Hi Gèrard,

Thanks for the offer!!
I really appreciate it.

Please add a hook capability to zero/jsbsim and get it committed. I  
think Syd will agree with me on this since it won't affect the Yasim  
part of zero at all.

Best,

Tat




 So If someone, who is familiar with JSBSim /
 external forces, is kind enough to add a hook capability to zero/
 jsbsim, I'm very happy



 Hello, Tat

 Yes, i can do it
 It won't be difficult, and if you want  i  could include it in CVS.
 This won't break any of the existing files, only an an add on.



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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-03 Thread Tatsuhiro Nishioka
Hi Gèrard,

Thank you very much!!
I will test it tonight.

On Dec 4, 2008, at 3:48 AM, gerard robin wrote:

 On mercredi 03 décembre 2008, Tatsuhiro Nishioka wrote:
 Hi Gèrard,

 Thanks for the offer!!
 I really appreciate it.

 Please add a hook capability to zero/jsbsim and get it committed. I
 think Syd will agree with me on this since it won't affect the Yasim
 part of zero at all.

 Best,

 Tat

 Done, i hope it will suit for you.
 Tested, by my  test pilot,
 here the result:
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-takeoff.jpg
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-approach.jpg
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-landing.jpg

 Cheers
 -- 
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 http://pagesperso-orange.fr/GRTux/

 J'ai décidé d'être heureux parce que c'est bon pour la santé. 
 Voltaire


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[Flightgear-devel] FlightGear 1.9.0-pre1 release (was FlightGear 1.99.5: Release Candidate)

2008-12-03 Thread Tatsuhiro Nishioka
Hi there,

The FlightGear 1.9.0-pre1 has been released.
Please download the package from:
http://macflightgear.sourceforge.net/home/downloads/

Feedbacks are very welcome. Please consult ReadMe in the package before the 
flight.
1.9.0-pre1 looks like 1.0.0, but it actually is very different from 1.0.0.

Best,

Tat


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Re: [Flightgear-devel] FlightGear 1.9.0-pre1 release - for Mac OS X

2008-12-03 Thread Tatsuhiro Nishioka
Hi there,

Oops, it is a pre release for Mac OS X.
Anyway, I like to give a feedback on fgfs/mac os x to other developers.

On Dec 4, 2008, at 10:53 AM, Tatsuhiro Nishioka wrote:
 The FlightGear 1.9.0-pre1 has been released.
 Please download the package from:
 http://macflightgear.sourceforge.net/home/downloads/

 Feedbacks are very welcome. Please consult ReadMe in the package before the 
 flight.
 1.9.0-pre1 looks like 1.0.0, but it actually is very different from 1.0.0.

There are some crash problems on 1.9.0-pre1. (I built it up with cvs as of 2 
days ago since the tarballs is still being downloaded :-( )
Here are the problems and log.

1) fgfs crashes when quitting on splash screen:

0   org.OpenSceneGraph.osgText  0x00b8ec77 osgText::Font::~Font() + 501
1   org.OpenSceneGraph.osgText  0x00b978e6 osgText::Text::~Text() + 70
2   org.OpenSceneGraph.osg  0x0082fda6 osg::Geode::~Geode() + 246
3   org.OpenSceneGraph.osg  0x00860723 osg::Group::~Group() + 243
4   org.OpenSceneGraph.osg  0x008610c4 osg::Group::~Group() + 232
5   org.OpenSceneGraph.osg  0x009076d5 osg::Camera::~Camera() + 573
6   org.OpenSceneGraph.osg  0x00860723 osg::Group::~Group() + 243
7   org.OpenSceneGraph.osg  0x00860723 osg::Group::~Group() + 243
8   fgfs0x002f2e9d __tcf_2 + 83
9   libSystem.B.dylib   0x929d6fdc __cxa_finalize + 241
10  libSystem.B.dylib   0x929d6ed0 exit + 33
11  fgfs0x002fde11 fgExit(int) + 53
12  fgfs0x0030756a fgOSMainLoop() + 142
13  fgfs0x002e4a73 fgMainInit(int, char**) + 719

I think this has something to do with the order of destruction.

--
(2) Concorde crashes  fgfs (SIGSEGV) when splash screen goes off.
 log shows:
osgDB ac3d reader: could not find texture concorde-warning.rgb
snip
concorde systems started, version 2.5
snip
   46: GEAR_CONTACT: LEFT_FWD 0
   47: GEAR_CONTACT: LEFT_REAR 0
   48: GEAR_CONTACT: RIGHT_FWD 0
   49: GEAR_CONTACT: RIGHT_REAR 0
   Updating adjusted fog parameters.
   Stopping audio after 0 sec: engine 1 shutdown
   Stopping audio after 0 sec: engine 2 shutdown
   Stopping audio after 0 sec: engine 3 shutdown
   Stopping audio after 0 sec: engine 4 shutdown
   AICarrier: Inside Operating Box
   AICarrier: Inside Operating Box

  no suspicious things I saw...
  scenery loaded, and gui menu came up, fps showed, and then crash.
  According to the crash log below,  it could be a driver bug or a problem in a 
sound file.
  I'll investigate it deeper 

crash log shows:
Thread 3 Crashed:
0   audio.toolbox.AudioToolbox  0x91439205 TIntToFloatBlitterPCMUInt8, 
PCMFloat32::Convert(void const*, void*, unsigned int) + 197
1   audio.toolbox.AudioToolbox  0x913efa38 
PCMConverter::ConvertBufferList(unsigned long, CABufferList const*, 
CABufferList*) + 104
2   audio.toolbox.AudioToolbox  0x913dfc52 
CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long, 
AudioStreamPacketDescription*) + 178
3   audio.toolbox.AudioToolbox  0x913df98c 
BufferedAudioConverter::FillBuffer(unsigned long, AudioBufferList, 
AudioStreamPacketDescription*) + 236
4   audio.toolbox.AudioToolbox  0x913dfb14 
AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long, 
AudioStreamPacketDescription*) + 100
5   audio.toolbox.AudioToolbox  0x913df98c 
BufferedAudioConverter::FillBuffer(unsigned long, AudioBufferList, 
AudioStreamPacketDescription*) + 236
6   audio.toolbox.AudioToolbox  0x913f5323 
AudioConverterFillComplexBuffer + 275
7   com.apple.audio.OpenAL  0x007d4011 
OALSource::DoRender(AudioBufferList*) + 397
8   ...pple.audio.units.Components  0x700355fc AUMixerEntry + 13292
9   ...pple.audio.units.Components  0x70035890 AUMixerEntry + 13952
10  ...pple.audio.units.Components  0x7003ae8d AUMixer3DEntry + 7053
11  ...pple.audio.units.Components  0x7003c9e0 AUMixer3DEntry + 14048
12  ...pple.audio.units.Components  0x70005fd2 0x7000 + 24530
13  ...pple.audio.units.Components  0x7003e7c0 SystemOutputAUEntry + 1216
14  ...pple.audio.units.Components  0x7000ea0b 0x7000 + 59915
15  ...pple.audio.units.Components  0x7000e164 0x7000 + 57700
16  ...pple.audio.units.Components  0x7000d4bb 0x7000 + 54459
17  audio.toolbox.AudioToolbox  0x913e01b1 
AudioConverterChain::CallInputProc(unsigned long) + 209
18  audio.toolbox.AudioToolbox  0x913dfdf4 
AudioConverterChain::FillBufferFromInputProc(unsigned long*, CABufferList*) + 84
19  audio.toolbox.AudioToolbox  0x913dfd94 
BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long, 
CABufferList const*) + 212
20  audio.toolbox.AudioToolbox  0x913dfc1d 
CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned

Re: [Flightgear-devel] FlightGear 1.9.0-pre1 release - for Mac OS X

2008-12-03 Thread Tatsuhiro Nishioka
Hi pooyan,

Thanks for the report.
I'm glad to hear it works on a mac with nvidia 7xxxGT. This means that  
by workaround patch against 7xxxGT bug works property.

Please send me your crash dump so I can check if it is caused by the  
same problem.

I'll exclude sound files one by one and see what file causes this  
problem. I'll be also going to test if it works on 1.0.0. If I works  
on 1.0.0, the bug is in our code.

-
Tatsuhiro Nishioka

On Dec 4, 2008, at 1:15 PM, Pooyan McSporran  
[EMAIL PROTECTED] wrote:

 Tat,

 Thanks for making a new DMG.

 I've had a quick test and I'm getting the same crash on startup in
 AudioToolbox that you described, a snippet from my crash dump is
 below:

 Thread 4 Crashed:
 0   audio.toolbox.AudioToolbox0x912b222d
 TIntToFloatBlitterPCMUInt8, PCMFloat32::Convert(void const*, void*,
 unsigned int) + 237
 1   audio.toolbox.AudioToolbox0x91268a38
 PCMConverter::ConvertBufferList(unsigned long, CABufferList const*,
 CABufferList*) + 104
 2   audio.toolbox.AudioToolbox0x91258c52
 CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned
 long, AudioStreamPacketDescription*) + 178

 If it helps I can email you the full crash dump.  This is a 2.33GHz
 Core 2 Duo iMac with NVIDIA 7600 GT.

 Thanks.

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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-02 Thread Tatsuhiro Nishioka
Hi,

First of all, many thanks for your effort on this.

I've been downloading the tar files but  these are still being  
downloaded and will take about 24 or more hours My network is TFFH  
but it doesn't help me this time.

Could you (or Curt) give a tag (like RELEASE_1_9_0_PRE1) to the source  
files and base packages in the cvs so I can check out instead of  
downloading the tarballs?
(are we going to release 1.9.0, aren't we. I'm a bit confused with our  
versioning thingies... We need to have more clear versioning pilocy,  
but this should be discussed some other time).

So far fgfs works fine except only a few problems (with code from cvs  
as of yesterday). I'll try to get these fixed until the official  
release date. Thanks goes to those who tested my binaries and reported  
bugs/improvements. Now it works on many Macs.

By the way, I'm glad to have Zero in the base package. I'll also try  
taking time to improve it too but don't know if I can since I'm  
extremely busy right now. So If someone, who is familiar with JSBSim /  
external forces, is kind enough to add a hook capability to zero/ 
jsbsim, I'm very happy (Catapult launch is not needed since it does't  
have one). I also need to improve it's Jsbsim FDM but that will be  
done after the release due to lacking of time.

Best,

Tat

On Dec 1, 2008, at 2:15 AM, Durk Talsma [EMAIL PROTECTED] wrote:

 Hi Everybody,

 I just placed the sources and base package for the pending  
 FlightGear 1.9
 release on my webserver:

 http://durktalsmal.xs4all.nl/SimGear-1.99.5.tar.gz
 http://durktalsmal.xs4all.nl/FlightGear-1.99.5.tar.gz
 http://durktalsmal.xs4all.nl/FlightGear-data-1.99.5.tar.bz2


 Please note that I made an aircraft selection that was based on  
 various
 suggestions made on the list, but that -as far as I'm concerned - this
 selection is not yet final. I've been trying to cut down the total  
 number of
 aircraft in the base package, yet preserve the variety in feature  
 richness
 that we originally had. Based on this, I came to the following list:

 777ER   : Fairly Complete Airliner
 B1900d  : Very complete Commuter jet, Twin Turbo Prop.
 bocian  : Our most complete SailPlane
 c17p: Light Single GA; our default aircraft
 dhc2: Versatile Tail Dagger, with Aerotowing Capability
 Concorde: Supersonic Transport
 Dragonfly   : Nice ultralight.
 F14 : Omnipowerful Jet Fighter; has so many features, it  
 is very
 well capable of representing the category Fighter Jet
 CitationX   : Small Commuter Jet
 SopwithCamel: Historic Aircraft
 UFO : Classified
 Zeppelin NT : Airship
 Zero: WW-II Fighter

 Comments are welcome

 Cheers,
 Durk

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[Flightgear-devel] Patch for unexpected view size on reset (was Z-near problem with new code)

2008-11-24 Thread Tatsuhiro Nishioka
Hi, 

Though I can't confirm the bug that you mentioned yet 
but I made a patch to fix the problem I reported in the last post.

The cause is that restoreInitialState() overwrites the width/height of
gui and camera views with the values at the launch time.

This patch will save the following two nodes :
- /sim/rendering/camera-group/gui
- /sim/rendering/camera-group/camera

and then restore these after restoreInitialState() is called.

I confirmed that it is fixed with fgfs with single camera and with three 
cameras.

This save/restore thing might have to be written as functions or methods in 
CameraGroup.cxx instead of 
directly written in fg_init.cxx::reINit() since save/restore thing can be more 
complex when you specify a configuration
with more than one camera and/or with more than one window.

Anyway, it is fixed at this moment.
Please check the attached patch on some configurations (single camera, and 
multiple cameras), and commit it if it works.

Best,

Tat

On Nov 23, 2008, at 5:01 PM, Tim Moore wrote:
 Tatsuhiro Nishioka wrote:
 Hi, 

 I have similar problem, but a bit different (on Mac OS X)
 When launching with non 800x600, the splash screen is centered. no problem.
 but when resetting after resizing window has a clipping problem.

 Here is the screenshot:
 http://macflightgear.sourceforge.net/wp-content/uploads/800x600bug.jpg

 I launched fgfs with 800x600. When on runway, I resized window and then 
 reset.
 I used fg/cvs, sg/cvs, plib/svn, and osg/svn as of 11 hours ago.
 I made sure the version of CameraGroup.cxx is 1.7 (the latest)
 It seems that the screen size (view size?) is also reset to the one settled 
 at the launch time.

 If I specify --geometry=1024x768 option, the view size on reset always goes 
 to 1024x768
 no matter what actual window size at rest is.

 I guess we need to update the view size on reset.
 Yes, there is a bug when the actual window size doesn't match the requested 
 window size; for example, 1024x768 on my laptop is too tall for the window 
 manager menu bars. A workaround for now is to supply dimensions that you will 
 actually get.



resizeOnResetBugfix.diff
Description: Binary data
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Re: [Flightgear-devel] heads up: Boost dependency

2008-11-24 Thread Tatsuhiro Nishioka
Hi, 

On Nov 21, 2008, at 10:08 PM, Tim Moore wrote:
 From Mac OS side, there seems no problem in using headers of any
 version of Boost as long as FlightGear works fine. I'll just grab it
 and build FG with boost headers. No difficulties. However, if we're
 going to use boost libraries before the next official release, I need
 to make sure the binary works on at least some Macs, including
 ppc/intel and OS X 10.4/10.5. Probably it needs some weeks to collect
 feedbacks.
 I've just checked a change to configure.ac that checks for a minimum version 
 of 
 Boost, looks for it in all the right places, properly supports --with-boost, 
 etc. I know that you don't use configure for the Mac builds, but this should 
 ease the vast majority of problems for Linux users.

Yes, and configure.ac doesn't affect anything on Mac binary.
I also built fgfs with boost header, and there was no build problems.

 So I want to hear Tim's (and others') opinion about:
 (1) what are the pros in using Boost especially in FlightGear.
 If that doesn't give us any improvement in quality (like
 maintainability, testability, usability, response, performance or
 whatever you name it) or functionality in a clear way, we can live
 without it, at least until the next official release (or until the
 next release branch is made).

 I've stated this before, a couple of different times. It provides many 
 advantages in terms of convenience and cross-platform compatibility. In terms 
 of 
 maintainability and testing, I consider it a great advantage to leave those 
 things to a much larger community where possible. The use of Boost in the 
 currently checked-in sources is completely gratuitous, but in the future it 
 will 
 not be. I think it's a reasonable first step, and is certainly shaking out 
 problems :)

That is a good idea. cross-platform compatibility can reduce the time for 
debugging / testing.
I also saw your proposal again and understood. it is a reasonable choice to me.


 (2) Are we going to use boost libraries in the near future?
 Hope not until the next release.
 Certainly not until after the release. If a library (as opposed to a header 
 file) is useful, we should use it and solve the build issues.

Excellent. It saves my time in checking if it works on many Macs.

Best,

Tat

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