Re: [Flightgear-devel] Looking at a nice project from outside
Am Samstag, den 25.02.2012, 22:32 +0100 schrieb HB-GRAL: Another example id livery and logos.. eg an airline that is defunct or BritishArwys as and exmaple.. Now their logo is their copyright.. Sorry I can not say anything about trademarks. Cheers, Yves In my opinion using trademarks like Lufthansa, BritishAirways, etc. under a GPL license ist not allowed. Even Microsoft does not use these trademarks for its livery in its Flight Simulator. And i don't think that not wanting to advertise other products is the only reason for that. If you find a company that sells aircrafts of MSFS or X-Plane with a livery of real trademarks, then they have asked for permission to do that. Best Regards, Oliver C. -- 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
Re: [Flightgear-devel] Looking at a nice project from outside
Am Sonntag, den 26.02.2012, 02:26 +0200 schrieb Stefan Gofferje: This was specifically an answer to Kreuzritter's suggestion to remove all links to custom scenery from all official FG websites to force people to create scenery for the central database. I would consider this kinda blackmailing or trying to force people into something. Of course, the project follows some rules and I don't have any problems with the fact that the scenery database is GPL'd and thus contributions must be GPL'd too. I would only have a problem with any attempt to subdue custom scenery, because IMHO, for the user it doesn't matter if the scenery is GPL'd, PD or any other license that allows for (cost-)free distribution and use. For the user it only matters to have pretty scenery. No, for a user it matters if he has to download a scenery from one place or from many partly incompatible scenerys scattered around the internet. The latter one, the MSFS way of doing thing, is a horrible mess for the user. That's why i suggest do promote the one scenery fits all way. Best Regards, Oliver C, -- 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
Re: [Flightgear-devel] Looking at a nice project from outside
Am Freitag, den 24.02.2012, 09:41 + schrieb Martin Spott: From my perspective the really relevant paragraph in my posting is this one: Basically I see two different approaches in FlightGear Scenery world (aside from a few minor blends): 1.) Focus all ressources on one common World Scenery. 2.) Build pools of individual (and sometimes even contradicting) scenarios - also known as the M$FS way. It's obvious that 1.) was the one I tried to accomplish. I was convinced that, as a non-commercial OpenSource project, we could do better. Anyhow it's obvious that 2.) draws magnitudes more developer ressource and the gap is steadily increasing. I've even watched people explicitly trying to persuade/convince contributors _not_ to contribute to common, collaborative Scenery ressources - and, what's really sad, not one single voice objected. You're absolutly right. In my opinion a key for success of 1.) is to NOT promote individual scenery projects on the official FlightGear places. So i suggest to remove all urls that do link to such individual scenery projects from the FlightGear website, the wiki and even postings on the flightgear forum. Especially the latter might be very important. If we make sure by force that individuals can't promote their own scenery project on the forum or any other official place on FlightGear they will have no laudation on their individual scenery projects. This will nip individual scenery projects in the bud and will hopefully lead to the way that such persons will freely submit their work to the common World Scenery. So 1.) can be ensured by force. Removing the urls is the key for that. Forum moderators are able to do that. As long as individual scenery projects can be promoted and guarantee that way that such individuals will get attention for their one man show 2.) will stay attractive. The key is to make 2.) unattractive by removing the promoting links to those individual projects. Best Regards, Oliver C. -- 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
Re: [Flightgear-devel] RE : Did anyone test the 2.6.0 release on Windows 7 64 Bit?
Am Mittwoch, den 22.02.2012, 08:51 +0100 schrieb Frederic Bouvier: 1. did these problem occurs in the release candidates or are specific to the final version ? b89717f9acf01d154c868afadf39b89f Setup FlightGear 2.6.0.exe 2. We know that you didn't install in Program Files but we don't know where exactly. Could there be a special german character in the path, or any non purely ascii character ? E:\Games\FlightGear 3. what happen if you install in Program Files as suggested by the installer ? Don't know, didn't try that. 4. Did you install the 64bit binaries or have forced the 32bit install ? This was another confusing thing in the installer. There was no help given and i wondered why i should force the installer to install the 32 Bit version on a 64 Bit system. So i decided to take the default setting and because the force installer to install the 32 Bit version was marked i took the 32 Bit version. I suggest to split the windows version in a 32 Bit and 64 Bit installerpackage or give more detailed information why a 32 Bit version should make sense on a 64 Bit system. 5. Can you find the flightgear.org directory in \Users and check that fgrun.prefs has write privileges ? This directory was created after i started FlightGear first time in the users: %APPDATA%\Roaming\flightgear.org Keep in mind, that i installed as admin but didn't start FlightGear as admin! So the installer put the files in Users\Administrator\AppData\Roaming\flightgear.org but this is useless for other user accounts, it's not used by them. For things like that i suggest do put a default config file created by the installer as read only in the directory where fgrun is. And when fgrun ist started it should check if there is already a user config file in %APPDATA%\Roaming\flightgear.org available. If not, then it should read the default config files set by the installer that were installed in fgrun's directory like i suggested and then create a new one in %APPDATA%\Roaming\flightgear.org I also want to mention, never use direct addressing instead always use Environment variables to check the locations of Programm files, Windows or Users. Wrong (direct addressing): C:\Program files C:\Windows C:\Users Correct (indirect addressing via Environment variables): %PROGRAMFILES% %WINDIR% %HOMEPATH% Read here for more informations: http://en.wikipedia.org/wiki/Environment_variable#Default_Values_on_Microsoft_Windows You can't expect to have the users data in: C:\users\username\ My users directory is for example called home, not users and it is in: F:\home\myusername\ So the only correct way to get there is via: %HOMEPATH% The save button is only there to save another set of options and it's normal that a file name is requested. For the current set of options, it goes to flightgear.org\fgrun.prefs but this file should be writable. It is created at install and contains the default path that you shouldn't have to set by hand. The default path is the admins user directory when installed as admin. It shouldn't belong there if other users should be able to read these config files! So put them in the program directory of fgrun as mentioned before or in a shared user config directory and then check at start if a user has its own config files, and if not, read them from the programm directory or the shared user config directory like mentioned before. And after that, create one in the user's directory and use this for writing new settings data to it. Never write the data for daily use to somewhere else, only in the users's directory, never the programm directory. Best Regards, Oliver C. -- 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
[Flightgear-devel] Did anyone test the 2.6.0 release on Windows 7 64 Bit?
Yesterday i tried to run the new FlightGear version on Windows 7 64 Bit Prof and it run awful. There are several fatal major bugs in this release i never had before, though i used WinXP 32 Bit in the time of the older releases before and not Win7 64 Bit, so i am not sure if this is win7 related. I installed FlightGear in another folder than C:\Programs files as admin and run FlightGear with normal user privileges. This might be an important information to reproduce some of the bugs. I am here on a linux system now, so i can't test it again, but here is a small listing of some of the bugs and usability issues i can remember from yesterday: 1. FGRun can't find the progamm, scenery and data folders, i have to set them manually at the first start. That shouldn't be the case, FGRun should know where to search for the files after FlightGear has been installed. An inexperienced computer user would give up here and uninstall FlightGear. 2. It is impossible to set the Terrasync folder in FGRun, the button to set the terrasync folder has no function. The terrasync mode can't be used when there is no directory set. BTW, terrasync should use the user directory by default, it's evil to use the progamm folder for that when a user has limited privileges on that directory. Usability hint: When there is a default directory set there is no need to annoy the user with asking the user for a directory location. I suggest to use %APPDATA%/Roaming/flightgear.org/terrasync as default location. If users don't like that, they should be able to change it after installation. But setting a default location is a must in my opinion to improve usability. 3. FGRun doesn't use the user folder to save the settings, instead it asks me where to place it. That's bad usability. 3. Several 3d Models (777-200, F-14b and others) aren't displayed. They're missing in the sim and in FGRun. 4. In flightGear the 3d cockpit controls do not work. For example in the b1900d clicking on them has no effect. In the past on earlier releases that worked. 5. Worst Bug. The sim has strange flickering effects, the result is that the clouds are not displayed. They flicker sometimes up, but only in 1-4 of 60 frames. (My system: Geforce GTX 550 Ti + driver version 280.26) The console shows some error message about OpenGL and a function, but the text is cut, so there's no real info about it. 6. BTW this is only a minor usability issue, but i'll mention it here for for the sake of completeness. FGRun has long loading times to display the 3d aircraft models. In my opinion that is too long for a selection list like that. In my opinion bugs 3, 4 and 5 are the worst in that list and 1 and 2 are serious usability issues all of them harm the reputation of FlightGear more than a new release version with new features do good to it. I can't recommend to offer FlightGear in that condition for download for windows users. Why where there no release candidates or beta releases? Bad release candidates or beta releases do not harm a project so badly like a real release with fatal bugs does. Best Regards, Oliver C. -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft ratings on the download page
Am Freitag, den 17.02.2012, 22:21 -0500 schrieb Gary Neely: Firefox 3.6.26 doesn't show anything either, just a mostly blank gray page. WebGL is supported in Firefox 4.x or later. Best Regards, Oliver C. -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear-devel Digest, Vol 70, Issue 9
Am Donnerstag, den 16.02.2012, 00:24 +0100 schrieb BARANGER Emmanuel: I think you misinterpreted that. I refuse nothing and besides, when I had access to the fantastic work of the PAF Team, I added it on GIT, albeit with some corrections and / or amended (with error may be possible ). Oh, then i misinterpreted that. Thanks for clarification. This is the PAF team that refuses all. But one question, how can they refuse a commit when they are no maintainer of fg-data? Best Regards, Oliver C. -- 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
Re: [Flightgear-devel] Fair practice autorisations
Am Sonntag, den 12.02.2012, 11:00 +0100 schrieb Erik Hofman: So Emanuel has every right to dismiss any modifications on *his* model and to update git accordingly. I agree he is the owner of the model, but he is not the owner of the FlightGear project. I see the aircraft name DC-3 as a placeholder owned by the FlightGear project and Emanuel modified it by adding data to it. So he is not the owner of the placeholder. What i want to say is, that it will get a community driven project nowhere if we have persons sitting there refusing commits from others only because they have personal issues with them or because they were the ones that started an aircraft at first place. Refusing commits is only acceptable if the data is not GPL, a copyright violation or a degradation of the existing data. And it won't help the whole project if we have 1...n different DC-3 aircrafts on git and everyone is doing his own thing. So there is one DC-3 starting out as a placeholder owned by the FlightGear projet and individuals should learn to work together and improve the placeholder. If persons do not comply on working together on a single aircraft then i suggest to remove the existing aircraft data completly. So that a willing group of volunteers that want to work together can start from the beginning So in other words, Emanual has every right to dismiss any modifications on *his* model but he has no right to refuse improvements of the FlightGear Project. And one aircraft is like a couple of lines of source code in the project. It would be horrible if programmers would say: This is my function and no one is allowed to modify it, i will refuse any commit. In they case i get this mentioned conflict wrong you can ignore the above words. Best Regards, Oliver C. -- 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
Re: [Flightgear-devel] Improving random trees buildings
Am Freitag, den 30.12.2011, 00:09 +0100 schrieb Csaba Halász: I wonder if there is an open standard counterpart that can do the same as the dds compression? Or is the whole idea patented? (Eww, too broad software patents are the work of the devil). As far as i know, FXT1 a texture compression from 3DFX was invented to have a patent free alternative to S3TC. But the Wikipedia article claims, that some parts of FXT1 might infringe the S3TC patent. But this isn't the only problem, the main problem is that it is marginally supported by 3d drivers. Which results in the problem that it is practically not usable. But there is an OpenGL Extension for it. See: http://en.wikipedia.org/wiki/FXT1 and http://www.opengl.org/registry/specs/3DFX/texture_compression_FXT1.txt But i want to ask. What hinders us to ship all FlightGear textures as compressed *.dds Files and provide a software tool to uncompress them before FlightGear is launched for users, that don't have a videocard with 3d drivers that support S3TC? Then flightgear should be able to select the appropriate texture files on the fly. Best Regards, Oliver C. -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Some More Detailed Scenery
The worst thing with MS Flight Simulator is the requirement to manually collect all sorts of addons, scenery files etc. all scattered over different places, websites on the internet with different installation guidance, setup programms, download sites and login registration procedures or even incompatibilities between the addons. This is a real nightmare for the user. That isn't necessary with flightgear, when everything is in the main official scenery packages or git data repository of the flightgear project. The price for this is to require only one license, the GPL. And there should be a motivation for the editors to put their scenery work under the GPL, the motivation can be, that the data is available in the main scenery repository under one place. So in my opinion, i wouldn't support other editors and scenery projects, that want go their own way with their own license on different websites all scattered over the internet by placing a link to all these projects on the main flightgear website. It leads to a nightmare for the user, like it is the case with MS Flight Simulator or X-Plane today. Collecting all sort of stuff over different places is a mess and time consuming. Best Regards, Oliver C. Am Mittwoch, den 28.12.2011, 11:16 -0600 schrieb Curtis Olson: Hi John, Has anyone attempted to assemble a master list of enhanced scenery areas? It would also be nice to make note of the license/distribution requirements of each area. I'd be happy to have such a list on the main download site, but I'd need some helpers to do the leg work to track down the various areas, authors, links, and info, and then help keep the list as up to date as possible. Thanks, Curt. On Tue, Dec 27, 2011 at 12:37 AM, John Holden wrote: I've now uploaded sceneries for Miami and Orlando in Florida. I plan to start on Sacramento - right north of the default scenery area - tomorrow. Miami: http://www.stattosoftware.com/flightgear/miami.zip Orlando: http://www.stattosoftware.com/flightgear/orlando.zip This scenery works only with 2.5 or above. Also, when downloading 2.5, I think it would be nice to give users the option to download some of these more detailed scenery areas - not just the ones I've generated, but some of the European (and Asian?) sceneries as well. Cheers John -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ 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 -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Improving random trees buildings
Am Montag, den 05.12.2011, 11:02 + schrieb Martin Spott: kreuzritter2000 wrote: When we're talking about MSFS and terrain i also want to mention, that their regular grid allowed them to use textures that allowed a seamless crossover on their borders. So with the right textures choosen, the textures matched on the borders. Ah, well, but, as I understand, this would in summary require dozends of different textures just to meet the requirements of simple variations at corner areas, like: Yes, that's the case. FS2004 is shipped with a dozends of textures. But i don't see a big problem with this, because more different textures also allow more variety. Only from a high attitude, a user might see a repitive pattern. | B | A |-- BB | C | A -|-- BB It's exactly like in the game TetraVex. http://en.wikipedia.org/wiki/TetraVex Screenshot example: http://en.wikipedia.org/wiki/File:Tetravex.png One square is one texture, and same numbers mean, that the textures match on their borders. But this doesn't mean that the left texture (let's say number 9) looks the same like the right texture (let's say number 9 too), the're not mirrored, they look different on the 9 fields, but they do match at the borders. From my prspective this approach isn't flexible enough. AFAIK this technique works only with regular grids. Best Regards, Oliver C. -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Improving random trees buildings
Am Montag, den 05.12.2011, 16:16 + schrieb lists: On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote: Rather than using the same texture, we can simply have a separate texture for object type and rotation. It's simple enough to place objects along a linear feature (like a road): http://www.stockill.net/Junk/newscenery/fgfs-screen-008.png (It's some older scenery which didn't actually include the road, but you get the idea). I'd rather we didn't spend too much time adding features to textures which will clash with real data. It won't clash if we get rid of urban textures in the long term. In my opinion the best visual quality can be reached if we give every generic and none generic 3d object a couple of ground textures that match like in the tetravex game screenshot example (see other e-mail) with all the other generic 3d object textures by selecting the right one. The good thing about this approach would be, that you could really go into detail and you would have a natual visual representation where everything harmonizes. Though, this approach would need a lot of processing power. I took a slightly different approach - a different material for the rough: http://www.stockill.net/Junk/newscenery/fgfs-screen-023.png http://www.stockill.net/Junk/newscenery/fgfs-screen-024.png http://www.stockill.net/Junk/newscenery/fgfs-screen-029.png It works for parks too: http://www.stockill.net/Junk/newscenery/fgfs-screen-020.png Your approach might met real data, but it looks unnatural. If we ever want to have a natural looking visual quality, then this can be only reached by an approach with matching textures on todays hardware. You're approach might look natural in 200 years, when we have the right hardware and petabytes of real data for it, but not now and not in 20 years. That's the problem i see here. Best Regards, Oliver C. -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Improving random trees buildings
Am Sonntag, den 04.12.2011, 22:14 + schrieb Stuart Buchanan: On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote: We could do the same, but i don't know, if this works with an irregular grid, flighgear uses. This is a very interesting idea indeed. I hadn't realized that is how they had done it in MSFS. Rather than using the same texture, we can simply have a separate texture for object type and rotation. I've already managed to use a second texture to mask where trees are placed. The following screenshot shows a golf course where I've used a mask so that the random trees are only placed in the rough. http://www.nanjika.co.uk/flightgear/golf.jpg This looks great! When we're talking about MSFS and terrain i also want to mention, that their regular grid allowed them to use textures that allowed a seamless crossover on their borders. So with the right textures choosen, the textures matched on the borders. This solution might be rather difficult or is impossible with an irregular grid, but the borders at the textures and their not seamless crossover are one show stopper that makes the visual qualitiy in FlightGear not as that good as it could be. I wonder how X-Plane solved that, they're using an irregular grid too, but the texture borders look rather seamless which makes the visual quality very realistic. http://www.x-plane.com/wp/wp-content/gallery/more-v10-landscapes/kc-10_13.jpg Best Regards, Oliver C. -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Improving random trees buildings
Am Mittwoch, den 30.11.2011, 14:07 + schrieb Stuart Buchanan: Hi All, Having seen some recent screenshots from X-Plane 10, I've been thinking about ways to improve our random scenery, in particular buildings. At present, we have random building scattered over the scenery, based on .ac models, plus the Urban shader. The former are limited in that performance suffers significantly as density increases, and there is little control over their placement. At the same time, I'm anticipating aligning the buildings with the texture, and probably using a second texture as a mask to indicate where buildings may, or may not, be placed. This latter technique may also have applications for the trees, so that trees only appear a the edges of fields, or in the rough of golf courses. I'm interested in peoples opinions on this, and in particular what their view is of the current forest and urban shader performance. And Vadym Kukhtin wrote: Can you use low-bit gray (or index) mask, to indicate not only placed or not, but also rotate angle? Then it will be possible to align buildings along main streets. AFAIK Microsoft used the textures itself to put information where to put an 3d object on them. They used a special color key, AFAIK it was white. And on all these white points an 3d object was placed. But i don't know if the use of a regular polygon grid played a role too. It may be possible, that the regular grid allowed a fast and easy way to place the objects on the textures according to the color key information that was in the texture. We could do the same, but i don't know, if this works with an irregular grid, flighgear uses. We could specify a special color key to put an object on a texture. Because the Texture is in RGB color, this key could be for example 255, 255, 255. If we add a lot more color keys, for example color key regions like 251-255, 251-255, 251-255 we could also put additional information like the rotating angle in the color key or the type of the object. For example: 255, 255, 255 could stand for an angle of 0 degrees. 254, 255, 255 for 45 degrees 255, 254, 255 for 90 degrees 255, 255, 254 for 135 degrees 254, 254, 255 for 180 degrees 254, 255, 254 for 225 degrees 255, 254, 254 for 270 degress 254, 254, 254 for 314 degrees Using values from 253 to 255 allows additional information like object type or street lights etc. This is only one point on the texture, using groups of points allow a lot more information. For example we could use one point to place the information about rotating angle and position of the object and another point directly next to the first one for object type informations. A special rule like the upper left point of a group of color key points in a texture is always the one that holds the position and angle clarifies which point of a group of special color key points is to be taken for the position and angle. If the 3d object is big enough, which should be the case in the most cases, the user won't see these points on the textures when flying over them. It should be easy to use at least a group of 1-4 points for object informations. Of course we have to make sure that these color keys won't be used as a color of the texture. And the textures need to be edited by hand first to place the object information into them. But i don't see a big problem with that. A 24 bit RGB allows enough color informations for a texture, so we could easily use some special color keys to place object informations into them. The only problem could be texture compression and the fact, that the grid is irregular. I don't know if it is possible to place a 3d object on an texture according to its color value of one point in a texture. Best Regards, Oliver C. -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] gnome 3 ?
Am Sonntag, den 05.06.2011, 20:18 -0500 schrieb Curtis Olson: This weekend I took the plunge and upgraded my main desktop machine to Fedora 15 + Gnome 3. Out of the gate I hit some serious culture shock, but I'm starting to get the hang of the new gnome interface and it's growing on me quickly. There are many good reviews posted online explaining the new gnome 3 interface, but I figured I'd post my own thoughts too: http://gallinazo.flightgear.org/technology/fedora-15-and-gnome-3/ You wrote in your blog: Open office is gone. Now replaced with something called “Libre Office”. Technically Open Office and Libre Office are the same. Open Office got forked by members of the Open Office project to create Libre Office after some issues with Oracle. Oracle bought Sun, so they own Open Office now. http://en.wikipedia.org/wiki/LibreOffice#History Personally i don't like the workflow on Gnome 3, i will stick with Gnome 2 as long as possible or switch to another Desktop Environment like KDE4 or XFCE in future. Best Regards, Oliver C. FlightGear seems to compile and run pretty much exactly as before with Fedora 14, so no complaints there. So far so good ... ! Curt. -- EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Pro Flight Simulator
Am Mittwoch, den 08.06.2011, 08:19 +0200 schrieb Stefan Seifert: Would you really want to restrict the very freedoms that made FlightGear such a successful project, just to have some legal means against some shady people who try to fool the uninformed into paying some money for FG? Chances are, that a different license would not even help, since you couldn't even find out who to sue. You are right. This guy is allready calling its product Microsoft Flight Simulator 2011, so he doesn't even care about the trademarks of Microsoft products or its company name. http://www.youtube.com/watch?v=6SX56YCTc5M So it is obviously clear, changing the license will change nothing. He will ignore it and continue stealing. Best Regards, Oliver C. -- EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?
Am Freitag, den 08.04.2011, 10:42 +0200 schrieb Melchior FRANZ: And I don't consider the or later clause to be in the spirit of the GPL at all. (In the spirit of the FSF, yes.) Because an or later clause allows a fork under a license that is not compatible with what the original work is under, so that improvements in the fork cannot be ported back -- something that the FSF (rightfully) sells us as one of the advantages. You can include GPLv2 code in GPLv3 code, but not the other way around, right? So, basically, I'd be forced to switch the original work to GPLv3 to use other people's additions to it. Very much *not* in the spirit of Free Software. I'm just not naïve/stupid enough for that. If justage changes or new kinds of distributions arise the GPLv2 won't protect your intention that were the reasons why you have chosen GPLv2. A typical problem of GPLv2 is AFAIK, that someone can put your code in hardware but he don't need to tell you, how you can change or update it. And this is completly compliant with GPLv2, but with GPLv3 it is not. The GPLv3 changed that and. That's the reason why the or later clause is important, it can protect your intentions in the future. Best Regards, Oliver C. -- Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?
Am Freitag, den 08.04.2011, 14:21 +0200 schrieb Melchior FRANZ: * kreuzritter2000 -- Friday 08 April 2011: That's the reason why the or later clause is important, it can protect your intentions in the future. Or it can be completely against my intentions. Hard to say before I read the text of the GPLv4, GPLv5 etc. I don't need a master who protects my intentions. If I realize that the license does no longer work, then I'll change it. Note: *I* will change it. I don't see the need to let *others* change the license of my work. m. You can't change your license of your work when you're dead. Your work will be misused for 70 years against your intentions or die because others won't continue to improve your open source project further because of the old license that start to be helpless to protect the open source intentions in a new marked. So, saying i won't accept the or later clause is just shortsighted in the long run. I don't know if you care about what happens with your work after your dead, but if it were my work i would take this seriously. Especially when it is a large community project were other developers work depend on your own work. I have enough trust in the Free Software Foundation that they will still protect my intentions after my dead until the work gets public domain after 70 years of my death. Best Regards, Oliver C. -- Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?
Am Dienstag, den 05.04.2011, 09:19 +0200 schrieb Erik Hofman: On Tue, 2011-04-05 at 01:59 +0200, kreuzritter2000 wrote: Am Montag, den 04.04.2011, 19:01 +0200 schrieb Erik Hofman: ha mAa GPL2 or later, which doesn't mean the license of the version in the base package can be changed to GPL3 without my permission. Erik No, this is exactly allowed. That's the reason why the two words or later were added, when the GPLv2 was created. No it's not. This is my model an placing my distribution under GPL3 restricts it's license. Anyone is free to fork the Fokker-100 and place it under the terms of GPL3 but the one in the base package is GPL2 (or later) period. Erik No, the or in the passus GPLv2 or later is a right to choose. Someone who gets the code can give it away under the terms of the GPLv2, but he does not need to do this, when there is a GPLv3 or later license available. He can give it away under the terms of GPLv3. Best Regards, Oliver C. -- Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?
Am Dienstag, den 05.04.2011, 13:04 +0200 schrieb Erik Hofman: On Tue, 2011-04-05 at 12:31 +0200, kreuzritter2000 wrote: No, the or in the passus GPLv2 or later is a right to choose. Someone who gets the code can give it away under the terms of the GPLv2, but he does not need to do this, when there is a GPLv3 or later license available. He can give it away under the terms of GPLv3. Sigh, of course not. The version in the base package is my work so I decide the license of that copy. Erik No the base package belongs to the FG community and you commited your work under their GPLv2 or later conditions. If the FG community decides to switch to GPLv3 one day, the community can do this without asking you for permission. To hinder them you need to put your own repository or package online and put your work under the condiction GPLv2 only. Best Regards, Oliver C. -- Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?
Am Montag, den 04.04.2011, 19:01 +0200 schrieb Erik Hofman: On Mon, 4 Apr 2011 17:53:16 +0200 Arnt Karlsen a...@c2i.net wrote: - Mig15 (not compatible to GPL2 at all) - Fokker100 (GPL3, could not be used with GPL2 only) The Fokker 100 was never released under the GPL3 by me so it's still GPL2. If there's a license stating otherwise it's wrong. ..you meant GPLv2-and-later, not GPLv2-only? GPL2 or later, which doesn't mean the license of the version in the base package can be changed to GPL3 without my permission. Erik No, this is exactly allowed. That's the reason why the two words or later were added, when the GPLv2 was created. The creators of the license thought about what to do when a change of the license is needed and the developers get unreachable for example when they pass away. So this is completly compliant with the GPL2 or later license, your permission is not needed, you already gave it with accepting the or later passus. To make this impossible a GPL2 only passus is necessary, but this has other disadvantages like other problems that could arise in future and a new version would make sense. Just my 2 cents for clarification. Best Regards, Oliver C. -- Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Suggestion: Using new release for advertising to attract sound engineers
Hello to everyone, Today i had an idea about how to get more people with knowledge about sound effects. So far as i can see this, the thing flightgear lacks most at the moment is a wide variety of sound effects and sound files. FlightGear has many developers that work on the source code, 3d models, scenery, textures and visual effects but the amount of people that is working on sound files is very small. And one of the major reason why this is that way is in my opinion the reason, that people who has that knowledge about sound engineering or the abtility to record aviation specific sounds don't know, that their knowledge could be usefull for FlightGear. Most people still think, that creating simulations/games is only something about programming and this is, as you all know, untrue. So to change that i suggest to use the next relase for advertising to specificaly attract people with that knowledge and the capability to record sound effects and create them. This could be done by putting a text like We urgently need people with knowledge how to record and create sound effects for FlightGear. directly on the splash screen of FlightGear, so people who has that knowledge can see that when they start FlightGear to fly/play. Of course using the splash screen for this could also be used to attract other people with other special knowledge about special topics where FlightGear still needs developers. The topic sound effects and sound files is only one suggestion that came into my mind. When it comes to recording sound effects especially people who are working on airports or with airplanes could be very usefull, because they work directly at a place where sounds, that might be needed for a flight simulator, can be heard and much more important recorded. BTW, the realase notes itself could be also very used for advertising to attract new people for topics of development where persons with special outstanding abilities in this area are still needed. I think when news websites write about a new relase of flightgear they will also add informations like FlightGear project is looking for people to create sound files.. when they know that, that the FlightGear project is really looking for such people. So to let news magazins know that, putting this in the release notes/announcement would be quite helpful. What do you think about using the splash screen and new version announcments for advertising to attract new developers? Best Regards, Oliver C. -- Oracle to DB2 Conversion Guide: Learn learn about native support for PL/SQL, new data types, scalar functions, improved concurrency, built-in packages, OCI, SQL*Plus, data movement tools, best practices and more. http://p.sf.net/sfu/oracle-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel