Re: [Flightgear-devel] OpenSceneGraph-3.0.1 released!

2011-07-31 Thread James Turner

On 31 Jul 2011, at 09:59, ThorstenB wrote:

 a new OSG stable release is available. Changes only involves a list of 
 fixes since OSG 3.0.0. Do we have a chance to update jenkins to use OSG 
 3.0.1 for the windows installers (already using 3.0.0 right now)? Seems 
 a good idea to include those OSG patches in our release(-candidates).

For Linux and Mac it's trivial - since Jenkins build those, anyone with Jenkins 
access can adjust the SVN tag we pull for OSG. For Windows, it depends on Fred 
updating the 'third party packages' zips he produces.

James


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Re: [Flightgear-devel] OpenSceneGraph

2010-07-22 Thread Chris Baines
Thanks for the info.

Chris

On Wed, 2010-07-21 at 14:47 +0100, James Turner wrote:
 On 21 Jul 2010, at 14:01, Chris Baines wrote:
 
  Can I just ask what version of OpenSceneGraph is required to compile and
  run Flightgear/Simgear (v2.0.0). The release page suggests that any
  version will do however newer versions =2.9.6 will run better but is
  this the case? Will the latest stable release of OpenSceneGraph (2.8.3)
  do?
 
 Yes, it works - that's what I use. Later versions may have better performance 
 and fewer / different / more bugs, of course.
 
 I think it's a goal (at least, it should be!) to always compile with latest 
 stable OSG - thought it would be helpful if they released to stable more 
 frequently - just like FlightGear ;)
 
 James
 
 
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[Flightgear-devel] OpenSceneGraph

2010-07-21 Thread Chris Baines
Hello,

Can I just ask what version of OpenSceneGraph is required to compile and
run Flightgear/Simgear (v2.0.0). The release page suggests that any
version will do however newer versions =2.9.6 will run better but is
this the case? Will the latest stable release of OpenSceneGraph (2.8.3)
do?

Thanks,

Chris


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Re: [Flightgear-devel] OpenSceneGraph

2010-07-21 Thread James Turner

On 21 Jul 2010, at 14:01, Chris Baines wrote:

 Can I just ask what version of OpenSceneGraph is required to compile and
 run Flightgear/Simgear (v2.0.0). The release page suggests that any
 version will do however newer versions =2.9.6 will run better but is
 this the case? Will the latest stable release of OpenSceneGraph (2.8.3)
 do?

Yes, it works - that's what I use. Later versions may have better performance 
and fewer / different / more bugs, of course.

I think it's a goal (at least, it should be!) to always compile with latest 
stable OSG - thought it would be helpful if they released to stable more 
frequently - just like FlightGear ;)

James


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[Flightgear-devel] OpenSceneGraph

2008-12-08 Thread Fabian Grodek
Hello,
Is there any location other than
http://www.openscenegraph.org/projects/osg/wiki/Downloads

to get the OpenSceneGraph libraries? The link above is not working.
Thank you.
Fabian
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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread Martin Spott
Fabian Grodek wrote:

 Is there any location other than
 http://www.openscenegraph.org/projects/osg/wiki/Downloads
 
 to get the OpenSceneGraph libraries? The link above is not working.

As a last resort you might try:

  ftp://ftp.ihg.uni-duisburg.de/FlightGear/OSG/

  to get a source tree that works with FlightGear - even though it
doesn't carry the entire development history (2.7.3 works fine),

Martin.
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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread Fabian Grodek
On 12/8/08, Martin Spott [EMAIL PROTECTED] wrote:

 Fabian Grodek wrote:

  Is there any location other than
  http://www.openscenegraph.org/projects/osg/wiki/Downloads
 
  to get the OpenSceneGraph libraries? The link above is not working.

 As a last resort you might try:

 ftp://ftp.ihg.uni-duisburg.de/FlightGear/OSG/

   to get a source tree that works with FlightGear - even though it
 doesn't carry the entire development history (2.7.3 works fine),

Martin.
 --


Thank you. The ftp worked.
Fabian
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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Fabian Grodek wrote:
 Hello,
 Is there any location other than
 http://www.openscenegraph.org/projects/osg/wiki/Downloads

 to get the OpenSceneGraph libraries? The link above is not working.
 Thank you.
 Fabian

Your link is right,  it does not answer  :(

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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Martin Spott wrote:
 Fabian Grodek wrote:
  Is there any location other than
  http://www.openscenegraph.org/projects/osg/wiki/Downloads
 
  to get the OpenSceneGraph libraries? The link above is not working.

 As a last resort you might try:

   ftp://ftp.ihg.uni-duisburg.de/FlightGear/OSG/

   to get a source tree that works with FlightGear - even though it
 doesn't carry the entire development history (2.7.3 works fine),

   Martin.

Hello, Martin,
Out of topic 
When looking at your FlightGear folder , i recovered that old Signs file , 
regarding the SouthEst of France i   did it more than 3 years ago. 

Since i have lost the source,  i thought it was  lost for ever.
So i am very happy to   get it again. 

Thanks for having stored it.

Cheers

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[Flightgear-devel] OpenSceneGraph-2.2.0 available

2007-10-04 Thread gh.robin
Hello,
   
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.2.0.zip
-- 
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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-07-15 Thread Hans Ulrich Niedermann
Holger Wirtz wrote:

 I don't understand why there is this problem... is this a bug in the
 fglrx_dri.so? Why does fgfs worked until this problem occurs a month ago?
 
 I tried to use the ATI drivers from www.ati.com, but they have no DRI
 driver for Radeon X1400 Chips :-( 

fglrx *is* the driver from www.ati.com aka ati.amd.com for Radeon X1400
chips.

 *snief* my notebook does not like me :-

fglrx basically works on my X1400 notebook. It has a bad day sometimes
and freezes the box, requires outdate X.org versions (no 1.3), but other
than that, it works ok.


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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-07-11 Thread John Denker
On 07/10/2007 01:40 PM, Csaba Halász wrote:

 Maybe try the sed hack with a shorter prefix, such as replacing
 _ZNSt6vector with _ZNSt6vectorX. Note that it is a pretty brutal thing
 to do for the whole binary, and might break it in a million ways.

1) It's more likely to work if the replacement string is the same
length as the replaced string, such as:
s/_ZNSt6vector/_ZNSt6vectoX/
   not  s/_ZNSt6vector/_ZNSt6vectorX/

That's an important part of the trick, if you're going to be
using sed to hack binary files.

2) A prefix that short is brutal indeed.  In fglrx_dri there are
57 symbols that begin with _ZNSt6vector ... I thought there was
only one function that had been identified as a troublemaker.


3) I would try
 strings /usr/lib/dri/fglrx_dri.so | grep vector.*reserve
expecting to see something like
 _ZNSt6vectorI13ShUniformInfoSaIS0_EE7reserveEj
 _ZNSt6vectorIi14pool_allocatorIiEE7reserveEj
*_ZNSt6vectorIiSaIiEE7reserveEj
 vector::reserve

of which the one that most resembles the starred version is the
one that needs to be hacked.

Unless fglrx_dri has more than one bug :-( ...

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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-07-11 Thread Csaba Halász
On 7/11/07, John Denker [EMAIL PROTECTED] wrote:
 On 07/10/2007 01:40 PM, Csaba Halász wrote:

  Maybe try the sed hack with a shorter prefix, such as replacing
  _ZNSt6vector with _ZNSt6vectorX. Note that it is a pretty brutal thing
  to do for the whole binary, and might break it in a million ways.

 1) It's more likely to work if the replacement string is the same
 length as the replaced string, such as:

Oh yes, I overlooked that, sorry.

 Unless fglrx_dri has more than one bug :-( ...

Looking at the objdump output, I think not only the reserve methods
are hijacked, so this might as well be the case.

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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-07-10 Thread Holger Wirtz
Hi Csaba,

On Tue, Jul 10, 2007 at 07:40:46PM +0200, Csaba Halász wrote:
 Hi Holger!
 
 Maybe try the sed hack with a shorter prefix, such as replacing
 _ZNSt6vector with _ZNSt6vectorX. Note that it is a pretty brutal thing
 to do for the whole binary, and might break it in a million ways. Or,
 set LD_DEBUG=bindings and LD_OUTPUT as appropriate. Then run fg, and
 try to find something containing vector (or anything else that does
 not look related to graphics) that is erroneously bound to fglrx.

Thanks for looking at the debug messages!
I will try this tonight.

Is this a bug in OSG or in fglrx?

Regards, Holger

 
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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-19 Thread Holger Wirtz
Hi all,

On Sun, Jun 17, 2007 at 07:37:41PM -0400, John Denker wrote:
[...]
 2) Here is another way of achieving a similar result.  This is more
 crude, but works better in batch files, i.e. doesn't require any
 skilled feedback.  This works for 32- and 64-bit libraries.
 
   sed s/_ZNSt6vectorIiSaIiEE7reserveE/_ZNSt6vectorIiSaIiEE7reserveX/ \
  orig/fglrx_dri.so  fglrx_dri.so
[...]

GREAT! This works for my IBM Thinkpad T60 (ATI Technologies Inc Radeon
Mobility X1400, 01:00.0 0300: 1002:7145).

Thanks a lot!

Is there a possibility that this feature will get included in the ATI
driver?

Regards, Holger



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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-17 Thread John Denker
Ron Jensen wrote:

 Thanks, but the problem is in OSG.  I have been building and installing
 debian packages.  Its not the supported way to build, so when it quit
 working I didn't complain.

On 06/16/2007 05:25 PM, Martin Spott wrote:
 
 Ah, ok. Simply compile OSG from source and install just by make
 install - this definitely works   well, at least on Etch,

How definitely is that?  It reproducibly doesn't work on my
Etch.  It compiles and loads OK.  At runtime, it puts up a splash
screen, then uses 100% of the CPU for 2.3 billion CPU clock
cycles, then either segfaults or aborts at sim_time_sec=0,
i.e. before doing any actual simulation.

This is observed with recent (a few hours old) versions of
osg-2.0, simgear, plib, and fg.

This is observed with a variety of aircraft, including
the default c172p, the c182r, and the pa24-250.

First example (abort):

#0  0xb74e7947 in raise () from /lib/tls/libc.so.6
#1  0xb74e90c9 in abort () from /lib/tls/libc.so.6
#2  0xb751d08a in __libc_message () from /lib/tls/libc.so.6
#3  0xb752494f in _int_free () from /lib/tls/libc.so.6
#4  0xb75249f2 in free () from /lib/tls/libc.so.6
#5  0xb76ab3b1 in operator delete () from /usr/lib/libstdc++.so.6
#6  0xb7b8c477 in osg::DrawArrayLengths::~DrawArrayLengths () from 
/usr/lib/libosg.so.11
#7  0xb7e792f5 in osgUtil::Tessellator::~Tessellator () from 
/usr/lib/libosgUtil.so.11
#8  0xb0b5d647 in ac3d::SurfaceBin::finalize () from 
/usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#9  0xb0b53d1e in ac3d::readObject () from /usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#10 0xb0b54d55 in ac3d::readObject () from /usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#11 0xb0b55186 in ac3d::readFile () from /usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#12 0xb0b64592 in ReaderWriterAC::readNode () from 
/usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#13 0xb0b60cea in ReaderWriterAC::readNode () from 
/usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#14 0xb7d508af in osgDB::Registry::ReadNodeFunctor::doRead () from 
/usr/lib/libosgDB.so.11
#15 0xb7d4f6e7 in osgDB::Registry::read () from /usr/lib/libosgDB.so.11
#16 0xb7d4dd59 in osgDB::Registry::readImplementation () from 
/usr/lib/libosgDB.so.11
#17 0xb7d4e37f in osgDB::Registry::readNodeImplementation () from 
/usr/lib/libosgDB.so.11
#18 0x08543d7f in SGReadFileCallback::readNode (this=0x8767198, [EMAIL 
PROTECTED], opt=0x8766e60)
 at model.cxx:219
#19 0xb7d395c8 in osgDB::readNodeFile () from /usr/lib/libosgDB.so.11
#20 0x0853c4b8 in sgLoad3DModel ([EMAIL PROTECTED], [EMAIL PROTECTED], 
prop_root=0x8772390,
sim_time_sec=0,
 load_panel=0x83f89e6 load_panel(SGPropertyNode*), data=0x0, [EMAIL 
PROTECTED])
 at /usr/include/osgDB/ReadFile:107
#21 0x083f89cb in fgLoad3DModelPanel ()
 at 
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/bits/basic_string.h:1932
#22 0x083f80bc in FGAircraftModel::init ()
 at 
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/bits/basic_string.h:1932
#23 0x0805f411 in fgIdleFunction () at ../../simgear/debug/logstream.hxx:242
#24 0x080a6272 in GLUTidle ()
 at 
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/bits/basic_string.h:233
#25 0xb7a09d3a in glutMainLoop () from /usr/lib/libglut.so.3
#26 0x080a679b in fgOSMainLoop ()
 at 
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/bits/basic_string.h:233
#27 0x0805ed84 in fgMainInit () at ../../simgear/debug/logstream.hxx:242
#28 0x0805deca in main () at ../../simgear/debug/logstream.hxx:242

Another example:  (segv)

#0  0xb74e49dc in free () from /lib/tls/libc.so.6
#1  0xb766b3b1 in operator delete () from /usr/lib/libstdc++.so.6
#2  0xb7b4c477 in osg::DrawArrayLengths::~DrawArrayLengths () from 
/usr/lib/libosg.so.11
#3  0xb7e392f5 in osgUtil::Tessellator::~Tessellator () from 
/usr/lib/libosgUtil.so.11
#4  0xb0b6d647 in ac3d::SurfaceBin::finalize () from 
/usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#5  0xb0b63d1e in ac3d::readObject () from /usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#6  0xb0b64d55 in ac3d::readObject () from /usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#7  0xb0b65186 in ac3d::readFile () from /usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#8  0xb0b74592 in ReaderWriterAC::readNode () from 
/usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#9  0xb0b70cea in ReaderWriterAC::readNode () from 
/usr/lib/osgPlugins-2.0.0/osgdb_ac.so
#10 0xb7d108af in osgDB::Registry::ReadNodeFunctor::doRead () from 
/usr/lib/libosgDB.so.11
#11 0xb7d0f6e7 in osgDB::Registry::read () from /usr/lib/libosgDB.so.11
#12 0xb7d0dd59 in osgDB::Registry::readImplementation () from 
/usr/lib/libosgDB.so.11
#13 0xb7d0e37f in osgDB::Registry::readNodeImplementation () from 
/usr/lib/libosgDB.so.11
#14 0x08543d7f in SGReadFileCallback::readNode (this=0x8767198, [EMAIL 
PROTECTED], opt=0x8766e60) 
at model.cxx:219
#15 0xb7cf95c8 in osgDB::readNodeFile () from /usr/lib/libosgDB.so.11
#16 0x0853c4b8 in sgLoad3DModel ([EMAIL PROTECTED], [EMAIL PROTECTED], 
prop_root=0x8772390, 
sim_time_sec=0,
 load_panel=0x83f89e6 

Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-17 Thread John Denker
On 06/17/2007 09:45 AM, I wrote:

 100% of the CPU for 2.3 billion CPU clock cycles, 


Correction: make that 140 billion CPU clock cycles.
(I left out a factor of 60 seconds/minute.  Sorry.)


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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-17 Thread Martin Spott
Csaba Halász wrote:

 Yesterday we seem to have successfully hacked the fglrx_dri.so. You
 can ask ndim or Jester (me) on irc for 32 bit and 64 bit patched
 versions respectively.

You might want to give Pigeon a copy of your hacked driver for
use with the FGLive CD,

Martin.
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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-17 Thread John Denker
There

On 06/17/2007 06:04 PM, Martin Spott wrote:

 You might want to give Pigeon a copy of your hacked driver for
 use with the FGLive CD,

We have discovered that there are multiple versions of
the driver.  This means it is not easy to distribute
hacked copies or even to distribute a patch.

1) Here is Csaba's manual procedure (for the 64-bit library):

 What it does is make the _ZNSt6vectorIiSaIiEE7reserveEm symbol local to fglrx.
 You can check with objdump -T
 
 1) find the symbol value for _ZNSt6vectorIiSaIiEE7reserveEm in objdump
 output. In my case it is 007d3580
 2) open the fglrx_dri.so using a binary hex editor.
 3) search for the symbol value. The byte sequence will be reversed, as
 we are on little-endian system. So look for 80 35 7d 00 00 00 00 00
 4) the preceding 4 bytes should be 22 00 0a 00
 5) change these to read 02 02 0a 00
 6) verify using objdump
 
 Make sure that you actually edit the 64 bit library. The elf symbol
 layout is different in 32 bit files.



2) Here is another way of achieving a similar result.  This is more
crude, but works better in batch files, i.e. doesn't require any
skilled feedback.  This works for 32- and 64-bit libraries.

  sed s/_ZNSt6vectorIiSaIiEE7reserveE/_ZNSt6vectorIiSaIiEE7reserveX/ \
 orig/fglrx_dri.so  fglrx_dri.so

You can see that this is a way of making a variable quasi-local
(in the sense of being inaccessible to other modules) by maiming
its name.



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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-16 Thread Martin Spott
Jonathan Wagner wrote:
 Just a thought for the rest of the list.  Now that OpenSceneGraph-2.0 
 has been released, what are the thoughts on setting that as a fixed 
 dependency for now (i.e., future development should work on 
 OpenSceneGraph-2.0).

While we are at it, somebody could now add the following patch in order
to match the current state of OSG:

--- FlightGear/src/Main/fg_os_osgviewer.cxx~2007-06-08 17:18:49.406265626 
+0200
+++ FlightGear/src/Main/fg_os_osgviewer.cxx 2007-06-08 17:18:49.410265669 
+0200
@@ -9,7 +9,7 @@
 #include osg/Matrixd
 #include osg/Viewport
 #include osg/Version
-#include osgViewer/StatsHandler
+#include osgViewer/ViewerEventHandlers
 #include osgViewer/Viewer
 #include osgGA/MatrixManipulator


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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-16 Thread Martin Spott
Curtis Olson wrote:

 Our approach with plib is that if we absolutely must depend on something in
 cvs, we push the plib folks hard to get that into an official release first,
 then we cut over and allow our code to depend on it.  This is not without
 headaches, but it's worked pretty well for us in the past.

This already didn't work for the FlightGear 0.9.10 release, do you have
any background information that lets you expect things to work better
_now_ ?

In my eyes you're riding a dead horse here. A much simpler approach
would be, in my eyes, to work on avoiding the use of PLIB scenegraph
dependency in FlightGear wherever possible and to simply copy the
remaining PLIB dependencies - mostly joystick, networking and GUI -
into SimGear. The few patches that make their way into 'official' PLIB
could easily be incorporated into our copy as well.

Cheers,
Martin.
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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-16 Thread Martin Spott
Ron Jensen wrote:

 I must agree.  I haven't had a working flightgear for about a month
 because OSG-SVN/head quit building for me.  

How does the error message look like ? I know, unfortunately I'm
repeating myself, yet it might help applying this patch to FlightGear:

--- FlightGear/src/Main/fg_os_osgviewer.cxx~2007-06-08 17:18:49.406265626 
+0200
+++ FlightGear/src/Main/fg_os_osgviewer.cxx 2007-06-08 17:18:49.410265669 
+0200
@@ -9,7 +9,7 @@
 #include osg/Matrixd
 #include osg/Viewport
 #include osg/Version
-#include osgViewer/StatsHandler
+#include osgViewer/ViewerEventHandlers
 #include osgViewer/Viewer
 #include osgGA/MatrixManipulator


This is everuthing I need to build FG with current OSG,

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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-16 Thread Nick Warne
On Saturday 16 June 2007 11:37:35 Martin Spott wrote:
 Ron Jensen wrote:
  I must agree.  I haven't had a working flightgear for about a month
  because OSG-SVN/head quit building for me.

 How does the error message look like ? I know, unfortunately I'm
 repeating myself, yet it might help applying this patch to FlightGear:

~ snip ~
 This is everuthing I need to build FG with current OSG,

 Martin.

I have been building OSG over the last 3 months, and even updated today to 
rev. 7002 - everything builds/works great and I haven't had to touch a 
thing!?

Nick


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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-16 Thread Martin Spott
Nick Warne wrote:

 I have been building OSG over the last 3 months, and even updated today to 
 rev. 7002 - everything builds/works great and I haven't had to touch a 
 thing!?

Perhaps you've been building against old OSG headers. Few weeks ago
Robert Osfield has removed a header file that contained declarations
for the osgViewer component and added a new one - fortunately Fred
Bouvier took on this and added the appropriate fix to FlightGear today,

Martin.
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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-16 Thread Martin Spott
Ron Jensen wrote:
 On Sat, 2007-06-16 at 10:37 +, Martin Spott wrote:

  This is everuthing I need to build FG with current OSG,
  
 
 Thanks, but the problem is in OSG.  I have been building and installing
 debian packages.  Its not the supported way to build, so when it quit
 working I didn't complain.

Ah, ok. Simply compile OSG from source and install just by make
install - this definitely works   well, at least on Etch,

Martin.
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[Flightgear-devel] OpenSceneGraph 2.0

2007-06-15 Thread Jonathan Wagner
Just a thought for the rest of the list.  Now that OpenSceneGraph-2.0 
has been released, what are the thoughts on setting that as a fixed 
dependency for now (i.e., future development should work on 
OpenSceneGraph-2.0).  With one of the latest patches to the plib branch 
in CVS, FlightGear still compiles with plib-1.8.4 which is included in 
many Linux distributions.  I have a feeling that OSG 2 will soon be the 
version of OSG available in many Linux distributions.  Having OSG 
support just _work_ would allow developers to focus on FlightGear 
without also having to keep up with the latest daily developments in OSG.

Just a thought,
Jonathan Wagner

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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-15 Thread Curtis Olson

On 6/15/07, Jonathan Wagner wrote:


Just a thought for the rest of the list.  Now that OpenSceneGraph-2.0
has been released, what are the thoughts on setting that as a fixed
dependency for now (i.e., future development should work on
OpenSceneGraph-2.0).  With one of the latest patches to the plib branch
in CVS, FlightGear still compiles with plib-1.8.4 which is included in
many Linux distributions.  I have a feeling that OSG 2 will soon be the
version of OSG available in many Linux distributions.  Having OSG
support just _work_ would allow developers to focus on FlightGear
without also having to keep up with the latest daily developments in OSG.



I think this is an excellent suggestions, and to do otherwise will be to
invite a *lot* of support headaches on ourselves when we finally do a
release based on OSG.  If the average user has OSG-2.0 (or the most recent
release at the time) and we depend on features in CVS, we will make it very
difficult for non-developers to get flightgear up and running on their
systems.

Our approach with plib is that if we absolutely must depend on something in
cvs, we push the plib folks hard to get that into an official release first,
then we cut over and allow our code to depend on it.  This is not without
headaches, but it's worked pretty well for us in the past.

Regards,

Curt.
--
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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] OpenSceneGraph 2.0

2007-06-15 Thread Ron Jensen
On Fri, 2007-06-15 at 19:33 -0500, Curtis Olson wrote:
 On 6/15/07, Jonathan Wagner wrote:
 Just a thought for the rest of the list.  Now that
 OpenSceneGraph-2.0
 has been released, what are the thoughts on setting that as a
 fixed
 dependency for now (i.e., future development should work on
 OpenSceneGraph-2.0 ).  With one of the latest patches to the
 plib branch
 in CVS, FlightGear still compiles with plib-1.8.4 which is
 included in
 many Linux distributions.  I have a feeling that OSG 2 will
 soon be the
 version of OSG available in many Linux distributions.  Having
 OSG 
 support just _work_ would allow developers to focus on
 FlightGear
 without also having to keep up with the latest daily
 developments in OSG.
 
 I think this is an excellent suggestions, and to do otherwise will be
 to invite a *lot* of support headaches on ourselves when we finally do
 a release based on OSG.  If the average user has OSG-2.0 (or the most
 recent release at the time) and we depend on features in CVS, we will
 make it very difficult for non-developers to get flightgear up and
 running on their systems.
 
 
 Our approach with plib is that if we absolutely must depend on
 something in cvs, we push the plib folks hard to get that into an
 official release first, then we cut over and allow our code to depend
 on it.  This is not without headaches, but it's worked pretty well for
 us in the past. 
 
 
 Regards,
 
 Curt.

I must agree.  I haven't had a working flightgear for about a month
because OSG-SVN/head quit building for me.  

Ron



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Re: [Flightgear-devel] Openscenegraph tarball

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

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

 You can find that at

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

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

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

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

Look out for the VS2005 Professional use this one

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

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

Olaf

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[Flightgear-devel] Openscenegraph tarball

2007-01-28 Thread Mathias Fröhlich

Hi,

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

You can find that at

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

As far as I know, Olaf prepares the update to the win32 build these days.

I am currently working with that tree, but I expect that current osg cvs will 
also work fine ...

I will still wait checking in something that need the new tarball until we 
have an up to date win32 build environment ...

   greetings

Mathias

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[Flightgear-devel] OpenSceneGraph, feedback - on Fedora Core 6

2006-11-09 Thread Matthias Boerner
Hi,

I got everything compiled and did a short performance test compared 
between the CVS-Version of FlightGear with PLIB of 26th, October and 
yesterdays OSG release:

With the options 

--timeofday=noon --prop:/sim/rendering/fps-display=true --bpp=32

both versions show almost the same rate of fps with a small advantage to OSG 
about 1 to 10 percent.

If I increase screen size to 1280x1024

--timeofday=noon --prop:/sim/rendering/fps-display=true --bpp=32 
--geometry=1280x1024

OSG shows about 5 to 20 percent higher fps then the PLIB version.

My frame rates are between 80 and 100 fps (Athlon64 4000+, GeForce 6600 GT 
and 2GB Memory).

Matthias

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Re: [Flightgear-devel] OpenSceneGraph, feedback - on Fedora Core 6

2006-11-09 Thread Martin Spott
Matthias Boerner wrote:

 With the options 
 
 --timeofday=noon --prop:/sim/rendering/fps-display=true --bpp=32

 both versions show almost the same rate of fps with a small advantage to OSG 
 about 1 to 10 percent.

Ah, I guess nobody tried running at higher display depths, anybody ?

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Re: [Flightgear-devel] OpenSceneGraph, feedback - on Fedora Core 6

2006-11-09 Thread Georg Vollnhals
Martin Spott schrieb:
 Matthias Boerner wrote:

   
 With the options 

 --timeofday=noon --prop:/sim/rendering/fps-display=true --bpp=32

 both versions show almost the same rate of fps with a small advantage to OSG 
 about 1 to 10 percent.
 

 Ah, I guess nobody tried running at higher display depths, anybody ?

   Martin.
   
All my reports I already did (with *much lower* framerates on OSG) are
for 1280x1024 with 32bit
(--prop:sim/current-gui=1 --enable-game-mode --geometry=1280x1024 --bpp=32)
Regards
Georg EDDW


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Re: [Flightgear-devel] OpenScenegraph MSVC8

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

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

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

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

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

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

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

Olaf

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Re: [Flightgear-devel] OpenScenegraph MSVC8

2006-11-04 Thread Olaf Flebbe
Hi,

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

 
I moved the pre-osg branch to the same 3rdparty infrastracture and I got 
roughly 100 FPS, with OSG a decrease to ~60 FPS. I have to dig deeper

Olaf

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Re: [Flightgear-devel] OpenSceneGraph

2006-11-02 Thread Martin Spott
Vassilii Khachaturov wrote:

 Also, where does one take the files missing for the examples (e.g., the
 cow.osg, or the lz.osg mentioned in the runexamples.bat)?

Here for example:

  http://www.openscenegraph.org/osgwiki/pmwiki.php/Downloads/SampleDataset

Martin.
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Re: [Flightgear-devel] OpenSceneGraph, first feedback

2006-11-01 Thread Maik Justus
Hi,
Georg Vollnhals schrieb:
 Hi Mathias,
   
 http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0154.jpg [bo105: 
 missing blades]

 Regards
 Georg
   

The missing blades are probably not due to the osg update. I think your 
data and your flightgear source are not from the same date. Please 
update both from cvs and then it should work.

Maik

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Re: [Flightgear-devel] OpenSceneGraph, first feedback

2006-11-01 Thread Georg Vollnhals
Georg Vollnhals schrieb:

Hi Mathias:

1. Further investigations, new insights regarding the FG-OSG black
screen problem
- must be a terrain/ground problem, the a/c  is located under the
surface when one selects special airports.
- found it out by using the UFO, it is located under the surface but if
you go up to the ground-surface then you can see the normal 3D-scenery.
As you can't go up with the normal Cessna you get this black screen
because you stuck in the earth.
- there are also missing ground tiles (white area, located between EDDF
and Feldberg, see screenshot) and mismatching ground-tile boarders (see
second screenshot, London scenery)
2. Therefore I forget about accusing the sceneries at the moment, all
sceneries are displayed (nearly) the right way when the UFO is used and
flies to the ground-surface
3. Just to complete all, one other little problem: 3D-billboard objects
are not displayed right now (ie trees)
4. Hope this helps you a little with debugging

The new screenshots:
http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0061.jpg
http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0092.jpg

Regards
Georg



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Re: [Flightgear-devel] OpenSceneGraph, first feedback

2006-11-01 Thread Georg Vollnhals
Maik Justus schrieb:

 The missing blades are probably not due to the osg update. I think your 
 data and your flightgear source are not from the same date. Please 
 update both from cvs and then it should work.

 Maik

   
Thank you Maik!
Did not test the BO105 again after my data-update yesterday until your
mail -and you are right, all blades are in the right position!
One problem solved!
Regards
Georg

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Re: [Flightgear-devel] OpenSceneGraph, first feedback

2006-11-01 Thread Mathias Fröhlich

Hi,
On Wednesday 01 November 2006 00:43, Georg Vollnhals wrote:
 I hope you did understand me right, all that feedback is not mentioned
 as it is broken, please fix it but just to inform you about what works
 on my O/S/PC hardware and what does not. If these feedbacks would come
That comment is not a problem.


 from several people it would be your turn to filter out what is the

 important message/information for you as we user don't know how far the
 implementation process has grown until now and what is still lacking.
 In general I was very surprised how far you have got in this short time
 and that much more is working as I expected before.
Thanks.

 It was only a short test yesterday evening and so was today due to
 lacking sparetime.  But I found out that the EDLA  scenery is only one
 exampe of a lot of sceneries behaving the same. Not only
 3D-objects-heavy ones like the Paris or London one but also the Hamburg
 scenery which has got only an overviewable number of 3D objects.
 But if you write that the ac3d loader has to be improved now then I
 think we should wait with further investigations about these sceneries
 until this task has been completed.

  May be you can put that on any ftp/whatever server before sending a mail
  bomb :) ?

 No problem at all, next weekend could be a good time to do so.
Well I will leave at Thursday evening until Sunday. So this week has mostly 
passed for osg and flightgear :-/ ...

 First I thought of the normal and uncritical display artifacts. But
 the dark screenshot only to demonstrate that the GUI displays fine.
 Here they are:

 http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0041.jpg
 http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0132.jpg
 http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0143.jpg
 http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0154.jpg
Ok, for the black screen I am at the moment a bit clueless.

The transparency stuff is due to a switched off z test. I believe that the old 
plib version did so too.
I know that problem. I am working on integrating the panel into the 
scenegraph. That will be beneficial anyway.

   Greetings

 Mathias

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Re: [Flightgear-devel] OpenScenegraph MSVC8

2006-10-31 Thread Maik Justus
Hi Olaf,

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

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

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

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

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

@Olaf:
what is your experience regarding the frame rate with osg vs. plib?

Maik


Olaf Flebbe schrieb:
 Hi,

 A first try for a new build system including OSG for MSVC8 is at 
 http://www.oflebbe.de/oflebbe/FlightGear. I was able to compile and run 
 sucessfully a FlightGear executable from it.

 Greetings
 Olaf


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Re: [Flightgear-devel] OpenSceneGraph, first feedback

2006-10-31 Thread Georg Vollnhals
Hi Mathias,

Mathias Fröhlich schrieb:
 Yes, with the current implementation I expect more z buffer problems. That 
 will change in the long term.

   

I hope you did understand me right, all that feedback is not mentioned
as it is broken, please fix it but just to inform you about what works
on my O/S/PC hardware and what does not. If these feedbacks would come
from several people it would be your turn to filter out what is the
important message/information for you as we user don't know how far the
implementation process has grown until now and what is still lacking.
In general I was very surprised how far you have got in this short time
and that much more is working as I expected before.
 3.5 My home made new EDLA scenery does NOT work

 
 Ok. I need to dig into that. Probably not before next week.
 Priorities are: getting the ac3d loader waterproof and getting that in OSG's 
 cvs. Than we can switch to a OSG cvs version or release ...

   
It was only a short test yesterday evening and so was today due to
lacking sparetime.  But I found out that the EDLA  scenery is only one
exampe of a lot of sceneries behaving the same. Not only
3D-objects-heavy ones like the Paris or London one but also the Hamburg
scenery which has got only an overviewable number of 3D objects.
But if you write that the ac3d loader has to be improved now then I
think we should wait with further investigations about these sceneries
until this task has been completed.
 May be you can put that on any ftp/whatever server before sending a mail 
 bomb :) ?
   
No problem at all, next weekend could be a good time to do so.

   
 5. Screenshots - if helpful - to be uploaded tomorrow evening on my
 homepage as feedback for you
 
 May be that helps. But If you tell me that it is just black I can see nothing?

   
First I thought of the normal and uncritical display artifacts. But
the dark screenshot only to demonstrate that the GUI displays fine.
Here they are:

http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0041.jpg
http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0132.jpg
http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0143.jpg
http://home.arcor.de/vollnhals-bremen/OSGErr/fgfs-screen-0154.jpg

Regards
Georg



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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Ralf Gerlich
Hi,

Martin Spott wrote:
 Mathias Fr?hlich wrote:
 
 You can find that tarball at

 ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061029/OSG_OP_OT-1.2-Flightgear.tar.gz

 I am working on getting the two patches upstream ...
 
 Would you consider separating the respective patches so people can
 apply them to their home grown build tree ?

I plan to update my fgfs-build system to using OSG starting tonight,
where I will have to separate the patches anyway, so I can supply them
for everybody if Mathias doesn't have them separated yet.

Cheers,
Ralf

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Martin Spott
Hi Mathias,

Mathias Fr?hlich wrote:

 ... is now in.

Two comments, please:

1.) There are certain places in SimGear that require including
osg/Vec3f. Would you consider adding a 'configure' flag to
SimGear that allows pointing to the OSG installation ?
I have the OSG stuff in /opt/OSG/, so I had to manually add
'-I/opt/OSG/include' all  over the Makefiles.
2.) Is the stuff in SimGear/simgear/scene/util/ still needed ?

Cheerio,
Martin.
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Curtis Olson
Quick way to do this is to add it to CFLAGS and CXXFLAGS (I think) ...CXXFLAGS=-I/opt/OSG/include ./configureThere's probably a way to make this happen directly with configure options too.
Curt.On 10/30/06, Martin Spott [EMAIL PROTECTED] wrote:
Hi Mathias,Mathias Fr?hlich wrote: ... is now in.Two comments, please:1.) There are certain places in SimGear that require includingosg/Vec3f. Would you consider adding a 'configure' flag to
SimGear that allows pointing to the OSG installation ?I have the OSG stuff in /opt/OSG/, so I had to manually add'-I/opt/OSG/include' allover the Makefiles.2.) Is the stuff in SimGear/simgear/scene/util/ still needed ?
Cheerio,Martin.-- Unix _IS_ user friendly - it's just selective about who its friends are !---
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-- Curtis Olson - University of Minnesota - FlightGear Projecthttp://baron.flightgear.org/~curt/
http://www.humanfirst.umn.edu/http://www.flightgear.orgUnique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Martin Spott
Curtis Olson wrote:

 Quick way to do this is to add it to CFLAGS and CXXFLAGS (I think) ...
 
 CXXFLAGS=-I/opt/OSG/include ./configure

I must admit that I already did that before asking around - but
surprisingly it didn't have the expected result.

 There's probably a way to make this happen directly with configure options
 too.

Would be nice - and consistent to the way it's done in FlightGear with
PLIB, SimGear and OpenAL,

Martin.
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Martin Spott
Martin Spott wrote:

 Would be nice - and consistent to the way it's done in FlightGear with
 PLIB, SimGear and OpenAL,

Would this be the right way to do it in SimGear ?

--- configure.ac~   Sun Oct 29 22:08:46 2006
+++ configure.acMon Oct 30 18:21:07 2006
@@ -119,6 +119,14 @@
 EXTRA_DIRS=${EXTRA_DIRS} $with_plib
 fi
 
+# specify the osg location
+AC_ARG_WITH(osg, [  --with-osg=PREFIX   Specify the prefix path to osg])
+
+if test x$with_osg != x ; then
+echo osg prefix is $with_osg
+EXTRA_DIRS=${EXTRA_DIRS} $with_osg
+fi
+
 dnl Determine an extra directories to add to include/lib search paths
 case ${host} in
 *-apple-darwin* | *-*-cygwin* | *-*-mingw32*)


I'll have a try,
Martin.
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Curtis Olson
Hmmm, maybe its CPPFLAGS=-I/opt/OSG/include ./configure (it's been a while and I'm going from memory here.)There once was a way to add to EXTRA_DIRS from the command line, but that apparently was lost along the way at some point.
Curt.On 10/30/06, Martin Spott [EMAIL PROTECTED] wrote:
Curtis Olson wrote: Quick way to do this is to add it to CFLAGS and CXXFLAGS (I think) ... CXXFLAGS=-I/opt/OSG/include ./configureI must admit that I already did that before asking around - but
surprisingly it didn't have the expected result. There's probably a way to make this happen directly with configure options too.Would be nice - and consistent to the way it's done in FlightGear with
PLIB, SimGear and OpenAL,Martin.-- Unix _IS_ user friendly - it's just selective about who its friends are !--
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___Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel-- Curtis Olson - University of Minnesota - FlightGear Project
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Martin Spott
Martin Spott wrote:

 Would this be the right way to do it in SimGear ?

 --- configure.ac~   Sun Oct 29 22:08:46 2006
 +++ configure.acMon Oct 30 18:21:07 2006
 @@ -119,6 +119,14 @@
  EXTRA_DIRS=${EXTRA_DIRS} $with_plib
  fi
  
 +# specify the osg location
 +AC_ARG_WITH(osg, [  --with-osg=PREFIX   Specify the prefix path to osg])
 +
 +if test x$with_osg != x ; then
 +echo osg prefix is $with_osg
 +EXTRA_DIRS=${EXTRA_DIRS} $with_osg
 +fi
 +
  dnl Determine an extra directories to add to include/lib search paths
  case ${host} in
  *-apple-darwin* | *-*-cygwin* | *-*-mingw32*)


 I'll have a try,

Works for me - please apply to the repository.
To be honest, this was simply copied from FlightGear  ;-)

Martin.
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Frederic Bouvier
Selon Martin Spott :

 cc-1018 CC: ERROR File = /opt/OSG/include/osg/BufferObject, Line = 175
   An unmatched left parentheses ( appears in an expression.

   typedef void (APIENTRY * BufferDataProc) (GLenum target,
 GLsizeiptrARB size, const GLvoid *data, GLenum usage);
 [... and so on ...]

APIENTRY is a windows define. On other system, it should be defined but left
empty.

#define APIENTRY

-Fred

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http://fgsd.sourceforge.net/   FlightGear Scenery Designer

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Mathias Fröhlich
On Monday 30 October 2006 12:56, Martin Spott wrote:
 Mathias Fr?hlich wrote:
  You can find that tarball at
 
  ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061029/OSG
 _OP_OT-1.2-Flightgear.tar.gz
 
  I am working on getting the two patches upstream ...

 Would you consider separating the respective patches so people can
 apply them to their home grown build tree ?
Done.

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Mathias Fröhlich
On Monday 30 October 2006 18:37, Martin Spott wrote:
 Works for me - please apply to the repository.
 To be honest, this was simply copied from FlightGear  ;-)
Sorry, that is because I have thought it is already in ...
I did for fg but not for simgear.

Greetings

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-30 Thread Martin Spott
Mathias Fr?hlich wrote:
 On Monday 30 October 2006 12:56, Martin Spott wrote:

  Would you consider separating the respective patches so people can
  apply them to their home grown build tree ?
 Done.

I see, the one-liner against 'LightModel.cpp' is already in CVS.

Thanks,
Martin.
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Re: [Flightgear-devel] OpenSceneGraph, first feedback

2006-10-30 Thread Georg Vollnhals
Mathias Fröhlich schrieb:

My feedback:

1. with your FlightGear OSG patch all compiled well (compiled the
original OSG before and got  data errors when running FG)

2. System: OpenSuse 10.1 x86_64, Nvidia hardware accelerated driver, 
AMD64 3700, 1GB RAM, Nvidia 6600GT 256 MB

3. FlightGear OSG version tests (only short, not much time now :-/  )
3.1 FG  starts and runs well the default KSFO scenery with the 172p Cessna
3.2 At first sight all seems to display well except two cockpit display
errors (Z-buffer problem???) and one outside view transparency error
3.3 Framerate at least the same as with the plib version
3.4 My home made Bremen scenery works well with the Cessna, no problems
 ERROR
3.5 My home made new EDLA scenery does NOT work
   FG starts normal, a black window is displayed with no outside view
   FG menu works normal, all menu windows display and work as requiered
   FG engine in the background seems to work perfectly, all commands
given through GUI, even reset work well, but black window
   FG can be exited in normal way, so far no problem
   EDLA scenery is a more a3D workload for the graphic output system
but not excessive, many objects to display, although with plib
framerrates on my system are between 45 and 85. If helpful as a testbed,
I could mail you this Beta-version

4. Please excuse, heavy workload on my daily job, have to go to bed now
as midnight.
But wanted to give back this feedback, more to come tomorrow evening
*if wished*
 
5. Screenshots - if helpful - to be uploaded tomorrow evening on my
homepage as feedback for you

6. Thank you very much for this all! I am no core developer but all OSG
sample programs show me that OSG is the way for FG to run in the future!

Georg EDDW

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Re: [Flightgear-devel] OpenSceneGraph, first feedback

2006-10-30 Thread Mathias Fröhlich

Hi Georg,

On Tuesday 31 October 2006 00:10, Georg Vollnhals wrote:
 3.2 At first sight all seems to display well except two cockpit display
 errors (Z-buffer problem???) and one outside view transparency error
Yes, with the current implementation I expect more z buffer problems. That 
will change in the long term.
I believe that osg's RenderBins can help here much ...

 3.5 My home made new EDLA scenery does NOT work
FG starts normal, a black window is displayed with no outside view
FG menu works normal, all menu windows display and work as requiered
FG engine in the background seems to work perfectly, all commands
 given through GUI, even reset work well, but black window
FG can be exited in normal way, so far no problem
EDLA scenery is a more a3D workload for the graphic output system
 but not excessive, many objects to display, although with plib
 framerrates on my system are between 45 and 85. If helpful as a testbed,
 I could mail you this Beta-version
Ok. I need to dig into that. Probably not before next week.
Priorities are: getting the ac3d loader waterproof and getting that in OSG's 
cvs. Than we can switch to a OSG cvs version or release ...

May be you can put that on any ftp/whatever server before sending a mail 
bomb :) ?

 4. Please excuse, heavy workload on my daily job, have to go to bed now
 as midnight.
 But wanted to give back this feedback, more to come tomorrow evening
 *if wished*
Yep!

 5. Screenshots - if helpful - to be uploaded tomorrow evening on my
 homepage as feedback for you
May be that helps. But If you tell me that it is just black I can see nothing?

  Greetings

 Mathias

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[Flightgear-devel] OpenScenegraph MSVC8

2006-10-30 Thread Olaf Flebbe
Hi,

A first try for a new build system including OSG for MSVC8 is at 
http://www.oflebbe.de/oflebbe/FlightGear. I was able to compile and run 
sucessfully a FlightGear executable from it.

Greetings
Olaf


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[Flightgear-devel] OpenSceneGraph

2006-10-29 Thread Mathias Fröhlich

Hi,

It took some time. And still not everything ready. But here the promised 
checkin preparations.

As a first thing, you will need an updated OpenSceneGraph version that 
containe 3 additional patches.
1. most important an updated ac3d loader - that is our most used one ...
2. a fix to the RGB Loader
3. a small backport of OpenSceneGraph-CVS doing the right OpenGL version 
checks ...

You can find that tarball at

ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061029/OSG_OP_OT-1.2-Flightgear.tar.gz

I am working on getting the two patches upstream ...

For the Flightgear part, I will past that sent mail create the

PRE_OSG_PLIB_20061029

branch.
Whoever needs that plib stuff can still live on that branch.
Caution, I for myself have no plans on merging ongoing work on that branch 
back to HEAD. So please do not do huge development work on that.

I have in the past week worked on hunting bugs and display problems.
So I hope that I have an at least usable checking.
The MSVC Project files are not yet updated.

I will tell when I have checked in :)

 Greetings

 Mathias

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[Flightgear-devel] OpenSceneGraph

2006-10-29 Thread Mathias Fröhlich

... is now in.

There are plenty if places where something is marked with an OSGFIXME
comment. At least these places need to be fixed at some time.

For everybody willing to help:
feel free to provide patches/fixes/improvements/cleanups.

I think that we should make use in the longer term of the Producers 
capabilities for multiple view installations.
But not only multipipe installs will benefit from that. The Producer will also 
help to get benefit from multicore SMP machines.
For that the following article is of huge interrest:
http://www.donburns.net/OSG/Articles/OSGMP/

Having read that, there is a guideline for writing code for use with that:
Do *not* modify the scenegraph from outside an update callback of any 
scenegraph element.
Also do not read any application data in the cull or draw stage. Cull or draw 
callbacks can be installed but they should not read anything from the rest of 
the application except the scenegraph and they should not modify the 
scenegraph structure.

happy hacking!

Greetings

 Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-29 Thread Frederic Bouvier
Selon Mathias Fröhlich :

 For the Flightgear part, I will past that sent mail create the

 PRE_OSG_PLIB_20061029

 branch.

We should branch the data and maybe the doc repositories. At some point, the
improvement brought by OSG will show up in data files too.

-Fred

--
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-29 Thread Stuart Buchanan

--- Mathias Fröhlich wrote:
 
 ... is now in.

Hi Mathias,

I tried compiling your OSG tarball on cygwin, but hit an error:

c++  -O2 -DWIN32 -DNOMINMAX -W -Wall -mnop-fun-dllimport
-I../../../../include -
I/usr/local/OpenThreads/include -I/usr/local/Producer/include  -c
../ESRIShape.c
pp
../ESRIShape.cpp: In function `bool readVal(int, T, ESRIShape::ByteOrder)

   [with T = Double]':
../ESRIShape.cpp:69:   instantiated from here
../ESRIShape.cpp:38: error: `::read' undeclared (first use here)
make[4]: *** [ESRIShape.o] Error 1

The error seems quite reasonable. ESRIShape.h provides various prototypes
for read(int), but none with multiple arguments as is being called at that
point.

Anyone know what might be going on? Anyone else hitting the same issue, or
is there an IF_DEF that's messing with my install?

-Stuart



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Re: [Flightgear-devel] OpenSceneGraph

2006-10-29 Thread Mathias Fröhlich
On Sunday 29 October 2006 21:42, Frederic Bouvier wrote:
 Selon Mathias Fröhlich :
  For the Flightgear part, I will past that sent mail create the
 
  PRE_OSG_PLIB_20061029
 
  branch.

 We should branch the data and maybe the doc repositories. At some point,
 the improvement brought by OSG will show up in data files too.

I will do that with the tree from the same time than the others -  I tried but 
do not have write permissions for the whole repository ...

   Greetings

  Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-29 Thread Mathias Fröhlich
On Sunday 29 October 2006 22:24, Stuart Buchanan wrote:
 Hi Mathias,

 I tried compiling your OSG tarball on cygwin, but hit an error:

 c++  -O2 -DWIN32 -DNOMINMAX -W -Wall -mnop-fun-dllimport
 -I../../../../include -
 I/usr/local/OpenThreads/include -I/usr/local/Producer/include  -c
 ../ESRIShape.c
 pp
 ../ESRIShape.cpp: In function `bool readVal(int, T, ESRIShape::ByteOrder)

[with T = Double]':
 ../ESRIShape.cpp:69:   instantiated from here
 ../ESRIShape.cpp:38: error: `::read' undeclared (first use here)
 make[4]: *** [ESRIShape.o] Error 1
Try either including
#include unistd.h
(is this available on cygwin??)
or alternatively you can skip that plugin by removing ESRIShape from the 
PLUGIN_DIRS variable defined in OpenSceneGraph/Make/makedirdefs.
We do not need that plugin for flightgear.

   Greetings

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-27 Thread Martin Spott
Hi,

On Fri, Oct 27, 2006 at 07:39:22AM +0200, Mathias Froehlich wrote:
 On Wednesday 25 October 2006 00:34, Stuart Buchanan wrote:

  2)  How does this affect people running Windows. Do they have to install
  OSG themselves, or does it get packaged up with the installer?
 I would recommend Olaf's VC8 builds.
 He is already working on that so that at the time we check that in we have 
 something that works about as good the Linux port.
 I have an IRIX machine available. Erik may hopefully excuse me - I would try 
 to recompile that on IRIX past it has appered in CVS.

Building OSG on IRIX is really simple, just follow the rules, the same
for Solaris. Yesterday I tried compiling from CVS on both platforms.
FreeBSD will follow right now,

Martin.
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-27 Thread Martin Spott
On Fri, Oct 27, 2006 at 09:52:25AM +0200, Martin Spott wrote:

 Building OSG on IRIX is really simple, just follow the rules, the same
 for Solaris. Yesterday I tried compiling from CVS on both platforms.
 FreeBSD will follow right now,

OSG CVS compiles and works great on FreeBSD-5.3 with Radeon9200 and
XOrg driver - at least those examples that don't require GLSL.
The burning Cessna is a _very_ impressive demo !

Martin.
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Re: [Flightgear-devel] OpenSceneGraph

2006-10-27 Thread Olaf Flebbe
Vivian Meazza schrieb:
 Martin wrote

   
 Subject: Re: [Flightgear-devel] OpenSceneGraph

 On Fri, Oct 27, 2006 at 09:52:25AM +0200, Martin Spott wrote:

 
 Building OSG on IRIX is really simple, just follow the rules, the same
 for Solaris. Yesterday I tried compiling from CVS on both platforms.
 FreeBSD will follow right now,
   
 OSG CVS compiles and works great on FreeBSD-5.3 with Radeon9200 and
 XOrg driver - at least those examples that don't require GLSL.
 The burning Cessna is a _very_ impressive demo !

 

 Hmm, last time I looked OSG wasn't ported to Cygwin. Is it now, or do we
 have a potential problem here?

 I built OSG under MSVC 8 some time ago now. Wasn't easy, but got there in
 the end.
   
I will provide a  3rdparty package Binary ZIP archive, like the one on 
http://www.oflebbe.de/oflebbe/FlightGear even for the patched OSG needed.

Since I had massive problems with the static OSG I provide a fully Dll 
Build rather than a static build this time. As a positive side effect it 
reduces link time dramatically.


Olaf


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Vassilii Khachaturov
Great news! Thank you very much for the porting.

 The rain stuff as well as the render surface stuff is nothing too complicated 
 and already available in osg, but that needs to be done and tested.
[SNIP]
 The 3d clouds are something to think about. osg can assist here but I need to 
 think about that.

I'll be happy to try to help to port/switch these. Of the above, I don't 
  quite find my way around the 3d clouds code, so I'll be starting with 
the rain/lightnings when the check-in is done; meanwhile I'll read about 
the OSG - never been into anything except overviews there. BTW, current 
rain (as opposed to lightning) is not branching the scene graph via 
plib, but rather directly drawing stuff through GL primitives; I 
wouldn't be surprise it it works as is (with the same ugly artifacts...) 
I'll try to properly port it to OSG. I'm especially happy about the OSG 
transition as I have some multitexturing-based rain prototype in the 
works, and I was unhappy about further direct GL ugly hacking needed 
because of that, as plib has no m/t support. AFAIU, OSG does have it, so 
it's really great news.

Since for the porting I'll have to use both branches, I'll be using both 
of them wherever you put the OSG stuff. Personally, I agree that the 
HEAD is the way to go.

Vassilii

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Hi,

On Wednesday 25 October 2006 16:48, Frederic Bouvier wrote:
 I am eager to see it in CVS. It seems natural that the flow of innovation
 goes to HEAD and branches are used for freezing functionalities and doing
 maintenance release. Many big projects are doing like that, gcc for
 instance.

 It should be easier to do that because doing branch merging can be risky at
 a large scale. It is better not to rely on it and accept the idea of doing
 things twice if a bug appears in a branch and the trunk.

 So, IMO, we should create a pre-1.0 branch now, fix the more embarrassing
 bugs ( and missing features ) in that branch and let the innovation go in
 HEAD.
Ok.

 I hope Curt is not thinking about duplicating the repository like it was
 done for version 0.8.0 :-)

 BTW: I presume only SSG has been replaced and PUI/PUAUX/JS are still
 needed. right ?
Yep. I believe that we should import them into SimGear...

   Greetings

  Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Ok.

In summary I will create a branch this weekend in SimGears and FlightGears 
CVS.
That branch will contain the old plib based code. Whoever needs to work on 
that/stick with that - not recommended plib/ssg is deprecated now - can live 
on that branch.

Past that branch I will push into CVS what I have now.

Help is welcome then.
May be I can coordinate what needs to be done and what is already in the 
works ...

   Greetings

   Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Hi,

On Wednesday 25 October 2006 00:55, Ampere K. Hardraade wrote:
 The current 3D clouds don't work on every machine, and I think its
 maintainer is gone as well.  In my opinion, if 3D clouds is offered in OSG,
 then we should make use of it, because it probably is more robust and
 better tested than the one we have in FlightGear.
There is no direct 3D Cloud set on osg.
But we have an impostor implementation that renders into a texture. That osg 
builtin RenderTexure replacement is more flexible and knows a primary and 
secondary target. I plan to use FBO's as primary target - that should be the 
best choice with todays graphics cards anyway - and as a fallback something 
that is allways there. Maybe we can make that configurable.

But yes. I strongly believe that we are much more portable and much more 
people will see 3d clouds. Or better everything that requires rendering in a 
texture ...

Greetings

   Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Hi,

On Wednesday 25 October 2006 00:34, Stuart Buchanan wrote:
 Sounds like a significant improvement. Presumably you haven't noticed any
 degradation in performance anywhere?
I have no specific test set that I compare - but what I compared is not 
slower.

 Going on the assumption that this is the future and there isn't any
 question of if we should move to OSG, and this is just a when...

 My view is that the old stuff should be branched and this should go
 straight into HEAD. As I see it, the major advantages of this are
 1) People don't have to check out a new branch to try the new stuff
 2) Pretty much everyone will be testing it day-to-day, so we'll find
 problems quicker.
 3) People will have an extra incentive to fix any issues (both bugs and
 missing features) if they are hitting them every day.

 If it goes into a new branch, I doubt most people will take the time to
 check it out, so there will only be a small band of hardy adventurers
 using it. While I'd like to think that I'd be one of them, chances are I
 wouldn't find the time to be honest - I have enough problems keeping up
 with HEAD.

 It sounds like it is almost equivalent to plib/ssg already, and personally
 I'm prepared to put up with a small level of feature degradation for
 medium term gain.

 I guess the only reason why we might not want it on HEAD is if we're
 planning a release before the OSG version is likely to be stable/complete.
Yep.
Opinion counted.

 Out of my own ignorance, I have some supplementary questions:
 1) Presumably this means we no-longer use plib for graphics. Does that
 mean  that things like landing lights are more feasible?
Yep.
There are remaining plib directories that are still needed. But At least Curt 
and I think that we should import them into Simgear.
May be somebody can help *past* that pending checkin?

 2)  How does this affect people running Windows. Do they have to install
 OSG themselves, or does it get packaged up with the installer?
I would recommend Olaf's VC8 builds.
He is already working on that so that at the time we check that in we have 
something that works about as good the Linux port.
I have an IRIX machine available. Erik may hopefully excuse me - I would try 
to recompile that on IRIX past it has appered in CVS.


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-25 Thread Frederic Bouvier
Quoting Mathias Fröhlich:


 Hi,

 I had worked now for some time on an OSG port of flightgear.
...
 I would like to check that into our cvs.
 The usual way would be to create a cvs branch and do that work on that
 branch.
 In this case it would be good if we could avoid changes in the HEAD branch
 that touches anything visible.
 In some private mails with Curt he directed me to an other scheme:
 Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
 In this case we would have the plib/ssg stuff still available in that branch
 for those of us who need the well tested old stuff. We could safe some final
 merging if we do it in this way.
 Thougths/Comments - where should I check in?

I am eager to see it in CVS. It seems natural that the flow of innovation goes
to HEAD and branches are used for freezing functionalities and doing
maintenance release. Many big projects are doing like that, gcc for instance.

It should be easier to do that because doing branch merging can be risky at a
large scale. It is better not to rely on it and accept the idea of doing things
twice if a bug appears in a branch and the trunk.

So, IMO, we should create a pre-1.0 branch now, fix the more embarrassing bugs (
and missing features ) in that branch and let the innovation go in HEAD.

I hope Curt is not thinking about duplicating the repository like it was done
for version 0.8.0 :-)

BTW: I presume only SSG has been replaced and PUI/PUAUX/JS are still needed.
right ?

-Fred


--
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http://www.fotolia.fr/p/2278/partner/2278  Other photo gallery
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[Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Mathias Fröhlich

Hi,

I had worked now for some time on an OSG port of flightgear.

At the moment many things are already working.
- Scenery and 3d models are there.
- Animations work mostly as expected.
- The usual lights including the vasi are there.
- The 3d panel is displayed and interactive.
- The sky looks as usual - including stars and the 2d clouds.
- The HUD's.
- The usual menus.

What is missing so far are
- The shadows
- The 3d clouds
- The lightning and rain code
- The render surface instruments

On my notebook, where I do much of the development, I get improved frame rates 
up to a factor of two. Depending on the model and daytime.
The rain stuff as well as the render surface stuff is nothing too complicated 
and already available in osg, but that needs to be done and tested.
There is a replacement for our shadows in osg available. Also an improved 
shadow toolkit is in the works by the osg guys - I believe we should make use 
of that in the longer term.
The 3d clouds are something to think about. osg can assist here but I need to 
think about that.

We will need some small updates to the current OSG version. That is:
An updated rgb loader that does not crash on some of our rgb files.
An updated ac3d loader - we will need that to get our models right.

Ok, long talk - what to do?

I would like to check that into our cvs.
The usual way would be to create a cvs branch and do that work on that branch.
In this case it would be good if we could avoid changes in the HEAD branch 
that touches anything visible.
In some private mails with Curt he directed me to an other scheme:
Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
In this case we would have the plib/ssg stuff still available in that branch 
for those of us who need the well tested old stuff. We could safe some final 
merging if we do it in this way.
Thougths/Comments - where should I check in?

Well, two screenshots of that are at
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061024

 Greetings

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Jon S. Berndt
 Hi,

 I had worked now for some time on an OSG port of flightgear.

 At the moment many things are already working.
 - Scenery and 3d models are there.
 - Animations work mostly as expected.
 - The usual lights including the vasi are there.
 - The 3d panel is displayed and interactive.
 - The sky looks as usual - including stars and the 2d clouds.
 - The HUD's.
 - The usual menus.

 What is missing so far are
 - The shadows
 - The 3d clouds
 - The lightning and rain code
 - The render surface instruments

Very cool. This must have been a lot of work. I was speaking to a simulation
guy at Lockheed the other day and he assumed we were using OSG. He was very
impressed with FlightGear.

Jon


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Sexauer, Steve
awesome! 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mathias Fröhlich
Sent: Tuesday, October 24, 2006 3:45 PM
To: FlightGear discussions
Subject: [Flightgear-devel] OpenSceneGraph


Hi,

I had worked now for some time on an OSG port of flightgear.

At the moment many things are already working.
- Scenery and 3d models are there.
- Animations work mostly as expected.
- The usual lights including the vasi are there.
- The 3d panel is displayed and interactive.
- The sky looks as usual - including stars and the 2d clouds.
- The HUD's.
- The usual menus.

What is missing so far are
- The shadows
- The 3d clouds
- The lightning and rain code
- The render surface instruments

On my notebook, where I do much of the development, I get improved frame rates 
up to a factor of two. Depending on the model and daytime.
The rain stuff as well as the render surface stuff is nothing too complicated 
and already available in osg, but that needs to be done and tested.
There is a replacement for our shadows in osg available. Also an improved 
shadow toolkit is in the works by the osg guys - I believe we should make use 
of that in the longer term.
The 3d clouds are something to think about. osg can assist here but I need to 
think about that.

We will need some small updates to the current OSG version. That is:
An updated rgb loader that does not crash on some of our rgb files.
An updated ac3d loader - we will need that to get our models right.

Ok, long talk - what to do?

I would like to check that into our cvs.
The usual way would be to create a cvs branch and do that work on that branch.
In this case it would be good if we could avoid changes in the HEAD branch 
that touches anything visible.
In some private mails with Curt he directed me to an other scheme:
Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
In this case we would have the plib/ssg stuff still available in that branch 
for those of us who need the well tested old stuff. We could safe some final 
merging if we do it in this way.
Thougths/Comments - where should I check in?

Well, two screenshots of that are at
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061024

 Greetings

Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Stuart Buchanan
--- Mathias Fröhlich wrote:
 Hi,
 
 I had worked now for some time on an OSG port of flightgear.
 
 At the moment many things are already working.
 - Scenery and 3d models are there.
 - Animations work mostly as expected.
 - The usual lights including the vasi are there.
 - The 3d panel is displayed and interactive.
 - The sky looks as usual - including stars and the 2d clouds.
 - The HUD's.
 - The usual menus.
 
 What is missing so far are
 - The shadows
 - The 3d clouds
 - The lightning and rain code
 - The render surface instruments
 
 On my notebook, where I do much of the development, I get improved frame
 rates 
 up to a factor of two. Depending on the model and daytime.

Sounds like a significant improvement. Presumably you haven't noticed any
degradation in performance anywhere?

 I would like to check that into our cvs.
 The usual way would be to create a cvs branch and do that work on that
 branch.
 In this case it would be good if we could avoid changes in the HEAD
 branch 
 that touches anything visible.
 In some private mails with Curt he directed me to an other scheme:
 Create a branch for the old plib/ssg code and do the osg stuff on HEAD.
 In this case we would have the plib/ssg stuff still available in that
 branch 
 for those of us who need the well tested old stuff. We could safe some
 final 
 merging if we do it in this way.
 Thougths/Comments - where should I check in?

Going on the assumption that this is the future and there isn't any
question of if we should move to OSG, and this is just a when... 

My view is that the old stuff should be branched and this should go
straight into HEAD. As I see it, the major advantages of this are
1) People don't have to check out a new branch to try the new stuff
2) Pretty much everyone will be testing it day-to-day, so we'll find
problems quicker.
3) People will have an extra incentive to fix any issues (both bugs and
missing features) if they are hitting them every day.

If it goes into a new branch, I doubt most people will take the time to
check it out, so there will only be a small band of hardy adventurers
using it. While I'd like to think that I'd be one of them, chances are I
wouldn't find the time to be honest - I have enough problems keeping up
with HEAD.

It sounds like it is almost equivalent to plib/ssg already, and personally
I'm prepared to put up with a small level of feature degradation for
medium term gain.

I guess the only reason why we might not want it on HEAD is if we're
planning a release before the OSG version is likely to be stable/complete.


I don't want to open up the old chestnut of when the next release is
likely to be. However, on the assumption that Curt will be the release
manager, and it is dependant on his schedule, if he were to tell us that
he will be busy for the next 3 months, we'll know that a release in the
timeframe is unlikely :)

Out of my own ignorance, I have some supplementary questions:
1) Presumably this means we no-longer use plib for graphics. Does that
mean  that things like landing lights are more feasible?
2)  How does this affect people running Windows. Do they have to install
OSG themselves, or does it get packaged up with the installer?

This looks like it was a very major piece of work - thank you.

-Stuart


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Ampere K. Hardraade
On Tuesday 24 October 2006 17:44, Mathias Fröhlich wrote:
 Hi,

 I had worked now for some time on an OSG port of flightgear.

 At the moment many things are already working.
 - Scenery and 3d models are there.
 - Animations work mostly as expected.
 - The usual lights including the vasi are there.
 - The 3d panel is displayed and interactive.
 - The sky looks as usual - including stars and the 2d clouds.
 - The HUD's.
 - The usual menus.

 What is missing so far are
 - The shadows
 - The 3d clouds
 - The lightning and rain code
 - The render surface instruments
First of all, I have to say thank you.  It's about fricking time we get rid of 
plib. :P

 On my notebook, where I do much of the development, I get improved frame
 rates up to a factor of two. Depending on the model and daytime.
That's good news indeed, although I'm not surprised.  Let's hope we see the 
same improvement across all platforms as well.

 The rain stuff as well as the render surface stuff is nothing too
 complicated and already available in osg, but that needs to be done and
 tested. There is a replacement for our shadows in osg available. Also an
 improved shadow toolkit is in the works by the osg guys - I believe we
 should make use of that in the longer term.
 The 3d clouds are something to think about. osg can assist here but I need
 to think about that.
The current 3D clouds don't work on every machine, and I think its maintainer 
is gone as well.  In my opinion, if 3D clouds is offered in OSG, then we 
should make use of it, because it probably is more robust and better tested 
than the one we have in FlightGear.

Ampere

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