Re: [Flightgear-devel] Multiple graphics card and displays on one machine

2008-03-15 Thread Vikas N Kumar
On Sat, Mar 15, 2008 at 12:55 AM, Vikas N Kumar 
[EMAIL PROTECTED] wrote:

 My graphics cards are capable since I can run fgfs in single screen mode on 
 each screen and it works fine. But when I run with 3 screens,

 it seems slow.

 I also see this warning when I run fgfs with 3 screens.

 Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
 RenderStage::drawInner(,) FBO status= 0x8cd5

 Ok, so since I have 2 dual head cards and 3 monitors, I moved one of the
monitors to the powerful card instead of the less powerful card and the
rendering speed became alright. So that problem is solved.

The RenderBin warning for FBO 0x8cd5  which seems to be from OSG remains.
Now instead of 1 I get two warnings.

Also the application on clicking Exit does not exit but hangs.




-- 
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Re: [Flightgear-devel] Multiple graphics card and displays on one machine

2008-03-15 Thread Melchior FRANZ
* Vikas N Kumar -- Saturday 15 March 2008:
 I was able to get the 3 screen thing working but the performance was
 quite bad. The load scenery objects took more than 2-3 minutes to
 load [...]

You said that you were using everything from CVS/SVN. But this sounds
a bit like you aren't using OSG/SVN/*HEAD*, which you should. Also
make sure you configured OSG with either of

  $ cmake . -DCMAKE_BUILD_TYPE=Release
  $ cmake . -DCMAKE_BUILD_TYPE=RelWithDebInfo

because without specifying a build-type you'll get Debug, which is
quite slow.

m.

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[Flightgear-devel] Another strange bug

2008-03-15 Thread LeeE
I've just run into another strange FG bug.

Climbing up through ~45000ft the frame-rate seems to start dropping 
to very low rates.

While climbing up to ~45000ft I'm getting 35-40 fps but once the 
problem starts it drops down to somewhere around 4-6 fps.  The 
strange thing is that if I enable the fps display in the bottom 
right hand corner, it's showing about 20-22 fps.

It's clear, from looking at various animations, or even just panning 
the view to track the ground beneath the aircraft, that the actual 
fps is closer to 4-6 fps, with distinct stepping or juddering, 
regardless of the indicated fps.

Descending to lower altitudes doesn't stop the problem and doing a 
rest doesn't work either - the splash screen gets displayed and 
eventually, after a much longer time than usual, FG starts, but at 
the same 4-6 fps.

It seems very odd that a reset doesn't fix it.

I haven't noticed the problem at low altitudes at all.

I don't think this is related to the 12 mile radius island effect, 
or the polygon hole in the white sky either, although both are very 
apparent at this altitude - the island effect is always there and 
the hole in the white sky disappears again once you're below 
~8000ft.

This is with plib-1.8.5, OSG-2.3.4 and current cvs SG  FG.

Is anyone specifically working on the 'island' and 
hole-in-the-white-sky problems?  These, together with this new 
45000ft problem are really quite serious bugs.

LeeE

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[Flightgear-devel] $ fgfs --version

2008-03-15 Thread Melchior FRANZ
I've now committed a first stab at a --version option.
In my copy it works like this:

  $ fgfs --version
  2.0pre-20080314
  FG_ROOT=/usr/local/share/FlightGear
  FG_HOME=/home/me/.fgfs

.. but only because my build system sets VERSION in config.h
to 2.0pre-build-date. For others this will wrongly show
1.0.0 instead. I think the VERSION should be just the version
number in releases (2.0.0), but should contain the build date
(actually the configure date) in CVS versions. But this would
require that build systems for MS Windows and OSX are also
able to set that. (It's easy in automake and scons.) Because
I don't know how feasable it is, I haven't committed the
description to options.xml yet.


For Unices you'd just change this

  AM_INIT_AUTOMAKE(FlightGear, 1.0.0)

in configure.ac to

  BUILDDATE=`date +%Y%m%d`
  AM_INIT_AUTOMAKE(FlightGear, 2.0pre-$BUILDDATE)

m.

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[Flightgear-devel] Airport dependent ATC background chatter patch

2008-03-15 Thread Tobias Ramforth

Hello flightgear developers,

I created a patch for the Nasal script 'atc-chatter.nas' which makes ATC 
background chatter dependent on the airport id.
Currently the airport id used is the one set in 
'/sim/presets/airport-id' (but should probably be 
'/sim/atc/freq-airport' - the problem is that this property never has a 
value when I run fgfs).


The patch works as follows: for every airport there can be a directory 
'$FG_ROOT/data/ATC/Chatter/$AIRPORT_ID' containing the specific chatter 
.wav files. This directory is queried for existence by the patch and - 
if it exists for the current preset airport - is used for background 
chatter playback.
If there is no directory for the current airport id, the default 
background chatter is used ('UK').
The list of background chatter files is only updated if the airport id 
changes from one sample to another. The default background chatter is 
always loaded on init to save loading time because there currently are 
no airport specific chatter files.
That leads me to another point: I am planning on creating several new 
chatter files for KSFO, as this is _the_ airport in fgfs. I have already 
save d some audio streams of live KSFO tower/ground/clearance ATC 
chatter to my hdd which only need to be chopped into pieces and added to 
fgfs.


Another thing I am planning to change in ATC background chatter handling 
is the differentiation between ground, tower, clearance chatter. Then 
there will be chatter depending on where your airplane currently is 
(ground, air,...).


I uploaded the patch (created with fg-submit) to 
http://www.ramforth.com/flightgear/Nasal.diff.bz2 and I hope that I am 
not the only one to find having more versatile background chatter a nice 
feature.



Regards,

Tobias Ramforth


PS: I appreciate suggestions, comments, bug reports on this patch, very 
much!
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Re: [Flightgear-devel] Airport dependent ATC background chatter patch

2008-03-15 Thread Tobias Ramforth

Hello again,

due to the lack of experience with the Nasal scripting system, I 
initially looked for a changed airport id every time a new ATC chatter 
message should be played.
Now that I 'discovered' the setlistener function, I changed my code to 
listen to /sim/presets/airport-id.


New version at old position 
http://www.ramforth.com/flightgear/Nasal.diff.bz2.



Regards,

Tobias Ramforth
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Re: [Flightgear-devel] Follow Me / Livery over MP

2008-03-15 Thread Melchior FRANZ
* Gijs de Rooy -- Friday 14 March 2008:
 I've used the livery selection system for that. But the problem
 is that I don't see the changes someone else made when multiplaying.
 So the livery isn't sended to the MP-servers I think.

A vague description deserves a vague response: the livery system
works for the R22, the ch47, and the bo105. If it doesn't for you
then you made a mistake. Did you follow all my tutorial points,
and did you check what the R22 does?

m.

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[Flightgear-devel] FG build fails with plib 1.8.5 and SLD

2008-03-15 Thread Alasdair Campbell
I have just tried to build today's cvs. My configure options are
normally --disable-glut --enable-sdl --enable-osg viewer.  I have
downloaded and installed the latest plib svn version. Now, if I include
the --enable-sdl option, the make fails as shown in the attached file. I
am running debian (sid) and the SDL version from the disro is 1.2.13. I
have never experienced ant problems with building and running FGFS until
installing plib-1.8.5 (now mandatory).
Can anyone help?

Kind regards,
Alasdair
dominatrix:/usr/local/src/flightgear_cvs#make
Making all in tests
make[1]: Entering directory `/usr/local/src/flightgear_cvs/tests'
make[1]: Nothing to be done for `all'.
make[1]: Leaving directory `/usr/local/src/flightgear_cvs/tests'
Making all in man
make[1]: Entering directory `/usr/local/src/flightgear_cvs/man'
make[1]: Nothing to be done for `all'.
make[1]: Leaving directory `/usr/local/src/flightgear_cvs/man'
Making all in scripts
make[1]: Entering directory `/usr/local/src/flightgear_cvs/scripts'
Making all in debug
make[2]: Entering directory `/usr/local/src/flightgear_cvs/scripts/debug'
make[2]: Nothing to be done for `all'.
make[2]: Leaving directory `/usr/local/src/flightgear_cvs/scripts/debug'
Making all in perl
make[2]: Entering directory `/usr/local/src/flightgear_cvs/scripts/perl'
Making all in examples
make[3]: Entering directory 
`/usr/local/src/flightgear_cvs/scripts/perl/examples'
make[3]: Nothing to be done for `all'.
make[3]: Leaving directory `/usr/local/src/flightgear_cvs/scripts/perl/examples'
make[3]: Entering directory `/usr/local/src/flightgear_cvs/scripts/perl'
make[3]: Nothing to be done for `all-am'.
make[3]: Leaving directory `/usr/local/src/flightgear_cvs/scripts/perl'
make[2]: Leaving directory `/usr/local/src/flightgear_cvs/scripts/perl'
Making all in python
make[2]: Entering directory `/usr/local/src/flightgear_cvs/scripts/python'
make[2]: Nothing to be done for `all'.
make[2]: Leaving directory `/usr/local/src/flightgear_cvs/scripts/python'
make[2]: Entering directory `/usr/local/src/flightgear_cvs/scripts'
make[2]: Nothing to be done for `all-am'.
make[2]: Leaving directory `/usr/local/src/flightgear_cvs/scripts'
make[1]: Leaving directory `/usr/local/src/flightgear_cvs/scripts'
Making all in src
make[1]: Entering directory `/usr/local/src/flightgear_cvs/src'
Making all in Include
make[2]: Entering directory `/usr/local/src/flightgear_cvs/src/Include'
make  all-am
make[3]: Entering directory `/usr/local/src/flightgear_cvs/src/Include'
make[3]: Leaving directory `/usr/local/src/flightgear_cvs/src/Include'
make[2]: Leaving directory `/usr/local/src/flightgear_cvs/src/Include'
Making all in Aircraft
make[2]: Entering directory `/usr/local/src/flightgear_cvs/src/Aircraft'
if g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src  
-I/usr/local/include  -g -O2 -D_REENTRANT -MT aircraft.o -MD -MP -MF 
.deps/aircraft.Tpo -c -o aircraft.o aircraft.cxx; \
then mv -f .deps/aircraft.Tpo .deps/aircraft.Po; else rm -f 
.deps/aircraft.Tpo; exit 1; fi
In file included from /usr/include/plib/pu.h:1591,
 from ../../src/GUI/gui.h:36,
 from ../../src/Cockpit/hud.hxx:62,
 from aircraft.cxx:42:
/usr/include/plib/puSDL.h:32:17: error: SDL.h: No such file or directory
In file included from /usr/include/plib/pu.h:1591,
 from ../../src/GUI/gui.h:36,
 from ../../src/Cockpit/hud.hxx:62,
 from aircraft.cxx:42:
/usr/include/plib/puSDL.h: In function 'void puGetWindowSizeSDL(int*, int*)':
/usr/include/plib/puSDL.h:42: error: 'SDL_Surface' was not declared in this 
scope
/usr/include/plib/puSDL.h:42: error: 'display' was not declared in this scope
/usr/include/plib/puSDL.h:42: error: 'SDL_GetVideoSurface' was not declared in 
this scope
make[2]: *** [aircraft.o] Error 1
make[2]: Leaving directory `/usr/local/src/flightgear_cvs/src/Aircraft'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/usr/local/src/flightgear_cvs/src'
make: *** [all-recursive] Error 1
dominatrix:/usr/local/src/flightgear_cvs#

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Re: [Flightgear-devel] FG build fails with plib 1.8.5 and SLD

2008-03-15 Thread Melchior FRANZ
* Alasdair Campbell -- Saturday 15 March 2008:
 /usr/include/plib/puSDL.h:32:17: error: SDL.h: No such file or directory

No sdl-devel installed, apparently. But using SDL is depreciated.
Dump the --enable-sdl and use --enable-osgviewer instead and *only*.
You can't have both.

m.

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[Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-15 Thread gerard robin


Hello,
 Coming back to computers,  we have tried the last 1.00 scenery version.

We are very disappointed with it.

The coastline process is wrong (or not existing) here two snapshot near LFMN
-first,  that one with scenery 0.9.10 which was partly wrong (0.9.8 was 
better)
http://pagesperso-orange.fr/GRTux/Scenery0.9.10.jpg

-second, the same one with scenery  1.0.0
http://pagesperso-orange.fr/GRTux/Scenery-1.0.jpg

With 0.9.10 versus 0.9.8 we had lost some island. But the shape was more or 
less right.

with 1.0.0,  It seems that every   low level ground near the sea are not 
correctly processed, getting only straight ground tiles.
 
Cheers

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


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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-15 Thread Ralf Gerlich
Hi Gerard!

gerard robin wrote:
 The coastline process is wrong (or not existing) here two snapshot near LFMN
 -first,  that one with scenery 0.9.10 which was partly wrong (0.9.8 was 
 better)
 http://pagesperso-orange.fr/GRTux/Scenery0.9.10.jpg
 
 -second, the same one with scenery  1.0.0
 http://pagesperso-orange.fr/GRTux/Scenery-1.0.jpg

Hm, we did check a lot of tiles at random for glitches, but these went
through our filters.

Thank you for the pointer, I will check were this is coming from.

Cheers,
Ralf

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Re: [Flightgear-devel] FG build fails with plib 1.8.5 and SLD

2008-03-15 Thread Alasdair Campbell

On Sat, 2008-03-15 at 17:31 +0100, Melchior FRANZ wrote:
 * Alasdair Campbell -- Saturday 15 March 2008:
  /usr/include/plib/puSDL.h:32:17: error: SDL.h: No such file or directory
 
 No sdl-devel installed, apparently. But using SDL is depreciated.
 Dump the --enable-sdl and use -- instead and *only*.
 You can't have both.
 
 m.
 

Thanks Melchior.
I tried your option of ./configure --enable-osgviewer and the build
went just fine. But I did have the sdl-dev package installed. No matter,
sdl in debian looks horribly complicated with many dependencies, so I
prefer to leave it alone.

So all is OK now except for the hotspots on my c172 radio stack which
have gone haywire. Clicking on the COM2 swap button switches COM1 radio,
Clicking the ADF buttons change the COM2 radio, the Autopilot buttons
are ineffective, etc.etc. Can anyone confirm this behaviour?

Kind regards,

Alasdair

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Re: [Flightgear-devel] MP forest fire model!

2008-03-15 Thread Curtis Olson
On Fri, Mar 14, 2008 at 6:25 PM, Robert Black wrote:



 On Fri, Mar 14, 2008 at 6:09 AM, Anders Gidenstam wrote:

  On Mon, 25 Feb 2008, Anders Gidenstam wrote:
   I thought about making a cellular automata model of a forest fire some
  
  And now I finally got around to do that :)
 
  It is not quite ready for prime time yet but I have the base cellular
  automata based on the first paper I stumbled upon [0] -
 
  http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=57album=15pos=2
 
  http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=58album=15pos=3
 
 
  http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=59album=15pos=0
 
  http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=60album=15pos=1
  [0] http://dx.doi.org/10.1016/j.advengsoft.2006.09.002
 

The fact that you managed to leverage the multiplayer message passing to
propogate the fire through the multiplayer system is really cool (although
will people that join after the fire is established be able to catch up and
see the same view? ... I'm not trying to nitpick ... not such a big deal if
the answer is no ...)  So now if we can borrow a better fire/smoke anmation
and maybe laydown a semi-translucent black region on the ground beneath the
fire we'd be in really good shape.  Also, is it possibly to add some natural
randomization to the location of the new bits of the fire?  A very regular
pattern is distracting, but might be less distracting once we've added more
realistic smoke and fire.

One thing I've seen in other particle systems is the ability to rotate the
smoke texture as it grows and drifts ... this gives the impression of
localized eddy patterns and more interesting motion within the smoke.  I
thought that was a cool touch and it doesn't seem like it should be that
hard to add to our particle system ... ?

Just tossing ideas and comments your direction ... :-)  Great work, this is
exciting stuff!

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] MP forest fire model!

2008-03-15 Thread Georg Vollnhals
Curtis Olson schrieb:
 ...
...
...

 Just tossing ideas and comments your direction ... :-)  Great work,
 this is exciting stuff!

 Regards,

 Curt.
 -- 
Hi,

getting more and more features into the multiplayer system is really
great - the only limiting factor is the causing desaster by design.
At the moment I get an enormous impact on the controllabilty of my
aircraft when flying an area with a lot of other mp-participants. If you
are landing with a helicopter or even hovering your a/c gets nearly
uncontrollable. That is the reason I gave up joining the mp-system as it
is only fun if you are flying an area where other mp-user are.

It is caused by bad design. The local FDM and Display Systems MUST KEEP
PRIORITY against the updating of the mp-system, ie. other mp-aircraft,
positions, movement, etc. Even if this causes some jumpy display of
other mp-objects.
That is why there should be a better splitting and limiting of the
processortime the MP-SYSTEM has available against that of the
FDM/DISPLAY SYSTEM of the local running FlightGear.
I don't know how difficult it is to realize such an intelligent
time-slicing with privilege to the FDM and display of the local
aircraft but it gets more and more important with an increasing number
of mp-users and new features.

Just my thoughts. I know that there are some arguments against my
proposals, ie. towing, formation flying or push-back is only possible if
there is a good realtime display of the other party. But retaining
control over the own aircraft is more important after my opinion.

Regards
Georg EDDW


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Re: [Flightgear-devel] MP forest fire model!

2008-03-15 Thread Anders Gidenstam
On Sat, 15 Mar 2008, Curtis Olson wrote:

 The fact that you managed to leverage the multiplayer message passing to
 propogate the fire through the multiplayer system is really cool (although
 will people that join after the fire is established be able to catch up and
 see the same view? ... I'm not trying to nitpick ... not such a big deal if
 the answer is no ...)

Currently, they will not, but the last event by each player will be 
available to late joiners. It might be possible to fast forward the 
automata to catch up. (The model is supposed to be deterministic, though 
my implementation might not.)

 So now if we can borrow a better fire/smoke anmation
 and maybe laydown a semi-translucent black region on the ground beneath the
 fire we'd be in really good shape.  Also, is it possibly to add some natural
 randomization to the location of the new bits of the fire?  A very regular
 pattern is distracting, but might be less distracting once we've added more
 realistic smoke and fire.

I'm toying a bit with the particle systems in FlightGear. The trade-off 
between visual impact and performance impact isn't easy :)

 One thing I've seen in other particle systems is the ability to rotate the
 smoke texture as it grows and drifts ... this gives the impression of
 localized eddy patterns and more interesting motion within the smoke.  I
 thought that was a cool touch and it doesn't seem like it should be that
 hard to add to our particle system ... ?

I hope to get some help from a visual wiz. My 3d skills are not too good.

 Just tossing ideas and comments your direction ... :-)  Great work, this is
 exciting stuff!

I have a little problem with my normal web hosting so these are only 
available when my desktop box is up and dyndns is updated (the 
auto update in my FW/router seems to have broken down):

http://gidenstam.dyndns.org:8080/users/anders/FlightGear/ForestFire-20080315.tar.gz
http://91.50.93.238:8080/users/anders/FlightGear/ForestFire-20080315.tar.gz

Note that this is pre-alpha software :)

Cheers,

Anders
-- 
---
Anders Gidenstam
mail: anders(at)gidenstam.org
WWW: http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] MP forest fire model!

2008-03-15 Thread Curtis Olson
I would like to point out that the primary performance issues induced by the
multiplayer system relate to loading new models when new people join (some
of the aircraft are quite complex and large).  There are probably secondary
performance issues with rendering a large number of different MP aircraft
(texture paging?)  Also, if MP aircraft continue to execute all their
associated nasal scripts, there could be a potentially large amount of time
that gets spent executing all those scripts.

We certainly do need to think about the MP system as we move forward, but
the bulk of the problem is in loading new aircraft when new people join, and
that is always going to be an issue unless we somehow are able to come up
with a lower LOD version of every aircraft for use in the MP system ... and
only that lower LOD is actually loaded and used.

Regards,

Curt.


On Sat, Mar 15, 2008 at 2:44 PM, Georg Vollnhals wrote:

 Curtis Olson schrieb:
  ...
 ...
 ...
 
  Just tossing ideas and comments your direction ... :-)  Great work,
  this is exciting stuff!
 
  Regards,
 
  Curt.
  --
 Hi,

 getting more and more features into the multiplayer system is really
 great - the only limiting factor is the causing desaster by design.
 At the moment I get an enormous impact on the controllabilty of my
 aircraft when flying an area with a lot of other mp-participants. If you
 are landing with a helicopter or even hovering your a/c gets nearly
 uncontrollable. That is the reason I gave up joining the mp-system as it
 is only fun if you are flying an area where other mp-user are.

 It is caused by bad design. The local FDM and Display Systems MUST KEEP
 PRIORITY against the updating of the mp-system, ie. other mp-aircraft,
 positions, movement, etc. Even if this causes some jumpy display of
 other mp-objects.
 That is why there should be a better splitting and limiting of the
 processortime the MP-SYSTEM has available against that of the
 FDM/DISPLAY SYSTEM of the local running FlightGear.
 I don't know how difficult it is to realize such an intelligent
 time-slicing with privilege to the FDM and display of the local
 aircraft but it gets more and more important with an increasing number
 of mp-users and new features.

 Just my thoughts. I know that there are some arguments against my
 proposals, ie. towing, formation flying or push-back is only possible if
 there is a good realtime display of the other party. But retaining
 control over the own aircraft is more important after my opinion.

 Regards
 Georg EDDW


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Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] MP forest fire model!

2008-03-15 Thread till busch
hi georg,

i am currently working on a patch that adds model-paging. models (ai, 
multiplayer and, to some degree, scenery) will be loaded in a different 
thread. this is more or less what you describe.

some successful testing has been done already. so i hope to get it integrated 
into cvs soon.

if you'd like to (beta-)test, feel free to get the latest versions of my patch 
at: http://flight.bux.at

currently these are: 
http://flight.bux.at/0001-model-paging-v0.4.0-beta-simgear.patch
http://flight.bux.at/0001-model-paging-v0.4.2-beta-flightgear.patch

note that i'm not pushing for integration yet. the changes still need some 
clean-up and minimal documentation ;-)

i'll be glad for any comments (success or regression reports, for the matter)

cheers,

-till

On Saturday 15 March 2008, Georg Vollnhals wrote:
 Hi,

 getting more and more features into the multiplayer system is really
 great - the only limiting factor is the causing desaster by design.
 At the moment I get an enormous impact on the controllabilty of my
 aircraft when flying an area with a lot of other mp-participants. If you
 are landing with a helicopter or even hovering your a/c gets nearly
 uncontrollable. That is the reason I gave up joining the mp-system as it
 is only fun if you are flying an area where other mp-user are.

 It is caused by bad design. The local FDM and Display Systems MUST KEEP
 PRIORITY against the updating of the mp-system, ie. other mp-aircraft,
 positions, movement, etc. Even if this causes some jumpy display of
 other mp-objects.
 That is why there should be a better splitting and limiting of the
 processortime the MP-SYSTEM has available against that of the
 FDM/DISPLAY SYSTEM of the local running FlightGear.
 I don't know how difficult it is to realize such an intelligent
 time-slicing with privilege to the FDM and display of the local
 aircraft but it gets more and more important with an increasing number
 of mp-users and new features.

 Just my thoughts. I know that there are some arguments against my
 proposals, ie. towing, formation flying or push-back is only possible if
 there is a good realtime display of the other party. But retaining
 control over the own aircraft is more important after my opinion.

 Regards
 Georg EDDW

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Re: [Flightgear-devel] FG build fails with plib 1.8.5 and SLD

2008-03-15 Thread dave perry
Alasdair Campbell wrote:
 So all is OK now except for the hotspots on my c172 radio stack which
 have gone haywire. Clicking on the COM2 swap button switches COM1 radio,
 Clicking the ADF buttons change the COM2 radio, the Autopilot buttons
 are ineffective, etc.etc. Can anyone confirm this behaviour?

   
Try resizing the window.  I pointed this out more that a month ago, but 
Tim Moore (who is maintaining osgviewer) was unable to reproduce the 
problem on his system.  The resize can be dragging a side of the window 
or minimize/maximize the window.  The mouse coordinates are not properly 
initialized (I speculate) until this is done.

- Dave Perry

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Re: [Flightgear-devel] Multiple graphics card and displays on one machine

2008-03-15 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Vikas N Kumar wrote:
| On Sat, Mar 15, 2008 at 12:55 AM, Vikas N Kumar
| [EMAIL PROTECTED]
| mailto:[EMAIL PROTECTED] wrote:
|
| My graphics cards are capable since I can run fgfs in single screen mode
on each screen and it works fine. But when I run with 3 screens,
|
| it seems slow.
|
| I also see this warning when I run fgfs with 3 screens.
|
| Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
| RenderStage::drawInner(,) FBO status= 0x8cd5
|
| Ok, so since I have 2 dual head cards and 3 monitors, I moved one of the
| monitors to the powerful card instead of the less powerful card and the
| rendering speed became alright. So that problem is solved.
|
| The RenderBin warning for FBO 0x8cd5  which seems to be from OSG
| remains.  Now instead of 1 I get two warnings.

This appeared with the new trees code which uses shaders. It seems to be 
harmless.

Tim

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Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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Re: [Flightgear-devel] Multiple graphics card and displays on one machine

2008-03-15 Thread Timothy Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Vikas N Kumar wrote:
| On Sat, Mar 15, 2008 at 12:55 AM, Vikas N Kumar
| [EMAIL PROTECTED]
| mailto:[EMAIL PROTECTED] wrote:
|
| My graphics cards are capable since I can run fgfs in single screen mode
on each screen and it works fine. But when I run with 3 screens,
|
| it seems slow.
|
| I also see this warning when I run fgfs with 3 screens.
|
| Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
| RenderStage::drawInner(,) FBO status= 0x8cd5
|
| Ok, so since I have 2 dual head cards and 3 monitors, I moved one of the
| monitors to the powerful card instead of the less powerful card and the
| rendering speed became alright. So that problem is solved.
|
| The RenderBin warning for FBO 0x8cd5  which seems to be from OSG
| remains.  Now instead of 1 I get two warnings.

This appeared with the new trees code which uses shaders. It seems to be 
harmless.

Tim

-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFH3E2/eDhWHdXrDRURAl3CAJ9FeBKwZQWFj/TMBokUZb7kFp1NCQCfYqnj
9ICFp2tQN3Kk121eH6TqT0Y=
=Q7jq
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Re: [Flightgear-devel] MP forest fire model!

2008-03-15 Thread Georg Vollnhals
till busch schrieb:
 hi georg,

 i am currently working on a patch that adds model-paging. models (ai, 
 multiplayer and, to some degree, scenery) will be loaded in a different 
 thread. this is more or less what you describe.

 some successful testing has been done already. so i hope to get it integrated 
 into cvs soon.

 if you'd like to (beta-)test, feel free to get the latest versions of my 
 patch 
 at: http://flight.bux.at

 currently these are: 
 http://flight.bux.at/0001-model-paging-v0.4.0-beta-simgear.patch
 http://flight.bux.at/0001-model-paging-v0.4.2-beta-flightgear.patch

 note that i'm not pushing for integration yet. the changes still need some 
 clean-up and minimal documentation ;-)

 i'll be glad for any comments (success or regression reports, for the matter)

 cheers,

 -till

   
Hi Till,

I just downloaded the patches and will try them and report afterwards.

Thank you very much for your work, a better working MP system with all
the possibilities one can think about  would make that principially
strong part of  FlightGear much more enjoyable and more important - usable.

Georg

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Re: [Flightgear-devel] MP forest fire model!

2008-03-15 Thread Georg Vollnhals
Curtis Olson schrieb:
 I would like to point out that the primary performance issues induced
 by the multiplayer system relate to loading new models when new people
 join (some of the aircraft are quite complex and large).  There are
 probably secondary performance issues with rendering a large number of
 different MP aircraft (texture paging?)  Also, if MP aircraft continue
 to execute all their associated nasal scripts, there could be a
 potentially large amount of time that gets spent executing all those
 scripts.

 We certainly do need to think about the MP system as we move forward,
 but the bulk of the problem is in loading new aircraft when new people
 join, and that is always going to be an issue unless we somehow are
 able to come up with a lower LOD version of every aircraft for use in
 the MP system ... and only that lower LOD is actually loaded and used.

 Regards,

 Curt.



Hi Curtis,
thank you very much for your answer and explanations. I will try Till's
patches, hoping that these might improve the situation.

I expect even more user of the MP system in the future as we see
increasing interest in FG especially from younger people who are very
interested in doing things together - either MP or meeting in the
International Forum. Something one can really be happy about.
Regards
Georg

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[Flightgear-devel] autopilot u_min and u_max...

2008-03-15 Thread SydSandy
Hi all , 
I've been trying to change the xmlautopilot to use prop and value 
for the u_min and u_max properties , and currently have quite a mess on my 
hands right now :)
The idea is to have a min and max property to control bank-limit / pitch with a 
panel knob ...
setting the u_min and u_max from a property seems to be working , but I get 
some strange things happening . The pi-simple controller isnt clamped anymore 
(so i removed the clamp check )... and the output goes immediately to the u_min 
value...although u_min and u_max are checked every update... 
Has anyone else attempted this , with good results ? Or , hopefully , already 
implemented this ?
Anyway , I'll keep plugging away at it, the answer is probably staring me in 
the face and I can't see it.
Is this something that should be implemented anyway ?
 Cheers 

-- 
SydSandy [EMAIL PROTECTED]

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[Flightgear-devel] Rogue objects at KSQL

2008-03-15 Thread George Patterson
Hi All,

There are a few objects that have been misplaced at KSQL.
1. Light tower to the right of Runway 30.
2. A large building (black and grey at the end of the same runway)

It seems that the green and white light from the tower is solid.

I have take a screen shot or two which I haven;'t attached to this email.

Assuming that this is not a known bug, any comments on how to fix
these two artifacts.

(I though the problem of light being solid was fixed.)

I am using Flightgear CVS version with glut.

Regards


George

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[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-03-15 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-03-09_17:09:52 (fredb)
/var/cvs/SimGear-0.3/source/projects/VC7.1/SimGear.vcproj

Update MSVC 7.1 projects


2f585eeea02e2c79d7b1d8c4963bae2d

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