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

2012-03-03 Thread Frederic Bouvier
 De: Torsten Dreyer
 
 Am 02.03.2012 19:03, schrieb Frederic Bouvier:
  Now that release 2.6 is out, perhaps it is time to discuss further
  developments concerning project Rembrandt.
  Although it may already produce pretty images when used by a
  talented designer (see for example the P92), it is however, not
  usable by most people.
 
  The Wiki page summarizes the list of things to do. For wider use,
  we must first convert the shaders to 'Rembrandt' rules. It also
  seems there are problems with shadows in multi-threaded modes.
  Finally, the multi screen should be reviewed (I'll leave spherical
  projection and stereo for another time). The other points are are
  less important and can be treated in the next branch.
 
  Remains the problem of conversion of aircraft models. One of the
  constraints of Rembrandt is that each model should be modified, or
  at least reviewed:
 * Remove the fake shadow
 * Remove ambient occlusion from textures
 * Register all transparent surfaces
 * Review the use of emissive colors
 
  Maybe we need to create a label Works with Rembrandt and report
  models that do not comply.
 
  thoughts ?
 
 The best time for adding such a huge change is at the beginning of a
 release cycle - which is now. Adding a tag marking the initial commit
 might be a good idea, though.
 
 If Rembrandt breaks nearly all aircraft, maybe we should also split
 off aircraft from FGDATA before/not later than the start of Rembrandt?
 
 The aircraft rating system can hold a Rembrandt-ready label.
 
 Is there any chance to make Rembrandt switchable (on/off) at startup?

That should be doable, but not done for the moment. Changes are located 
in CameraGroup.[ch]xx and Renderer.cxx for the flightgear side, in 
sgmaterial.lib for the simgear side and in Effects/ and Shaders/ for the 
data side, not speaking of any model converted or enhanced with lights.

The main problem to solve would be the duplication of resources. How 
a plane or another model would be compatible to both renderer ?

But just curious : how many of you reviewed the current code ?

Regards,
-Fred

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

2012-03-03 Thread Christian Schmitt
Stuart Buchanan wrote:

 Given that we have 400+ aircraft that need to be updated, I think we
 also need clear documentation (on the wiki?) describing the steps you
 outline above, and in particular how to register the transparent
 surfaces.  That probably needs to be in place before the code goes
 into next.

Yes, then we can make aircraft after aircraft Rembrandt ready so that we 
have a nice pool of planes for the next release.
 
 IMO we should bite the bullet and get it into next this week if
 possible.  There's obviously some risk to our 6 month release
 schedules that we'll just have to accept.

I agree here. Let's merge the Rembrandt work into next so that every git 
user has to work with it, can find glitches and adapt shaders. There are 
people holding back their shader improvements in anticipation of Rembrandt. 
We have to merge it anyway sooner or later. Now, the likeliness of conflicts 
is lower and the speed of development will be faster.

Cheers
Chris

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

2012-03-03 Thread Torsten Dreyer
 Is there any chance to make Rembrandt switchable (on/off) at startup?

 That should be doable, but not done for the moment. Changes are located
 in CameraGroup.[ch]xx and Renderer.cxx for the flightgear side, in
 sgmaterial.lib for the simgear side and in Effects/ and Shaders/ for the
 data side, not speaking of any model converted or enhanced with lights.

 The main problem to solve would be the duplication of resources. How
 a plane or another model would be compatible to both renderer ?
Sorry for being unclear, my idea was to have the renderer switchable at 
startup. Selecting the aircraft with/without Rembrand-feature does not 
make sense. That way one could use the old renderer for old aircraft 
and the new renderer with Remprand-Ready aircraft.

 But just curious : how many of you reviewed the current code ?
I had a look at the code but never compiled, let alone ran it locally 
due to lack of time.

Torsten

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

2012-03-03 Thread Mathias Fröhlich

Hi Fred,

On Friday, March 02, 2012 19:03:13 Frederic Bouvier wrote:
 thoughts ?
Since we are now at the beginning of a release cycle, I would think now is the 
right time.

For the question to preserve both renderers, compatibility of models I think 
that we need to preserve both if we cannot guarantee that your new approach 
runs on a wide varity of drivers.
Given the complexity of this kid of change I doubt that we can iterate this 
out completely within this current release cycle.
Also I believe you told that you are using float textures. And again this is 
the other patent problem lingering in OpenGL. This extension will not be 
supported for a long time. But again I think that any rescaled fixed point 
representation that works based on an integer datatype should do its job as 
well. The changes to make this work should be limited.

And no, I have not really reviewed the changes.

Any yes this is the problem, there is a lot of work left to do to integrate 
this kind of change, but I think too little people will try if we do not push 
this into mainline. Consequently not iterating out anything.

The only other option could be doing something incremental.
May be like this?

1. Move the renderer into a pre render camera using the current shaders.
2. Set up the depth texture and normals and make them available for a 
composition step.
3. Remove fog from the models, do this in the composition step.
4. Build up the shadow and light map texture.
5. Incorporate this into the composition step

Or may be with modifications - just scratching in my head how I could imagine 
tackling this with smaller steps.
Really just thinking about an idea that might not be a good one.
But tell me if you think this is reasonable???

Greetings

Mathias

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

2012-03-03 Thread Erik Hofman
On Sat, 2012-03-03 at 07:25 -0600, Curtis Olson wrote:

 
 I agree that we should merge the project rembrandt work sooner rather
 than later.  However, we should also take some time and effort to make
 sure Thorsten's sky/haze/horizon effects are accounted for as well.  I
 don't know what issues we will find when trying to merge these two
 efforts, but they both need to be considered together.

Personally I would think adding Project Rembrandt will call for
FlightGear version 3.0. So if it is added I would create two branches,
version 3.0 and version 2.7 in which the later is switched to bug fixes
only.

If 3.0 turns out to require more time than expected (I probably know the
answer to that one) then there's always a really stable version 2.8
which can be released.

Erik


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

2012-03-03 Thread Alan Teeder


-Original Message- 
From: Erik Hofman
Sent: Saturday, March 03, 2012 1:36 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Project Rembrandt - next steps



Personally I would think adding Project Rembrandt will call for
FlightGear version 3.0. So if it is added I would create two branches,
version 3.0 and version 2.7 in which the later is switched to bug fixes
only.

If 3.0 turns out to require more time than expected (I probably know the
answer to that one) then there's always a really stable version 2.8
which can be released.

Erik


I think that you have hit the nail on the head there.

Alan

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

2012-03-03 Thread ThorstenB
Am 03.03.2012 12:43, schrieb Christian Schmitt:
 Stuart Buchanan wrote:
   IMO we should bite the bullet and get it into next this week if
   possible.  There's obviously some risk to our 6 month release
   schedules that we'll just have to accept.
 I agree here. Let's merge the Rembrandt work into next so that every git
 user has to work with it, can find glitches and adapt shaders. There are
 people holding back their shader improvements in anticipation of Rembrandt.
 We have to merge it anyway sooner or later. Now, the likeliness of conflicts
 is lower and the speed of development will be faster.

Just be sure the new concept will work for everyone, even for the 
majority not owning the latest high-end GPU, e.g there is an option to 
disable, reduce load/quality etc.

Also, the project is quite good in finding issues, once new stuff is in 
git. But, generally we are not so good in fixing problems then. 
Notoriously, everyone has just too little spare time ;-), so a lot of 
issues just starve in the tracker. And with hard-core OSG stuff, there's 
even fewer people than usual who could help anyway.

So, make an honest estimate of how much work is really left, including 
fixing reported issues, and whether you have the time to complete this 
in the next months. Or whether you maybe need to bail out in a few weeks 
for personal reasons, and we might be getting stuck (your 
wife/girlfriend isn't pregnant or something? :-D ).

If we are certain that everything will be well and stable within 
reasonable amount of time, then it should go into next. Otherwise, 
we should think about maintaining separate branches (one of the main 
advantages of git anyway). Indeed, the latter would probably mean it 
would not be part of the August release. The key question is: would it 
be ready?

cheers,
Thorsten

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

2012-03-03 Thread Alan Teeder


-Original Message- 
From: Frederic Bouvier
Sent: Saturday, March 03, 2012 11:33 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Project Rembrandt - next steps

 De: Torsten Dreyer


I don´t know if that already been covered, but is it possible to make a 
model that is compatible with both current and Rembrandt systems?

Alan 


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

2012-03-03 Thread joacher
On Fri, 2 Mar 2012 20:51:59 +
Stuart Buchanan stuar...@gmail.com wrote:

 Given that we have 400+ aircraft that need to be updated, 

Looks like an aircraft needs some maintenance over time. This somehow
bothers the question whether it is wise to collect 300+ rudimentary
aircraft with no further use, in the hope they might become finished in
the year 2018...




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Re: [Flightgear-devel] Re : Windturbines facing in wrong wind

2012-03-03 Thread Bertrand Coconnier
2012/2/23 Martin Spott martin.sp...@mgras.net:

 Apparently I've been too ambitious and idealistic.  I know that
 voluntary OpenSource development is primarily ego-driven, but there's a
 strong indication that I've still under-estimated the average Scenery-
 developers narcism: Scenery development is nowadays diverging into more
 different (and contradicting) branches than ever before - and almost no
 one cares.

2012/3/2 Martin Spott martin.sp...@mgras.net:

 The one and only 'random' item in the entire
 discussion seems to be your misguided comment.

Martin,

Sorry but I can't help myself to make a connection between these 2
statements. You can't have it both ways : you can't expect others to
be collaborative and helpful while giving the hell to those who are
making errors or misunderstandings.

Project management is as much about having social skills as it is
about having technical skills. And the Open Source world is no
exception. I am not saying that the difficulties you mentioned about
scenery development are linked but I am certain that such behaviours
do not help.

Bertrand.

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

2012-03-03 Thread Torsten Dreyer
Am 03.03.2012 12:33, schrieb Frederic Bouvier:
 But just curious : how many of you reviewed the current code ?

n+1

Just checked out your project/rembrandt branches. Code compiles fine on 
64bit openSUSE 12.1 with OSG from trunk.

Running fgfs spits out many messages, most prominent are:
can't find Effects/ssao.eff
can't find Effects/blur.eff
can't find Effects/blur.eff
can't find Effects/sunlight.eff
can't find Effects/blur.eff
can't find Effects/blur.eff

and dozens of

no image file, maybe the reader did not set the filename attribute, 
using white for type '2d' on '', in /technique[11]/pass[0]/texture-unit[0]

The screen stays white with three black corners (top right, bottom right 
and bottom left). No splash screen. I can exit after some time with 
(Esc)-(Enter).

GPU is GeForce Go 7400 with latest driver.

Anything I can do to help debugging?

Torsten

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Re: [Flightgear-devel] Re : Windturbines facing in wrong wind

2012-03-03 Thread Martin Spott
Salut Bertrand,
thanks for your balanced statement.  There's a lot I could explain and
you deserve a proper response, if you like.  Anyhow I've been with this
project for long enough to know that I'm not going to change anything,
not matter what I'd be resond (and how).  Therefore I'm inclined to
simply close this chapter, if you agree.

Cheers,
Martin.
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier


- Mail original -
 De: Torsten Dreyer tors...@t3r.de
 
 Am 03.03.2012 12:33, schrieb Frederic Bouvier:
  But just curious : how many of you reviewed the current code ?
 
 n+1
 
 Just checked out your project/rembrandt branches. Code compiles fine
 on
 64bit openSUSE 12.1 with OSG from trunk.
 
 Running fgfs spits out many messages, most prominent are:
 can't find Effects/ssao.eff
 can't find Effects/blur.eff
 can't find Effects/blur.eff
 can't find Effects/sunlight.eff
 can't find Effects/blur.eff
 can't find Effects/blur.eff
 
 and dozens of
 
 no image file, maybe the reader did not set the filename attribute,
 using white for type '2d' on '', in
 /technique[11]/pass[0]/texture-unit[0]
 
 The screen stays white with three black corners (top right, bottom
 right
 and bottom left). No splash screen. I can exit after some time with
 (Esc)-(Enter).
 
 GPU is GeForce Go 7400 with latest driver.
 
 Anything I can do to help debugging?


Nothing wrong with all of that (or at least it is expected). Did I mentionned
I wrecked the splashscreen that doesn't appear in windowed mode and badly flash
in fullscreen. Otherwise, the messages are expected for the moment. 

Ensure you checked out project/rembrandt in simgear, flightgear and fgdata, and 
be patient until the scene appears. It doesn't support multi-threading 
mode (in preferences.xml) but that don't prevent to have an image

Regards,
-Fred

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Re: [Flightgear-devel] About the bug 385

2012-03-03 Thread ThorstenB
Am 03.03.2012 03:28, schrieb Robert:
 2012/3/2 ThorstenB bre...@gmail.com mailto:bre...@gmail.com
 But we don't know why this only happens with the ATI,
 only with their driver versions 11.5 and above, and only on Windows.

 Thorsten, this bug is also present on Linux (in my case), and I think I
 have read in the google bug-reports that OSX is affected, too.

Never heard anyone reporting the issue for Linux. Indeed, there was a 
related bug for Mac (#356), but that was reported to be fixed with OSG 
3.0.1, only leaving an ugly effect (whatever that is).

Anyway, anyone reproducing the issue and capable of compiling FG 
2.7.0/Git could help by providing the terminal output when running a 
debug patch, see #385, comment 41 for details:
http://code.google.com/p/flightgear-bugs/issues/detail?id=385#c41

cheers,
Thorsten

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

2012-03-03 Thread Frederic Bouvier
 De: ThorstenB

 Also, the project is quite good in finding issues, once new stuff is
 in git. But, generally we are not so good in fixing problems then.
 Notoriously, everyone has just too little spare time ;-), so a lot of
 issues just starve in the tracker. And with hard-core OSG stuff,
 there's even fewer people than usual who could help anyway.
 
 So, make an honest estimate of how much work is really left,
 including fixing reported issues, and whether you have the time to 
 complete this in the next months. Or whether you maybe need to bail 
 out in a few weeks for personal reasons, and we might be getting 
 stuck (your wife/girlfriend isn't pregnant or something? :-D ).
 
 If we are certain that everything will be well and stable within
 reasonable amount of time, then it should go into next.
 Otherwise, we should think about maintaining separate branches 
 (one of the main advantages of git anyway). Indeed, the latter 
 would probably mean it would not be part of the August release. 
 The key question is: would it be ready?

As I said in my first post, I don't consider the code as fully ready
for prime time. I made shortcuts to demonstrate the feasibility of 
the renderer and many things no longer works or at least should 
be reviewed again.

I can't promise I won't be hit by the proverbial bus, but as long 
as the project is endorsed by the community, there is no reason 
I bail out in the next months.

As a migration path, I verified that my changes to simgear are 
compatible with the current next branch. If there is no objection,
I will commit these changes to gitorious and begin to prepare 
the flightgear code in a way that would allow to keep the current
renderer. That may take time though. Enough time to split the 
aircraft repository ;-)

Regards,
-Fred

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[Flightgear-devel] terragear not building and installing genapts

2012-03-03 Thread Jason Cox
Hi all,
just checking out the lattest code as of 15min ago and found that
genapts is not being built/installed.

I checked my build process and found no errors and the program was
missing

can anyone help?

localhost terragear-cs # make install
[  3%] Built target poly2tri
[ 10%] Built target Geometry
[ 15%] Built target Polygon
[ 16%] Built target Output
[ 18%] Built target gshhs
[ 19%] Built target gshhs_debug
[ 20%] Built target DEM
[ 21%] Built target demchop
[ 21%] Built target Array
[ 22%] Built target fillvoids
[ 24%] Built target HGT
[ 25%] Built target hgtchop
[ 26%] Built target srtmchop
[ 27%] Built target testassem
[ 28%] Built target deminfo
[ 30%] Built target raw2ascii
[ 44%] Built target vpf
[ 46%] Built target TriangleJRS
[ 47%] Built target e00
[ 48%] Built target e00lines
[ 49%] Built target findcorners
[ 50%] Built target photo
[ 51%] Built target wgs84offset
[ 53%] Built target shape
[ 54%] Built target noaa-decode
[ 55%] Built target shape-decode
[ 56%] Built target tgvpf
[ 62%] Built target Terra
[ 65%] Built target terra_bin
[ 66%] Built target terrafit
[ 67%] Built target tguserdef
[ 68%] Built target test_array
[ 69%] Built target test_hgt
[ 70%] Built target Optimize
[ 71%] Built target teste00
[ 72%] Built target landcover
[ 73%] Built target test_landcover
[ 74%] Built target dbfadd
[ 75%] Built target dbfcreate
[ 76%] Built target dbfdump
[ 77%] Built target shpadd
[ 78%] Built target shpcreate
[ 79%] Built target shpdump
[ 80%] Built target shptest
[ 81%] Built target shputils
[ 82%] Built target vpf-dump
[ 83%] Built target vpf-summary
[ 84%] Built target vpf-topology
[ 87%] Built target Osgb36
[ 88%] Built target testosgb36
[ 89%] Built target fgfs-tools-client
[ 90%] Built target fgfs-tools-server
[ 92%] Built target Triangulate
[ 94%] Built target Clipper
[ 95%] Built target testclipper
[ 96%] Built target GenOutput
[ 97%] Built target Match
[ 99%] Built target fgfs-construct
[100%] Built target fgfs-master
Install the project...
-- Install configuration:
Release   

  
-- Up-to-date: /usr/local/bin/gshhs
-- Up-to-date: /usr/local/bin/gshhs_debug
-- Up-to-date: /usr/local/bin/demchop
-- Up-to-date: /usr/local/bin/hgtchop
-- Up-to-date: /usr/local/bin/srtmchop
-- Up-to-date: /usr/local/bin/fillvoids
-- Up-to-date: /usr/local/bin/testassem
-- Up-to-date: /usr/local/bin/deminfo
-- Up-to-date: /usr/local/bin/raw2ascii
-- Up-to-date: /usr/local/bin/e00lines
-- Up-to-date: /usr/local/bin/photo
-- Up-to-date: /usr/local/bin/wgs84offset
-- Up-to-date: /usr/local/bin/findcorners
-- Up-to-date: /usr/local/bin/shape-decode
-- Up-to-date: /usr/local/bin/noaa-decode
-- Up-to-date: /usr/local/bin/tgvpf
-- Up-to-date: /usr/local/bin/terrafit
-- Up-to-date: /usr/local/bin/tguserdef
-- Up-to-date: /usr/local/bin/test_array
-- Up-to-date: /usr/local/bin/fgfs-tools-server
-- Up-to-date: /usr/local/bin/fgfs-tools-client
-- Up-to-date: /usr/local/share/TerraGear/default_priorities.txt
-- Up-to-date: /usr/local/bin/fgfs-construct
-- Up-to-date: /usr/local/share/TerraGear/usgsmap.txt
-- Up-to-date: /usr/local/bin/fgfs-master
localhost terragear-cs #



Jason Cox


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Re: [Flightgear-devel] terragear not building and installing genapts

2012-03-03 Thread Frederic Bouvier
Maybe there is a missing dependency that silently discard genapt from the build

Regards,
-Fred

- Mail original -
 De: Jason Cox 
 À: flightgear-devel@lists.sourceforge.net
 Envoyé: Samedi 3 Mars 2012 23:41:41
 Objet: [Flightgear-devel] terragear not building and installing genapts
 
 Hi all,
 just checking out the lattest code as of 15min ago and found that
 genapts is not being built/installed.
 
 I checked my build process and found no errors and the program was
 missing
 
 can anyone help?
 
 localhost terragear-cs # make install
 [  3%] Built target poly2tri
 [ 10%] Built target Geometry
 [ 15%] Built target Polygon
 [ 16%] Built target Output
 [ 18%] Built target gshhs
 [ 19%] Built target gshhs_debug
 [ 20%] Built target DEM
 [ 21%] Built target demchop
 [ 21%] Built target Array
 [ 22%] Built target fillvoids
 [ 24%] Built target HGT
 [ 25%] Built target hgtchop
 [ 26%] Built target srtmchop
 [ 27%] Built target testassem
 [ 28%] Built target deminfo
 [ 30%] Built target raw2ascii
 [ 44%] Built target vpf
 [ 46%] Built target TriangleJRS
 [ 47%] Built target e00
 [ 48%] Built target e00lines
 [ 49%] Built target findcorners
 [ 50%] Built target photo
 [ 51%] Built target wgs84offset
 [ 53%] Built target shape
 [ 54%] Built target noaa-decode
 [ 55%] Built target shape-decode
 [ 56%] Built target tgvpf
 [ 62%] Built target Terra
 [ 65%] Built target terra_bin
 [ 66%] Built target terrafit
 [ 67%] Built target tguserdef
 [ 68%] Built target test_array
 [ 69%] Built target test_hgt
 [ 70%] Built target Optimize
 [ 71%] Built target teste00
 [ 72%] Built target landcover
 [ 73%] Built target test_landcover
 [ 74%] Built target dbfadd
 [ 75%] Built target dbfcreate
 [ 76%] Built target dbfdump
 [ 77%] Built target shpadd
 [ 78%] Built target shpcreate
 [ 79%] Built target shpdump
 [ 80%] Built target shptest
 [ 81%] Built target shputils
 [ 82%] Built target vpf-dump
 [ 83%] Built target vpf-summary
 [ 84%] Built target vpf-topology
 [ 87%] Built target Osgb36
 [ 88%] Built target testosgb36
 [ 89%] Built target fgfs-tools-client
 [ 90%] Built target fgfs-tools-server
 [ 92%] Built target Triangulate
 [ 94%] Built target Clipper
 [ 95%] Built target testclipper
 [ 96%] Built target GenOutput
 [ 97%] Built target Match
 [ 99%] Built target fgfs-construct
 [100%] Built target fgfs-master
 Install the project...
 -- Install configuration:
 Release
 -- Up-to-date: /usr/local/bin/gshhs
 -- Up-to-date: /usr/local/bin/gshhs_debug
 -- Up-to-date: /usr/local/bin/demchop
 -- Up-to-date: /usr/local/bin/hgtchop
 -- Up-to-date: /usr/local/bin/srtmchop
 -- Up-to-date: /usr/local/bin/fillvoids
 -- Up-to-date: /usr/local/bin/testassem
 -- Up-to-date: /usr/local/bin/deminfo
 -- Up-to-date: /usr/local/bin/raw2ascii
 -- Up-to-date: /usr/local/bin/e00lines
 -- Up-to-date: /usr/local/bin/photo
 -- Up-to-date: /usr/local/bin/wgs84offset
 -- Up-to-date: /usr/local/bin/findcorners
 -- Up-to-date: /usr/local/bin/shape-decode
 -- Up-to-date: /usr/local/bin/noaa-decode
 -- Up-to-date: /usr/local/bin/tgvpf
 -- Up-to-date: /usr/local/bin/terrafit
 -- Up-to-date: /usr/local/bin/tguserdef
 -- Up-to-date: /usr/local/bin/test_array
 -- Up-to-date: /usr/local/bin/fgfs-tools-server
 -- Up-to-date: /usr/local/bin/fgfs-tools-client
 -- Up-to-date: /usr/local/share/TerraGear/default_priorities.txt
 -- Up-to-date: /usr/local/bin/fgfs-construct
 -- Up-to-date: /usr/local/share/TerraGear/usgsmap.txt
 -- Up-to-date: /usr/local/bin/fgfs-master
 localhost terragear-cs #
 
 
 
 Jason Cox
 
 
 --
 Virtualization  Cloud Management Using Capacity Planning
 Cloud computing makes use of virtualization - but cloud computing
 also focuses on allowing computing to be delivered as a service.
 http://www.accelacomm.com/jaw/sfnl/114/51521223/
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Stuart Buchanan
On Sat, Mar 3, 2012 at 1:36 PM, Erik Hofman wrote:
 Personally I would think adding Project Rembrandt will call for
 FlightGear version 3.0. So if it is added I would create two branches,
 version 3.0 and version 2.7 in which the later is switched to bug fixes
 only.

Surely a bug-fix 2.7.0 branch is simply just the 2.6.0 maintenance branch?

I'm not aware of any significant development on next so far beyond
RTI from Matthias and some materials work that I've been doing.

 If 3.0 turns out to require more time than expected (I probably know the
 answer to that one) then there's always a really stable version 2.8
 which can be released.

Sounds like a reasonably plan, but let's aim for success :)

On the subject or Rembrandt Ready aircraft, I'd prefer not adding
this explicitly to the aircraft status.  If Rembrandt is the rendering
technology
for FG 2.8.0 (or 3.0.0), then aircraft maintainers are responsible for ensuring
their aircraft work with the release, as they would be for any other change to
FDM format etc.

Instead, I'd prefer the approach we'd take with any other change that requires
work by aircraft maintainers. I thought I saw a wiki article
explaining how this
was managed, but I can't find it at present other than this:
http://wiki.flightgear.org/Aircraft_maintenance

IIRC maintainers are given a reasonable time to make changes themselves,
after which FG core devs go in with a pick-axe and make the changes
themselves. Or am I making that up?

I'm sure with enough volunteers we can split up the 400 aircraft and churn
through them one at a time given a well-defined process from Fred. I'd
guesstimate  1hr per aircraft.

-Stuart

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Re: [Flightgear-devel] About the bug 385

2012-03-03 Thread jean pellotier
Le 03/03/2012 23:12, ThorstenB a écrit :
 Am 03.03.2012 03:28, schrieb Robert:
 2012/3/2 ThorstenBbre...@gmail.commailto:bre...@gmail.com
  But we don't know why this only happens with the ATI,
  only with their driver versions 11.5 and above, and only on Windows.

 Thorsten, this bug is also present on Linux (in my case), and I think I
 have read in the google bug-reports that OSX is affected, too.
 Never heard anyone reporting the issue for Linux. Indeed, there was a
 related bug for Mac (#356), but that was reported to be fixed with OSG
 3.0.1, only leaving an ugly effect (whatever that is).

 Anyway, anyone reproducing the issue and capable of compiling FG
 2.7.0/Git could help by providing the terminal output when running a
 debug patch, see #385, comment 41 for details:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=385#c41

 cheers,
 Thorsten

Hi,

thanks for the patch, as I am on linux and affected by the bug (and the 
one complaining the most), I guess i will try it,

BTW, whitch OSG version do i have to use?

last devel version is ok?

cheers

jano

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Re: [Flightgear-devel] terragear not building and installing genapts

2012-03-03 Thread Jason Cox
Fred,
I found the issue. it was a missing install of newmat.
cmake didnt indicate that this was going to be a problem when I went to
build and so i ignored it.

I think that this needs to actually stop the build from proceeding as it
stops any worth while build from going on ( not much point in generating
scenery if there is no airports )

Jason

On Sat, 2012-03-03 at 23:50 +0100, Frederic Bouvier wrote:
 Maybe there is a missing dependency that silently discard genapt from the 
 build
 
 Regards,
 -Fred
 
 - Mail original -
  De: Jason Cox 
  À: flightgear-devel@lists.sourceforge.net
  Envoyé: Samedi 3 Mars 2012 23:41:41
  Objet: [Flightgear-devel] terragear not building and installing genapts
  
  Hi all,
  just checking out the lattest code as of 15min ago and found that
  genapts is not being built/installed.
  
  I checked my build process and found no errors and the program was
  missing
  
  can anyone help?
  
  localhost terragear-cs # make install
  [  3%] Built target poly2tri
  [ 10%] Built target Geometry
  [ 15%] Built target Polygon
  [ 16%] Built target Output
  [ 18%] Built target gshhs
  [ 19%] Built target gshhs_debug
  [ 20%] Built target DEM
  [ 21%] Built target demchop
  [ 21%] Built target Array
  [ 22%] Built target fillvoids
  [ 24%] Built target HGT
  [ 25%] Built target hgtchop
  [ 26%] Built target srtmchop
  [ 27%] Built target testassem
  [ 28%] Built target deminfo
  [ 30%] Built target raw2ascii
  [ 44%] Built target vpf
  [ 46%] Built target TriangleJRS
  [ 47%] Built target e00
  [ 48%] Built target e00lines
  [ 49%] Built target findcorners
  [ 50%] Built target photo
  [ 51%] Built target wgs84offset
  [ 53%] Built target shape
  [ 54%] Built target noaa-decode
  [ 55%] Built target shape-decode
  [ 56%] Built target tgvpf
  [ 62%] Built target Terra
  [ 65%] Built target terra_bin
  [ 66%] Built target terrafit
  [ 67%] Built target tguserdef
  [ 68%] Built target test_array
  [ 69%] Built target test_hgt
  [ 70%] Built target Optimize
  [ 71%] Built target teste00
  [ 72%] Built target landcover
  [ 73%] Built target test_landcover
  [ 74%] Built target dbfadd
  [ 75%] Built target dbfcreate
  [ 76%] Built target dbfdump
  [ 77%] Built target shpadd
  [ 78%] Built target shpcreate
  [ 79%] Built target shpdump
  [ 80%] Built target shptest
  [ 81%] Built target shputils
  [ 82%] Built target vpf-dump
  [ 83%] Built target vpf-summary
  [ 84%] Built target vpf-topology
  [ 87%] Built target Osgb36
  [ 88%] Built target testosgb36
  [ 89%] Built target fgfs-tools-client
  [ 90%] Built target fgfs-tools-server
  [ 92%] Built target Triangulate
  [ 94%] Built target Clipper
  [ 95%] Built target testclipper
  [ 96%] Built target GenOutput
  [ 97%] Built target Match
  [ 99%] Built target fgfs-construct
  [100%] Built target fgfs-master
  Install the project...
  -- Install configuration:
  Release
  -- Up-to-date: /usr/local/bin/gshhs
  -- Up-to-date: /usr/local/bin/gshhs_debug
  -- Up-to-date: /usr/local/bin/demchop
  -- Up-to-date: /usr/local/bin/hgtchop
  -- Up-to-date: /usr/local/bin/srtmchop
  -- Up-to-date: /usr/local/bin/fillvoids
  -- Up-to-date: /usr/local/bin/testassem
  -- Up-to-date: /usr/local/bin/deminfo
  -- Up-to-date: /usr/local/bin/raw2ascii
  -- Up-to-date: /usr/local/bin/e00lines
  -- Up-to-date: /usr/local/bin/photo
  -- Up-to-date: /usr/local/bin/wgs84offset
  -- Up-to-date: /usr/local/bin/findcorners
  -- Up-to-date: /usr/local/bin/shape-decode
  -- Up-to-date: /usr/local/bin/noaa-decode
  -- Up-to-date: /usr/local/bin/tgvpf
  -- Up-to-date: /usr/local/bin/terrafit
  -- Up-to-date: /usr/local/bin/tguserdef
  -- Up-to-date: /usr/local/bin/test_array
  -- Up-to-date: /usr/local/bin/fgfs-tools-server
  -- Up-to-date: /usr/local/bin/fgfs-tools-client
  -- Up-to-date: /usr/local/share/TerraGear/default_priorities.txt
  -- Up-to-date: /usr/local/bin/fgfs-construct
  -- Up-to-date: /usr/local/share/TerraGear/usgsmap.txt
  -- Up-to-date: /usr/local/bin/fgfs-master
  localhost terragear-cs #
  
  
  
  Jason Cox
  
  
  --
  Virtualization  Cloud Management Using Capacity Planning
  Cloud computing makes use of virtualization - but cloud computing
  also focuses on allowing computing to be delivered as a service.
  http://www.accelacomm.com/jaw/sfnl/114/51521223/
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  Flightgear-devel mailing list
  Flightgear-devel@lists.sourceforge.net
  https://lists.sourceforge.net/lists/listinfo/flightgear-devel
  
 
 --
 Virtualization  Cloud Management Using Capacity Planning
 Cloud computing makes use of virtualization - but cloud computing 
 also focuses on allowing computing to be delivered as a service.
 http://www.accelacomm.com/jaw/sfnl/114/51521223/
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Re: [Flightgear-devel] Adding an R/C pilot view

2012-03-03 Thread Ian Dall
On Fri, 2012-03-02 at 12:39 -0600, Curtis Olson wrote:
 Hi Ian,
 
 If you wish to set your own tower position, it's pretty straight
 forward and can be done manually or via nasal or probably a few other
 mechanisms.  
 
 
 By default flightgear will set the tower position to the nearest
 airfield, so to disable that, set: /sim/tower/auto-position = 0
 
 
 Then you can set /sim/tower/longitude-deg, /sim/tower/latitude-deg,
 and /sim/tower/altitude-ft
 
Ah, my significant effort comment was more to do with making an R/C
Flying Field as an airport than with tweaking the tower position. Also
people might not want the list of recognised airports cluttered up with
fake airports.

What I am trying to a achieve is an interface a kid can operate with no
more difficulty than selecting a view (and preferably automatic).
Manually figuring out what latitude and longitude will give an offset of
a few meters in the right direction is definitely in the too hard
basket. The locate tower with a mouse click suggested by Gijs is closer
to the mark (though the link to the script doesn't work for me). Anyway,
the point is not so much how to implement the right view, as how the
user should invoke it. A view with the right characteristics seems to
be the best solution. An alternative, which you seem to suggest, would
be to customise the existing Tower View. But to achieve the ease of
use I was looking for would need some additional menu, available when in
Tower View, which would allow it to be customised and for those
customisations to be saved.  

 For RC views, you may also wish to play around with auto-zooming --
 either to help keep the aircraft large enough to see, or help keep the
 horizon in view -- either can be useful at times with RC flying.

Good point. I had though of (but not implemented) the keep the aircraft
large enough aspect but not the keep horizon in view one. Actually I
have just found your forum comment on this exact issue:
http://www.flightgear.org/forums/viewtopic.php?f=49p=151251

I assume one would implement auto-zooming by adding nasal update
methods in view.nas. There is no existing support?

As I said, I have an initial implementation and I am happy to do some
more work, perhaps adding an auto-zoom function. What I would like to
know is whether this is likely to be adopted. If there is a feeling that
we have enough views, or that R/C is out of scope for FlightGear then
I'll probably just keep it as a local hack.

Regards,
Ian

-- 
Ian Dall i...@beware.dropbear.id.au


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