[Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Thomas Albrecht
Dear all,

I'm in the process of converting X-Plane scenery to FG. As far as I 
understood, X-Plane uses two separate texture files for day/night lighting.

The FG wiki 
(http://wiki.flightgear.org/Howto:_Illuminate_faces#Changing_texture_if_illuminated)
says
This does not work with any version newer than v1.0!

However, I just tried this with my GIT (compiled somewhen in Feb 2011), and it 
worked nicely. Is this way of night texturing deprecated/obsolete? Any 
significant downsides to it?

I also tried the textranslate method, but when I put the day/night textures, 
say van.png and van_LIT.png each 256 x 256), into one file (512 x 256) and 
make up an .xml as described in the wiki, both day and night textures look 
distorted in FG. 

I assume the mapping specified in the .ac is no longer correct when I change 
the size of the texture file? I have no experience with UV mapping though.

Any ideas?
Tom


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Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-05-06 Thread Thomas Albrecht
Heiko, Emilian,

thanks for your answers! 

@Heiko: The wiki article correctly describes the textranslate method. What 
puzzled me was that it says the previous, two-file solution would no longer 
work. Well, apparently it does here...

http://flightgear.org/forums/viewtopic.php?f=5t=11870#p123517

@Emilian: I wasn't aware of that lightmap effect, thanks for the heads-up! It 
would certainly suit better here.

Cheers,
Tom


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[Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-20 Thread Thomas Albrecht
Hey group,

I've come across a problem with FG when many (static) objects are to be loaded 
on FG startup.

Usually, on my (faily old) PC FG loads for about 20 seconds, then 
says loading scenery for about 6 seconds, and places me in the c172 ready 
for takeoff. During all this CPU load is at 100%.

Now if I start FG with scenery that contains many ( 1000) objects, I get the 
following:
- FG still loads for about 20 sec, then says loading scenery
- about 3 seconds later, CPU load drops to ~20% and stays there
- and FG never finishes startup
--log-level=debug shows the main loop is running, I can use the menu, but I 
never end up in the c172, nor see anything else but the splash screen

Starting at a nearby airport and flying into said scenery works. I can also 
teleport to this nearby airport while FG 'hangs', and then fly into said 
scenery flawlessly.

I've created a test scenery [1] which uses TNCM terrain and 5000 instances of 
one object, furthermore, a script which lets me reduce the number of objects 
in the .stg. If I use 3100 objects, everything is fine. 3200 objects, and FG 
hangs. 100% repeatable, though I did not narrow down the threshold number 
further.

However, the threshold number seems to depend on 
- the object(s) loaded
- CPU load: If I have another process running (mplayer, for example) which 
consumes some CPU, FG now also hangs for the 3100 objects case (which would 
otherwise load fine if there was no other demanding process).

It appears as if FG somewhat locks up if the initial scenery is not loaded 
within a certain wall clock time.

Any ideas?

Cheers,
Tom

- Git from 5 Sep 2011
- Gentoo Linux
- GeForce 7600 GS (running ancient nvidia drivers 180.29)

fgfs --prop:/sim/frame-rate-throttle-hz=30 --disable-random-objects 
--geometry=1920x1190+0+0 --atlas=socket,out,1,localhost,5500,udp 
--fg-root=/home/tom/daten/fgfs/src/fgdata --season=summer 
--fg-scenery=/home/tom/fgfs/home/Scenery-Manual:/home/tom/fgfs/home/Scenery-TerraSync:/home/tom/daten/fgfs/src/fgdata/Scenery:/home/tom/fgfs/home/Scenery-1.0.1
 --aircraft=c172p --airport=TNCM --log-level=alert 
--prop:/sim/rendering/multi-sample-buffers=true 
--prop:/sim/rendering/multi-samples=2 --prop:/sim/ai-traffic/enabled=false 
--prop:/sim/traffic-manager/enabled=false --prop:/sim/atc/enabled=false 
--timeofday=dawn --enable-real-weather-fetch --control=joystick 
--disable-auto-coordination

[1] http://www.mediafire.com/?n9uftx7vil98btz



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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-21 Thread Thomas Albrecht
Hi Geoff,

thanks for testing! Indeed, I forgot the texture, sorry about that. It is 
included in a new package: http://www.mediafire.com/?q99zyzkyu2tw04w

For further testing, I wrote a small python script which fills a rectangular 
area at EHLE (because it's mostly flat there, so I can use hardcoded 
elevation) with an arbitraty number of objects (all copies of that coco 
palm). Could you please give it a try and see if you find any strange 
behaviour with, say, 5k, 10k, 20k objects?

Usage: 

backup Objects/e000n50/e005n52/3040154.stg first!

tar xzf Objects.tar.gz
cd Objects/e000n50/e005n52
./place_objs.py 5000
then start fgfs at EHLE

On machine (much slower than yours: Pentium 4 2.4 GHz, 1.5GB DDR), FG hangs 
when using ~2300 objects.

Thanks,
Tom


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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-21 Thread Thomas Albrecht
Hi Jon!

 I've seen something similar before, it's incredibly annoying, and I suspect
 you'll eventually track it down to a typo in an stg file.

I've also had typos/missing objects in .stgs before, causing similiar effects. 
However, for testing, I'm creating the .stg with a very simple python script, 
placing the same object over and over at different locations. I am pretty 
sure it's not a typo or such.

Cheers,
Tom

#!/usr/bin/env python

import numpy as np
import sys

obj=Juliana-CocoPalmSeedling.ac
alt=-5
hdg=0

mid_x=5.519707
mid_y=52.456022

size_x=0.0050
size_y=0.0050
num_x=num_y=int(sys.argv[1])**0.5

X = np.linspace(-0.5*size_x, 0.5*size_x, num_x) + mid_x
Y = np.linspace(-0.5*size_y, 0.5*size_y, num_y) + mid_y

f = open(3040154.stg, w)
for y in Y:
for x in X:
f.write(OBJECT_STATIC %s %1.10g %1.10g %g %g\n % (obj, x, y, alt, 
hdg))
f.close()


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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-23 Thread Thomas Albrecht
Hey Csaba,
hey Geoff,

thanks a lot for looking into this! 

 void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp*
 framestamp, ? ? ? ? ? ? ? ? ? ? ? ? ???NodePath path)
 {
 ? ? //SG_LOG(SG_GENERAL, SG_ALERT, SGPagedLOD::forceLoad( 
 ? ? //getFileName(getNumChildren())  ));

 And now the crazy part! If I uncomment this logging, everything
 suddenly works, even with 20k objects:

Same here -- uncommenting this part in simgear/scene/model/SGPagedLOD.cxx
fixes the issue for me, too. 20k objects were loaded within 10 sec on my P4 
2.4 GHz, though frame rate is ~5 then...

Cheers,
Tom


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[Flightgear-devel] Generating ground textures on the fly?

2013-03-11 Thread Thomas Albrecht
I've been playing with populating my home airport's area with buildings derived 
from OSM floorplan data. I think having many buildings in the correct place 
greatly improves realism over the current random buildings/sparse static 
models, especially when you know the area.

However, now the buildings obviously don't match with ground textures or random 
trees. Any bright ideas how to achieve this? I know I could follow the 
photoscenery approach and pre-render special materials and masks for a couple 
of cities, but that just doesn't scale.

I wonder how x-plane 10 does this? Could we generate the texture on the fly? 
Based on landclass and road data? I could see a number of 
advantages/disadvantages here as compared to our current, generic textures:
+ much better autogen scenery possible: many textured streets/railroads without 
additional scenery vertices
+ shared models with an individual piece of ground texture
+ get rid of sharp landclass borders
+ possibly improved resolution
- eats much more video ram and CPU (but then I have 3 out of 4 idle cores ATM)
- probably totally incompatible with the current terragear toolchain

I know C/C++ and would be happy to start tinkering with this part at some 
point. But I know next to nothing about OSG, OpenGL, and shaders. Graphics 
gurus: is there any better way to do this?

Cheers,
Tom

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Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht

Hi James,

Thank you for your input! I wasn't aware there is such thing as fgviewer. It's 
definately a good starting point, I will have a look at it.

 Oh, and if you can do IRC, I'm sure the guys in #fg_scenery would be
 delighted to discuss what you've done and a whole range of possibilities :)

If by what you've done you refer to the OSM building generation: I haven't 
done rocket science yet. Just a couple of python scripts and some facade and 
roof textures. Clustered the buildings as you suggested on the forums and added 
a LOD animation, and now I get decent frame rates with impressive building 
coverage. I know there's a perl script around which does the same -- but I'm 
just not a perl guy.

Cheers,
Tom


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Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
Hi Thorsten,

Thank you, too!

 This becomes a performance issue eventually - see Paris (France). Random
 buildings scale well for memory and performance because they're numerous
 instances of the same building, so just the various positions need to be
 stored separately - a city full of unique buildings needs to store each
 building uniquely. The basic idea doesn't really scale well.

It looks impressive, and scales well enough on my machine, which isn't really 
high end: i5-2500k, GT640TI.

The basic idea would be:
Based on landclass data and OSM roads, generate a unique hi-res texture for a 
few km out. (maybe using a base texture and overlays as you desribe below.) 
Gradually reduce texture resolution for terrain further out. (I did some rough 
estimate which indeed showed I need plenty of video RAM, but not several GBs.) 
Regenerate the textures as the camera moves.

I have no idea if current CPUs/GPUs are fast enough for such a scheme. Or if 
there's a better way to achive this. This is why I'm asking you guys.

 This isn't as impressive as you think - the kind of graphics card that can
 deal with 11.000 unique terrain texture sheets in the scene (you need
 something of that magnitude, see the numbers worked out here
 http://wiki.flightgear.org/Procedural_Texturing#Photo_texturing ) is also
 the kind of graphics card which can go through millions of vertices.

Terrain that is 100km out doesn't need 1m/px resolution. I'm certainly thinking 
of a LOD scheme here, so I won't need 11.000 unique texture sheets.

  + shared models with an individual piece of ground texture

 Well, but how does FG know how this is supposed to look?
 Obviously, if you would do it manually, you would blend the individual
 ground texture against the surrounding.

This is exactly how I'd do it.

 Which is bad, because it means you
 need non-local information to get the task done.

I don't get this yet: why is blending the texture against the surrounding bad, 
and what's the problem with non-local information?

 You'd also want to
 generate different patterns in Europe, the US, Asia,...

Yes, I'd be happy to generate different patters for different countries. If the 
code supports it, artists will step in here.

 No, resolution will in fact go much down because of the memory limit. In
 the current scheme using a finite set of terrain textures with procedural
 overlays, we can achieve cm-sized resolution on ground features.

Great. Can we have overlays for a finite set of buildings?

 In the end, if I could make a wishlist how to design the scenery rendering,
 I would probably separate hires sharp features like roads out and describe
 them via vertices and pass the informtion on landclass distribution via a
 meta-texture with relatively coarse resolution and build the actual
 textures procedurally everywhere based on the relative distribution
 densities of features  coming from the meta-texture. Unique buildings would
 then need to be registered on the meta-texture in the scenery generation
 stage, the actual procedural terrain cover would be generated runtime on
 the GPU.

Sounds like a good plan to me.

As for the Intel graphics argument, I'm with Gene.

Cheers,
Tom


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Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Thomas Albrecht

 On a related note, the thread highlights that our tree textures are
 rather small, so our trees look quite blocky.



Stuart,



I created new textures for tropical trees a while ago, and I intend to improve

central European tree textures in the near future. Thorsten suggested [1]

separating foilage and trunk; is this what you have in mind?

Im just waiting for the right weather to take pictures of the trunks -- and
then of course, for the trees become green again -- but then I can provide hi-
res tree textures.



Tom



[1]
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241






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Re: [Flightgear-devel] Terrain self-shading (plain text)

2013-04-15 Thread Thomas Albrecht
Sorry for that HTML-crap. Here's the plain text again.

 On a related note, the thread highlights that our tree textures are
 rather small, so our trees look quite blocky.
 
Stuart,
 
I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in the near future. Thorsten suggested [1]
separating foilage and trunk; is this what you have in mind?
I'm just waiting for the right weather to take pictures of the trunks -- and
then of course, for the trees become green again -- but then I can provide hi-
res tree textures.
 
Tom
 
[1]
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241
 
 

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Thomas Albrecht
Henri,

  Thorsten only said, that _if_ you ask him to remove ALS because of
  concern for users without good graphics cards, you should aks FredB as
  well to remove Rembrandt, because the same argument would apply. Not
  doing it just shows that different standards are applied which is simply
  unfair.
 
 First , it is not because i am unable to write English correctly, i can't
 understand it written.
 Suggesting to ask for removing Rembrandt gives enough to conclude.

You clearly don't get this right, and therefore draw the wrong conclusions. As 
Stefan said, have someone who understands English better explain this to you in 
your language.

@Thorsten: I love ALS.
@FredB: I love Rembrandt.

And of course I'd love to see both combined. I'm pretty sure that at some point 
in the future they will be.

 Why Thorsten has not given up on this yet is just beyond me. This is not a 
 discussion, it's just handwaving and accusations. I'm just very glad, that he 
didn't give up. So instead, I can enjoy as much of the great flying experience 
as I can get during the long winter months.

+1

Tom

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[Flightgear-devel] Lightmap question

2013-04-30 Thread Thomas Albrecht
Dear shader experts,

Can I have a single-channel lightmap, and still use a vec3d in my model.xml to 
end up with green or red (or whatever) light rendered? As in (roughly)

on_screen_color[0] = lightmap-grey-value * vec3d[0] * texture[0]
on_screen_color[1] = lightmap-grey-value * vec3d[1] * texture[1]
on_screen_color[2] = lightmap-grey-value * vec3d[2] * texture[2]

where texture is the base model texture?

Docs/README.model-combined.eff says 

 lightmap-color type=vec3d n=0 1.0 1.0 1.0 /lightmap-color
 - the color of the light for the red channel in the light-map.

etc for green and blue channels, but when I use this line, FG complains 

Failed to load xml: Unrecognized data type 'vec3d'
Failed to load model: Unrecognized data type 'vec3d'

I guess this works only for multi-channel lightmaps? I.e. with

lightmap-multi type=int1/lightmap-multi

My .xml looks like this:

effect
  inherits-fromEffects/model-combined-deferred/inherits-from
  parameters
lightmap-enabled type=int1/lightmap-enabled
texture n=3
  imagetex/DSCF9503_noroofsec_pow2_LM.png/image
  wrap-srepeat/wrap-s
  wrap-trepeat/wrap-t
/texture
!--lightmap-color type=vec3d n=0 1.0 5.0 0.2 /lightmap-color --
lightmap-factor type=float n=01.0/lightmap-factor
  /parameters
  object-nameb606/object-name
  object-nameb610/object-name
/effect

Tom A. (aka radi)

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Re: [Flightgear-devel] Lightmap question

2013-05-01 Thread Thomas Albrecht
 You can do what you want, but not inline in the model.xml file - the
 type=vec3d is not recognized anywhere outside an effect and is causing the
 error.
 
 Do your effect config in a local .eff file, then inherit from that in your
 model.

Thanks Vivian, I wasn't aware of that. Works great now.
Tom

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[Flightgear-devel] osm2city.py

2013-05-12 Thread Thomas Albrecht
Dear list,
in particular Stuart,

please let me 'officially' announce my project osm2city.py [1,2] here. This 
python script takes OSM floor plans and generates 3D buildings for use with 
flightgear. I'm planning to develop this into a procedural city generator which 
would take a street network and then reasonably places (random) buildings. The 
ultimate goal is (obviously) to improve FG's representation of cities.

It's at a rather early stage, and for the moment I prefer python for quick 
prototyping. BUT, I know quite some C/C++, and compile from latest GIT sources 
regularly.  In the future, I'm definately willing to move this into FG (in one 
form or another).

Tom

[1] http://wiki.flightgear.org/Osm2city.py
[2] http://flightgear.org/forums/viewtopic.php?f=5t=19625

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Re: [Flightgear-devel] osm2city.py

2013-05-13 Thread Thomas Albrecht
James,

 Could the floor-plan data be pulled live from OSM servers, or does it need to
 be processed offline before hand? We have most of the infrastructure to pull
 data from web-services already in place.

Currently data is processed offline before hand. Basically, it parses the OSM
xml, generates a list of building outlines, discards some based on their area,
simplifies the outlines, clusters them into ~500x500m blocks and different LODs,
then writes .ac, .xml, and .stgs. OSM parsing is by far the most expensive,
easily taking 10 minutes for 50k buildings. Once that's done, the remaining
parts take maybe 1 minute in total. In C++, this would be faster, of course. Are
you thinking of a terrasync-like thing here, where users get OSM buildings
(where available) on-the-fly? In addition to what Stuart said, this might be
quite expensive in terms of bandwidth. The OSM download (buildings only!) was
~40MB for the 25x25km LOWI area.


Curt,

 Would this data set include airport hangar buildings as well?

At the moment, the code knows only the floor plans. No streets, no runways, no
land-use. But it'll certainly process such data in the future, and then could
use some heuristics (some OSM buildings are labeled Terminal 1 or so) to apply
terminal/hangar textures to buildings at airports. Hadn't thought of this
before, but yes, this way we could rather easily populate some airports with
'semi-generic' terminal/hangar buildings.

Stuart,

Thanks for pointing me at fgelev. I'll give it a try.

If I had a limited number of complex (as in  8 vertices per model) shared
models, and place a total of 5 instances in a scene, could this be made to
occupy significantly less RAM than 5 individual models? 


Gijs,

Thanks for your comments! I'm aware that OSM building coverage is basically
non-existant in large parts of the world. Street coverage is much better, that's
why I also aim at procedurally generating cities just from a street network.
Meanwhile, a forum user (vanosten,
http://flightgear.org/forums/viewtopic.php?f=5t=17598) who's interested in
exactly that offered to join forces. Since I've already invested ~3 months here
and remarkably didn't get bored (in fact, quite on the contrary), I'm confident
we'll get there eventually ;) I know of bob.pl, but I just cant read perl... 

 When there are buildings, you'll often find that they are drawn as big blocks,
 rather than individual houses.

True, unfortunately. Plus, _if_ there are many tiny individual houses, they'll
kill framerate (backed by some experience with LOWI now). Appropriate textures
might help here.

 Before I could create some sensible buildings for New York I had to add height
 tags; all skyscrapers were simply lacking that data. 

Why not simply assume a sensible distribution of buildings heights in this case?
I've played with that some days ago, and found it looks quite reasonable:
http://ubuntuone.com/0X0KcYJbRgUtIldtasWyMo
http://ubuntuone.com/1LaEKT6pOtf6zxXItpKmPA
http://ubuntuone.com/0jsCECjmKMaooP4wrHHwH7

Thomas

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[Flightgear-devel] fgelev

2013-09-09 Thread Thomas Albrecht
Hi,

can someone (Mathias?) please enlighten me about fgelev usage? Skimming through 
the source, I understand that I need to provide --fg-root and --fg-scenery, but 
how do I specify which location to probe? 

fgelev --fg-root $FG_ROOT --fg-scenery $FG_SCENERY  EOF
13.0 
51.0
EOF

doesn't seem to work.

Tom

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[Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong

2013-09-19 Thread Thomas Albrecht
I'm trying to compile terragear.git on a fresh Manjaro Linux, but linking fails 
on gdalchop.cxx with 

gdalchop.cxx:(.text+0x4f4): undefined reference to `sgWriteLong(gzFile_s*, int)'
gdalchop.cxx:(.text+0x4ff): undefined reference to `sgWriteInt(gzFile_s*, int)'
gdalchop.cxx:(.text+0x578): undefined reference to `sgWriteShort(gzFile_s*, 
short)'

sgWriteLong exists in libSimGearCore.a (so do the others):

$ nm -gC 
/home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a | 
grep sgWriteLong
0450 T sgWriteLong(void*, int)
0540 T sgWriteLongLong(void*, long)
 U sgWriteLong(void*, int)

and 
/home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a is 
included in the linker command line.

No idea if it's relevant, but I had to compile GDAL from source since I 
couldn't find it in Manjaro's packages.

Any ideas?
Tom

-- Boost version: 1.54.0
-- Found the following Boost libraries:
--   system
--   thread
-- SimGear include directory: 
/home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/include
-- found SimGear version: 2.99.0 (needed 2.12.0 or higher)
-- looking for static SimGear libraries
-- found SimGear libraries
-- Performing Test SIMGEAR_COMPILE_TEST
-- Performing Test SIMGEAR_COMPILE_TEST - Success
-- Found CGAL 4.2
-- Build type: Release
-- USING CXXFLAGS = ' -frounding-math -O3 -DNDEBUG'
-- USING EXEFLAGS = '  '
-- Targetting Unix Makefiles
-- Using /usr/bin/c++ compiler.
-- Requested component: Core
-- Requested component: MPFR
-- Requested component: GMP
-- Configuring done
-- Generating done
-- Build files have been written to: /home/tom/daten/fgfs/src/terragear
/usr/bin/cmake -H/home/tom/fgfs/src/terragear 
-B/home/tom/daten/fgfs/src/terragear --check-build-system 
CMakeFiles/Makefile.cmake 0
/usr/bin/cmake -E cmake_progress_start 
/home/tom/daten/fgfs/src/terragear/CMakeFiles 
/home/tom/daten/fgfs/src/terragear/CMakeFiles/progress.marks
make -f CMakeFiles/Makefile2 all
make[1]: Entering directory `/home/tom/daten/fgfs/src/terragear'
make -f src/Lib/terragear/CMakeFiles/terragear.dir/build.make 
src/Lib/terragear/CMakeFiles/terragear.dir/depend
make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear'
cd /home/tom/daten/fgfs/src/terragear  /usr/bin/cmake -E cmake_depends Unix 
Makefiles /home/tom/fgfs/src/terragear 
/home/tom/fgfs/src/terragear/src/Lib/terragear 
/home/tom/daten/fgfs/src/terragear 
/home/tom/daten/fgfs/src/terragear/src/Lib/terragear 
/home/tom/daten/fgfs/src/terragear/src/Lib/terragear/CMakeFiles/terragear.dir/DependInfo.cmake
 --color=
make[2]: Leaving directory `/home/tom/daten/fgfs/src/terragear'
make -f src/Lib/terragear/CMakeFiles/terragear.dir/build.make 
src/Lib/terragear/CMakeFiles/terragear.dir/build
make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear'
make[2]: Nothing to be done for 
`src/Lib/terragear/CMakeFiles/terragear.dir/build'.
make[2]: Leaving directory `/home/tom/daten/fgfs/src/terragear'
/usr/bin/cmake -E cmake_progress_report 
/home/tom/daten/fgfs/src/terragear/CMakeFiles  43 44 45 46 47 48 49 50 51 52 53 
54 55
[ 16%] Built target terragear
make -f src/Prep/GDALChop/CMakeFiles/gdalchop.dir/build.make 
src/Prep/GDALChop/CMakeFiles/gdalchop.dir/depend
make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear'
cd /home/tom/daten/fgfs/src/terragear  /usr/bin/cmake -E cmake_depends Unix 
Makefiles /home/tom/fgfs/src/terragear 
/home/tom/fgfs/src/terragear/src/Prep/GDALChop 
/home/tom/daten/fgfs/src/terragear 
/home/tom/daten/fgfs/src/terragear/src/Prep/GDALChop 
/home/tom/daten/fgfs/src/terragear/src/Prep/GDALChop/CMakeFiles/gdalchop.dir/DependInfo.cmake
 --color=
make[2]: Leaving directory `/home/tom/daten/fgfs/src/terragear'
make -f src/Prep/GDALChop/CMakeFiles/gdalchop.dir/build.make 
src/Prep/GDALChop/CMakeFiles/gdalchop.dir/build
make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear'
Linking CXX executable gdalchop
cd /home/tom/daten/fgfs/src/terragear/src/Prep/GDALChop  /usr/bin/cmake -E 
cmake_link_script CMakeFiles/gdalchop.dir/link.txt --verbose=1
/usr/bin/c++-frounding-math -Wall  -D_REENTRANT 
-DNO_OPENSCENEGRAPH_INTERFACE -O3 -DNDEBUG 
CMakeFiles/gdalchop.dir/gdalchop.cxx.o  -o gdalchop  
-L/home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib -rdynamic -lmpfr -lgmp 
/home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL_Core.so 
/home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL.so -lboost_thread 
-lboost_system ../../Lib/terragear/libterragear.a -lgdal -lz 
/home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a 
/home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a 
-lpthread -lz -lrt -lmpfr -lgmp 
/home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL_Core.so 
/home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL.so -lboost_thread 
-lboost_system 
/home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a 
-lpthread -lrt 

Re: [Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong

2013-09-22 Thread Thomas Albrecht
Hi Rebecca,

Thanks for the pointers! Yes, I compile SG myself, but the version TG would 
link against might have been compiled on Ubuntu (I'm migrating to Manjaro). 
Compiling everything again solved my problem. Most likely an ID-10T error.

Tom

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[Flightgear-devel] procedural bridge generation

2013-09-22 Thread Thomas Albrecht
With my python coding for OSM buildings in FG coming along nicely, I recently 
thought about creating semi-generic bridges. Is anyone else working on this? Or 
is anyone aware of an open source procedural bridge generator? Searching the 
net mostly turned out stuff for Houdini etc.

Tom

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Re: [Flightgear-devel] fgelev

2013-09-22 Thread Thomas Albrecht
 the first element appears to be an label so
 the input format is

 label lon lat\n

Thanks Stuart, that works!
Tom

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Re: [Flightgear-devel] procedural bridge generation

2013-09-23 Thread Thomas Albrecht
Hi Adrian,

I was thinking to circumvent the Terragear toolchain completely (for now), and 
'just' generate 3d bridge models based on OSM data. These could then go into 
the scenery DB, perhaps with a tag that indicates they were automatically 
generated. I _guess_ the next scenery build will include OSM roads, so the 
location of the bridges should be fine?

BTW: I recall there were plans to including other OSM objects. Is there some 
progress beyond what's listed in 
http://wiki.flightgear.org/OpenStreetMap_import ?

Tom


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Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread Thomas Albrecht
 The Autopilot menu change does make sense (although there may possibly be a 
 case for keeping such a flight-critical menu rapidly accessed at the top 
 level?)

I don't see this need. When I'm in a hurry, I use my left hand to enter a 
keyboard shortcut, rather than taking my right hand off the most critical 
flight controls to grab the mouse and navigate to/through a menu. 

 the control key is usually one of the easiest modifiers to find on a keyboard
Mhh.. personally, I'd slightly prefer the shift key over the control key for 
the most important two-key-shortcuts. Using one hand (remember, the other hand 
is on the stick;), shift enables a slightly larger range than control: I can 
somewhat easily type shift+5, whereas control+5 becomes a little difficult.

Tom

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