Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Vivian Meazza
Tom

 Sent: 06 May 2013 23:11
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 Am 2013-05-06 10:35, schrieb Renk Thorsten:
  If you know of anything else which makes good publicity and can be
  explained in a picture and a paragraph of text, let me know or better
  let me have the picture and paragraph of text (preferably by the end
  of the week).
 
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)
 
 * The new tracking animation (similar to Blender's locked-track
   constraint) allows easily animating complex kinematic systems. For
   examples gear scissors, landing gear doors attached to struts (also
   with links and joints in between) or also torque struts connecting
   multiple gears with independent compression while still tracking each
   other can be realized. Also any type of strut for eg. cargo ramps can
   be easily animated.
   If you want I can create a video of my work in progress C-130J making
   use of these animations.
 
The tracking animation sounds useful - do you have any documentation
available? In due course it should end up in fgdata/Docs/model-howto.html
with all the other animations.

Vivian 



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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Vivian Meazza
Tom

 Sent: 07 May 2013 10:06
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  The tracking animation sounds useful - do you have any documentation
  available? In due course it should end up in
  fgdata/Docs/model-howto.html with all the other animations.
 
 I have now added some examples and a basic documentation to the wiki:
 
 http://wiki.flightgear.org/Tracking_animation
 
 I will add some more info and images once I find some time for it.
 

Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
references are a bit obscure.

Are the various axes always orthogonal? Can they also be specified in the
alternate form:

axis
x1-m5.1821/x1-m
y1-m0.221496/y1-m
z1-m0.794147/z1-m
x2-m4.99208/x2-m
y2-m0.114133/y2-m
z2-m0.842884/z2-m
/axis

If non-orthogonal  axes are allowed they are difficult in the
center/axis form in the example in the wiki.

Perhaps, when you have time, the information could be consolidated in 

http://wiki.flightgear.org/Howto:Animate_models and
fgdata/Docs/model-howto.html

Looks like valuable work to me: gear scissor links were very difficult with
the existing animations.

Vivian
 



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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Stuart

 From: Buchanan [mailto:stuar...@gmail.com]
 Sent: 08 May 2013 10:56
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 2.10.1
 
 On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
  I re-installed the Jenkins nightly Win build from yesterday - seems
  OK, although I have NOT done any extensive testing. I'm seeing regular
  crashes here from ALS and Rembrandt, but that's nothing new.  I'm
  getting a number of errors on start-up; they seem harmless:
 
  Failed to create alias at
  /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
 
  [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already
  aliasing another
 
  property.
 
  Failed to set alias to
  /controls/refuelling/refuelling-drogues-pos-norm
 
 FYI, I don't think this is related to the AAR work I've done recently, and
looks
 like it might be aircraft specific.  What aircraft are you seeing this
with?
 
 
  I would be more concerned over the state of the data. The reinstall
  has partly solved the Screenshot directory issue - it now uses the
  default Working Directory, but the gui input is still stuck. We have a
  small glitch with Stuart's latest iteration of the Random Vegetation
  (aka trees) with what I think is probably a mipmapping issue.
 
 I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-
 picked?
 
 If not, I'd suggest backing out that commit from the 2.10.1 data branch,
as it
 has a co-requisite simgear change, and as Vivian mentions still has some
 issues.
 
 I've been away for the last 5 days so haven't had the chance to look into
the
 tree problem further, but have a couple of ideas.  One option would be to
 mirror the texture rows, so instead of looking like this:
 
 ^^^
 ^^^
 ^^^
 ^^^
 
 It would be top-to-top and base-to-base:
 
 
 ^
 
 
 
 That way is the mipmap UV isn't quite accurate, it would just include the
 tree-top of the texture above, rather than the base.  This would certainly
be
 less noticeable.  The downside is that I think it would require adding an
if()
 test to the vertex shader, something I've been avoiding due to
(unfounded?)
 concerns about performance.
 
 Or I might simply change the textures to a (very) long strip, so instead
of
 512x128 it would be 2048x128.  However that feels rather clunky, and might
 not make good use of GPU memory.  Anyone with GPU experience care to
 comment?
 

General advice that I can find is that GLSL is designed as a linear program:
conditionals and loops are best avoided:

http://stackoverflow.com/questions/2614622/tips-for-efficient-glsl-code

Here's some stuff on textures.

http://www.arcsynthesis.org/gltut/Texturing/Tutorial%2014.html

I don't think the shape matters as much as the overall size. As I understand
it, GLSL optimizes the storage. In this case new the texture would be 4
times as big. I don't think that's optimal, but on the other hand, it's not
pushing the envelope. Do you use a shader analyser? I use the AMD one:

http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanaly
zer/

might help to decide which route to take

HTH

Vivian




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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Brandano,

 

It's possible that it comes from FGRun, but a Nasal warning from the 3d
preview code seems a bit implausible. It is recent thing, though.

 

Vivian

 

From: TDO Brandano [mailto:tdo_brand...@hotmail.com] 
Sent: 08 May 2013 22:12
To: Flightgear Devel List
Subject: Re: [Flightgear-devel] 2.10.1

 

If It's an FGRun problem maybe it's caused by the 3D preview code parsing
the planes

  _  

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1

 

Hi Stuart,

  Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 I think I've seen that with all aircraft I've flown recently. IIRC they
were all 
 non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not
near 
 my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I
always
get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs



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Re: [Flightgear-devel] Syncing sim time

2013-05-10 Thread Vivian Meazza
Stuart

 Sent: 09 May 2013 21:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Syncing sim time
 
 Hi Jack,
 
 On Thu, May 9, 2013 at 3:57 PM,  Jack wrote:
  Thanks to Jan Comans I've been able to sync the 3D clouds across three
 instances of fgfs running on a multi-core machine.  This, in turn,
provides for
 some very respectable frame rates of 40 to 50 fps per core with a three
 projector system with older generation Nvidia boards ( GT430 and GT440 )
on
 a 64bit I5 machine.  The visuals will be just awesome once the collimated
 display is completed later this year.
 
 Could you (or Jan) share with us what changes you had to make to allow
 synchronization across multiple instances?  I thought I'd added some code
a
 while back to make the pseudo-random number generator used start with
 the same seed for a given 10 minute window to address this, but was never
 in a position to test it myself.
 

You did indeed add some code - and I have tested it here on 2 machines and
on 2 instances on one machine. It doesn't seem to do what you intended.

https://dl.dropboxusercontent.com/u/57645542/clouds.png

I ensured that the 3D cloud settings were the same, using the same live
data. Do I need to do anything else?

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Vivian Meazza
 Stuart

 Sent: 10 May 2013 20:10
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
  I can still see that hat on middle distance trees. The effect might
  be less though - hard to judge. It is certainly no worse.
 
  I think it would be worth trying to spread the images out on the
  texture so that you avoid bleed. I'm pretty sure that is what I'm
seeing
 here.
 
 OK, I've pushed a new fix for this that goes back to the old approach of
 having all textures in a strip, and using clamping to avoid bleeding.
 
 You'll need a new simgear and data pull.
 

OK trying that

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-11 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 10 May 2013 22:50
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Tree issues
 
  Stuart
 
  Sent: 10 May 2013 20:10
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Tree issues
 
  On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
   I can still see that hat on middle distance trees. The effect
   might be less though - hard to judge. It is certainly no worse.
  
   I think it would be worth trying to spread the images out on the
   texture so that you avoid bleed. I'm pretty sure that is what I'm
 seeing
  here.
 
  OK, I've pushed a new fix for this that goes back to the old approach
  of having all textures in a strip, and using clamping to avoid bleeding.
 
  You'll need a new simgear and data pull.
 
 
 OK trying that
 

 That works - the hat artefact is gone. If I look very carefully I can see a
vertical artefact emanating from the centre top of some trees. 

I hadn't realised that the high res texture was going to be quite so big.
Texture sizes  4096 px are not so well supported.

I wonder if you wouldn't be better disabling mipmapping for trees - it seems
to be the source of all the problems? In particular, the different grazing
angle on the crossing panels means that different mipmaps will be used.

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
Stuart

 Sent: 14 May 2013 09:34
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 Hi Vivian,
 
 On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
   That works - the hat artefact is gone. If I look very carefully I can
  see a vertical artefact emanating from the centre top of some trees.
 
  I hadn't realised that the high res texture was going to be quite so
big.
  Texture sizes  4096 px are not so well supported.
 
  I wonder if you wouldn't be better disabling mipmapping for trees - it
  seems to be the source of all the problems? In particular, the
  different grazing angle on the crossing panels means that different
 mipmaps will be used.
 
 I can't disable mipmapping AFAIK, but I spent some time looking at the
 effects source code and found an undocumented (well, not in
 README.effects) option to control how the mipmaps are generated for each
 of the RGB and alpha
 channels.*
 
 So, it would appear that I can generate a mipmap where the alpha value is
 taken as the minimum of the surrounding pixels while the RGB values are
 created normally.
 
 I need to experiment some more with it later in the week, but I may have
 found a way to use a more square texture without artifacts.  It should
also
 resolve the artifact you mention above.
 
 In passing I noticed that both your and some of Thorsten's screenshots
show
 a nasty black outline around some of the trees.  I don't see that myself
 except, but I've also got a fix for that issue.  As mentioned on the
forum, the
 problem is that the completely transparent pixels have an RGB value of
0,0,0,
 so mipmaps and interpolations cause this to bleed into the surrounding
 edges.

I'm rather surprised that you can't see the black outline around the trees.
It's around all of them, but is more or less visible according to the range
and angle of incidence. It is also the cause of the spike arising from the
centre of the trees.

The proximate cause of the black outline is
alpha-to-coveragetrue/alpha-to-coverage. Commenting out techniques 4 and
9 in the tree effect removes all black artefacts. While alpha-to-coverage is
intended for dense foliage or grass, I'm not sure that it is appropriate for
our trees as presently drawn and textured. I think you are right to try to
go back to the square texture. I hope that you can find a fix for this - I
know how difficult it is to fix a bug that you can't yourself see. In the
meantime should we consider reverting to the previous scheme in fgdata while
you come up with a fix? Here. I've adjusted the bleed margins and commented
out the relevant techniques, which produces nice trees.

HTH

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
: Stuart

 Sent: 16 May 2013 22:46
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
  I'm slightly surprised that Thorsten's new system doesn't support
  this, as evidenced from his screenshots.
 
  glxinfo claims that it does - I get several instances of
  GL_ARB_multisample or GLX_ARB_multisample shown in the resulting  list
  (at least under Linux, maybe it's a bug in the Windows driver of the
  card only??? - I'll check next time I
 boot up Windows).
 
 Someone pointed out to me off-list that there are other control properties
 for multisampling, which I had set in my .fgfsrc file and had forgotten
about
 completely.  I've updated the effects file to check for these.
 
 I'd highly recommend setting them as I think they improve the visuals on
the
 vegetation significantly:
 
 /sim/rendering/multi-sample-buffers=true
 /sim/rendering/multi-samples=2
 
 I've just checked in something that should fix both issues, along with
.xcf
 source files for the existing trees that shows how they should be created,
 and a little perl script to generate .dds and low resolution .pngs from a
source
 .png file.
 
 I'm going to have one more attempt to fix the black hat in a square
texture
 before looking into reducing the number of variations.

Yup, works nicely here, there's definitely an improvement. I've also
modified the predicates for techniques 4 and 9 take that into account

I've also fixed the black hat by increasing the bleed margins in treebin.cxx
a tad:

t-push_back(Vec2(variety + 1.0f, 0.234f));
t-push_back(Vec2(variety, 0.234f));

I'm using the old square texture - that would need adjusting because those
margins clip the top of the higher trees.

All looking really good here now.

Vivian





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Re: [Flightgear-devel] Who is the maintainer for FGRUN?

2013-05-18 Thread Vivian Meazza
Pat

 Sent: 18 May 2013 17:20
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Who is the maintainer for FGRUN?
 
 Who is the maintainer for FGRUN?
 
 Also, who is interested in the cmake build issue with FGRUN and FGADMIN
 on Ubuntu 13.04
 

Fred Bouvier is your man.

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-20 Thread Vivian Meazza
Stuart

 Sent: 19 May 2013 21:42
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
  I'm going to have one more attempt to fix the black hat in a square
  texture
  before looking into reducing the number of variations.
 
  Yup, works nicely here, there's definitely an improvement. I've also
  modified the predicates for techniques 4 and 9 take that into account
 
  I've also fixed the black hat by increasing the bleed margins in
  treebin.cxx a tad:
 
  t-push_back(Vec2(variety + 1.0f, 0.234f));
  t-push_back(Vec2(variety, 0.234f));
 
  I'm using the old square texture - that would need adjusting because
  those margins clip the top of the higher trees.
 
  All looking really good here now.
 
 Thanks for the pointer.  I've committed a change using the reduced UV
 coordinates, converted all the tree textures back to squares and ensured
 they have an appropriate spacing at the top.
 

That all looks very good here. No artefacts that I can see, no clipped
trees.  Job done for now, I would say.

Well Done

Vivian 



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Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

2013-06-01 Thread Vivian Meazza
Alan


Sent: 01 June 2013 14:51
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

Stop the celebrations.

The laptop still has the fault after a clean build.  AFAIK both computers
have the same file layout and relevant environment/paths settings.

My Bill Gates mannequin now has so many nails in it that it is hard to find
space to hammer in a new one. 

Yup, FG crashes here with the latest pull of SG/FG on Win 7 x64

Vivian


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Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

2013-06-01 Thread Vivian Meazza
James


Sent: 01 June 2013 17:28
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10


On 1 Jun 2013, at 16:20, Vivian Meazza vivian.mea...@lineone.net wrote:

 Yup, FG crashes here with the latest pull of SG/FG on Win 7 x64

A bit of information would be useful since it's not crashing for me :) 

Alan provided a backtrace but it looks suspect to me, of course if it's
memory corruption that may be expected, but I'd appreciate someone running
3-4 attempts and checking if the dump is mangled and different each time
(likely memory corruption) or in the same place consistently (could still be
memory corruption, but easier to track down).

OK - so far I've identified that the cause is one of the 2 GPS related
commits - reverting both solves the problem.

Vivian 


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Re: [Flightgear-devel] Hires runway effect

2013-06-08 Thread Vivian Meazza
Thorsten

Sent: 07 June 2013 12:40
To: FlightGear developers discussions
Subject: [Flightgear-devel] Hires runway effect


After a fresh pull and recompile today (I've not had much time for FG the
last weeks...) I've noticed that the hires runway effect of ALS appears to
have been partially broken by something - I now see a checkerboard pattern
when I look at runways and taxiways which hasn't been there before. Is
anyone else observing this?

Since I've not done anything for the last weeks, something other than the
shader must have caused this (coordinate mapping? altered normal?). Can
anyone perhaps shed light on this? Unfortunately I still don't have much
time right now for a long investigation :-(

I can't see a problem here with today's pull of fg/sg/fgdata. The tree wind
effect is nice.

Vivian


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Re: [Flightgear-devel] Bug 772 (Yasim on ground)

2013-06-11 Thread Vivian Meazza
James

 Sent: 11 June 2013 13:09
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Bug 772 (Yasim on ground)
 
 Hi all,
 
 Hyde has submitted a work-around for issue 772, which you can see here:
 
   https://gitorious.org/fg/flightgear/merge_requests/1572
 
 He'd like this merged before the freeze (actually it's a fix so it can be
merged
 afterwards, but still), I'd like to hear any opinions on if this is a bad
idea or
 good idea. Personally I'm not so affected by issue 772, but if many people
 are, the work-around seems just-about-acceptable to me.
 
 (Obviously it would be nicer to fix Yasim for real, but let's skip that
just for a
 moment)
 
 Does anybody feel strongly that either:
 
  - the bug is very bad, so that the workaround is definitely needed
(keeping
 in mind it's a long-standing bug)
  - the work-around is very bad, for some scenario I didn't imagine myself?
 (Helicopters on the ground? But they likely benefit more from the fix?)
 
 I'm happy to merge the change above to get some feedback, with the
 understanding that if people raise 'problems which are worse than the
 original issue' before 2.12 is final, we could revert it.
 

I haven't noticed any particular issue with crosswinds myself, but the fix
seems to be illogical. I can't imagine what disabling wind on the ground is
going to do for take-offs. How would the transition work? Has anyone shown
that there is anything wrong with Andy's math?

I'd like to hear what Andy has to say about this one. In the meantime I
would object to this fix.

Vivian


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Re: [Flightgear-devel] Bug 772 (Yasim on ground)

2013-06-11 Thread Vivian Meazza
Gary

 

I agree with all of this.

 

I have just tested the 777-200 in a moderate crosswind. First time I ever
used it. There is a tendency to fly up into wind once the main wheels are on
the deck, but nothing which can't be handled with a bootfull of rudder.
Perhaps a little more rudder authority would be nice.  I would leave well
alone unless and until Andy advises otherwise.

 

Vivian

 

From: Gary Neely [mailto:grne...@gmail.com] 
Sent: 11 June 2013 18:33
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 772 (Yasim on ground)

 

With respect, I'd prefer to hold off on this fix until we have more test
data and additional input by experienced Flightgear users. Which planes
exhibit this tendency under what exact conditions? What version of
Flightgear is being used? Under what OS? Did this effect begin to occur
after a specific Flightgear release?

Currently I've not experienced anything as severe as what some of the bug
posters describe, at least not with aircraft having well-designed and tuned
YASim FDMs. Admittedly I fly only a handful of planes, usually my own
efforts. I do know that YASim friction effects are not what they could be,
and this can be aggravated by poor friction settings or settings that have
been compromised to offset some other characteristic.

Many YASim planes don't have adequate weight-and-balance settings and
commonly aren't tested against pilot handbook crosswind limitations. Because
of this they often handle terribly under those conditions, with even modest
crosswinds. I know this because I've adjusted the balance and flight surface
effects of a number of YASim planes to allow them to handle crosswinds up to
the handbook's limits. I'm not suggesting this is necessarily related to the
bug problem, only that the bug needs to be tested against aircraft with
YASim FDMs that have been designed to reflect the aircraft's limitations.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Bug 772 (Yasim on ground)

2013-06-11 Thread Vivian Meazza
James,

 

Done

 

Vivian 

 

 

From: James Turner [mailto:zakal...@mac.com] 
Sent: 11 June 2013 22:43
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 772 (Yasim on ground)

 

 

On 11 Jun 2013, at 22:01, Hyde Yamakawa h...@hyde-tech.com wrote:





Hi, I'm a guy who submit that fix.
I tested today without my fix, I noticed it's been fixed!!
There still be the pulling power but it's controllable by steering now.

I'm sorry to bother all of you but I didn't know it was fixed.
I gladly withdraw my request.

I will report what change fixed the issue later.

 

Okay, thanks to everyone for looking at this, if someone could update the
issue as WontFix or Invalid for now it's probably wise, it can always be
re-opened if someone disagrees.

 

Regards,

James

 

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Re: [Flightgear-devel] Rembrandt performance

2013-06-13 Thread Vivian Meazza
Thorsten

 Sent: 13 June 2013 07:25
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Rembrandt performance
 
 
 I've had a my first short go with Rembrandt on my new machine yesterday.
 The test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm
 discovering a very nice scenery. There are no static or shared models to
 speak of, there is some forest around, and that's basically it. I chose
fair
 weather, i.e. a modest cloud cover. The aircraft was the PAF team DR-400
in
 the latest version.
 
 All Rembrandt functions work out of the box very nicely. I started with a
 dawn scene and tried the landing light illumination first. This gave me a
good
 30 fps. I then switched to noon and tried shadows. I have to say that
since I
 am more the VFR virtual pilot, I almost never fly at night, lightmap for
internal
 illumination work fine for me, and so shadows are the main selling point
of
 Rembrandt which attracts  me.
 
 The initial shadows coming up by default were rather ragged and flickery
(the
 last is a problem for me, I tend to get headache when looking at some sort
of
 flickers unfortunately), so I played with shadow map size, cascade ranges
and
 filtering till I had a nice result. To my dismay, at this point the
framerate
 counter gave me a mere 15 fps (no shader effects on at this point).
 
 For comparison, the same scene renders in Atmospheric Light Scattering
with
 all details maxed out (including tree motion) with solid 60 fps.
 
 Am I doing anything wrong? Did I miss any optimization which makes the
 shadows run fast enough? Am I just unlucky and my system has some
 unspecified problems chewing Rembrandt? Does anyone else get
 significantly higher framerate out of shadows with filtering? I am running
on
 an GeForce GTX 670M, which is usually a pretty fast beast.
 
 I mean, maybe it's just me, but this appears to confirm a suspicion I
wrote
 earlier that trying to pack ALS functionality into Rembrandt will end up
being
 way too slow. If I have a mere 15 fps before any shaders, then I can't
 reasonably apply 800 lines of extra computations and expect no performance
 impact.
 
 Does anyone have a semi-solid case which would argue that this would be
 fast enough? I'm sort of trying to make my mind up if I should focus on
that
 before the next release (which is why I did the test), but it seems
hopeless
 to me. It's okay and flyable as it stands, but I don't see how to cram
lots of
 extra stuff in.
 

I think your numbers are pretty representative. 15 fps is definitely not
enough IMO. I would say that 30 fps would be a good aiming point. Smoothness
is also a factor.

Vivian




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Re: [Flightgear-devel] TerraSync libSVN replacement testing

2013-06-17 Thread Vivian Meazza
Alan

 Sent: 17 June 2013 20:06
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing
 
 Does this affect the code freeze?
 
 -Original Message-
 From: Alan Teeder
 Sent: Tuesday, June 11, 2013 8:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing
 
 James
 
 As requested (windows 7, MSVC10 (32bit build):
 (Sorry)
 
 Alan
 
 3  terrasync.cxx
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(58): error C2059:
 syntax error : 'constant'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(65): error C2143:
 syntax error : missing ';' before '}'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(65): error C2238:
 unexpected token(s) preceding ';'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C2146:
 syntax error : missing ';' before identifier 'failure'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C4430:
 missing type specifier - int assumed. Note: C++ does not support
default-int
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C2270:
 'failure' : modifiers not allowed on nonmember functions
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C4430:
 missing type specifier - int assumed. Note: C++ does not support
default-int
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(68): error C2059:
 syntax error : 'private'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(69): error C2270:
 'isBare' : modifiers not allowed on nonmember functions
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(74): error C2059:
 syntax error : '}'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(74): error C2143:
 syntax error : missing ';' before '}'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(74): error C2059:
 syntax error : '}'
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(90): warning
 C4067: unexpected tokens following preprocessor directive - expected a
 newline
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(90): warning
 C4067: unexpected tokens following preprocessor directive - expected a
 newline
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(124): error
 C2088:
 '[' : illegal for class
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(124): error
 C2088:
 '[' : illegal for class
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(124): fatal
 3error
 C1903: unable to recover from previous error(s); stopping compilation
 3  Generating Code...
 
 -Original Message-
 From: James Turner
 Sent: Tuesday, June 11, 2013 4:17 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] TerraSync libSVN replacement testing
 
 Hi,
 
 I've pushed some code to Git, which will ultimately replace our use of
libSvn,
 and hence simplify build and deployment, especially on Mac and Windows.
 This has an immediate benefit for end-users too: TerraSync will use pretty
 much half the disk space it currently does, since unlike a real SVN
client, we
 don't need to keep two copies of each file locally.
 
 In the longer term, there are many other improvements I will make - to
 reduce the number of network round-trips to check directories are in sync,
 to improve the interaction with the main thread so the splash screen waits
 for terrasync to update a location before finalising position, and others.
 These things will happen *after* 2.12, and once the code is tested
 everywhere.
 
 First, I need some help; for people to rebuild simgear with -
 DSG_SVN_CLIENT=1, and mv / erase their TerraSync dir. Then simply run
 FGFS as normal, as if you were starting on a new machine / account with no
 previous use of TerraSync.
 
 (Remember that TerraSync initially syncs the large Models and Airports
dirs,
 which takes some time - be patient. Also expect some nav-cache rebuilds
 since the nav-cache will see the paths / stat-times change. This is
nothing to
 do with the revised code, simply what happens if you change your TerraSync
 dir)
 
 If the testing is mostly positive, I will consider making the option
default to
 ON for 2.12, but if people report problems (which cannot be easily
fixed!), I
 will be cautious and leave it OFF by default for 2.12. Soon after
 2.12 branches, 'next' will be switched to using the new code exclusively.
 
 (BTW, the option to use rsync or external, command-line svnclient still
exists,
 and will be retained - though I am curious if anyone still uses those
options!)
 

Haven't managed to get it to work for Win 7 64 bit either - still seems to
want LIBSVN to build. Seems to be a cmake issue, but I'm not confident that
I know how to fix this one.

Vivian


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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Vivian Meazza
Thorsten

 Sent: 18 June 2013 07:40
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
 
  What version number will we give to the new release? Are we ready for
  a 3.0 or is it 2.12?
 
 Looking through my list of goals for the last coding period:
 
  * Get a high-quality model shader running under Atmospheric Light
  Scattering
 
 This is now available, working for random buildings and for several
aircraft. A
 reminder to aircraft creators using the ubershader - normal mapping
requires
 to declare tangent, normal and binormal generation airplane-side. These
 need to be also declared as vertex attributes in a numbered technique - in
 order for this to work, the technique n=4 matching the model ubershader
 effect in model-combined.eff for ALS has to be added, otherwise normal
 maps do not work and the model receives incorrect lighting.
 
  * Implement a scheme for generating autumn colors procedurally
 
 The scheme exists and generates autumn colors in central Europe. Since the
 majority of feedback for this was rather skeptical, I have not pursued the
 idea much further or extended it to tree autumn coloring, but Stuart has
 implemented his tree work in a nice way that trees shed all leaves in late
 autumn, so it's not as good as it could be, but reasonably plausible. At
least I
 like changing the colors a bit.
 
 Since autumn coloring doesn't work correctly everywhere in the world (I've
 mainly adjusted Europe and the North Atlantic Islands), I would regard it
as
 experimental.
 
 * make clouds render faster
 
 Stuart has done the main work on this one with a LOD scheme dropping
 sprites beyond some distance. Since this mutilated faint clouds which have
 just 1-2 sprites to begin with, I recently pushed a way that these clouds
are
 not treated by the LOD system at all.
 
 I'd say we need feedback from users playing with the LOD distance if it
 improves framerates while keeping the visuals or not. We now have overall
 cloud density, draw distance and the LOD distance to configure the
 framerate impact of 3D clouds - is this enough? In what form should this
best
 be exposed to the user? What are reasonable defaults?
 
 * Improve cloud appearance from high altitude
 
 This is mostly done - I've introduced three quite sophisticated cloudlet
 placement scheme, and it does miracles from high altitude. There are still
the
 rather blocky 8/8 cover scenarios remaining when clouds tend to cover the
 whole square tile - I wanted to do something to the edges, but haven't
 gotten around to doing so. Not sure if this qualifies as a bugfix or a
novel
 feature, but I think it's harmless.
 
 * The 'ultra' terrain shader
 
 This is done - at highest landmass and transition slider setting, the
terrain
 shader renders details to a quality that you can park your helicopter in
the
 scene and have a nice ground resolution (the smallest details are
cm-sized,
 and they move with the wind). From my side, this would be the main selling
 point for a 3.0 release.
 
 The water shader also has received upgrades with color and reflectivty
 variations of the water and a trick to generate surf at steep coasts. Also
drift
 ice and be procedurally drawn on the water. In arctic regions, we have
 drifting icebergs by default now.
 
  * Regional texturing
 
 Since the last release, I've added Indonesia, Madagascar, North Atlantic
 Islands (Greenland, Faroe, Shetlands,...) and Middle East and Vivian added
 UK definitions.  Combined with Hawaii, Iceland, Caribbean and tropical
South
 America which we've had previously, this is already a substantial
variation to
 illustrate how FG can look like. Especially Hawaii can serve very well as
a
 showcase scenery now.
 
 * Atmospheric light scattering and Rembrandt
 
 There hasn't been a volunteer to help me look into this from the Rembrandt
 side, and so according to the plan there has been no development. Based on
 my current test results, my computer doesn't seem to be able to get
 Rembrandt fast enough for this to make any sense, although I don't
 understand this finding.
 
 While things can always be better, from my side that's a clear vote for
3.0.
 With the hires terrain shader and wind effects on terrain and vegetation,
 combined with the pixel post-processing effects, we can offer much higher
 resolution visuals on the terrain than before (and I understand with the
 autum color effect or drift ice some genuine novel effects which are in no
 other flightsim).
 

A nice list and it's all worthwhile improvement, but it's all tinkering
around the edges of existing stuff. There's no step change which would
justify 3.0 IMO. For that we need something major, like new terrain (850) or
Rembrandt as the default. Right now we have Terrasync partly broken in Win
64, which will probably not be fixed until after the release. We still
cannot select the Screenshot Directory from the gui. I think that all argues
for 2.12.

Unfortunately, only Fred 

Re: [Flightgear-devel] trees

2013-06-18 Thread Vivian Meazza
Syd,

 

We fixed that bug a while back, I hope J. Could you rebuild with the latest
FG/SG and try again with the latest FGDATA? I really hope that fixes it!

 

Vivian

 

From: syd adams [mailto:adams@gmail.com] 
Sent: 18 June 2013 19:16
To: FlightGear developers discussions
Subject: [Flightgear-devel] trees

 

No one else has mentioned this so maybe its time for a make clean , but this
is what Im seeing after the recent tree updates :

 

http://imagebin.org/261806

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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Vivian Meazza
Thorsten wrote

 Sent: 25 June 2013 10:14
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Grain texture for models - a demo
 
 
 Since the idea hasn't really caught with modelers yet, I've tried to get a
more
 practical demo of the virtue of a grain texture and tried to put a grain
effect
 on the Vinson flightdeck (I've always felt that the homogeneous grey color
 doesn't justice to the details of the model otherwise).
 
 Here's a comparison
 
 http://users.jyu.fi/~trenk/pics/vinson_with_grain.jpg
 
 http://users.jyu.fi/~trenk/pics/vinson_without_grain.jpg
 
 In my personal view, this makes a hell of a difference. I'm not getting
any
 visible framerate difference, and the GPU memory has to hold just a single
 512x512 texture more. If you want to do the same detail level using
 conventional texturing, you need a texture resolution of 25600x6400 (I'm
 guessing no GPU can even process this).
 
 There's (unfortunately) a catch - the screenshots are taken on the landing
 strip where the uv-mapping is very homogeneous, but to my surprise I
 discovered that the rest of the flightdeck has a rather inhomogeneous uv-
 mapping, i.e. to make the Vinson really make use of the grain effect, the
uv-
 mapping of the Flightdeck would have to be redone.
 
 Vinson crew - anyone interested? I'm happy to send the effect definition
and
 the grain texture.
 
 We can use this whenever a model has a large crufely textured surface and
 just should get some hint of metal surface (or any other structure - we
can
 do concrete or wood just as well) - it's tremendous texture resolution for
 cheap. But I'm a coder, not a modeler, for me things like changing the uv-
 mapping take unreasonably long, so I would really hope to get folks from
 modeling interested.
 

I looked at this possibility already. The carrier deck is made up of a
number of odd-shaped areas, for historical reasons. I don't think that a
complete rebuild of the flight deck is worth it for this very nice eye-candy
(just too much work). Alexis might think differently.

Vivian


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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-26 Thread Vivian Meazza

 From: Anders Gidenstam [mailto:anders-...@gidenstam.org]
 Sent: 26 June 2013 07:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
 
 On Tue, 25 Jun 2013, Stuart Buchanan wrote:
 
  Having thought about this a bit more I'm going to propose we do 2.12.0
  now and pre-announce 3.0 as the Feb 2014 release to give us just a
  little more time to prepare and make the 3.0 as polished as possible.
  After all, it'll be the third major release in 15 years :) .
 
 Sounds like a plan. I prefer this option.
 

Makes sense to me,

Vivian


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Re: [Flightgear-devel] Changelog 2.12

2013-07-14 Thread Vivian Meazza
Stuart

 Sent: 14 July 2013 23:09
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Changelog 2.12
 
 Hi All,
 
 I've just taken a trawl through the git logs to find the major
enhancements
 from the last 6 months, the results of which are now in the Changelog:
 
 http://wiki.flightgear.org/Changelog_2.12
 
 Comments welcome, particularly on what should be mentioned in the
 highlights section at the end of the first paragraph:
 
 The FlightGear development team is happy to announce the v2.12 release
 of FlightGear, the free, open-source flight simulator. This new version
 contains many exciting new features, enhancements and bugfixes. Highlights
 in this release include improved usability, continued development of the
 Canvas rendering toolkit, and improved scenery rendering. 
 
 I'd also like suggestions of other new or majorly improved aircraft that
have
 had particular updates over the last 6 months.
 
 I'm also not sure whether or not we should include tooltips in the feature
list.
 They are currently switched off by default in preferences.xml and can only
 be switched on from within the Debug menu. James - are they now mature
 enough that we should switched them on by default?
 
 On a related note there's also the question of the mouse modes to
consider.
 I no-longer use the old-style mouse modes, instead using the
right-click-to-
 pan-view mode instead.  Should that be available through the GUI (in which
 case I've got to re-write various parts of The Manua)


POI on the map are disabled in Windows (well they are here). Otherwise quite
an impressive list.

Vivian


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Re: [Flightgear-devel] With best regards...

2013-08-20 Thread Vivian Meazza
Thorsten

 Sent: 20 August 2013 12:31
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] With best regards...
 
 ... to Vivian, the converted wake shader appears to be working
 
 http://users.jyu.fi/~trenk/pics/als_new_8_13_02.jpg
 
 (not sure when I will be able to commit it, but at least the work is
done).
 

That sounds like good news, thanks,

Vivian


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Re: [Flightgear-devel] Release candidates

2013-08-31 Thread Vivian Meazza
Stuart

 Sent: 30 August 2013 23:30
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Release candidates
 
 On Fri, Aug 30, 2013 at 11:41 AM, Stuart Buchanan wrote:
  Great work James.  I should have some time to test over the weekend.
 
 
 Did a quick test on a Windows 7 laptop, and generally looked good.  In
fact
 better than good, as under Windows I get x2 the framerate due to a bug in
 the NVidea Linux driver which meant I could run Rembrandt at a decent
 frame-rate (until I switched on random buildings whereupon the frame-rate
 nose-dived)!
 
 A couple of things I noticed from a quick flight with the Zero:
 1) Windows launcher appears to have Rembrandt enabled by default, but set
 via the Advanced properties, rather than having a checkbox on the
launcher.
 Makes it quite difficult for a new user to disable it.  I would have
expected
 Rembrandt to be switched off by default and with a checkbox on the
 Rendering Options section of the launcher to enable it. Caveat: It's
possible
 that I've lost a config file somewhere on my Windows system, so if someone
 else could verify this is the case, that would be great.
 2) There appears to be some invalid scenery around lat:37.228,
lon:-121.9703.
 Scenery triangles are white and the UFO can't determine the material type.
 I'll investigate this further - might be an error in the landclass or
something
 we've got wrong in materials.xml.
 

I've checked RC1 - FGRun here - AFAIKS it just picks up whatever you had
last set in Advanced/Properties - I had Rembrandt disabled and that's what I
got.

Vivian



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Re: [Flightgear-devel] Simgear ,mathlib.c line 1 65

2013-10-09 Thread Vivian Meazza
It's now getting on for a week since the build on Simgear was broken for Win
64/MSVC by this mistake. Any chance of a fix sometime soon? 

 

Vivian

 

From: James Turner [mailto:zakal...@mac.com] 
Sent: 03 October 2013 22:53
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Simgear ,mathlib.c line 1 65

 

 

On 3 Oct 2013, at 22:20, Alan Teeder ajtee...@v-twin.org.uk wrote:





Sorry, but MSVC does not have a round function. ;(

 

Yes, C99 is a cutting-edge spec :) 

 

I'll add a replacement for MSVC, thanks for spotting my mistake.

 

Kind regards,

James

 

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