Re: [Flightgear-devel] cycling w/ right mouse button && pause

2003-02-24 Thread David Megginson
Curtis L. Olson writes:

 > Yes, I observe this problem.  Also a related problem is that incoming
 > network packets are not read.  What's going on is that when the sim is
 > paused, the subsystems are not executed, but some of these things
 > should be executed even when the sim is paused ... I haven't had time
 > to look into it yet.  David Megginson is the architect of the
 > flightgear subsystem system so it's all his fault. :-)

Yes it is.  I don't think it will take too much work to fix.


All the best,


David

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Re: [Flightgear-devel] F-16

2003-02-24 Thread Christopher S Horler
I'll second the awesome!  I'll try it soon.

On Sun, 2003-02-23 at 20:31, John Check wrote:
> On Sunday 23 February 2003 2:49 pm, Erik Hofman wrote:
> > Christopher S Horler wrote:
> > > Erik,
> > >
> > > I'm not running flightgear at the moment, any chance of a screenshot?
> >
> > http://www.a1.nl/~ehofman/fgfs/
> > (and scroll down a bit).
> >
> 
> That's awesome. I'll commit it after I give it a test run.
> 
> > Erik
> >
> >
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> 
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Re: [Flightgear-devel] cycling w/ right mouse button && pause

2003-02-24 Thread Curtis L. Olson
Manuel Bessler writes:
> Since nobody posted anything about my first question/possible bug report
> I'll try it again:
> 
> On Wed, Feb 19, 2003 at 02:57:40AM +0100, Manuel Bessler wrote:
> > Hi
> > 
> > I've noticed that cycling (right clicking) between mouse pointer mode, yoke mode, 
> > and
> > view mode has no effect while paused. If you right click while paused it
> > does not change mode until I hit 'p' again to unpause. It seems that it
> > 'records' at most one right click in paused mode.
> > 
> > It worked for me in 0.8.0, but in all 0.9.x and CVS versions I tried, 
> > it didn't.
> > 
> Flightgear and base CVS from Feb 17.
> > Platform: Debian Woody, 2.4.16

Yes, I observe this problem.  Also a related problem is that incoming
network packets are not read.  What's going on is that when the sim is
paused, the subsystems are not executed, but some of these things
should be executed even when the sim is paused ... I haven't had time
to look into it yet.  David Megginson is the architect of the
flightgear subsystem system so it's all his fault. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] cycling w/ right mouse button && pause

2003-02-24 Thread Manuel Bessler
Since nobody posted anything about my first question/possible bug report
I'll try it again:

On Wed, Feb 19, 2003 at 02:57:40AM +0100, Manuel Bessler wrote:
> Hi
> 
> I've noticed that cycling (right clicking) between mouse pointer mode, yoke mode, and
> view mode has no effect while paused. If you right click while paused it
> does not change mode until I hit 'p' again to unpause. It seems that it
> 'records' at most one right click in paused mode.
> 
> It worked for me in 0.8.0, but in all 0.9.x and CVS versions I tried, 
> it didn't.
> 
Flightgear and base CVS from Feb 17.
> Platform: Debian Woody, 2.4.16


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Re: [Flightgear-devel] EXC_BAD_ACCESS in modified FGFS (on mac os x)

2003-02-24 Thread Darrell Walisser
On Monday, February 24, 2003, at 07:28  AM, 
[EMAIL PROTECTED] wrote:

Message: 6
Date: Sun, 23 Feb 2003 22:16:32 -0500
From: Ima Sudonim <[EMAIL PROTECTED]>
To: flightgear flightgear <[EMAIL PROTECTED]>
Subject: [Flightgear-devel] EXC_BAD_ACCESS in modified FGFS (on mac os 
x)
Reply-To: [EMAIL PROTECTED]

Are there any ways to test MALLOC/NEW within flightgear looking for bad
pointer manipulation or allocation problems?  (NOT in CVS but local
modifications)
MallocDebug is the program/tool you want. It overrides malloc and free 
(and hence new) to detect memory allocation errors.

Is there a way to increase the size of the stack given to fgfs in Mac
OS X? I heard of a ulimit command but my machine (10.2.4) doesn't seem
to have this. Unsure if stack growing into the heap or vice versa is
the problem here.
I don't have this either (I used it once on a solaris box). Unless 
there is infinite recursion, you probably won't overflow the stack. I 
think you can adjust the underlying thread's stack size though (see man 
pthread).

This is a modified version of flightgear of a friend with a mixture of
C++ and C pointer manipulation.
Any suggestions on how to begin debugging this? They're currently doing
the cout/asm ("trap") route.  The problem seems specific to memory
allocation, some local (stack), some via new. He swears that he isn't
deleting anything twice.  Problem  usually occurs soon after the
procedure is called and returns (in a call or object allocation
immediately following this proc). The pointer work steps through a
buffer got from handleBufferRead() (netBufferChannel)
It's probably got a memory smasher.  MallocDebug will help you find it 
(make sure to read MallocDebug's help docs). You can use MallocDebug 
within GDB, and there are directions on how to do that. I've used 
MallocDebug to find many memory-related errors, so feel free to email 
me off-list for further help.

HTH,
Darrell
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[Flightgear-devel] OT: distributed terrain rendering

2003-02-24 Thread Martin Spott
Did anyone already mention ? For those who know to read German, there might
be an interesting article:

Primarily it's about implementing the algorithm used by Terragen
(http://www.planetside.co.uk/terragen/) for distributed rendering - coded in
Java3D 

http://www.unc.de/terrain.html


There's also a bit of description on the algorithm used here,

Martin.
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Re: [Flightgear-devel] Speed Bottlenecks in FlightGear

2003-02-24 Thread Curtis L. Olson
Martin Spott writes:
> I'm running FlightGear on an SGI Octane MXI (supplied with the recommended
> texture cache RAM, so called TRAM). Besides, this machine employs a cross
> bar switch to connect CPU, RAM and display (which provides a theoretical
> bandwidth of 1.6 GByte/sec) and has two parallel rendering pipelines/engines
> so I expect this machine to be 'pretty fast' (TM) at rendering a whole
> scene. This can be demonstrated with several demos (SGI and 3rd party).
> 
> Unfortunately this machine is still quite slow at FlightGear (even without
> using textures) - I believe this is caused by the slow CPU (195 MHz only).
> So if you say that the FDM only takes a few cycles the conclusion would be,
> that processing the scene graph takes most of the time,

If you do a profiling run of FlightGear, you will see that
ssgCullAndDraw() takes a big chunk of the CPU as well as the terrain
intersection.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Speed Bottlenecks in FlightGear

2003-02-24 Thread Martin Spott
Jonathan Polley <[EMAIL PROTECTED]> wrote:

> [...] Does anyone know if it is the actual rendering
> of the display that is taking the time, or is it the math required to
> process the scene graph?

I'm running FlightGear on an SGI Octane MXI (supplied with the recommended
texture cache RAM, so called TRAM). Besides, this machine employs a cross
bar switch to connect CPU, RAM and display (which provides a theoretical
bandwidth of 1.6 GByte/sec) and has two parallel rendering pipelines/engines
so I expect this machine to be 'pretty fast' (TM) at rendering a whole
scene. This can be demonstrated with several demos (SGI and 3rd party).

Unfortunately this machine is still quite slow at FlightGear (even without
using textures) - I believe this is caused by the slow CPU (195 MHz only).
So if you say that the FDM only takes a few cycles the conclusion would be,
that processing the scene graph takes most of the time,

Martin.
-- 
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Re: [Flightgear-devel] Speed Bottlenecks in FlightGear

2003-02-24 Thread Jonathan Polley
I have been using the remote display interface for quite some time, using a 
proprietary aircraft model.  Since the frame rates were basically the same as when I 
was using an internal model, I expected that the CPU usage was not impacted by that 
component.  Does anyone know if it is the actual rendering of the display that is 
taking the time, or is it the math required to process the scene graph?  Would using 
SSE/SSE2/AltiVec for the matrix operations make much of a difference?

Jonathan Polley

On Monday, February 24, 2003, at 03:04AM, Erik Hofman <[EMAIL PROTECTED]> wrote:

>Jonathan Polley wrote:
>> Hello all,
>> 
>>  I am asking this question from the standpoint of the benefits of a 
>> dual-processor computer in running FlightGear.  Enabling threading will 
>> yield more stable frame rates, but how much work can be offloaded onto 
>> the second processor?  Is it save to guess that if I were to move all 
>> non-display processing to its own processor that I wouldn't see much, if 
>> any, improvement in frame rate?  That being said, What would it take to 
>> squeeze the last bit of FPS out of FlightGear?
>
>This is related to your graphics hardware. If the hardware is able to do 
>everything hardware accelerated, I don't see much speed improvement in 
>splitting up tasks between processors.
>
>One thing you could try is running JSBSim on the same machine in stand 
>alone mode and connect it to FlightGear  using the network interface (is 
>this already possible)?
>
>Erik
>
>
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Of COURSE they can do that.  They're engineers!

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RE: [Flightgear-devel] Speed Bottlenecks in FlightGear

2003-02-24 Thread David Megginson
Jon Berndt writes:

 > > One thing you could try is running JSBSim on the same machine in stand
 > > alone mode and connect it to FlightGear  using the network interface (is
 > > this already possible)?
 > 
 > There is an experiment that is sort of in-work, but not fully "staffed".

I think that's a wonderful idea for many reasons, but I'd be amazed if
people saw any measurable speed-up; the FDM just uses too few cycles
to matter.

No one has profiled FlightGear for a while -- perhaps we should start
there.


All the best,


David

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RE: [Flightgear-devel] Speed Bottlenecks in FlightGear

2003-02-24 Thread Jon Berndt
> One thing you could try is running JSBSim on the same machine in stand
> alone mode and connect it to FlightGear  using the network interface (is
> this already possible)?

There is an experiment that is sort of in-work, but not fully "staffed".

Jon


smime.p7s
Description: S/MIME cryptographic signature


RE: [Flightgear-devel] RE: [Flightgear-cvslogs] Base CVS update:FlightGear/FlightGear/Docs

2003-02-24 Thread Michael Basler
Carsten,

> Does this mean, the document is also part of cvs?

Luckily, indeed. Plus, it certainly will become part of the next official
release (if you don't object, of course).

> Can anyone give me a hand on how to continue writing using cvs?
> Where do I have to send or put new chapters?

Instructions on how to get the CVS version of the base archive are at
http://rockfish.net/fg/.

The simplest way to submit changes would be to send them via mail to John
Check, [EMAIL PROTECTED], who maintains the base archive. Usually, he
reacts very quickly by adding the files.

Regards, Michael

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Re: [Flightgear-devel] DAFIFT navids

2003-02-24 Thread Martin Spott
Rick Ansell <[EMAIL PROTECTED]> wrote:

>> [...] Then merge in data from X-Plane adding any
>>missing airports and any taxiway data ... taking care to avoid
>>airports that might still be in the X-Plane data set but have since
>>been plowed under by "progress".

> It might be worth doing something other than avoiding these
> airfields. In the UK there are a relatively large amount of
> (mostly ex-WWII) disused airfields around, some of which still
> have their operating surfaces extant.

 not only in the UK. I assume there are quite a few airfileds not listed
in Robin's database (I know at least two for certain). We should be able to
render these, too,

Martin.
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Re: [Flightgear-devel] RE: [Flightgear-cvslogs] Base CVS update:FlightGear/FlightGear/Docs

2003-02-24 Thread Carsten . Hoefer
Does this mean, the document is also part of cvs? 
Can anyone give me a hand on how to continue writing using cvs?
Where do I have to send or put new chapters?

Thanks,
Carsten


Michael Basler schrieb:
> 
> > Log Message:
> > Add Carsten Hoefer's excellent flight tutorial to help
> system
> 
> Thanks, John!
> 
> I hope Carsten will find time to go on with it later.
> 
> Michael
> 
> --
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>   http://www.geocities.com/pmb.geo/
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> 
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Re: [Flightgear-devel] Speed Bottlenecks in FlightGear

2003-02-24 Thread Erik Hofman
Jonathan Polley wrote:
Hello all,

 I am asking this question from the standpoint of the benefits of a 
dual-processor computer in running FlightGear.  Enabling threading will 
yield more stable frame rates, but how much work can be offloaded onto 
the second processor?  Is it save to guess that if I were to move all 
non-display processing to its own processor that I wouldn't see much, if 
any, improvement in frame rate?  That being said, What would it take to 
squeeze the last bit of FPS out of FlightGear?
This is related to your graphics hardware. If the hardware is able to do 
everything hardware accelerated, I don't see much speed improvement in 
splitting up tasks between processors.

One thing you could try is running JSBSim on the same machine in stand 
alone mode and connect it to FlightGear  using the network interface (is 
this already possible)?

Erik

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[Flightgear-devel] RE: [Flightgear-cvslogs] Base CVS update:FlightGear/FlightGear/Docs

2003-02-24 Thread Michael Basler

> Log Message:
> Add Carsten Hoefer's excellent flight tutorial to help system

Thanks, John!

I hope Carsten will find time to go on with it later.

Michael

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