Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-21 Thread Erik Hofman
Ampere K. Hardraade wrote:
Is it possible to have something like this:
light-mappath/mon-scheme-texture.RGB/light-map
Using XML to define fading in places such as the landing light and taxi light 
is fine, but doing so in places such as the cockpit is too much I would 
think.
It depends a bit on the future of plib. This is part of a discussion 
that has to be restarted after the 0.9.5 release.

Erik
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Re: [Flightgear-devel] DC-3 Sounds

2004-07-21 Thread Erik Hofman
Jim Wilson wrote:
There is a modified sound config in cvs that at least partially addresses the
problems.  I hope Erik doesn't mind.
Neh, it really needed an update anyway. If I find some time I will try 
to improve the sound quality also (probably getting to back to 16-bit 
audio), but if any one else feels like doing it then don't let me hold 
you back.

Erik
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Re: [Flightgear-devel] Took advantage of Erik's...

2004-07-21 Thread Erik Hofman
Ampere K. Hardraade wrote:
...code last weekend, and did this:
http://www.cs.yorku.ca/~cs233144/PROTOTYPE.jpg
this:
http://www.cs.yorku.ca/~cs233144/FINNAIR.jpg
and this:
http://www.cs.yorku.ca/~cs233144/KLM.jpg
Very well done Ampere!
I've put them in CVS.
Erik
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[Flightgear-devel] Loading scenery message

2004-07-21 Thread Jim Wilson
I've got the FDMs waiting while the scenery loads on startup.  Mid air starts
are smooth again and even ground starts are a little nicer, especially if
you've left the throttle on the joystick open full.  The screen shows the
scene as it always does, the aircraft just isn't moving.  Someone mentioned
putting up a Loading Scenery message while this is going on.  What's the
best way to do this?  At the moment I'm not interested in doing a fuel gauge.
 Just a pop-up would suffice.

Tomorrow night I'll look and see if the technique still makes sense when more
awake (I have a slightly different approach in mind anyway).

Thanks,

Jim



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Re: [Flightgear-devel] Loading scenery message

2004-07-21 Thread Erik Hofman
Jim Wilson wrote:
I've got the FDMs waiting while the scenery loads on startup.  Mid air starts
are smooth again and even ground starts are a little nicer, especially if
you've left the throttle on the joystick open full.  The screen shows the
scene as it always does, the aircraft just isn't moving.  Someone mentioned
putting up a Loading Scenery message while this is going on.  What's the
best way to do this?  At the moment I'm not interested in doing a fuel gauge.
 Just a pop-up would suffice.
It's easy to do with a tiny Nasal script, which remains visible when a 
property (/sim/initialized ?) is false.

Erik
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[Flightgear-devel] Flightgear interface to OpenGC

2004-07-21 Thread Swail, Carl
Title: Flightgear interface to OpenGC



I am trying to use the OpenGC interface to 
Flightgear to communicate with my own custom symbology display software via a 
network connection. The standard documentation that comes with Flightgear does 
not explain how to set up a connection, at least I don't understand. Any 
pointers to more documentation on the options would be most 
appreciated.
Thanks 
Carl Swail Tel.: (613) 998-5581 | Fax: (613) 952-1704 E-Mail: [EMAIL PROTECTED] Web 
Site: www.nrcaerospace.com Senior Research Officer Institute for Aerospace Research National Research Council U-61, 1200 
Montreal Road, Ottawa, ON K1A 0R6Government of Canada 

  
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Re: [Flightgear-devel] Loading scenery message

2004-07-21 Thread Jim Wilson
Erik Hofman said:

 Jim Wilson wrote:
  I've got the FDMs waiting while the scenery loads on startup.  Mid air starts
  are smooth again and even ground starts are a little nicer, especially if
  you've left the throttle on the joystick open full.  The screen shows the
  scene as it always does, the aircraft just isn't moving.  Someone mentioned
  putting up a Loading Scenery message while this is going on.  What's the
  best way to do this?  At the moment I'm not interested in doing a fuel gauge.
   Just a pop-up would suffice.
 
 It's easy to do with a tiny Nasal script, which remains visible when a 
 property (/sim/initialized ?) is false.
 

Wouldn't that end up getting invoked every frame for the life of the program?
 This is just a one shot thing.

Best,

Jim


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Re: [Flightgear-devel] Loading scenery message

2004-07-21 Thread Erik Hofman
Jim Wilson wrote:
Erik Hofman said:

It's easy to do with a tiny Nasal script, which remains visible when a 
property (/sim/initialized ?) is false.
Wouldn't that end up getting invoked every frame for the life of the program?
 This is just a one shot thing.
No, a Nasal program is in essence a one-shot program. With some tricks 
it is possible to get it running forever (during FlightGear's execution 
time)..

Erik
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[Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler

Hi,

So, I've got structures I've modelled in Blender that look nice.  However,
once they're in FlightGear, they don't look so nice.  plib doesn't read
.blend files, of course, so I use Blender's AC3D export to create .ac
files that plib can read.  I take a look at how the object looks in
FlightGear, I tweak material settings in Blender, I export . . .and I
notice *no difference* in how it looks in FlightGear.  As near as I can
tell, AC3D export doesn't honor material shading parameters.  For example,
tweaking the diffuse/specular reflectivity parameters produces no change
whatsoever to the .ac file exported, even though the .blend file does
change.

Even worse, once textures are assigned, the texture files don't get
exported either.  There they are in the Blender renderer, but there's
no texture lines showing up anywhere in the .ac file after export.

Is there something I'm stupidly missing here?

Thanks,

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread David Megginson
Chris Metzler wrote:
For example,
tweaking the diffuse/specular reflectivity parameters produces no change
whatsoever to the .ac file exported, even though the .blend file does
change.
Correct. Currently, the AC3D export scripts in blender do not export 
specular, and emissive parameters, and they probably do not handle diffuse 
either -- you have to add those back in by hand in the AC3D file.

Even worse, once textures are assigned, the texture files don't get
exported either.  There they are in the Blender renderer, but there's
no texture lines showing up anywhere in the .ac file after export.
When I add textures with the Blender UV editor, they show up fine.  I 
haven't tried using projected textures.

All the best,
David
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Re: [Flightgear-devel] Loading scenery message

2004-07-21 Thread Erik Hofman
Jim Wilson wrote:
Erik Hofman said:
Jim Wilson wrote:
Erik Hofman said:
It's easy to do with a tiny Nasal script, which remains visible when a 
property (/sim/initialized ?) is false.
Wouldn't that end up getting invoked every frame for the life of the program?
This is just a one shot thing.
No, a Nasal program is in essence a one-shot program. With some tricks 
it is possible to get it running forever (during FlightGear's execution 
time)..
Ah ok.  Sounds good.  How do I launch the script then?
One method (and probably the easiest one) is to put the file in 
FlightGear/data/Nasal. It will then  automatically be invoked at startup.

Erik
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Re: [Flightgear-devel] Flightgear interface to OpenGC

2004-07-21 Thread Erik Hofman
Swail, Carl wrote:
I am trying to use the OpenGC interface to Flightgear to communicate 
with my own custom symbology display software via a network connection. 
The standard documentation that comes with Flightgear does not explain 
how to set up a connection, at least I don't understand. Any pointers to 
more documentation on the options would be most appreciated.
The last thing I've read is that OpenGC and FlightGear are not 
compatible anymore. But you may want to check the source code in 
FlightGear/src/Network and search for opengc*

Erik
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Re: [Flightgear-devel] Flightgear interface to OpenGC

2004-07-21 Thread Curtis L. Olson
Erik Hofman wrote:
Swail, Carl wrote:
I am trying to use the OpenGC interface to Flightgear to communicate 
with my own custom symbology display software via a network 
connection. The standard documentation that comes with Flightgear 
does not explain how to set up a connection, at least I don't 
understand. Any pointers to more documentation on the options would 
be most appreciated.

The last thing I've read is that OpenGC and FlightGear are not 
compatible anymore. But you may want to check the source code in 
FlightGear/src/Network and search for opengc*

Depending on what you want to do, you may not need the opengc 
interface.  You might get by just fine with the FGNativeFDM and 
FGNataiveCtrls interfaces.  The structure definition is public domain so 
you can integrate these easily with your own external applications.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson [EMAIL PROTECTED] wrote:
 Chris Metzler wrote:
 
 For example,
 tweaking the diffuse/specular reflectivity parameters produces no
 change whatsoever to the .ac file exported, even though the .blend
 file does change.
 
 Correct. Currently, the AC3D export scripts in blender do not export 
 specular, and emissive parameters, and they probably do not handle
 diffuse either -- you have to add those back in by hand in the AC3D
 file.

Ugh.


 Even worse, once textures are assigned, the texture files don't get
 exported either.  There they are in the Blender renderer, but there's
 no texture lines showing up anywhere in the .ac file after export.
 
 When I add textures with the Blender UV editor, they show up fine.  I 
 haven't tried using projected textures.

Well, in this case, I wasn't using UV mapping, but rather assigning
materials to faces and then textures to materials, because it was
straightforward to the task at hand.  But I guess I'll UV map it.

Thanks much,

-c

-- 
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(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Boris Koenig
Chris Metzler wrote:
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson [EMAIL PROTECTED] wrote:
Correct. Currently, the AC3D export scripts in blender do not export 
specular, and emissive parameters, and they probably do not handle
diffuse either -- you have to add those back in by hand in the AC3D
file.
Ugh.
Indeed, that doesn't sound like fun to do ... but Blender does have a
pretty active community, and if I remember correctly things like
file exporting/converting are done using a subset of Python as
scripting language, hence one might be lucky mentioning these
requirements within the Blender community, possible one could
find someone who knows how to easily add the necessary options to
the relevant Python scripts.
Otherwise, you could also attach the native blender file and
the exported AC3D file to your next posting, possibly one could
automatize the task by writing some small shell script, but I really
don't know how feasible that would be, also with regards to the
original Blender file format :-/
But if the Blender people could really add the necessary functionality,
Blender might have the potential to replace AC3D for most tasks, which
wouldn't be that bad, because Blender doesn't cost money ;-)

Boris
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Re: [Flightgear-devel] Flightgear interface to OpenGC

2004-07-21 Thread Martin Spott
Curtis L. Olson wrote:

 Depending on what you want to do, you may not need the opengc 
 interface.  You might get by just fine with the FGNativeFDM and 
 FGNataiveCtrls interfaces.  The structure definition is public domain so 
 you can integrate these easily with your own external applications.

... but as I remember they're still platform dependent, or did anyone
change that in the meantime ?

Martin.
-- 
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--

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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Frederic Bouvier
David Megginson wrote:

 Chris Metzler wrote:
 
  For example,
  tweaking the diffuse/specular reflectivity parameters produces no change
  whatsoever to the .ac file exported, even though the .blend file does
  change.
 
 Correct. Currently, the AC3D export scripts in blender do not export 
 specular, and emissive parameters, and they probably do not handle diffuse 
 either -- you have to add those back in by hand in the AC3D file.

That's not totally true. You can change one parameter at the begining of
the export script ( for version 2.28 that work also for newer version ).
In http://members.aon.at/mfranz/ac3d_export.py , you have these two lines :

MIRCOL_AS_AMB = 0   # export Mirror Color rgb triplet as ambient color?
MIRCOL_AS_EMIS = 0  # export Mirror Color rgb triplet as emissive color?

I usually set MIRCOL_AS_EMIS=1 so that I can set the emissive color directly
in Blender by adjusting the Mir (ror ?) color.
The shininess is hard coded in this version to 72. The normal color is the 
diffuse color.
 
  Even worse, once textures are assigned, the texture files don't get
  exported either. There they are in the Blender renderer, but there's
  no texture lines showing up anywhere in the .ac file after export.
 
 When I add textures with the Blender UV editor, they show up fine. I 
 haven't tried using projected textures.

No problem with texture references. I only use the UV editor.

-Fred


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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Josh Babcock
Boris Koenig wrote:
Chris Metzler wrote:
On Wed, 21 Jul 2004 10:18:25 -0400
David Megginson [EMAIL PROTECTED] wrote:
Correct. Currently, the AC3D export scripts in blender do not export 
specular, and emissive parameters, and they probably do not handle
diffuse either -- you have to add those back in by hand in the AC3D
file.

Ugh.

Indeed, that doesn't sound like fun to do ... but Blender does have a
pretty active community, and if I remember correctly things like
file exporting/converting are done using a subset of Python as
scripting language, hence one might be lucky mentioning these
requirements within the Blender community, possible one could
find someone who knows how to easily add the necessary options to
the relevant Python scripts.

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Chris,
have you seen some of my post processing scripts for ac3d export?  I run one on 
pretty much every model that I made to play around with KADW.  The bo105 has a 
makefile that does a lot of similar stuff too.

Josh
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Re: [Flightgear-devel] Flightgear interface to OpenGC

2004-07-21 Thread John Wojnaroski
 
  The last thing I've read is that OpenGC and FlightGear are not
  compatible anymore. But you may want to check the source code in
  FlightGear/src/Network and search for opengc*

The answer is yes and no. Most likely the data structures (classes) defined
in opengc_data.hxx tend to oscillate between releases; however the
underlying socket communications are stable and working. The latest version
in FG has a few additions that require the use of the JSBSim FDM to get a
few more flight and engine parameters which you may or may not need. I've
been working with any earlier version of OpenGC for my 747 simulator. If you
find that you need the OpenGC, rather than some of the other protocols that
do much the same thing, I'll be glad to help you with getting things in sync
and pointing out where things might be a little out of kilter.

Regards
John W.


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[Flightgear-devel] segfault in AIManager

2004-07-21 Thread Jim Wilson
There appears to be something still broken in the AIManager::update().  I'm
rebuilding without threads to see if I can get a better backtrace.  The crash
is moderately intermittent and somewhat random except that it always occurs
early on,  just a few frames after system initialization (but before scenery
loading is complete).

I have not been able to reproduce with --disable_ai_models on command line.

Best,

Jim

#0  0x4207afcc in chunk_free () from /lib/i686/libc.so.6
#1  0x4207ad24 in free () from /lib/i686/libc.so.6
#2  0x4006edc6 in __builtin_delete (ptr=0xc37) at ../../gcc/cp/new2.cc:-1
#3  0x084cc1f0 in SGTexMultipleAnimation::~SGTexMultipleAnimation
(this=0xc1db498, __in_chrg=3) at animation.cxx:909
#4  0x085465c7 in ssgDeRefDelete (s=0xc1db498) at ssg.cxx:89
#5  0x085496d5 in ssgBase::~ssgBase (this=0xc36fee8, __in_chrg=0) at
ssgBase.cxx:75
#6  0x0854d2ae in ssgEntity::~ssgEntity (this=0xc36fee8, __in_chrg=0) at
ssgEntity.cxx:53
#7  0x08549bde in ssgBranch::~ssgBranch (this=0xc36fee8, __in_chrg=0) at
ssgBranch.cxx:60
#8  0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc36fee8,
__in_chrg=0) at ssgBaseTransform.cxx:50
#9  0x0855b70d in ssgTexTrans::~ssgTexTrans (this=0xc36fee8, __in_chrg=3) at
ssgTexTrans.cxx:53
#10 0x085465c7 in ssgDeRefDelete (s=0xc36fee8) at ssg.cxx:89
#11 0x08549d7a in ssgBranch::removeKid (this=0xc364c38, n=8) at ssgBranch.cxx:97
#12 0x08549dde in ssgBranch::removeAllKids (this=0xc364c38) at ssgBranch.cxx:112
#13 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc364c38, __in_chrg=3) at
ssgBranch.cxx:59
#14 0x085465c7 in ssgDeRefDelete (s=0xc364c38) at ssg.cxx:89
#15 0x08549d7a in ssgBranch::removeKid (this=0xc254e58, n=0) at ssgBranch.cxx:97
#16 0x08549dde in ssgBranch::removeAllKids (this=0xc254e58) at ssgBranch.cxx:112
#17 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc254e58, __in_chrg=0) at
ssgBranch.cxx:59
#18 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc254e58,
__in_chrg=0) at ssgBaseTransform.cxx:50
#19 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc254e58, __in_chrg=3) at
ssgTransform.cxx:53
#20 0x085465c7 in ssgDeRefDelete (s=0xc254e58) at ssg.cxx:89
#21 0x08549d7a in ssgBranch::removeKid (this=0xc07a3d8, n=0) at ssgBranch.cxx:97
#22 0x08549dde in ssgBranch::removeAllKids (this=0xc07a3d8) at ssgBranch.cxx:112
#23 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc07a3d8, __in_chrg=3) at
ssgBranch.cxx:59
#24 0x085465c7 in ssgDeRefDelete (s=0xc07a3d8) at ssg.cxx:89
#25 0x08549d7a in ssgBranch::removeKid (this=0xc2e8fd8, n=0) at ssgBranch.cxx:97
#26 0x08549dde in ssgBranch::removeAllKids (this=0xc2e8fd8) at ssgBranch.cxx:112
#27 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc2e8fd8, __in_chrg=0) at
ssgBranch.cxx:59
#28 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc2e8fd8,
__in_chrg=0) at ssgBaseTransform.cxx:50
#29 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc2e8fd8, __in_chrg=3) at
ssgTransform.cxx:53
#30 0x085465c7 in ssgDeRefDelete (s=0xc2e8fd8) at ssg.cxx:89
#31 0x08549d7a in ssgBranch::removeKid (this=0xc27f778, n=0) at ssgBranch.cxx:97
#32 0x08549dde in ssgBranch::removeAllKids (this=0xc27f778) at ssgBranch.cxx:112
#33 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc27f778, __in_chrg=0) at
ssgBranch.cxx:59
#34 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc27f778,
__in_chrg=0) at ssgBaseTransform.cxx:50
#35 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc27f778, __in_chrg=3) at
ssgTransform.cxx:53
#36 0x085465c7 in ssgDeRefDelete (s=0xc27f778) at ssg.cxx:89
#37 0x08549d7a in ssgBranch::removeKid (this=0xbea9d08, n=73) at ssgBranch.cxx:97
#38 0x08549dde in ssgBranch::removeAllKids (this=0xbea9d08) at ssgBranch.cxx:112
#39 0x08549bc7 in ssgBranch::~ssgBranch (this=0xbea9d08, __in_chrg=3) at
ssgBranch.cxx:59
#40 0x085465c7 in ssgDeRefDelete (s=0xbea9d08) at ssg.cxx:89
#41 0x08549d7a in ssgBranch::removeKid (this=0xc08d868, n=0) at ssgBranch.cxx:97
#42 0x08549dde in ssgBranch::removeAllKids (this=0xc08d868) at ssgBranch.cxx:112
#43 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc08d868, __in_chrg=0) at
ssgBranch.cxx:59
#44 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc08d868,
__in_chrg=0) at ssgBaseTransform.cxx:50
#45 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc08d868, __in_chrg=3) at
ssgTransform.cxx:53
#46 0x085465c7 in ssgDeRefDelete (s=0xc08d868) at ssg.cxx:89
#47 0x08549d7a in ssgBranch::removeKid (this=0xbe0ce50, n=0) at ssgBranch.cxx:97
#48 0x08549dde in ssgBranch::removeAllKids (this=0xbe0ce50) at ssgBranch.cxx:112
#49 0x08549bc7 in ssgBranch::~ssgBranch (this=0xbe0ce50, __in_chrg=0) at
ssgBranch.cxx:59
#50 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xbe0ce50,
__in_chrg=0) at ssgBaseTransform.cxx:50
#51 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xbe0ce50, __in_chrg=3) at
ssgTransform.cxx:53
#52 0x085465c7 in ssgDeRefDelete (s=0xbe0ce50) at ssg.cxx:89
#53 0x08549d7a in ssgBranch::removeKid (this=0xbea3fa0, n=0) at ssgBranch.cxx:97
#54 0x08549dde in ssgBranch::removeAllKids 

R: [Flightgear-devel] Flightgear interface to OpenGC

2004-07-21 Thread Roberto Manca
I don't know if OpenGC is a constraint but I've used
FGNativeFDM class and FGNativeCtrls to receive flight
data from Flightgear and display them with my
displays created with VAPS (it's a rapid prototyping
software from a canadian society for generating Human
Machine Interface - almost a 'de facto' standard in
the military field) through a network connection. I've
posted the source code for receiving the data earlier
this month. The analogous for sending them is in the
sourcecode under FlightGear/examples/netfdm. On
FlightGear side just run it with the options (for
example)

--native-fdm=socket,out,5,server_name,5700,tcp  
--native-ctrls=socket,in,32,,5701,tcp  

where

server_name   is the name of the server that will
receive the flight data
5 and 32 are the data rate (packets/sec)
5700 and 5701 are the socket port used by the
slave and server
tcp is the IP protocol (you can
also use udp)

to receive the control structure on a channel and
send the flight data on another.

If you need to use openGC you can find the relative
header and source file under /src/Network in
opengc.hxx, opengc_data.hxx and opengc.cxx. I think
they are under GPL license.

Finally in /docs-mini/readme.IO there is some more
documentation.

Roberto
-Messaggio originale-
Da: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Per
conto di Swail, Carl
Inviato: mercoledì 21 luglio 2004 13.19
A: '[EMAIL PROTECTED]'
Oggetto: [Flightgear-devel] Flightgear interface to
OpenGC


I am trying to use the OpenGC interface to Flightgear
to communicate with my own custom symbology display
software via a network connection. The standard
documentation that comes with Flightgear does not
explain how to set up a connection, at least I don't
understand. Any pointers to more documentation on the
options would be most appreciated.
Thanks 

Carl Swail 
Tel.: (613) 998-5581 | Fax: (613) 952-1704 
E-Mail: [EMAIL PROTECTED] 
Web Site: www.nrcaerospace.com 
Senior Research Officer 
Institute for Aerospace Research 
National Research Council 
U-61, 1200 Montreal Road, Ottawa, ON K1A 0R6
Government of Canada 









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[Flightgear-devel] 0.9.5pre OpenAL

2004-07-21 Thread Al West
Downloaded and installed 0.9.5.pre after finally getting a working basefile 
(net problems atm).

When I run flightgear openal complains about volume greater than 1.0 and 
something about 'cough' - though it's not on my system (Gentoo 2.6.7 - 
Opteron 146).

I thought I'd start fgfs with disable-sound but it still wants to load up 
OpenAL.

Perhaps I have to configure OpenAL?

Cheers,
Al

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Re: [Flightgear-devel] Driving a Flightgear Model with data

2004-07-21 Thread Curtis L. Olson
Mah Drawfire wrote:
Is there a way to drive Flightgear with data from
another source. That is, write some kind of wrapper or
interface so that I can use flightgear to simply draw
an aircraft (with moving surfaces, gear, etc.) using
data that I supply it? I did a short look around and
didn't see any prominent links stating how/if this was
done. Any suggestions would be very helpful.
Thanks
 

Sure,
There are probably a number of ways you could approach this, but the 
easiest from the FG perspective would be to set up a copy of flightgear 
as a slave (see docs-mini/README.IO) and then have your external 
source send over FGNativeFDM packets (and optionally FGNativeCtrls 
packets if you want the control surfaces to be animated in the 
chase/tower views.)

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] segfault in AIManager

2004-07-21 Thread Jim Wilson
Just took another look and realized the trace was fine.  The bug really is in
the animation code.  I'll post the patch in a bit.

Best,

Jim

Jim Wilson said:

 There appears to be something still broken in the AIManager::update().  I'm
 rebuilding without threads to see if I can get a better backtrace.  The crash
 is moderately intermittent and somewhat random except that it always occurs
 early on,  just a few frames after system initialization (but before scenery
 loading is complete).
 
 I have not been able to reproduce with --disable_ai_models on command line.
 
 Best,
 
 Jim
 
 #0  0x4207afcc in chunk_free () from /lib/i686/libc.so.6
 #1  0x4207ad24 in free () from /lib/i686/libc.so.6
 #2  0x4006edc6 in __builtin_delete (ptr=0xc37) at ../../gcc/cp/new2.cc:-1
 #3  0x084cc1f0 in SGTexMultipleAnimation::~SGTexMultipleAnimation
 (this=0xc1db498, __in_chrg=3) at animation.cxx:909
 #4  0x085465c7 in ssgDeRefDelete (s=0xc1db498) at ssg.cxx:89
 #5  0x085496d5 in ssgBase::~ssgBase (this=0xc36fee8, __in_chrg=0) at
 ssgBase.cxx:75
 #6  0x0854d2ae in ssgEntity::~ssgEntity (this=0xc36fee8, __in_chrg=0) at
 ssgEntity.cxx:53
 #7  0x08549bde in ssgBranch::~ssgBranch (this=0xc36fee8, __in_chrg=0) at
 ssgBranch.cxx:60
 #8  0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc36fee8,
 __in_chrg=0) at ssgBaseTransform.cxx:50
 #9  0x0855b70d in ssgTexTrans::~ssgTexTrans (this=0xc36fee8, __in_chrg=3) at
 ssgTexTrans.cxx:53
 #10 0x085465c7 in ssgDeRefDelete (s=0xc36fee8) at ssg.cxx:89
 #11 0x08549d7a in ssgBranch::removeKid (this=0xc364c38, n=8) at ssgBranch.cxx:97
 #12 0x08549dde in ssgBranch::removeAllKids (this=0xc364c38) at ssgBranch.cxx:112
 #13 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc364c38, __in_chrg=3) at
 ssgBranch.cxx:59
 #14 0x085465c7 in ssgDeRefDelete (s=0xc364c38) at ssg.cxx:89
 #15 0x08549d7a in ssgBranch::removeKid (this=0xc254e58, n=0) at ssgBranch.cxx:97
 #16 0x08549dde in ssgBranch::removeAllKids (this=0xc254e58) at ssgBranch.cxx:112
 #17 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc254e58, __in_chrg=0) at
 ssgBranch.cxx:59
 #18 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc254e58,
 __in_chrg=0) at ssgBaseTransform.cxx:50
 #19 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc254e58, __in_chrg=3) at
 ssgTransform.cxx:53
 #20 0x085465c7 in ssgDeRefDelete (s=0xc254e58) at ssg.cxx:89
 #21 0x08549d7a in ssgBranch::removeKid (this=0xc07a3d8, n=0) at ssgBranch.cxx:97
 #22 0x08549dde in ssgBranch::removeAllKids (this=0xc07a3d8) at ssgBranch.cxx:112
 #23 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc07a3d8, __in_chrg=3) at
 ssgBranch.cxx:59
 #24 0x085465c7 in ssgDeRefDelete (s=0xc07a3d8) at ssg.cxx:89
 #25 0x08549d7a in ssgBranch::removeKid (this=0xc2e8fd8, n=0) at ssgBranch.cxx:97
 #26 0x08549dde in ssgBranch::removeAllKids (this=0xc2e8fd8) at ssgBranch.cxx:112
 #27 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc2e8fd8, __in_chrg=0) at
 ssgBranch.cxx:59
 #28 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc2e8fd8,
 __in_chrg=0) at ssgBaseTransform.cxx:50
 #29 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc2e8fd8, __in_chrg=3) at
 ssgTransform.cxx:53
 #30 0x085465c7 in ssgDeRefDelete (s=0xc2e8fd8) at ssg.cxx:89
 #31 0x08549d7a in ssgBranch::removeKid (this=0xc27f778, n=0) at ssgBranch.cxx:97
 #32 0x08549dde in ssgBranch::removeAllKids (this=0xc27f778) at ssgBranch.cxx:112
 #33 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc27f778, __in_chrg=0) at
 ssgBranch.cxx:59
 #34 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc27f778,
 __in_chrg=0) at ssgBaseTransform.cxx:50
 #35 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc27f778, __in_chrg=3) at
 ssgTransform.cxx:53
 #36 0x085465c7 in ssgDeRefDelete (s=0xc27f778) at ssg.cxx:89
 #37 0x08549d7a in ssgBranch::removeKid (this=0xbea9d08, n=73) at
ssgBranch.cxx:97
 #38 0x08549dde in ssgBranch::removeAllKids (this=0xbea9d08) at ssgBranch.cxx:112
 #39 0x08549bc7 in ssgBranch::~ssgBranch (this=0xbea9d08, __in_chrg=3) at
 ssgBranch.cxx:59
 #40 0x085465c7 in ssgDeRefDelete (s=0xbea9d08) at ssg.cxx:89
 #41 0x08549d7a in ssgBranch::removeKid (this=0xc08d868, n=0) at ssgBranch.cxx:97
 #42 0x08549dde in ssgBranch::removeAllKids (this=0xc08d868) at ssgBranch.cxx:112
 #43 0x08549bc7 in ssgBranch::~ssgBranch (this=0xc08d868, __in_chrg=0) at
 ssgBranch.cxx:59
 #44 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xc08d868,
 __in_chrg=0) at ssgBaseTransform.cxx:50
 #45 0x0855c2d5 in ssgTransform::~ssgTransform (this=0xc08d868, __in_chrg=3) at
 ssgTransform.cxx:53
 #46 0x085465c7 in ssgDeRefDelete (s=0xc08d868) at ssg.cxx:89
 #47 0x08549d7a in ssgBranch::removeKid (this=0xbe0ce50, n=0) at ssgBranch.cxx:97
 #48 0x08549dde in ssgBranch::removeAllKids (this=0xbe0ce50) at ssgBranch.cxx:112
 #49 0x08549bc7 in ssgBranch::~ssgBranch (this=0xbe0ce50, __in_chrg=0) at
 ssgBranch.cxx:59
 #50 0x0859bc0d in ssgBaseTransform::~ssgBaseTransform (this=0xbe0ce50,
 __in_chrg=0) at ssgBaseTransform.cxx:50
 #51 0x0855c2d5 in 

[Flightgear-devel] [PATCH] to fix SegFault in SimGear animation code

2004-07-21 Thread Jim Wilson
Correct a typo that produces segfault during cleanup on some systems.


Index: simgear/scene/model/animation.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/model/animation.cxx,v
retrieving revision 1.24
diff -u -r1.24 animation.cxx
--- simgear/scene/model/animation.cxx   20 May 2004 14:18:15 -  1.24
+++ simgear/scene/model/animation.cxx   21 Jul 2004 21:25:25 -
@@ -963,8 +963,7 @@
 
 SGTexMultipleAnimation::~SGTexMultipleAnimation ()
 {
-  // delete _table;
-  delete _transform;
+   delete [] _transform;
 }
 
 int



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Re: [Flightgear-devel] Blender question for FG modellers: AC3D export and materials/textures?

2004-07-21 Thread Chris Metzler
On Wed, 21 Jul 2004 12:00:23 -0400
Josh Babcock [EMAIL PROTECTED] wrote:
Boris Koenig wrote:
 Chris Metzler wrote:
 On Wed, 21 Jul 2004 10:18:25 -0400
 David Megginson [EMAIL PROTECTED] wrote:

 Correct. Currently, the AC3D export scripts in blender do not export
 specular, and emissive parameters, and they probably do not handle
 diffuse either -- you have to add those back in by hand in the AC3D
 file.

 Ugh.
 
 Indeed, that doesn't sound like fun to do ... but Blender does have a
 pretty active community, and if I remember correctly things like
 file exporting/converting are done using a subset of Python as
 scripting language, hence one might be lucky mentioning these
 requirements within the Blender community, possible one could
 find someone who knows how to easily add the necessary options to
 the relevant Python scripts.

 Chris,
 have you seen some of my post processing scripts for ac3d export?  I run
 one on pretty much every model that I made to play around with KADW. 

D'oh!  As soon as you said that, I went oh yeah, *tweak* and went and
looked.  Good catch.  Thanks.

-c

-- 
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[Flightgear-devel] Bug in newgui code

2004-07-21 Thread Jim Wilson
On my system (CVS), the xml dialogs keep shrinking, just like Mike Teevee.

To reproduce:

1) start flightgear
2) hit esc to bring up exit dialog
3) click cancel button
4) repeat step 2  3 six times.  You'll see the dialog box shrink a couple
pixels each time.  Label and button positions or sizes don't change.

Best,

Jim


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[Flightgear-devel] [PATCH] Pause FDM while initial scenery load completes

2004-07-21 Thread Jim Wilson
This patch prevents FDM execution until intial scenery load completes making 
midair starts in the KSFO area possible again.

Here is cvs diff:
http://www.spiderbark.com/fgfs/sceneryloadpause.diff.gz

Here is tar of whole files:
http://www.spiderbark.com/fgfs/sceneryloadpause.tar.gz

Best,

Jim


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Re: [Flightgear-devel] Bug in newgui code

2004-07-21 Thread Chris Metzler
On Thu, 22 Jul 2004 02:47:52 -
Jim Wilson [EMAIL PROTECTED] wrote:

 On my system (CVS), the xml dialogs keep shrinking, just like Mike
 Teevee.
 
 To reproduce:
 
 1) start flightgear
 2) hit esc to bring up exit dialog
 3) click cancel button
 4) repeat step 2  3 six times.  You'll see the dialog box shrink a
 couple pixels each time.  Label and button positions or sizes don't
 change.

Confirmed (also CVS).  Specifically, it appears that the lower left
corner is anchored, while the upper right corner comes in -- resulting
in the top and right margins shrinking, while the bottom and left margins
stay OK.

-c


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Re: [Flightgear-devel] Bug in newgui code

2004-07-21 Thread Ampere K. Hardraade
Confirmed.  I have the latest CVS.

Regards,
Ampere

On July 21, 2004 11:12 pm, Chris Metzler wrote:
 Confirmed (also CVS).  Specifically, it appears that the lower left
 corner is anchored, while the upper right corner comes in -- resulting
 in the top and right margins shrinking, while the bottom and left margins
 stay OK.

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Re: [Flightgear-devel] Took advantage of Erik's...

2004-07-21 Thread Ampere K. Hardraade
Thank you.

So, is there anyway to include more than one XML file?  The reason I ask is 
because I have multiple mesh files, and each of them has its own XML 
animation file.  I would like to tell all of them where the livery resides in 
in one single XML file.

Regards,
Ampere

On July 21, 2004 02:50 am, Erik Hofman wrote:
 Very well done Ampere!
 I've put them in CVS.

 Erik

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