[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
* Drew -- Thursday 21 April 2005 00:29:
> Not so fun for me, though.  I suppose I need to get the new Nasal
> code, now,

No. The ternary operation was the only thing that I was using and
that was added after 0.9.8. I've removed it now. Same URL.


> I'm  running the 0.9.8 release.

That won't work in any case. Colored (black, opaque) dialogs are
only possible since a few days.



> I'm making too many custom mods to be chasing a moving target.

I don't buy that argument. It's easier to grow with fgfs in small
steps than to adapt everything after major releases. Following the
cvslogs mailing list is usually enough, and there isn't such a fast
progress anyway.

m.

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Andy Ross
Melchior FRANZ wrote:
> Drew wrote:
> > switch = props.globals.getNode("/sim/rendering/blackout", 1);
> >
> > Does this property need to be declared somewhere?
>
> No. The line is OK. But maybe your version of fgfs isn't? The Nasal code
> is for fgfs CVS/HEAD. It uses Nasal syntax that was added to CVS yesterday.
> (Not that it had to. But it was fun.  :-)

Actually, that would just cause a parser error.  I suspect what's
really happening is that on Drew's system the black.nas file is being
loaded before props.nas (the order is arbitrary -- whatever the OS
gives you).

Nasal currently lacks an "import" feature that allows you to say
"please stop executing this file until this other file is loaded, then
resume".  Although with the new features, this would be easy to add.

For right now, the safest thing is to put your initialization code (at
least the parts that depend on other modules) into a function and set
it to run after startup with settimer().

Andy

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[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
* Drew -- Thursday 21 April 2005 00:24:
> BTW, I know I don't have the latest and greatest Nasal, as Andy's been
> discussing.  For instance, it didn't recognize the "if ? then  : else"
> syntax, but I knew how to fix that.

The possibility to set the dialog color is also very new, only a few
days old. I cannot say what's wrong. The code looks right and works for
me. Have others tested it?

m.

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Drew
> (Not that it had to. But it was fun. :-)

Not so fun for me, though.  I suppose I need to get the new Nasal
code, now, or is there a way to do this with the old version?  I'm
running the 0.9.8 release.  I'm making too many custom mods to be
chasing a moving target.

Drew

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[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
* Drew -- Thursday 21 April 2005 00:12:
> I still get that same error on this line:
> 
> switch = props.globals.getNode("/sim/rendering/blackout", 1);
> 
> Does this property need to be declared somewhere?

No. The line is OK. But maybe your version of fgfs isn't? The Nasal code
is for fgfs CVS/HEAD. It uses Nasal syntax that was added to CVS yesterday.
(Not that it had to. But it was fun. :-)

m.

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Drew
Both.  That line is identical in both versions, so I wouldn't expect
any differences.

BTW, I know I don't have the latest and greatest Nasal, as Andy's been
discussing.  For instance, it didn't recognize the "if ? then  : else"
syntax, but I knew how to fix that.

Drew

On 4/20/05, Melchior FRANZ <[EMAIL PROTECTED]> wrote:
> * Drew -- Wednesday 20 April 2005 23:42:
> > Nasal runtime error: no such member at ./data/Nasal/black.nas, line 4
> 
> In which version? The last one, for which I sent the URL?
> http://members.aon.at/mfranz/black.nas
> 
> m.
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[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
* Drew -- Wednesday 20 April 2005 23:42:
> Nasal runtime error: no such member at ./data/Nasal/black.nas, line 4

In which version? The last one, for which I sent the URL?
http://members.aon.at/mfranz/black.nas

m.

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Drew
> Whoops. There was an embarrassing bug in it. Better take this here:

I still get that same error on this line:

switch = props.globals.getNode("/sim/rendering/blackout", 1);

Does this property need to be declared somewhere?

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Drew
> And a red one for -ve G. With a bit of texture.

I never liked the 'red-out' in simulators...do pilot's really see red?
 I thought it was just called red-out because of excess blood to the
brain.

In any case, I thought of the same thing, myself (using this for GLOC).

Drew

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[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
* Drew -- Wednesday 20 April 2005 23:26:
> Thank you very much for your help...I'll try it out and let you know
> how it goes.

Whoops. There was an embarrassing bug in it. Better take this here:

  http://members.aon.at/mfranz/black.nas

m.

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RE: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Vivian Meazza
Andy Ross wrote

> 
> Melchior FRANZ wrote:
> > Improved dialog nasal file attached. Just drop it into
> > $FG_ROOT/Nasal/ again.  It does monitor the property
> > /sim/rendering/blackout and turns the screen black accordingly. And
> > it offers three commands for Nasal context:
> 
> Cool, now animate the alpha value and tie it to the pilot acceleration
> property to simulate GLOC. :)
>

And a red one for -ve G. With a bit of texture.

Regards,

Vivian 



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Re: [Flightgear-devel] Blank screen implementation

2005-04-20 Thread Drew
> Hmmm, I can fire up FG, and using the property browser change the value
> of /sim/rendering/draw-otw to "0" and I get the desired effect.  I do
> see some odd occasional blips of runway ... that is very strange, but it
> mostly worked.

Never mind...I was doing something really stupid, here.  It works fine.

>Improved dialog nasal file attached. Just drop it into $FG_ROOT/Nasal/ again.
>It does monitor the property /sim/rendering/blackout and turns the screen
>black accordingly. And it offers three commands for Nasal context:
I'm getting a run-timer error:

Nasal runtime error: no such member at ./data/Nasal/black.nas, line 4

It looks like it doesn't like the 'blackout' property.  Does it need
to be defined elsewhere?  I tried adding an entry to preferences.xml,
to no avail.

Drew

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Andy Ross
Melchior FRANZ wrote:
> Improved dialog nasal file attached. Just drop it into
> $FG_ROOT/Nasal/ again.  It does monitor the property
> /sim/rendering/blackout and turns the screen black accordingly. And
> it offers three commands for Nasal context:

Cool, now animate the alpha value and tie it to the pilot acceleration
property to simulate GLOC. :)

Andy

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Re: [Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Drew
Thank you very much for your help...I'll try it out and let you know
how it goes.

Drew

On 4/20/05, Melchior FRANZ <[EMAIL PROTECTED]> wrote:
> Improved dialog nasal file attached. Just drop it into $FG_ROOT/Nasal/ again.
> It does monitor the property /sim/rendering/blackout and turns the screen
> black accordingly. And it offers three commands for Nasal context:
> 
>   black.open();
>   black.close();
>   black.toggle();
> 
> m.
> 
> 
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[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
Improved dialog nasal file attached. Just drop it into $FG_ROOT/Nasal/ again.
It does monitor the property /sim/rendering/blackout and turns the screen
black accordingly. And it offers three commands for Nasal context:

  black.open();
  black.close();
  black.toggle();

m.
dialog = nil;
state = 0;
switch = props.globals.getNode("/sim/rendering/blackout", 1);
switch.setBoolValue(state);

open = func {
name = "blackout";
dialog = gui.Widget.new();
dialog.set("name", name);
dialog.set("width", props.globals.getNode("/sim/startup/xsize"));
dialog.set("height", props.globals.getNode("/sim/startup/ysize"));

color = dialog.prop().getNode("color", 1);
color.getNode("red", 1).setValue(0);
color.getNode("green", 1).setValue(0);
color.getNode("blue", 1).setValue(0);
color.getNode("alpha", 1).setValue(1);

fgcommand("dialog-new", dialog.prop());
gui.showDialog(name);
switch.setBoolValue(state = 1);
}

close = func {
if (dialog != nil) {
fgcommand("dialog-close", props.Node.new({ "dialog-name" : 
"blackout" }));
dialog = nil;
switch.setBoolValue(state = 0);
}
}

toggle = func { if (dialog == nil) { open() } else { close() } }

loop = func {
s = switch.getValue();
if (s and !state) {
open();
} elsif (!s and state) {
close();
}
settimer(loop, 0.2);
}

settimer(loop, 0);

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[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
* Drew -- Wednesday 20 April 2005 22:32:
> I'm not very familiar with this code, though, so I don't know what a Nazel
> context is, yet.

You can add this to the black.nas file, after which you can switch the blackout
state via property /sim/rendering/blackout. No need to dive into Nasal then.
(Although you should learn about it anyway.)



state = 0;
switch = props.globals.getNode("/sim/rendering/blackout", 1);
switch.setValue(state);

loop = func {
s = switch.getValue();
if (s and !state or !s and state) {
beauty();
}
state = s;
settimer(loop, 0.2);
}

settimer(loop, 0);


m.

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Re: [Flightgear-devel] Blank screen implementation

2005-04-20 Thread Drew
I must be setting the property node incorrectly, then.  Or maybe it's
being overwritten?

I'll have to look into Franz's suggestion, as well.  I'm not very
familiar with this code, though, so I don't know what a Nazel context
is, yet.

On 4/20/05, Curtis L. Olson <[EMAIL PROTECTED]> wrote:
> Drew wrote:
> 
> >Thanks.  I can't make anything happen by setting draw-otw to 'false'
> >during run-time, though.  I've even tried hard-cding the draw_otw
> >variable to false in renderer.cxx.  The only way I can make it work is
> >to set it in preferences.xml, and then it's *always* false, so I have
> >no control over it.
> >
> >I suppose I could set visibility to zero *and* set it to night time at
> >the same time, but that seems kind of hackish.
> >
> >Also, it seems like I need to call
> >globals->get_subsystem("environment")->reinit() to make it foggy, and
> >fgInitTimeOffset() to make it dark.  It seems like I need to call a
> >function every time I change a property in order to make it happen.
> >Is this the way it's intended to work, or am I doing things the hard
> >way?  Calling globals->get_render()->update() doesn't seem to do the
> >trick, though, for the "draw-otw" property.
> >
> >
> >
> 
> Hmmm, I can fire up FG, and using the property browser change the value
> of /sim/rendering/draw-otw to "0" and I get the desired effect.  I do
> see some odd occasional blips of runway ... that is very strange, but it
> mostly worked.
> 
> 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] Blank screen implementation

2005-04-20 Thread Curtis L. Olson
Drew wrote:
Thanks.  I can't make anything happen by setting draw-otw to 'false'
during run-time, though.  I've even tried hard-cding the draw_otw
variable to false in renderer.cxx.  The only way I can make it work is
to set it in preferences.xml, and then it's *always* false, so I have
no control over it.
I suppose I could set visibility to zero *and* set it to night time at
the same time, but that seems kind of hackish.
Also, it seems like I need to call
globals->get_subsystem("environment")->reinit() to make it foggy, and
fgInitTimeOffset() to make it dark.  It seems like I need to call a
function every time I change a property in order to make it happen. 
Is this the way it's intended to work, or am I doing things the hard
way?  Calling globals->get_render()->update() doesn't seem to do the
trick, though, for the "draw-otw" property.

 

Hmmm, I can fire up FG, and using the property browser change the value 
of /sim/rendering/draw-otw to "0" and I get the desired effect.  I do 
see some odd occasional blips of runway ... that is very strange, but it 
mostly worked.

Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Re: Blank screen implementation

2005-04-20 Thread Melchior FRANZ
* Drew -- Wednesday 20 April 2005 21:56:
> I'm trying to find an easy way to make the screen go black in the
> FlightGear window...sort of like a camera failure for a UAV.

You can show a black and opaque dialog. Save the attached file to
$FG_ROOT/Nasal/ and call it from any Nasal context, for example:


Backtick
Toggle blackout.

nasal
black.beauty()



m.
dialog = nil;

beauty = func {
name = "boohoo";

if (dialog != nil) {
fgcommand("dialog-close", props.Node.new({ "dialog-name" : name 
}));
dialog = nil;
return;
}

dialog = gui.Widget.new();
dialog.set("name", name);
dialog.set("width", props.globals.getNode("/sim/startup/xsize"));
dialog.set("height", props.globals.getNode("/sim/startup/ysize"));

color = dialog.prop().getNode("color", 1);
color.getNode("red", 1).setValue(0);
color.getNode("green", 1).setValue(0);
color.getNode("blue", 1).setValue(0);
color.getNode("alpha", 1).setValue(1);

fgcommand("dialog-new", dialog.prop());
gui.showDialog(name);
}
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Re: [Flightgear-devel] Blank screen implementation

2005-04-20 Thread Drew
Thanks.  I can't make anything happen by setting draw-otw to 'false'
during run-time, though.  I've even tried hard-cding the draw_otw
variable to false in renderer.cxx.  The only way I can make it work is
to set it in preferences.xml, and then it's *always* false, so I have
no control over it.

I suppose I could set visibility to zero *and* set it to night time at
the same time, but that seems kind of hackish.

Also, it seems like I need to call
globals->get_subsystem("environment")->reinit() to make it foggy, and
fgInitTimeOffset() to make it dark.  It seems like I need to call a
function every time I change a property in order to make it happen. 
Is this the way it's intended to work, or am I doing things the hard
way?  Calling globals->get_render()->update() doesn't seem to do the
trick, though, for the "draw-otw" property.

Drew

On 4/20/05, Curtis L. Olson <[EMAIL PROTECTED]> wrote:
> Drew wrote:
> 
> >I'm trying to find an easy way to make the screen go black in the
> >FlightGear window...sort of like a camera failure for a UAV.  Does
> >anyone know if there's a property I can adjust to do this, or where
> >the code can be modified?  Also, has anyone ever modeled 'static' in
> >the visual image to represent a camera image going bad?
> >
> >I tried updating the /sim/rendering/draw-otw property during run-time,
> >but that had no effect.  It only seems to work from preferences.xml,
> >but then the image goes white, not black.
> >
> >
> 
> If you run at night it should go black ... basically you are seeing the
> fog color.  I don't know how to directly model static ... it's probably
> possible by rendering to a buffer and then postprocessing the buffer
> before displaying it.  You could play with the monitor cable maybe or
> even pipe the monitor output into a scan converter, pipe that into a
> wireless video transmitter, then on to a reciever and back to a video
> monitor ... you could play with object placement and shielding to get
> the necessary amount of static. :-)
> 
> 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] Blank screen implementation

2005-04-20 Thread Curtis L. Olson
Drew wrote:
I'm trying to find an easy way to make the screen go black in the
FlightGear window...sort of like a camera failure for a UAV.  Does
anyone know if there's a property I can adjust to do this, or where
the code can be modified?  Also, has anyone ever modeled 'static' in
the visual image to represent a camera image going bad?
I tried updating the /sim/rendering/draw-otw property during run-time,
but that had no effect.  It only seems to work from preferences.xml,
but then the image goes white, not black.
 

If you run at night it should go black ... basically you are seeing the 
fog color.  I don't know how to directly model static ... it's probably 
possible by rendering to a buffer and then postprocessing the buffer 
before displaying it.  You could play with the monitor cable maybe or 
even pipe the monitor output into a scan converter, pipe that into a 
wireless video transmitter, then on to a reciever and back to a video 
monitor ... you could play with object placement and shielding to get 
the necessary amount of static. :-)

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Blank screen implementation

2005-04-20 Thread Drew
I'm trying to find an easy way to make the screen go black in the
FlightGear window...sort of like a camera failure for a UAV.  Does
anyone know if there's a property I can adjust to do this, or where
the code can be modified?  Also, has anyone ever modeled 'static' in
the visual image to represent a camera image going bad?

I tried updating the /sim/rendering/draw-otw property during run-time,
but that had no effect.  It only seems to work from preferences.xml,
but then the image goes white, not black.

Thanks,
Drew

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Re: [Flightgear-devel] Big Nasal Changes

2005-04-20 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:
When I start FlightGear I get the following list of errors on IRIX
(big-Endian) (Linux doesn't have this problem):
This looks like the GC is cleaning up objects incorrectly.  On the
assumption that this is an endianness issue: Is this for a 32 or 64
bit target (Nasal has three structure layouts* for the naRef -- both
endiannesses for 32 bit and just one layout for 64 bit)?
Ah, yes now I remember. It's for 32-bit big-endian.
Can you verify that nothing has broken with the endian detection stuff
at the top of nasal.h (building for the wrong layout will "mostly"
work but might produce issues like this), maybe by just deleting
everything that isn't part of a NASAL_BIG_ENDIAN_32_BIT block?
This seems to work correctly, it detects it has to define 
NASAL_BIG_ENDIAN_32_BIT

Oddly, the structure layout stuff has not changed in this version, so
I'm out of ideas as to what might have happened.  I'll see if I can
find a BE system at work (we have a few old suns running linux) to
test on.
It's getting late here so I won't do any testing today but I'll start to 
look at it tomorrow morning again.

Erik
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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Lee Elliott
On Wednesday 20 April 2005 19:41, Dave Culp wrote:
> > What happens if you: start FG, display the hud, put the
> > mouse into control mode, make a half deflection of the
> > control surfaces, so that none of them hit their end-stops,
> > and then hit F3?  Do the controls move back to their
> > centered position or do they end up randomly placed?
>
> When I hit F3 the cursor goes to the bottom-left of the
> screen.  The ailerons and elevator are displaced.  If I find
> the new neutral position and right-click three times to
> re-enter control mode, then the cursor re-centers.
>
> So, F3 causes the cursor to displace very far.  When the
> screen capture is complete the model has already started
> tumbling.
>
> Dave

Couple of points to bear in mind:

1.  I've only tried with the a/c stationary on the ground and 
this may make a difference.

2.  when I looked at the screen shot I noticed that the controls 
were in the deflected position, so the pointer, and therefore 
the controls were re-centered after the screen shot data had 
been collected.

What happens after the screen shot data is collected?  The save 
dialogue pops up.

But if your pointer isn't being re-centered but moved to the 
bottom left corner...  Hmm...  Well, they're both candidate 
locations for re-setting the pointer.

P.S.  Just spotted Curt's and Norman's messages.  I didn't notice 
if the pointer was visible when I tested earlier so I just did 
another screen shot while the mouse was in control mode and 
found that the pointer wasn't visible at all.

Guessing:  The pointer is temporarily disabled when a screen 
capture is done, and is then reset afterwards.

LeeE

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Re: [Flightgear-devel] Building airports

2005-04-20 Thread Curtis L. Olson
Corrubia, Stacie K wrote:
Hi ---
I am having a problem generating airports within TerraGear.  I have been
following the recipe from the TerraGear.README file and downloaded Robin
Peel's database of airports and managed to create the basic.dat and the
runways.dat file.  

When I tried to use the genapt utility first I had to create a directory
poly_counter and now I am getting an error:
   Unknown line in file: A E46   3799 CNN 02 Ranch 
This is the first line in the runways.dat file.  Is there an issue with
the file format?  I downloaded source for TerraGear 9.8

I also had to rename my terrain directory to match the default one
../work/STRM-United_States-1  is this correct?
Another question:  Can one build scenery using high resolution terrain
DB (i.e. SRTM 1 arcsec) in areas of interest and use lower resolution
data (GTOPO) in other areas?  If it's possible, how would I do this?
What if I have 3m DEM data for a very small area (much less than a
1degx1deg coverage) --- Can I merge this data in to the terrain too?
How does the system handle scale of the DEMs and merging of data?   
 

Don't forget that the latest FG CVS uses the latest airport data from 
Dave (which is essentially the latest data from Robin Peel's site + some 
FG stuff merged in.)

http://www.nottingham.ac.uk/~eazdluf/taxidraw/airportdata.html
One minor note is that the latest latest data doesn't seem to be linked 
from this page. You can get it directly here:

http://www.nottingham.ac.uk/~eazdluf/airportdata/apt-dcl-20050419-v810.tar.gz
Regards,
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Andy Ross
Curtis L. Olson wrote:
> Hmmm, I wonder if this is a way to "hide" the cursor so it doesn't
> appear in the screen shots?

I'm pretty sure there's a "null" cursor you can set.  I remember
dealing with that stuff when doing the SDL port.  This won't move or
change the mouse cursor, but it will make it invisible.

Andy

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RE: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Norman Vine
Curtis L. Olson writes:
> 
> 
> Hmmm, I wonder if this is a way to "hide" the cursor so it doesn't 
> appear in the screen shots?

Bingo !

Cheers

Norman

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Curtis L. Olson
Dave Culp wrote:
When I hit F3 the cursor goes to the bottom-left of the screen.  The ailerons 
and elevator are displaced.  If I find the new neutral position and 
right-click three times to re-enter control mode, then the cursor re-centers.

So, F3 causes the cursor to displace very far.  When the screen capture is 
complete the model has already started tumbling.
 

Hmmm, I wonder if this is a way to "hide" the cursor so it doesn't 
appear in the screen shots?

Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Lee Elliott
On Wednesday 20 April 2005 19:41, Dave Culp wrote:
> > What happens if you: start FG, display the hud, put the
> > mouse into control mode, make a half deflection of the
> > control surfaces, so that none of them hit their end-stops,
> > and then hit F3?  Do the controls move back to their
> > centered position or do they end up randomly placed?
>
> When I hit F3 the cursor goes to the bottom-left of the
> screen.  The ailerons and elevator are displaced.  If I find
> the new neutral position and right-click three times to
> re-enter control mode, then the cursor re-centers.
>
> So, F3 causes the cursor to displace very far.  When the
> screen capture is complete the model has already started
> tumbling.
>
> Dave

Hmm...  Where does the cursor move in 'normal' mode when you hit 
F3?

LeeE

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Lee Elliott
On Wednesday 20 April 2005 18:56, Lee Elliott wrote:
> On Wednesday 20 April 2005 15:39, Dave Culp wrote:
> > > >It only happens when the mouse is in "flight control
> > > > mode", indicated by the cursor having a crosshairs
> > > > shape.  If I first right-click to put the mouse into
> > > > "pointer mode", indicated by the standard arrow cursor,
> > > > then the screen capture has no effect on the fdm.
> > >
> > > Perhaps something relating to the screen capture is
> > > "reseting" the mouse position?  Sounds like you might be
> > > onto a subtle bug under these specific circumstances.  
> > > You could also turn on the HUD and instantly see what
> > > happens to the control positions.
> >
> > Yes, the controls slew very far.  I was able to recover the
> > airplane by finding a new neutral position and then
> > right-clicking three times to re-enter "flight control
> > mode".
> >
> > Dave
>
> Hmm...  (bearing in mind that I'm about a week or so behind
> current cvs) with the mouse in 'normal' mode i.e. using
> joystick control input, hitting F3 moves the mouse pointer to
> the center of the screen.
>
> However, when I put the mouse into control mode, deflect the
> flight control surfaces and then hit F3 the mouse pointer is
> not moved, the controls stay where they were and continue to
> respond correctly to subsequent mouse movements.
>
> I'm updating now and I'll try again after I've re-compiled.
>
> I tried all this with the a/c just sitting at the start-up
> position on the ground.
>
> The way that the mouse pointer is centered when in normal mode
> seemed sort of suggestive.
>
> What happens if you: start FG, display the hud, put the mouse
> into control mode, make a half deflection of the control
> surfaces, so that none of them hit their end-stops, and then
> hit F3?  Do the controls move back to their centered position
> or do they end up randomly placed?
>
> LeeE

Right!  Just updated my cvs, recompiled and when I now hit F3, 
even while the mouse is in control mode, the mouse pointer is 
re-centered on the screen.

I tried what I suggested just above and found that the controls 
were re-centered, along with the mouse pointer.

If you've moved the mouse around quite a bit before hitting F3 
then it's likely that you'll have hit the control limits at some 
point and then, when the pointer is re-centered, the controls 
will have an offset.

LeeE

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Re: [Flightgear-devel] Building airports

2005-04-20 Thread Paul Surgeon
On Wednesday, 20 April 2005 15:51, Corrubia, Stacie K wrote:
> Hi ---
>
> I am having a problem generating airports within TerraGear.  I have been
> following the recipe from the TerraGear.README file and downloaded Robin
> Peel's database of airports and managed to create the basic.dat and the
> runways.dat file.

Why not just use the airport database files that come with FlightGear?
You can check them out of CVS without downloading the entire data package if 
you like.

> When I tried to use the genapt utility first I had to create a directory
> poly_counter and now I am getting an error:
>
> Unknown line in file: A E46   3799 CNN 02 Ranch
>  This is the first line in the runways.dat file.  Is there an issue with
> the file format?  I downloaded source for TerraGear 9.8

I've seen that one before and in my case it was a UNIX vs MS line termination 
problem.

Both Unix and Windows make use of ASCII encoded files; however, the standard 
used for line termination is slightly different.
For Unix, lines are terminated with a single "line feed" (0Ah) code.
For MS-DOS (and Windows), lines are terminated with a "carriage return" (0Dh) 
and "line feed" (0Ah) pair of codes.

Use unix2dos or dos2unix to fix the end of line termination problem.

Paul

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp

> What happens if you: start FG, display the hud, put the mouse
> into control mode, make a half deflection of the control
> surfaces, so that none of them hit their end-stops, and then hit
> F3?  Do the controls move back to their centered position or do
> they end up randomly placed?


When I hit F3 the cursor goes to the bottom-left of the screen.  The ailerons 
and elevator are displaced.  If I find the new neutral position and 
right-click three times to re-enter control mode, then the cursor re-centers.

So, F3 causes the cursor to displace very far.  When the screen capture is 
complete the model has already started tumbling.

Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Lee Elliott
On Wednesday 20 April 2005 15:39, Dave Culp wrote:
> > >It only happens when the mouse is in "flight control mode",
> > > indicated by the cursor having a crosshairs shape.  If I
> > > first right-click to put the mouse into "pointer mode",
> > > indicated by the standard arrow cursor, then the screen
> > > capture has no effect on the fdm.
> >
> > Perhaps something relating to the screen capture is
> > "reseting" the mouse position?  Sounds like you might be
> > onto a subtle bug under these specific circumstances.   You
> > could also turn on the HUD and instantly see what happens to
> > the control positions.
>
> Yes, the controls slew very far.  I was able to recover the
> airplane by finding a new neutral position and then
> right-clicking three times to re-enter "flight control mode".
>
> Dave

Hmm...  (bearing in mind that I'm about a week or so behind 
current cvs) with the mouse in 'normal' mode i.e. using joystick 
control input, hitting F3 moves the mouse pointer to the center 
of the screen.

However, when I put the mouse into control mode, deflect the 
flight control surfaces and then hit F3 the mouse pointer is not 
moved, the controls stay where they were and continue to respond 
correctly to subsequent mouse movements.

I'm updating now and I'll try again after I've re-compiled.

I tried all this with the a/c just sitting at the start-up 
position on the ground.

The way that the mouse pointer is centered when in normal mode 
seemed sort of suggestive.

What happens if you: start FG, display the hud, put the mouse 
into control mode, make a half deflection of the control 
surfaces, so that none of them hit their end-stops, and then hit 
F3?  Do the controls move back to their centered position or do 
they end up randomly placed?

LeeE

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Re: [Flightgear-devel] Big Nasal Changes

2005-04-20 Thread Andy Ross
Martin Spott wrote:
> Andy Ross wrote:
> > Can anyone else on a big endian system (Mac, Sparc) see the same
> > or a similar problem?
>
> I would do if I could - I'm still busy with digging through "Port
> me!  Platforms that don't have  " errors in
> src/FDM/ExternalNet/ on Solaris,

The typedefs in net_crtls.hxx should be correct for Sparc32 too.  Have
you tried something like this in src/Network/net_ctrls.hxx:

- #elif defined( _MSC_VER ) || defined(__MINGW32__)
+ #elif defined( _MSC_VER ) || defined(__MINGW32__) || defined(__solaris__)

You will also need to add the following above that test to make sure
the (windows-specific) __int64 type is defined (someone correct me if
I'm wrong: long long exists and is 64 bits wide on both sparc32 and
sparc64, right?)

#ifdef __solaris__
typedef long long __int64
#endif

Andy

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Re: [Flightgear-devel] Big Nasal Changes

2005-04-20 Thread Martin Spott
Andy Ross wrote:

> Can anyone else on a big endian system (Mac, Sparc) see the same or
> similar problem?

I would do if I could - I'm still busy with digging through "Port me!
Platforms that don't have  " errors in
src/FDM/ExternalNet/ on Solaris,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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RE: [Flightgear-devel] [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Vivian Meazza
Melchior FRANZ
 
> Would anyone mind if I moved "increase/decrease warp" to w/W and use
> m/M for "richer/leaner mixture"?
> 
> Rationale: some aircraft require mixture changes (ComperSwift!), and
> people
> without joystick have no way to change that (other than messing with the
> property browser), not that all joysticks even had enough buttons for
> this.
> m/M isn't only easy to remember, it's already used for mixture in the
> Spitfire and Seafire bindings.
> 


Seems like a good idea to me

Regards,

Vivian



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Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Andy Ross
Oliver C. wrote:
> How does X-Plane 8.1 solve that?

It's not that terribly hard: store the texture mesh (2D, from the land
use data) and polygon mesh (3D, from the elevation data) separately
and do an intersection test when generating them (or even at load
time).

If the textures are allowed to overlap, you'll need to do multipass
stuff or use a multitexture renderer, obviously.

Andy

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Re: [Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Andy Ross
Dave Culp wrote:
> Are tabbed dialogs possible?

Not really, although you could simulate something like that by
destroying and recreating a different dialog with a button press.
You'd need to play some complicated games with the layout to make it
the same size, though.

Andy



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Re: [Flightgear-devel] Big Nasal Changes

2005-04-20 Thread Andy Ross
Erik Hofman wrote:
> When I start FlightGear I get the following list of errors on IRIX
> (big-Endian) (Linux doesn't have this problem):

This looks like the GC is cleaning up objects incorrectly.  On the
assumption that this is an endianness issue: Is this for a 32 or 64
bit target (Nasal has three structure layouts* for the naRef -- both
endiannesses for 32 bit and just one layout for 64 bit)?

Can you verify that nothing has broken with the endian detection stuff
at the top of nasal.h (building for the wrong layout will "mostly"
work but might produce issues like this), maybe by just deleting
everything that isn't part of a NASAL_BIG_ENDIAN_32_BIT block?

Can anyone else on a big endian system (Mac, Sparc) see the same or
similar problem?

Oddly, the structure layout stuff has not changed in this version, so
I'm out of ideas as to what might have happened.  I'll see if I can
find a BE system at work (we have a few old suns running linux) to
test on.

Andy

* At some point I'll start using my laptop in 64 bit mode full time
  and work more on the 64 bit version; right now it stores 12 bytes
  per naRef, but it could be shrunk down to 8 by unioning the pointer
  and the double by setting the NaN bits of the pointer.


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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp
> >It only happens when the mouse is in "flight control mode", indicated by
> > the cursor having a crosshairs shape.  If I first right-click to put the
> > mouse into "pointer mode", indicated by the standard arrow cursor, then
> > the screen capture has no effect on the fdm.
>
> Perhaps something relating to the screen capture is "reseting" the mouse
> position?  Sounds like you might be onto a subtle bug under these
> specific circumstances.   You could also turn on the HUD and instantly
> see what happens to the control positions.


Yes, the controls slew very far.  I was able to recover the airplane by 
finding a new neutral position and then right-clicking three times to 
re-enter "flight control mode".

Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Curtis L. Olson
Dave Culp wrote:
More on the screen capture/fdm problem.
It only happens when the mouse is in "flight control mode", indicated by the 
cursor having a crosshairs shape.  If I first right-click to put the mouse 
into "pointer mode", indicated by the standard arrow cursor, then the screen 
capture has no effect on the fdm.

 

Perhaps something relating to the screen capture is "reseting" the mouse 
position?  Sounds like you might be onto a subtle bug under these 
specific circumstances.   You could also turn on the HUD and instantly 
see what happens to the control positions.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp
More on the screen capture/fdm problem.

It only happens when the mouse is in "flight control mode", indicated by the 
cursor having a crosshairs shape.  If I first right-click to put the mouse 
into "pointer mode", indicated by the standard arrow cursor, then the screen 
capture has no effect on the fdm.


Dave

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Curtis L. Olson
Dave Culp wrote:
This is with autopilot off.  Also, I'm using the mouse for control and have no 
joystick installed.  This might be a mouse thing?
 

You could try pausing, taking the screen shot, then unpausing.
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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[Flightgear-devel] Building airports

2005-04-20 Thread Corrubia, Stacie K
Hi ---

I am having a problem generating airports within TerraGear.  I have been
following the recipe from the TerraGear.README file and downloaded Robin
Peel's database of airports and managed to create the basic.dat and the
runways.dat file.  

When I tried to use the genapt utility first I had to create a directory
poly_counter and now I am getting an error:

Unknown line in file: A E46   3799 CNN 02 Ranch 
 This is the first line in the runways.dat file.  Is there an issue with
the file format?  I downloaded source for TerraGear 9.8

I also had to rename my terrain directory to match the default one
../work/STRM-United_States-1  is this correct?

Another question:  Can one build scenery using high resolution terrain
DB (i.e. SRTM 1 arcsec) in areas of interest and use lower resolution
data (GTOPO) in other areas?  If it's possible, how would I do this?
What if I have 3m DEM data for a very small area (much less than a
1degx1deg coverage) --- Can I merge this data in to the terrain too?
How does the system handle scale of the DEMs and merging of data?   

Stacie
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[Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Melchior FRANZ
* Dave Culp -- Wednesday 20 April 2005 15:05:
> > there's a lot of room to expand to. Only the help dialogs may become a bit
> > crowded. :-)
> 
> Are tabbed dialogs possible?

Currently not (AFAIK). Could certainly be done with a bit of plib programming.

I was referring to another "Tab thing", though. Such as the following, which
makes ` (backtick) switch daytime to noon, and Tab-` to midnight, where the
Tab-key is used like a normal modifier key like Control/Alt/Shift. Not that
I'm suggesting to use that already. But it's a possibility for the future,
and could also be used to keep lots of keyboard shortcuts reserved for user
customization. (The idea is, of course, to simply let fg_os*.cxx add 500 to
the keycodes when /input/keyboard/mode is set, so that the user doesn't have
to fiddle with nasal.)


Tab
Switch keyboard to Voodoo mode.

nasal

node = props.globals.getNode("/input/keyboard/mode", 1);
if (!node.getValue()) { node.setBoolValue(1) }




nasal

node = props.globals.getNode("/input/keyboard/mode", 1);
if (node.getValue()) { node.setBoolValue(0) }






Backtick
Switch daytime to noon/midnight.

nasal

daytime = getprop("/input/keyboard/mode") ? "midnight" : "noon";
fgcommand("timeofday", props.Node.new({ timeofday : daytime }));




m.

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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp

> > Anyone else getting this?
>
> Occasionally, but I think I've seen it with the Fokker Dr.1 (UIUC) also.
> It's best the pause the program before taking a screenshot I guess.

Maybe the screen capture code should pause the sim first?


Dave

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Re: [Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Dave Culp

> there's a lot of room to expand to. Only the help dialogs may become a bit
> crowded. :-)


Are tabbed dialogs possible?

Dave

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[Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Melchior FRANZ
* Arnt Karlsen -- Wednesday 20 April 2005 14:41:
> On Wed, 20 Apr 2005 13:44:38 +0200, Melchior wrote in message 
> <[EMAIL PROTECTED]>:
> 
> How about [Alt] W for the winch? 

Hehe ... I had forgotten that  is even possible. Lots of "suddenly"
free keys. And the TAB-modifier thing works really well, too. So there's a
lot of room to expand to. Only the help dialogs may become a bit crowded. :-)

m.

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Re: [Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Arnt Karlsen
On Wed, 20 Apr 2005 13:44:38 +0200, Melchior wrote in message 
<[EMAIL PROTECTED]>:

..how about [Alt] W for the winch?  
"..the winch warps you to altitude. ;o) "

>   m  increase warp mixture richer 
>   M  decrease warpmixture leaner

..keeping every sane thing on SaNe LeTtErS also helps us dvorak users
avoid needing a dvorak(FG), although that too is a way to fame.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Dave Culp
> >I'm running today's CVS FlightGear on a linux box.  When flying a JSBSim
> >aircraft and hitting the F3 key to get a screen capture the aircraft goes
> > out of control  (looks like a spin, from the external view).  The screen
> > capture works fine otherwise.
> >
> I could see this happening if you have the autopilot engaged ... there
> will be a pause to write the screenshot to disk.  The dynamics will then
> need to 'catch up' to real time afterwards and run a number of extra
> iterations.  However, the autopilot code runs at the FlightGear level so
> all these extra iterations run with the same exact control inputs ...


This is with autopilot off.  Also, I'm using the mouse for control and have no 
joystick installed.  This might be a mouse thing?

Dave

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Re: Was: Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Arnt Karlsen
On Tue, 19 Apr 2005 21:32:52 -0500, Curtis wrote in message 
<[EMAIL PROTECTED]>:

> Arnt Karlsen wrote:
> 
> >..ok ;o), did your server do any of the build work, or "just" control
> >the build and collect the built tiles?
> >
> >..I have 3 AMD Duron sitting here, one 1.3 and 2 1.2's, all IDE, and
> >clientele hardware, and my own junk, a noisy old 2x550 P3 with swap 
> >on 5 9G SCSI's, plus some IDE space, and another pile of _old_ junk 
> >the equivalent of a 1GHz box, to play with to do dry test runs, and
> >that could help do the next scenery if I miss this 200 node
> >opportunity, there will always be some boxes in those lease firm
> >batches with bad memory or some cpu mod to have it stand out of the
> >herd, so I play  with heterogenous clustering.  And thermochemical
> >gasification. ;o)
> >  
> >
> 
> I realize you are trying to nail down exactly how much effort is 
> involved in crunching a world scenery build, but I'm not sure I can 
> answer with as much detail as you are hoping for.  

.. ;o)

> I know I didn't run a  build process on the server, it just handled
> nfs.  In the early days of  the project, I could run an entire build
> in a few hours on a 25 node 

..when or which version scenery, and node spec back then?  
And, which kinda cluster, Beowulf or Mosix?  Url to it?

> linux cluster, but I don't have access to that any more, at least not
> at  a level where I can abuse it.

..ok, you can still get to it to do as long as they find you and us
reasonable not wasting their time fiddling around.

..ops, your build numbers ate away my 2 hour margin:
[EMAIL PROTECTED]:~ $ qalc 2*8*24*1700/32
(1700 * 24 * 8 * 2) / 32 = 2.04
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+4500)/32
(24 * 8 * (4500 + 2400)) / 32 = 4.14
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+4400)/32
(24 * 8 * (4400 + 2400)) / 32 = 4.08
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+4200)/32
(24 * 8 * (4200 + 2400)) / 32 = 3.96
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+5600)/32
(24 * 8 * (5600 + 2400)) / 32 = 4.8
[EMAIL PROTECTED]:~ $ qalc 8*24*(2400+5800)/32
(24 * 8 * (5800 + 2400)) / 32 = 4.92

..we're talking 4 to 5 hours, depending on your AMD 2.something Ghz box.

> You might find you need to stop the build, fiddle around, restart it,
> do  various things along the way.  If you've got a couple boxes, setup
>  terrager and and play with it, and I think you'll have a much better 
> idea of what's involved.  Then if you do get access to a large number
> of  machines, you'll be ready to go and won't have to waste time
> coming up  to speed.

..agreed, in my lab I can do a lot of fiddling.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Curtis L. Olson
Dave Culp wrote:
I'm running today's CVS FlightGear on a linux box.  When flying a JSBSim 
aircraft and hitting the F3 key to get a screen capture the aircraft goes out 
of control  (looks like a spin, from the external view).  The screen capture 
works fine otherwise.

Anyone else getting this?
 

I could see this happening if you have the autopilot engaged ... there 
will be a pause to write the screenshot to disk.  The dynamics will then 
need to 'catch up' to real time afterwards and run a number of extra 
iterations.  However, the autopilot code runs at the FlightGear level so 
all these extra iterations run with the same exact control inputs ...

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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[Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 20 April 2005 13:18:
> If we really are short of keys and don't want to waste valuable keys with
> warp and foo, then we might want to think about moving some of the
> functionality to a "Voodoo Stuff" dialog with only one key bound to
> show/hide it. A warp slider might be sufficient.

We could even think about an additional modifier level for all the maintenance
and otherwise obscure stuff. While the TAB key is pressed, the glut/sdl key
code could be shifted by 500. The same thing that I'm now doing in my locally
modified copy with the Super keys, but portable.  :-)

m.


BTW: this should of course have been:

 Currentlythen
  --
  w  --   increase warp
  W  "(Temporary) Toggle fullscreen for 3DFX only"decrease warp
  m  increase warpmixture richer
  M  decrease warpmixture leaner

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[Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Melchior FRANZ
* Erik Hofman -- Wednesday 20 April 2005 12:56:
> (Although someone probably wants to bind the winch to the w/W key sooner 
> or later ;-) )

No problem. Then move the "warp" thingy again, or drop it. (I don't even
know what this is good for. :-)

If we really are short of keys and don't want to waste valuable keys with
warp and foo, then we might want to think about moving some of the
functionality to a "Voodoo Stuff" dialog with only one key bound to
show/hide it. A warp slider might be sufficient.

m.

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Re: [Flightgear-devel] [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Erik Hofman
David Luff wrote:
On 20/04/2005 at 12:20 Melchior FRANZ wrote:

Would anyone mind if I moved "increase/decrease warp" to w/W and use
m/M for "richer/leaner mixture"?
An excellent idea IMO.
I agree.
(Although someone probably wants to bind the winch to the w/W key sooner 
or later ;-) )

Erik
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[Flightgear-devel] Re: [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Melchior FRANZ
* Melchior FRANZ -- Wednesday 20 April 2005 12:20:
> Would anyone mind if I moved "increase/decrease warp" to w/W and use
> m/M for "richer/leaner mixture"?

Forgot to tell you, that 'w' is still free, but 'W' isn't:

 Currentlythen
  --
  w  --   mixture richer
  W  "(Temporary) Toggle fullscreen for 3DFX only"mixture leaner


I think that dropping the 3DFX feature wouldn't be a big loss. Even when I
had a 3dfx V3 card this didn't work for me. And if someone wants it, he
can redefine it in his local settings, or we can find a new position for
it.

m.

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Re: [Flightgear-devel] [RFC] keyboard changes: warp/mixture

2005-04-20 Thread David Luff
On 20/04/2005 at 12:20 Melchior FRANZ wrote:

>Would anyone mind if I moved "increase/decrease warp" to w/W and use
>m/M for "richer/leaner mixture"?
>

An excellent idea IMO.

Cheers - Dave



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[Flightgear-devel] [RFC] keyboard changes: warp/mixture

2005-04-20 Thread Melchior FRANZ
Would anyone mind if I moved "increase/decrease warp" to w/W and use
m/M for "richer/leaner mixture"?

Rationale: some aircraft require mixture changes (ComperSwift!), and people
without joystick have no way to change that (other than messing with the
property browser), not that all joysticks even had enough buttons for this.
m/M isn't only easy to remember, it's already used for mixture in the
Spitfire and Seafire bindings.

m.

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Re: [Flightgear-devel] Big Nasal Changes

2005-04-20 Thread Erik Hofman
Andy Ross wrote:
Basically: please be constructive.  Singing about SGI's wonderful Unix
or flaming GCC for failing to warn about correct (!) code isn't
improving Nasal or FlightGear.
Excuse me? You started accusing other compilers about not being standard 
compliant and now I am the one who started this?

Here is a small subset from the IRIX man pages for MIPSpro:
The following list summarizes some of the major differences between
the GNU cc compiler and the MIPSpro C compiler.  The wording gcc
allows or g++ allows in the following paragraphs indicates that the
GNU compiler is providing more flexible constructs beyond what is
allowed in the standard.  The MIPSpro compilers adhere more closely to
standards requirements.
 * The gcc compiler allows variadic macros; the MIPSpro 7.4 compilers
   support these macros in c99 mode.  If you have code that uses
   ellipses (...) as part of a macro definition and you are not
   compiling with c99, you will need to rewrite the macro. Two possible
   approaches are to replace the macro with a new variadic function, or
   to create a family of macros, each taking different (fixed) numbers
   of arguments.
 * gcc allows the non-standard __FUNCTION__ and __PRETTY_FUNCTION__
   pseudo-macros.  These are not true macros, so you must use _GNUC__
   to test for them. As of IRIX 6.5.18, the c99 func macro is
   available, which expands to a function name.
 * By default gcc allows C++ style double slash (//) comments in C
   code.  To obtain this behavior with the MIPSpro C compilers you must
   specify the -Xcpluscomm command line option or use c99, which
   defines a double slash (//) to be a comment.
But leave it at this, it might be better to spent our time hunting 
problems like this one:

When I start FlightGear I get the following list of errors on IRIX 
(bug-Endian) (Linux doesn't have this problem):

Nasal runtime error: non-objects have no members
  at /opt/share/FlightGear/data/Nasal/view.nas, line 24
Nasal runtime error: non-objects have no members
  at /opt/share/FlightGear/data/Nasal/gui.nas, line 40
Nasal runtime error: non-objects have no members
  at /opt/share/FlightGear/data/Nasal/autopilot.nas, line 29
Nasal runtime error: non-objects have no members
  at /opt/share/FlightGear/data/Nasal/controls.nas, line 17
Nasal runtime error: non-objects have no members
  at /opt/share/FlightGear/data/Nasal/fuel.nas, line 17
After that, every key I press generates this error:
Nasal runtime error: no such member
  at , line 1
Failed to execute command nasal
Do you have any clue where to search for this?
Erik

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Re: [Flightgear-devel] realistic scenery

2005-04-20 Thread Erik Hofman
Oliver C. wrote:
How does X-Plane 8.1 solve that?
A nice textured scenery on an irregular grid:
http://www.global-scenery.org/
Probably by using multi-texturing.
Erik
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Re: [Flightgear-devel] screen capture causes loss of control

2005-04-20 Thread Erik Hofman
Dave Culp wrote:
I'm running today's CVS FlightGear on a linux box.  When flying a JSBSim 
aircraft and hitting the F3 key to get a screen capture the aircraft goes out 
of control  (looks like a spin, from the external view).  The screen capture 
works fine otherwise.

Anyone else getting this?
Occasionally, but I think I've seen it with the Fokker Dr.1 (UIUC) also.
It's best the pause the program before taking a screenshot I guess.
Erik
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RE: [Flightgear-devel] Big Nasal Changes

2005-04-20 Thread Vivian Meazza
Andy Ross wrote

 
> Vivian Meazza wrote:
> > It won't compile under Cygwin using gcc either. Fails with:
> >
> > NasalSys.cxx:292: error: invalid conversion from `naRef (*)(Context*,
> naRef,
> >int, naRef*)' to `naRef (*)(Context*, naRef)'
> 
> You forgot to update your SimGear, or have an old one still
> installed somewhere.  The API for extensions has changed with
> this version, and your compilation is picking up the older
> version of nasal.h.
> 

Quite right - I hadn't rebuilt SimGear correctly, and the compilation was
still picking up the older version of nasal.h.

I also had a few local difficulties in FlightGear, but all fixed, and
everything compiles correctly

Thanks for your help.

Vivian



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