Re: [Flightgear-devel] Re: Sim Reset

2005-12-20 Thread Christian Mayer
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Vassilii Khachaturov schrieb:
 IIRC a destructor can't call virtual methods, so if the interface
 needs to do some kind of cleanup it can only be something pertaining
 to this instance and using just the compile-time resolved calls.
 I haven't looked at the code you cite above so this might be irrelevant
 there, but I am a bit suspicious because of the name FGInterface that
 hints at an abstract class.

Not knowing if it helps (I don't even know about what part of the code
you are talking about):

Virtual functions can be avoided in many cases by using the so called
Barton-Nackman trick (http://en.wikipedia.org/wiki/Barton-Nackman)...

CU,
Christian



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Re: [Flightgear-devel] Slashdot: Seasons Givings

2005-12-19 Thread Christian Mayer
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Martin Spott schrieb:
 Curtis L. Olson wrote:
 
 
P.S. I can still photoshop out most of my gray hair ... :-)
 
 
 Being an OpenSource advocate I hope that you 'GIMP' our those grey
 hairs that accidentially might happen to be where you didn't expect
 them  ;-)

That wasn't grey hair. That was just the specular reflection of an light...

CU,
Christian

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Re: [Flightgear-devel] Even more Scenery Objects

2005-12-18 Thread Christian Mayer
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Martin Spott schrieb:
   http://document.ihg.uni-duisburg.de/bitmap/FGFS/EDDI_01.jpg
 
 It's not that easy to create a screnshot of this large building without
 losing major detail   Watch it at night !

Yes, the version on http://fgfsdb.stockill.org/modelthumb.php?id=121 is
great!


CU,
Christian

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Re: [Flightgear-devel] Proposal: New way to add commandline options

2005-12-17 Thread Christian Mayer
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Martin Spott schrieb:

 I see three reasons opposing this idea:
 1.) I'm not sure but I assume you can't use : inside a command line
 option on certain platforms (Windows).

I really can't imagine any problems that it might cause under windows
(haven't tested it though)

 2.) Too often people want to do 'command -h [-v] | grep -i keyword'
 in order to search for a certain option, they don't want to browse
 a supplemental text file.

see next answer

 3.) Every effort spent into another duplication of such information is
 waste. If someone really wants to revamp '-h -v' I suggest to
 create a method that browses the property tree and to force any
 available option to carry an explanation that is attached to the
 respective object in the mentioned tree.
 Duplication of such information unavoidable results in some sort of
 mess - _always_  :-))

If the '-h -v' can get the relevant information out of the property tree
then that's the best way to go. The information would be aviable on the
command line help and in the property tree browser. It would also stay
up to date as there's only one source (redundancy is *bad*).

CU,
Christian

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Re: [Flightgear-devel] RenderTexture bug

2005-12-13 Thread Christian Mayer
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Ampere K. Hardraade schrieb:
 However, there is some strange coloring issue:
 http://www.cs.yorku.ca/~cs233144/fgfs-screen-001.jpg

You shouldn't take drugs and then fly!!!

CU,
Christian  :)

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Re: [Flightgear-devel] W2K or XP?

2005-12-10 Thread Christian Mayer
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Jon S Berndt schrieb:
 
 Anyone got a good reason why I should install W2K or XP as preferred
 over the other one?

The difference isn't as big as Microsoft wants you to believe.

On modern hardware I'd use XP, on a bit older and slower hardware W2K is
better. A gut feeling tells me that the transition range is 1 GHz to 2
GHz and 256 MB to 512 MB.

CU,
Christian

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Re: [Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-03 Thread Christian Mayer
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Melchior FRANZ schrieb:
 If FG_SCENERY=A:B and both dirs contain a Terrain/ and Objects/

does the seperator have to be a double colon :?
Or, more precisely, is it a ; under Windos? A double colon would cause
real trouble under Windos... (imagine FG_SCENERY=D:\Scenery)


CU,
Christian



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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Christian Mayer
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Steve Hosgood schrieb:
 I was deliberately thinking that you **don't** want to use OpenGL for
 that sort of thing. The GPU has enough work to do rendering the view out
 of the windows, it would be a waste of its time rendering instruments
 for the fascia - they're always going to be displayed straight on with
 flat lighting. It's just a simple animation job for a normal window.

That's why the future of the 2D desktops will be rendered by the 3D
hardware (Windows Vista, the OpenGL based X-Server, ...).

A while ago 2D desktops would profit from the graphic accelerator
graphic cards. They had chips that could draw very fast lines, etc. pp.

But today we've got 3D accelerators that can do even more. They are even
programmable. So the new OSes use that functionality for a fast visual
feedback.

So it doesn't make sense to pass the rendering of some instruments back
to the OS. It will just give it back to the graphics adapter - with the
aditional overhead of going through the OS.

The only alternative to reduce the load on the GPU is to draw it with
the CPU by hand (note: this is really CPU intensive!). But if the CPU
idles too long (what I really doubt) we could easily increase the FDM
resolution, AI traffic, ...

CU,
Christian


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Re: [Flightgear-devel] Pressure distribution calculation on planes when landing?

2005-11-29 Thread Christian Mayer
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Andy Ross schrieb:
 Dai Qiang wrote:
 
I'm wondering, if it's possible to calculate and record the pressure
distribution on all parts of a plane, e.g. gears, wings etc, when
it's landing?
 
 
 Landing gear could be done fairly easily, as the force along the gear
 strut is known to the FDM.
 
 But stress on other aircraft parts are basically impossible with a FDM
 at our level of precision: you would need a full finite-element model
 of every load-bearing structure on the aircraft.  That's definitely
 not a task for a real-time simulation.

Dai Qiang, for what do you need that data?

I can only think of animating the model. This works already for the gear
model. And an reasonable animation of the wings could be easily faked.
All you need is the amount of lift they produce. Divide that with a
constant weight-force of the plane (e.g. MTOW * earth acceleration) and
you get a number that is zero when the wings produce no lift and 1
during a steady flight (and somewhere above 7 when the wings break...)

CU,
Christian

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Re: [Flightgear-devel] Any chance for NURBS taxiways?

2005-11-28 Thread Christian Mayer
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Roberto Inzerillo schrieb:
 Is there any chance we get NURBS instead of polygons for taxiways?

That's not for me to decide, but I doubt that it will happen in the near
future.

 Of course this would be a nice improvement for any object in the
 scenery. I guess Plib does not have any problem with that. Are there any
 reason why NURBS are not taken into account for building e.g. the terrain?

OpenGL and thus PLIB can't handle NURBS themselves.

 This idea came into my mind while working with some modeling tools which
 let users build complex geometry with simple techniques using nurbs and
 I imagine a curved nurbs terrain would be a very high improvement in
 visual results :-)

For modelling purposes NURBS are great (although they also have
drawbacks, but those don't matter here). But to display a NURBS
curve/surface it must be tesselated (i.e. converted to
polygons/triangles). This process can easily be done - but it takes
time. End even more time to get it right (there shouldn't be any edges
vissible, it must fit with the rest of the scenery). So that process
should happen offline, i.e. at the time the scenery is generated not at
the time it's going to be displayed.

AFAIK TerraGear already uses NURBS, so there's no problem at all. The
limiting factor is IIRC the data format for the airport database - but I
remember a discussion that its currently going to be enhanced.

CU,
Chris

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Re: [Flightgear-devel] [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment

2005-11-25 Thread Christian Mayer
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Vassilii Khachaturov schrieb:
 What has been done in the patch:
 * whenever an exception object was created on a stack and then thrown
 (thus causing the dtor for that object to fire!), it was replaced
 with a STATIC exception object use in the same scope. I've
 reviewed all the cases for the potential MT problems this might
 create, and think that there's nothing dangerous, but I'd appreciate
 your review of the code from this aspect.

I wonder: what does actually happen when you create a static object in
the middle of a method? Where does it get stored? When does it get released?
Does it create a higher static memory footprint? (Does it's size matter?)


I haven't really looked into the patches but what you describe sounds
good to me.

CU,
Christian

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Re: [Flightgear-devel] OT: Tower Simulator

2005-11-17 Thread Christian Mayer
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Martin Spott schrieb:
 I just ran across this document
 
   http://www.adacel.com/prodserv/downloads/MAXSIM.pdf
 
 and thought: Isn't it great that FlightGear is so flexible to provide
 the visuals for such an application without modification ?

Do they use FlightGear? I couldn't find any reference anywehere...

CU,
Christian

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Re: [Flightgear-devel] impending v0.9.9 release

2005-11-15 Thread Christian Mayer
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Curtis L. Olson schrieb:
 Hi all,
 
 I would really like to get v0.9.9 out the door this week ...

Great!

Will there be a Windows binary prerelease to test it?

CU,
Christian

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-06 Thread Christian Mayer
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Jon Stockill schrieb:
 Innis Cunningham wrote:
 
 I would think we are better ploting our own course this may mean we are a
 bit light on to start off with but with people helping it would take
 no time at all.
 
 
 Lots of airlines provide timetables in PDF format - fed into pdftotext
 and parsed with a bit of perl we should be able to build up a reasonable
 amount of data fairly quickly. Worst case is the formatting is horrid
 and it all needs to be done by hand - it's still not gonna take forever
 if there's a few people involved.
 
 Is there any documentation on the current AI schedule formats anywhere?
 I'll have a look at a couple of timetables tomorrow and see what I can do.

The Star Alliance offers the timetable for *all* their airlines at

  http://www.staralliance.com/

under travel tools in various digital formats - including regular updates.

Once we've got an import filter we could allways have up to date
comercial traffic for daily 15000 flights...

CU,
Christian

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Christian Mayer
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Durk Talsma schrieb:
 To get AI traffic going in the forseeable future, we could use quite 
 a few low-polygon count aircraft models in various paint schemes. So, I'd be 
 interested to know if anybody with reasonable 3d modeling skills would be 
 interested in contributing in this field. Although the traffic system 
 shouldn't be limited to commercial airliners, this is probably the area I'd 
 be working on mostly initially. So, for starters, I would like to explore 
 some models of the more popular airliners series, i,e., the Boeing 7[0-8]7, 
 Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and Fokkers of 
 course :-)). 

Wouldn't it be better to add those models to the existing (and yet to
come) high-poly models as a different LOD?

This would also help with multiplayer setups (assuming that all models
get a very low poly setup as well)

CU,
Christian

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Re: [Flightgear-devel] Re: A question regarding accurate taxiways

2005-10-16 Thread Christian Mayer
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Paul Surgeon schrieb:
 On Saturday 15 October 2005 23:44, Ralf Gerlich wrote:
 
Hi,

I hope I don't say too much if I say that there is work planned on
defining taxiways by means of polylines in TaxiDraw.
 
 
 That's still very restrictive. It's a step in the right direction but is 
 still 
 far from what is needed. We need polygon editing and not just polylines.
 Taxiways are unfortunately too full of non-parallel sides for polylines to 
 work properly everywhere.
 
 How would you draw these taxiways with polylines?

Polylines should be sufficient (as long as you don't need things like
bridges, i.e. stay 2D).
To find out if you are outside (e.g. on grass) you do a line walk. I.e.
you start on the outside (e.g. from far far away) and walk on a line to
the desired position. On that walk you cound how often you've crossed a
polyline. Each time you cross it you change from outside to inside (or
the other way round).

To get the final triangulation you'll only need a contraint delauney
triangulation where you'll delete the outside triangles (or, better,
asign them the outside material...)

Doesn't TaxiDraw already use CGAL? With CGAL you've got all that you
need for that.

CU,
Christian
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Re: [Flightgear-devel] Re: A question regarding accurate taxiways

2005-10-16 Thread Christian Mayer
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Ralf Gerlich schrieb:

 I'm not sure how important giving back to Robin's DB is for the
 FlightGear community but in the OpenSource manner I'd say we should try
 to find a way of not doing things twice in two communities.


We should try to scratch only our own itch. Robin's DB is a great start,
but when it limits us it's not good enough anymore.
BUT, of course, Robin should be able to use our data as well, when he
likes to. So we could offer an DB enhancement and Robin can follow if he
wants to.

 Polylines should be sufficient (as long as you don't need things like
 bridges, i.e. stay 2D).
 To find out if you are outside (e.g. on grass) you do a line walk. I.e.
 you start on the outside (e.g. from far far away) and walk on a line to
 the desired position. On that walk you cound how often you've crossed a
 polyline. Each time you cross it you change from outside to inside (or
 the other way round).
 
 
 You are probably talking about planar partitioning, where different
 faces are defined by separating lines. (The only links I can find in a
 quick google search on topological maps, planar maps or DCEL
 (doubly connected edge lists) are from the CGAL-manual or
 non-introductory papers)
 
 [SNIP]
 
 Doesn't TaxiDraw already use CGAL? With CGAL you've got all that you
 need for that.
 
 
 TaxiDraw doesn't use CGAL currently.

Sorry, I mixed the CGAL useage up with the FlightGear scenery designer.

But that doesn't change the perfect fit of a constrained delauney
triangulation for this case...

CU,
Chrisitan

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Re: [Flightgear-devel] Question: Online forums?

2005-09-14 Thread Christian Mayer
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Curtis L. Olson schrieb:
 I have a question I'd like to toss out to the group for discussion/comment.
 
 What would people think of abandoning our mailing lists and converting
 over to online/web-based forums?

I hate forums.

At a mailinglist I've got nothing to do - they come to me.
At a forum I must think of querying it once in a while - I have to come
to them.

It's like the difference between polling and interrupts...

 - I'm getting really sick of spam. 

That's a valid point. But I think that can be handeld automatically. THe
admins get 2 kind of mails:
1) valid mail that bounced
2) SPAM

If you'll just have an autoresponder that tells all reasons why a mail
bounced (like: your email address isn't registerd and/or your mail is
bigger than 40kb) valid users know how to get their next mail through -
and the SPAM doesn't affect *you* anymore.


If you really want to switch to a forum I'd only use it for the
fgfs-users mailinglist.
There I can think that the advantages outweight the disadvantages - but
we still need some people that poll that forum. An average developer
probably hasn't got the time...

CU,
Chris


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Re: [Flightgear-devel] Announcement: First TerraGear landcover database export

2005-09-10 Thread Christian Mayer
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Ampere K. Hardraade schrieb:
 On September 10, 2005 09:28 am, Curtis L. Olson wrote:
 
My understanding is that for the USA, the X-Plane data for runways comes
primarily from DAFIF.  Taxiways are all hand drawn and placed.  Outside
the USA the runway data is manually generated by anyone who wants to
submit new airports, so quality and accuracy is all over the map.

Curt.
 
 
 Google has some pretty accurate taxiways for their map.  Check out 
 http://pigeond.net/flightgear/fg_server_map.html in map mode.

Hey, that's a cool application of Google Maps!

 Does anybody where Google got their data from?

Didn't they get the data when they bought keyhole (or so)? (The company
Google Earth was original from)

CU,
Chrisitan
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Re: [Flightgear-devel] Re: [Flightgear-users] RE: Turbine Engine (Concorde, Hunter, and Citation Information Needed)

2005-09-06 Thread Christian Mayer
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Georg Vollnhals schrieb:
 Curt,
 well argued - our real-world pilots handle these engine startup and
 shutdown procedures very seriously in helicopters without FADEC, ie.
 Eurocopter BO105, BK117. Getting the temperatures too high (hot start,
 ITT++) is a financial desaster. And what not might be generally known -
 the engines are even cooled by airflow after shutdown for a short time
 with the electric starter.

This is something people with (nowadays so common) turbos in their cars
should remember (although most don't know it):

You should idle the engine a bit before stoping it, so the turbine has
some time to cool down. (The most common problem: stoping at a petrol
station after going for some time at full throttle).

AFAIK Porsche were the only ones that have build an extra electrical
motor to turn the turbo after shut down. As car turbos get turned only
by aerodynamic forces it is much more difficult to add an extra motor
than with gas turbines or jet engines (that allways need an gear box to
get started - execpt perhaps the model engines)

CU,
Christian
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[Flightgear-devel] OT: X-15 Pilots Finally Get Astronaut Wings

2005-08-24 Thread Christian Mayer
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http://science.slashdot.org/science/05/08/24/1516255.shtml?tid=160tid=14
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Re: [Flightgear-devel] Re: very long startup time

2005-08-23 Thread Christian Mayer
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Melchior FRANZ schrieb:
 On Mon, Aug 22, 2005 at 03:03:11PM -0700, Alex Romosan wrote:
 
looking at the trace logs it looks like fgfs goes through every metar
station out there:

Initializing environment subsystem
2005/08/22 14:56
KSFO 221456Z 0KT 10SM SCT007 OVC010 13/11 A2995 RMK AO2 SLP142 T01280106 
53002 
METAR from weather.noaa.gov
METAR data too old
no metar at metar = KSFO
 
 
 Check if your system time is set correctly. If it's running
 in the future or past, every metar data set will be too old/new
 and fgfs searches for an acceptable one. (It should probably
 stop trying after the first 10 failed sets.)

or it could ask an NTP-server for the correct time... but that's
problaby going too far.

CU,
Chris

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Re: [Flightgear-devel] OT: decryption

2005-08-02 Thread Christian Mayer
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Josh Babcock schrieb:
 OK, so I ordered some flight manuals on CD from eflightmanuals.com, but
 what they didn't tell me is that they send them in a proprietary
 encryption scheme for PDF files that requires Windows ME of later which
 I don't have. According to the encryption software manufacturers it is
 AES 256 bit (FIPS-197) Now, I have the key of course, the question is
 how would I go about decrypting it in the absense of the proprietary
 software? Oh, There is also a second key for the software, probably tied
 to the specific machine it will be run on, I think I can sniff this with
 snort.

Did you try the lastes Acrobat Reader for Linux?

You could also try to run the program under wine (www.winehq.org)

CU,
Chris

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Re: [Flightgear-devel] OT: decryption

2005-08-02 Thread Christian Mayer
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Andy Ross schrieb:
 * Which, at least for the US airplanes, are government documents and
   therefore uncopyrightable.  The only legal restriction on their
   distribution would be their security classification, AFAIK.  IANAL,
   blah blah blah.

Shouldn't you then be able to get these documents easily by the freedom
of information act?

CU,
Chris
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Re: [Flightgear-devel] sprintf

2005-07-26 Thread Christian Mayer
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Erik Hofman schrieb:
 Jon Berndt wrote:
 
 IIRC, sprintf was a problem for some. Is that still the case? I've
 compiled under Cygwin,
 Borland C++, and I think I've also compiled code that uses sprintf
 under IRIX.
 

sprintf is C standard - and very unsafe due to possible buffer
overflows. It shouldn't be used.

The inofficial (i.e. there's no standard yet AFAIK) C solution is snprintf:

 The real problem was snprintf(...) which isn't availble under Winodws:
 
 #if defined(_WIN32)  !defined(__CYGWIN__)
   #define snprintf _snprintf
 #endif

The real cross platform soultion would be the C++ std::string


CU,
Chris
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Re: [Flightgear-devel] sprintf

2005-07-26 Thread Christian Mayer
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Erik Hofman schrieb:
 Christian Mayer wrote:
 
 The real cross platform soultion would be the C++ std::string
 
 
 No, you can't format (the f in printf) the string using the default C++
 string class).

You have to use the I/O manipulators (Stroustrup: 21.4.6.2, page 633ff.)
like std::setprecision().

Compared to the fast printf syntax they are too annoying to write and
not that flexible, but they are more readable and they can be combined
to your own user defined I/O manipulators. So you can write easily very
readable code without the need to retype everything.

CU,
Chris


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Re: [Flightgear-devel] [Fwd: licensing problems in SUSE Linux]

2005-07-22 Thread Christian Mayer
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Andy Ross schrieb:
 Curt forwarded from Lukas Tinkl:
 
we at SUSE recently stumbled upon this problem: some of the
code contained in FlightGear contains a non-commercial lincese
which forbids us from further distributing it. The consequence
is that FlightGear wouldn't be part of the upcoming SUSE Linux
release.
 
 
 SuSE is (or was, or would be) shipping FlightGear?  I had no
 idea.

SuSE was shipping it for ages. They were even advertising with
FlightGear (under the Games section though - but it has changed:
http://www.novell.com/products/linuxprofessional/games.html).

Current links are:

http://www.novell.com/products/linuxpackages/professional/flightgear.html
http://www.novell.com/coolsolutions/feature/11290.html


CU,
Christian
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Re: [Flightgear-devel] Re: code optimisation

2005-07-06 Thread Christian Mayer
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Jim Campbell schrieb:
 Hi,
 One comment and some documentation has indicted that FDM doesnt consume
 much CPU.
 I ask myself why?
 The modelling of a generalised rigid body with six degrees of freedom in
 a rotating frame of
 reference should max out anyones and everyones CPU!

Calculating the updating 6 DOF is a real simple task. It only takes a
few operations.

It can be far more challenging to calculate change in the 6 DOFs. This
can be done cheaply on the basis of functions / lookup tables (like the
FDMs we use).
Or it can be done by solving navier stokes equations at each timestep.
This would max out the CPUs for quite a while (especially when it comes
to direct numerical simulation - there are even current supercomputers
maxed out for simpler tasks than the flow around an air foil)

Oh, btw, we are currently updating our 6 DOF much more often than the
image gets redrawn...

 I notice that JSBSim uses a simple single step method for integration
 whereas LaRCSim uses
 a multi-step method. Spare CPU could be utilised in doing a multi-step
 predictor/corrector integration
 with variable step size especially for more esoteric aircraft types with
 high speeds and high altitudes
 and even near orbital capability in JSBSim.

I doubt that changing the integration method will cause any performance
problem. So you might try it.
But making delta t smaller also helps, so that might give you more
precision for the time spend tweaking the code.

And as we've got an interactive application I guess that the absolute
error in the integration doesn't bite us. Any turbulence in the real
world will change the position more than precision errors will (assuming
perfect FDM parameters)

CU,
Christian

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Re: [Flightgear-devel] Re: Custom scenery integration

2005-07-04 Thread Christian Mayer
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Norman Vine schrieb:
 Martin Spott writes:
 
I'm currently uncertain if we really can store the _whole_ scenery in
PostGIS. Our elevation data currently comes as raster data but maybe
it makes sense to convert that into contour lines - which we finally
can store in such a database as well. Does this make sense, Norman, or
will this eliminate our ability to alter the data with 'common' tools ?
 
 
 Why not just store the Elevation data in a mixed record type of a
 Polygon with a  BLOB field ?

I wouldn't store contour lines as you'll allways loose precision by
converting the data (DEM - contour lines - triangle mesh).

Beeing able to change the elevation data can be important, especially
when you are puting a finer grid over the data.

I dunno what is possible with PostGIS but the most intuitive solution
would be to store additional elevation data on arbitrary positions.
Then the resulting mesh could be calculated by a weighted average (using
the 2D distance) of the cutom elevation and the underlaying DEM.

CU,
Chris
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Re: [Flightgear-devel] Shadows

2005-06-27 Thread Christian Mayer
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Frederic Bouvier schrieb:
 Another nit picking :
 
 When an object ( say a building ) is culled because it is not in the
 view, its shadow is also culled even if it is in the view.
 
 2 screen shots :
 
 In the first, an oracle building cast its shadow on another one
 http://frbouvi.free.fr/flightsim/fgfs-shadow-1.jpg
 
 If I go forward a bit, the shadow disappear :
 http://frbouvi.free.fr/flightsim/fgfs-shadow-2.jpg
 
 The FOV is exagerated because it is not easy to pause exactly when it
 happens, but you can clearly see the shadows poping in and out when you
 travel between buildings.

Most likely the SSG has removed the building out of the scenegraph...

CU,
Chris
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Re: [Flightgear-devel] AI Ships

2005-06-09 Thread Christian Mayer
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Dave Culp schrieb:
 If this is in regard to the AI ships driving onto land, the AI ships and AI 
 carrier can accept a flight plan, but the ability to follow the flight plan 
 has not yet been implemented.  I won't be hard to do.  Once that is done, the 
 carrier will follow a pre-defined path, and stay off of land.  There are then 
 two options:
 
 1)  make a race-track pattern
 
 2)  go straight to the flightplan end, then vanish and reappear at the start 
 (like in the movie :)
 
 
 Of course option 1 is more realistic, but the ship will be going in the wrong 
 direction over half the time.  Option two would give you more fun with your 
 entertainment dollar/euro, but you don't want to be on the ship when it 
 teleports to the start again.

If you specify a path that ends where it starts, number 2 becomes the
best and realistic choice.

CU,
Christian
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Re: [Flightgear-devel] batteries, alternators, volts, amps - electrical system

2005-06-01 Thread Christian Mayer
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Paul Surgeon schrieb:
 Just some general info that may or may not be useful.
 
 General aviation batteries : Typically lead acid
 Commercial and military : Typically Ni-Cad (nickel cadmium)
 
 [...]
 
 On the battery side of things the discharge and charge rates are not going to 
 be easy to model. Maybe a simple approximation using a lookup table will do 
 as an interim measure.

I *guess* that the battery charging is slow enough that it can easily be
modelled as an ideal power source plus resistor (the internal
resistence; sp?).

So you'll still get an set of linear and not differential equations by
Kirchhoff's law.

CU;
Christian
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Re: [Flightgear-devel] batteries, alternators, volts, amps - electrical system

2005-05-31 Thread Christian Mayer
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Curtis L. Olson schrieb:
 I need to do some work beefing up our electrical system model a bit. 
 I'd like to add a simple model for a battery where output varies with
 time and a simple alternator model where output varies with rpm.  I'm a
 complete moron when it comes to electrical stuff so I'm not even sure
 I'm asking a sensable question.  Does anyone know of a good online
 reference(s) or even just send me some reasonable info.  In the end I'd
 like to be able to be able to output bus voltage (downstream of the
 battery + alternator) and also model an ammeter.
 
 I already have a way to back propogate the total current draw on the
 system, where the individual electrical system outputs can be marked
 with some current draw when they are on, however, I need to work on the
 input side of the equation.
 
 Again, I want to start pretty simple and not get drug down with too
 fancy of an implimentation.

All you need is Kirchhoff's law (e.g.:
http://en.wikipedia.org/wiki/Kirchhoff%27s_circuit_laws)

If you can live with a stationary current (i.e. no dynamic effects) it
boils down to solving simple linear equations (Ax = b).

If you need dynamic behaviour (what I doubt) you'll get partial equations...

CU,
Christian
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Re: [Flightgear-devel] game engines (ghours)

2005-05-03 Thread Christian Mayer
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Erik Hofman schrieb:
 eagle monart wrote:
 
 eagle monart a Ă©crit :
  hi everyone,
 
  is there an idea of switching to  another open sourcegame engine.
 fg is
  real beatiful but is weak in visuals especially in terrain
 rendering.we
  cant edit terrain as whatever we want , we cant change textures and
  terrain is not complex.  as a result cant feel realistic
 environment and
  relative speed.
  even combat simulator project have better graphics by using osg.
 
 
 
 Hello Is it Provocation ??

 sure it is nota provac,!
 
 
 In fact we have been thinking about this multiple times in the past.
 There is one problem, the task is *huge*. Maybe some day it will happen,
 for now we have something that is working pretty well.
 
 And since this project is *not* a game we can live with what we have now.

One of the greatest complexities the we tackle is a world wide coverage
for the scenery.

All games (including all combat simulators) model only parts and thus
can apply extreme simplifications (e.g. assuming that the world is flat).

If you want to improve the optical apperance - which would be really
great - you should try to work with the existing mechanims and not
trying to replace them (especially when you hardly know the source code...).

CU,
Christian
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Re: [Flightgear-devel] Re: [Flightgear-users] Re: Okay ... who was it?

2005-02-19 Thread Christian Mayer
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Ampere K. Hardraade schrieb:
 Putting all the above into a fatigue-routine or a fatigue-class, we can make 
 a 
 call to it everytime the aircraft makes a contact with the ground.  We can 
 make a call to it every second, too.  Afterall, aicrafts can disintegrate at 
 any time.

This reminds me of Flight Unlimited an old DOS based sim (it had the
best graphics at its time).

There you could heare the stress on the structure (some plaes had a
G-force meter, too). And when it got too extreme the plane disintegrated
in the air...

CU,
Christian
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[Flightgear-devel] Re: [Flightgear-users] Re: Okay ... who was it?

2005-02-18 Thread Christian Mayer
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Melchior FRANZ schrieb:
 * Christian Mayer -- Friday 18 February 2005 17:22:
 
Melchior FRANZ schrieb:

  http://members.aon.at/mfranz/exhibit_A.jpg

Ups, it happend again. Lasttime was the victim of my engines smaller
though (http://www.lfa.mw.tum.de/Lehre.html)
 
 
 lol. The reason for my incident was this:
 
 $ awk -vr=.1 '//{if(i){i--;print$1+rand()*r $2+rand()*r $3+rand()*r}else 
 print}/^numvert/{i=$2}'in.ac out.ac

This reminds me, that we don't have a nice crash simulation yet. (It
doesn't need to be realistic).

We probably could do this, when an crash occures:

1) switch to external view (that should be easy)
2) split up the scenegraph of the model and solve a simple motion
equation for the parts (so that they bounce on the ground - that needs
a heavy damping though)
3) put a fireball in the middle

The result isn't realistic but much nicer than the current approach
(it looks more like an arcade game though...)

Step 1 and 2 shouldn't be too hard to do with the current code.

CU,
Christian
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Re: [Flightgear-devel] Curiosity about antialiasing

2005-02-10 Thread Christian Mayer
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Ampere K. Hardraade schrieb:
 At the moment, is antialiasing applied to textures themselves?  If so, what 
 will happen if antialiasing is applied to the final render/output instead?

Technically the textures, as they are displayed, aren't antialiased
(that doesn't make sense) but they are bilinear, or even trilinear filtered.

The result are smooth textures (in such a way as you'd expect it from
antialiasing).


The content of the textures (i.e. the raw texture image) is as much
antialiased as the texture designer did it during creation. (I think we
are quite optimal there)


Antialiasing itself can only be applied to the final output. There are 2
different ways:
- - normal antialiasing: it's relatively fast and smoothes the lines/edges
- - full screen antialiasing (FSAA): the the whole scene is basically
renderd at a much higher resolution and finally scaled down for display.
This technique is realtively slow as it needs huge data transfer rates
on the graphics hardware.

These antialiasing settings can usally be changed at the graphic card
driver. (I dunno if FGFS offers to change that seting itself)

CU,
Christian
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[Flightgear-devel] Qt 4 will be GPLed for all supported systems

2005-02-07 Thread Christian Mayer
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Hi,

I've just read at the Heise Newsticker, that Trolltech is planning to
release the next version of Qt for all systems (including M$ Windows)
under it's dual license.

= We can start to use it!! :)

The attached text (including the reasons their marketing people see for
OSS to use it) was also posted there...

CU,
Christian



Dear Qt User/Qt Customer:

Trolltech is pleased to announce that we intend to make Qt 4 for
Windows
available under our successful dual licensing business model.  This
means that Open Source projects under the GNU GPL license will be
able
to target all major operating systems using Qt 4. We plan to release
the
Windows Open Source version of Qt at the same time as Qt 4.



What dual licensing means
=
Qt's dual licensing model is based on the principle of fair exchange.
If
you are using Qt commercially - that is, for creating proprietary
software for sale or use in a commercial setting - you must purchase
a
commercial license from Trolltech. Alternatively, if you wish to
write
Open Source software you can use the Open Source version of Qt,
released
under the GPL. If you use the Open Source version you must release
your
application and complete source code under the GPL as well.

This model has proven successful for a number of leading companies
such
as MySQL and Sleepycat, and has been important to the success of Qt
on
the X11 and Mac OS X platforms. For more information on Trolltechs
dual
licensing business model, visit
http://www.trolltech.com/company/model.html.


What this means for Trolltech customers
===
The need for customers to hold commercial licenses for all commercial
development will not change.

However, the extension of the dual license model to Windows will mean
that both the pool of available talent and the number of innovative
Qt-based applications on Windows will increase. Also we expect that
Open
Source users will contribute valuable feedback and quality assurance
for
the Windows version of Qt, just like our X11 and Mac users have in
the
past.

The commercial version of Qt will contain a number of product
elements
that only commercial license holders will have access to, including:

- - Trolltech support
- - The opportunity to purchase access to Qt Solutions
- - Commercial compiler support
- - Prebuilt Qt binaries (the GPL package is source only)
- - Commercial database drivers

Finally, we believe that Open Source users who have been exposed to
Qt
will choose the commercial version of Qt for their commercial work,
thus
boosting Trolltech's revenue and making more resources available for
development and improvement of the product.


What this means for the Open Source community
=
The Open Source movement has contributed huge amounts of innovative,
highly useful software. Numerous well-known Open Source projects such
as
Apache, Mozilla/Firefox and KDE have helped redefine the landscape of
computing and have propelled Open Source from a niche phenomenon into
a
mainstream movement.

By making Qt available under the GPL license on Windows, Trolltech
has
given cross-platform Open Source projects the option of jump-starting
their Windows development, using a mature, feature-rich framework
that
is consistent across platforms. Open Source developers can spend more
time developing and refining functionality and less time on fixing
and
debugging underlying architecture.


How Trolltech will enforce licensing

We depend on revenue from the commercial version of Qt in order to
develop and enhance new versions. It is therefore imperative that
users
of Qt understand our licensing and choose the correct license for
each
project. To determine which license you require, please visit
http://www.trolltech.com/products/qt/licensing.html, or contact a
Trolltech representative directly.

We kindly request our customers and users to ensure that they are in
possession of the appropriate number of commercial Qt licenses.

It is possible to find out if an application has been created using
Qt.
Trolltech is prepared to take steps against misuse of the Open Source
version for commercial development.


Availability, timing and further information

We plan to release the Windows Open Source version of Qt at the same
time as the final release of Qt 4.0.

For more information, please refer to the Windows Dual Licensing FAQ
on
http://www.trolltech.com/developer/faqs/duallicense.html

Best regards,
The Trolltech Team
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Re: [Flightgear-devel] STL help requested

2005-02-04 Thread Christian Mayer
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David Luff schrieb:
 Hi folks,
 
 I've run into a tricky problem when using stl map, and am hoping someone 
 might be able to point me on the right direction.
 
 I have a map of airports, indexed by string, which is the ICAO code:
 
 mapstring, ARP* apt_map;
 
 Now, I want to emulate the 'search ahead' function of GPS code entry, so 
 that, for instance, entering KC will cause KCAD to be displayed - the 
 first airport in the database starting with KC.  To do this I use the 
 lower_bound function, for both KC and KD.  If the returned iterators 
 don't match, then there is a valid match for KC.
 
 mapstring, ARP*::iterator it1, it2;
 it1 = apt_map.lower_bound(KC);
 it2 = apt_map.lower_bound(KD);
 
 return(it1 == it2 ? NULL : it1-second);
 
 So far, so good.  Now, the problem is that the KLN89 (and probably most/all 
 GPS units) regards A-Z as coming before 0-9, whereas the standard string 
 compare function regards 0-9 as coming before A-Z.  So in this instance I 
 might get KC52 displayed instead of KCAD (there isn't really a KC52, but 
 there are many examples outside the US where this bites).  
 
 Now, I can get round this by using a comparison of lower_bound tests for 
 KC, KCA and KD, and it works.  Unfortunately I then have to check for 
 non-alpha chars down to the end of the returned string, and re-test any with 
 'A' substituted in place.  It's effective, but really ugly!  I had to think 
 quite hard about code I only wrote a week ago to compose the last sentence, 
 and that's always a bad sign.  What I'm sure I ought to be able to do is to 
 define a custom comparison operator that performs a string comparison where 
 numbers are considered to come after letters, and for good measure to do a 
 case-insensitive match on the letters.  I want to be able to do something 
 like:
 
 it1 = apt_map.lower_bound(KC, gps_less);
 
 with all the ugly bits tucked away in gps_less which I can get working and 
 them forget about.  Unfortunately, I can't find any good example in any of my 
 books to do this, nor on the internet, and everything I try is giving me 
 swathes of typical gruesome-to-mentally-parse stl error messages.  If anyone 
 has an example of how to do this, or any pointers to one, I'd be most 
 grateful.

The C++ Programming language 3rd ed. tells me:

Basically you've got 2 options:

1 - create a class with the  operator
class IACOcode
{
   string the_code;
}
bool operator( const IACOcode a, const IACOcode b )
{
  return your ordering;
}
mapIACOcode, ARP* apt_map;


2 - create a custom sort order
class IACOcode_compare
{
public:
  bool operator()( const string x, const string y) const
  {
return your ordering;
  }
}
mapstring, ARP*, IACOcode_compare apt_map;


Then you'll automatically get the desired result with your described lookup.

CU,
Christian
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Manuel Massing schrieb:
 Hello,
 
 
I do have a few questions though :
Does the current code that you have handle texture paging?
 
 
 Yes, textures and geometry are paged and decompressed asynchronously in the
 background (seperate thread). The engine supports image compression to save IO
 (and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first maybe
 quite taxing on the CPU, so we usually only use JPEG for the finest detail
 level textures, which account for most of the data, and S3TC for the lower
 detail levels.

Do you know:

  http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html


CU,
Christian
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Paul Surgeon schrieb:
 On Saturday, 29 January 2005 12:54, Christian Mayer wrote:
 
Manuel Massing schrieb:

Hello,


I do have a few questions though :
Does the current code that you have handle texture paging?

Yes, textures and geometry are paged and decompressed asynchronously in
the background (seperate thread). The engine supports image compression
to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression.
The first maybe quite taxing on the CPU, so we usually only use JPEG for
the finest detail level textures, which account for most of the data, and
S3TC for the lower detail levels.

Do you know:

  http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html
 
 
 There's still no open source alternative to jpg when it comes to storage size 
 and storage is the major issue when dealing with lots of satellite or aerial 
 photos.
 
 I did a test with the 18 century crop texture :
 JPG  : 1024x1024 @ 85% quality = 508.4 KB
 PNG : 512x512 @ level 9 compression = 630.4 KB
 
 Four times higher resolution with hardly any noticable loss in quality (even 
 when zoomed in) and it still comes out with a smaller footprint than a PNG 
 that is 4 times lower resolution.
 Sometimes size does count.
 
 What do you suggest as a replacement to JPG that will give a similiar 
 footprint size?

(I haven't read the Jpeg2000 stuff, so I don't know if it fixes the problem)

The trouble with JPEG isn't that it's lossy (you need that for hight
compression ratios) but that it uses an algorithm that is tuned to the
human eye.

For normal photographs that's great - for textures that get scaled,
projected, sheared (sp?), lit, ... the uses assumptions dodn't hold anymore.

An extreme example: when you use a very high compression rate you'll see
the blocking artefacts. So you use a not so high compression and are
hapy with the result. If you zoom into the picture you'll start to see
the blocking again as the pixels got large enough.
When you use that picture as an texture and fly low enough you are
basically zooming into the picture. Same problem as above.

So JPEG isn't usefull.


So what's the solution?

1st: I don't know.
2nd: Use an compression that doesn't introduce visible artefacts (i.e.
artefacts that can be shown by zooming, projections, lighting, etc.)

One solution that might work could be wavelets. (This is where JEPG2000
gets interesting again). But the wavelets used would need to be choosen
carefully.

You could also try your own compression format (i.e. one that is
simmilar to the wavelet approach). Roughly do:
Convert your image/texture to HSV, convert the whole picture (not small
blocks like JPEG) to frequency space (i.e. fourier transformation). Then
discretisize that values. In our case the high frequency are very
important (- high resolution) and the low frequencies hardly matter (-
just a few bits).

But doing this is an project of its own. Epecially when you need
performance...

CU,
Christian





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Re: [Flightgear-devel] Atlas release candidate

2005-01-29 Thread Christian Mayer
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Lee Elliott schrieb:
  Hello Dave,
 
 I'm using an ATI 9200 vid card with ATI's drivers and I'm 
 getting:
 
 Seaching for extensions...
 GLX_SGIX_fbconfig: NO
 GLX_SGIX_pbuffer: NO
 
 One or more required extension(s) could not be found:
 GLX_SGIX_fbconfig
 GLX_SGIX_pbuffer
 Unable to continue in headless mode - revert to doublebuffer 
 mode? [Y/n] 

I've just looked up the ATI documentation on OpenGL extensions:

  http://www.ati.com/developer/atiopengl.pdf

There they state that they support WGL_ARB_pbuffer for all interesting
Radeon versions (not under NT4 though). GLX_SGIX_pbuffer isn't mentioned.

The doc also doesn't mention any extension with fbconfig.

Is it possible that other extensions should be used?

CU,
Christian
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Andy Ross schrieb:
 Christian Mayer wrote:
 
Manual Massing wrote:

Yes, textures and geometry are paged and decompressed
asynchronously in the background (seperate thread). The engine
supports image compression to save IO (and possibly bus)
bandwith, e.g. JPEG and S3TC compression. The first maybe quite
taxing on the CPU, so we usually only use JPEG for the finest
detail level textures, which account for most of the data, and
S3TC for the lower detail levels.

Do you know:

  http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html
 
 
 Honestly, Steve is just wrong on this one.  Lossy compression
 works just fine in moderation.  The S3TC format itself is a lossy
 algorithm that is inferior in quality to JPEG in basically every
 conceivable way, and it's supported navtively by the texture
 hardware for goodness sake.

I'm not against lossy compression. But JPEG hasn't the best algorithm
for our use.
JPEG2000 might, but I don't know enough about it.

 Yes, using JPEG as an intermediate format during content creation
 is a dumb idea due to progressive data loss.  Refusing to use it
 for final/shipping textures based on this advice is just dumb.
 Real-world 3D applications and games ship their images compressed
 with lossy algorithms.

Usually is any lossy format for inbetween dumb.

 Has anyone actually looked at how much of the base package is
 taken up by SGI+ format image files?  (Which have absolutely
 abysmal compression ratios, but that's a different argument.) I
 wrote a quick script at one point to recursively convert all
 these to default-quality JPEGs, and the savings was staggering.
 Something like a 75% reduction.

This a point for lossy compression, not one for JPEG...


One important point to remember is, that every lossy compression can
compresse some data exact (the decompressed data...).
So when we find a compression algorithm that creates decompressed data
that is good enough for us, we can use it (even  when the compressed
data is in JPEG format).

For our case that compressor must not rely on special optical tricks
(because these get destroyed when they are used as an texture).

If we find an JPEG compressor that fullfills this requirement, it's
fine. If we don't, we need a different format.

(If we find one, there's still a possible problem: people who don't know
this special requirement are likely to submit wrongly generated files...)

As only these special cautions allow one to use JPEGs, it's much saver
to say: kids, don't try that at home!

CU,
Christian
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Dave Martin schrieb:
 On Saturday 29 Jan 2005 17:39, Frederic Bouvier wrote:
 
 
Has anyone actually looked at how much of the base package is
taken up by SGI+ format image files?  (Which have absolutely
abysmal compression ratios, but that's a different argument.) I
wrote a quick script at one point to recursively convert all
these to default-quality JPEGs, and the savings was staggering.
Something like a 75% reduction.

It is still true that JPEG have no alpha channel, so not all textures
could be converted.

-Fred
 
 
 So on the same merit, how about PNG?
 
 On average you get about 1/3 the size of the SGI file while still being 
 loss-less and keeping the alpha channel.

PNG are fine (and should be our first choice as they are perfect for
most of our textures) - but they aren't lossy.

So you'll never get as good results as JPEG / JPEG2000 / ... will give you.

CU,
Christian
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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Christian Mayer
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Frederic Bouvier schrieb:
 Erik Hofman wrote :
 
 Frederic Bouvier wrote:

 This is in CVS now ( should show up in a few hours on SF ). In the
 meantime, a screenshot :
 http://frbouvi.free.fr/flightsim/fgrun-basic.jpg


 If you're going this path (and it certainly does look good) then you
 might want to consider removing the command-line textbox altogether.
 It might look a bit daunting for a new user.
 
 
 Is there another path ? At least people are able to see immediately the
 result of their actions as the text is refresh in realtime.

The latest screen shots looked like a good solution. An alternative
(which I thougt of, before seeing the current implementation) could be
to add an button that opens a pop up with the command line.


An also quite important point (dunno if it's already implemented) are
descriptions for the options.

I wouldn't know what Horizon effect would change in FGFS. Is it
possible to have bubble-helps for that?


Keep up the good work!

CU,
Christian
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Re: [Flightgear-devel] Model animation

2005-01-24 Thread Christian Mayer
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Dave Martin schrieb:

 Also, I was actually thinking about Wind Turbines earlier today; are you 
 having them face into-wind and altering the rotation speed depending on 
 windspeed? They don't vary that much in real-life (they are governed) but 
 obviously they stop at a certain point.

There are 3 possibilities

- - wind is too slow: the turbine doesn't turn (I don't know the direction
  they are facing, probably directly to the wind)
- - wind speed is right: the turbine faces the wind and turns
- - wind speed is too high: the turbine doesn't turn and it's turned away
  from the wind (90 deg angle)

When it turns the rotational speed is probably constant as the blades
can be twisted IIRC.

CU,
Christian
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Re: [Flightgear-devel] Model animation

2005-01-24 Thread Christian Mayer
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Martin Spott schrieb:
 Christian Mayer wrote:
 
 
There are 3 possibilities
 
 
 This is a bit different from the wind turbines we have near EDLN
 (Cologne area). If the wind is too high they feather their blades but
 still are being turned to face the wind - I think this is being
 required by the layout of the hub structure.
 When the wind is 'right' they rotate at a speed that is depending on
 the wind speed. The conversion into alternating current of a fixed
 frequency is being done electronically already for a looong time.
 
 I think this applies to almost all German and Dutch wind turbines that
 _I_ have ever seen (and I'm already in the mid-thirties) - not that I
 claim to have seen all wind turbines in our country   :-)
 
 Martin.

Ok, I had a look at wikipedia. The german article is quite large and has
a bit more information than the english one.

The most interesting bits for a model would be:

The highest efficiency is, when the tips of the blades run 8 times
faster than the wind speed.

Energy is produced in the range from 2 - 4 m/s to 25 - 35 m/s.
Below it's not efficient enough and the generator is cut from the net.
The rotor isn't braked though as it would produce too high forces (so it
rotates very slowly)

Above the speed it depends. Some turbines adjust the pitch (but still
face the wind) and others are turned out of the wind and their rotor is
fastened by a brake.

Modern turbines have a extra storm regulation that allows them to work
during a storm with reduced efficiency



Basicly the article said that every regulation that we can think of was
used somewhere... So we hardly can produce a modell that is totally off...

CU,
Christian


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Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-21 Thread Christian Mayer
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Erik Hofman schrieb:
 Christian Mayer wrote:
 
 As religions differ greatly around the globe (even in the countries
 themselfes) there'll people who helped with their work that have their
 belive at least not represented (and probably even are offended by the
 content)
 
 
 It almost makes me want to some citations from James Bond (as described
 by his godfather Ian Fleming) and the holy spirit (shaken not stirred)
 which undoubtedly will be the next religious trend due to the
 spectacular ways he hes been saving the world.

LOL!!!

CU,
Christian
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Re: [Flightgear-devel] v1.0 musings (was: Aircraft included in basepackage)

2005-01-21 Thread Christian Mayer
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Giles Robertson schrieb:
 1) Fgrun/fgfs.
 For the average windows user, this is *highly* counterintuitive. In so
 far as Windows has an overarching user interface and tool design
 philosophy, it's integration. The concept of a GUI that launches the
 program doesn't make sense to them; they expect to be able to run
 flightgear, and for it to present a menu that reads something like New
 flight/Saved Flight/Options/Exit. I'm not saying this is the way
 we should go, but I'd like to note that many users, when presented with
 the current method, get *very* confused, especially by the absence of a
 flight planner. Many also find restarting FlightGear in order to change
 aircraft counterintuitive

The first point is argueable. But that we need a restart just to change
planes is a big show stopper!

Your other points are valid. But none are thus counterintuitive than the
need to restart FGFS.

CU,
Christian
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Re: [Flightgear-devel] v1.0 musings

2005-01-21 Thread Christian Mayer
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Erik Hofman schrieb:
 Christian Mayer wrote:
 
 The first point is argueable. But that we need a restart just to change
 planes is a big show stopper!
 
 
 It depends on the goals for 1.0. If you want a version that is easy to
 use for the end user then you might be right. If v1.0 is aimed for a
 completely working standalone simulator program (maybe even certified)
 then it's not such a big deal.
 
 I guess the 1.0 release is aimed at the first though.

To get it certified the version number itself doesn't matter.

But an end user sees the version number as an indicator if the software
is ready or not. And that's what will be used to measure us. A version
1.0 *must* have an ergonomic UI.

CU,
Christian
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Re: [Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Christian Mayer
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Christian Brunschen schrieb:
 
 Hi,
 
 The Mac OS X build of FlightGear 0.9.8, as available from 
 http://prdownloads.sourceforge.net/macflightgear/FlightGear-0.9.8.dmg?
 download, contains a file called 'How to Get to Heaven.rtf', at the 
 root level (beside the OpenAL installer package and the FlightGear 
 application directory), with bible quotes and essentially religious 
 proselytizing. Here's a screenshot of the Mac OS X Finder window for 
 the FlightGear-09.8 disk image:

If that's the case I'm *strictly* against it.

Religion is an even much more problematic field than politics (which
already creates bad flame wars). People easily get upset when they are
presented by the truth, which isn't their truth they believe in.

So, IMO, this is against the spirit (doesn't that word sound funny in
this context?) of FGFS.

Just two quotes from the Introduction page:

- - It is being developed through the gracious contributions of source
  code and spare time by many talented people from around the globe.

- - There are a wide range of people interested and participating in this
  project. This is truly a global effort with contributors from just
  about every continent.


As religions differ greatly around the globe (even in the countries
themselfes) there'll people who helped with their work that have their
belive at least not represented (and probably even are offended by the
content)


CU,
Christian

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Re: [Flightgear-devel] C++ question - solved

2005-01-19 Thread Christian Mayer
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Thanks for all the replies.

They brought me on the right track.

The solution I've got now is also known as the Barton and Nackman Trick.

It's a bit pervert - but totaly legal C++ code:

templatetypename leaftype
class A
{
  leaftype asLeaf()
  { return static_castleaftype(*this); }

public:
  bool foo( leaftype bar )
  { return asLeaf().foo( bar ); }
};

class B : public AB
{
public:
  bool foo( B bar )
  { return /*...*/; }
}


The Barton and Nackman trick is important to avoid virtual function
where they are too slow (i.e. when the additional pointer lookup hurts
performance)

CU,
Christian

Paul Kahler schrieb:
 It sounds to me like you should just drop the virtual function
 declaration in the abstract A class (or make it non-virtual). It
 serves no purpose other than trying to enforce your design on the
 subclasses. Since you require the foo() function to take a parameter of
 the subclass type, only a B can foo a B, and only a C can foo a C. Let
 us not use complex language constructs (templates for example) just to
 allow the compiler to check that you're following your own convention.
 Put a comment in the base class that defines this requirement on
 subclasses and call it a day. OTOH, if generic code is going to tell an
 X to foo another X (somehow knowing they are the same type) this might
 not work. H. I think another option is to declare A:foo(A p1) and
 then have the B class explicitly cast the parameter p1 to a B inside
 B:foo when using the B-specific functionality of the parameter. I don't
 know how to do templates, so this is what I might do until it got too
 ugly.
 
 Hope that helps,
 Paul
 
 On Sat, 2005-01-15 at 15:12 +0100, Christian Mayer wrote:
 
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

can someone help me to solve thise problem:

Imagine I've got this class hierachy:

class A
{
  virtual bool foo( A bar ) = 0;
}

class B : A
{
  bool foo( B bar )
  {
...
  }
  
}

int main( void )
{
  B foobar;
}

this won't compile as my class B is still abstract as I didn't provide a
bool foo( A bar ) member.

But I only want class A to be an interface that tells everybody what to
expect from it's derivated classes. And one of these things is, that
every child must have a member that is called foo and has one
parameter of the type of the child itself.

How do I achieve that?


The only workaround I can come up with is, that I have:
class B
{
  friend bool foo( class B, class B );
}

bool foo( class B bar1, class B bar2 )
{
 ...
}

I this doesn't guarantee me, that every child of A must have a foo
function...

Thanks,
Christian
 
 
 
 
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Re: [Flightgear-devel] A380 - Virtual Screen inside Flightgear driven by SVG commands?

2005-01-18 Thread Christian Mayer
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Oliver C. schrieb:
 
 Is it possible to implement a sort of virtual screen (like a texture but 
 vector driven not bitmap driven) inside the Flightgear Window that can be put 
 anywhere in the flightgear 3d world, for example inside of a cockpit as a 
 instrument display.
 Flightgear should then offer this screen to outside applications and do the 
 rendering  but the commands what should be rendered is given by the outside 
 application which are running outside of flightgear?

In principle it is possible to set up the current OpenGL context to draw
 to an limited area and allow a plug in to render there.

But - probably - the better solution is to have the plugin code to
render to an off screen texture and use that dynamic texture as an
instrument.

I guess that that would be faster (no big changes in viewports, etc) and
create higher quality graphics (z buffer fighting, etc.)

 The commands that are sent to flightgear should be simple 2d vector 
 primitives, to make sure that this solution is flexible enough to display 
 everything.
 FlightGear receives the 2d vectors primitives and put those on a virtual 
 screen inside the FlightGear 3d world. For example a screen display in the 
 cockpit.

This is a totally different kind of problem. If the plugin is written
in C/C++ it should use OpenGL (OpenGL is fine as a 2D library and
there's no need to slow it down by wrapping it).

If the plugin is writen in NASAL then NASAL would need an OpenGL like
extension. That is - I guess - not hard to do. But - I guess - it'll be
too slow when the graphics gets complex.
I think the best would be, to add the OpenGL extension to NASAL (for
flexibility) *and* write the more complex things in native C/C++ and add
those to NASAL as well.

 Doing it this way would allow to do the complexity of such glass cockpits 
 outside of flightgear.

As long as the interface to FGFS is clear and easy it doesn't matter
where the code lives.

 And if we change atlas from bitmap to vector graphics
 we could just sent from atlas the 2d primitives that flightgear could than 
 render on a virtual screen inside flightgear.

Atlas is basically vector graphics. It tries really hard to generate the
bitmaps...

 As a 2d vector describing language we could use SVG.
 FlightGear then needs only a SVG parser that puts the visuals on a screen 
 inside flightgear.

Atlas can already create SVG. (Or it could when I added the SVG output a
few years ago...)

 There are allready SVG libarys available that do render SVG primitives
 in OpenGL, maybe we could use such a library instead of writing an own SVG 
 parser.

I don't think that that sould be a good solution.

It would be *much* better to use the geometry data that FGFS has already
loaded to the graphics hardware as it needs it for scenery.

CU,
Christian
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Re: [Flightgear-devel] A380

2005-01-18 Thread Christian Mayer
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Paul Surgeon schrieb:
 Running Nasal code in the rendering loop to do tons of work would not be a 
 very good idea in my opinion.
 I've looked through an A320 FCOM manual and it would take many thousands of 
 lines of C++ to accomplish a half functional aircraft.
 I don't think Nasal is the tool for the job.
 
 What I would need to create a aircraft with glass cockpits is :
 
 1.
 A way to code self rendering OpenGL intruments. i.e. The renderer loops 
 through the intruments and lets them do their own rendering.

As I wrote in the other mail I think we need to explore how to render to
an texture and use that texture in an instrument.

Then it's no problem to write C/C++ code that renders (a part of) an
instument to that texture.

This could then be added to NASAL (plus some basic OpenGL commands) to
create a full MFD out of these bulding blocks.

 3.
 A generic communications bus that can be used to hook instruments/switches 
 and 
 the blackbox together. Using a handful of sockets is not a good way to do it 
 and properties maybe be a bit messy and I would require hundreds of them.

Why not use the property system for that?

So far I found the property system very good for unidirectional
communications (I'm responsible for system foo and tell everybody that
it is in the state bar).
But I couldn't solve a bidirectional point-to-point communication with
it (I need from system foo the state of bar at position lat/lon
somewhere on the world) - but it doesn't sound that you need such a
capability.

CU,
Christian
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[Flightgear-devel] Aircraft downloads

2005-01-18 Thread Christian Mayer
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Hi,

the web page is comming along nicely!

There's one thing that could be added: when you click on the thumbnail a
normal sized picture should open.

It also would be great if there'd be a thumbnail of the cockpit for that
plane as well.

CU,
Christian
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[Flightgear-devel] A380

2005-01-17 Thread Christian Mayer
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When do we have a flyable A380?

It can't be that Airbus was faster than we are:
http://slashdot.org/articles/05/01/17/0437202.shtml?tid=126

CU,
Christian ;)
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Re: [Flightgear-devel] more google adds

2005-01-16 Thread Christian Mayer
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Curtis L. Olson schrieb:
 I did another round with google adds today and here's what I've come up
 with which seems (to me) like it could work out.
 
 1. No adds at all on the main/front page of our site.  Adds only on the
 subpages.

Sounds fair

 2. I've had mixed results filtering out MSFS stuff, but that's mostly
 because there is a lot of it.  I think if I continue to add sites to the
 filter rules, I can get most of them.

I've looked at the different pages. The ads are mostly the same - and of
good quality (i.e. no advertising for other sims; the ads are for
interesting stuff)

The only ad I didn't like was

  www.ebay.de PC and video games can be found here cheaply

reasons:
- - if I want to visit ebay I'll do it directly, so the ad is taking away
  space
- - at ebay you'll find MSFS and not flightgear...
- - personally I don't line their aggressive marketing policy (they
  tolerate search engine spamming; probably they are supporting it even)

CU,
Christian
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[Flightgear-devel] C++ question

2005-01-15 Thread Christian Mayer
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Hi,

can someone help me to solve thise problem:

Imagine I've got this class hierachy:

class A
{
  virtual bool foo( A bar ) = 0;
}

class B : A
{
  bool foo( B bar )
  {
...
  }
  
}

int main( void )
{
  B foobar;
}

this won't compile as my class B is still abstract as I didn't provide a
bool foo( A bar ) member.

But I only want class A to be an interface that tells everybody what to
expect from it's derivated classes. And one of these things is, that
every child must have a member that is called foo and has one
parameter of the type of the child itself.

How do I achieve that?


The only workaround I can come up with is, that I have:
class B
{
  friend bool foo( class B, class B );
}

bool foo( class B bar1, class B bar2 )
{
 ...
}

I this doesn't guarantee me, that every child of A must have a foo
function...

Thanks,
Christian
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Re: [Flightgear-devel] Why should maps be power of 2?

2005-01-15 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis L. Olson schrieb:
 Robicd wrote:
 
 I've been managing with some 3d objects to put into fgfs sceneries and
 I've found that faces' texture maps should be sized with power of 2.
 I'm using .3ds files (with .bmp maps) which don't have such limitation.

 Is there a reason for that? Is there a way to avoid that limitation?
 I find not very easy to force every map having that sizes.
 
 
 
 The reason is that this works well with opengl's mipmapping system (and
 it may be that opengl itself establishes this requirement?) 

It is an OpenGL requirement! At least till the newest OpenGL version,
where they added an extension that allows non-power-of-2 textures.

But not all drivers are supporting it. And if they are it still might be
much slower as the hardware wasn't designed for it.


CU,
Christian
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Christian Mayer
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Ampere K. Hardraade schrieb:
 On January 12, 2005 06:07 pm, Christian Mayer wrote:
 
I see more problems with the correct shape of the wings. The models
won't get it right and using just some NACA profiles won't work with the
higly optimized profiles of modern aircrafts (like those from Airbus).
 
 I am pretty confident that my models can make it through the program, since 
 wing geometry is the first thing I look for.  I don't know about others 
 though.

The general wing geometry (i.e. the stuff you get from an 3-view) is one
thing. The the real profile of the wing  is crucial here - and it's
AFAIK kept as an trade secret.

On modern aircraft (like all Airbus modells and the newer Boeing ones)
these are extremely optimized to be able to fly at high speeds efficently.

Your models also won't have enough detail (= polygons) to reflect that
geometry in the needed detail (or they would be bad models for
visualisation...)

CU,
Christian
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Christian Mayer
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Steven Beeckman schrieb:
 Are there any decent books about those Navier-Stokes equations and how
 to implement them in C or java?

One description of Navier Stokes are at:
http://en.wikipedia.org/wiki/Navier-Stokes_equations

there are also many many other webpages out there that tell you the
equations.


To solve them you need a good understanding of solving partial
differential equations (PDE).

If you can solve them analytical you'll be awarded with a big amount of
money and extreme amounts of fame...

So you can only solve them (generally) by numeric methods.

So just grab any book about solving PDEs numerically and you can solve
the Navier Stokes (at least in theory...)

CU,
Christian
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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Christian Mayer
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Jon Stockill schrieb:

 Ah, www.multimap.com helped me to figure out my first coordinate:

 There's a windmill at:

 Location:Germany
 X:1294800m
 Y:6110700m
 Lat:48:12:51N (48.2142)
 Lon:11:37:52E (11.631)

 But how do I add it online to the database?
 (http://www.stockill.org/fgfsdb/objects.php)

www.terraserver.com helped even more. The detail is much worse (only
down to 8 meters are for free), but as they've got air pictures it's
easier to figure out the real position.

 You don't yet.
 
 Give me another week or so, and the scenery database should be at a
 stage where you can add your own objects to it.

OK. I've got some more coordinates now.

 Of course nobody has made a windmill model yet, although I need to do a
 model of a wind turbine (I assume you're talking about an old stye
 windmill, not a modern electricity producing wind turbine?

It's actually the modern variant (so it's called wind turbine then...)

We don't have a soccer stadium yet, do we?

CU,
Christian
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Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Christian Mayer
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Wolfram Kuss schrieb:
 Erik wrote:
 
 
This still might be useful if you can get all the moments and 
coefficients from it. Then you would be able to create a JSBSim 
configuration file from the model geometry.
 
 
 The idea of using the gfx model you need to do anyone (or one of the
 thousands or ten thousands you find on the internet) and automatically
 get the config file. It would not matter if it takes over night or
 even if it takes a week.
 
 However, CFD programs need a watertight geometry. I would guess that
 far in excess of 90% of models are not. For example, each edge needs
 to have two neighbour faces.

As you are only interested in the full shape of the plane (and not it's
single parts) you could help yourself by automatically closing these holes.

I see more problems with the correct shape of the wings. The models
won't get it right and using just some NACA profiles won't work with the
higly optimized profiles of modern aircrafts (like those from Airbus).

CU,
Christian
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Re: [Flightgear-devel] May I help with scenery?

2005-01-11 Thread Christian Mayer
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Jon Stockill schrieb:
 The positioning of landmarks which don't fall into either of those
 categories is best done with as accurate a map as you have available,
 either using FGSD with a scanned or digital map, or a service like
 www.multimap.com (for the UK I find www.streetmap.co.uk slightly more
 useful, because although it has a smaller selection of maps you can get
 the exact grid reference of the pointer on the map). The scenery
 database we're developing will hopefully be able to handle different
 national grid systems so that info can be submitted in whatever format
 is convenient, with convertion to lat/lon handled automatically (so far
 just OSGB is supported, but this can easily be extended as long as
 conversion functions are available).

Ah, www.multimap.com helped me to figure out my first coordinate:

There's a windmill at:

Location:Germany
X:1294800m
Y:6110700m
Lat:48:12:51N (48.2142)
Lon:11:37:52E (11.631)

But how do I add it online to the database?
(http://www.stockill.org/fgfsdb/objects.php)

CU,
Christian
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Re: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Christian Mayer
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Norman Vine schrieb:
 Manuel Massing writes:
 
I want to start to integrate an alternative terrain engine 
with flightgear 
(http://baron.flightgear.org/pipermail/flightgear-devel/2004-September/030853.html)

For this, I need to adapt flightgear to use an abstract terrain API, which
will encapsulate the current and new terrain engine transparently. 
 
 
  Apologies for my earlier empty msg 
 
 I think an abstract Terrain API is a great idea however please
 keep in mind that FlightGear uses a round earth model and that 
 this should be reflected in any FGFS Terrain API

Probalby the easiest way would be to create an independant program
first, that communicates with FGFS via the network api.

This works currently for multi monitor (=machine) setups.

And when the new rendering engine is capable enough to work in such a
situation we can integrate it.

The benefit is a very fast start on the rendering side - w/o much needed
internal FGFS knowledge and w/o the need to synchonize development at
the beginning.

CU,
Christian
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Re: [Flightgear-devel] Scenery

2005-01-10 Thread Christian Mayer
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Christian Mayer schrieb:
 Jon Stockill schrieb:
 
I can look up a few positions of objects. What format do you need?
Lat/Lon?


Just lat/lon, a heading (if appropriate) and the model you want inserted
at that point (obviously if it's not a standard one form the Models
directory then it'd be nice if you had the model too, so that everyone
else gets to see it).

I'll archive the Objects tree and my models, and let you know when
they're available for download.
 
 
 Argh. The Bayernviewer page doesn't give me the coordinates anymore (the
 old, non-java version could do that).
 I write an eMail and hope that they'll add that functionality.

I got an answer.

They told me that the ministry decided that it'll be a security problem
if people could the the coordinates of objects and places easily and
quickly from the BayernViewer.

So the alternative would be that I buy the map-data CD-ROM at ebay. They
are not expensive (they are made for tramping and bike tours) - but too
expensive for looking up just a few locations :(

CU,
Christian

PS: Does anybody know an online map service where you can get the
coordniates?
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Re: [Flightgear-devel] FGNetFDM-time

2005-01-09 Thread Christian Mayer
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Norman Vine schrieb:
..a _guess_: the 32bit unix calendar ticks over sometime in 2038, 
while the 32bit Wintendo calendar ticks over every 49? days, 
I saw this given somewhere on the web as the reason Microsoft 
used (they still do?) to recommend reboots about that often.
 
 
 This is true a naive Win32 clock running of of timeGetTime() 
 rolls over every 49 days but there are ways to prevent this
 although I don't believe the FlightGear clock on Windows checks
 for this.

That was a problem on Win95 (dunno if it was fixed till WinME). But on
the WinNT series (incl. Win2000 and WinXP) it was never an issue.

CU,
Christian
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Re: [Flightgear-devel] NASA Goes 'Down Under' for Shuttle Mapping Mission Finale

2005-01-07 Thread Christian Mayer
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Jon Berndt schrieb:
 Culminating more than four years of processing data, NASA and the National
 Geospatial-Intelligence Agency have completed Earth's most extensive global 
 topographic
 map.

Great!!!

 To view a new fly-over animation of New Zealand on the Internet, visit
 http://www2.jpl.nasa.gov/srtm/  .

The flyover is very disappointing. Our old DEM could easily create the
same results.

A bit more interesting is the high-res (4500x5800 pixel) shaded picture
of New Zealand.

But I wonder what the smoothed stuff around Milford Sound is.

Probably it's due to shading/reflections of the radar beam. Milford
Sound is a fjord, where you have drops from ~2000 Meters stright down to
the sea! (Oh, and they have very tasty crayfish in there that I had the
pleasure to catch while scubadiving...)

When will be the secenery for New Zealand be created? So we can have a
look at the data at Milford ourselfs.

Ah, there's also an airport at Milfors Sound, that can be a great
starting point:
http://www.world-airport-codes.com/new-zealand/milford-sound-airport-4721.html

(It must be a spectacular flight to and from Milford Sound)

CU,
Christian

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Re: [Flightgear-devel] John: Church Fenton hangars need fixing?

2005-01-07 Thread Christian Mayer
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Jon Stockill schrieb:
 Arnt Karlsen wrote:
 
  Due to temporary boredom today I was playing with some visualisation
 code for the scenery database, and managed to draw this:
 
 http://flightgear.stockill.org.uk/testing/SceneryObjects.png
 
 It looks like rather a lot of objects when viewed like that!

What are those yellow and red spots in the sea?

CU,
Christian


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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
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Jon Stockill schrieb:
 While messing around with my scripts for inserting objects into the
 scenery (it's now all database driven, with numerous datasets imported)
 I decided I could do with a few landmarks. Here's a couple of views of
 the first, also showing off the object positioning:
 
 http://flightgear.stockill.org.uk/models/

This looks great.

I whish someone would create such a scenery for Germany (or at least
Bavaria)...

CU,
Christian

PS: For Bavaria you can get the official 1:5 (or is it even 1:25000)
maps and air pictures for free from the net. But they are only in pixel
format (not vector format) and the UI isn't that great to do some
harvesting
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Re: [Flightgear-devel] Re: Development Platform Help Needed

2005-01-06 Thread Christian Mayer
[EMAIL PROTECTED] schrieb:
 Thanks Christian and Chuck,
  
 I think Linux would be the most direct but my comfort level
 diminishes rapidly.  

Nowadays Linux is much more userfriendly than what people think.
But I can understand that you'll only want to tackle one problem at once.

 I would appreciate an opportunity to review the
 MSVC++ path if I can get together with Chuck.

You could try to write down the detailed steps you took to compile FGFS
and thus produce an HOWTO that we can put on the homepage for others.

So you should get a recent MSVC and all the source code first.
I usually create one directory where I unpack all the libraries in
subdirectories.

E.g.

C:\projects
C:\projects\plib\...
C:\projects\SimGear\...
C:\projects\FlightGear\...

Then I try to compile the libraries according to their dependencies
(zlib, plib, simgear)

And at last flightgear itself.

So that was what should happen (and what worked back in 2000/2001 for me...)
The real life might be a bit more complicated - but the general
direction will be the same.


CU,
Christian

PS: If anybody is wondering why I've got so much time to answer mails:
when you are working on your master thesis you've got time for
everything but the stuff you should actually do...

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-06 Thread Christian Mayer
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Arnt Karlsen schrieb:
Zip files are everywhere, we aren't going to get sued for using them, 
 
 
 ..no? ;-)  Never heard of The SCO Group and Microsoft?
 http://www.groklaw.net/article.php?story=20041228040645419 or
 http://www.groklaw.net/staticpages/index.php?page=2005010107100653
 and http://www.groklaw.net/article.php?story=2005010406110017

If somebody want's to sue someone for using .ZIPs I wouldn't know any
reason. But even if there's a hidden trap (- .GIF) then there'll be a
huge media coverage (because .zips are everywhere) and we definitely
won't the first one to be sued. So we would have enough time to remove
those files.

But all of that is highly unlikely.

I don't see why we should run away from an unlikely event, when the
alternative is, that the users run away, becuase they don't know what to do.

CU,
Christian
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
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Thomas Frster schrieb:

PS: For Bavaria you can get the official 1:5 (or is it even 1:25000)
maps and air pictures for free from the net. But they are only in pixel
format (not vector format) and the UI isn't that great to do some
harvesting
 
 
 Really??? That's great. In Brandenburg they only provide it commercially with 
 a tremendous price tag (1 per square kilometer - 3 for the whole 
 state 
 Brandenburg)

If you want the detaild maps (1:500 or so) or air photographs with a
very high resolution you have to pay.

I don't know the license for using the free data as an data source at
the moment.
But using it just as an reference should be ok IMHO.


 What's the URL?

http://www.geodaten.bayern.de/bayernviewer/index.html
(Java required; page is in German, but not too hard to work with if you
can't speak german...)

CU,
Christian
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
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Jon Stockill schrieb:
 Martin Spott wrote:
 
 Jon Stockill wrote:


 Just let me know the areas you're interested in.



 Europe ?  ;-))
 
 
 Which scenery tarballs? I'll get them downloaded, and get on with
 processing the terrain elevation for the navaids straight away - more
 detail can be added as people find me info to import.

My town lies in e010n40.tar.gz (as well an Munich and a big part of the
Alps)...

I can look up a few positions of objects. What format do you need? Lat/Lon?

CU,
Christian
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Re: [Flightgear-devel] Re: Development Platform Help Needed

2005-01-06 Thread Christian Mayer
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Chuck Cole schrieb:
 I unfortunately do not have an FTP server or the like to make my version
 of the source code available to you.  But since you have some time, I
 could simply e-mail you the source code that I have built along with
 some simple setup instructions.  Collectively, the source code for all
 of the projects is rather large; however, I believe that they could be
 split up sufficiently enough to be e-mailed.  We can take the details of
 setting up any arrangement off-list.

My sparetime isn't that much, that I could build and test FGFS in it :(

I was asking just for a documention how you set up MSVC++ so that it
compiles FGFS. That would be a nice HOWTO for other developers (we get a
request for that every few months)

CU,
Christian
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Re: [Flightgear-devel] Scenery

2005-01-06 Thread Christian Mayer
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Jon Stockill schrieb:
 I can look up a few positions of objects. What format do you need?
 Lat/Lon?
 
 
 Just lat/lon, a heading (if appropriate) and the model you want inserted
 at that point (obviously if it's not a standard one form the Models
 directory then it'd be nice if you had the model too, so that everyone
 else gets to see it).
 
 I'll archive the Objects tree and my models, and let you know when
 they're available for download.

Argh. The Bayernviewer page doesn't give me the coordinates anymore (the
old, non-java version could do that).
I write an eMail and hope that they'll add that functionality.

CU,
Christian
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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-05 Thread Christian Mayer
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Dave Martin schrieb:
 On Wednesday 05 Jan 2005 09:22, Vivian Meazza wrote:
 
 
 
We should do both - that seems to be the solution adopted by most web sites
which offer downloads. Why should we be different? We should not expect
windows or UNIX users to download and install some additional software.
 
 
 I could make a really scathing comment about that using words like plib, 
 OpenAL and SimGear...

But those are for *developers* and not *users*.

- From an developer I can expect to have more powerfull tools than an user.
Oh, and these files should also be offered as .ZIPs anyway. Hardly any
extra work and nice for the developer (who is already annoyed by
dependancies)

CU,
Christian
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Re: [Flightgear-devel] OT: Aircraft/Pilot's manuals

2005-01-05 Thread Christian Mayer
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Adam Dershowitz schrieb:
 For GA aircraft (light aircraft) the POH is pretty much all there is, other
 than maintenance manuals.  The POH does not contain complete system
 information.  It contains enough for a pilot to understand the OPERATION of
 the systems, so there are often some simplifications and approximations.  So
 this could lead to some issues for detailed modeling. The maintenance
 manuals contain more details about systems, but they tend to be harder to
 get, and then contain lots of other stuff that is not relevant, or that
 useful for modeling.
 
 To complicate things, I believe that airlines are often involved in the
 specific manuals that are used on their airplanes.  In other words I think
 that if you got into the cockpit of a 737-800, the included manuals would
 depend on what AIRLINE owns the airplane.  They would have worked with
 Boeing to generate them.
 
 I am getting into more guesswork, then knowledge, but I would not be
 surprised if the Operations Manual relates to people outside of the
 cockpit (maintenance, dispatch etc.) rather than the people inside the
 cockpit (Pilot's Handbook).
 
 Finally, I would say that your best starting point will generally be the
 POH, but modeling an airplane is complex, and much of the data is considered
 proprietary and is not available, even to owners and operators.  It is
 generated during certification and then held close.

Well, I've seen the manuals that come with an A310 - box of roughly
1m * 0.5m * folder-height (probably larger) full with overfilled folders.

I just had a quick look into the papers. I could only find pages that
didn't tell me anything :(

If I'd know exactly what would be interesting of modellers I could try
to look again.

CU,
Christian

PS: Although the last operator of the plane was Armenian Airlines the
documentation was - thankfully - in english
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Re: [Flightgear-devel] OT: Aircraft/Pilot's manuals

2005-01-05 Thread Christian Mayer
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Paul Surgeon schrieb:
 On Wednesday, 5 January 2005 22:54, Christian Mayer wrote:
 
Well, I've seen the manuals that come with an A310 - box of roughly
1m * 0.5m * folder-height (probably larger) full with overfilled folders.
 
 
 No wonder they pay Airbus drivers such great salaries.
 
 Were those just pilot manuals or did it include maintenance and part manuals?
 I know maintenance and part manuals are normally HUGE even for small GA 
 aircraft.

A quick look didn't reveal anything. But I doubt they are the
maintenance manuals as they are in a box that belongs to the cockpit.


 I'm rather curious as to how you landed up with access to those manuals.
 Do you have an A310 parked in your private hangar?  :)

Sadly not my hangar and sadly not a full A310-200. It's just the first
20 meters of it and it's parked infront of the Fraunhofer Intitute for
Building Physics here.
(A picture as it is unloaded from the Beluga:
http://www.fraunhofer.de/fhg/bigimg/2004/pi49fog1jpg.jsp)

My dad organized it to make a laboratory out of it to research the
effects of (long distance) flights to humans. (I wrote about it earlier)

CU,
Christian
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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-04 Thread Christian Mayer
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Oliver C. schrieb:
|
| Could you change the file format from *.tgz to *.tar.gz?
|
| I ask because *.tgz is used by Slackware as a package format (it's a
tar.gz
| file with a install script in it) and this is leading to confusion
| when you have Slackware *.tgz files and *.tgz files that are no Slackware
| packages on your harddrive.
|
| So file endings called *.tar.gz would be much better than *.tgz.
And what about *.zip?
Linux can easily unzip those and Windows users have the unzipper already
comming with their OS (when it is WinXP...)
CU,
Christian
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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-04 Thread Christian Mayer
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Oliver C. schrieb:
| On Tuesday 04 January 2005 11:37, Christian Mayer wrote:
|
|Oliver C. schrieb:
|| Could you change the file format from *.tgz to *.tar.gz?
||
|| I ask because *.tgz is used by Slackware as a package format (it's a
|
|tar.gz
|
|| file with a install script in it) and this is leading to confusion
|| when you have Slackware *.tgz files and *.tgz files that are no
Slackware
|| packages on your harddrive.
||
|| So file endings called *.tar.gz would be much better than *.tgz.
|
|And what about *.zip?
|
|Linux can easily unzip those and Windows users have the unzipper already
|comming with their OS (when it is WinXP...)
|
|
| Yes, but *.zip is not a free format.
Really? I thought at the beginning it was proprietary (sp?), but there
are enough free implementations now.
| Using *.zip would be like using *.mp3 instead of *.ogg
The problem with mp3 is that you have to pay royalties if you want to
distribute an encoder.
Is there anything similar with zip?
| 7zip or bzip2 would be acceptable, both are free like tar.gz.
The advantage of zip is that you don't need an extra program to unpack
it (if you've got WinXP or, probably, newer).
All other formats don't have that advantage.
But if zip is no option .tar.gz or .tgz are fine, as all usual unpackers
for Windows support these (compared to 7zip; bzip2 might be supported a
bit more)
CU,
Christian
PS: Does anybody know how to tell Enigmail to keep the quotations
started with an  and not to convert them to an |?
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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-04 Thread Christian Mayer
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Martin Spott schrieb:
 Christian Mayer wrote:
 
 
Linux can easily unzip those and Windows users have the unzipper already
comming with their OS (when it is WinXP...)
 
 
 But only then - and who wants WinXP without being forced to   !?  ;-)
 On the other hand PowerArchiver for Windows easily handles .tar.gz or
 .tgz files,

About any reasonable mainstream (de)compression tool for Windows can
handle .tgz or .tar.gz as well as .zip
Some can do .rar or .ace or ...

But the point is that there's allways an extra program required.

All versions before XP do allways need an extra program. So we can
choose what we want.

But with XP (which, by now, most of the Windows users use) you get an
decompression tool included in the Windows explorer. And that tool can
only handle .zip

BTW: of all Windows versions you only want to use 2000 or XP (= 2000.1).
The rest is either unstable (95, 98, ME) or doesn't run modern software (NT)

CU,
Christian
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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-04 Thread Christian Mayer
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Martin Spott schrieb:
 Jon Stockill wrote:
 
Martin Spott wrote:
 
 
But only then - and who wants WinXP without being forced to   !?  ;-)
On the other hand PowerArchiver for Windows easily handles .tar.gz or
.tgz files,

As does winzip AFAICR.
 
 
  but WinZip is commercial, isn't it !?

Yes. As well as WinRAR and WinACE. Now we've got the most common ones.
There are also a ton of others.

Personally I don't know any free ones (ok, I didn't do any excessive
research though).

That's why I prefer .zip. Then at least the WinXP users have a native,
free tool that works out of the box.

Jon Stockill schrieb:
 Christian Mayer wrote:

 BTW: of all Windows versions you only want to use 2000 or XP (= 2000.1).
 The rest is either unstable (95, 98, ME) or doesn't run modern
 software (NT)


 This doesn't alter the fact that there are still a lot of perfectly
 capable systems out there running 98SE - they shouldn't be overlooked.

And at work we've got still some Win95 computers running (for different
reasons though)

My basic message is: all Windows versions but XP must get a tool (and
that'll handle not only .zip but also the rest). WinXP and its
successors comes already with a tool - but that can only handle .zip.

If the planes are in .tgz *all* Windows users *must* get a decompression
tool. If the planes are in .zip a high percentage (but not all) of
Windows users do not need an extra tool.

 (Being someone who knows about computers results in being asked to fix
 them by friends  family)

I think that is a very common problem. But I have an excuse so that I
don't need to look to thoroughly: if you are using Windows it's your
problem, ask me again when you are running Linux... :)

CU,
Christian
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Re: [Flightgear-devel] Diamond TwinStar Panel

2005-01-02 Thread Christian Mayer
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Paul Surgeon schrieb:
|The 3D part is easy -- there are relatively few moving parts to
|animate.  The challenge will be creating dynamic textures to show on
|the displays, and that's going to require rolling up our sleeves and
|doing a lot of C++ OpenGL coding.
|
|
| I discussed this with Melchior a couple of weeks back.
| We don't have to use OpenGL to generate the textures.
| We could possibly use a powerful 2D rendering library like libagg to
generate
| the dynamic textures and just get OpenGL to render the textures. That way
| panel designers don't need to learn the complexities of OpenGL.
| It's a lot easier to use a feature filled 2D rendering library that is
built
| for rendering vector and text graphics than messing around with low level
| OpenGL calls.
The stuff that is displayed looks simple enough to be easily drawn with
OpenGL.
I see no benefit in adding an dependancy to a library that effectively
can do the same as OpenGL - but only in software.
If OpenGL is too complicated for some cases, we can encapsulate the
necessary functions in C/C++ code and offer that function.
An glass cockpit can be implemented by rendering the display content to
an texture and using that dynamic texture in the 3D cockpit.
CU,
Christian
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Re: [Flightgear-devel] Diamond TwinStar Panel

2005-01-02 Thread Christian Mayer
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David Megginson schrieb:
| On Sat, 1 Jan 2005 23:39:49 + (UTC), Martin Spott
| [EMAIL PROTECTED] wrote:
|
|
|They also have a version with two Lycoming IO-360 for the North
|American market,
|
|
| Is that out yet?  I'd heard that they were working on one because
| there's no repair network for the Thielert diesel engine in North
| America; I'd also heard that they were working on setting up such a
| network.  The Thielert engine certainly accounts for a lot of the
| savings -- I'd expect two IO-360's to burn at least 20 gallons per
| hour, vs 10 gph for the Thielert engines, but they'd probably also
| increase the useful load by a couple of hundred pounds and make the
| plane fly faster, to offset that.
| [...]
|
| The Thielert diesel engine has nothing to do with the
| Rotax, of course, but Diamand will have to do a lot of work to win
| back North American buyers' trust about non-standard engines.  We fly
| planes hard and far in North America, often with multiple 3-5 hour
| legs through some pretty extreme climates (from about 45 degC in the
| American southwest to -40 degC in northern Alaska and the Canadian
| arctic), so engines that perform nicely for occasional recreational
| use for local flights in a moderate Europe climate don't always cut it
| over here after a few years of use.  I'm hoping that the Thielert will
| make it, because the fuel savings sound fantastic.
It's time that Diesel engines get into the air.
The Diesel engine market for cars had a drastic increase over the past 5
years (it started even earlier). Over 50% of new cars in Germany are
Diesel engine powered and you have real trouble in selling your used,
non-Diesel car...
This is due to their high fuel efficiency (a principle advantage) and
the very high torque they produce (much more drving fun...)
I dunno how the engine copes with the drastic change in the climate you
are describing - but the internet pages tell me that the whole engine
gets replaced after 1000h with a new/serviced one. (They are designed
for 2400h. But they'll increase the service intervall slowly over the
time as they get the results of the wear of the currently used engines)
CU,
Christian
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Re: [Flightgear-devel] Diamond TwinStar Panel

2005-01-02 Thread Christian Mayer
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Dave Martin schrieb:
| On Saturday 01 Jan 2005 22:36, Ampere K. Hardraade wrote:
|
|Interesting aircraft.
|
|On January 1, 2005 04:44 pm, Dave Martin wrote:
|
|The visual model is easy enough
|
|Provided that there are enough data to do an accurate model.  Is there any
|technical document available for references?
If you look at the different press releases and articles that are linked
from their page everywhere, you can get quite a few perfomance numbers.
Esp. the american version of their homepage has quite a few numbers...
| Even a good diagram of a DA40 would be useful as I believe they share
the same
| fusealage aft of the firewall.
http://www.diamondair.com/PDFs/DA42UpdateAPR.pdf - this has at least a
diagram.
CU,
Christian
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Re: [Flightgear-devel] Diamond TwinStar Panel

2005-01-02 Thread Christian Mayer
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Ampere K. Hardraade schrieb:
| Here is an alternate idea: instead of writing our own animation class,
may be
| we can think about making the displays capable of rendering *small*
external
| OpenGL applications; such as the OpenGC Project.
When we can convince the other application to render to a texture that
should be easy.
CU,
Christian
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Re: [Flightgear-devel] Diamond TwinStar Panel

2005-01-02 Thread Christian Mayer
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Paul Surgeon schrieb:
| On Sunday, 2 January 2005 18:03, Christian Mayer wrote:
|
|I see no benefit in adding an dependancy to a library that effectively
|can do the same as OpenGL - but only in software.
|
|
| The difference is a powerful text and vector library vs OpenGL primitives.
| Have you ever tried rendering true type fonts in OpenGL?
| It's a pain in the ass!
No, but when I need renderd text I use PLIB's fnt library.
Although it uses bitmaped and not true type glyphs it will be (more
than) good enough. We only need one (or just very few) different font sizes.
|If OpenGL is too complicated for some cases, we can encapsulate the
|necessary functions in C/C++ code and offer that function.
|
| I think that would be a good option.
| I think a panel designer should be given a canvas/texture that they can
| paint on with easy to use text and vector functions.
| The canvas and painting should be defined in 2D pixel co-ords.
OpenGL knows the orthogaphic projection - so you have ordinary 2D
coordinates. Rendered to an texture you've got everything you need.
(Actually you've got the same technique that the next Windows version
will have)
CU,
Christian
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Re: [Flightgear-devel] What was decided about the guy on -user who's bouncing everything back to sender?

2005-01-02 Thread Christian Mayer
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Chris Metzler schrieb:
| The [EMAIL PROTECTED] guy is still bouncing back to sender
| everything posted to flightgear-users.  Looking back through the
| archive, I can't decided if anything got decided about what (if
| anything) to do about him . . .
And the abuse-contact at safe-mail.com isn't cooperative...
CU,
Christian
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---BeginMessage---
Dear Christian,

 the attached mail was sent from your domian. As I have no contract with you 
 but repreatedly get these annoying mail I ask you to stop these mail 
 *immediately*!

This message is not spam.
Like you, [EMAIL PROTECTED] is one of the members of the Flightgear-Users 
mailing list.
To fight spam he/she configured his/her account to reject messages which were 
sent from addresses that do not appear at the address-book. In this case our 
system sends the reject message you just received.
Attached is the message [EMAIL PROTECTED] received from you.

 There are many people subscribed to the Flightgear-Users mailinglist and 
 *everybody* who sends a mail to this mailinglist will get this annoying mail!

The message was sent to your email address only - Not to the mailing list.


SAFe-mail is a secure communication system, and we believe that security and 
privacy are very important, for both SAFe-mail users and users like you. This 
means that in addition to our efforts to protect our users from Spam, we work 
hard to make sure that our own users aren't sending out spam.

You can learn more about spam and check whether a user was deleted as spammer 
at https://www.safe-mail.net/spam 


Best Regards,
SAFe-mail support

 Original Message 
From: Christian Mayer [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [Fwd: Rejected: Re: [Flightgear-users] Problem with fgrun]
Date: Tue, 28 Dec 2004 13:40:03 +0100

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Dear Sir od Madam,

the attached mail was sent from your domian. As I have no contract with
you but repreatedly get these annoying mail I ask you to stop these mail
*immediately*!

There are many people subscribed to the Flightgear-Users mailinglist and
*everybody* who sends a mail to this mailinglist will get this annoying
mail!

If these SPAM mails don't stop I'll report you at the necessary places.

Thanks,
Christian Mayer
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Innis Cunningham schrieb:
| Hi Erik
|
| Hi Erik
| Sorry for seeming so dumb but were might I find that on a
| windows 98 system.
| Thanks for your help.
|
| Found it.
| For all those windows people out there it was in
| WINDOWS\application data\flightgear.org.
| Or at least that is were it was on my windows 98
| system.
Be careful!
These paths differ for the different language versions of Windows!
I.e. I hate the stupid installers that want to install the programms in
~ C:\Program Files\...
as my German Windows (and all reasonable installers) defaults to
~ C:\Programme\...
A litte look at the commandline with set showed me these interesting
environment settings:
HOMEDRIVE=C:
HOMEPATH=\Dokumente und Einstellungen\cm
ProgramFiles=C:\Programme
SystemDrive=C:
SystemRoot=C:\WINDOWS
TEMP=F:\tmp
TMP=F:\tmp
USERNAME=cm
USERPROFILE=C:\Dokumente und Einstellungen\cm
windir=C:\WINDOWS
So you probably should look for %USERPROFILE%\flightgear.org
CU,
Christian
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Re: [Flightgear-devel] Rounding in nav/comm frequencies?

2004-12-31 Thread Christian Mayer
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Dave Martin schrieb:
| Any clues as to why, when I try to display the output
| of /instrumentation/comm/frequencies/selected-mhz etc on my Comm
radio, The
| output gets rounded down or reduced by 0.01 in some cases but not others.
|
| ie: set 120.5 displayed 120.49
|
| set 120.8 displayed 120.8
|
Floating point rounding error? (There are many simple numbers that we
use, that floating point numbers can't represent. E.g. 0.01)
If the floating point number gets cut off and not rounded you'll also
might get that effect.
Could you try to add 0.005 before rounding/cut off and see if that helps?
CU,
Christian
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Re: [Flightgear-devel] [OT] Spectacular ground transport

2004-12-16 Thread Christian Mayer
Well, I can only respond with an air transport:
  http://www.flugzeugbilder.de/show.php?id=256867
(I haven't scanned my own pictures yet; if you search for Beluga and MUC 
you'll find lots of pictures on the net)

There an A310 (history of this plane: 
http://www.planemad.net/Production_List/Airbus/A310/276.html) was cut 
and the front part was brought to the Fraunhofer Institute in 
Holzkirchen to serve as an laboratory for research of the effects of 
long distance flying on humans.

The first part of the plane was carried by an Beluga to MUC (EDDM) and 
from there by a extra heavy road transport to its destination.

As my dad is/was responsible for this laboratory (the last thing before 
retirement) I could be at the airport as the Beluga arrived and unloaded 
the plane.

Currently I'm trying to convince them to use FlightGear for their visuals...
CU,
Christian
Ampere K. Hardraade schrieb:
More picutures can be found here:
http://www.airliners.net/search/photo.search?regsearch=PH-BUKdistinct_entry=true
Ampere
On December 16, 2004 03:43 pm, Durk Talsma wrote:
Tonight an old  KLM-747 will be shipped through the canals of Amsterdam on
it's way from Schiphol Airport (EHAM) to the new Aviodrome
(http://www.aviodrome.nl) museum at Lelystad airport (EHLE).
I found some pictures at:
http://www.ruudleeuw.com/phbuk-15dec04.htm
The transport will pass near where I live in a few hours, so I'm tying to
see if I can catch a glimpse.

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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-16 Thread Christian Mayer
Thomas Förster schrieb:
Am Mittwoch 15 Dezember 2004 14:48 schrieb Oliver C.:
On Wednesday 15 December 2004 07:35, Paul Surgeon wrote:
I hope we either drop PUI (plib's UI) or at least do a major upgrade to
it. We use PUI in the menus at the moment and in my opinion the widgets
look absolutely GHASTLY.
What could we use instead of PUI?
What gui library uses OpenGL?
Well, I don't think that replacing PUI has a high priority.
I doesn't look that bad (but doesn't mirror the OS style). And it get's 
drawn by OpenGL with a low overhead.

So we should improve the underlaying functionality first, bevore we 
consider exchanging PUI.

For integration with existing desktops it's possibly best to use their native 
libs. QT for example provides an OpenGL widget, so all of the gui (menu, 
dialogs) could be native QT Widgets.

Also if the sim runs in the context of a GUI it will be easy to switch between 
them at startup, i.e. 'fgfs --gui-gnome' runs a GTK based GUI, whereas 'fgfs 
--gui-qt' runs a qt based one.

Don't know about possible performance issues, though. :-(
This sounds like unlimited resources where you can afford the luxurity 
to code a GNOME, as Qt, a Windows, a MacOS, a [...] interface...

A Qt only interface sounds good - but Qt isn't free for Windows (you'll 
only get an 30 day evaluation copy IIRC), so we can't use it :(

CU,
Christian
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Re: [Flightgear-devel] Things to do to improve Flightgear

2004-12-14 Thread Christian Mayer
Ironhell3 . schrieb:
I believe that flightgear is a great game but in my opinion it is not 
very user friendly.In order to have more users trying our game and thus 
provide more feedback we have to make some steps:

1) Update the splash screens. We have the same ugly splash screens for 
the past 3 years
Good point. Where are the splash screens you prefer?
(Hint: That's a good place to start to contribute, even when you don't 
know how to program)

2) Use a menu to select starting aircraft and airports. We should init 
the game with very minimum code and then present to the user a nice menu 
with the logo of FG and two scrollbars, one for the aircrafts and one 
for the airports. This data could be updated dynamically based on which 
aircrafts we have in the installation directory
I second that. But as I'm now contributing code for that I shouldn't 
talk too lound... :)

3)Work on the multiplayer part. It would be very fun if two or more 
players could connect to one of them running the server and fly 
together. I know there is initiall work on this but i don't thing it is 
very usable at the moment
That's something *I* do not need. But again, those how programm decide...
CU,
Christian
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Re: [Flightgear-devel] New nasal features coming

2004-12-07 Thread Christian Mayer
Andy Ross schrieb:
Curtis L. Olson wrote:
Finally, I get to realize my dream of re-implimenting all FG
algorithms using recursion.
Not to ruin the joke, but you could do that already.  Nasal has always
been a fully functional language, with recursion, lexical closures and
anonymous lambda expressions. :)

We should recode FGFS functional then.
Then I can proofe that that I'll never crash a plane! :)
CU,
Christain
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Re: [Flightgear-devel] Inner marker sound

2004-12-04 Thread Christian Mayer
Chris Metzler schrieb:
On Sat, 4 Dec 2004 09:46:00 +0200
Paul Surgeon [EMAIL PROTECTED] wrote:
Is there anyway of stopping the inner marker sound going off whenever
starting at an airport on the runway?
This is a bug I presume because I do not know of any inner markers
located directly on the runway thresholds and it stops once the sim is
loaded.
I have to turn my sound down when starting FG, it's so loud.
Just to follow up on this -- I can't confirm this; it doesn't happen
for me.  But it does happen for people other than Paul; there've been
users coming into the #flightgear IRC channel asking about how to
fix this.
I can confirm it under Windows (haven't tried Linux though)
It even played when I had the old sound card driver and FGFS didn't 
start (see older threads).

CU,
Christian
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Re: [Flightgear-devel] Traffic Management screenshots

2004-11-29 Thread Christian Mayer
Chris Metzler schrieb:
I'm curious whether you have ideas on how to generate traffic data
(flights and flightplans) for the aircraft that the TrafficManager
and AIManager will handle.  Are you thinking of doing real-world
flights?  If so, is there a good place to harvest that data?  
You can try the homepage of the StarAlliance (they consist of quite a 
few big carriers).

AFAIK the offer their timetables in an electronic format to download.
At least they have them packaged for PDAs and a very cool screen saver 
where you can see all flights at their current (predicted) position. 
(Sorry for Windows only IIRC)

CU,
Christian
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[Flightgear-devel] Re: [Simgear-cvslogs] CVS: source/simgear/sound soundmgr_openal.cxx, 1.7, 1.8

2004-11-21 Thread Christian Mayer
Curtis L. Olson schrieb:
Log Message:
I don't understand why FreeBSD doesn't see isnan() after including math.h
but it doesn't.  Trying the apple approach to fixing isnan results in an
infinite loop (making me wonder what happens on OSX?)  This is an alternative
approach to checking isnan() on freebsd ...
[...]

+ #if defined (__FreeBSD__)
+ inline int isnan(double r) { return !(r  0 || r  0); }
+ #endif
This test will break if r == 0
CU,
Christian
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Re: [Flightgear-devel] nurbs headaches

2004-11-08 Thread Christian Mayer
Curtis L. Olson schrieb:
I find that when I try to interpolate a nurbs surface through the grid 
points, the resulting surface misses many/most of the points, which is 
not what I expected.  I also tried a least squares fit which actually I 
*really* like, however, I'm finding that the least squares fit blows up 
on some data sets for no apparent reason ... there's nothing ill defined 
about the data sets it is blowing up on.
NURBS aren't good conditioned. That means that depending on the input 
data it can easily happen that your result will be rubbish.

I don't know what least square fit you are doing, but it might as well 
be badly implemented (I don't know of the top of my head if they are 
badly conditioned as well)

What you might try is putting a bezier patch through the points. The 
Bezier curve guarantees you that it won't leave the convex hull of your 
points. But it won't go through your controll points (what you actually 
want to achive to smooth your data...)
And IIRC bezier curves are good conditioned.

Does anyone have any experience with nurbs++ 
No, I have never used nurbs++
or any other nurbs library 
who could help me out here?  
I've heard quite a bit over nurbs in my numerics course at university though
I'm *not* looking for people who can help 
me google.
Well, googling for bezier 2d gave me:
http://www.cs.wpi.edu/~matt/courses/cs563/talks/surface/bez_surf.html
(not exactly what you are looking for, but it looked like an easy to 
read memory refresher)

Oh, I forgot I shouldn't have helped you googling :(
CU,
Christian
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Re: [Flightgear-devel] nurbs headaches

2004-11-08 Thread Christian Mayer
Curtis L. Olson schrieb:
Christian Mayer wrote:
What you might try is putting a bezier patch through the points. The 
Bezier curve guarantees you that it won't leave the convex hull of 
your points. But it won't go through your controll points (what you 
actually want to achive to smooth your data...)
And IIRC bezier curves are good conditioned.
How would I determine the control points?
I'd take the noisy hight resolution DEM-data as the control points. The 
bezier surface will automatically smooth the data then.

The bezier surface won't go through the control points - except the 
start and endpoint (in the 1D/2D case; in 3D the border points)

I suggest you try an interactive demo of bezier lines (are the bezier 
surface demos as well?) in the internet. There are many Java-applet 
implementations arround.

Well, googling for bezier 2d gave me:
http://www.cs.wpi.edu/~matt/courses/cs563/talks/surface/bez_surf.html
(not exactly what you are looking for, but it looked like an easy to 
read memory refresher)
It would be great if I didn't have to write and debug my own bezier 
library, are you aware of any existing code that could help me out here?
I don't know any implementations, but I'm sure Norman's sources are as 
good as they allways are. :)

BTW: At least in the case of bezier lines the implementation is very 
easy. I've done it a few times already. It's so easy that I prefer 
writing it myself than reading foreign code ;)

CU,
Christian
PS: (Nearly) every paint/graphics programm has bezier curves.
PPS: The reason why NURBS are thought of the best splines is just 
their flexibility (you can model exact circles). But in reality more 
simple splines are usually better suited
PPPS: You can fill whole lectures on the pro and cons of the different 
splines

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Re: [Flightgear-devel] St. Elmo's Fire

2004-11-02 Thread Christian Mayer
David Culp schrieb:
I've been playing with modeling St. Elmo's Fire as an instrument:
http://home.comcast.net/~davidculp2/stelmo-clear-sky.jpg
http://home.comcast.net/~davidculp2/stelmo-in-clouds.jpg
which is convenient, but has some problems.  The main problem here is that 
it's barely visible inside of clouds, where one would expect to see it.  If I 
change the time-of-day to something darker the panel code darkens and redens 
everything, which ruins the effect.

Then of course there's the problem of setting up a boolean property that 
randomly, and rapidly, is true, in order to model flickering.  
To increase contrast, you could draw the lines in black for one frame, 
then white for a few frames and then balck again for one frame.

This works at least for normal lightning (but it can be that it won't 
work here)

CU,
Christian
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