Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Ralf Gerlich

Melchior FRANZ schrieb:

Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.


Maybe the normals of the faces don't get interpolated as well? (Just a 
stab in the dark)


Regards,
Ralf

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Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Ralf Gerlich

Hi,

Josh Babcock schrieb:

Especially if there are a lot of other objects attached to it. The B-29
has over a hundred objects attached to the wings. Each of those would
have to be animated with the wings, and that would mean duplicates of
all of them using the tween method.


Just an idea, but would it help to define a specialised bending 
animation instead of the general purpose morph? By defining a 
transformation function which could bend a structure and applying it to 
all meshes in a given branch at least bending the wings could be made a 
whole lot easier for the modellers.


Such a function transforming a point p into p' could be (out of the back 
of my head)


p'=p+k*u*((p-p0)*v)^2

where p0=(p0x,p0y,p0z) defines a fixpoint of the transformation, 
u=(ux,uy,uz) with defines the up-axis in which direction the mesh is 
bent and v=(vx,vy,vz) defines the axis along which the bending increases.


k*||u|| and ||v|| define the strength of the bending, where k is a 
floating factor controlling the bending just like the morphing factor.


Hrm, no that would still leave us with the problems regarding the other 
animations (center-points, rotation axes), except if these would be 
applied before the bending.


Ah, well, I'll go back to my scenery now ;-)

Regards,
Ralf

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Ralf Gerlich

Hi,

Paul Surgeon schrieb:

We're still stuck not being able to model airports properly.
TaxiDraw is a great tool but I really don't like being limited to rectangular 
taxiway sections - they look awful.


Work is under way for major modifications to TaxiDraw, which also target 
different modelling possibilities. However, this is nothing which is 
done in a day or even seven days ;-)


Regards,
Ralf


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Re: [Flightgear-devel] [Re] Buildings?????

2005-11-24 Thread Ralf Gerlich

Hi,

Buchanan, Stuart schrieb:

--- Steve Hosgood wrote:


On Wed, 2005-11-23 at 18:01, Martin Spott wrote:
I know this topic comes up from time to time, but it strikes me that the
only way you can ever hope to handle the custom terrain  scenery
question is to cater for a two-layer approach:




Hi Steve,

Apologies if I've misunderstood your answer, but I think we can already do
this by setting the FG_SCENERY environmental variable appropriately.


This is actually the way I'm using the Lake Constance scenery and it's 
the way proposed on the Lake Constance Scenery Download site. It works.


Cheers,
Ralf

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Re: [Flightgear-devel] [Re] Buildings?????

2005-11-24 Thread Ralf Gerlich

Steve Hosgood schrieb:
[SNIP]

OK, so what was the original poster bothered about again? Sounds like
it's all working as expected.

I suppose I could complain that maybe the reliance on an environment
variable to point to the scenery may be great for scenery developers,
but isn't so great for package maintainers who might like to try and
make (say) FlightGear-LakeConstance-Scenery-0.9.9-0.rpm

Rather difficult for the post-install script in a package to make sure
that the users' environment gets updated to know about the new scenery.
Even more difficult to remove it cleanly and correctly afterwards when
they uninstall the package.


Probably the idea was to have some automagic way of creating or amending 
that scenery search path. One way would be to have some directory, where 
you could put subsceneries in, e.g.,


/usr/share/FlightGear
 LakeConstance
 Terrain
 Objects
 SanFrancisco
 Terrain
 Objects
 etc.

Scenery installers would just drop their stuff into that directory (let 
us not discuss about the actual location, we had that discussion 
already; we might only discuss how an installer would find the actual 
path on the target system) and FlightGear or some other tool would 
create an appropriate scenery path list from that. Ordering would have 
to be taken care of as well, as you wouldn't want the standard scenery 
on top of your custom scenery installations - well, you could, but you 
could then as well deactivate that custom scenery ;-)


It might be possible to add something like that to fgrun, but I've only 
just recently found out that there is such a thing ;-)


Might also be a good idea to add some meta information - author, 
version, (short) description, license, whatever - for display in the 
scenery configuration tool.


Oh, and there's that other thing: I plan on adding some nice AI features 
to the LakeConstance scenery in the future, such as ferries on the lake, 
the Zeppelin making its sightseeing tours, etc. It would be great if one 
could just drop the scenario configuration files into that LakeConstance 
subdirectory - might as well be LakeConstance/AI or whatever - to have 
them loaded, instead of having to instruct the user to modify their 
preferences.xml or similar.


Cheers,
Ralf

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Re: [Flightgear-devel] [Re] Buildings?????

2005-11-24 Thread Ralf Gerlich

Hi,

Thomas Förster schrieb:
[SNIP]
The complaint was not about being able to have customized scenery. The 
complaint was that there is no way of customized scenery to become part of 
the standard scenery. That way everyone could share the joy of nicely 
modelled local sceneries, not just the original creator.


Oh, we might very well consider customized scenery outside the standard 
scenery. For example, it is not possible to do photo scenery outside the 
US as a free package. It's just too costly.


However, that's not the problem here. ;-)

Cheers,
Ralf

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[Flightgear-devel] Searching for TerraGear-Bug-Hunters

2005-11-22 Thread Ralf Gerlich

Hi all,

about two weeks ago Curt started preparations for a scenery regeneration
run using the new shapefile data from Martin Spott's Terrain Data
Database. In order to be able to accept custom scenery modifications to 
the standard scenery we need to get this part working.


This is what he reported to me:


I haven't had a chance to dig into this yet (and I'm not sure I will
today) but when processing the rivers_stream database, it reports
760648 records.  However, the process quit peacefully after
processing only about 72000 records (i.e.  10% of the reported
number of records).  Any ideas.  I didn't see any sort of
segfault/coredump type message.


I was unable to reproduce the problem up to now and we're kinda stuck.

I'm therefore searching for helpers who can get TerraGear running on 
their system and try to reproduce the bug. You can use 
src/Prep/ShapeFile/process.sh for this.


Download the shapefiles

ftp://ftp.ihg.uni-duisburg.de/FlightGear/TGShapes/rivers_stream.tar.bz2

and optionally

ftp://ftp.ihg.uni-duisburg.de/FlightGear/TGShapes/landmass_default.tar.bz2

and untar them into a new directory. Change process.sh to have SHAPEBASE 
point at these shapefiles and WORKBASE at a place where you want to put 
the results.


Try it only with rivers_stream.tar.bz2 for starters, but I'm not sure 
whether the previous instance of shapedecode (decoding landmass) already 
mixes up the working directory, which could cause the crashes as well.


WARNING: This test run will take many GBs of your free disk space. The 
last time I tried, I wasn't yet at the 72000 records mark and my disk 
was full (previously 5GB free).


So far we found out that the polygons for lines touching the date line 
(180 deg longitude E/W) get mixed up, as the widened polygons for these 
lines cross the date line. However, we were not able to find out whether 
this has anything to do with the crash/termination Curt described.


So far Curt saw it crash on these records: 72447, 194774, 196576

Thanks in advance.

Cheers,
Ralf


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Re: [Flightgear-devel] Re: [0.9.9] screenshots for flightgear.org

2005-11-19 Thread Ralf Gerlich

Hi,

Georg Vollnhals schrieb:

http://home.arcor.de/vollnhals-bremen/FGScrSh/FGSrSh0005.jpg
http://home.arcor.de/vollnhals-bremen/FGScrSh/FGSrSh0006.jpg


can I trust my eyes? This must be from the lake-constance scenery...near 
Bregenz...cool! ;-)


Ralf

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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-14 Thread Ralf Gerlich

Hi,

Martin Spott schrieb:

Several people did comparisons between VMAP0 data and reality and it
looks like VMAP0 is not very accurate at all in this area. I expect
that we an offer a guide to the community in the not so distant future
that explains how people can improve the landcover data and submit
these improvements.


Erm, yes...working on the GRASS-HowTo for Scenery Designers ;-) Didn't 
get far yet...


Regarding the quality on VMAP0, I can't tell for the whole world, but at 
least in the South Germany area I have found bogus freeways and lots of 
important details are missing, such as landmark intersections for 
reporting points, whole towns and cities, etc. My hometown wasn't in 
there!!! ;-)


With the standard scenery I couldn't find my way around my very home 
area...which should mean something ;-) With the altered scenery I do.



Please keep in mind that carefully altering landcover data might
comsume a noticeable amount of time   On the other hand you will be
compensated by very nice visual effects,


Oh yes! :-)

Cheers,
Ralf

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[Flightgear-devel] Joystick issues with throttleAxis()

2005-11-09 Thread Ralf Gerlich

Hi,

some time ago a new version of the joystick configuration file for 
Logitech Wingman FF 3D was committed, containing a change to the 
throttle-handling.


Shortly after that I couldn't get the engines down to idle. As I 
noticed, jsdemo reports that the throttle axis returns +0.3 when on 
idle. I'm using Linux on a 2.6.8 kernel.


I thought that plib would calibrate the joystick axes to 0 in the 
positions they are in on construction of the plib Joystick object. 
However, there is no evidence on this in the plib code.


I had to go back to a previous version of the configuration file and 
idling worked again.


Maybe we should have a general calibration utility and load the 
resulting data on FlightGear startup. This would also spare us some of 
the offset-hacks in joystick configuration files. I don't have time 
right now (maybe within a week's time), but if nobody else jumps in I'll 
create a tool as soon as I have time.


Best regards,
Ralf

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Re: [Flightgear-devel] Joystick issues with throttleAxis()

2005-11-09 Thread Ralf Gerlich

Hi,

Dave Culp wrote:

On Wednesday 09 November 2005 12:58 pm, Ralf Gerlich wrote:

[SNIP]

Shortly after that I couldn't get the engines down to idle. As I
noticed, jsdemo reports that the throttle axis returns +0.3 when on
idle. I'm using Linux on a 2.6.8 kernel.




That configuration file applies an offset of -0.3 prior to the scale.  That 
shouldn't be allowed, and I guess someone's personal configuration snuck in 
by accident?


The major change to that file was that appropriate Nasal-scripts are 
used on throttle and other axes and that's a Good Thing (tm). However, 
that effectively broke the calibration that was in there, as 
throttleAxis() and friends don't currently support these offsets.


I was just thinking of a more general way of solving the calibration 
issues than putting it into the configuration files.


Regards,
Ralf

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Re: [Flightgear-devel] CVS make error (Cygwin)

2005-11-07 Thread Ralf Gerlich

Hi,

Kevin Jones wrote:

Hi,

CVS FG source at 2:30pm (UK time) Monday 7th November fails to make
on Cygwin with the following error:

make[2]: Entering directory blah/source/src/MultiPlayer
make[2]: *** No rule to make target `tiny_xdr.cpp', needed by
`tiny_xdr.o'.  Stop.

Can anyone help?


Had the same error yesterday on Linux. You need to rerun ./autogen.sh in 
the FlightGear source root.


Hope this helps,
Ralf

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Re: [Flightgear-devel] New Release of Lake Constance custom scenery

2005-10-25 Thread Ralf Gerlich

Hello,

Georg Vollnhals schrieb:

Hi Ralf,
thank you and all the Lake Constance Team Members for improving that 
wonderful piece of (scenery) cake for VFR flyers.
I just managed due to lack of freetime to make a freeflight around LOIR 
(to the south and north) and could clearly see what you improved when 
passing the borders of the scenery in the south (barrier). Flying 
further it really looks very odd!


Hm, this actually is due to the fact that I generated all scenery tiles 
within the bounding box around our data. This means that we have some 
tiles where nothing than airports and hills and mountains covered by 
forest are present. I should remove the empty tiles so that the 
standard scenery can come through there.


Regards,
Ralf

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[Flightgear-devel] New Release of Lake Constance custom scenery

2005-10-23 Thread Ralf Gerlich

Hello all,

Ingrid has been working hard on the scenery data and we're proud to 
release a new version of the Lake Constance custom scenery.


In fact it is not only a scenery of Lake Constance anymore. The new 
scenery has lots of the alps east of the Lake Constance, so you can fly 
from Fuessen (site of the well-known Castle Neuschwanstein - which is 
not yet in the scenery ;-) to the Lake Constance all by visual 
navigation. There are lots of valleys to explore. Just have a look at 
the status page. We even have Kempten and Memmingen.


The nearest airport to Fuessen is Reutte (LOIR), a nice little grass 
airstrip with a challenging traffic pattern. You can find the approach 
plans 
(http://tr000127.host.inode.at/flugsportverein-reutte.at/images/anflugblatt.pdf) 
from the site of the Reutte aviators club at 
http://www.flugsportverein-reutte.at/


Follow the Lech river from Reutte to the north. LOIR lies just at that 
river. The Lech turns to the west and the valley opens up. North of that 
valley lies Fuessen, with the artificially backed-up lake Forggensee.


Following the border of the Alps to the West, you will after about 40NM 
reach Lindau at Lake Constance (cannot miss it). Follow the northern 
shore towards the west and you will reach Friedrichshafen after another 
10NM.


Perhaps I will publish some more routes through the alps ;-) You will 
find that the view is absolutely breathtaking :-)


The homepage of the project can be found at 
http://web44.netzwerteserver2.de/


The scenery is on the Download page.

Have fun!

Best regards,
Ralf

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Re: [Flightgear-devel] Winter Textures - screenshot

2005-10-23 Thread Ralf Gerlich

Hi,

Arnt Karlsen schrieb:
On Sat, 22 Oct 2005 11:27:56 +0200, Ralf wrote in message 
I'd say we need different texture-names for lakes which freeze in the 
winter and those that don't.



..aye.  Delay lake freezing around river mouths and speed thawing there,
the currents.  We want Artic ocean 'n bay 'n fjord freezing too?  ;o)


Erm, ok...working on custom scenery all the time I forgot that the VMAP0 
data does not give us this information. %-)


Regards,
Ralf


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Re: [Flightgear-devel] Winter Textures - screenshot

2005-10-22 Thread Ralf Gerlich

Hi,

Dave Culp schrieb:

screenshot:  http://home.comcast.net/~davidculp2/PC7-winter.jpg


BTW, my lakes are still blue.  Do we need an ice-water texture?


The Lake of Constance - the greatest lake in German-speaking Europe - 
only seldomly freezes. The last so-called Seegfrörne (lake-freezing 
in the local dialect) was in the 60's.


I'd say we need different texture-names for lakes which freeze in the 
winter and those that don't.


Best regards,
Ralf

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Re: [Flightgear-devel] Never ending story: Building SimGear CVS under Cygwin

2005-10-21 Thread Ralf Gerlich

Hi,

was this resolved somehow? I'm trying to get current 
FlightGear+TerraGear compiled on pure Cygwin (no -mno-cygwin) and get 
the same problem on compiling SimGear.


I have installed opengl and freeglut and I don't find the WGL_... 
symbols anywhere except for simgear/screen/extensions.hxx, where it only 
is defined if GL_ARB_multisample is not defined.


GL/glxext.h defines GL_ARB_multisample and seems to be included 
indirectly over some levels from GL/gl.h


I applied a quick fix, removing the WGL_... #defines in extensions.hxx 
from the surrounding #ifdef and now SimGear compiles, but I didn't yet 
get to running FlightGear.


BTW @Norman: What version of OpenAL did you use for preparing the 
OpenAL-binaries for Cygwin to be found on your site? Did you apply any 
patches to that?


Best regards,
Ralf

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

2005-10-17 Thread Ralf Gerlich

Hi,

Ampere K. Hardraade schrieb:
[SNIP]
Time might as well be spent on thinking of how we are going to convince Robin 
to use our new format instead of thinking of a way to expand Robin's 
database.


I think that Robin could actually be pretty open for this: 
http://x-plane.org/home/robinp/#Future


However, as he indicates in the last paragraph of that section, he has 
his own constraints...


Best regards,
Ralf

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

2005-10-17 Thread Ralf Gerlich

Hi,

Ampere K. Hardraade schrieb:
[SNIP]

One can use rectangular or bent taxiway sections but when you get to all
the weird and wonderful taxiway layouts it's impossible to do with a
generic taxiway structure. This is very apparent where taxiways intersect
other taxiways, runways or aprons.

The only thing that made sense to me was a 2D CAD type app like TaxiDraw
which can draw polygons of any shape and size.

[SNIP]
I agree with the accessment that using raw polygons is about the only way to 
have proper taxiways.  Really, a taxiway is anything but rectangular, and no 
matter how you mix and match a bunch of rectangles, it is simply impossible 
to achieve the level of complexity that you can see in real life.  A CAD type 
application for drawing taxiways may not be a bad idea. However, I think that 
the process of taxiway generation should have nearly zero human involvement 
instead.


We may not be able to reach this. However, I think that a combination of 
different tools for different objectives could do the trick. For 
example, the basic taxiway layout could be done by drawing the 
centerline as a polyline or spline. This data could also be used for 
exporting the AI data for Durk's ground AI. For all specialities this 
could be refined using more general geometry, such as polygons or 
whatever is suitable. No need to force pure polygon editing only 
because there may be a few places on an airport where we may need it.


Cheers,
Ralf

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

2005-10-17 Thread Ralf Gerlich

Martin Spott schrieb:
[SNIP]

With the layout I've proposed you'll be able to determine everything
that's needed: The taxiway direction and hence the direction of the
centerline are determined by the perpendicular on the face sides of the
junction, where the regular taxiways are being connected. You can
determine how the centerline crosses the junction by calculating a
spline between these two opposing perpendiculars. You have an exact
description of the arc between the crossing taxiways and you have the
ability to smoothly connect the arc to the straight part by determining
the point where the tangent of the arc matches the straight taxiway
boundary line.


With that you almost described what I had in mind for further improvement.

I'd also favour a compact format in which all such information is to be 
found. Sometime in the future we may have a graphics engine which 
supports drawing rounded taxiways on the fly using some kind of dynamic 
level of detail, getting rid of straight rounds. We wouldn't want to 
start over once again with the taxiway format.


Actually, the more compact and more abstract the data format is, the 
easier editing will become. I don't want to draw two sides for every 
constant width taxiway I edit. However, we might also need more 
finegrained editing features for layouts as Paul showed in his screenshots.


We won't be able to make a full jump from the current rectangle format 
to the final new format, but we should what we're aiming at.


I'd also propose keeping the old genapts and editing using rectangles 
in there as long as the X-Plane folks haven't yet jumped on our train 
and as long as the majority of airports is still in this format. Also we 
don't want to risk the huge number of X-Plane airport designers using 
Taxiway now to be scared away just because we're moving on.


Regards,
Ralf

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

2005-10-16 Thread Ralf Gerlich

Hi,

Christian Mayer schrieb:

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?


The original intention was to produce both ground AI data and the 
scenery representation from these polylines. The line segments and 
joints should be automatically converted to an appropriate approximation 
using rectangles. However placing rectangles will still be available, at 
least in what I have in mind.


I'd definitely favour a new format with polygons, proper curved 
centerlines, etc., but currently the X-Plane format does not support 
this and we currently have no way of syncing it with Robin Peel's 
database - except by generating polygons from Robin's data just the way 
we're doing it now. However, I don't think that is the intention.


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.



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.

Best regards,
Ralf

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

2005-10-15 Thread Ralf Gerlich

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.


For starters I intended to create rectangles from that polyline data as 
appropriate, keeping the old format.


Best regards,
Ralf

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Re: [Flightgear-devel] a question on Sound/fg_fx.cxx /sim/sound/pause processing

2005-10-13 Thread Ralf Gerlich

Hi,

Jon Stockill schrieb:

Oliver Schroeder wrote:

Which reminds me of another thing. Is it possible to use /dev/dsp in a 
non-blocking mode? I want to start a second application which uses 
/dev/dsp while flightgear is running.
I was investigating several applications which can serve as a radio 
for multiplayermode and noticed that it is not possible.



esd or artsd would allow you to share the device. I suspect you'd need 
to start the sound daemon, then your comms s/w (which would need to use 
the device read/write), then flightgear (write only).


I'm starting FlightGear on Linux as

   esddsp fgfs

which essentially detours access from /dev/dsp to the sound daemon. 
There is a delay in audio of about 1/2s (try the flaps), but otherwise 
it's fine.


Regards,
Ralf


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Re: [Flightgear-devel] [PATCH] a new doc file to document the realtime wx update

2005-10-13 Thread Ralf Gerlich

Hi,

Vassilii Khachaturov schrieb:

I suggest to name it data/Docs/README.Real-WX

Real-world Weather Update
=
Launch fgfs with the following two command-line switches in addition to
whatever else you put there:

$ fgfs --prop:/environment/params/real-world-weather-fetch=true 
--prop:/environment/params/control-fdm-atmosphere=true


Why not --enable-real-weather-fetch?

Regards,
Ralf

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Re: [Flightgear-devel] [PATCH] a new doc file to document the realtime wx update

2005-10-13 Thread Ralf Gerlich

Hi,

Vassilii Khachaturov schrieb:

$ fgfs --prop:/environment/params/real-world-weather-fetch=true
--prop:/environment/params/control-fdm-atmosphere=true


Why not --enable-real-weather-fetch?




Because I didn't know about the shorthand option :-)


:-)


BTW, the second property is not affected by this switch still;


Hm, this is interesting. As far as I see the switch controls whether 
temperature, pressure and air density are passed on to the FDM - which 
_I_ didn't know about.


Regards,
Ralf

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Re: [Flightgear-devel] How does the weather work in FlightGear?

2005-10-12 Thread Ralf Gerlich

Hi,

Mike Rawlins schrieb:

Maybe the best solution would be to make the
transition  of cloud height, air temperature, and wind
from one METAR to the next occur over some length of
time (minute or so), rather than abruptly. If this is
possible. 


I think this could be a good idea at least for clouds. Air temperature 
and pressure could be interpolated spacially, e.g., by IDSW or similar. 
Maybe there is even a possibility to realistically interpolate wind 
speed and direction this way.


Possibly the issue about air pressure would be most interesting for 
realistic flights over longer distances. I don't have a pilot's license, 
but I know a German saying Vom Hoch in's Tief geht's schief, meaning 
something like flying from high pressure region into low pressure region 
will make you descend when you don't check your barometric pressure 
setting regularly. I'd say that a slow change of pressure is more likely 
to evade the attention of a pilot than a sudden change in altitude 
indication.


Regards,
Ralf

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Re: [Flightgear-devel] Some new AI traffic screen shots

2005-10-12 Thread Ralf Gerlich

Hi,

Durk Talsma schrieb:

Hi Folks,

A few days ago I promised to put some AI traffic screenshot on my website. The 
site's up and running again, so here they are. 


This looks absolutely great.

When do you think we will be able to see first versions of this in the 
CVS or via a patch?


Regards,
Ralf

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Re: [Flightgear-devel] weird crash in sgMakeLeaf()

2005-10-11 Thread Ralf Gerlich

Hi all,

I did some further analysis on this bug and I found that in line 237 of 
leaf.cxx


texcoord = texcoords[ tex_index[i] ];

tex_index[i] is negative in the case of the crash. Specifically, the 
value in my case is 0x8000, which looks like a 
short-to-int-conversion problem. (Yes, the custom scenery is pretty 
detailed in some parts and yes, I'm working on a reduction of vertices 
as well ;-)


IIRC there was a change to the scenery code from short to int some time ago.

Regards,
Ralf

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Re: [Flightgear-devel] [fixed] weird crash in sgMakeLeaf()

2005-10-11 Thread Ralf Gerlich

Hi,

this patch should fix the bug.

Regards,
Ralf

Ralf Gerlich schrieb:

Hi all,

I did some further analysis on this bug and I found that in line 237 of 
leaf.cxx


texcoord = texcoords[ tex_index[i] ];

tex_index[i] is negative in the case of the crash. Specifically, the 
value in my case is 0x8000, which looks like a 
short-to-int-conversion problem. (Yes, the custom scenery is pretty 
detailed in some parts and yes, I'm working on a reduction of vertices 
as well ;-)


IIRC there was a change to the scenery code from short to int some time 
ago.


Regards,
Ralf
Index: simgear/io/sg_binobj.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/io/sg_binobj.cxx,v
retrieving revision 1.8
diff -u -r1.8 sg_binobj.cxx
--- simgear/io/sg_binobj.cxx	1 Oct 2005 11:41:59 -	1.8
+++ simgear/io/sg_binobj.cxx	11 Oct 2005 17:16:08 -
@@ -240,8 +240,8 @@
 	if ( nbytes  buf.get_size() ) { buf.resize( nbytes ); }
 	char *ptr = buf.get_ptr();
 	sgReadBytes( fp, nbytes, ptr );
-	int count = nbytes / (idx_size * sizeof(short));
-	short *sptr = (short *)ptr;
+	int count = nbytes / (idx_size * sizeof(unsigned short));
+	unsigned short *sptr = (unsigned short *)ptr;
 	int_list vs; vs.clear();
 	int_list ns; ns.clear();
 	int_list cs; cs.clear();
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[Flightgear-devel] weird crash in sgMakeLeaf()

2005-10-10 Thread Ralf Gerlich

Hi all,

I'm getting weird SIGSEGV crashes in sgMakeLeaf, specifically in line 
238 of simgear/scene/tgdb/leaf.cxx. I'm still in the progress of finding 
a way to reproduce this as the crash tends not to occurr sometimes, 
under conditions which I haven't found out yet.


I suspect that it has something to do with our custom scenery, but I'm 
not sure yet.


I'm just writing to find out whether others on this list had a similar 
problem. I have attached the printout of gdb so that maybe somebody can 
say if (s)he had a similar incident. Of course the addresses will not 
help, but maybe the structure of the messages.


I'll come back to you if I have further information.

Regards,
Ralf
[EMAIL PROTECTED]:~/misc/aviation$ gdb fgfs
GNU gdb 6.3-debian
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for details.
This GDB was configured as i386-linux...Using host libthread_db library /lib/tls/libthread_db.so.1.

(gdb) run
Starting program: /home/ralfg/misc/aviation/install/bin/fgfs
[Thread debugging using libthread_db enabled]
[New Thread 1082866720 (LWP 10491)]
opening file: /home/ralfg/misc/aviation/src/FlightGear-base/Navaids/carrier_nav.dat
/home/ralfg/misc/aviation/src/FlightGear-base/Navaids/TACAN_freq.dat
[New Thread 1309903792 (LWP 10494)]
[New Thread 1384573872 (LWP 10495)]
instrument name: adf
instrument name: adf
instrument name: airspeed-indicator
instrument name: altimeter
instrument name: attitude-indicator
instrument name: clock
instrument name: dme
instrument name: encoder
instrument name: marker-beacon
instrument name: heading-indicator
instrument name: KT-70
instrument name: magnetic-compass
instrument name: nav-radio
instrument name: nav-radio
instrument name: slip-skid-ball
instrument name: transponder
instrument name: turn-indicator
instrument name: vertical-speed-indicator
instrument name: gps
instrument name: wxradar
instrument name: tacan
Initializing Nasal Electrical System

Program received signal SIGINT, Interrupt.
[Switching to Thread 1082866720 (LWP 10491)]
0x404d0544 in ioctl () from /lib/tls/libc.so.6
(gdb) run
The program being debugged has been started already.
Start it from the beginning? (y or n) y
Starting program: /home/ralfg/misc/aviation/install/bin/fgfs
[Thread debugging using libthread_db enabled]
[New Thread 1082866720 (LWP 10496)]
opening file: /home/ralfg/misc/aviation/src/FlightGear-base/Navaids/carrier_nav.dat
/home/ralfg/misc/aviation/src/FlightGear-base/Navaids/TACAN_freq.dat
[New Thread 1309903792 (LWP 10497)]
[New Thread 1384573872 (LWP 10498)]
instrument name: adf
instrument name: adf
instrument name: airspeed-indicator
instrument name: altimeter
instrument name: attitude-indicator
instrument name: clock
instrument name: dme
instrument name: encoder
instrument name: marker-beacon
instrument name: heading-indicator
instrument name: KT-70
instrument name: magnetic-compass
instrument name: nav-radio
instrument name: nav-radio
instrument name: slip-skid-ball
instrument name: transponder
instrument name: turn-indicator
instrument name: vertical-speed-indicator
instrument name: gps
instrument name: wxradar
instrument name: tacan

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1309903792 (LWP 10497)]
sgMakeLeaf ([EMAIL PROTECTED], ty=6, matlib=0x55002790, [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED],
[EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED], calc_lights=true, lights=0x53d3fbf8) at point3d.hxx:209
209 point3d.hxx: Datei oder Verzeichnis nicht gefunden.
in point3d.hxx
(gdb)
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Re: [Flightgear-devel] Microsoft artwork (!) in the 707 panel

2005-10-10 Thread Ralf Gerlich

Hello,

Oliver Correll schrieb:

2.  To repaint the parts I took from the package
There I have one questions:

 When I go to the aircarft museum and take some cockpit photos. 
Can 	 I use them for panel painting (like the 737 panel) ??


 
You will need permission from the museum or aircraft owner to use the photo

commercially. At least in Germany.


I'm not sure whether commercially is the right word for this. IANAL, 
but the German legal term is AFAIK geschäftsmäßig, which basically 
means anything one a regular basis, not necessarily requiring an 
exchange of money between provider and client. This seems to include 
distribution of such a photo as part of a panel for open download from 
the internet.


Remember: IANAL.

Regards,
Ralf

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[Flightgear-devel] Elevation Contours and DEM experiment results

2005-09-22 Thread Ralf Gerlich

Hi all,

as we had the original discussion about elevation contours on the
flightgear-devel list, I'm crossposting this to flightgear-devel and to
terragear-devel, however I'd suggest replying to terragear-devel as this
is essentially a TerraGear issue.

After the discussion about integrating elevation contours into
TerraGear-generated scenery I did some experiments using digitised
elevation contours from current topographical maps and interpolations
from the standard SRTM DEM data.

I used GRASS to digitise contour data from scanned topographical maps
and generate a DEM model with about 4m/pixel resolution for a small
region using the v.surf.rst tool from GRASS. The resolution is quite
arbitrary, as it is the resolution of my scanned topomaps.

Then I interpolated the SRTM data for the same region and resolution
using a cubic interpolation. I found that both the interpolated SRTM
DEMs and the DEMs generated from the contour lines are quite similar.

Generating contours from the interpolated SRTM DEMs and laying them over
the digitised contours confirmed this finding. The contours do not
differ substantially from each other.

I then interpolated the SRTM DEMs for some other regions, generated
contours and overlaid them to the topomaps. Again, the contours from the
interpolated SRTM DEMs quite well match those from the topomaps - at
least I think that the differences in terrain won't be noticable for the
human eye.

Unfortunately I've thrown away the manually digitised countour lines -
being a bit frustrated by the result - and for copyright reasons I
cannot post an overlay of the contours generated from the SRTM DEMs and
the topomaps I'm using. I'll however repeat the digitalisation for
another area and post that together with the respective SRTM DEM
contours if anybody is interested in a direct comparison.

I then tried to import the fitted irregular elevation grid generated by
Terra into GRASS and created an appropriate DEM for a small region.
v.surf.rst does a spline interpolation, which will differ substantially
from the flat approximation done by Terra and FlightGear for obvious 
reasons. I haven't found an  appropriate tool in GRASS to do a linear 
interpolation, however I tried v.surf.rst with a smoothing setting of 0, 
making the interpolated surface go directly through the points of the 
irregular grid instead of approximating them smoothly.


I calculated the differences between this interpolation and the
interpolated SRTM DEM and found a standard deviation of about 43m. The
irregular grid was generated using a maximum error of 40m and a maximum
number of 1000 nodes. However the maximum deviation between the two DEMs
is about 240m at at least one point. However this could be due to the
non-linear interpolation of the grid.

My conclusions from this are twofold:

1. There is no need to digitise contour data manually instead of 
extracting them from SRTM if your map material is based on SRTM - which 
seems to be the case for all of the maps I'm using.
2. The only advantage of integrating contour lines directly into the 
terrain would be to effectively bypass the fitting done by Terra.


I'll try to get some comparisons up with real-life photos and 
Terra-fitted terrain, but I already got the impression that at least in 
the area we're working on with our custom scenery the hills and 
mountains just don't look right ;-)


Maybe applying an interpolation in Terra similar to the one done by 
GRASS could yield some better looking results. Just thinking out loud here.


Regards,
Ralf


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

2005-09-10 Thread Ralf Gerlich

Hi,

Jon Stockill schrieb:
[SNIP]
Here's a couple of pics, the first is looking west over the gherkin, and 
the second is looking out over regents park. Generation time was over an 
hour for that tile on a 1GHz athlon (the resource limits in 
fgfs-construct needed a significant increase). Memory usage was ok at 
around 140MB.


http://flightgear.stockill.org.uk/scenery/osmroads1.jpg
http://flightgear.stockill.org.uk/scenery/osmroads2.jpg


This looks quite detailed. I'm not that familiar with the London area so 
would you say that there is a considerable amount of smaller streets 
missing in there?


Even with not so much detailed streets - i.e., leaving all the 
back-streets out and having only freeways and mainstreets processed - 
the generation of scenery takes substantially longer than for the 
standard data. I have no numbers on this, but having to raise the 
resource limits in fgfs-construct considerably is quite a good indication.


One other problem that'll probably become more serious with more 
detailed street-data is that the comparatively small streets not only 
produce lots of small triangles on the streets themselves but also raise 
the number of triangles on neighbouring polygons by splitting them. 
(Currently fgsd crashes on loading some of the more full tiles - 
possibly because of the sheer number of triangles; I will investigate 
further on that when I get the time)


I currently do not have any solution for that and I know that there have 
been discussions before, but perhaps having more detailed scenery now 
may be a good reason for the experts here to reconsider this topic.


It shows up a few limitations in the source data. The road segments are 
currently all represented seperately and not tied into a road object, 
this results in lots of short roads, and visible breaks on the outside 
of corners. This will improve as the open streetmap system matures (it's 
still very early days).


This may be solvable by automatically snapping endpoints and recombining 
shorter segments into longer segments.


Anyway recombination will only partially solve the problem, as on an 
intersection only pairs of participating line-segments can be joined. 
Perhaps we need a better way of making polygons from lines, much like 
the v.buffer operation of GRASS 
(http://grass.itc.it/grass61/manuals/html61_user/v.buffer.html).


Regards,
Ralf

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

2005-09-10 Thread Ralf Gerlich

Hi,

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

Does anybody where Google got their data from?


You can get quite detailed aerial photos for most urban areas in the USA 
from http://www.terraserver-usa.com


David Luff's TaxiDraw has support for automatically loading such photos 
and showing them in the editor.


However, I'm still searching for free detailed aerial photos for other 
areas of the world such as Germany. Here the government wants you to pay 
twice for the photos: Once via tax and once when you want to use the 
photos. The license under which you get those photos here is quite 
limited as well.


Regards,
Ralf

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

2005-09-10 Thread Ralf Gerlich

Hi,

Ampere K. Hardraade schrieb:
I think you misunderstood.  I was referring to the taxiways under map mode, 
not satellite mode.  If you go in map mode, you will see that Google got some 
pretty accurate vector data for taxiways generation.


Whoop, didn't see that. In that case: Yes, I misunderstood and join your 
inquiry ;-)


Ralf

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[Flightgear-devel] Re: [Simgear-cvslogs] CVS: SimGear/simgear/screen RenderTexture.cpp, 1.9,1.10

2005-09-06 Thread Ralf Gerlich

Hi,

Erik Hofman schrieb:

Update of /var/cvs/SimGear-0.3/SimGear/simgear/screen
In directory baron:/tmp/cvs-serv2961

Modified Files:
	RenderTexture.cpp extensions.cxx 
Log Message:

Mathias Fröhlich:


[SNIP]

Then the render texture again ...

glxQueryVersion turns out to return the  minimum of the client libraries glx
version and the servers glx version. *All* Xorg servers return 1.2 here.
So we never get the glxPBuffer functions  which are the only ones working with
ati's drivers ...
Reverted back to checking the required functions and just use them if they are 
there. Still prefering the glx standard variants since they work on ati's 
drivers ...


Yay! This brought back 3D-clouds which I've been missing for a long time 
 (using XFree86 4.3 + ATI's proprietary driver for Mobility Radeon 
9600) :-)


Regards,
Ralf

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Re: [Flightgear-devel] Re: Custom Scenery for Lake Constance

2005-08-24 Thread Ralf Gerlich

Hi,

Georg Vollnhals schrieb:

First, thank you Ralf for improving your work. I could now fly the
VFR routes of the Visual Operation Chart EDNY from IVAO-DE and get
clear through the mentioned reporting points. I never before flew
such precise procedures just by looking out of the sim window.


:-D


But when I read your mail I know that it will be a long long way for
me to go to get a similar scenery for my local area as there is a lot
to learn.


Actually I hope to have sorted out most of the major issues so that the
learning curve is not so steep for others.

[SNIP]

1. As all different streets are displayed in the same way it is a
luck that you cannot get the smaller streets into the scenery. Yet it
is difficult to follow some bigger streets when you come to a big
street crossing and have a web of streets all looking the same. It
would be nice if TerraGear could render different street-types with 
different colours (or even better, textures). 2. Is TerraGear able to

render railway-lines with a darker colour, ie. dark brown? This would
be more how you see older railway-lines from air, at least in
Northern Germany.


Currently, TerraGear and FlightGear have only two area-types which can
be used for rendering streets: Road and Freeway. Both are currently
mapped to the same texture. (see materials.xml in the root of your
FlightGear data-package)

There is also a Railroad material which is mapped to a gravel texture.

However, when changing this texture, the same texture will be used for 
the appropriately marked areas all over the world. I suppose that, e.g., 
in the USA the gravel and road textures might match the actual texture 
of railroads and roads there.


Probably the simplest solution here would be to add new area types for 
localised textures. Browsing throught the terragear-devel list 
archives I have come about a similar discussion, but up to now I haven't 
seen a conclusion on that.


3. Did you change the size of the streets? They appear too broad, I 
tested it with a Cessna and landed, it seems they have the width of 3

x Cessna wingspan :-)


Given that the wingspan of a Cessna is about 10m this is actually too 
wide. According to the table I'm using for automatic generation, the 
widest street (Autobahn/Freeway) should be about 13m wide. And 
FlightGear Scenery Designer tells me they are about 50m wide...which 
happens to be the default width in the modified shape-decide...which 
might indicate that I actually forgot to specify the road width in my 
script. Doh!


OK, I'll fix that ;-) In that case, many of the streets should be 
distinguishable by width in the next release.


Regards,
Ralf

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Re: [Flightgear-devel] Re: Custom Scenery for Lake Constance

2005-08-22 Thread Ralf Gerlich

Hi,

Alex Perry schrieb:

Try watching your virtual memory usage and see whether you're hitting
the 2GB (or 3GB) limit within that process.  If you are, it is worth
patching TerraGear until it runs cleanly on all 64 bit architectures.
If it isn't a memory problem, we can stick with the 32 bit for now.


I already had thought about that. I have Pentium-M with 512MB of RAM and 
a 1GB swap-partition. Interestingly fgfs-construct does not even get the 
512MB filled up - with lots of daemons and stuff using up memory in the 
background.


Even more interestingly, when I run an strace on the fgfs-construct 
process, I see that the process is eventually SIGKILLed. I suspected 
that this is some kind of resource control on the side of the Linux 
kernel, which may KILL your process if it's using up too much memory of 
CPU time. However, a SIGKILL for CPU time excess is always preceeded by 
a SIGXCPU, which I cannot see in the strace-log. In addition, 'ulimit' 
reports that the CPU usage limit is 'unlimited'.


An out-of-memory-kill should - according to the kernel source - be 
accompanied with a message to the console or the kernel logs, and I 
can't see any such message.


I have even stopped all background processes I could, effectively 
putting my machine to single-user-mode, in order to rule out any other 
processes being so rude as to kill my scenery construction process. 
Unfortunately, that didn't help: The kill did still occur.


I tried to find out whether there was some specific point at which the 
process is killed - perhaps there is some correlation with a previous 
action - using nested intervals and as few as possible test printouts in 
order not to modify the time-related behaviour of the code too much. 
However the actual point in the code where the kill occurred jumped as 
soon as I moved a printout marker from one place to another and the 
places I observed did not seem to be related to the kill in any way.


I'll try running the construction on a different computer.

Regards,
Ralf

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Re: [Flightgear-devel] Re: Custom Scenery for Lake Constance

2005-08-22 Thread Ralf Gerlich

Hi,

Curtis L. Olson schrieb:
[SNIP]
It's been a while, but scan the fgfs-construct code for some sort of 
ulimit checking built into the code.  I seem to recall there was some 
code there that would cause the process to self destruct if it sensed it 
was taking too long or consuming too much memory?  This is useful in the 
parallel build framework so that an infinite loop (our delauney 
triangulator and polygon clipping routines can go degenerate at times) 
doesn't derail the whole build.  The thresholds may need to be tweaked 
or even eliminated.


Thanks, that was the advice I needed. :-)

Heh, two things I didn't think of:

1. I had checked whether I was setting ulimits, but I hadn't checked
whether fgfs-construct itself is setting ulimits. I found a statement
limiting CPU usage to 120s. This matches the fact that the generation
was always aborted after about 2mins.

2. I expected SIGXCPU signals from the Linux kernel, which were not sent
and thus I ruled out CPU-rlimits. However, SIGXCPU is only sent if the
current limit and the hard limit differ. In case of fgfs-construct both
the current and the hard limit are set to 120s.

The generation is on the go and I'll probably release _two_ versions of
the scenery this evening (UTC+2) - one with all the backstreets and one
without.

Ralf


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Re: [Flightgear-devel] Re: Custom Scenery for Lake Constance

2005-08-22 Thread Ralf Gerlich

Hi all,


The generation is on the go and I'll probably release _two_ versions of
the scenery this evening (UTC+2) - one with all the backstreets and one
without.


Nope, only one version - without all the small backstreets - most of the 
white lines to be seen on the Status page. However, Curt's tip helped 
me getting fgfs-construct to include at least the bigger main and 
backstreets, so that, e.g., NOVEMBER, ECHO and SIERRA can be identified now.


I tried to make a version with all the small backstreets - including the 
nice street-nets inside the cities and towns. fgfs-construct did succeed 
eventually (after setting the CPU limits _way_ higher than they were), 
but FlightGear crashed on loading the scenery - so did FlightGear 
Scenery Designer. Probably this is actually too much.


The uploaded scenery without the smaller backstreets runs quite smoothly 
in most parts. Frame rates on my box drop down to 15FPS in some places, 
but tend to rise again after a few seconds.


Regarding the tool for importing GRASS-data I have dumped that and 
instead created a patch for the TerraGear shape-decode tool which can be 
found on our downloads page 
(http://web44.netzwerteserver2.de/195.0.html) The patch enables 
shape-decode to handle point and line data.


Let us know what you think. We're open for (constructive) criticism and 
suggestions.


Have fun!

Ralf

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Re: [Flightgear-devel] Re: Custom Scenery for Lake Constance

2005-08-20 Thread Ralf Gerlich

Hi,

Georg Vollnhals schrieb:

Hi Ralf,
I am a pure FlightGear user (since very early versions) and scanning the 
developers mailing list regularly.
After your announcement I first flew the scenery from EDNY two days ago 
and now downloaded, installed your improvements and did several VFR 
flights with my ICAO chart and a more detailled street chart. Congrats! 
This is really a big step forward to increase the possibility of 
realistic VFR flying (next version with modelled NOVEMBER and ECHO :-) ?).


For those not familiar with the vicinity of EDNY: NOVEMBER and ECHO are 
compulsory reporting points located above significant street resp. 
railroad tracks. Well, placing reporting points at significant landmarks 
is probably custom at nearly all airports, isn't it?


As I said in the original announcement of the scenery screenshots, a 
huge number of streets, railroads, streams and rivers were digitised. 
You may want to have a look at the Status-page 
(http://web44.netzwerteserver2.de/209.0.html) where the digitalisation 
status of line- and polygon-data is shown.


However, those data did not make it to the current scenery release as 
TerraGear choked, obviously due to the massive density of data. I'm 
going to further investigate this - maybe with a little help from the 
experts on this list - and I hope that we can at some point release at 
least some compromise version between nearly no linedata and 1 FPS 
;-) The current selection of the data subset kept is arbitrary and not 
necessarily sensible.


At this point I'd like to emphasise the great work of my project 
colleague Ingrid, who has done the whole digitalisation of the streets. 
(I'm beginning to feel guilty for all your congratulations being 
attributed to me ;-) )


Regarding VFR-training we'd like to take what we get in terms of 
geographic data, as after all in reality you don't see only those 
streets on the ground which are actually on your map. I'm no pilot 
myself (yet? ;-), but it was confirmed to me that confusing one street 
with another does happend and may be a serious navigation problem.


Ingrid also models the typical cloverleaf-form of freeway intersections 
as significant landmarks. However, in the current release the line 
widths for the access roads seem to be a bit underestimated so these are 
not that easy to identify.


[SNIP]
With your help (tutorial) and 
after getting LINUX and TerraGear to a point where I can use it I would 
like to do so and (naturally) share my work with all interested when 
there will be a place to put it.


My top priorities are now modifying the shapefile-reader in TerraGear to 
also understand line- and point-data, as to replace the quick'n'dirty 
GRASS-specific tool currently mentioned on the project webpage, and then 
writing documentation for getting started with digitalisation with 
GRASS. The latter will take some time, so bear with me.


I did some modifications to the GRASS-CVS-version which help for 
digitalisation and will make patches, scripts and GRASS-binaries for 
Windows/Cygwin and - if necessary - Linux available.


There's still lots of general challenges left. For example, those of you 
who've tried the scenery may have noticed some elevation anomalies in 
the area of the islands and the Rhine mouth near Altenrhein (LSZR). 
There the water has an upwards tendency toward the land mass, which 
doesn't look quite realistic.


Ralf

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Re: [Flightgear-devel] Custom Scenery for Lake Constance

2005-08-19 Thread Ralf Gerlich

Hi,

Gerard Robin schrieb:
Great, 
You probably did spend   a lot of time.


Yes, we did ;-) However, the digitising effort is quite relaxing - 
clearing your mind of any thoughts which may bother you. Especially 
after a hard day at work ;-)


And we learnt a lot about our own area - and still keep learning. We 
have a lot of towns with funny names here.


Not to forget we get to fly above our home area ;-) Even on the first 
round trips around the scenery you can still find new details you didn't 
actually notice before during digitalisation.


As soon as I get time I'll document the process somewhat, hoping to get 
others started. This is quite a good field for improvement in FlightGear 
if you're unable to help with the coding. Let's see what comes around 
with Martin Spott's PostGIS server. Perhaps we'll see more improved 
scenery from other areas of the world soon.


For the US-areas appropriate base material in the form of arial photos 
is quite easy to get (terraserver-usa.com, etc.). When I get around to 
doing a tutorial (working with GRASS, making scenery out of it, etc.), 
I'll try doing some part of San Francisco for the demo scenery from 
the standard data package.


Ralf

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Re: [Flightgear-devel] Custom Scenery for Lake Constance

2005-08-18 Thread Ralf Gerlich

Hi,

Oliver C. schrieb:

Very nice done. Looks great.


Thanks ;-)


Where can i download it?


I'm in the process of organising some place for the scenery files. I'll 
send the link when I got one.


However as far as the plans go the scenery will go into the 
PostGIS-Database Martin Spott is currently setting up.


Regards,
Ralf

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Re: [Flightgear-devel] Custom Scenery for Lake Constance

2005-08-18 Thread Ralf Gerlich

Hi,


Where can i download it?


The scenery is available for download at
http://web44.netzwerteserver2.de/195.0.html

I'll try to prepare the files in a form fgadmin can grok. Until then you
need to adapt the FG_SCENERY-environment variable or the --fg-scenery
option passed to fgfs.

Enjoy!

Ralf


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[Flightgear-devel] Custom Scenery for Lake Constance

2005-08-17 Thread Ralf Gerlich

Hello,

some time ago I posted that I had some project for custom scenery around
Lake Constance in the most southern part of Germany going. Now that the
legal issues are solved I'm proud to present the first comparison
screenshots :-)

http://web44.netzwerteserver2.de/196.0.html

The standard scenery (on the left of the pictures) is from today.

And: No, the framerates are not representative. It's quite smooth on my
Laptop under Linux (ATI Mobility Radeon 9600 M10).

However, it could become tricky when all the roads and streets are
added, which a friend of mine digitized.

Actually I had to reduce them to major freeways and railroads as
TerraGear choked on the smaller roads. Interestingly it's killed some
time into the process by a SIGKILL which doesn't come from itself. I
already had a look into the kernel logs but no out-of-memory-kill is
logged and CPU-overload-killing would have seen SIGXCPU before. Besides:
I have set no limits on CPU-load and memory is far from out when the
KILL happens. I'll have to figure that out.

We haven't digitised all area data (population, forest, etc.) around the
lake yet so at some points it's just green, but as somebody living there
I can tell you: The custom scenery is far more like the real thing than
the standard scenery. ;-)

For example, VMAP0 has a highway going nearly all the way through the
area north-west of the lake. This highway does not exist. It was planned
though, but never built.

We already did quite a number of flights around the new scenery and now
it's actually possible to navigate visually. VMAP0 is missing some of
the towns so you never know what town it is you see below you ;-)

Regards,
Ralf



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Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-06 Thread Ralf Gerlich

Buchanan, Stuart schrieb:

Hi All,

I'm trying to compile TerraGear on Cygwin, after
enjoying FlightGear for a while and deciding to put
something back. I've already compiled/installed
SimGear, and now I'm trying to compile nurbs++ 3.0.11,
which is failing with the error at the bottom of the
mail.

I'm using gcc v3.4.4. I recall seeing a message
previously suggesting that one should use gcc v3.3.3,
but I haven't managed to find it again, and I can't
get the cygwin setup program to allow me to downgrade
to it.


There is a conveniently named patch-file in the TerraGear sources which 
is to be applied to the nurbs++-sources when compiling with gcc 3.4.4. 
You might want to have a look at README.nurbs++ in TerraGear.


However, when I tried compiling TerraGear,nurbs++ et al. under Cygwin 
the last time there was a problem with some unqualified-id being 
expected in stl_bvector.h, which is a header-file from the libstdc++. I 
didn't come to solve that. Interestingly the same header-file is used by 
mingw32, but no syntax error there, IIRC.


Ralf

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Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-06 Thread Ralf Gerlich

Buchanan, Stuart schrieb:

Hi Ralf,

My terragear source doesn't include that README (I've
got the 0.9.8 release as opposed to a CVS version).
What version were you using? Any chance you ould point
me at the README and replacement .h files?


The patch is here: 
http://cvs.terragear.org/cgi-bin/viewcvs/viewcvs.cgi/TerraGear/PATCH-nurbs%2B%2B-3.0.11-with-gcc-3.4.x?rev=1.1cvsroot=TerraGear-0.0content-type=text/vnd.viewcvs-markup


and the README is here:
http://cvs.terragear.org/cgi-bin/viewcvs/viewcvs.cgi/TerraGear/README.nurbs%2B%2B?rev=1.2cvsroot=TerraGear-0.0content-type=text/vnd.viewcvs-markup

alternatively you could install CVS on cygwin and checkout the current 
CVS version of TerraGear ;-)


Ralf

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Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-19 Thread Ralf Gerlich

Hello,


3) artificial life at airports The server gives a lot of
opportunities. One of the first things which came to my mind was
artificial traffic at airports. It should be fairly easy  to write
clients in any (network capable) language which do simulate a client.
 This can be simply a helicopter standing near a hangar or even a
plane flying around an airport. This would disburden fgfs itself
(since it does not need to create AI traffic itself) and allow an
arbitrary number of artificial clients, each serving it's own
airport (or whatever area), bringing life to many areas of the world
without manipulating fgfs itself.


I'm very far from knowledgeable about the respective source structures
in FlightGear and just thinking out loud, but perhaps it would be
possible to extract the AI-code already being developed inside
FlightGear to an external software package which could take the task of
injecting such AI clients in the network?

If the code is modular enough, the AI module could be plugged into such
a multiplayer-bot as well as into the main FlightGear code, where in the
latter it would be used for single player mode.

Alternatively FlightGear could startup a local multiplayer network on
localhost if the user is not participating in a multiplayer session and
wants to have AI planes flying and taxiing around.

As I said: I'm thinking out loud and I have no idea of the AI/ATC-code,
so bear with me *duck* ;-)

Regards,
Ralf

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[Flightgear-devel] Patch for fgjs.cxx and jsinput.[h,cxx]

2005-07-18 Thread Ralf Gerlich

Hello,

find attached a patch for fgjs.cxx and jsinput.[h,cxx] (current CVS). 
The changes are:


- automatic detection of axis directionality, so that axis inputs are 
appropriately inverted only when necessary

- fixed trim axis names for better understandability
- fixed signs for flaps up/down property increments
- button 0 was previously used for skipping axes and buttons in both 
loops. Now button 0 can be assigned a binding (e.g., brakes). Instead, 
moving any axis during the button-assignment-loop indicates skipping.

- The user is now told how to skip a control.

I have tested it with a Logitech WingMan Force 3D, but I don't see any 
reason why it should not work for other sticks ;-)


Regards,
Ralf
Index: src/Input/fgjs.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Input/fgjs.cxx,v
retrieving revision 1.7
diff -u -r1.7 fgjs.cxx
--- src/Input/fgjs.cxx  25 Jun 2005 07:57:42 -  1.7
+++ src/Input/fgjs.cxx  18 Jul 2005 10:19:41 -
@@ -50,15 +50,18 @@
/sim/current-view/goal-pitch-offset-deg
  };
 
+string axis_posdir[8]= { right, down/forward, right, forward, 
forward, forward, left, upward };
+
+
 bool half_range[8]={ false,false,false,true,true,true,false,false };
 
 bool repeatable[8]={ false,false,false,false,false,false,true,true };
 
-bool invert[8]= { false,true,false,false,false,false,false,true };
+bool invert[8]= { false,false,false,false,false,false,false,false };
 
 string button_humannames[8]= { Left Brake, Right Brake,
Flaps Up, Flaps Down,
-   Elevator Trim Up, Elevator Trim Down,
+   Elevator Trim Forward, Elevator Trim 
Backward,
Landing Gear Up, Landing Gear Down
  };
 
@@ -76,7 +79,7 @@
 
 bool button_boolean[8]={ false,false,false,false,false,false,true,true };
 
-float button_step[8]={ 1.0, 1.0, 0.34, -0.34, 0.001, -0.001, 0.0, 1.0 };
+float button_step[8]={ 1.0, 1.0, -0.34, 0.34, 0.001, -0.001, 0.0, 1.0 };
 
 string button_repeat[8]={ false, false, false, false, true, true, 
false, false };
 
@@ -379,7 +382,8 @@
 
   for(control=0;control=7;control++) {
   cout  Move the control you wish to use for   
axes_humannames[control]
-endl;
+   axis_posdir[control]  endl;
+  cout  Pressing a button skips this axis\n;
   fflush( stdout );
   jsi-getInput();
 
@@ -397,6 +401,7 @@
  if (strcmp(answer,n)==0) {
control--;
  } else {
+  invert[control]=!jsi-getInputAxisPositive();
if (usexml) {
  writeAxisXML( xfs[jsi-getInputJoystick()], control, 
jsi-getInputAxis() );
} else {
@@ -424,6 +429,7 @@
   } else {
 cout  Press the button you wish to use for   
button_humannames[control]  endl;
   }
+  cout  Moving a joystick axis skips this button\n;
   fflush( stdout );
   jsi-getInput();
   if(jsi-getInputButton() != -1) {
Index: src/Input/jsinput.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Input/jsinput.cxx,v
retrieving revision 1.1.1.1
diff -u -r1.1.1.1 jsinput.cxx
--- src/Input/jsinput.cxx   10 Sep 2002 01:14:08 -  1.1.1.1
+++ src/Input/jsinput.cxx   18 Jul 2005 10:19:41 -
@@ -29,7 +29,7 @@
 
 jsInput::~jsInput(void) {}
 
-int jsInput::getInput(void){
+int jsInput::getInput(){
   
   bool gotit=false;
   
@@ -37,6 +37,7 @@
   int i, current_button = 0, button_bits = 0;
 
   joystick=axis=button=-1;
+  axis_positive=false;
   
   if(pretty_display) {
   printf ( +--\n ) ;
@@ -79,6 +80,7 @@
 gotit=true;
 joystick=jss-getCurrentJoystickId();
 axis=i;
+   axis_positive=(delta0);
   } else if( current_button != 0 ) {
 gotit=true;
 joystick=jss-getCurrentJoystickId();  
@@ -102,7 +104,7 @@
 ulMilliSecondSleep(1);
   }
   if(button_bits != 0) {
-for(int i=1;i=31;i++) {
+for(int i=0;i=31;i++) {
   if( ( button_bits  (1  i) )  0 ) {
  button=i;
  break;
Index: src/Input/jsinput.h
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Input/jsinput.h,v
retrieving revision 1.1.1.1
diff -u -r1.1.1.1 jsinput.h
--- src/Input/jsinput.h 10 Sep 2002 01:14:08 -  1.1.1.1
+++ src/Input/jsinput.h 18 Jul 2005 10:19:41 -
@@ -34,6 +34,7 @@
 int button_iv[MAX_JOYSTICKS];
 
 int joystick,axis,button;
+bool axis_positive;
 
 float axis_threshold;
 
@@ -48,6 +49,7 @@
 inline int getInputJoystick(void) { return joystick; }
 inline int getInputAxis(void) { 

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

2005-07-04 Thread Ralf Gerlich

Hello,


Why not just store the Elevation data in a mixed record type of a
Polygon with a  BLOB field ?



Well, this approach certainly enables us to store and retrieve
elevation data, but to my knowledge neither of both methods is suited
to alter the data using the preferred tools like GRASS for example.
We probably would need to build our own storage method for GRASS !?


I don't see why we need to store elevation data for the whole world in 
the database anyway. I wouldn't think elevation data would be a typical 
subject for user-submitted modifications related to wide areas. If more 
detailed structures are desired than provided by the DEM data, 
corrective contour data for small areas could be stored in the database 
and be combined with the official DEM data, which could be stored 
outside the database.


Regards,
Ralf

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

2005-07-04 Thread Ralf Gerlich

Hello,

Norman Vine schrieb:

Martin Spott writes:

Great, this is almost exactly what Frederic and I discussed while
talking about his intended reorganization of FGSD  :-)


Hm, as long as you did not yet patent it, there is not a problem, is it? ;-)


The beauty of storing things in a DB is that you can easily have
a history of the changes, maintain metadata, and have an easier
way to serve the data thru OGC Standard Interfaces.

Also once you start making any changes you have to go thru the DB 
Interface anyway unless you just modify the originals.  


My point was that we don't have to store the DEM data in raster format. 
As long as there is no PostGIS support for raster data, we either need 
to store the raster data outside of PostGIS or store it as vector data 
such as contours.


The whole SRTM-DEM-set stored as contours however possibly would take 
lots of space in the DB and throttle access to the data when generating 
the scenery (correct me, if I'm wrong)


The original DEM-set is unlikely to change in detail, except for when a 
new topography mission is started (AFAIK, the German Aerospace Center is 
currently preparing for a mission for 1arcsec DEM data, however no free 
download intended) and the data is disseminated. It is questionable 
whether we'd want to record the changes in that.


The actual user-supplied modifications would be stored in vector format 
in the database and would be subject to the change monitoring you 
stated. Probably most of the surface of the earth would not have to be 
touched at all ;-)


Also who knows Native PostGIS support for Raster Data may not be all 
that far in the future :-)


Well, then it depends on who is ready first: us or them ;-)

In any case, any DB-support for raster data would need integration with 
GIS-tools in some way.


Regards,
Ralf

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

2005-07-04 Thread Ralf Gerlich

Hello,

Jon Stockill schrieb:
I converted a chunk of SRTM data to 10m interval contours, and overlaid 
this on an ordnance survey map (using mapserver) - the results are 
actually incredibly close - the 0 point of the two datasets is obviously 
slightly different, but the two datasets fit together remarkably well - 
Obviously I have no idea how good the data is for the rest of the world, 
but the UK data seems surprisingly accurate, which leads me to my 
question - is there really such a huge problem with our source data, or 
do we just need to be generating scenery with more polygons?


I haven't yet tried it, but did anyone have a look at, e.g., Niagara 
Falls, in the standard DEM set? Given that 3arcsec data means a distance 
of about 60-70m between raster point centers I don't think such 
landmarks should look good in the scenery.


In general I'm thinking about specific landmarks, which are important 
enough to be included for VFR flying but small enough to fall through 
the grid of SRTM.


After all this detail might not be important enough for having to 
discuss it in length before going to the real work for the rest of the 
(virtual) world ;-)


Regards,
Ralf

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Custom scenery integration (was: Re: [Flightgear-devel] Re: [Terragear-devel])

2005-07-03 Thread Ralf Gerlich

Hello,

Martin Spott schrieb:
 [SNIP]

Actually, I _do_ agree that having preprocessed scenery
_is_ an advantage. But it does have disadvantages as well:
1.) At the current state it appears (to me) nearly impossible to inject
user-contributed additions into the scenery,
2.) I don't manage to build the necessary tools on my server   ;-))


Share your problems with us, perhaps we can help ;-)


Maybe the way to go might be to make it easier for everyone to build
the tools (and to simplify the process of scenery generation) and to
add his personal scenery improvements using common open GIS file
formats but keep the preprocessed scenery as we are already used to it.


I'm currently working on some more detailed scenery data for the region 
around Lake of Constance, Southern Germany, and I still have to check on 
some legal issues, but I'd love to share my experience on that with you 
as soon as I get some more time (been quite busy in the last few months).


I'm using GRASS (http://grass.itc.it) for digitising and the preliminary 
results are quite interesting regarding better orientation - at least 
for a local ;-)


I had to write an additional tool to get linedata imported from GRASS to 
TerraGear, but actually with all the support libraries available this is 
far from complex :-)


Most of the exporting and scenery generation tasks is automated using 
scripts and a single configuration file.


When the legal issues are resolved, I might be able to share the 
digitised data with the community and perhaps we could start a 
discussion on how the integration of such data into the standard scenery 
data can be organised and automated - for Curt's convenience ;-)


Oh, and not to forget: FlightGear is an astonishing piece of software! 
In the meantime it has totally replaced my commercial flight simulation 
software (don't make me say names ;-), making it possible for me to 
actually drop Windoze :-) Thank you to all who contributed!


Regards,
Ralf

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Re: [Flightgear-devel] Re: writing rules with --prop for nasal in fgfsrc

2005-06-13 Thread Ralf Gerlich

Hi,

Gerard Robin wrote:

open(/home/tux-le-boss/.fgfs/preferences.xml  , O_RDONLY|O_LARGEFILE) = -1 
ENOENT (No such file or directory)

   ^^
Did you see those blanks at the end of the filename? Are these actually 
in the original report? Where could these come from?


Ralf

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Re: [Flightgear-devel] Re: writing rules with --prop for nasal in fgfsrc

2005-06-13 Thread Ralf Gerlich

Gerard Robin schrieb:

I can give to Ralf the prize, if everybody agree.


Thanks, too much honor ;-)

Ralf

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Re: [Flightgear-devel] Potential startup speed fix

2005-05-28 Thread Ralf Gerlich



Just to be certain, these problems are now solved, aren't they?


Yes, they are. At least for me, can't speak for others...;-)

Ralf

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Re: [Flightgear-devel] Potential startup speed fix

2005-05-27 Thread Ralf Gerlich

Erik Hofman schrieb:
[SNIP]
I had that on the back of my mind for some time now and decided to 
implement it today. Lines that are not needed for FlightGear are not 
tokenized anymore which should provide at least some speedup again.


I've also changed the if tests from strings comparison to int 
comparisons to speed it up just slightly more.


Unfortunately that seems to break skipping the blank lines which are in 
the standard apt.dat-files. I get an Unknown line in file:-message 
when the reader encounters the first blank line after the version line.


Obviously in.getline() includes the carriage return (checked that with 
--log-level=bulk), which was previously swallowed by 
simgear::strutils::split(). That way !token.size() could detect the 
empty line.


Also it seems that an empty line which consists of spaces will not be 
detected by the new code, but as people should not edit the apt.dat-file 
manually anyway, that might not be as important. One could add a note to 
the error message Unknown line in file: though.


Ralf

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Re: [Flightgear-devel] Potential startup speed fix

2005-05-27 Thread Ralf Gerlich

Erik Hofman schrieb:

Ralf Gerlich wrote:

Unfortunately that seems to break skipping the blank lines which are 
in the standard apt.dat-files. I get an Unknown line in 
file:-message when the reader encounters the first blank line after 
the version line.



Odd, I don't see that, are you using Windows or MacOS?


None of them...Linux...obviously Robin's apt.dat (DAFIF cycle 200505) 
contain '\r\n' at the end of the line (DOS-convention) and the 
istream::getline(char*,streamsize) implementation of the Linux libstdc++ 
for g++-3.4 reads all characters until the '\n' - at least according to 
the istream header file.


Possibly the implementations on the other platforms using different 
conventions handle this differently, masking the error on some platforms.


I've attached a patch for a simple fix, also fixing the problem with 
the space-only lines.


Ralf


apt_loader-patch.bin
Description: Binary data
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Re: [Flightgear-devel] Potential startup speed fix

2005-05-27 Thread Ralf Gerlich

Erik Hofman schrieb:

These issues should be fixed now.


That was the second alternative I wanted to propose ;-)

Ralf

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