RE: [Flightgear-devel] MP what data to send

2002-07-12 Thread Vallevand, Mark K

Check out 'minilzo' for fast lightweight compression.

My testing shows that compression is about 1/8 memcpy speed
and decompression is about 1/3 memcpy speed.  And, it compresses
tight.

http://www.oberhumer.com/opensource/lzo/

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.



 -Original Message-
 From: Erik Hofman [mailto:[EMAIL PROTECTED]]
 Sent: Friday, July 12, 2002 10:39 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] MP what data to send
 
 
 ace project wrote:
  --- Billy Verreynne [EMAIL PROTECTED] wrote:
 
 All packets will (hopefully) support compression
 
 using
 
 zlib.
 
 At software level? I would be hesitant to do this
 myself. Compression and
 decompression can become an overhead and result in
 being the bottleneck, instead
 of network latency. As a multiplay configurable
 option, it makes a lot of sense.
 
  
  Ok, we'll make zip optional. We heard from a ID
  multiplayer programmer that the overhead was minimal
  compared to the profit gained (bigger packet, better
  support for low-bandwidth connections). We will just
  test how much time it takes to zip a packet ask
  yourselfs whether its worth it.
 
 Which reminds me. About two years ago I had some interrest in a *very 
 small* real-time compression algorithm I saw on freshmeat.net
 It has absolute real time (small memory footprint) decompression and 
 semi-realtime compression (if I recall all that correclty).
 
 Sadly I don't have the link anymore. Have to search for it.
 
 Erik
 
 
 
 
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RE: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-20 Thread Vallevand, Mark K

Not fixed in VC6.  Fixed in VC7.

However, the STDLIB and STL implementations in VC6 and VC7 are very good.
But, they weren't written by Microsoft.  They were written by P.J. Plauger's
company.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.

 I remember there was also perfectly good code that broke 
 under MSVC. Is this one fixed:
 
 {
for (int i=0;i5;i++) {
 // do something
}
 
for (int i=7;i13;i++) {
 // do something else
}
 }
 
 The second for loop was causing problems with MSVC because 
 it choked on the for-block-scoped int i declaration.
 

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RE: [Flightgear-devel] Profiling run

2002-02-27 Thread Vallevand, Mark K

Well, no, not specifically with operator=.  But, my point is
that operator= might not be involved.  It also depends on the
kind of profiler used.  If its a profiler that is enabled with
compiler switches and code to count calls is compiled in, then
my point is not valid.  However, some profilers poll the
instruction pointer, or use the processor itself to capture
profile data.  The profiler has to associate an address with
a function and sometimes gets it wrong.

funca:
code
code
...
ret

code   - what function is this address in?
code
funcb:
code
code
...
jmp funcb-2
code
ret

I've seen this many times.  Funca is getting counts that are really
for funcb.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.



 -Original Message-
 From: Tony Peden [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, February 27, 2002 1:26 PM
 To: FGFS Devel
 Subject: RE: [Flightgear-devel] Profiling run
 
 
 On Wed, 2002-02-27 at 09:00, Vallevand, Mark K wrote:
  I probably doesn't get called that many times.  Most profiling
  software picks up some cruft.  There is probably some bit of code
  located just after FGInterface::operator= that *is* called a lot,
  but doesn't have any debug information associated with it.  So,
  as far as the profiler is concerned, its part of 
 FGInterface::operator=.
  I see this all the time in the profiles I do here at work.
 
 Even with compiler generated operator=?
 
  
  Regards.
  Mark K Vallevand
  Fat, dumb and happy.  2 out of 3 ain't bad.
  
   It seems very strange to me, however, that FGInterface::operator=
   would show up at all. According to that output, it was called
   almost 200,000 times.  What's up with that?
  
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 -- 
 Tony Peden
 [EMAIL PROTECTED]
 We all know Linux is great ... it does infinite loops in 5 seconds. 
 -- attributed to Linus Torvalds
 
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RE: [Flightgear-devel] Problem with panel code

2002-02-20 Thread Vallevand, Mark K

Sure.  Scaling is not a problem with plib.  The classes 
ssgTransform and ssgTexTrans are put in the scene graph to
control object and texture transformations of their kids.  
One of the setTransform operations allows scaling.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.



 -Original Message-
 From: David Megginson [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, February 20, 2002 2:11 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Problem with panel code
 
 
 Jim Wilson writes:
 
   And the question that brings to mind is, how will we be able to set
   the z axis in a way that it can handle the panel?  In other words,
   the scale is so large now that it'll disappear just like airplane
   model components do when viewed too closely.  Can we have two
   different scales in the same tree/graph?
 
 Actually, I'm not sure -- any advice from the PLIB gurus?
 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson
 [EMAIL PROTECTED]
 
 
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RE: [Flightgear-devel] Problem with panel code

2002-02-20 Thread Vallevand, Mark K

Yes, you are correct.  In fact, this explains an artifact
I'm seeing in one of my programs.  The normals must be getting
screwed up because of scaling because lighting is funny on a
pair of identical objects that have been scaled and rotated.
I'll have to chase that idea down.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.



 -Original Message-
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, February 20, 2002 3:15 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [Flightgear-devel] Problem with panel code
 
 
 Vallevand, Mark K writes:
  Sure.  Scaling is not a problem with plib.  The classes 
  ssgTransform and ssgTexTrans are put in the scene graph to
  control object and texture transformations of their kids.  
  One of the setTransform operations allows scaling.
 
 Be careful with scaling objects though because this can screw up
 things like normal vectors (which would then screw up lighting.)
 
 Curt.
 -- 
 Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
 Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
 Minnesota  http://www.menet.umn.edu/~curt   
 http://www.flightgear.org
 
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RE: [Flightgear-devel] [OT] NASA Aerospace Blueprint Report

2002-02-06 Thread Vallevand, Mark K

Curt, is this the place?
http://www.mapquest.com/maps/map.adp?pan=emapdata=afbX8DbyAoeelxrDJRScQoQ4C
AIJ6NFZQl2NJCldgemct6CJ8%2fGJDqfPn5G%2fIixzDBWc0El1ZtongiO99grca0SIWRNOLpxhz
Vbx70XYcZeTqphU15NfMvrYlEhGdCl9ch3SYQ3XgAToC4QtEoh7t%2bH8WNDd6j%2fb9LRiuQP7w
2U9oebJQHSzr2DEmEP3Y0cZQon0qvDyAkj6665%2fegSXADh6f%2fHAK7BIY8tujE%2fRQY2yDO8
%2fSdebNxOdAj3OP41jO4B%2bUr9Ck%2fwNfHf8Gi4xCIzNG7fMP%2bDTn0YTUkTpWaJc0uvVTC6
WyDLWqSjgIkA%2fE9cEsisBJI5D28%2bDqZoof4yXz7jP981YcvSRZdHRQatu%2bO%2fXU04FnQ%
3d%3d

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.


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RE: [Flightgear-devel] [OT] NASA Aerospace Blueprint Report

2002-02-06 Thread Vallevand, Mark K

I used to drive by Surfside going to the Middle School.
I go to the High School more often now.
I live a few blocks from Rice Lake Elementary.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.

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RE: [Flightgear-devel] Sun and Moon reflections on water

2002-01-31 Thread Vallevand, Mark K

Shadows done the traditional way with shadow volumes are 
pretty expensive:  Two passes through the scene graph for
objects and 2 passes for the shadows.  I'd guess that
reflections are about the same expense.  But, there are
many short cuts, especially for relatively static scenes
like the moon or sun reflecting on the water.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.



 -Original Message-
 From: David Findlay [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, January 31, 2002 1:13 AM
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Sun and Moon reflections on water
 
 
 Now that would be a cool feature. Can it be done though 
 without killing frame 
 rate too much? Thanks,
 
 David
 
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RE: [Flightgear-devel] Re: JSBSim BUG?

2001-11-30 Thread Vallevand, Mark K

Perhaps you mean '=' instead of '=='?

   void SetEngineNumber(int nn) {EngineNumber = nn;}


Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
 Sent: Friday, November 30, 2001 10:08 AM
 To: [EMAIL PROTECTED]
 Cc: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Re: JSBSim BUG?
 
 
  Hi Jon,
  
  It looks like the compiler has got something here:
  
  ../FGEngine.h, line 186: warning(1171): expression has no effect
   void SetEngineNumber(int nn) {EngineNumber == nn;}
 
 Yes, I have just noticed that but cannot figure out what the 
 hell that's all 
 about. Am I missing something obvious?
 
 [posted to the fgfs developer list]
 
 Jon
 
 
 
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