[Flightgear-devel] FlightGear on Ubuntu 8.04

2009-12-15 Thread Geoff McLane
After a cvs update SG/FG/data on Ubuntu of an hour 
or so ago...

Sound:
Everything 'sounds' ok, and in fact I heard
the wheel rumble on landing for the first time in
ages ;=)) it seems the 'roar' sound was overpowering
it, but now that that is reduced all seems crystal
clear...

Great stuff...

As before, getting the strange -
0. 
1. weird vorbid_get

from the new option --show-sound-devices

Scenery:
Still get the dark and orange pall when turning in
certain heading, but I guess this is my ATI card 
or driver ;=((

I read others got different results by turning off
shaders, and could someone reminded me how to do this?
fgfs -v -h does not seem to show such an option. Is it
via something in the property tree?

This might help isolate the problem.

New:
Got a console output I have not seen before -
~/fg/fg7$ ./run_fgfs.sh --timeofday=noon
FGMultiplayMgr - No receiver port, Multiplayermode disabled
KI266 dme indicator #0 initialized
loading scenario 'nimitz_demo'
creating 3D noise texture... DONE
Initializing Nasal Electrical System
PNG lib warning : Incomplete compressed datastream in iCCP chunk
PNG lib warning : Profile size field missing from iCCP chunk
power up

dpkg shows my png as -
~/bin$ dpkg -l | grep png
ii  libpng12-0   1.2.15~beta5-3ubuntu0.1 PNG library - runtime
ii  libpng12-dev 1.2.15~beta5-3ubuntu0.1 PNG library - development

Anybody any idea why I get these PNG lib warnings?

Regards,

Geoff.



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Re: [Flightgear-devel] FlightGear on Ubuntu 8.04

2009-12-15 Thread Martin Spott
Geoff McLane wrote:

 I read others got different results by turning off
 shaders, and could someone reminded me how to do this?

  --prop:/sim/rendering/shader-effects=false

should do it,

Martin.
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Re: [Flightgear-devel] Flight Gear on Windows

2009-12-15 Thread Geoff McLane
On Tue, 2009-12-15 at 13:42 +0100, Erik Hofman wrote:
 Geoff McLane wrote:
  About 5 weeks ago you removed the FlightGear.dsp and FlightGear.dsw
 Hmm, I get mixed request from different Windows developers. I was asked 
 to remove them!
 
 Honestly I thought the project files are stored in their own directory 
 (e.g. projetcs/MSVC9.0) these days.

Hi Eric,

 I was asked to remove them!
Who asked, and why? I did not read this on the list,
or maybe missed it, otherwise I would have offered 
an 'opinion' then ;=))

 the project files are stored in their own directory
Yes, we do have projects/VC90 and VC7.1, and we did have
VC80 as well, for both SG and FG! But these are only as
up-to-date as the developer who put them there, and 
maintains them. 

Thus they are ONLY maintained if and when that developer
does it, Fred. But his last update was now some time
ago, although I note Tim has recently added some patches
from Vivian...

docs-mini/README.MSVC - last update by you 2005
This only really points to Fred's ftp directory at -
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/
where the last build file zip is dated June 2005!

docs-mini/README.MSVC8 - last update 2006
This refers to MSVC8, which has been removed! and
points to a wiki -

http://wiki.flightgear.org/flightgear_wiki/index.php?title=Building_Flightgear
which, under the 'Building FlightGear - Windows', does provide
quite a detailed build description, and as an external link
at the bottom, points to my 'build' center!

I assume this dependence on 'other' developers is why Curt?
or who ever, wrote the am2dsp.pl script. Fred even made a 
small update to it a few years back to change to /MD...

Now am2dsp.pl could be modified to write build files into
say 'projects/MSVC' if desired, to get these files out of 
the root area...

And am2dsp.pl provides a way you, and/or other cvs
maintainers can ensure there are _ALWAYS_ up-do-date
MSVC build files, regardless of the disposition of other
developers. And I see NO REASON to provide multiple
build version files. One MSVC6 set would be enough,
since they can be used by ALL later versions.

As stated, it is hard to have a really 'generic'
way in MSVC, thus each native WIN developer has his/her
own way of doing things. Very few of the 3rd party
dependent libraries are available for something like
the simple 'apt-get', so they have to get into
building all of these themselves. Hence my detailed
build center, that always gets into _ALL_ the other
dependent sources, and how to build them...

I would do the mods to am2dsp.pl to move the files
to say :-
 projects/MSVC
if that is desired/required, and could add some lines
to README.MSVC and MSVC8 to talk about these 'generic',
'simple' am2dsp.pl generated build files if they are
put back in either place...

And, yes, let us hear from other native windows
developers... What are other suggestions here?

Regards,

Geoff.



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[Flightgear-devel] Model animation help?

2009-12-15 Thread Curtis Olson
Hi,

I'm looking for a developer who can help me get over the hump with animating
and AC3d model.  This model is of a human figure.  It is a very basic/simple
model, but unfortunately I don't have permission to openly share it.  I can
send someone a private copy though if there is someone willing to help me
out.  (Again, the model is nothing special, you guys would look at it and
say we have better figures already in FlightGear, I just haven't been given
permission to post it on the world wide web.)  I'm getting hung up trying to
find the correct x,y,z locations for limb animation.  In flightgear, are the
coordinates we specify as the center point of rotation global (i.e. relative
to the whole model?)  Or are they relative to the local coordinate system of
the sub-component?  Since this is a simple human figure, there is some
cascading / grouping I want to maintain ... i.e. a shoulder rotation and
then an elbow rotation.

I looked at the Osprey and see that some really amazing cascading animations
are definitely possible in FlightGear, I just haven't quite sorted out
coordinate systems.  Is there anyone with ac3d model animation experience
who'd be willing to take a quick look at this and help nudge me in the right
direction?

Thanks in advance,

Curt.
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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Ron Jensen
On Tue, 2009-12-15 at 10:25 -0600, Curtis Olson wrote:
 Hi,
 
 I'm looking for a developer who can help me get over the hump with
 animating and AC3d model.  This model is of a human figure.  It is a
 very basic/simple model, but unfortunately I don't have permission to
 openly share it.  I can send someone a private copy though if there is
 someone willing to help me out.  (Again, the model is nothing special,
 you guys would look at it and say we have better figures already in
 FlightGear, I just haven't been given permission to post it on the
 world wide web.)  I'm getting hung up trying to find the correct x,y,z
 locations for limb animation.  In flightgear, are the coordinates we
 specify as the center point of rotation global (i.e. relative to the
 whole model?)  Or are they relative to the local coordinate system of
 the sub-component?  Since this is a simple human figure, there is some
 cascading / grouping I want to maintain ... i.e. a shoulder rotation
 and then an elbow rotation.

Coordinates are in ac3d units centered about the origin of the model.  

 I looked at the Osprey and see that some really amazing cascading
 animations are definitely possible in FlightGear, I just haven't quite
 sorted out coordinate systems.  Is there anyone with ac3d model
 animation experience who'd be willing to take a quick look at this and
 help nudge me in the right direction?
 
 Thanks in advance,
 
 Curt.

I will take a look and give you some hints, but won't be around my
e-mail for the next 8 hours or so...

Ron


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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Ron Jensen
On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote:

 Coordinates are in ac3d units centered about the origin of the model.  

Oh, and the coordinate system is slightly altered between ac3d and fg,
too:

AC3D  FG
 X X  (fwd/aft)
 Y Z  (up/down)
 Z-Y  (side)


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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Curtis Olson
Hi Ron,

Can I send you a copy of the model?  I'd really like to make some good
forward progress this week, but it's not a drop everything and get it done
today sort of thing.  Hey, I really owe you a flightgear t-shirt or mug and
if you help out on this, then doubly so ...

I did make an attempt to extract the coordinate of the center of rotation
using ac3d (I have a licensed copy here, not that I can do much with it) but
what I read out of ac3d was clearly wrong when I tried to do an actual
animation.

Curt.


On Tue, Dec 15, 2009 at 11:19 AM, Ron Jensen w...@jentronics.com wrote:

 On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote:

  Coordinates are in ac3d units centered about the origin of the model.

 Oh, and the coordinate system is slightly altered between ac3d and fg,
 too:

 AC3D  FG
  X X  (fwd/aft)
  Y Z  (up/down)
  Z-Y  (side)



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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Martin Spott
Ron Jensen wrote:

 Oh, and the coordinate system is slightly altered between ac3d and fg,

  one more thing I'd be _really_ happy to see 'fixed'  ;-)

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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Torsten Dreyer
 Hi Ron,
 
 Can I send you a copy of the model?  I'd really like to make some good
 forward progress this week, but it's not a drop everything and get it done
 today sort of thing.  Hey, I really owe you a flightgear t-shirt or mug and
 if you help out on this, then doubly so ...
 
 I did make an attempt to extract the coordinate of the center of rotation
 using ac3d (I have a licensed copy here, not that I can do much with it)
  but what I read out of ac3d was clearly wrong when I tried to do an actual
  animation.

Oh, that's easy.
- Load the model in AC3D
- Switch to Vertex Mode (Press 'v' when mouse pointer is overhead one of the 
four views)
- select the vertex that should act as the rotation center (or one of the two 
vertices that serve as the rotation axis)
- Hit the '' arrow left to the move-to fields in the left pane
This fills the location fields with the coordinates of the vertex.
Use X as your x in your animation
Use Y as your z in your animation
use Z as your z in your animation, just flip the sign

That's it.

Torsten
 
 Curt.
 
 On Tue, Dec 15, 2009 at 11:19 AM, Ron Jensen w...@jentronics.com wrote:
  On Tue, 2009-12-15 at 16:53 +, Ron Jensen wrote:
   Coordinates are in ac3d units centered about the origin of the model.
 
  Oh, and the coordinate system is slightly altered between ac3d and fg,
  too:
 
  AC3D  FG
   X X  (fwd/aft)
   Y Z  (up/down)
   Z-Y  (side)
 
 
 
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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread S Andreason
Hi,
Have you looked at the Walker in bluebird?
Each limb can be moved independently, and orchestrated into an animation 
of walking, etc.

You could study the rotation points used there, if nothing else.



Curtis Olson wrote:
 Hi,

 I'm looking for a developer who can help me get over the hump with 
 animating and AC3d model.  This model is of a human figure.

 In flightgear, are the coordinates we specify as the center point of 
 rotation global (i.e. relative to the whole model?)  Or are they 
 relative to the local coordinate system of the sub-component?  Since 
 this is a simple human figure, there is some cascading / grouping I 
 want to maintain ... i.e. a shoulder rotation and then an elbow rotation.

Just keep the elbow a parent of the fore-arm and wrist,
the shoulder a parent to the upper-arm and elbow,
etc.

walker.xml has the center of rotation points defined near the top, for 
each child limb as labeled.

Stewart

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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Gijs de Rooy

  Oh, and the coordinate system is slightly altered between ac3d and fg,
 

 Martin wrote:
  one more thing I'd be _really_ happy to see 'fixed' ;-)


Isn't that a problem of AC3D? In Blender the .ac coordinate system is excactly
the same as in FG...

Or is it converted when the .ac file is imported/exported in/from Blender?

 

Cheers,

Gijs
  
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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread leee
On Tuesday 15 Dec 2009, Curtis Olson wrote:
 Hi Ron,

 Can I send you a copy of the model?  I'd really like to make some
 good forward progress this week, but it's not a drop everything
 and get it done today sort of thing.  Hey, I really owe you a
 flightgear t-shirt or mug and if you help out on this, then
 doubly so ...

 I did make an attempt to extract the coordinate of the center of
 rotation using ac3d (I have a licensed copy here, not that I can
 do much with it) but what I read out of ac3d was clearly wrong
 when I tried to do an actual animation.

 Curt.

Probably the most common use of hierarchical FG animations are in 
retractable landing gear, so looking at some of these might help.

The coordinates you get from AC3D should be correct too, but as 
already mentioned, (and iirc) the Z and Y axis are swapped (and 
possibly the +/- signs too).

A few things though:

If the 'natural' orientation of the 3D model is towards you i.e. 
facing you, rotate it through 90 degrees so that it's sideways and 
its forwards/backwards orientation matches the normal FG font/back 
X-axis.  The symmetry for the left/right limbs will then be the 
same as for FG aircraft and handled by +/- ve Y-axis values.

While you're working on getting the animations right, temporarily 
bind your animation axis to your joystick axis instead of the real 
animation properties so that you can test the animation axis and 
rotations just  by using your joystick e.g. for checking the arms, 
you could bind the upper arm to the pitch axis, the lower arm to 
the roll axis and the wrist to the rudder axis.

As with the Visual Reference Point (VRP), it doesn't really matter 
where the origin actually is as long as everything matches up.  
However, as you're trying to animate a human body, I'd recommend 
setting the origin at the hips.  If the model is 'standing' upon a 
ground plane centered at 0,0,0, move the entire 3D model down so 
that its hips are centered at 0,0,0 and then use 0,0,0 as your 
origin.  This way you'll be able to rotate (bend) the upper body 
over without having to worry about counter rotating it's legs, or 
bring the legs up without worrying about the body moving.  As long 
as you get the animation ordering correct, the arms will follow the 
shoulders when you bend the body over.  Having shifted the entire 
body down to center the hips at 0,0,0, you'll then need a 
translation animation to move the entire model back up again 
afterwards, so that its standing on the ground once the individual 
parts of the model are animated correctly, of course.

Actually, I used to find that getting the animation hierarchies 
correct wasn't always quite as intuitive as I would have expected, 
so if the hierarchies don't seem to be working correctly try 
re-ordering them in the animation file (you may even need to apply 
what you would expect to be a single 'top-level' animation, which 
you would expect to be able to apply just once to an entire 'group' 
of sub-objects, to every individual sub-object for it to work 
properly e.g. to shift the entire model up so that it stands back 
on the ground again instead of being embedded up to its hips, you 
may need to apply the vertical translation animation to each 
individual sub-object.  However, I think that the 'group' animation 
type might help here - I think this may have come in after I did 
any animations, so I haven't ever used it, but do I recall seeing 
go by on the cvs update logs and remember thinking that it would 
help a lot - some of the current modellers should be able confirm 
this).

Sadly, I'm afraid that I don't currently have a working FG or AC3D 
here atm, otherwise I'd have a go at it for you, but I'm sure 
someone else will be able to sort it out.

LeeE

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Re: [Flightgear-devel] Flight Pro Sim Statement

2009-12-15 Thread Stuart Buchanan
Hi All,

Thanks very much for the additional feedback.

As before, I've compiled the feedback since the last version, and included
a new version (v1.2) at the bottom of this email.

Assuming people are happy with the update, I think we're pretty close to 
a statement that could be posted onto the main website and referenced 
from elsewhere.

Curt - do you have any comment to make on this?

-Stuart

Durk wrote:
In addition to the points brought up by others, I have one suggestion for a 
FAQ item: From the discussion on the flight simulator network, it struck me 
that people (especially those with a freeware background) don't necessarily 
understand why we are allowing third parties to make money off of 
FlightGear. I guess this is already covered by the is it legal to resell FAQ 
item, but maybe it's worth to specifically address this question from a 
different perspective (i.e. that of somebody coming from a freeware 
background)?

I've added a Why do the FlightGear developers allow this ? FAQ to address 
this.

Robert M. Shearman, Jr. wrote:
 I think if we are deigning to say Investigation by a number of
the FlightGear 
 developers has found no difference between this and the
FlightGear v1.9.1 
 release other than a change of name.; then I also
think that after Under the 
 GNU GPL v2 (http://www.gnu.org/licenses/gpl-2.0.html), this is legal, 
 provided 
 that they distribute the source
code (or make it available), it's fair to mention 
 something along the
lines of Our developers and users have not conclusively 
 determined
whether or not the offer from FlightSimPro is indeed in compliance with
these terms.

 I believe that statement sticks to the facts while expressing our stance of 
 skepticism.

Done. Torsten, myself and others have done some investigation, and this is 
unclear.

Arnt wrote:
 Q: Is it legal for the makers of Flight Pro Sim to simply re-brand
 FlightGear ? A: Yes. Under the GNU GPL v2

..have you guys decide _against_ GPLv3 and GPLv2-and-later 
and instead decided to go GPLv2-_only_???

..if not, FG is GPL and GPLv2-and-maybe-later. ;o)

I don't think there has been any decision either way, so the 1.9.1 release is
GPL v2.

Arnt wrote:
 Q: Has Flight Pro Sim paid any money to FlightGear for the rights to
 the program ? A: No. No such payment is required, as FlightGear is
 open-source

 ..say is GPL software, BSD, MIT etc are also open-source.

Good point, done.

John Denker wrote:
 Q: Is is legal to sell a copy of FlightGear, whether re-branded or not ?
 A:
 Yes. Technically, the purchaser is paying for the distribution of the

Since we are not lawyers here, I would shy away from answering
bluntly yes to a legal question.

How about something like:

Q: Is is legal to sell a copy of FlightGear, whether re-branded or not ?
A: Under some conditions, yes.  There are legal ways of distributing the
program, and also illegal ways. This FAQ expresses no opinions about the
legality of any particular distribution scheme.  Generally speaking, the
license allows a  distributor to charge any price or no price but requires 
the distributor to comply with a number of restrictions, including making 
the source code available and giving you a license to make further copies.
For details, refer to
http://www.gnu.org/licenses/gpl.html

That's a good point, but I think the subtlety might be lost. I've reworded this 
below,
let me know what you think.

Scott Hamilton wrote:

   Being really really picky with English, the opening statement uses
the word 
 heavily too often; it's not good style. As a suggestion of
replacement, perhaps;

 As many people will be aware, there is a new flight simulator product that 
 is being heavily
 marketed at the moment - Flight Pro Sim.
 As it is almost entirely based on FlightGear, there is some confusion between 
 the two. To help provide

some clarity, and answer some common questions, we (the core FlightGear
development team) felt it was 
 appropriate to make a statement, and
provide a FAQ.

almost entirely leaves an
impression that there is little difference, while not making a binding
statement that we may not  be able to substantiate..

   And in the next paragraph;

  It has been developed with the collaboration of a large number of 
 individuals for the last 12 years.

 though I feel over the Internet could almost be left out, it
really isn't important how we collaborate, the number and length of
time are the important bits here.

 Given the similarities between Flight Pro Sim and FlightGear,


   the word extreme feels like it is trying to pull emotional strings
here, it could be removed without changing to meaning of the sentence.


   Viewing this statement in to the future, how does it feel if a
legitimate commercial contributor crops up, is there anything here that
would
deter or prevent an engaged contributor from working
with the project? I think by restating the GPL principles it has left
open a contributor
we would be happy to work with.


Re: [Flightgear-devel] Flight Pro Sim Statement

2009-12-15 Thread Vivian Meazza

Stuart wrote:


 -Original Message-
snip ...
 
... snip

 FlightGear Flight Pro Sim Statement (v1.2):
 
 As many people will be aware, there is a new flight simulator product that
 is being heavily
 marketed at the moment - Flight Pro Sim. As it is almost entirely based on
 FlightGear, there is
 some confusion between the two. To help provide some clarity, and answer
 some
 common questions, we (the core FlightGear development team) felt it was
 appropriate to make a statement, and provide a FAQ.
 
 FlightGear is a open-source flight simulator that was started in 1996. It
 is released under
 the GNU General Public License v2, and as such, it is free to use, modify
 and develop with few restrictions. It has been
 developed with the collaboration of a large number of individuals over the
 last 12 years. FlightGear can
 be downloaded at not cost from http://www.flightgear.org.
 
 Flight Pro Sim is a commercial product very heavily based on FlightGear.
 Investigation by a number of the FlightGear developers has found no
 difference between this and the
 FlightGear v1.9.1 release other than a change of name. Flight Pro Sim
 is in no way endorsed or supported by the core FlightGear development
 team.
 
 Given the similarities between Flight Pro Sim and FlightGear, we would
 recommend that prospective buyers download
 FlightGear for free and satisfy themselves that Flight Pro Sim provides
 worthwhile value for money before purchasing it.
 
 FAQ:
 
 Q: What is the difference between FlightGear and Flight Pro Sim?
 A: As far as we have been able to make out, the only difference between
 FlightGear v1.9.1 and Flight Pro Sim is a change in
 name throughout the software, and the fact that you have to pay for it.
 
 Q: Is it legal for the makers of Flight Pro Sim to simply re-brand
 FlightGear ?
 A: Yes. Under the GNU GPL v2 (http://www.gnu.org/licenses/gpl-2.0.html),
 this is legal, provided that they distribute the
 source code (or make it available). Our developers and users have not
 conclusively  determined
 whether or not the offer
 from FlightSimPro is indeed in compliance with
 these terms
 
 Q: Is is legal to sell a copy of FlightGear, whether re-branded or not ?
 A: Yes, provided the seller respects a number of restrictions detailed in
 the GPL. Generally,
 the purchaser is paying for the distribution of the software, and it
 reasonable to charge a fee for this. In
 fact, those interested in receiving a DVD containing FlightGear may do so
 through
 the main FlightGear website, and directly contribute to the project
 (though they may
 want to wait for the upcoming release in the new year).
 
 Q: Has Flight Pro Sim paid any money to FlightGear for the rights to the
 program ?
 A: No. No such payment is required, as FlightGear is GPL software.
 
 Q: Why do the FlightGear developers allow this ?
 A: The freedom to modify and enhance FlightGear is a core part of the
 project, and of open-source
 in general. Restricting the modifications that are allowed and what people
 can do with the software
 goes against that ethos.
 
 Q: Is there any relationship between the makers of Flight Pro Sim and
 FlightGear?
 A: Not that we are aware of. As far as we are aware, the makers of Flight
 Pro Sim are not FlightGear developers.
 
 Q: Has Flight Pro Sim contributed to the FlightGear project at all ?
 A: There is no evidence that the makers of Flight Pro Sim have contributed
 to the FlightGear project, either through code or money. They did offer
 to provide money ($250) for a monthly competition, but this offer has
 not been taken up.
 
 Q: I have purchased Flight Pro Sim. Can I get a refund ?
 A: That is something you will have to take up with the makers of Flight
 Pro Sim. We understand they offer a 60 day money-back guarantee.
 

Typo?

... at not cost from ...

Awkward tautology?

... we are aware of. As far as we are aware ...

Vivian



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Re: [Flightgear-devel] Flight Pro Sim Statement

2009-12-15 Thread leee
Can I make a couple of suggestions?

Paragraph 1.  Replace word 'heavily' for 'widely and actively'.

As many people will be aware, there is a new flight simulator 
product that is being widely and actively marketed at the moment - 
Flight Pro Sim...

Paragraph 2.  Replace 'develop' with 'distribute' - modification is 
the same as development.  Correct typo of 'not' to 'no'

FlightGear is a open-source flight simulator that was started in 
1996.  It is released under the GNU General Public License v2, and 
as such, it is free to use, modify and distribute with few 
restrictions.  It has been developed with the collaboration of a 
large number of individuals over the last 12 years.  FlightGear can 
be downloaded at no cost from http://www.flightgear.org.;

Paragraph 3.  Remove unnecessary emphasis 'very heavily'

Flight Pro Sim is a commercial product based on FlightGear... 

FAQ 2.  Remove reference to 'our' developers determining anything 
conclusively' entirely.  What is the point of saying that we don't 
know something?

Q: Is it legal for the makers of Flight Pro Sim to simply re-brand 
FlightGear ? A: Yes. Under the GNU GPL v2 
(http://www.gnu.org/licenses/gpl-2.0.html), this is legal, provided 
that they distribute the source code (or make it available).

FAQ 3.  Remove reference to 'restrictions' detailed in the GPL and 
replace with 'conditions'.  Remove elaboration on what the GPL (v2) 
does or doesn't mean.  The link to the licence in FAQ 2. is 
sufficient.  The only lack of clarity in the GPL licence comes from 
not reading it carefully enough; it was developed to be 
understandable to software developers and doesn't need legal advice 
to be understood (unless you're trying to find a way around it).  
Correct typo of second 'is' to 'it'.

Q: Is it legal to sell a copy of FlightGear, whether re-branded or 
not ? A: Yes, provided the seller respects the conditions detailed 
in the GPL.

FAQ 6.  Remove any uncertainty.  Explicitly refer to the FlightGear 
project and just answer No.

Q: Is there any relationship between the makers of Flight Pro Sim 
and the FlightGear project? A: No.

FAQ 7.  Remove this FAQ entirely - it is irrelevant and just smacks 
of emotional bitterness.

New FAQ 7 (was FAQ 8).  Don't suggest any details about whatever 
contract exists between FPS and the buyer, especially when we can't 
say anything with certainty; we're just saying that we don't know 
again.

Q: I have purchased Flight Pro Sim. Can I get a refund?  A: That is 
something you will have to take up with the makers of Flight Pro 
Sim.



If the FG project is going to make a statement of any kind then it 
must be clear and unambiguous, and should not attempt to just imply 
things.  If the FG project doesn't know a thing to be clearly true 
or false, don't suggest anything at all as it'll leave the FG 
project open to criticism and argument if someone interprets an 
ambiguity incorrectly.  Also, if we continued to say that We 
understand they offer a 60 day money-back guarantee. and it turns 
out to be wrong (possibly in the future) then it risks invalidating 
everything else in the statement (see the recent brou-hahah about 
the university of Anglia's CRU cover-up e-mails)  In addition, the 
FG project should not comment about activities or contracts between 
other parties; it can only talk about what the FG project does.

LeeE

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[Flightgear-devel] New feature for the xml autopilot: normalized periodical values

2009-12-15 Thread Torsten Dreyer
Hi, 

I have just commited a new feature for the XMLAutopilot.
Each filter supports periodical values at it's inputs and the output.

This is best described by an example:
Image you want to compute your heading offset as a delta between your magnetic 
heading and your autpilot's target heading with the following simple-pid-
controller:

  pi-simple-controller
nameAP:Heading Offset Computer/name
debugfalse/debug
input
  propertyorientation/heading-magnetic-deg/property
/input
reference
  propertyautopilot/settings/target-heading-deg/property
/reference
outputautopilot/internal/heading-offset-deg/output
config !-- just build the delta, no integration --
  Kp1.0/Kp
  Ki0.0/Ki
/config
period !-- this is funky new stuff --
  min-180/min
  max180/max
/period
  /pi-simple-controller
which computes 
  output = reference - input 
or 
  heading-offset-deg = target-heading-deg - heading-magnetic-deg
with possible results of -359..+359 which is more or less useless.

For the following stages of the autopilot it would be best to have the output 
in the range of -180..+180, telling you to steer left or right (on the 
shortest path) to your new heading. 
This can now be achieved by using the period tag. It tells the digital 
filter to shift either the input or output value into the given period by 
adding/substracting multiples of one period (360 in the given example).

The above examples writes 10 to heading-offset-deg if target-heading-deg is 
zero and heading-magnetic-deg is 350 (-350 without the period element).

You may choose to normalize the value at the input, so all internal 
computations use the normalized value or process the unaltered input value and 
than normalize the output value (like in the given example).

This should make several Nasal based helper functions for autopilots obsolete. 

I tried my best to document everything in README.digitalfilters.

BTW: the min/max elements are complex types like any other input element. 
You may use properties, scaling, offsetting and conditions if you really want 
something complicated like:
period
  min
condition
  equals
property/settings/angular-unit/property
valueradians/value
  equals
/condition
property/constants/a-property-containing-the-value-of-pi/property
condition
  equals
property/settings/angular-unit/property
valuedegrees/value
  equals
/condition
value-90/value
factor2.0/factor
  /min
  max
[..]skipped due to laziness[..]
  /max
  
No intentional changes for existing autopilot implementations come with this 
patch, the period tag is optional.

Torsten

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Re: [Flightgear-devel] Flight Gear on Windows

2009-12-15 Thread Olaf Flebbe

 I was asked to remove them!
 Who asked, and why? I did not read this on the list,
 or maybe missed it, otherwise I would have offered
 an 'opinion' then ;=))


I was one of the guys who asked him. If I remember correctly I had it 
CC'ed on the list.

The DSP Files where unchanged for years and didn't work out of the box 
for years. The am2dsp scripts had to be updated but no one seemed to 
care for years.

I agree that it is rather futile to get vcproj files up-to-date. IMHO 
converting autoconf isn't optimal, too.

Olaf

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Re: [Flightgear-devel] Model animation help?

2009-12-15 Thread Martin Spott
Gijs de Rooy wrote:

  Oh, and the coordinate system is slightly altered between ac3d and fg,
 
 
 Martin wrote:
  one more thing I'd be _really_ happy to see 'fixed' ;-)

 Isn't that a problem of AC3D? In Blender the .ac coordinate system is excactly
 the same as in FG...

As far as I remember, the orientation of the coordinate system in
FlightGear is a burden we've inherited from using the PLIB AC3D loader,

Martin.
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[Flightgear-devel] Possible cause of crashing FG at exit - HELP NEEDED

2009-12-15 Thread Tatsuhiro Nishioka
Hi there,

As many of you already know, FG often crashes at exit (See back trace below). 
Though the chance of crash varies per platform, it crashes more than 80% on my 
Mac with very annoying Crash Reporter dialog popping up. This bug must be 
eliminated before the official release.

As a result of several hours of research, I've found a possible cause that 
crashes fgfs at exit, which has something to do with the Sound Manager updates 
committed on Oct-24-2009 (See the cvs logs below for detail). I've been looking 
at the code and tracing up and down on gdb, but I've not yet found a root 
cause. 

So I want you guys to help me find the root cause. I'm not so sure if Erik's 
commits are directly related to the crash since fgfs crashes after SGSoundMgr 
is already deleted. Maybe the problem were there and his commits just pull out 
the crash. maybe his commit has something to do with it deep inside. Maybe 
using SGPropertyNode * instead of SGPropertyNode_ptr (with explicit delete) 
will help you find the cause


FYI,  I tried several FG/SG cvs checkouts and found that FG starts crashing on 
10/24.
(FG on 10/23 15:00 UTC doesn't crash at exit but 10/24 15:00 UTC does). 
I checked the commits between 10/23 15:00 and 10/24 15:00 and found 6 commits 
(4 Sound Manager commits, one JSBSim sync, and one more. 
So I applied each independent set of commits onto 10/23 source one by one, and 
the crash occurs only with Sound Manager commits. 
I also tried fg/sg as of a few days back and got the same crash dump.


Thanks for your help,

Tat

-- back trace on FG/SG 10/25 15:00 (one file in on 10/27 due to 
typo) -
[on Mac OS 10.5]

Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: KERN_PROTECTION_FAILURE at address: 0x01e4
0x93134c4f in szone_free ()
(gdb) bt
#0  0x93134c4f in szone_free ()
#1  0x9313438d in free ()
#2  0x9189202a in std::string::_Rep::_M_destroy ()
#3  0x918934ab in std::basic_stringchar, std::char_traitschar, 
std::allocatorchar ::~basic_string ()
#4  0x006e4c77 in SGPropertyNode::~SGPropertyNode (this=0x227905a0) at 
props.cxx:737
#5  0x9516 in SGSharedPtrSGPropertyNode::put (this=0x22790604) at 
SGSharedPtr.hxx:107
#6  0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x22790604) 
at SGSharedPtr.hxx:61
#7  0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode 
::destroy (this=0xbfffee4f, __p=0x22790604) at ext/new_allocator.h:107
#8  0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, 
std::allocatorSGSharedPtrSGPropertyNode   (__first=0x22790604, 
__last=0x22790608, __all...@0xbfffee4f) at stl_construct.h:174
#9  0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, 
std::allocatorSGSharedPtrSGPropertyNode  ::~vector (this=0x227904f4) at 
stl_vector.h:273
#10 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x227904e0) at 
props.cxx:737
#11 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x24c7701c) at 
SGSharedPtr.hxx:107
#12 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x24c7701c) 
at SGSharedPtr.hxx:61
#13 0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode 
::destroy (this=0xbfffef7f, __p=0x24c7701c) at ext/new_allocator.h:107
#14 0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, 
std::allocatorSGSharedPtrSGPropertyNode   (__first=0x24c7701c, 
__last=0x24c77130, __all...@0xbfffef7f) at stl_construct.h:174
#15 0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, 
std::allocatorSGSharedPtrSGPropertyNode  ::~vector (this=0x22779484) at 
stl_vector.h:273
#16 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x22779470) at 
props.cxx:737
#17 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x2513b3a0) at 
SGSharedPtr.hxx:107
#18 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x2513b3a0) 
at SGSharedPtr.hxx:61
#19 0x00069f61 in __gnu_cxx::new_allocatorSGSharedPtrSGPropertyNode 
::destroy (this=0xb0af, __p=0x2513b3a0) at ext/new_allocator.h:107
#20 0x00069f7e in std::_DestroySGSharedPtrSGPropertyNode*, 
std::allocatorSGSharedPtrSGPropertyNode   (__first=0x2513b3a0, 
__last=0x2513b404, __all...@0xb0af) at stl_construct.h:174
#21 0x00069fc6 in std::vectorSGSharedPtrSGPropertyNode, 
std::allocatorSGSharedPtrSGPropertyNode  ::~vector (this=0x22779424) at 
stl_vector.h:273
#22 0x006e4c42 in SGPropertyNode::~SGPropertyNode (this=0x22779410) at 
props.cxx:737
#23 0x9516 in SGSharedPtrSGPropertyNode::put (this=0x1b34328) at 
SGSharedPtr.hxx:107
#24 0x9533 in SGSharedPtrSGPropertyNode::~SGSharedPtr (this=0x1b34328) at 
SGSharedPtr.hxx:61
#25 0x0003c6c4 in FGGlobals::~FGGlobals (this=0x1b34320) at globals.cxx:166
#26 0x2ce8 in fgExitCleanup () at bootstrap.cxx:305
#27 0x93156dc7 in __cxa_finalize ()
#28 0x93156cb0 in exit ()
#29 0x0005069f in fgExit (status=Could not find the frame base for 
fgExit(int).
) at util.cxx:117
#30 0x000689c5 in fgOSMainLoop () at fg_os_osgviewer.cxx:177
#31 0x3be3 in fgMainInit (argc=1, argv=0xb490) at