Re: [Flightgear-devel] Hudson Mac
On 3 Jun 2011, at 22:58, HB-GRAL wrote: I see that FlightGear-next-mac fails since some days because of some missing plib headers. Is next-mac not followed anymore on hudson, is FlightGear-mac-cmake reference now ? The problem is I switched to the MacPorts PLIB, because it was easier, but I'm using the universal variant - which doesn't include PW, since PW requires Carbon, and a 64-bit build can't use Carbon. I keep forgetting there's anything in the FG tree that still uses PW - my preferred work-around would be skip the layout-test on Mac, which is effectively what the cmake build does. James -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Hudson Mac
Am 04.06.11 08:46, schrieb James Turner: On 3 Jun 2011, at 22:58, HB-GRAL wrote: I see that FlightGear-next-mac fails since some days because of some missing plib headers. Is next-mac not followed anymore on hudson, is FlightGear-mac-cmake reference now ? The problem is I switched to the MacPorts PLIB, because it was easier, but I'm using the universal variant - which doesn't include PW, since PW requires Carbon, and a 64-bit build can't use Carbon. I keep forgetting there's anything in the FG tree that still uses PW - my preferred work-around would be skip the layout-test on Mac, which is effectively what the cmake build does. James Hi James Thanks for making cmake, I will try it soon. (If someone wants to keep up simple make to compile for OSX 10.6, layout-test included, here is a link to a patched plib source which works fine here: http://fgx.sablonier.ch/other/plib-1.8.5-patched.zip, the patches were adapted from macports, but pw and other stuff still included, 32bit) Cheers, Yves -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
On Fri, 2011-06-03 at 10:36 +0300, thorsten.i.r...@jyu.fi wrote: I'll see what I can come up with this weekend. Thanks, much appreciated! I've pushed a code change to be able to control the amount of light scattering (or absorption) of the fog by adjusting the /rendering/scene/scattering property. A value of 1.0 is full scattering and a value of 0.0 is full absorption (unrealistic). The default is set to 0.8 now. This did however revealed a sun position and for brightness position mismatch that I've confirmed was already in the code before this change. I can't believe no one noticed the massive offset at dusk (for KSFO) before. On another note: I seem to remember you had another request for the weather system but I was too busy to remember it. Do you remember what that was? I was toying with the idea to model diffuse high-altitude haze by coloring the skydome as a function of altitude, i.e. paint the zenith a bit more hazy without touching the horizon and remove that effect again as you get above the haze layer - I believe that might create a better impression of such diffuse layers than placing texture sheets into the scene. Ah yes, that was it, need to take another look at that then. Erik -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
I've pushed a code change to be able to control the amount of light scattering (or absorption) of the fog by adjusting the /rendering/scene/scattering property. A value of 1.0 is full scattering and a value of 0.0 is full absorption (unrealistic). The default is set to 0.8 now. Erik, prop-tie(/environment/relative-humidity,SGRawValuePointerfloat(_humidity)); is probably not a good idea since the FGEnvironment ties to this property, too (and it's the system that owns aka calculates this property. You should use getNode() and getDoubleValue() instead. Torsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Please insert disk into drive F:
Hi, there are issues with some of our models due to texture references with _absolute_ Windows file paths (using a drive letter). Usually that's not a problem: OSG tries to load the texture from the given absolute path first (e.g. F:\foo\texture.png), and if that's not available, it cuts the filename and tries the given search directories (i.e. searches texture.png in fgdata/Aircraft/bla/Model/..). However, some poor souls happen to have exchangeable media drives connected to particular drive letters. Guess what happens... Windows blocks execution, triggers a helpful pop-up dialog: Please insert disk into drive F: Click OK to continue... Happens for every single texture referencing a media drive. Sounds like in the good old MS-DOS days - but is reported for Windows 7. Users get annoyed ;-). Might be possible to disable the pop-up with some Windows registry magic, or by changing the letter of their local media drive - but that's not a real solution. The 1.0.1 scenery release is also affected. Examples: Objects/e020n40/e026n44/aacr.ac = F:/Documents and Settings/Mircea/My Documents/My Pictures/RCAA_inaripatul.GIF Objects/w090n40/w088n41/john-hancock-center-fb.ac = i:\modeles 3D \JohnHancockCenter\john-hancock-center-1.rgb Apparently, it's better with current TerraSync. But I haven't checked all files. I found the same issue with some of our fgdata/Aircraft and took the liberty of fixing these: A340-600, A380, B-52F, Dromader, Hunter, Lockheed-NF104, Spitfire, victor http://www.gitorious.org/fg/fgdata/commit/2902907538a1fbddecd78c481f18daa2ade7dd14 In two cases the referenced textures aren't even in fgdata. The absolute file paths made it work on the original author's machine only: Lockheed-NF104 and victor are missing lava1.png / brushed_alloy.rgb. Maybe the authors want to add these. Finally, I found 3 affected global models in fgdata. Martin, can you fix these please (needs to go to the scenery database): Models/Transport/ICE3middlecar.ac Models/Transport/ICE3middlecar2.ac Models/Buildings/tower-hexa.ac Remove D:/Cygwin/FlightGear/data/Models/Transport/ and c:/flightgear/cvs/fgfsbase/models/buildings/. A c: drive reference usually isn't a problem - but anyway... Btw, the model loader is an original OSG module, so we can't just change the code here (ignore absolute paths). Trying to avoid such references is the only (short-term) solution I can see. Might also be worth doing a grep on our model/TerraSync database. Maybe there is more... It's generally a bad idea to use absolute paths in model files (even if it's unix paths - and there's loads of /home/username/... in our model), since you can never be sure if it's working for anyone except the original author (see above). But only the Windows paths are known to have ugly side effects - so please at least avoid these... cheers, Thorsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
- ThorstenB a écrit : It's generally a bad idea to use absolute paths in model files (even if it's unix paths - and there's loads of /home/username/... in our model), since you can never be sure if it's working for anyone except the original author (see above). But only the Windows paths are known to have ugly side effects - so please at least avoid these... The problem is that the Blender AC exporter generates these absolute path. In the PLIB days, the loader simply ignored the path to just take the simple name. -Fred -- Frédéric Bouvier http://www.youtube.com/user/fgfred64 Videos -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
On Sat, 2011-06-04 at 15:28 +0200, Frederic Bouvier wrote: The problem is that the Blender AC exporter generates these absolute path. In the PLIB days, the loader simply ignored the path to just take the simple name. -Fred And AC3D does the same, and often one needs to add absolute pathnames to be able to edit it in AC3D, then remember to remove them before committing. I wish there was a command line parameter to tell the editor where to look for the texture files, it's very annoying. But thanks Thorsten for catching that error, and fixing up the models. S. -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
On Sat, 2011-06-04 at 15:03 +0200, Torsten Dreyer wrote: prop-tie(/environment/relative-humidity,SGRawValuePointerfloat(_humidity)); is probably not a good idea since the FGEnvironment ties to this property, too (and it's the system that owns aka calculates this property. You should use getNode() and getDoubleValue() instead. You're probably right, I didn't think of that. This part is reverted now. Thanks. Erik -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
On 04.06.2011 15:28, Frederic Bouvier wrote: The problem is that the Blender AC exporter generates these absolute path. In the PLIB days, the loader simply ignored the path to just take the simple name. Right, unfortunately it requires another manual step. The advantage of not ignoring the path (OSG) though is, that you can reference textures in other directories. There is no longer a need to copy every texture into the same model directory as the .ac file. You can reuse shared textures from other directories (from the same or even other aircraft, from a global texture directory etc). cheers, Thorsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Please insert disk into drive F:
ThorstenB wrote: In two cases the referenced textures aren't even in fgdata. Hah, sounds familiar - that's a recurring cause of trouble with submissions to the Scenemodels repository. _I_ am running a consistency checker on every model, but . Finally, I found 3 affected global models in fgdata. Martin, can you fix these please (needs to go to the scenery database): Models/Transport/ICE3middlecar.ac Models/Transport/ICE3middlecar2.ac these had been directly committed to CVS by one of those overly clever committers who are known to be ignorant, by tradition, of every general consistency rule. Life could be so easy, if Models/Buildings/tower-hexa.ac That's an old-timer, will fix as well. Thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] question about btg files.
I am successfully generating now pdf with maps of the surrounding of an airport, but something worries me about: If I generate a map of KSFO, I see a hole just south west of HALF MOON BAY, just upon the ocean. my question is: Am I badly rendering the pdf or the triangles are intentionally missing over the ocean ? to make myself clear: here is the resulting pdf with a black rectangle in the second page (Intentionally black for this email). http://assistenza.larasrl.net/brisa/fgfs/temp/KSFO.pdf cheers Francesco -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] question about btg files.
Ciao Franceso, Francesco Angelo Brisa wrote: I am successfully generating now pdf with maps of the surrounding of an airport, but something worries me about: If I generate a map of KSFO, I see a hole just south west of HALF MOON BAY, just upon the ocean. my question is: Am I badly rendering the pdf or the triangles are intentionally missing over the ocean ? It's a bit difficult to tell what precisely is causing the hole as long as we don't know how your procedure works. Anyhow I suspect that it's exactly this: A hole in the terrain, a region which is not covered by _any_ land cover type and therefore is left blank. Terrain holes default to ocean in FlightGear. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] question about btg files.
thanks Martin, further research: zooming out the map makes more holes just only on the oceans... fixed using default background color as ocean. cheers Francesco 2011/6/4 Martin Spott martin.sp...@mgras.net Ciao Franceso, Francesco Angelo Brisa wrote: I am successfully generating now pdf with maps of the surrounding of an airport, but something worries me about: If I generate a map of KSFO, I see a hole just south west of HALF MOON BAY, just upon the ocean. my question is: Am I badly rendering the pdf or the triangles are intentionally missing over the ocean ? It's a bit difficult to tell what precisely is causing the hole as long as we don't know how your procedure works. Anyhow I suspect that it's exactly this: A hole in the terrain, a region which is not covered by _any_ land cover type and therefore is left blank. Terrain holes default to ocean in FlightGear. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Heads up: fgdata now version 2.3.0
Hi all, reaching our first milestone for 2.4.0, the code freeze of the main development stream on June, 17th, I just increased the version number for fgdata to match the version of simgear/flightgear which is currently 2.3.0. If you get a version mismatch upon start of fg, please git-pull fgdata and fg. Please report any defects caused by a new version number. Thanks, Torsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] High altitute/speed flights terrain engine problems
At least one of us is confused about how things are structured. Heh. I mean if You add some model with great sphere in it, without addition things, all who have that model installed will see part of giant sphere in the sky or whole sphere. I have no idea what you mean by the distinction of Nasal being on a local level and the core on a global level. If you look into /Nasal/, you find scripts like multiplayer.nas, tanker.nas or redout.nas which are available whatever aircraft you have installed or whatever aircraft you are in - just as the core, they are part of every Flightgear session. I mean that because if You will add that sphere on Nasal level only then main terrain engine would continue to work and would produce great lags on most of computers. And because there's need to do something with that on C level then it's easier to make whole engine on it. Even if it's simple textured sphere, it's gotta be on terrain engine level anyway, that's why I call it so. If that would happen, it would be very nice. It also would be nice if people would send me their GPL-compatible photographs of Cb clouds so that I could improve my thunderstorm textures which are rather lousy at the moment. It would also be nice if people would pool their resources to create a nice GPL-compatible database of aerial images so that we'd have raw material for texturing. I had seen some photos of that type on CC license only, and they allows to use in some CC project only one texture from that site, and with additional restrictions. I suppose it's easier to make own photos. Dunno why. Maybe because there's a lot of selfish guys in outer world. All that doesn't just seem to happen... so I have to make do with what happens. It's a bit up to you - if you can get off a demo of a nice Earth view from space using existing technology, the likelihood of getting more people interested in working on the issue increases. If you wait for the best solution to be implemented up front, you may be lucky, but it also may be a long wait. Honestly, I do not know if number of interested people would increase. Anyway, I do not ask, only tell what's needed. It's not please do that or I order You to do that thing. If simple if...then stating of fact. In case there is no one who even could or want to tell where start to look about how to switch current engine off, in month after first question in devel list, then it's unreasonable to make such personal attempts. It will not be helped on case of need, and may get some resistance instead. Too risky. And it needed only in Vostok, X-15, and other projects of that type really. I suppose there's about ten of people who even started Vostok and approximately so who get high enough on X-15. Only we two of that guys have interest to even talk about how to make it better now. It's too few to make serious work in that means reasonable. So I put that aside for a while. Better to make something else what could become a bit more popular and make FG bit more popular. So for now I already focused my mind on another project. Maybe in time I will look into that terrain engines stuff personally, maybe not. For now surely not. Cheers, * Thorsten Cheers, * Victor -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel