Re: [Flightgear-devel] Hudson Mac

2011-06-04 Thread 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


--
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

2011-06-04 Thread HB-GRAL
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

2011-06-04 Thread Erik Hofman
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

2011-06-04 Thread Torsten Dreyer

 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:

2011-06-04 Thread ThorstenB
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:

2011-06-04 Thread Frederic Bouvier

- 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:

2011-06-04 Thread Scott
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

2011-06-04 Thread Erik Hofman
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:

2011-06-04 Thread ThorstenB
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:

2011-06-04 Thread Martin Spott
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.

2011-06-04 Thread Francesco Angelo Brisa
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.

2011-06-04 Thread Martin Spott
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.

2011-06-04 Thread Francesco Angelo Brisa
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

2011-06-04 Thread Torsten Dreyer
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

2011-06-04 Thread Slavutinsky Victor
 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