Re: [Flightgear-devel] git

2011-09-29 Thread Michael Sgier
Thorsten: I had an account and created a ssh key. Now it has a red cross below 
ready in gitorious. Something wrong with that?
Now the fgdata clone should be on my pc alike the fgfs wiki or where? How to 
push or put a merge request??
Durk: I've only seen some lone hangars with terrasync but no probably not all 
as they are for 850 format. As HB-GRAL stated some airports are way off in old 
810 format, so using a custom start or tower view location from my 
groundnetworks might put you anywhere. But I've even had a dispute with Robin, 
so I've to check back 850 airport locations as soon as they're in git.Are 850 
already in git? Peter, I've also to adjust scenery height. Suisse04 scenery 
won't be GPL'd mainly because it uses different licences. In fact I didn't 
bother all authors about such, also because I don't like the idea of some 
people making money with freeware. Daniel Gauthier for example told me that it 
must be free of charge! Not GPL compatible then!...
http://www.swissfir.org/downloads/Scenery/Gauthier/Gauthier.html
Thanks and cheers
Michael
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Re: [Flightgear-devel] git

2011-09-29 Thread Frederic Bouvier
- Mail original -

 Thorsten: I had an account and created a ssh key. Now it has a red
 cross
 below ready in gitorious. Something wrong with that?

 Now the fgdata clone should be on my pc alike the fgfs wiki or where?
 How to push or put a merge request??

If you cloned the official data repository on your own machine, you won't be 
allowed to push anything. 

What you have to do is to clone the repository in your own gitorious.org 
project and then clone that clone on your own machine. As it is your own 
project, you will be able to push into it and then submit merge requests. 

Regards, 
-Fred 
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Re: [Flightgear-devel] git

2011-09-29 Thread Anders Gidenstam
On Thu, 29 Sep 2011, Frederic Bouvier wrote:

 If you cloned the official data repository on your own machine, you 
 won't be allowed to push anything.

 What you have to do is to clone the repository in your own 
 gitorious.org project and then clone that clone on your own machine. As 
 it is your own project, you will be able to push into it and then submit 
 merge requests.

Now, before anyone unnecessarily goes through the pain of cloning fgdata 
again, you just need to add the git URL to your new personal 
clone at gitorious as a remote in your local fgdata clone to be able to 
push to gitorious.

For example:

git remote add g...@gitorious.org:~andersg/fg/anders-fgdata.git my-fgdata

Stores the URL to my fgdata clone at gitorious under the name my-fgdata in 
my local git clone of fgdata. (You want the gitorious SSH URL for your 
repository)


git push my-fgdata my-branch:master

Pushes the local branch named my-branch to my-fgdata (i.e. my clone of 
fgdata at gitorious) where the branch will be named master.

Cheers,

Anders
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Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread James Turner

On 28 Sep 2011, at 21:14, Curtis Olson wrote:

 I suppose it would make sense to grep through the code, but as far as I know, 
 the primary uses of the visibility value is to properly set the OpenGL fog 
 parameters and determine how many rings of tiles to load centered on the 
 current location.

From a software engineering perspective, it would be great to have a 
centralised, explicit place where visibility is managed, and especially the 
purpose of visibility - since what's needed for scenery loading vs 'fog' 
(atmosphere effects) vs weather loading vs AI / multiplayer ranges may not all 
agree, but most of those things currently look at the global visibility 
property and make some guesses, or apply some heuristics based on that number.

Unfortunately, going through the code to find out what will break, is an ugly 
job -  as you have probably realised. In the short term, I think most systems 
need a 'how far away do I conceivably need to load / simulate items' metric - 
not necessarily in meters - but really that should be dependent on the observer 
position of course.

Hopefully ThorstenB will have some comments, since he's the person who most 
recently touched the tile-loading code, which is by far the most sensitive 
thing (in terms of system performance) for how we compute visibility.

James


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Re: [Flightgear-devel] git

2011-09-29 Thread Anders Gidenstam
On Thu, 29 Sep 2011, Anders Gidenstam wrote:

 For example:

 git remote add g...@gitorious.org:~andersg/fg/anders-fgdata.git my-fgdata

Oups, that should be

git remote add my-fgdata g...@gitorious.org:~andersg/fg/anders-fgdata.git

Cheers,

Anders
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[Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-29 Thread J. Holden
I apologize in advance considering I'm in a very complaining mood at the moment.

I've just compiled 4 square degrees of scenery around the Minneapolis/St. Paul 
area in an attempt to figure out whether or not my Alaska scenery creation 
process worked on places in the lower 48 states.

Fortunately, the answer is yes, the process works and the scenery built 
successfully. Minneapolis is kind of boring minus the lakes, but the scenery 
also looks like the upper midwest, and there are a lot of interesting rivers to 
follow.

Unfortunately, I've run into problems with what I'll call the swirlies and 
the staircases.

The first is the swirlies - I'm sure people have seen these before, where 
someone builds a dense road network and all of a sudden all the textures are 
stretched into oblivion.

I'll call them the swirlies because up close the texture pattern looks like a 
swirl.

The second is the staircases. Basically, the fan constructions don't include 
any sort of centroids, so for large glaciers the elevation literally goes up in 
steps as the fans walk up.

This staircases effect also causes an issue in mountainous valleys. Sometimes 
the fan will not pick up part of the canyon floor, instead going from peak to 
peak. This can have a very pronounced effect when you are flying, and there are 
instances of this in the Alaska scenery as well (and others, but this is the 
cause).

My question is, what can I do from a data point of view to fix these problems?

I'm using v.generalize instead of v.clean in my GRASS workflow this time 
around, which is much faster and gives better results - but it doesn't clean 
any vertices.

As a result, for both Alaska and Minneapolis sceneries, there are a number of 
strange constructions with the irregular mesh.

I know how the irregular mesh is formed. I've designed a couple golf courses 
for Links 2003 using a similar method and dropping a centroid or a few really 
can help the wireframe - unfortunately I don't have access to the actual 
wireframe scenery structure, nor is this a recommended way to edit the files.

I could also use v.clean and remove some of the vertices, which in turn would 
reduce the number of fans. I know there is a limit on fans or vertices? with 
.btg files, but this scenery is only of a medium-high quality, and compared 
to other sceneries I've created I'm not sure there's really a need to do this 
other than for performance. Plus, I'm loathe to run v.clean because pruning 
became very, very slow sometime in between GRASS 5 and GRASS 6.4, even though 
v.generalize doesn't remove any vertices, which is a problem.

Oh, and Minneapolis/St. Paul scenery is available for anyone who wants it, but 
please email me personally because it's buggy. (However there is one very nice 
grass-runway airport which is placed on the cliff of a river - technically a 
bug but taking off is a fun challenge!)

PS - I only get around 3-6 FPS on this brand new laptop(!), and I'm finding 
with 2.4 simply launching fgfs --airport=KMSP --aircraft=ufo loads up local 
weather/real-time weather, which is terrible for a simple scenery flyover test 
on a poorly performing computer - I get 1 FPS because I can't change 
visibility - is there a way to disable this feature from loading on startup 
from the command line?

Cheers
John

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Re: [Flightgear-devel] Mapping Airspace

2011-09-29 Thread HB-GRAL
Am 21.09.11 07:59, schrieb Alex Perry:

 12.  ... who is missing from the list?


I just decided to start with russian airspace, because of this one here:
http://premier.gov.ru/eng/events/news/9704/

Cheers, Yves

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Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread ThorstenB
On 29.09.2011 10:21, James Turner wrote:
 Hopefully ThorstenB will have some comments, since he's the person
 who most recently touched the tile-loading code, which is by far the
 most sensitive thing (in terms of system performance) for how we
 compute visibility.

Well, I have little to add. I can just confirm your and Curt's 
descriptions: yes, the tile loader reads the visibility property. When 
is has increased above a certain threshold (or when the position has 
moved into another area), it starts loading more scenery. And it always 
requests all tiles within the range defined by visibility (limited to 
the max-lod range though). It could be changed easily to watch for some 
other property - such as a specific ground visibility property, when 
that's provided. But yes, loading scenery is a major performance/memory 
factor - so we shouldn't be loading much more scenery than we do now - 
unless the fundamental concepts are also improved (such as better LOD 
support for scenery tiles).
And it'd be rather complicated to implement any other tile loading 
method instead of the current concept of loading all tiles within a 
certain range. The tile loader lives in a simple 2D world. It knows 
nothing about elevation of certain tiles etc.

cheers,
Thorsten

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Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread Curtis Olson
On Thu, Sep 29, 2011 at 1:10 PM, ThorstenB wrote:

 Well, I have little to add. I can just confirm your and Curt's
 descriptions: yes, the tile loader reads the visibility property. When
 is has increased above a certain threshold (or when the position has
 moved into another area), it starts loading more scenery. And it always
 requests all tiles within the range defined by visibility (limited to
 the max-lod range though). It could be changed easily to watch for some
 other property - such as a specific ground visibility property, when
 that's provided. But yes, loading scenery is a major performance/memory
 factor - so we shouldn't be loading much more scenery than we do now -
 unless the fundamental concepts are also improved (such as better LOD
 support for scenery tiles).
 And it'd be rather complicated to implement any other tile loading
 method instead of the current concept of loading all tiles within a
 certain range. The tile loader lives in a simple 2D world. It knows
 nothing about elevation of certain tiles etc.


Just to add a couple more bits of information.  The tile loader knows (or
can compute) the exact dimensions of the tiles.  I thinks in terms of
square rings if that makes sense.  There is the tile which you are over
right now.  There is a ring of 8 tiles surrounding your current tile.  There
is a ring of 16 tiles surrounding that and a ring of 24 tiles surrounding
that.  3x3 = 9 - the inner tile = 8.  5x5 = 25 - the 3x3 block = 16, etc.
 So the tile loader loads the 'current tile' which you are over the top of
it and proceeds to load as many surrounding 'rings' as needed to cover the
current visibility distance.

As Thorsten B. points out though ... there is a memory/performance/disk-io
price when loading tiles.  And if we are pushing scenery complexity at the
same time as pushing visibility out, this price will grow exponentially ...
so it's worth paying attention to.

Regards,

Curt.
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[Flightgear-devel] Query about groundradar Instrument module

2011-09-29 Thread Robbo
Hi,

I am trying to familiarise myself with Flightgear's source code so that I
may try and contribute.  I am currently looking at the 'groundradar'
instrument module and there is something within that is causing me some
confusion.

Essentially, there is a 'texture' declared as follows:
static const char* default_texture_name =
Aircraft/Instruments/Textures/od_groundradar.rgb;

This is then used by the following method:
void GroundRadar::createTexture(const char* texture_name)

in the following way:
FGTextureManager::addTexture(texture_name, getTexture());

Now all is good at this point until I go and look for this file, which i
expected to find in data/Aircraft/Instruments/Textures/, however, this file
does not appear there, nor does it appear anywhere else on my filesystem
either.

I thought, well maybe the code is not actually using this texture, since its
a 'default_texture', however, when i change the name to point to something
else which also does not exist, then, the once black background becomes
white!

So I am assuming that this file MUST be somewhere, but I have no idea where
it is, can anyone assist me with this?

Thanks

Robbo
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Re: [Flightgear-devel] latest Git next, endless loop from FGATCMgr and missing JSBsim fuel-used property

2011-09-29 Thread Scott
On Wed, 2011-09-28 at 09:09 +0100, James Turner wrote:

 On 25 Sep 2011, at 09:10, James Turner wrote:
 
  2. After about 1hour of flying, FG seems to go into a endless loop; the 
  sound continues to play, however the screen is frozen (goes to black if 
  you minimise then re-maximise it), and all network activity drops off (ie: 
  you disappear from multi-player)
  I ran it with gdb and notice the following stack;
  
  We've seen issues like that before, when _geo_inverse_wgs_84 is used over 
  large (eg, half the planet) distances. The workaround / fix has been to 
  switch range checks of this nature to convert coordinates to cartesian 
  space (earth centred) and then use cartesian distance - not appropriate for 
  navigation, but fine for a range check (and quicker too).
 
 I just pushed a tweak to make this code work in cartesian space, thanks for 
 the bug report.
 
 James


Thanks James, that looks like it fixed that up, I re-flew the same route
and no problems.


cheers
   S.




 
 
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-29 Thread Csaba Halász
On Thu, Sep 29, 2011 at 10:32 PM, Robbo robbo_b...@hotmail.com wrote:
 Hi,

 Essentially, there is a 'texture' declared as follows:
 static const char* default_texture_name =
 Aircraft/Instruments/Textures/od_groundradar.rgb;

 FGTextureManager::addTexture(texture_name, getTexture());

 Now all is good at this point until I go and look for this file, which i
 expected to find in data/Aircraft/Instruments/Textures/, however, this file
 does not appear there, nor does it appear anywhere else on my filesystem
 either.

 I thought, well maybe the code is not actually using this texture, since its
 a 'default_texture', however, when i change the name to point to something
 else which also does not exist, then, the once black background becomes
 white!

 So I am assuming that this file MUST be somewhere, but I have no idea where
 it is, can anyone assist me with this?

That is the name of the generated dynamic texture, the od_ prefix is
supposed to signal this for owner drawn, see od_gauge.cxx/hxx. The
call you found actually registers it with the texture manager so that
other components (notably models) can refer to it by that name.

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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-29 Thread Scott
Robbo,

  I just went through the process of adding this texture to the A380
after reading the source code, for when you are taxiing around an
airport.

  The output texture file is in essence a virtual file. So the texture
is created in memory and given a path reference (it's never actually
persisted to the file system),
  So when you add the instrument to the aircraft, you must exactly use
the virtual path, I never knew this was possible, it's a simple but
highly effective idea.


  S.




On Thu, 2011-09-29 at 21:32 +0100, Robbo wrote:

 Hi,
 
 I am trying to familiarise myself with Flightgear's source code so
 that I may try and contribute.  I am currently looking at the
 'groundradar' instrument module and there is something within that is
 causing me some confusion.
 
 Essentially, there is a 'texture' declared as follows:
 static const char* default_texture_name =
 Aircraft/Instruments/Textures/od_groundradar.rgb;
 
 This is then used by the following method:
 void GroundRadar::createTexture(const char* texture_name)
 
 in the following way:
 FGTextureManager::addTexture(texture_name, getTexture());
 
 Now all is good at this point until I go and look for this file, which
 i expected to find in data/Aircraft/Instruments/Textures/, however,
 this file does not appear there, nor does it appear anywhere else on
 my filesystem either.
 
 I thought, well maybe the code is not actually using this texture,
 since its a 'default_texture', however, when i change the name to
 point to something else which also does not exist, then, the once
 black background becomes white!
 
 So I am assuming that this file MUST be somewhere, but I have no idea
 where it is, can anyone assist me with this?
 
 Thanks
 
 Robbo
 
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-09-29 Thread Ron Jensen
On Thursday 29 September 2011 14:32:54 Robbo wrote:
 Hi,

 I am trying to familiarise myself with Flightgear's source code so that I
 may try and contribute.  I am currently looking at the 'groundradar'
 instrument module and there is something within that is causing me some
 confusion.

 Essentially, there is a 'texture' declared as follows:
 static const char* default_texture_name =
 Aircraft/Instruments/Textures/od_groundradar.rgb;

 This is then used by the following method:
 void GroundRadar::createTexture(const char* texture_name)

 in the following way:
 FGTextureManager::addTexture(texture_name, getTexture());

 Now all is good at this point until I go and look for this file, which i
 expected to find in data/Aircraft/Instruments/Textures/, however, this file
 does not appear there, nor does it appear anywhere else on my filesystem
 either.

 I thought, well maybe the code is not actually using this texture, since
 its a 'default_texture', however, when i change the name to point to
 something else which also does not exist, then, the once black background
 becomes white!

 So I am assuming that this file MUST be somewhere, but I have no idea where
 it is, can anyone assist me with this?

 Thanks

 Robbo

Definitely  not my area, but...

The hint for me was the call 'createTexture()' opposed to load or get 
Texture(). I believe we are doing a render-to-texture thing. If you grep for 
Aircraft/Instruments/Textures/od_groundradar.rgb in fgdata/Aircraft you get 
many hits like:
ATC/radar-screen.xml:
pathAircraft/Instruments/Textures/od_groundradar.rgb/path

So, if I understand things correctly, the models are asking for a texture by 
name, which is created by GroundRadar::createTexture() instead of being 
loaded from disk.

Ron

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