Re: [Flightgear-devel] Better way to edit XML files

2006-05-04 Thread dene maxwell
Hi Christian although I might seem a died-in-the-hole windows 
follower... I grew up with CP/M and DOS command-lines... my memory of vi was 
from my discussions with my boss/colleague who was experimenting with 
Unixabout 20 years ago I seem to remember CP/M had a similarly 
obscurely named text editor


No flame war about *nix from me we have a saying in Godzone (New 
Zealand) about one-eyednesshas the eye sight of a Cantebrian Rugby 
supporter ... some comments/by-lines from *nix users remind me of this 
saying :-) But I love rugby so take it all in stride


Anything to improve the breed eh?

Cheers and thanks for your comments
:-D ene



From: Christian Mayer [EMAIL PROTECTED]
Reply-To: flightgear-devel@lists.sourceforge.net
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Better way to edit XML files
Date: Thu, 04 May 2006 00:35:16 +0200

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

dene maxwell schrieb:
 Very interested
 in VI ...IIRC it is *nix based? ...after quick google search, is VIM
 VI iMproved?

 Is there a windows based version of VI(M)? as I would like to see the
 XML syntax feature you mentioned.

http://www.vim.org/

There's also the Windows version. Vim is the successor to vi, so you can
safely use it.

BTW: it's allways important to know the basic vi commands. You might
have to log in remote on a machine and fix something - if at least
something works, vi will also work...

To stop a holy war: The whole world knows that insert favourite editor
the best in the whole mulitverse, and everybody who doesn't believe it
is an idiot.


CU,
Christian
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Re: [Flightgear-devel] SimGear RenderTexture Patch for OSX

2006-05-04 Thread Arthur Wiebe

Thanks.

On 5/4/06, Frederic Bouvier [EMAIL PROTECTED] wrote:

Selon Arthur Wiebe :

 Here is a patch to RenderTexture.h that needs to be applied in order
 for it to compile.
 At least for me using Xcode 2.2.1 and OSX 10.4.6.

 Index: RenderTexture.h
 ===
 RCS file: /var/cvs/SimGear-0.3/source/simgear/screen/RenderTexture.h,v
 retrieving revision 1.8
 diff -u -8 -p -r1.8 RenderTexture.h
 --- RenderTexture.h   11 Mar 2006 22:20:19 -  1.8
 +++ RenderTexture.h   3 May 2006 22:31:00 -
 @@ -49,16 +49,19 @@
   * Mar. 2006, Added MAC OS X support, Alexander Powell
   */
  #include simgear/compiler.h

  #if !defined( _WIN32 )  !defined( __MACH__ )
  #  include X11/Xlib.h
  #endif
  #include SG_GL_H
 +#if defined( __MACH__)
 +#  include OpenGL/CGLTypes.h
 +#endif
  #ifndef _WIN32
  #  include SG_GLX_H
  #endif

  #include string
  #include vector

  /* The pixel format for the pbuffer is controlled by the mode string passed


  --- End of patch ---

It's committed in CVS

-Fred

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Re: [Flightgear-devel] F-14 anyone?

2006-05-04 Thread Josh Babcock
Robicd wrote:
 There are mirrors inside, for the pilots (look at
 http://www.anft.net/f-14/f14-detail-cp-canopy-01l.jpg); I wonder if
 there's a way with FGFS to create those mirrors, some kind of
 picture-in-picture technique :-)
 
 Or should that be implemented in the code?
 Are such mirrors used in Civil Aviation A/C too?

It needs code changes, but it has been talked about. In the mean time,
make the mirrors slightly concave and then use a chrome animation on
them. If you have a good .rgb file for the animation it should look
pretty good. I forget what other planes use this type of animation, but
I know I used it on the Canberra's landing gear oleos.

Josh



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Re: [Flightgear-devel] F-14 anyone?

2006-05-04 Thread Josh Babcock
flying.toaster wrote:
 Just one question before I get started ...
 
  What is the reasonnable polygon count (in triangles or quads) that can be 
 accepted by most platforms without turning into a slideshow ?
 
 For strike fighters this is somewhere  in the 10,000 range (with a damage 
 model).
 
  I have come to realise that an iBook with a power PC G4 at 1GHz (the thing I 
 am using to write this mail) is rather
 slower (understatement) than my other box (Linux box Radeon 9600Pro and 2 GHz 
 Athlon).
 
  I can make something quite pretty with 7000 to 8000 polygons (given that the 
 tomcat has quite complex shapes)
 With 15,000 polygons it can be really great...
 
 Enrique

I budget for 10,000 polys, but usually end up with more. The thing to
remember is that due to LOD animations and clipping, you can usually
only see 5,000 or so at once anyway.


Josh


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Re: [Flightgear-devel] Better way to edit XML files

2006-05-04 Thread Jim Wilson
 From: Curtis L. Olson
 
 And of course, every experienced unix professional knows the original 
 vi was already perfect.

Not every.  Some switched to emacs and thereafter would install emacs first 
before doing anything with a new machine. :-)

 These so called improvements in vim are 
 simply a bunch of dumb bandaids and cruches to help out those lazy 
 people who don't have 6 months to learn *real* vi and who think every 
 editor ought to work like notepad in windows.

For those who don't know...vim works NOTHING like notepad. ;-)

  So what happens if you 
 have to access a system remotely and the terminal emulation is broken so 
 you can't do a full screen visual edit of a file.  You better be able to 
 find your way around in ed ... at least well enough to reconstruct an 
 ascii terminfo file by hand from scratch! 
 

From any laptop with terminal emulation: cat ansi and then paste into the 
emulator. 
Better yet, these days it is almost (not completely) reasonable to refuse to 
work 
with equipment lacking either an ethernet port or a command line ftp/httpd 
client.

Best,

Jim


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207-546-7989




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RE: [Flightgear-devel] Better way to edit XML files

2006-05-04 Thread Berndt, Jon S
  From: Curtis L. Olson
 
  And of course, every experienced unix professional knows 
  the original vi was already perfect.
 
 Not every.  Some switched to emacs and thereafter would 
 install emacs first before doing anything with a new machine. :-)

As mentioned here before, there are several commercial and some free XML
editors that are very good. I've only really used OxygenXML much. If you
are really serious about XML, I highly recommend it. If you are a
FlightGear developer and are using it for only an open source project, I
think you could negotiate the academic pricing level - especially if you
give them some kind of notice, somehow.

As an example of what a good XML editor can do for you: I have a schema
set up for the JSBSim aircraft configuration files. When editing a
JSBSim aircraft file in OxygenXML (for instance, c172r.xml), you can
type in an element name, the editor will add the closing element tag,
and if you right-click you can get a list of valid elements or
attributes that can go inside the type element. If I was to add a
pure_gain element, if I was to right-click in the tag I would see that
name is a valid attribute that can be added to the pure_gain element
tag. I would see that output is an optional element that can appear
inside the pure_gain element.

With the coming of JSBSim Commander, that approach to editing XML files
may be going by the wayside, but for XML files that have (or will have)
no GUI editor, it's a great way to go. An editor will give you syntax
checking, se well.

Jon


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Re: [Flightgear-devel] F-14 anyone?

2006-05-04 Thread Roberto Inzerillo

  There are mirrors inside, for the pilots (look at
  http://www.anft.net/f-14/f14-detail-cp-canopy-01l.jpg); I wonder if
  there's a way with FGFS to create those mirrors, some kind of
  picture-in-picture technique :-)
  
  Or should that be implemented in the code?
  Are such mirrors used in Civil Aviation A/C too?
 
 It needs code changes, but it has been talked about. In the mean time,
 make the mirrors slightly concave and then use a chrome animation on
 them. If you have a good .rgb file for the animation it should look
 pretty good. I forget what other planes use this type of animation, but
 I know I used it on the Canberra's landing gear oleos.
 
 Josh

That will look nice but will not reflect anything :-(

  Roberto

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Re: [Flightgear-devel] Better way to edit XML files

2006-05-04 Thread Lee Elliott
On Wednesday 03 May 2006 23:44, Curtis L. Olson wrote:
 Christian Mayer wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 dene maxwell schrieb:
 Very interested
 in VI ...IIRC it is *nix based? ...after quick google
  search, is VIM VI iMproved?
 
 Is there a windows based version of VI(M)? as I would like
  to see the XML syntax feature you mentioned.
 
 http://www.vim.org/
 
 There's also the Windows version. Vim is the successor to vi,
  so you can safely use it.
 
 BTW: it's allways important to know the basic vi commands.
  You might have to log in remote on a machine and fix
  something - if at least something works, vi will also
  work...
 
 To stop a holy war: The whole world knows that insert
  favourite editor the best in the whole mulitverse, and
  everybody who doesn't believe it is an idiot.

 And of course, every experienced unix professional knows the
 original vi was already perfect.  These so called
 improvements in vim are simply a bunch of dumb bandaids and
 cruches to help out those lazy people who don't have 6 months
 to learn *real* vi and who think every editor ought to work
 like notepad in windows.  So what happens if you have to
 access a system remotely and the terminal emulation is broken
 so you can't do a full screen visual edit of a file.  You
 better be able to find your way around in ed ... at least well
 enough to reconstruct an ascii terminfo file by hand from
 scratch!

 Curt.

vi !!!  Monty-Python 'Luxury' sketch  When I started out in 
computers it was all teletypewriters.  In those days 32K (words) 
was state o'art.  Ferrite core store and none o' yer fancy 
transistor memory.  Mercury delay lines...blah blah 
blah./Monty-Python 'Luxury' sketch

;)

LeeE



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[Flightgear-devel] Multiplay Jitter Problem with dual models flying in formation

2006-05-04 Thread Greg Lisa








I am working on a project that requires visualization of two
drones flying in formation. Both drones are driven by an external source
via native-fdm sockets. Even though both drones are being fed identical
kinematics, I experience jitter between the drone models. The faster the drones
move, causes an increase in jitter. The drones are displayed together via
multiplayer mode using two pc platforms. I sure would appreciate any
idea/suggestions on how I may eliminate the jitter problem. The following
is the startup sequence that I use for both drones. 



PC1: fgfs --airport-id=KVPS --aircraft=drone1 --fdm=external
--callsign=Drone1

 --native-fdm=socket,in,50,,5600,udp


  --multiplay=out,25,194.27.165.230,5503

  --multiplay=in,25,194.27.165.220,5502



PC2: fgfs airport-id=KVPS aircraft=drone2 fdm=external
callsign=Drone2

 --native-fdm=socket,in,50,,5601,udp


  --multiplay=in,25,194.27.165.230,5503

  --multiplay=out,25,194.27.165.220,5502





Thanks Gregory