Re: [Flightgear-devel] Acceptable workaround in enabling shadows on Mac OS X (fgfs-0.9.10)?
Selon Tatsuhiro Nishioka : #ifdef __APPLE__ // At the time SGShadowVolume is called, OpenGL extensions and // AlphaBits/StencilBits are not properly recognized on Macs. // so I simply re-initialize it when this method is called for the first time static bool re_initialized = false; if (!re_initialized) { this-init(sim_rendering); re_initialized = true; } #endif So here are the questions. Am I calling ShadowVolume::init() at an acceptable timing? Are there any better means of doing this? a better way would be to do it is without the #ifdef __APPLE__ condition. If your change works for you, maybe it will work for us. Propose a patch without the #ifdef thingy and we'll see if it's ok for the other supported platforms. Cluttering the source with platform specific #ifdef is the best way to break something one day or another by someone that doesn't compile on the said platform. -Fred -- Frédéric Bouvier http://frfoto.free.fr Photo gallery - album photo http://www.fotolia.fr/p/2278/partner/2278 Other photo gallery http://fgsd.sourceforge.net/ FlightGear Scenery Designer - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG crashes and Reply: osg/plib fps
On Tue, 2006-11-21 at 22:44 +0100, Georg Vollnhals wrote: AJ MacLeod schrieb: After Mathias' commits this afternoon, I have seen an extremely impressive performance boost with the Sea Vixen. Hi all, First the GOOD NEWS: No that's better than Good News :-) Then the BAD NEWS: 1. Strange behaviour: Crossing KSFO terminal buildings E - W does not reduce framerate nor are any problems visible Crossing KSFO terminal buildings W - E reduces framerate from 85 to 56, stuttering, then in most cases (several tests, reproducable!) FG crash! What is the reason for this (unlogic) behaviour? Can anyone else reproduce this? - Default Cessna 172p, default KSFO scenery. After takeoff do an immediate left-turn crossing that parked yellow-red 737, then a right turn in direction of the KSFO terminals, crossing them E - W. (This should not do anything). After having passed the terminals fly until you can make a normal turn back to the KSFO terminals, trying to cross them in W - E direction. Watch your fps, any changes?. IF no crash occures pass the terminals and do this procedure 2 times again. IF you manage to fly further, you are lucky and we all have more knowledge. Hi Georg, I guess call me lucky as I wasn't able to get fgfs to crash. I didn't noticed that the framerate was lower flying while W-E bit only slightly (down to 68 from 76). Didn't cause any jerkiness or sudden drop in the fps on this system. Regards George - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG crashes and Reply: osg/plib fps
Georg Vollnhals wrote: First the GOOD NEWS: I can only confirm the big fps improvement, with the OSG cvs compile of this evening I get (nearly) stable 85 fps at KSFO with the Cessna. Here it's not _that_ fast but definitely - for the first time - faster than the comparable PLIB build ! Then the BAD NEWS: 1. Strange behaviour: Crossing KSFO terminal buildings E - W does not reduce framerate nor are any problems visible Crossing KSFO terminal buildings W - E reduces framerate from 85 to 56, stuttering, then in most cases (several tests, reproducable!) FG crash! What is the reason for this (unlogic) behaviour? Can anyone else reproduce this? I can reproduce decreased frame rates but no crash. There are two items that make a difference when crossing from the West: 1.) The PAPI of the 10L runway and the VASI on 10R are visible from the West, 2.) When crossing from the East you don't have the two AI aircraft in sight, that start on the apron and taxi along 1L, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FG suddenly aborting :-(
Hi, today FGFS won't start. It aborts apparently without any cause. I did a fresh new install, and it aborts again. Hardware, OS and drivers are still the same. I'm not even using additional sceneries or aircarfts. I changed Airport/Airplane/ScreenResolution/OpenGLSettings, nothing works :-( Those are the last lines of the log output in debug mode. I really can't imagine what's going wrong. Read layer GS-ARM Anunciator Done reading instrument KAP140 Autopilot Reading instrument Magnetic Compass Read layer Compass Float (magic) No type supplied for layer face assuming texture Read texture texture Read layer face Done reading instrument Magnetic Compass Done reading panel instruments Loaded new panel from Aircraft/Generic/Panels/generic-vfr-panel.xml Attempt to set archive flag for non-existant property /controls/seat/eject/cmd_s elector_valve Adding subsystem input Adding subsystem replay Logging priority is debug Enabled all logging classes: terrain|astro|flight|input|gl|view|cockpit|general| math|event|aircraft|autopilot|io|clipper|network|instrumentation|systems Unknown exception in the main loop. Aborting... OS: WinXP SP2 Video card: Radeon 9600 with Catalyst 06.5 driver FGFS V.0.9.10 I can add more detail, if needed. Anyone got some hints on that? Roberto - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] shut off fading in
Hello, I noticed that as you start or reset FG the screen kind of fades in. This looks quite nice but it interferes with me as I want to start FG with initial conditions, and the delay this fading process causes doesnt allow me to see the aircraft from the beginning - so I find myself within the aircraft somewhere in the sky, because I just didnt have enough time to react on the initial conditions I set... So what I wanted to know is if there is a way to turn off this fading-in-feature via command-line options or maybe a way to tell flightgear to start the simulation a few seconds after the fading process started? And if there is not, could you point me towards the right file in the source code that manages this fading process? Any help is very appreciated. Thank you. Best, Thomas - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shut off fading in
Quoting Thomas Biwer : Hello, I noticed that as you start or reset FG the screen kind of fades in. This looks quite nice but it interferes with me as I want to start FG with initial conditions, and the delay this fading process causes doesnt allow me to see the aircraft from the beginning - so I find myself within the aircraft somewhere in the sky, because I just didnt have enough time to react on the initial conditions I set... So what I wanted to know is if there is a way to turn off this fading-in-feature via command-line options or maybe a way to tell flightgear to start the simulation a few seconds after the fading process started? And if there is not, could you point me towards the right file in the source code that manages this fading process? Any help is very appreciated. Thank you. Try : $ fgfs --prop:/sim/sceneryloaded-override=true -Fred -- Frédéric Bouvier http://frfoto.free.fr Photo gallery - album photo http://www.fotolia.fr/p/2278/partner/2278 Other photo gallery http://fgsd.sourceforge.net/ FlightGear Scenery Designer - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] sending external fdm data in the form of UDPpackets
I checked using Flightgear 0.9.8 but could not run it successfully.The few lines of log data are as follows: Running Main Loop === Updating time Current Unix calendar time = 1164188445 warp = 0 Current GMT = 11/22/2006 9:40:45 Current Unix calendar time = 1164188445 warp = 0 Current GMT = 11/22/2006 9:40:45 Current Julian Date = 2.45406e+006 COURSE: GMT = 10/22/106 9:40:45 March 21 noon (GMT) = 1142922600 Time since 3/21/106 GMT = 246.132 days = 246 hours = 9.67917 lon = 0 lst = 14.0792 COURSE: GMT = 10/22/106 9:40:45 March 21 noon (GMT) = 1142922600 Time since 3/21/106 GMT = 246.132 days = 246 hours = 9.67917 lon = 0 lst = 14.0792 Current lon=0.00 Sidereal Time = 13.7616 gst = 181.762 Current LOCAL Sidereal Time = 13.7616 (13.7618) (diff = Elapsed time interval is = 38000, previous remainder is = Model iterations needed = 5, new remainder = 1346 Warning: read() not enough bytes. interpolate(): lookup error, x to small = 0 interpolate(): lookup error, x to small = 0 Updating Sun position Gst = 13.7616 t-cur_time = 1164188445 Sun Geodetic lat = -0.351519 Geocentric lat = -0.34935 sun angle relative to current location = 0.639324 Updating Moon position t-cur_time = 1164188445 Moon Geodetic lat = -0.484999 Geocentric lat = -0.4822 moon angle relative to current location = 0.951894 Updating adjusted fog parameters. FGTileMgr::update() State == Running FGTileMgr::update() State == Running interpolate(): lookup error, x to small = 10 Cockpit: code 1 status 0 On 11/21/06, Thomas Biwer [EMAIL PROTECTED] wrote: Umesh, I am not quite sure but I think I've read something a long time ago that a guy had the same kind of problem and got rid of it by switching to another version of flightgear. I think version 0.9.2 is quite obsolete. Maybe you should try changing to 0.9.10. Otherwise, it would be nice to have some more detailed information about the problem flightgear causes: Is it simply dying and closing or hanging up? You might want to run FG with the --log-level=debug option and tell us what the last message is you get from that. Best, Thomas Hi, I have interfaced external fdm(running separately on other PC) with Flightgear by sending UDP packets to flightgear.i am currently using Flightgear version 0.9.2 and 0.9.3 for that purpose.however I have found that although the packets reach the destination Pc,flightgear is not running. I would like to know whether I am correctly forming and sending the UDP packets.I am pasting some parts of the code related to UDP packets sending. Code: snip I am also using correct command to start FGFS with external fdm: D:\FlightGear 0.9.3\bin\Win32\FGFS.EXE--native-fdm=socket,in,30,,5500,udp --fdm=external Please help.. Regards, Umesh - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shut off fading in
Fred, Thank you for your help. This seems to turn off the fading but also results in a quite significant drop of the framerate... at least in the first minutes. Might there be another solution to turn off fading in? Best, Thomas Try : $ fgfs --prop:/sim/sceneryloaded-override=true -Fred Quoting Thomas Biwer : Hello, I noticed that as you start or reset FG the screen kind of fades in. This looks quite nice but it interferes with me as I want to start FG with initial conditions, and the delay this fading process causes doesnt allow me to see the aircraft from the beginning - so I find myself within the aircraft somewhere in the sky, because I just didnt have enough time to react on the initial conditions I set... So what I wanted to know is if there is a way to turn off this fading-in-feature via command-line options or maybe a way to tell flightgear to start the simulation a few seconds after the fading process started? And if there is not, could you point me towards the right file in the source code that manages this fading process? Any help is very appreciated. Thank you. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shut off fading in
Quoting Thomas Biwer : Fred, Thank you for your help. This seems to turn off the fading but also results in a quite significant drop of the framerate... at least in the first minutes. Might there be another solution to turn off fading in? The fade out / fade in is here to hide deferred scenery loading. Unfortunately, the fdm start very early, before all the scenery is loaded ( by another thread ). The right question would be : is there a way to tell the fdm not to start before the scenery is loaded ? a question I don't have an answer for, sorry. -Fred -- Frédéric Bouvier http://frfoto.free.fr Photo gallery - album photo http://www.fotolia.fr/p/2278/partner/2278 Other photo gallery http://fgsd.sourceforge.net/ FlightGear Scenery Designer - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shut off fading in
Could you start with --enable-freeze (I think it is, it might be --enable-pause) and then unpause the sim when the screen is ready for you? Richard -Original Message- Fred, Thank you for your help. This seems to turn off the fading but also results in a quite significant drop of the framerate... at least in the first minutes. Might there be another solution to turn off fading in? Best, Thomas This e-mail has been scanned for Bede Scientific Instruments for all viruses by Star Internet. The service is powered by MessageLabs. For more information on a proactive anti-virus service working around the clock, around the globe, visit: http://www.star.net.uk - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shut off fading in
On Wed, 22 Nov 2006, Frederic Bouvier wrote: The fade out / fade in is here to hide deferred scenery loading. Unfortunately, the fdm start very early, before all the scenery is loaded ( by another thread ). The right question would be : is there a way to tell the fdm not to start before the scenery is loaded ? a question I don't have an answer for, sorry. Is there no way to tell FlightGear to start in paused mode? If there is perhaps some Nasal script could unpause after some appropriate delay. Cheers, /Anders -- --- Anders Gidenstam mail: andersg(at)gidenstam.org WWW: http://www.gidenstam.org/FlightGear/JSBSim-LTA/ - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shut off fading in
Fred, Richard, Could you start with --enable-freeze (I think it is, it might be --enable-pause) and then unpause the sim when the screen is ready for you? Richard --enable-pause is unknown and the --enable-freeze option doesnt do anything over here, FG just starts as usual, including fading in... The fade out / fade in is here to hide deferred scenery loading. Unfortunately, the fdm start very early, before all the scenery is loaded ( by another thread ). The right question would be : is there a way to tell the fdm not to start before the scenery is loaded ? a question I don't have an answer for, sorry. -Fred Exactly. This is what I wanted to ask, thank you for finding the right words... :-) Well, maybe I'll dig into some code, though I think it wont be that easy to find out where the problem is. Any hints or thoughts are very appreciated... Thanks, Thomas -Original Message- Fred, Thank you for your help. This seems to turn off the fading but also results in a quite significant drop of the framerate... at least in the first minutes. Might there be another solution to turn off fading in? Best, Thomas This e-mail has been scanned for Bede Scientific Instruments for all viruses by Star Internet. The service is powered by MessageLabs. For more information on a proactive anti-virus service working around the clock, around the globe, visit: http://www.star.net.uk - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shut off fading in
Anders, i think the problem within that is that pausing FlightGear pauses the fdm as well as loading the scenery - so the problem will be the same. what I am looking for is a function to pause the FDM, while the scenery is continuing loading. In that way, I could start the FDM as soon as the scenery is loaded. Best, Thomas On Wed, 22 Nov 2006, Frederic Bouvier wrote: The fade out / fade in is here to hide deferred scenery loading. Unfortunately, the fdm start very early, before all the scenery is loaded ( by another thread ). The right question would be : is there a way to tell the fdm not to start before the scenery is loaded ? a question I don't have an answer for, sorry. Is there no way to tell FlightGear to start in paused mode? If there is perhaps some Nasal script could unpause after some appropriate delay. Cheers, /Anders --- Anders Gidenstam mail: andersg(at)gidenstam.org WWW: http://www.gidenstam.org/FlightGear/JSBSim-LTA/ - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG-OSG: periodic hangs at KSFO
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Stefan Seifert wrote: With the CVS-HEAD version of FG I'm experiencing periodic hangs if I start at KSFO. I finally have found out more about the problem. It vanishes if I deactivate the Nimitz scenario. So it must be something in it, that causes the hangs. Without it I have actually a very nice FPS value. Maybe this helps to reproduce the problem. Nine -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.2 (GNU/Linux) Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org iD8DBQFFZDag1QuEJQQMVrgRAuFaAJ9tD10v88nw+qojj/sYZ/zXH5feKgCfdnaZ DR8d0YOdYIezedx4nurzOHs= =pukO -END PGP SIGNATURE- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Acceptable workaround in enabling shadows on Mac OS X (fgfs-0.9.10)?
Hi Fred, Thanks for your advice. I uploaded the platform independent patch without #ifdef - #endif at: http://sourceforge.net/project/showfiles.php? group_id=126825package_id=143552 If you want to take a look at other patches, download all that patches I've made so far at: http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/trunk/ FlightGear-0.9.10-MacOSX-diff.tar.gz?view=log You might be interested in FlightGear-0.9.0-MacOSX.diff that comes with the tar.gz file in the svn repository. This patch fixes the incorrect rendering of the sun and the moon on Mac OS X but is not Mac specific so I didn't add #ifdef - #endif. Best, Tat On Nov 22, 2006, at 12:29 AM, Frederic Bouvier wrote: a better way would be to do it is without the #ifdef __APPLE__ condition. If your change works for you, maybe it will work for us. Propose a patch without the #ifdef thingy and we'll see if it's ok for the other supported platforms. Cluttering the source with platform specific #ifdef is the best way to break something one day or another by someone that doesn't compile on the said platform. -Fred --- Tatsuhiro Nishioka Mail: [EMAIL PROTECTED] --- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] C/C++ code to interface with FlightGear
Ahhh, perfect, that's exactly what I was hunting for. Thanks! Curt. On 11/22/06, Melchior FRANZ [EMAIL PROTECTED] wrote: * Curtis Olson -- Tuesday 21 November 2006 18:22: Does anyone have any sample C/C++ code that will interface with FlightGear's --telnet interface? What about ./scripts/example/fgfsclient.{c,cxx} ? m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http://www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] C/C++ code to interface with FlightGear
Hi Curtis, Just a question. This implementation will be part of FlightGear of scenery designer ?? Because I've done a implementation to interface Flightgear using the telnet protocol, under linux/unix box, unfortunately I can't post complete code here because it is copyright protected, but I could help you implement this feature using your existing code base. This help you ? Leidson PlanetaMessenger.org On 11/21/06, Curtis Olson [EMAIL PROTECTED] wrote: Does anyone have any sample C/C++ code that will interface with FlightGear's --telnet interface? There is a student here writing an external app that can take the scenery click point and do a street database lookup of the point that was clicked on in FlightGear. (This will sound more useful if you observe that we can draw a live video stream from a UAV right next to a live synthetic view of FlightGear and have plans in the future to make a single hybrid view ... so the end result will be the ability to click on a street or object in the live video stream and get back the real street address ... cool stuff accomplished mostly by just plugging together a variety of existing capabilities in FlightGear.) Regards, Curt. -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http://baron.flightgear.org/%7Ecurt/ http://www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] C/C++ code to interface with FlightGear
Melchior FRANZ wrote: * Curtis Olson -- Tuesday 21 November 2006 18:22: Does anyone have any sample C/C++ code that will interface with FlightGear's --telnet interface? What about ./scripts/example/fgfsclient.{c,cxx} ? You might take a look at Chap 15, page 589 in UNIX Network Programming by Stevens. Regards John W. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] address change
Please change my email address from: [EMAIL PROTECTED] to [EMAIL PROTECTED] Thank you, Rex du Pont [EMAIL PROTECTED] - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG crashes and Reply: osg/plib fps
On Tuesday 21 November 2006 22:44, Georg Vollnhals wrote: I can only confirm the big fps improvement, with the OSG cvs compile of this evening I get (nearly) stable 85 fps at KSFO with the Cessna. This might say nothing to you, but the *very first* OSG compile started here with about 48 fps, one of my latest reports after first improvements was about 65 fps and *now* I get 85 fps - that is nearly doubled speed and very smooth! And no fps reduce anymore when crossing KSFO terminal buildings east to west (west to east is another strange story, see bad news.) Very good work, Mathias, thank you once again! Ok. It settles down more slowly than I expected. But it is getting better ... Then the BAD NEWS: 1. Strange behaviour: Crossing KSFO terminal buildings E - W does not reduce framerate nor are any problems visible Crossing KSFO terminal buildings W - E reduces framerate from 85 to 56, stuttering, then in most cases (several tests, reproducable!) FG crash! What is the reason for this (unlogic) behaviour? Can anyone else reproduce this? - Default Cessna 172p, default KSFO scenery. After takeoff do an immediate left-turn crossing that parked yellow-red 737, then a right turn in direction of the KSFO terminals, crossing them E - W. (This should not do anything). After having passed the terminals fly until you can make a normal turn back to the KSFO terminals, trying to cross them in W - E direction. Watch your fps, any changes?. IF no crash occures pass the terminals and do this procedure 2 times again. IF you manage to fly further, you are lucky and we all have more knowledge. Noted. I am still not responding well to bug reports. Most of them are just secondary effects of 'things not yet done right'. I spend more time improving the ground than hunting bugs that will most likely disappear when we some cleanup has happened. Stay tuned ... Greetings Mathias - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in mp-visibility of planes?
Hi Mathias, Thanks! Maik Mathias Fröhlich schrieb am 22.11.2006 18:19: Hi, On Tuesday 21 November 2006 18:40, Maik Justus wrote: can someone add this patch to cvs (head and plib-branch)? It's clear how and why it works and it corrects a (at least in msvc-builds) clear visible bug. Done. It got lost within other stuff ... Thanks Mathias - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OSG update question?
Mathias, Should we be updating OSG source from CVS now or are the most recent updates still coming out in tar balls? -- Dave Perry [EMAIL PROTECTED] - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] C/C++ code to interface with FlightGear
Great, I'll be waiting your next contact. Leidson PlanetaMessenger.org On 11/22/06, Curtis Olson [EMAIL PROTECTED] wrote: Ahhh, perfect, that's exactly what I was hunting for. Thanks! Curt. On 11/22/06, Melchior FRANZ [EMAIL PROTECTED] wrote: * Curtis Olson -- Tuesday 21 November 2006 18:22: Does anyone have any sample C/C++ code that will interface with FlightGear's --telnet interface? What about ./scripts/example/fgfsclient.{c,cxx} ? m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http://baron.flightgear.org/%7Ecurt/ http://www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG update question?
Dave Perry wrote: Should we be updating OSG source from CVS now or are the most recent updates still coming out in tar balls? Parts of OSG CVS are currently going through an overhaul of their build system, so it'll be easier for the 'average' builder to use Mathias' pre-packaged source tree, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FW: [osg-users] Re: Performance OSG release compile vs win32 binaries
FYI -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gert van Maren Sent: Wednesday, November 22, 2006 12:44 PM To: osg-users@openscenegraph.net Subject: [osg-users] Re: Performance OSG release compile vs win32 binaries Hi Robert, I can't definitively comment on VS build options that Mike Weiblen will have used, but I would have thought it would be just standard release build like you have done. Apparently the standard version of VS 2003 does not have a optimizing compiler/linker. However you can download a free one at http://xona.com/2004/06/29.html for VS 2003. The model now runs at a sold 60fps. Quite a huge performance increase using an optimizing compiler/linker. Is the OSG version the same in each case? Are you using a free versions of MS's compilers that has some optimization support removed. Yes, same OSG and using official Visual Studio .Net 2003. Regards Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FW: [osg-users] Re: Performance OSG release compile vs win32 binaries
Hi, FYI I used Visual Studio.net 2005 Express Edition. The free express version has an full-featured optimizing compiler. Yes, same OSG and using official Visual Studio .Net 2003. Olaf - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG crashes and Reply: osg/plib fps
Here's the quick review for fgfs-cvs/OSG's fps on Mac OS X as of this morning. KSFO runway: 35-45 Through the first cloud layer: 40-65 Above the first clould layer: 50-75 Above the ocean: mid 50s - mid 60s Compared to the last build (on 11/17): approx. +20 to +25. Good work!! Compared to the 0.9.10: approx. -25 to -10. Catching up! FYI, below is the environment for this review. [Settings] Airport: KSFO Aircraft: p51d Options: All available rendering options but shadows / 3d clouds View: Helicopter view Window size: 800x600 [Source Files] Everything is updated from each cvs repository this morning (PST). [Development Environment] compiler: gcc-4.0.1 (Xcode) options: -O3, SSE3, Auto vectorization, ENABLE_THREADS is NOT set. [Machine Spec] MacBook Pro CPU: Core 2 Duo 2.33GHz GPU: ATI mobility Radeon x1600 / 256MB VRAM Memory: 2GB --- Tatsuhiro Nishioka Mail: [EMAIL PROTECTED] --- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG crashes and Reply: osg/plib fps
Mathias Fröhlich schrieb: Noted. The replies on my mail show that the crashes *only I * am observing might be due to other problems. I am still thinking of the AI ground network, so don't care for now. I am still not responding well to bug reports. Most of them are just secondary effects of 'things not yet done right'. I spend more time improving the ground than hunting bugs that will most likely disappear when we some cleanup has happened. Stay tuned ... Greetings Mathias - Hi Mathias, good to know. I only made these reports as a thought it might be helpful for you, not because there are actual problems which might be solved immediately. Please give us a note when you would like us to report any possible bugs. This makes more sense to avoid not helpful noise on this list. Regards Georg EDDW - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] On 11/22/06, Foo Bar [EMAIL PROTECTED] wrote:
On Wed, 22 Nov 2006 19:36:56 +0100 Melchior FRANZ [EMAIL PROTECTED] wrote: It seems to become common practice to include the email address in the attribution line of replies. This is a very bad habit, as the addresses end up in the mailing list archives, where harvesters happily pick them up. Spammers will be grateful. I won't. I get enough spam already! Please stop this shit. Otherwise I'll stop posting to the fgfs lists, and will only send private messages. In the sf archives the email addresses are truncated. -- Jean-Yves Lefort [EMAIL PROTECTED] http://lefort.be.eu.org/ pgpaTn4fxnSZd.pgp Description: PGP signature - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] sending external fdm data in the form of UDPpackets
On Wed, 22 Nov 2006 15:20:08 +0530 umesh pandey wrote: I checked using Flightgear 0.9.8 but could not run it successfully.The few lines of log data are as follows: snip I am also using correct command to start FGFS with external fdm: D:\FlightGear 0.9.3\bin\Win32\FGFS.EXE--native-fdm=socket,in,30,,5500,udp --fdm=external Can you confirm that FLightGear is running, but waiting UDP packets, probably in the middle of the ocean (lat=0, lon=0) ? I can't remember if version 0.9.3 already had several log levels. Maybe not. Anyway, it should reach a point where it announces that it is opening a socket to listen on. Then, it would be nice to check several things concerning the fdm_data. First of all, your version of the protocol and of the struct definition seems wrong. You should have FGNetVersion = 13, and some variables are missing. If you don't have the source code for FlightGear and are just running a binary, get the source code for the exact version you use, and look at src/Network/net_fdm.hxx. Note that it is C++ code, and it is the only file to look at if you use 0.9.3. You will have a net_fdm.h, in C, if you get a more recent version of FlightGear, and using this C file should be even easier. If it still doesn't work, check that your definition is correctly adapted from the source code (net_fdm.h[xx]). Check the size of the struct you send. I had that problem using UDP packets I sent from an IRIX machine to 0.9.3 running on a Windows or Linux PC, the struct was too big because of the enum I had left in the middle of the declaration. Hope some of all this turns out to be helpful... -- Jorge Van Hemelryck - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] On 11/22/06, Foo Bar [EMAIL PROTECTED] wrote:
* Jean-Yves Lefort -- Wednesday 22 November 2006 23:27: It seems to become common practice to include the email address in the attribution line of replies. In the sf archives the email addresses are truncated. Good point, but in the past we were in other archives, too. Don't know if we still are, and if: how they handle that. m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] On 11/22/06, Foo Bar [EMAIL PROTECTED] wrote:
On Wed, 22 Nov 2006 23:27:59 +0100, Jean-Yves wrote in message [EMAIL PROTECTED]: On Wed, 22 Nov 2006 19:36:56 +0100 Melchior FRANZ [EMAIL PROTECTED] wrote: It seems to become common practice to include the email address in the attribution line of replies. This is a very bad habit, as the addresses end up in the mailing list archives, where harvesters happily pick them up. Spammers will be grateful. I won't. I get enough spam already! Please stop this shit. Otherwise I'll stop posting to the fgfs lists, and will only send private messages. In the sf archives the email addresses are truncated. ..never the less you should fix this. Swap %f with %F in the Quote tab in your Common Prefences setup gui. I also use %i in case my clock fubars the %d. -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Mac OS X build package for FlightGear CVS as of 11/22/06
Hi, I released the build package for FlightGear CVS (11/22/06) for Mac OS X. You can download the package at: http://sourceforge.net/project/showfiles.php? group_id=126825package_id=212565release_id=465878 This package contains: - Xcode project files (FlightGear, PLIB, SimGear) - patches (as of 20061122 including a patch for OSG Xcode project) - helper scripts (e.g. download.sh, build.sh, etc) For Mac developers, including potential ones: Helper scripts eases download, apply patches, and build everything. Now you can download and build the latest FlightGear in just three commands. Good thing is that running download.sh automatically updates cvs/ svn at any time. I believe this helps you a lot! For more information about how to build, please consult readme.html in the package. Have a happy holiday! Tat - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] On 11/22/06, Foo Bar [EMAIL PROTECTED] wrote:
Melchior FRANZ wrote: * Jean-Yves Lefort -- Wednesday 22 November 2006 23:27: It seems to become common practice to include the email address in the attribution line of replies. In the sf archives the email addresses are truncated. Good point, but in the past we were in other archives, too. Don't know if we still are, and if: how they handle that. m. Hi Melchior, As a relative newbie to email and most things web, I had to look through some of my posts to see if I was inadvertently doing this without knowing it. If I wasn't sure, there maybe others, as a suggestion would it be possible to address this with off list emails to the specific people offering help on how to turn it off in their particular setup. I am sure none of the contributors to this or the users list want to be cause of unwanted spam. I hope I never receive an email from you (on this topic) ;-) Cheers Dene - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] volume trees
Hi List, Working on some 3d foliage, and I've made a small package with seamless LOD polygonal trees. Performance is, on my geforce3, the same as the billboard ones (tested on 0.9.10). So they do not impact framerate in a noticable way on my system. screenshot: http://81.7.173.70/mkr/trees.jpg tar with materials.xml diff (latest cvs) and 3d models: http://81.7.173.70/mkr/3dtrees.tgz If you're willing to add 3d trees to FlightGear data package, I'll make some deciduus trees as well as varied foliage, perhaps as an optional setting (for those who has smaller graphic cards) Martin Krøis. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel