Re: [Flightgear-devel] fgfs-builder repository

2006-12-07 Thread Ralf Gerlich
Hi,

Arnt Karlsen wrote:
 On Wed, 06 Dec 2006 18:25:00 +0100, Ralf wrote in message 
 [EMAIL PROTECTED]:
 
 Hi all,

 Douglas Campos has provided a Subversion repository for the
 fgfs-builder.

 The development version can be checked out at
 http://svn.qmx-systems.com/fgfsbuilder/trunk
 
 ..http://80.239.32.253/arnt/fgfsbuilder.trunk.revenge.of.theGIF.bug

Try installing libungif4-dev. The dependency lists for Debian etch are
currently not up-to-date.

Cheers,
Ralf


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Re: [Flightgear-devel] fgfs-builder repository

2006-12-07 Thread Arnt Karlsen
On Thu, 07 Dec 2006 14:46:58 +0100, Ralf wrote in message 
[EMAIL PROTECTED]:

 Hi,
 
 Arnt Karlsen wrote:
  On Wed, 06 Dec 2006 18:25:00 +0100, Ralf wrote in message 
  [EMAIL PROTECTED]:
  
  Hi all,
 
  Douglas Campos has provided a Subversion repository for the
  fgfs-builder.
 
  The development version can be checked out at
  http://svn.qmx-systems.com/fgfsbuilder/trunk
  
  ..http://80.239.32.253/arnt/fgfsbuilder.trunk.revenge.of.theGIF.bug
 
 Try installing libungif4-dev. The dependency lists for Debian etch are
 currently not up-to-date.

..thanks, will try that after I see how the stable branch crash on that
same job (make enable-FlightGear ;make all),  it's still running.  :o)

-- 
..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.


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Re: [Flightgear-devel] fgfs-builder repository

2006-12-07 Thread Ralf Gerlich
Hi,

Arnt Karlsen wrote:
 ..thanks, will try that after I see how the stable branch crash on that
 same job (make enable-FlightGear ;make all),  it's still running.  :o)

Yeah, I'm thinking about disabling some of the OSG plugins or features
by default to reduce compile time. Perhaps we can also remove the plib
scenegraph stuff, if it's not used by other tools (fgsd, fgrun, TerraGear).

Cheers,
Ralf


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[Flightgear-devel] Addressing the discontinuity that occurs when using discrete terrain altitude data during landing...

2006-12-07 Thread Antonio Almeida
Hi!

I've been working on a prototype flight simulator and I'm running into
an issue I have no idea how to solve, so I decided to ask here since
this very same problem might have been addressed in FlightGear.

I want to model the landing of my aircraft. My problem lies in the
altitude data. The data I have to use is a pixel map, which means that
one square (which has around 100 meters side) has a certain value of
altitude and the adjacent square has a completely different value...
This means that if I try to land the aircraft in the border between two
squares... it will either fall down or crash against this virtual
discontinuity!

I'm betting there's an obvious solution to this, but I'm out of
ideas!... Any suggestions?

Thanks!

Antonio

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Re: [Flightgear-devel] Addressing the discontinuity that occurs when using discrete terrain altitude data during landing...

2006-12-07 Thread Curtis Olson

On 12/7/06, Antonio Almeida wrote:


 I've been working on a prototype flight simulator and I'm running into an
issue I have no idea how to solve, so I decided to ask here since this very
same problem might have been addressed in FlightGear.

I want to model the landing of my aircraft. My problem lies in the
altitude data. The data I have to use is a pixel map, which means that one
square (which has around 100 meters side) has a certain value of altitude
and the adjacent square has a completely different value... This means
that if I try to land the aircraft in the border between two squares... it
will either fall down or crash against this virtual discontinuity!

I'm betting there's an obvious solution to this, but I'm out of ideas!...
Any suggestions?




In FlightGear, our terrain is modeled as an irregular mesh of triangles.  We
can lookup the terrain elevation at any point.  As you move the terrain
elevation value will change smoothly.  It's not smooth in the sense of the
first or second derivative, but that doesn't cause us a problem, especially
on airport surfaces because we go to extra precautions to make sure all the
elevation points are fitted to a smoothed surface (that approximates the
original terrain data.)

You might want to consider turning your grid of elevation heights into a
triangle mesh (which you must have to do in order to render the data) and
then sample your elevations off the mesh rather than the original data.  Or
maybe you could just interpolate between mesh points ... that might be even
simpler.

Regards,

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] Addressing the discontinuity that occurs when using discrete terrain altitude data during landing...

2006-12-07 Thread GWMobile
Your altitude must be computed as the average of the surrounding squares 
or the position on the sloping line between two points if you really 
want it to match the graphics.


On Thu, 7 Dec 2006 8:56 am, Antonio Almeida wrote:
 Hi!

 I've been working on a prototype flight simulator and I'm running into 
 an issue I have no idea how to solve, so I decided to ask here since 
 this very same problem might have been addressed in FlightGear.

 I want to model the landing of my aircraft. My problem lies in the 
 altitude data. The data I have to use is a pixel map, which means that 
 one square (which has around 100 meters side) has a certain value of 
 altitude and the adjacent square has a completely different value... 
 This means that if I try to land the aircraft in the border between two 
 squares... it will either fall down or crash against this virtual 
 discontinuity!

 I'm betting there's an obvious solution to this, but I'm out of 
 ideas!... Any suggestions?

 Thanks!

 Antonio

 DISCLAIMER: This message may contain confidential information or 
 privileged material and is intended only for the individual(s) named. 
 If you are not a named addressee and mistakenly received this message 
 you should not copy or otherwise disseminate it: please delete this 
 e-mail from your system and notify the sender immediately. E-mail 
 transmissions are not guaranteed to be secure or without errors as 
 information could be intercepted, corrupted, lost, destroyed, arrive 
 late or incomplete or contain viruses. Therefore, the sender does not 
 accept liability for any errors or omissions in the contents of this 
 message that arise as a result of e-mail transmissions. Please request 
 a hard copy version if verification is required. Critical Software, SA.

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Re: [Flightgear-devel] Latest OSG note...

2006-12-07 Thread Roy Vegard Ovesen
On Thursday 07 December 2006 07:20, syd wrote:
 I just compiled CVS OSG tonight (avoiding the broken Producer) and
 everything  compiled fine , no errors, but I get a steady stream of
 Warning: detected OpenGL error 'invalid enumerant' after
 RenderBin::draw(,) 
 while running Flightgear.It doesnt seem to effect performance , but
 doesnt leave room for any other messages.
 Has this been seen by anyone else, or any idea where to begin looking
 for the cause of the problem ?

I also see this. It seems to only happen when there is a light (airport 
lights, vasi etc.) visible in the scene.

-- 
Roy Vegard Ovesen

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Re: [Flightgear-devel] Latest OSG note...

2006-12-07 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Roy Vegard Ovesen wrote:
 On Thursday 07 December 2006 07:20, syd wrote:
 I just compiled CVS OSG tonight (avoiding the broken Producer) and
 everything  compiled fine , no errors, but I get a steady stream of
 Warning: detected OpenGL error 'invalid enumerant' after
 RenderBin::draw(,) 
 while running Flightgear.It doesnt seem to effect performance , but
 doesnt leave room for any other messages.
 Has this been seen by anyone else, or any idea where to begin looking
 for the cause of the problem ?
 
 I also see this. It seems to only happen when there is a light (airport 
 lights, vasi etc.) visible in the scene.
 
Is this on a Mac? If so, there's been some email about this on
osg-users. Perhaps another CVS update would fix it.

Tim

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Version: GnuPG v1.4.5 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFFeE6peDhWHdXrDRURAtMnAJ4kUrDndPq2HOcEeV1TWgFygRgZ5QCgxyEi
8Whd7KNC12UwXe9egw8HvNw=
=kZS8
-END PGP SIGNATURE-

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Re: [Flightgear-devel] nasal hash question

2006-12-07 Thread Andy Ross
Josh Babcock wrote:
  foreach(light; lights) {
   propertyPath = 'some/path/'~light;
   # do magic to the hash lightNodes here
   # So that a node linked to propertyPath
   # with a key of light gets added to lightNodes
  }

The hash/vector index expression is an lvalue that can be assigned as
well as inspected.  So it's just:

   foreach(light; lights) { lightNodes[light] = propertyPath; }

Andy

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Wednesday 06 December 2006 19:09, Melchior FRANZ wrote:
 I hereby declare that branch in the data/ dir dead. There are
 *no* differences between that PLIB branch and HEAD, except those
 that were caused by the synchonization horror. Some people don't

Not true: As extensively discussed on the mailing list (and agreed upon by 
most developers prior to the switch), the main development effort should 
focus on an OSG based flightgear in CVS HEAD, after branching off a stable 
version intended for bugfixes and a possible release.

I'm in the process of reorganizing the directory structure of AI traffic in 
CVS HEAD, and this aready has had some ramifications for the base package. 
Since I consider this a new feature, I'm focusing my efforts on CVS HEAD 
only, and leave the existing directory structure as it was in CVS PLIB (both 
code and data). 

So, the natural way is that new features / Aircraft go into CVS head (and CVS 
HEAD only), while CVS PRE OSG should be maintained for bugfixes only. 


 know that such a branch exists and hence don't commit there,
 others don't commit there although they know it. And I'm tired
 of the useless double commits and won't continue them. HEAD
 still works for the PLIB_OSG_PRE_... executable version.

Well, there's no reason to, as CVS PLIB should only be maintained for apparent 
bugfixes. CVS HEAD is improving at a rapid pace (Congrats Matthias), but 
until we have all the functionality of we should keep a separate branch of a 
matching data dir. Once OSG FlightGear is up to specs, the PLIB branches can 
be jettisoned, but not before that time. 


 I suggest, that a PLIB branch (yes, only PLIB, without the
 random number) be created for only those *files* that *really*
 need a PLIB and a OSG version. Not the whole data/ dir, and
 also not a whole aircraft dir. And whoever does that shall be
 the only one responsible for synchronization.  :-P

 m.


 PS: the PRE_OSG_PLIB_random number branch should probably
 be removed

Nope.

Cheers,
Durk

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Melchior FRANZ
* Durk Talsma -- Thursday 07 December 2006 19:04:
 On Wednesday 06 December 2006 19:09, Melchior FRANZ wrote:
  I hereby declare that branch in the data/ dir dead. There are
  *no* differences between that PLIB branch and HEAD, except those
  that were caused by the synchonization horror. Some people don't
 
 Not true: As extensively discussed on the mailing list (and agreed upon

I do no longer agree, and I stop committing to the PLIB branch.
You, Mathias and I were the only ones committing to both branches.
Everyone else only committed to HEAD, no? And now I will also
only commit to HEAD. All my commits to HEAD work for PLIB, anyway,
and I intend to keep it at that.

If AI is the only part with two versions, then it's easy enough
to extract HEAD for all, and the PLIB branch for AI only.

m.

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Melchior FRANZ
* Melchior FRANZ -- Thursday 07 December 2006 19:12:
 You, Mathias and I were the only ones committing to both branches.
 Everyone else only committed to HEAD, no?

Oh, and Fred.

m.

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Frederic Bouvier
Selon Melchior FRANZ :

 * Melchior FRANZ -- Thursday 07 December 2006 19:12:
  You, Mathias and I were the only ones committing to both branches.
  Everyone else only committed to HEAD, no?

 Oh, and Fred.

Yes, to backport Durk's work.

-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

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Thursday 07 December 2006 20:18, Frederic Bouvier wrote:
 Selon Melchior FRANZ :
  * Melchior FRANZ -- Thursday 07 December 2006 19:12:
   You, Mathias and I were the only ones committing to both branches.
   Everyone else only committed to HEAD, no?
 
  Oh, and Fred.

 Yes, to backport Durk's work.


Actually, Fred just beat me in responding. :-) I actually haven't committed 
anything to CVS PLIB yet, but have a few bug fixes floating around that need 
to go into CVS PLIB. I've been out of the loop for a while, so I didn't have 
a chance to do so yet...

Cheers,
Durk

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Thursday 07 December 2006 19:12, Melchior FRANZ wrote:
 I do no longer agree, and I stop committing to the PLIB branch.
 You, Mathias and I were the only ones committing to both branches.
 Everyone else only committed to HEAD, no? And now I will also
 only commit to HEAD. All my commits to HEAD work for PLIB, anyway,
 and I intend to keep it at that.


Just to clarify: I actually agree (quite strongly) that minimizing double 
commits is a good thing. New features and new aircraft should probably just 
go into HEAD, as that is the version that we want to push forward in the long 
run. 

If AI really remains the only change, your solution might be workable, but the 
longer we keep a branched version, the more likely it becomes that there will 
be more data restructuring. And then we might regret the decision to have 
dumped the CVS PLIB base directory. So from that perspective, I'd still argue 
to keep it for a while, albeit with minimum maintenance. ;-)

Cheers,
Durk

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Melchior FRANZ
* Durk Talsma -- Thursday 07 December 2006 20:33:
 If AI really remains the only change, your solution might be workable, but 
 the 
 longer we keep a branched version, the more likely it becomes that there will 
 be more data restructuring. And then we might regret the decision to have 
 dumped the CVS PLIB base directory. So from that perspective, I'd still argue 
 to keep it for a while, albeit with minimum maintenance. ;-)

Yes, something like that. I don't want to boycott the PLIB
branch, but it has become very tedious to commit everything to
both. And when I tried to, I ran into files where others have only
committed to HEAD, and I would have had to decide whether *I*
wanted to sync them (no fun), or risk making a bigger mess.

And that although several people already said that they use
the PLIB binary with HEAD data, which still works fine. (With
the exception of AI, maybe, but after all the tower.cxx crashes
I haven't used that much.) I'll continue to commit changes to
both source branches, as we still can't say for sure, from which
branch the next release will be made (or can we?).

m.

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Maik Justus
Hi,

Durk Talsma schrieb am 07.12.2006 20:33:
 If AI really remains the only change, your solution might be workable, but 
 the 
 longer we keep a branched version, the more likely it becomes that there will 
 be more data restructuring. 
If AI is the only thing needing a new data structure: Why not add these 
patch to the plib-branch?

Durk Talsma schrieb am 07.12.2006 19:04:
 Not true: As extensively discussed on the mailing list (and agreed upon by 
 most developers prior to the switch), the main development effort should 
 focus on an OSG based flightgear in CVS HEAD, after branching off a stable 
 version intended for bugfixes and a possible release.
   

Oh, did I miss something? I remember posts with the idea, to port stable 
improvements / finished developments to the plib branch...

Maik

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[Flightgear-devel] osg/plib, difference in collision detection

2006-12-07 Thread Maik Justus
Hi,

is this a bug or a feature?

While plib-fg does not detect collisions with cows and multiplayer 
aircrafts, osg-fg does detect.
If another player starts in multiplayer on the same position, e.g. where 
I am spinning up the rotor of a heli), my heli crashes.

Maik

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Re: [Flightgear-devel] PRE_OSG_PLIB_random number branch in data/

2006-12-07 Thread Durk Talsma
On Thursday 07 December 2006 20:54, Melchior FRANZ wrote:
 * Durk Talsma -- Thursday 07 December 2006 20:33:
  If AI really remains the only change, your solution might be workable,
  but the longer we keep a branched version, the more likely it becomes
  that there will be more data restructuring. And then we might regret the
  decision to have dumped the CVS PLIB base directory. So from that
  perspective, I'd still argue to keep it for a while, albeit with minimum
  maintenance. ;-)

 Yes, something like that. I don't want to boycott the PLIB
 branch, but it has become very tedious to commit everything to
 both. And when I tried to, I ran into files where others have only
 committed to HEAD, and I would have had to decide whether *I*
 wanted to sync them (no fun), or risk making a bigger mess.

 And that although several people already said that they use
 the PLIB binary with HEAD data, which still works fine. (With
 the exception of AI, maybe, but after all the tower.cxx crashes
 I haven't used that much.) I'll continue to commit changes to
 both source branches, as we still can't say for sure, from which
 branch the next release will be made (or can we?).


Agreed. Btw, with the additional explanation, your original mail starting this 
thread actually makes a lot more sense now. Thanks, :-)


Cheers,
Durk

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Re: [Flightgear-devel] nasal hash question

2006-12-07 Thread Josh Babcock
Andy Ross wrote:
 Josh Babcock wrote:
   foreach(light; lights) {
  propertyPath = 'some/path/'~light;
  # do magic to the hash lightNodes here
  # So that a node linked to propertyPath
  # with a key of light gets added to lightNodes
   }
 
 The hash/vector index expression is an lvalue that can be assigned as
 well as inspected.  So it's just:
 
foreach(light; lights) { lightNodes[light] = propertyPath; }
 
 Andy
 

Yeah, I got confused by another error I made. The problem was that I was
trying to reference a vector like a hash. Once I defined the hash
properly it started to work. I just forgot to say so here :(

Josh

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Re: [Flightgear-devel] fgfs CVS/OSG; patch for renderer.cxx

2006-12-07 Thread Melchior FRANZ
* Mathias Fröhlich -- Sunday 03 December 2006 12:56:
 I still build upon the patched osg-1.2 version.
 So I will only do that change in cvs if most of the others tell me that they 
 want to use osg-cvs too.

OK, that's a solid 2:0 for cvs then.  :-}

m.

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Re: [Flightgear-devel] Info request on airport radar.

2006-12-07 Thread Martin Spott
Hi Roberto,

Roberto Inzerillo wrote:

 Is that a fixed rpm or are there different speeds for different radar
 types? Any hint on tech specs about that? If possible, I'd like to make
 its movement close to the real one.

I'd love to hand you some real specs   but actually I don't have
the slightest idea where to find such thing. From memory I'd say one
turnaround of the long-distance radar that's located at EDDL is about
2.5 sec (once I visited the TWR at EDLN and they-re connected to the
EDDL radar). Ground radar might be below 2 sec.

I get close past EDDL by car several times a month, but typically I'm
in hurry. Next time I'll try to take some spare minutes with me and
figure the actual RPM - if that's precise enough for you,

Martin.
-- 
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