Re: [Flightgear-devel] ident from phantom DME ... and some questions

2007-01-28 Thread Torsten Dreyer
 In the real world, some VOR stations and even some localizers
 have a colocated DME station ... but there are plenty that
 don't.
And there are standalone DME stations without a VOR.

 The DME has its own Morse ident, with a distinctive higher pitch.
And IIRC the VOR ident repeats every 10 seconds, the DME ident repeats every 
30 seconds.
 I hereby offer to write the code to fix this ... but only
 if somebody asks me to.
May I kindly ask?

 On several occasions in the past I have sent in patches
 to solve specific problems, but in all cases such contributions
 have been ignored.  Consider for example my patch to hsi.xml.
 Nobody said good patch, let's commit or bad patch, try again
 or even responded to my HSI bug report in any way.
This is a well known  feature on this list :-) I think the CVS admins are 
doing a very good job scanning this list for patches, checking them out and 
submitting them and I am sure this is sometimes not an easy job. It is also 
easy to overlook a submitted patch when the list is very busy.

I would love to have a bugtracker (stop searching, there is none) but thats 
only a small part of the solution. We still need somebody who looks after the 
submitted bugs and patches. I have no solution for that. 

IMHO:
   -- What are people supposed to do when they find a bug?
ask if it really is a bug, ask if someone else is up to it, if not: fix it and 
submit a patch.
   -- Is it considered rude to submit a patch?
nope
   -- Is there a bug tracker somewhere?  I wasn't able to find one.
none
   -- Are we supposed to take seriously the list on the wiki site?
   http://wiki.flightgear.org/flightgear_wiki/index.php?title=Bugs
  It doesn't seem to be very complete.
I wish these were the only bugs :-)
quote It makes no claim to be a complete list, or even to be particularly 
accurate./quote
Noticed the little [edit] in the upper right corner? You might go ahead and 
make this a perfect list of known bugs (and hopefully fixes). It's a wiki.
   -- Anything else that folks ought to know?
Aviation is lifelong learning :-)


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Re: [Flightgear-devel] ident from phantom DME ... and some questions

2007-01-28 Thread Melchior FRANZ
* John Denker -- Sunday 28 January 2007:
[DME]
 I hereby offer to write the code to fix this ... but only
 if somebody asks me to.

What I know about VOR and DME I learned from fgfs. So I can't
say if there's something wrong, as long as there aren't blatant
coding errors. But when Torsten agrees that there's a bug, then
a patch would sure be a good idea.



 On several occasions in the past I have sent in patches
 to solve specific problems, but in all cases such contributions
 have been ignored.

Same happened to me when I submitted my first patches. I think
that's normal. (And yes, I was pissed, too! :-)  BTW: on IRC
you can often get instant feedback.



 Consider for example my patch to hsi.xml. 
 Nobody said good patch, let's commit or bad patch, try again
 or even responded to my HSI bug report in any way.

Not everbody with commit permissions knows all parts of fgfs
equally well, or is an expert in aviation or all parts of it.
In case of doubt, developers rather wait for someone else to
comment/commit. And then a patch is easily lost, of course.
Every developer has his areas for which he feels responsible,
and for which the other developers deem him responsible.

I would, for example, have felt responsible for your
location-in-air dialog, as I had worked a lot on GUI matters.
There were reasons why I didn't pick it up: (1) I wasn't at
my computer at that time. (2) it wasn't submitted as a diff,
so I couldn't see what it actually changed. (3) it was utterly
overcommented. fgfs isn't a Literate Programming project.
Place for literature is in the cvs logs, not the code.  :-}



   -- What are people supposed to do when they find a bug?

Report it, and if possible submit a fix in form of a unified
diff. Only comment what the code self doesn't tell. Don't write
*what* the code does, but why it does it, and only if it's not
obvious anyway. If one patch has been ignored for longer, point
to it again. 



   -- Is there a bug tracker somewhere?  I wasn't able to find one.

Yes, but no developer looks into it. It's only there because
every sf.net project has one. Don't use it. But for sake of
completeness, here's a two links:
 fg: http://sourceforge.net/tracker/?group_id=583atid=100583
 sg: http://sourceforge.net/tracker/?group_id=26352atid=387123



   -- Are we supposed to take seriously the list on the wiki site?

IMHO, no. While the wiki is official, and developers occasionally look
into it, many TODO/bugs lists there seem to be mere user phantasies
and aren't acknowledged by any developer. But I haven't read it for
a while.

m.

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Re: [Flightgear-devel] ident from phantom DME ... and some questions

2007-01-28 Thread Ralf Gerlich
Hi,

Melchior FRANZ wrote:
   -- Is there a bug tracker somewhere?  I wasn't able to find one.
 
 Yes, but no developer looks into it. It's only there because
 every sf.net project has one. Don't use it. But for sake of
 completeness, here's a two links:
  fg: http://sourceforge.net/tracker/?group_id=583atid=100583
  sg: http://sourceforge.net/tracker/?group_id=26352atid=387123

Is there a specific reason related to bug-tracking or sourceforge's
implementation of it why developers ignore that bug tracker? Or is it
just because users don't use the bug tracker? Or because developers
don't like bugtracking?

Just curious.

Cheers,
Rakf

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Re: [Flightgear-devel] ident from phantom DME ... and some questions

2007-01-28 Thread alexis bory
Ralf Gerlich a écrit :

  Is there a specific reason related to bug-tracking or sourceforge's
  implementation of it why developers ignore that bug tracker? Or is it
  just because users don't use the bug tracker? Or because developers
  don't like bugtracking?

Bugtracking needs:

1) People to know how to use it, particularly the bug repporters wich 
are often not developpers and fail to issue usefull reports, thus 
flooding the database. Thats a difficult point.
2) An administrator to qualify bugs, remove/classify redondant rapports, 
and manage the whole thing. It really costs a lot of time.

IMHO, thats the main objections.

Alexis


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[Flightgear-devel] location-in-air

2007-01-28 Thread John Denker
On 01/28/2007 05:12 AM, Melchior FRANZ wrote:

 I would, for example, have felt responsible for your
 location-in-air dialog, as I had worked a lot on GUI matters.
 There were reasons why I didn't pick it up: (1) I wasn't at
 my computer at that time. 

Please check again the next time you are at the computer.
   http://www.av8n.com/fly/fgfs/location-in-air.xml.htm

 (2) it wasn't submitted as a diff,
 so I couldn't see what it actually changed. 

Actually it was submitted both ways.  My makefile generates the
diff automatically.  There is a link to the diff from the
aforementioned URL.  Or just go directly here:
   http://www.av8n.com/fly/fgfs/location-in-air.xml.diff

 (3) it was utterly
 overcommented. fgfs isn't a Literate Programming project.
 Place for literature is in the cvs logs, not the code.  :-}

An even better type of literature is documentation in a place
and in a form that users can use.

I took the long comments out of location-in-air.xml and moved
them to
   http://www.av8n.com/fly/fgfs/README.location-in-air


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[Flightgear-devel] picking the /nearest/ navaid or waypoint

2007-01-28 Thread John Denker
On 01/28/2007 05:12 AM, Melchior FRANZ wrote:

 If one patch has been ignored for longer, point
 to it again. 


On 01/11/2007 03:55 AM, John Denker wrote:
 1) Did you know that there are 8 different BRAVO intersections
   in the database?
 
   Until now there was no support in the code for this;  all but
   one of the entries was thrown away at the lowest level. There
   was a comment in the code saying that fixing this was on the
   TODO list.
 
   Well, now it's fixed.  The low-level database code keeps all the
   information around.  This applies to named waypoints -- also
   called fixes in the code -- including intersections.
 
 2) As for navaids (as opposed to waypoints) the low-level code
   already provided support for ambiguous IDs, but the information
   was not being used very wisely by the higher layers.
 
 3) I patched a bunch of the .cxx and .hxx files so that they
   now provide the following feature:  If you ask for a navaid
   or waypoint by ID, and the ID is ambiguous, you will get the
   one /nearest/ to your present position.
 
   This is part of my ongoing campaign to make the location-in-air
   popup work properly.
 
   BTW, on initial startup, when specifying your very first
   position, you will get the navaid or waypoint closest to KSFO.
 
 
 The diffs can be found at
   http://www.av8n.com/fly/fgfs/nearest-fix.diff 
   http://www.av8n.com/fly/fgfs/strx.hxx
 
 (diffs against tonight's cvs version).
 
 Comments, anyone?


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Re: [Flightgear-devel] location-in-air

2007-01-28 Thread Melchior FRANZ
* John Denker -- Sunday 28 January 2007:
http://www.av8n.com/fly/fgfs/location-in-air.xml.diff

+# We need our own private variables, to have and to hold,
+# without worrying about whether the FDM will mess with
+# them.  A subset of these will be copied to FDM variables
+# with similar names.  Which subset depends on which radio
+# button is pushed.

Umm ... that's exactly the kind of comment that I absolutely
detest. We all know what local variables are. And we can
see what the code does. No need to repeat it in human
language. Nasal/c++/xml *is* already human language, or we
would all code in 1 and 0. And I will also not commit
anything that uses baby-language. (myvar, mynode, ...).
But I'll test the patch and see if agree with the code.  :-)

m.

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Re: [Flightgear-devel] FlightGear Book

2007-01-28 Thread Christian Mayer
Hi Nick,

Nick Warne schrieb:
 On Friday 26 January 2007 23:46, Christian Mayer wrote:
 The quality of the text looks quite bad to me, it's about amateur
 writing level, I guess. The layout was done with OpenOffice which also
 fits in this picture.
 
 What on earth do you mean that statement?

I tried to express that the book looks to me like the work of an amateur
who tries to make some fast money by writing about an subject he doesn't
know much more than the audience he targets.
By using OpenOffice as the typesetting system he shows that there isn't
an institution (e.g. the publisher) behind him that takes care of the
little things that are the difference between an amateur work and an
professional work (e.g. an editor, professional layout, perfect
typesetting...)

CU,
Christian

PS: OpenOffice is an great office suite - but it isn't a good publishing
tool. For writing letters it's perfect, but the requirements for writing
a book are quite different though.

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Re: [Flightgear-devel] FlightGear Book

2007-01-28 Thread Martin Spott
Christian Mayer wrote:

 By using OpenOffice as the typesetting system he shows that there isn't
 an institution (e.g. the publisher) behind him that takes care of the
 little things that are the difference between an amateur work and an
 professional work (e.g. an editor, professional layout, perfect
 typesetting...)

Apparently you know very little about OpenOffice. OpenOffice has much
more in common with 'professional' typesetting software like FrameMaker
than you'd probably expect - and certainly more than the competing
M$-products 

BUT, this is not the point. You can do excellent typesetting with
OpenOffice and doing very bad typesetting with FrameMaker is easy  ;-)
- it just depends on the skills of the respective user. Judging this
book just by the software that was used to make it sounds really
stupid.

Indeed, this book was produced with a low buget, probably a budget that
doesn't allow for an expensive 'toolchain', but on the other hand it
has a pretty moderate price tag. So, what's wrong here ? A book that
targets at FlightGear beginners doesn't necessarily have meet the level
of O'Reilly sendmail 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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[Flightgear-devel] Patch to fix c182rg squat switch

2007-01-28 Thread Ron Jensen
Please apply this patch to the c182rg

controls.geartoggle won't allow gear handle to move to the down
position on the ground after it is moved to the up position.


Thanks,

Ron

Index: Nasal/squatswitch.nas
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/c182rg/Nasal/squatswitch.nas,v
retrieving revision 1.2
diff -u -w -r1.2 squatswitch.nas
--- Nasal/squatswitch.nas	21 Jan 2007 16:28:22 -	1.2
+++ Nasal/squatswitch.nas	28 Jan 2007 17:48:20 -
@@ -52,3 +52,6 @@
 }
 gearFncy();
 }
+
+controls.gearToggle = func { controls.gearDown(getprop(/controls/gear/gear-handle-down)  0 ? -1 : 1); }
+
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[Flightgear-devel] KT-70 3D Model for Instruments-3D

2007-01-28 Thread Ron Jensen
Hi all,

I modelled a KT-70 transponder.  It is at
http://www.jentronics.com/fgfs/Instruments-3d.tgz

Attached is a patch to install it in the c182rg.

Also, I submitted a patch to enhance the test display on this instrument
(but not vital to performance):
http://sourceforge.net/mailarchive/forum.php?thread_id=31511054forum_id=1919

It would be great if all could go into CVS!

Thanks,

Ron


Index: Models/c182rg-dpm.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/c182rg/Models/c182rg-dpm.xml,v
retrieving revision 1.2
diff -u -w -r1.2 c182rg-dpm.xml
--- Models/c182rg-dpm.xml	21 Jan 2007 16:31:54 -	1.2
+++ Models/c182rg-dpm.xml	28 Jan 2007 17:48:20 -
@@ -5,28 +5,37 @@
   pathc182rg.ac/path
 
   !-- 3D Panel --
-
   panel
 namePanel/name
 pathAircraft/c182rg/Panels/c182rg-3d-panel.xml/path
 bottom-left
-  x-m-0.11/x-m
+  x-m-0.16/x-m
   y-m-0.55/y-m
   z-m-0.25/z-m
 /bottom-left
 bottom-right
-  x-m-0.11/x-m
+  x-m-0.16/x-m
   y-m 0.65/y-m
   z-m-0.25/z-m
 /bottom-right
 top-left
-  x-m-0.11/x-m
+  x-m-0.16/x-m
   y-m-0.55/y-m
   z-m 0.08/z-m
 /top-left
   /panel
 
   model
+nameTransponder/name
+pathAircraft/Instruments-3d/kt70/kt70.xml/path
+offsets
+  x-m-0.155/x-m
+  y-m-0.015/y-m
+  z-m-0.225/z-m
+/offsets
+  /model
+
+  model
 nameMagCompass/name
 pathAircraft/Instruments-3d/mag-compass.xml/path
 offsets
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Re: [Flightgear-devel] KT-70 3D Model for Instruments-3D

2007-01-28 Thread Martin Spott
Ron Jensen wrote:

 I modelled a KT-70 transponder.  It is at
 http://www.jentronics.com/fgfs/Instruments-3d.tgz
 
 Attached is a patch to install it in the c182rg.

Did you check that this doesn't collide with the transponder that's
already present ?

  http://sourceforge.net/mailarchive/forum.php?thread_id=31514314forum_id=47269

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] KT-70 3D Model for Instruments-3D

2007-01-28 Thread John Denker
Ron Jensen wrote:
 
 I modelled a KT-70 transponder.  It is at
 http://www.jentronics.com/fgfs/Instruments-3d.tgz

 Attached is a patch to install it in the c182rg.

On 01/28/2007 01:28 PM, Martin Spott wrote:

 Did you check that this doesn't collide with the transponder that's
 already present ?
 
   
 http://sourceforge.net/mailarchive/forum.php?thread_id=31514314forum_id=47269

Don't worry, Ron Jensen has been communicating off-list with
the guy who installed the other transponder (me).  I'd say
we were working together, except that he's done almost all of
the work.

He has a good collaborative spirit and good communication
skills.  I wish certain other people would follow his example.


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Re: [Flightgear-devel] location-in-air

2007-01-28 Thread Melchior FRANZ
* John Denker -- Sunday 28 January 2007:
 I took the long comments out of location-in-air.xml and moved
 them to
http://www.av8n.com/fly/fgfs/README.location-in-air

Reviewed and rejected. This contains rather bad code and needs
some serious reworking. It even replaces existing good code
with bad code. Can't commit that in this form.



* John Denker -- Sunday 28 January 2007:
 I wish certain other people would follow his example.

Maybe you find certain other people who you can work with to
fix the patch. Looks like I'm not the first address.

m.   :-}

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[Flightgear-devel] Rendered geometry/scenery graphics messed up on my Fedora 6 system with NVidia GeForce 600 graphics card

2007-01-28 Thread Rob Ratcliff
Hi,

I just started working with FlightGear.  I checked out the latest (head 
of trunk) distribution of FlightGear, data and SimGear from CVS. After 
finding that fgfs and js_demo core dumped with the existing rpm versions 
of the dependent libraries, I grabbed the latest CVS/SVN sources for 
OpenThreads, OpenProducer, OpenSceneGraph, plib, freeglut and 
recompiled. (The .9.10 release also core dumped with the released rpms 
of these libraries as well on my box.)

So now the programs run without core dumping, but I'm having trouble 
with the rendering as shown in this picture:

http://www.futuretek.com/flight/flight1.jpg

I can hear the sound and see the heads up display, the cockpit 
instruments, the runway lights and the sun, but the airplane and scenery 
geometry isn't being rendered correctly.

Any ideas why this would be occurring and how to fix it?

Thanks,

Rob

p.s. Here's some information about my system in case that helps:

[EMAIL PROTECTED] bin]$ gl-info
GL_VENDOR = NVIDIA Corporation
GL_RENDERER = GeForce Go 6800 Ultra/PCI/SSE2
GL_VERSION = 2.1.0 NVIDIA 97.46
GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture 
GL_ARB_draw_buffers GL_ARB_fragment_program 
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 
GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample 
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object 
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow 
GL_ARB_shader_objects GL_ARB_shading_language_100 
GL_ARB_texture_border_clamp GL_ARB_texture_compression 
GL_ARB_texture_cube_map GL_ARB_texture_env_add 
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float 
GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two 
GL_ARB_texture_rectangle GL_ARB_transpose_matrix 
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 
GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float 
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr 
GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate 
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract 
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test 
GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit 
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object 
GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays 
GL_EXT_packed_depth_stencil GL_EXT_packed_pixels 
GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal 
GL_EXT_secondary_color GL_EXT_separate_specular_color 
GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 
GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map 
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine 
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 
GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp 
GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query 
GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat 
GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color 
GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 
GL_NV_fragment_program GL_NV_fragment_program_option 
GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage 
GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint 
GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range 
GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners 
GL_NV_register_combiners2 GL_NV_texgen_reflection 
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 
GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader 
GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range 
GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 
GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 
GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod 
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
GL_RED_BITS = 8
GL_GREEN_BITS = 8
GL_BLUE_BITS = 8
GL_ALPHA_BITS = 0
GL_DEPTH_BITS = 24
GL_INDEX_BITS = 0
GL_STENCIL_BITS = 0
GL_ACCUM_RED_BITS = 16
GL_ACCUM_GREEN_BITS = 16
GL_ACCUM_BLUE_BITS = 16
GL_ACCUM_ALPHA_BITS = 16
GL_AUX_BUFFERS = 4
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_PROJECTION_STACK_DEPTH = 4
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_CLIP_PLANES = 6
GL_MAX_EVAL_ORDER = 8
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_TEXTURE_SIZE = 4096
GL_MAX_VIEWPORT_DIMS = 4096,4096
GL_POINT_SIZE_GRANULARITY = 0.125
GL_POINT_SIZE_RANGE = 1,63.375
Default values:

GL_UNPACK_ALIGNMENT = 4
GL_UNPACK_ROW_LENGTH = 0
GL_UNPACK_SKIP_PIXELS = 0
GL_UNPACK_SKIP_ROWS = 0
GL_BLEND_SRC = 1
GL_BLEND_DST = 0

xwininfo: Window id: 0x123 Desktop

  Absolute upper-left X:  0
  Absolute upper-left Y:  0
  Relative upper-left X:  0
  Relative upper-left Y:  0
  Width: 1920
  Height: 1200
  Depth: 24
  Visual Class: TrueColor
 

Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Scripting NasalSys.cxx, 1.54, 1.55

2007-01-28 Thread Frederic Bouvier
Mathias,

Selon Mathias Froehlich :

 --- 434,445 
   if(_purgeListeners) {
   _purgeListeners = false;
 ! mapint, FGNasalListener *::iterator it;
 ! for(it = _listener.end(); it != _listener.end();) {
   FGNasalListener *nl = it-second;

This line above is suspicious to me. How 'it' could be valid the first time when
initialized with end() ? The previous code was doing pre decrementation that I
don't see here.

   if(nl-_dead) {
 ! _listener.erase(it--);
   delete nl;
 + } else {
 +   --it;
   }
   }

-Fred


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Re: [Flightgear-devel] KT-70 3D Model for Instruments-3D

2007-01-28 Thread John Denker

On 01/28/2007 01:28 PM, Martin Spott wrote:


Did you check that this doesn't collide with the transponder that's
already present


Ah, yes, very newly present.

Here is the patch to remove my semblance of a transponder
to make way for Ron Jensen's vastly nicer transponder.

This is a patch against the CVS from a few minutes ago.
This can be applied before or after the patch Ron submitted
this morning.

Index: c182rg-3d-panel.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/c182rg/Panels/c182rg-3d-panel.xml,v
retrieving revision 1.4
diff -u -b -r1.4 c182rg-3d-panel.xml
--- c182rg-3d-panel.xml	22 Jan 2007 18:11:26 -	1.4
+++ c182rg-3d-panel.xml	28 Jan 2007 20:33:57 -
@@ -235,11 +235,6 @@
h85/h
   /instrument
 
-  instrument include=../../Instruments/xpdr-kt76c.xml
-   nameKT76c Transponder/name
-   x775/x
-   y29/y
-  /instrument
 !-- end radio stack --
 
 !-- center stack controls --
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Re: [Flightgear-devel] Patch: Re: Bug in property tree

2007-01-28 Thread Maik Justus
Hi,

sorry, the first sentence in the description was wrong. It should look 
like this:
What the patch does:
Every time a path is stored in a path-cache of a property node, the 
referenced node adds a link to this path-cache. Therefore a node knows 
all other nodes, which references him in their path-cache.


Maik Justus schrieb am 28.01.2007 21:37:
 Hi,

 here is a patch, which adds remove functionality to the patch cache 
 (hash-table) of the property tree.
 What the patch does:
 Every time a path is stored in a path-cache of a property node, the 
 referenced hash table adds a link to this path-cache. Therefore a node 
 knows all other nodes, which references him in their path-cache.
 If a node is removed, it and all children tell all patch-caches, which 
 link to them, to delete this entries.
 Therefore it is save now, to address a node by its name, even if a 
 node with the same name was deleted before (e.g. the AI/ tree is very 
 dynamic).

 The property tree is a very central part of flightgear. Therefore I 
 decided to comment out my debug outputs instead of deleting them 
 (maybe it's easier to check the functionality of the patch). Even the 
 _value member of SGPropertyNode::hash_table is only for the debug output.

 If noone complains, I will post a patch without the debug stuff to be 
 committed to cvs soon.

 (With this patch and the multiplayer patch (in cvs) aerotow should 
 work stable over the net).

 Maik

 Maik Justus schrieb am 22.01.2007 01:21:
 Hi just to clarify:

 if I wrote delete, I meant not delete as cpp defines delete. I 
 thought of removing a node.

 Maik

 Maik Justus schrieb am 22.01.2007 01:11:
  
 Hi,

 the patch-cache of the property tree is not designed for 
 node-deleting. But the multiplayer code deletes nodes deletes nodes 
 very often. If you access such nodes by name, which is necessary to 
 acces multiplayer-nodes (you can not store a pointer, tho node could 
 be deleted meanwhile), you often get a pointer to a already deleted 
 node. As a result, aerotowing often fails, if one player was removed 
 from the multiplayer list for a short time. As an ugly fix, you can 
 switch off the path cache and aerotow works as expected. As a 
 solution I think of a vector of path caches at every node, which 
 stores all path caches, if they are pointing to this node. If a node 
 is removed, all linked path caches get this information and the link 
 can be deleted. This must be done for all child-nodes, too. (one 
 question: which member of SGPropertyNode is called if a node is 
 removed from the tree?)

 Maik
 



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Re: [Flightgear-devel] Rendered geometry/scenery graphics messed up on my Fedora 6 system with NVidia GeForce 600 graphics card

2007-01-28 Thread Laurence Vanek
Rob Ratcliff wrote:
 Hi,

 I just started working with FlightGear.  I checked out the latest (head 
 of trunk) distribution of FlightGear, data and SimGear from CVS. After 
 finding that fgfs and js_demo core dumped with the existing rpm versions 
 of the dependent libraries, I grabbed the latest CVS/SVN sources for 
 OpenThreads, OpenProducer, OpenSceneGraph, plib, freeglut and 
 recompiled. (The .9.10 release also core dumped with the released rpms 
 of these libraries as well on my box.)

 So now the programs run without core dumping, but I'm having trouble 
 with the rendering as shown in this picture:

 http://www.futuretek.com/flight/flight1.jpg

 I can hear the sound and see the heads up display, the cockpit 
 instruments, the runway lights and the sun, but the airplane and scenery 
 geometry isn't being rendered correctly.

 Any ideas why this would be occurring and how to fix it?

 Thanks,

 Rob

 p.s. Here's some information about my system in case that helps:

 [EMAIL PROTECTED] bin]$ gl-info
 GL_VENDOR = NVIDIA Corporation
 GL_RENDERER = GeForce Go 6800 Ultra/PCI/SSE2
 GL_VERSION = 2.1.0 NVIDIA 97.46
 GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture 
 GL_ARB_draw_buffers GL_ARB_fragment_program 
 GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 
 GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample 
 GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object 
 GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow 
 GL_ARB_shader_objects GL_ARB_shading_language_100 
 GL_ARB_texture_border_clamp GL_ARB_texture_compression 
 GL_ARB_texture_cube_map GL_ARB_texture_env_add 
 GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float 
 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two 
 GL_ARB_texture_rectangle GL_ARB_transpose_matrix 
 GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 
 GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float 
 GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr 
 GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate 
 GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract 
 GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test 
 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit 
 GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object 
 GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays 
 GL_EXT_packed_depth_stencil GL_EXT_packed_pixels 
 GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal 
 GL_EXT_secondary_color GL_EXT_separate_specular_color 
 GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 
 GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map 
 GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine 
 GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 
 GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp 
 GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query 
 GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat 
 GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color 
 GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 
 GL_NV_fragment_program GL_NV_fragment_program_option 
 GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage 
 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint 
 GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range 
 GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners 
 GL_NV_register_combiners2 GL_NV_texgen_reflection 
 GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 
 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader 
 GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range 
 GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 
 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 
 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod 
 GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
 GL_RED_BITS = 8
 GL_GREEN_BITS = 8
 GL_BLUE_BITS = 8
 GL_ALPHA_BITS = 0
 GL_DEPTH_BITS = 24
 GL_INDEX_BITS = 0
 GL_STENCIL_BITS = 0
 GL_ACCUM_RED_BITS = 16
 GL_ACCUM_GREEN_BITS = 16
 GL_ACCUM_BLUE_BITS = 16
 GL_ACCUM_ALPHA_BITS = 16
 GL_AUX_BUFFERS = 4
 GL_MAX_ATTRIB_STACK_DEPTH = 16
 GL_MAX_NAME_STACK_DEPTH = 128
 GL_MAX_TEXTURE_STACK_DEPTH = 10
 GL_MAX_PROJECTION_STACK_DEPTH = 4
 GL_MAX_MODELVIEW_STACK_DEPTH = 32
 GL_MAX_CLIP_PLANES = 6
 GL_MAX_EVAL_ORDER = 8
 GL_MAX_LIGHTS = 8
 GL_MAX_LIST_NESTING = 64
 GL_MAX_TEXTURE_SIZE = 4096
 GL_MAX_VIEWPORT_DIMS = 4096,4096
 GL_POINT_SIZE_GRANULARITY = 0.125
 GL_POINT_SIZE_RANGE = 1,63.375
 Default values:

 GL_UNPACK_ALIGNMENT = 4
 GL_UNPACK_ROW_LENGTH = 0
 GL_UNPACK_SKIP_PIXELS = 0
 GL_UNPACK_SKIP_ROWS = 0
 GL_BLEND_SRC = 1
 GL_BLEND_DST = 0

 xwininfo: Window id: 0x123 Desktop

   Absolute upper-left X:  0
   Absolute upper-left Y:  0
 

Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: FlightGear/src/Scripting NasalSys.cxx, 1.55, 1.56

2007-01-28 Thread Frederic Bouvier
Melchior,

Selon Melchior Franz :

 --- 435,443 
   _purgeListeners = false;
   mapint, FGNasalListener *::iterator it;
 ! for(it = _listener.end(); --it != _listener.end();) {
   FGNasalListener *nl = it-second;
   if(nl-_dead) {
 ! _listener.erase(it);
   delete nl;
   }
   }

I am pretty sure it is illegal to use an iterator after it was used for erasing
an item. I think the code below is better and works on every systems :

 _purgeListeners = false;
 mapint, FGNasalListener *::iterator it;
 for(it = _listener.end(); --it != _listener.end();) {
 FGNasalListener *nl = it-second;
 if(nl-_dead) {
 mapint, FGNasalListener *::iterator it2 = it++; = use a copy
of the iterator
 _listener.erase(it2); = to erase the item
 delete nl;
 }
 }

But I thing the purpose of reverse iterators is exactly to do that and the use
of them should be more valid in the end.

-Fred

--
Frédéric Bouvier
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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: FlightGear/src/Scripting NasalSys.cxx, 1.55, 1.56

2007-01-28 Thread Melchior FRANZ
* Frederic Bouvier -- Sunday 28 January 2007:
 I am pretty sure it is illegal to use an iterator after it was used for 
 erasing
 an item. I think the code below is better and works on every systems :
[...]
 But I thing the purpose of reverse iterators is exactly to do that and the use
 of them should be more valid in the end.

Sheesh. There's a reason why I usually just use good old
foo.size() with random access.  :-/

m.

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Re: [Flightgear-devel] KT-70 3D Model for Instruments-3D

2007-01-28 Thread Martin Spott
Ron Jensen wrote:

 Also, I submitted a patch to enhance the test display on this instrument
 (but not vital to performance):
 http://sourceforge.net/mailarchive/forum.php?thread_id=31511054forum_id=1919

I'm unable to handle this, please someone else do so,

Martin.
-- 
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Re: [Flightgear-devel] FlightGear Book

2007-01-28 Thread Martin Spott
Christian Mayer wrote:
 Hm, why do people think I'm trying to attack OpenOffice?!? I even use it
 myself...

I'm only claiming that:

 Martin Spott schrieb:

  Apparently you know very little about OpenOffice. [...]


 Typesetting isn't only abut the placement of pictures - it's also about
 ligatures and kerning, to name a few.

Tell me something new 
After diging a bit into this topic you'll realize that OpenOffice,
certainly not being perfect, actually _does_ offer most of what
you're looking for. As I said:

  - it just depends on the skills of the respective user.


Sorry, this topic was _so_ tempting  ;-)

Regards,
Martin.
-- 
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Re: [Flightgear-devel] apt.dat et al.

2007-01-28 Thread Ralf Gerlich
Hi!

Joacim Persson wrote:
 I noticed that the versions of apt.dat, nav.dat etc we have in CVS are 
 somewhat
 outdated (~12 months old). Time for an update perhaps?
 
 I understand we are using the 810 format for apt.dat -- are there work in
 progress for switching to version 850? (Not a trivial task: v850 includes
 improved drawing functions like Bezier curves.)

AFAIK no data is yet publically available with apt version 850 (though
the new X-Plane version seems to ship some airports with the new format,
according to the APT 850 documentation).

TaxiDraw is currently being renovated to allow migration to v850
(editing only), but we haven't even started the implementation yet. I
hope that the renovation is done somewhen in February so that we can
start with new features, but I can't guarantee that.

Probably the trickiest part for a new genapts will be the marking stuff.
Embedding that into the terrain without polygon offset, decals or
similar will probably diminish the framerate heavily.

The actual bezier polygons are probably not as tricky, as the current
genapts essentially transforms the rectangles to single polygons and
clips them to a big polygon. For implementing v850 one will probably
have to approximate the beziers with polygons. There are methods out
there which can be used to minimize the error (e.g.
http://www.antigrain.com/research/adaptive_bezier/index.html)

I have a set of different FlightGear-related projects I'd like to get
done before end of May to have them presentable at LinuxTag 2007. This
includes a v850-capable version of TaxiDraw, but there will be no time
for implementing v850 in genapts. Volunteer, anyone?

Cheers,
Ralf

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: SimGear/simgear/scene/model shadanim.cxx, 1.9, 1.10

2007-01-28 Thread Mathias Fröhlich
On Friday 26 January 2007 21:30, Frederic Bouvier wrote:
 Update of /var/cvs/SimGear-0.3/SimGear/simgear/scene/model
 In directory baron:/tmp/cvs-serv5514

 Modified Files:
   shadanim.cxx
 Log Message:
 Ensure a reference on the cube map texture is always held

Fred, that code was correct (appart from not being deleted). I have that kind 
of code at more places.
That technique called 'double checked locking'.
You don't bother locking a mutex if it is already there. But if the instance 
must be created, you have to ensure that you are the only one. therefore you 
need to ask if it is there a second time ...
That is not time critical here, so I don't bother locking, but in general this 
kind of code should be left as is ...

   Greetings

Mathias


 Index: shadanim.cxx
 ===
 RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/model/shadanim.cxx,v
 retrieving revision 1.9
 retrieving revision 1.10
 diff -C 2 -r1.9 -r1.10
 *** shadanim.cxx  3 Dec 2006 16:57:21 -   1.9
 --- shadanim.cxx  26 Jan 2007 20:30:02 -  1.10
 ***
 *** 127,138 
   getOrCreateTextureCubeMap()
   {
 !   static osg::TextureCubeMap* textureCubeMap = 0;
 !   if (textureCubeMap)
 ! return textureCubeMap;

 static SGMutex mutex;
 SGGuardSGMutex locker(mutex);
 !   if (textureCubeMap)
 ! return textureCubeMap;

 // create and setup the texture object
 --- 127,136 
   getOrCreateTextureCubeMap()
   {
 !static osg::ref_ptrosg::TextureCubeMap textureCubeMap;

 static SGMutex mutex;
 SGGuardSGMutex locker(mutex);
 !   if (textureCubeMap.get())
 ! return textureCubeMap.get();

 // create and setup the texture object
 ***
 *** 147,151 
 textureCubeMap-setUpdateCallback(new SGMapGenCallback);

 !   return textureCubeMap;
   }

 --- 145,149 
 textureCubeMap-setUpdateCallback(new SGMapGenCallback);

 !   return textureCubeMap.get();
   }



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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Scripting NasalSys.cxx, 1.54, 1.55

2007-01-28 Thread Mathias Fröhlich
On Sunday 28 January 2007 21:49, Melchior FRANZ wrote:
 * Frederic Bouvier -- Sunday 28 January 2007:
   ! for(it = _listener.end(); it != _listener.end();) {
 
  The previous code was doing pre decrementation that I don't see here.

 No. The current code is wrong, just like the previous one.
 I should have written  for(it = _listener.end(); --it != _listener.end();)
 though, and not compare against a pre-calculated end, after that
 one does, of course, change.

Just a quick note, I did not try to think about that in detail, but I get the 
impression that this totally overcomplicated code is still wrong.
If you postincrement-assign and then hand that assigned iterator 
preincremented to the erase, the iterator to erase points to the same 
location than it and this leads to an access to an already deleted region ...

It should just delete those map entries that are _dead ??
If so, restore what I checked in an replace the end() initialization with the 
usual begin() one in the for statement ...
Because of the postincrement notation in the erease argument this code was 
legal ...

   Greetings

  Mathias

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[Flightgear-devel] Openscenegraph tarball

2007-01-28 Thread Mathias Fröhlich

Hi,

I need to have an other update to the openscenegraph tarball. For those ones 
not tracking cvs I have put together a tarball as usual. The key feature I 
need is the txf file font loader. That is with the time of packing that 
tarball included in osg's cvs and the tarball includes in fact a snapshot of 
the cvs tree.

You can find that at

ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20070122

As far as I know, Olaf prepares the update to the win32 build these days.

I am currently working with that tree, but I expect that current osg cvs will 
also work fine ...

I will still wait checking in something that need the new tarball until we 
have an up to date win32 build environment ...

   greetings

Mathias

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Re: [Flightgear-devel] objects with transparent textures

2007-01-28 Thread Mathias Fröhlich
On Thursday 25 January 2007 14:44, AJ MacLeod wrote:
 On Thursday 25 January 2007 10:21, Yurik V. Nikiforoff wrote:
  There are objects with transparent textures - part of visual model or 3d
  instruments. If two or more such objects overlaps, there is wrong
  appearance.
  I found, that appearance of transparent objects depend from sequense this
  objects in ac file. But there is no methods for control of object
  sequence in 3d editors (like ac3d).

 Actually, there are, (in AC3D, and ISTR in blender too) though they might
 not be very obvious in AC3D at least... I know someone else had to point
 them out to me.  In AC3D, from the tools menu select heirarchy view.  You
 are shown a view of the complete tree of objects and groups; if you right
 click on any object or group you can select move to head or move to
 tail and change the object ordering that way.

 There was also a simple ordering animation which could be done in the FG
 XML file using a none animation type, but simply listing the objects in
 object-name tags in the desired order.  I'm not sure whether that still
 works with OSG or not (I've never used it myself anyway AFAIK).  It's
 mentioned in the model-howto.html

 If you would like yet another way, Melchior has a python script called
 ac3d-scan which I think would also do what you want
 http://members.aon.at/mfranz/ac3d-scan
That does not help here since osg has its own way to determine which 
osg::Drawbles are drawn at which time. So depending on your view the soring 
happens within osg.

I am aware of that sorting problem, and thinking about that ...

Anyway, osg has many stages it renders, and transparent stuff is sorted back 
to front anyway, but that sorting takes needless time if solid geometry is 
put into the transparent renderbin. To decide this the ac3d loader for 
example looks if we have either a alpha value not equal to 1 in the current 
material or if there is *any* pixel in the texture that has an alpha value 
not equal to 1.
That way the c172 fuselage is something that is potentially transparent to osg 
and sorted back to front.

Or in other words: we should not attach semitransparent textures to solid 
objects to avoid overhead in this area ...

Greetings

mathias

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