Re: [Flightgear-devel] clearer patch to renderer.*xx - accomodates non 4:3 aspect ratios with osg

2008-01-23 Thread Tim Moore
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dave perry wrote:
| dave perry wrote:
| Tim Moore wrote:
|
| -BEGIN PGP SIGNED MESSAGE-
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|
| dave perry wrote:
| | Patch adds a member function to FGRenderer class that returns the
| | current aspect ratio.  Uses this in place of 4.0/3.0 in setFOV and
| | setNearFar.
| |
| | The diff follows:
| |
| This seems a little confusing / confused. In setFOV, why would you ignore 
the w argument?
| Now, I happen to know that /sim/startup/xsize is set to the value of w 
somewhere in
| one of the callers, but this is not clear at all. Can we untangle this a 
bit?
|
|
| In setFOV, you can use w/h for the aspect ratio.  But in setNearFar just
| below this, w and h are not defined in that context, so you need to get
| the real current aspect ratio from some where.
| Hi Tim,
| The following patch uses w/h for the aspect ratio in setFOV and then
| uses xsize/ysize (from /sim/startup) for the aspect ratio in
| setNearFar.  This accomplishes using the actual aspect ratio in place of
| 4.0/3.0 without having to add a new member function to the FGRenderer class.
|
| Please commit this patch.  It fixes the same issue as the last patch and
| the behavior is the same as described on my last note.
|
I can't do that, Dave :)

The FGRenderer code is extremely unclear here, through no fault of your own. 
While w and
h would seem to be window coordinates, they are in fact angles. So it's not 
correct to
pass their ratio as the aspect ratio argument to 
setProjectionMatrixAsPerspective. I've
been screwing around with getting the actual aspect ratio out of the view, but 
that
produces distortions too when you resize the window. A little more work needs to
be done here to figure out if the views are being updated correctly on a resize 
event
or if there's a bug in the viewer code.

I know that people with wide screens are anxious for this to work, but I don't 
want to
commit something that's just incorrect.

Tim

| renderer.cxx patch follows:
|
| Index: renderer.cxx
| ===
| RCS file: /var/cvs/FlightGear-0.9/source/src/Main/renderer.cxx,v
| retrieving revision 1.100
| diff -p -u -r1.100 renderer.cxx
| --- renderer.cxx6 Jan 2008 23:03:20 -1.100
| +++ renderer.cxx21 Jan 2008 15:48:33 -
| @@ -872,7 +872,7 @@ void FGRenderer::setFOV( float w, float
|  fov_width = w;
|  fov_height = h;
|  osgViewer::Viewer* viewer = globals-get_renderer()-getViewer();
| -viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height,
| 4.0/3.0,
| +viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height, w/h,
|fov_near,
| fov_far);
|  }
|
| @@ -885,8 +885,10 @@ void FGRenderer::setNearFar( float n, fl
|  n = 0.1;
|  fov_near = n;
|  fov_far = f;
| +float xsize = fgGetInt(/sim/startup/xsize);
| +float ysize = fgGetInt(/sim/startup/ysize);
|  osgViewer::Viewer* viewer = globals-get_renderer()-getViewer();
| -viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height,
| 4.0/3.0,
| +viewer-getCamera()-setProjectionMatrixAsPerspective(fov_height,
| xsize/ysize,
|fov_near,
| fov_far);
|  }
|
| Thanks,
| Dave
|
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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Heiko Schulz

--- SydSandy [EMAIL PROTECTED] schrieb:

 On Tue, 22 Jan 2008 21:45:32 -0600
 Curtis Olson [EMAIL PROTECTED] wrote:
 
  On Jan 22, 2008 9:36 PM, SydSandy wrote:
  
   Just gave the patch a try , amazing ! And this
 time it has hardly any
   effect on my framerate ...
   Cheers
  
  
  It would be very tempting to commit it to cvs ...
  
  Curt.
  -- 
  Curtis Olson: http://baron.flightgear.org/~curt/
  
 
 Oops , now I see a lot of ...
 
 Warning:detected OpenGL error 'invalid operation'
 after RenderBin::draw(,) in the teminal 
 but otherwise it seems to go smoothly ...
 Cheers
 
 -- 
This message I got the last months with OSG-Builds- I
don't think it has any to to do with the trees

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Stuart Buchanan
--- Curtis Olson wrote:
 On Jan 22, 2008 9:36 PM, SydSandy wrote:
  Just gave the patch a try , amazing ! And this time it has hardly any
  effect on my framerate ...
  Cheers
 
 It would be very tempting to commit it to cvs ...
 
 Curt.

I have no objection to it going into CVS. 

I have used up a lot of brownie points with my wife to get this far - my
available time over the next couple of weeks will be much more limited. 

Having it in CVS would provide many more eyeballs, if people are happy with the
quality.

-Stuart


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Re: [Flightgear-devel] valgrind diff no 2 and 3

2008-01-23 Thread till busch

On Tuesday 22 January 2008, Andy Ross wrote:
 till busch wrote:
* f_interpolate in NasalSys was leaky (valgrind)

 This leak is real, but the patch isn't legal C++, at least as of the
 last time I read the standard. You can't initialize a stack array  
 with a dynamic value, it has to be known at compile time.
 This is a gcc extension.

of course you are right. when i did this it was like: this won't work, but 
let's try it anyways. then it compiled and i thought: wow, c++ is better 
than you expected.

but yes, c++ only allows const values to be used for stack array size.

sorry for posting nonsense.

 Better just to delete the arrays.  Fixed in CVS.

thanks for fixing and committing,

- till

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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Thomas Förster
Am Mittwoch 23 Januar 2008 schrieb Heiko Schulz:
  Oops , now I see a lot of ...
 
  Warning:detected OpenGL error 'invalid operation'
  after RenderBin::draw(,) in the teminal 
  but otherwise it seems to go smoothly ...
  Cheers
 
  --

 This message I got the last months with OSG-Builds- I
 don't think it has any to to do with the trees

I had this earlier too, together with warnings from MESA. It was gone with the 
new laptop, which equals to switching from ATI to Nvidia. Probably a driver 
problem, now (again?) triggered with the tree code.

Thomas

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Re: [Flightgear-devel] RFC: removal of PLIB/PSL support

2008-01-23 Thread Melchior FRANZ
Never mind ...

  $ grep PSL NEWS
  * Removed support for the PSL scripting language.

It *is* already removed. Or rather supposed to be. Just
not completely. I'll remove the remains.

m.

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[Flightgear-devel] RFC: removal of PLIB/PSL support

2008-01-23 Thread Melchior FRANZ
WTF is PSL, you ask? It's our other scripting language,
besides Nasal (PSL ... plib's scripting language). But
it was only ever used once in CVS (for a keybinding that
output lat/lon IIRC), we'll sooner or later abandon plib
altogether, and PSL is a joke compared with Nasal.

Objections? Any users out there? :-)

m.

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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Chris Metzler
On Wed, 23 Jan 2008 14:04:07 +0100
Maik Justus wrote:

 What comes next? Shader driven swarms of birds, flocks, clouds? ;-)

Clouds clouds clouds clouds clouds!

Last night, I was daydreaming of these trees and the Fire Service OV-10
we have, thinking of how cool a forest fire scenario would be.


 Thank you!

Ditto.  I'm not going to have the time to install this until tonight,
but I can't wait.

-c

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have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Tim Moore
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Maik Justus wrote:
| Hi Stuart,
|
| Stuart Buchanan schrieb am 22.01.2008 23:04:
| Hi All,
|
| I've been working on a shader-based approach to creating random trees with 
help
| from Tim Moore.
|
| Here's a screenshot of what I've managed to achieve so far:
|
| http://www.nanjika.co.uk/flightgear/forest.jpg
|
| A patch which includes both the shader trees and improvements to the random
| object placement is available from
|
| http://www.nanjika.co.uk/flightgear/trees.tar.gz
|
|
| very nice. Low-level-flying is much more interesting now.
| This isn't yet ready for inclusion in CVS, but worth having a play about 
with.
|
|
| Why not? cvs is the place for developing.
I am, of course, enormously proud of this work and hope to get it into CVS as 
soon as
possible. That said, a feature with this list of issues:

| Notes:
| - Currently all the trees of a given type on a tile will be the same size, 
shape
| and texture.
| - It's highly likely that this code leaks memory like a sieve.
| - The shader currently doesn't perform any diffuse lighting calculations. For
| some reason including the diffuse lighting causes a flickering effect, 
possibly
| due to the light source being so far away.
|

and no way to disable it other than to turn off other features, isn't quite 
ready for
CVS. If Stuart has run out of time, I'll bang on this and shoot for checking it 
in over
the weekend.

The flicker is caused by there being no normals in the tree model.

The calculations performed in the vertex and fragment shaders are a little 
mixed up.
For now the diffuse lighting calculation should be done in the vertex shader, 
while the
fog calculation should be done in the fragment shader.

The shader program and tree texture should be shared between all the forests.

Anyway, the results are beautiful. Last night I found myself watching Anders 
Gidenstam's
live web feed of his airship voyages over the forests of South Germany as if it 
were
a TV special!

Tim
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Re: [Flightgear-devel] RFC: removal of PLIB/PSL support

2008-01-23 Thread Melchior FRANZ
I've been accused in private mail of poisoning the list
climate with messages like these. I'm a bit puzzled.
For me OMG is not a prayer, and WTF is not swearing.
And PSL *was* a joke compared with Nasal, not because
it was done badly. It just never grew up and couldn't
do a fraction of what Nasal can do.

Looks like I already offend people with what I consider
totally harmless. I'll take more communication off-list,
then.

m.


PS: I don't apologize.  :-P

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Re: [Flightgear-devel] RFC: removal of PLIB/PSL support

2008-01-23 Thread Tim Moore
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Melchior FRANZ wrote:
| I've been accused in private mail of poisoning the list
| climate with messages like these. I'm a bit puzzled.
| For me OMG is not a prayer, and WTF is not swearing.
| And PSL *was* a joke compared with Nasal, not because
| it was done badly. It just never grew up and couldn't
| do a fraction of what Nasal can do.
|
| Looks like I already offend people with what I consider
| totally harmless. I'll take more communication off-list,
| then.
|
| m.
|
|
| PS: I don't apologize.  :-P

It would be most convenient for me if you took it back to IRC!

Tim
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Re: [Flightgear-devel] ATOM/RSS support for the fgfs forum

2008-01-23 Thread Melchior FRANZ
* Curtis Olson -- Saturday 22 December 2007:
 when I get back maybe send me a reminder.

Just for the record: this has meanwhile been done. But as
things stand now, I don't think it will have an effect.

m.

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Re: [Flightgear-devel] RFC: removal of PLIB/PSL support

2008-01-23 Thread Stuart Buchanan
--- Melchior FRANZ wrote:
 I've been accused in private mail of poisoning the list
 climate with messages like these. I'm a bit puzzled.
 For me OMG is not a prayer, and WTF is not swearing.
 And PSL *was* a joke compared with Nasal, not because
 it was done badly. It just never grew up and couldn't
 do a fraction of what Nasal can do.
 
 Looks like I already offend people with what I consider
 totally harmless. I'll take more communication off-list,
 then.

That does sound somewhat puzzling.

The wide range of sensitivities and levels of English in the
community mean that there is plenty of opportunity for words
to be mis-understood and people to take offence at words 
considered by others to be totally harmless. 

All one can do is assume the best of others intentions.

Taking communications off-list is certainly not the answer - 
even the suspicion of off-list decision-making is enough to
worry some people. 

 PS: I don't apologize.  :-P

No, but you did explain yourself, which is almost as good :-)

BTW - are you around on IRC any more?

-Stuart



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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-23 Thread Torsten Dreyer
  Currently I cannot reproduce any other misbehaviour than the segfault
  that you describe as gone now.

 Do you have .deb based system? If so, I could send you the relevant deb
 packages we used. Or alternatively we could try reproducing the issue on
 vservers and send you a compressed vserver.
Hi Tibor,

I am running SuSE linux, currently 10.3.
But there is good news, I can reproduce the client misbehaviour now where the 
aircraft sits at -ft after a client crash and restart. 

I am currently looking into the issue, but it will take some time.

Regards, Torsten

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Re: [Flightgear-devel] RFC: removal of PLIB/PSL support

2008-01-23 Thread Curtis Olson
On Jan 23, 2008 10:10 AM, Stuart Buchanan wrote:

 --- Melchior FRANZ wrote:
  I've been accused in private mail of poisoning the list
  climate with messages like these. I'm a bit puzzled.
  For me OMG is not a prayer, and WTF is not swearing.
  And PSL *was* a joke compared with Nasal, not because
  it was done badly. It just never grew up and couldn't
  do a fraction of what Nasal can do.
 
  Looks like I already offend people with what I consider
  totally harmless. I'll take more communication off-list,
  then.

 That does sound somewhat puzzling.

 The wide range of sensitivities and levels of English in the
 community mean that there is plenty of opportunity for words
 to be mis-understood and people to take offence at words
 considered by others to be totally harmless.

 All one can do is assume the best of others intentions.

 Taking communications off-list is certainly not the answer -
 even the suspicion of off-list decision-making is enough to
 worry some people.

  PS: I don't apologize.  :-P

 No, but you did explain yourself, which is almost as good :-)

 BTW - are you around on IRC any more?


I don't want to drag this out more than necessary, but let me add one
comment of explanation.

I'd like to see things said in a positive way when possible.  99% of the
time if there is something odd, or a bug is found, or somebody says
something incorrect ... it's an honest mistake.  If we come out of the
starting gate saying WTF is xyz and xyz is a joke, that has a lot of
opportunity to be hurtful to the person that created xyz.

There are *many* ways to say the same thing without using potentially
inflamatory language.  In this case, I don't care about PSL, but if the same
sorts of things are said about something you or I do care about then there
could be a big problem.  I'd like to head this off at the pass.

I contacted Melchior in private email expressing my views and concerns ... I
thought in as constructive of a way as possible.  I did this because I have
no desire to attempt to attack or embarrass anyone publicly.  Melchior wants
to slant that as being a secretive off list attack, so be it.  I'm happy to
discuss these private issues out in the open if the other party prefers it
that way.

But here's the deal, there are some things said on this list from time to
time that do need to be cleaned up.  I will continue to call people out on
it when I see something that could potentially be a problem.  No one likes
to get the heat turned on them ... an angry response is natural.  But I want
this to be constructive, I want to help the list operate better and build a
better working and collaborative environment here.

I don't expect everyone to see it exactly my way.  I don't expect everyone's
thresholds of objection to be at exactly the same level.  And certainly
there are times when we need to deal with tough issues or strong
disagreements on the list.

But at the same time, it's silly, completely pointless, completely
unnecessary, and potentially hurtful to call someone else's work a joke ...
or say WTF in response to someone's code.

I hope we can put this behind us and move forward, but I'm going to call
people out once in a while when I think they've crossed the line ...  or are
accumulating too many near line experiences.

Best regards,

Curt.
-- 
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Re: [Flightgear-devel] trees

2008-01-23 Thread Tim Moore
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Stuart Buchanan wrote:
| --- Curtis Olson wrote:
| Hi Guys,
|
| Again, I love and very much appreciate your efforts on the trees.  They are
| really awsome.
|
| Low level flying through the hills has become much more fun...
|
| On the subject of diffuse shading ... I am tempted to argue that we don't
| need it.  In real life, trees are composed of a myriad of surfaces in all
| directions.  Picking one single normal is most likely going to be wrong
| especially in relationship to the aribitrary surface we paste the tree
| texture on top of.  I think going without a surface normal and without
| diffuse lighting will be just fine ... as long as we can have the ambient
| lighting be representative of the scene.
|
| I've been wondering the same thing. Currently we're using the full ambient
| lighting, which is accurate for the scene. So, as the sun goes down, the trees
| get darker.
|
Yeah, but the trees will be just as dark on the side away from the sun. Since 
you have
to specify a normal-per-vertex anyway, you can arrange it to simulate the 
shading of a
cylinder, or point the normals in random directions.

| I've no idea what the performance implications of adding diffuse lighting, but
| I'd personally prefer more trees to better lighting.
It will be very cheap; one dot product in the vertex shader. Or you could use a 
3D
noise texture to choose the normal and do lighting in the fragment shader.

This project could become an endless, if fun, time-sink; there are a lot of 
papers out
there on generating CG tree and forests.

|
| Currently, is the problem that we can only have one single tree type for all
| surfaces in the scene, or is it only one tree type per surface?
|
| We currently have a single tree type (and shader) per type of forest per 
tile, I
| think. As Tim has pointed out, the current architecture is very inefficient.
|
| It should be possible to remove that limitation so that each forest has a 
variety
| of trees - I've already added support for this in the material library. I just
| need to work out how to pass the shader an array of textures, and how to use 
the
| noise function for the texture to be selected. Sounds simple, but writing 
shader
| code has been much harder work than I expected.
As Curt suggests in another mail, you can put all the tree textures in one 
texture and
choose the texture based on another attribute value. There's still that 4th 
value passed
to glColor4fv that isn't used...

Also, you could have more than one forest object per tile, each with a 
completely
different set of models and /or textures.
|
| At any rate, I think they are great, and will generate a lot of excitement
| in the FlightGear community.  (Until this new feature becomes the baseline
| and everyone will say, ho-hum, yeah, trees, and completely forget their
| previous life without them ...) :-)
|
| Well, look how quickly we've become used to random objects again :)
|
| -Stuart

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Re: [Flightgear-devel] Please update changelog on website

2008-01-23 Thread Tatsuhiro Nishioka
Hi,

- Original Message -
 From: Durk Talsma [EMAIL PROTECTED]
 I'll have a look in the next few days. I just came back from my Japan trip a
 
 few days ago, and I'm still trying to shake off the last remaining bits of 
 jetlag.
 
 Btw, I had an amazing trip. I'll try to post some stories related to the 
 flying part later. I'd also like to thank Tatsuhiro Nishioka for arranging a
 
 last minute get together, and a very enjoyable day in Yokohama. Thanks!
 
 Cheers,
 Durk

Oops, I overlooked this post.
You're very welcome, and I'm really happy that you enjoyed the stay in Yokoham
a.
I also had a great time talking with you about the past, present, and future o
f FlightGear.

Cheers,

Tat


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Re: [Flightgear-devel] Bug in native protocol was: simgear 1.0.0 crash -- and yet another bug

2008-01-23 Thread Torsten Dreyer
 That sounds like you're using TCP, since if you were using UDP, the
 master would not know if the slave(s) received the message -- UDP is an
 unreliable protocol and the master
 does not know if it is transmittiing into oblivion or reaching an actual
 slave instance of FlightGear. Provided the native protocol doesn't have
 a mechanism to provide feedback of received messages to the master, that
 is.
This was running round in my head all day and I did some investigation with a 
debugger, wireshark and a internet-searchengine at hand...

Here is what I learned today:
When you send a udp datagram to any machine and the port is not open on that 
machine, you get a ICMP destination ureachable/port unreachable message from 
the targeted machine. Looks like this is interpreted by the socket 
implementation here on my linux box and it is finally handed over as an error 
from the send() system that produces the warning message.

So, nothing to worry about. It's just a warning message on the console and as 
soon as the client is up again, data flow continues as it is supposed to with 
udp.

Torsten

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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Morten Oesterlund Joergensen
On Tue, 2008-01-22 at 22:04 +, Stuart Buchanan wrote:
 I've been working on a shader-based approach to creating random trees with 
 help
 from Tim Moore.
 
 Here's a screenshot of what I've managed to achieve so far:
 
 http://www.nanjika.co.uk/flightgear/forest.jpg
 
 A patch which includes both the shader trees and improvements to the random
 object placement is available from 
 
 http://www.nanjika.co.uk/flightgear/trees.tar.gz
 
 This isn't yet ready for inclusion in CVS, but worth having a play about with.
 
 Notes:
 - Currently all the trees of a given type on a tile will be the same size, 
 shape
 and texture.
 - It's highly likely that this code leaks memory like a sieve.
 - The shader currently doesn't perform any diffuse lighting calculations. For
 some reason including the diffuse lighting causes a flickering effect, 
 possibly
 due to the light source being so far away.
 
 Comments are of course welcome.

I get a lot of FRAGMENT glCompileShader  FAILED error messages and
no trees.
I made a search on Google and it seems that my graphics card does not
support some extensions. It is a NVIDIA GeForce4 MX 460 using the
1.0.9631-r1 driver, as it is called in Portage in Gentoo Linux. There is
a new version called 96.43.01 that supports my card, but I would like to
hear what you say, before I upgrade.


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[Flightgear-devel] ch53e update

2008-01-23 Thread jbabcock

I just posted another update:
http://jrbabcock.home.comcast.net/~jrbabcock/flightgear/ch53e/ch53e-rollup.20080123.tgz

I also need some files removed, they accidentally sneaked
in on the last update:
Models/HMMWV.ac
Models/ch53e.fail
Models/ch53e.fail.ac
Models/ch53e.succ.ac
Models/doit
Models/saved_animation.path
interior-lights.nas
ch53e-yasim.20080110.xml


Here's a summary of changes:
changed blade twist from -8 to -14
reduced blade weight
added old style shadow
split out fuselage tanks into 4 seperate cells
added a nasal fuel totaller and animations for the total
fuel guage
got fuel guage animations working
added logic for EAPS automatic control
added a bit of collective input to the tail rotor control
mixture
tweaked empenage surfaces to unload tail rotor in forward
flight
fixed color of old style shadow map
adjusted lift and drag factors for more realistic
performance

If anyone can find time to apply the included diff and copy
the included files into CVS I would appreciate it.

Josh

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Re: [Flightgear-devel] ch53e update

2008-01-23 Thread Curtis Olson
Hi Josh,

I've committed these changes.  Looks like some of the files you request to
be removed are newly introduced with this patch, but other than that slight
oddity, it looks like your changes went in clean.

Thanks,

Curt.


On Jan 23, 2008 2:35 PM, [EMAIL PROTECTED] wrote:


 I just posted another update:

 http://jrbabcock.home.comcast.net/~jrbabcock/flightgear/ch53e/ch53e-rollup.20080123.tgzhttp://jrbabcock.home.comcast.net/%7Ejrbabcock/flightgear/ch53e/ch53e-rollup.20080123.tgz

 I also need some files removed, they accidentally sneaked
 in on the last update:
 Models/HMMWV.ac
 Models/ch53e.fail
 Models/ch53e.fail.ac
 Models/ch53e.succ.ac
 Models/doit
 Models/saved_animation.path
 interior-lights.nas
 ch53e-yasim.20080110.xml


 Here's a summary of changes:
 changed blade twist from -8 to -14
 reduced blade weight
 added old style shadow
 split out fuselage tanks into 4 seperate cells
 added a nasal fuel totaller and animations for the total
 fuel guage
 got fuel guage animations working
 added logic for EAPS automatic control
 added a bit of collective input to the tail rotor control
 mixture
 tweaked empenage surfaces to unload tail rotor in forward
 flight
 fixed color of old style shadow map
 adjusted lift and drag factors for more realistic
 performance

 If anyone can find time to apply the included diff and copy
 the included files into CVS I would appreciate it.

 Josh

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-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] ch53e update

2008-01-23 Thread Curtis Olson
On Jan 23, 2008 2:51 PM, Curtis Olson [EMAIL PROTECTED] wrote:

 Hi Josh,

 I've committed these changes.  Looks like some of the files you request to
 be removed are newly introduced with this patch, but other than that slight
 oddity, it looks like your changes went in clean.


And ooops, looks like someone beat me to the punch while I was typing cvs
commit messages ...

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] Shader based random trees and i mproved random objects

2008-01-23 Thread Matthias Boerner
Hallo Morten,

On Wednesday 23 January 2008 20:13:01 Morten Oesterlund Joergensen 
wrote:


 I get a lot of FRAGMENT glCompileShader  FAILED error messages
 and no trees.
 I made a search on Google and it seems that my graphics card does not
 support some extensions. It is a NVIDIA GeForce4 MX 460 using the
 1.0.9631-r1 driver, as it is called in Portage in Gentoo Linux. There
 is a new version called 96.43.01 that supports my card, but I would
 like to hear what you say, before I upgrade.



I don't think a driver update will help because your card has 
only limited support for vertex and pixel shaders as you already 
stated in your mail.

On Wikipedia is a nice summary of the Nvidia GeForce4 MX:

http://en.wikipedia.org/wiki/GeForce_4_Series#GeForce4_MX

Greetings

Matthias


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[Flightgear-devel] FG compile error

2008-01-23 Thread Georg Vollnhals
Hi,
since some short time I am getting an error when compiling FlightGear
CVS/OSG version.

I am using
- OpenSuse 10.2 Linux
- OSG CVS (compiles with no problem)
- SimGear CVS (compiles with no problem)
- FG CVS

Part of the error code:

../../src/Instrumentation/libInstrumentation.a(wxradar.o): In function
`wxRadarBg::update_data(FGAIBase*, double, double, bool)':
wxradar.cxx:(.text+0x154e): undefined reference to
`osgText::Text::setFont(osgText::Font*)'
wxradar.cxx:(.text+0x1560): undefined reference to
`osgText::Text::setFontResolution(unsigned int, unsigned int)'
wxradar.cxx:(.text+0x1578): undefined reference to
`osgText::Text::setCharacterSize(float, float)'
wxradar.cxx:(.text+0x17c4): undefined reference to
`osgText::Text::setPosition(osg::Vec3f const)'
wxradar.cxx:(.text+0x17d1): undefined reference to
`osgText::Text::setAlignment(osgText::Text::AlignmentType)'
wxradar.cxx:(.text+0x17e1): undefined reference to
`osgText::Text::setLineSpacing(float)'
wxradar.cxx:(.text+0x1b10): undefined reference to
`osgText::Text::setText(std::basic_stringchar, std::char_traitschar,
std::allocatorchar  const)'
collect2: ld returned 1 exit status
make[2]: *** [fgfs] Fehler 1

I am thankful for any help ((because I would like to test the nice trees
:-)  ))

Regards
Georg EDDW


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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-23 Thread Innis Cunningham


 
 
 This will be a challenge for us as we move forward with development of the 
 OSG tree.  How much old hardware should we support, and how far back should 
 we go?
 
 I think it makes sense (at a minimum) to make sure these features that 
 require newer hardware can be turned off so that people with older hardware 
 can still run the basic code and see the base scene.
 
 In some cases it may make sense to have a backup scheme available so older 
 hardware can see something, even if it's slower or less detailed.  (For 
 instance, we have a couple runway light schemes floating around.)
 
 But at some point we do need to decide where to draw the line.  For instance 
 we already have abandoned support for 4Mb Voodoo1 cards and Glide.  But those 
 were pretty hot when the FlightGear project first was launched.  I remember 
 running glide in a window on an 8mb voodoo2 ... ahh those were the days ... I 
 may still have that card in a box somewhere ... saving it for my grand kids 
 to play with. :-)
 
 We do want to make reasonable and informed decisions here, so it's worth 
 discussing a bit.  We don't want to abandon too many people, but at the same 
 time we want to be able to push forward with new features and new graphics 
 effects ...
 
 This ...
 
 http://www.flightgear.org/Gallery-v0.7.9/Source/smooth1.jpg
 
 Or this ...
 
 http://www.nanjika.co.uk/flightgear/forest.jpg
 
 At some point, I'm buying a new graphics card or new laptop if I have to ... 
 and as much as I hate to admit it, over the years, flight simulators and 
 possibly other games have often been my primary hardware upgrade motivation.
 
 I think you have one of two choices.
First force every one to upgrade there hardware to a minimum  requirement
Or
Keep an old copy of FG,around 9.6, on the server for older systems if you dont 
want
to leave these people behind

Cheers
Innis
_
Your Future Starts Here. Dream it? Then be it! Find it at www.seek.com.au
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Re: [Flightgear-devel] FG compile error

2008-01-23 Thread Georg Vollnhals
Csaba Halász schrieb:
 On Jan 24, 2008 12:45 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:
   
 Hi,
 since some short time I am getting an error when compiling FlightGear
 CVS/OSG version.

 I am using
 - OpenSuse 10.2 Linux
 - OSG CVS (compiles with no problem)
 

 I hope you mean SVN ;) Which revision?

   
 collect2: ld returned 1 exit status
 

 Can you check if -losgText is in the link command?

   
Hi Csaba,
thank you very much for your help.
Of course SVN, actual update from yesterday evening (23.1.08).
Can you check if -losgText is in the link command?
Yes, will do another test in one hour and report.
Regards
Georg


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[Flightgear-devel] Dihedral aero coefficients

2008-01-23 Thread John Wojnaroski
Hi,

Looking over a couple of xml aircraft files and aero numbers...
Can any of you aero experts out there identify the coefficients that 
account for wing dihedral?  I can't seem to find anything that would 
account for the difference in wing lift on left side versus right side 
thereby creating the roll torque due to dihedral.

Thanks
John W.




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Re: [Flightgear-devel] FG compile error

2008-01-23 Thread Georg Vollnhals
Csaba Halász schrieb:
 On Jan 24, 2008 12:45 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:
   
 Hi,
 since some short time I am getting an error when compiling FlightGear
 CVS/OSG version.

 I am using
 - OpenSuse 10.2 Linux
 - OSG CVS (compiles with no problem)
 

 I hope you mean SVN ;) Which revision?

   
 collect2: ld returned 1 exit status
 

 Can you check if -losgText is in the link command?

   
Hi Csaba,
Melchior gave me the advice to check the freetype system.
Re-installing all files (although YaST2 indicated that they were already
installed) solved the problem.
Thank you once again for your helping hand!
Georg

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Re: [Flightgear-devel] Dihedral aero coefficients

2008-01-23 Thread John Denker
On 01/23/2008 05:45 PM, John Wojnaroski wrote:

 Can any of you aero experts out there identify the coefficients that 
 account for wing dihedral?  

Isn't this what you want?
descriptionRoll_moment_due_to_beta/description

If not, please ask a more specific question.

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