[Flightgear-devel] Log Stream patch

2008-01-27 Thread Stuart Buchanan
Hi All,

One of the frustrations of using Windows for development is the lack of a
sensible way to re-direct stderr to a file. This is particularly annoying if you
want to use a --log-level=debug.

To fix this, I've changed the global_logstream to use stdout for windows only.

The patch below does this.

If someone could test that this doesn't mess up *nix, and commit it, that would
be great.

-Stuart

Index: debug/logstream.hxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/debug/logstream.hxx,v
retrieving revision 1.11
diff -u -r1.11 logstream.hxx
--- debug/logstream.hxx 2 Jul 2007 12:55:10 -   1.11
+++ debug/logstream.hxx 18 Sep 2007 19:33:43 -
@@ -300,8 +300,13 @@
  * won't crash when cerr.rdbuf() is first called -DW 
  **/
 cout  Using Mac OS X hack for initializing C++ stdio...  endl;
-#endif
+#endif  
+
+#ifdef WIN32  
+global_logstream = new logstream (cout);
+#else
 global_logstream = new logstream (cerr);
+#endif
   }
 
   return *global_logstream;




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[Flightgear-devel] Yet another attempt to fix the repeating message bug in MP Chat

2008-01-27 Thread Stuart Buchanan
Hi All,

As Csaba (?) pointed out a while back, the apparent reason for the MP chat
repetition bug is that we don't remove dead AI aircraft from the property 
tree,
so that the radar continues to work. Instead we just mark them as invalid.

This means that when a new aircraft joins as that index in the /ai/ subtree, The
MP chat system picks up the old message as belonging to them and replays it. 

Csaba suggested a patch to the Nasal/multiplayer.nas to remove the messages on
consumption, but I'm not too keen on the display function removing data from the
properties tree - it might be needed elsewhere.

Instead, I'd like to clean the message properties when the node becomes invalid
in the code, as is done for a couple of other properties.

The patch below does this. Could someone review it and commit it to CVS?

Thanks

-Stuart

Index: AIManager.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/AIModel/AIManager.cxx,v
retrieving revision 1.80
diff -u -r1.80 AIManager.cxx
--- AIManager.cxx   3 Aug 2007 18:02:33 -   1.80
+++ AIManager.cxx   27 Jan 2008 09:04:46 -
@@ -155,6 +155,8 @@
 props-setIntValue(id, -1);
 props-setBoolValue(radar/in-range, false);
 props-setIntValue(refuel/tanker, false);
+props-setStringValue(sim/multiplay/chat, );
+props-setStringValue(sim/multiplay/transmission-freq-hz, );
 
 ai_list_itr = ai_list.erase(ai_list_itr);
 } else {



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Re: [Flightgear-devel] trees

2008-01-27 Thread Vivian Meazza
Stuart wrote

 Sent: 26 January 2008 21:18
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] trees
 
 
 --- Stuart Buchanan  wrote:
  
  --- Stuart Buchanan wrote:
   Hi All,
   
   Just a quick note to mention that I've now implemented 
 random tree 
   height,
  and
   multiple textures as suggested by Curt. Screenshot here:
   
   http://www.nanjika.co.uk/flightgear/forest2.jpg
   
   Still some work to be done, but it is looking more realistic.
   
   Tim - I've been cleaning up my code a bit, so unless 
 you've already 
   started, I'd hold off trying to kick my previous patch into shape 
   for CVS. I should have a new
   patch fairly soon.
  
  A patch for this is now available from 
  http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
  
  Note that there are some additional new files for the tree textures 
  and some re-organizing of the code - see the included README.
 
 Doh! I didn't notice that I had changed the FlightGear source too...
 
 The patch below adds the appropriate property value check, 
 and I've updated the tarball and README to include it.
 
 At some point I'll need to add a setting to the 
 preferences.xml file too, but first we need to decide whether 
 the trees should be on by default (like the random objects) or not.
 
 Any opinions?
 

The patch is broken here - there is some corruption in simgear.patch which
causes the file to appear empty when it is read by the patch utility, or by
Vi etc. Csaba provided me with a complete patched Simgear source (thanks) so
I was able to compile and run fg. The trees look very nice, and, at least in
the numbers I saw, have a minimal impact on frame rate (2-3). I would think
that on could be the default mode.

Vivian 



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Re: [Flightgear-devel] trees

2008-01-27 Thread Vivian Meazza
Stuart 

 Sent: 27 January 2008 10:42
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] trees
 
 
 --- Vivian Meazza wrote:
  The patch is broken here - there is some corruption in 
 simgear.patch 
  which causes the file to appear empty when it is read by the patch 
  utility, or by Vi etc. Csaba provided me with a complete patched 
  Simgear source (thanks) so I was able to compile and run 
 fg. The trees 
  look very nice, and, at least in the numbers I saw, have a minimal 
  impact on frame rate (2-3). I would think that on could be the 
  default mode.
 
 It looks like the checked in source to mat.hxx has some 
 strange characters on lines 70, 111, 218, 240, 290. In each 
 case they appear on the line above a block comment. vi thinks 
 they are ^L characters.
 
 The simgear.patch file doesn't change them, though it does 
 include one of them to provide context information for the 
 patch utility on line 120. I wonder if that is what is 
 causing the problem?
 
 According to the CVS browser, they've been in there since the 
 original check-in of the file (4 years ago, but Curt).
 
 Anyone any idea why they are there?
 
 If there isn't any particular reason for them to be there, 
 could someone with CVS access remove them? I'd provide a 
 patch, but it looks like that doesn't work particularly well :)
 

Yes, I guessed that the ^Ls might be the culprit, but couldn't prove it.

And the rest of the patch was fine, just simgear.patch failed

Vivian



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[Flightgear-devel] XML Particles patch

2008-01-27 Thread Tiago Gusmão
Hi

Here's the patch to add particles by XML to the OSG branch (instructions 
inside):
http://gusmao.home.sapo.pt/particlesv1.tar.gz
(that page is not an error, you will have to click in AQUI, because it 
doesn't like hotlinking much)

There is a short document here:
http://gusmao.home.sapo.pt/README.xmlparticles

A few problems and limitations are known:
The deletion of at least some of the objects seems not to work,
the xml parsing code really gets boring, so not everything is 
configurable or property-driven at the moment
There shouldn't be any significant changes in the future in the existing 
XML spec, but i don't promise anything!
Default values aren't yet established

Cheers,
Tiago

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Re: [Flightgear-devel] Compiling FlightGear under Cygwin

2008-01-27 Thread Jon S. Berndt
Is there any level of g++ compiler that FlightGear depends on for successful
compilation?

Jon



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Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 8:00 AM, Maik Justus wrote:

 Yes, that did it. There is a problem with the draw ordering leading to a
 transparency bug. It seems, that the trees are done by only two
 triangles, intersecting each other. Due to the intersecting none of the
 two possible orderings are correct. At least one of the two triangles
 need to be separated into two triangle (along th intersection line).


I suspect that depth sorting a million trees might be prohibitive from a
performance standpoint.  We may have to live with the issue, or switch to
billboarded trees, or come up with something clever that only sorts nearby
trees?

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] Problem with compiling OSG

2008-01-27 Thread Mathieu Aguesse
Hi,

I had the same problem today: last week OSG compiled fine, but no more  
today.

After several attempts to resolve this point I discovered that if I  
try to compile OSG with CMake 2.4.8 it works fine.

If there is no real requirement to use the current CMake development  
dist, you can tell fgfs-builder to get the CMake-2-4-8 version from CVS.

Regards,
Mathieu
Le 25 janv. 08 à 07:49, Holger Wirtz a écrit :

 Hi,

 since yesterday I have some trouble to compile OSG:

 ...
 make[7]: Entering directory
 `/usr/local/src/fgfs-builder-20080118/build/OpenSceneGraph'
 Linking CXX shared library ../../lib/libosg.so
 /usr/bin/ld: cannot find
 -l-Wl,-rpath,/usr/local/src/fgfs-builder-20080118/build/ 
 OpenSceneGraph/lib
 collect2: ld returned 1 exit status
 make[7]: *** [lib/libosg.so.2.3.3] Error 1
 ...

 It seems that there is a problem with the arguments for linking  
 (missing
 blank between -l and -Wl?) but I cannot find where this problem is
 located. Anyone around who knows what to do?

 Regards, Holger
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Re: [Flightgear-devel] trees

2008-01-27 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
| On Jan 27, 2008 8:00 AM, Maik Justus wrote:
|
| Yes, that did it. There is a problem with the draw ordering leading to a
| transparency bug. It seems, that the trees are done by only two
| triangles, intersecting each other. Due to the intersecting none of the
| two possible orderings are correct. At least one of the two triangles
| need to be separated into two triangle (along th intersection line).
|
|
| I suspect that depth sorting a million trees might be prohibitive from a
| performance standpoint.  We may have to live with the issue, or switch
| to billboarded trees, or come up with something clever that only sorts
| nearby trees?
|
You've got that right. The approach I'm taking in integrating Stuart's work is 
to not
depth-sort the trees at all. Instead:

crank the alpha test value up
draw the trees after the terrain so the sky doesn't appear to poke through the 
terrain.

Ultimately we might want to change the tree texture maps a bit.

Tim
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Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 12:50 PM, Tim Moore [EMAIL PROTECTED] wrote:

 You've got that right. The approach I'm taking in integrating Stuart's
 work is to not
 depth-sort the trees at all. Instead:

 crank the alpha test value up
 draw the trees after the terrain so the sky doesn't appear to poke through
 the terrain.


That's a good point.  If the terrain is drawn first, then the blue-sky
fringe around the trees will all but go away.

Ultimately we might want to change the tree texture maps a bit.


Definitely ... we could vary them in shape and appearance, not just color.
There is much that can be done.

(I haven't dug much in the code for these trees, but ...) it appears that
the random locations are computed as areas come into view (or come close
enough to the viewer.)  So each time a new chunk of trees are added, I see a
blip in the frame rates.  If there are a lot of chunks that need to be
added, that translates into a lot of blips.  Would it be possible to compute
the locations of the trees when the tile is loaded (in the load thread) and
always have these structures available when needed? Now that we can have
such wide tree coverage, we'll be burning the memory for these structures
anyway.  Previously, David's code only built the random object structures
for areas close by because having all the random object structures for all
the tiles in memory simultaneously would be a huge waste.  I suspect the
plib based random object scene graph structures were much more wasteful than
the structures needed by the OSG shader based approach.

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] Log Stream patch

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 3:51 AM, Frederic Bouvier wrote:

 Stuart Buchanan a écrit :
  Hi All,
 
  One of the frustrations of using Windows for development is the lack of
 a
  sensible way to re-direct stderr to a file. This is particularly
 annoying if you
  want to use a --log-level=debug.
 
  To fix this, I've changed the global_logstream to use stdout for windows
 only.
 

 Is there a reason why we shouldn't do that for unix too ? is stdout used
 for something else than logging ?

  The patch below does this.
 
  If someone could test that this doesn't mess up *nix, and commit it,
 that would
  be great.
 

 If we can avoid #ifdef, it's better isn't it ?


I don't mind writing these messages to stdout versus stderr,

On unix you can just run  program  file 21  in order to capture stderr as
well as stdout.  Is that not possible in windows?  I bet a cygwin shell
could do this.

Regards,

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

2008-01-27 Thread Norman Vine
Curtis Olson writes:
 
 (I haven't dug much in the code for these trees, but ...) it 
 appears that the random locations are computed as areas come 
 into view (or come close enough to the viewer.)  So each time 
 a new chunk of trees are added, I see a blip in the frame 
 rates.  If there are a lot of chunks that need to be added, 
 that translates into a lot of blips.  Would it be possible to 
 compute the locations of the trees when the tile is loaded 
 (in the load thread) and always have these structures 
 available when needed? 

 note I haven't dug into the code either 

The standard way of doing this is to time limit the loader
Thread.  Eg loading trees only a few per frame as time allows.  
perhaps into a temporary data object.

The OSG LOD loader thread is an example of how to do this

Cheers

Norman


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Re: [Flightgear-devel] trees

2008-01-27 Thread Melchior FRANZ
* Curtis Olson -- Sunday 27 January 2008:
 Would this speed things up:
 
 find / -name '*.ac' -exec osgconv {} /`basename {} .ac`.osg \;
 
 (i.e. create a model.osg in / for every model.ac on your hard drive?)

Could be, but I wouldn't want that. This has the potential to
break a lot. The problem at the moment is that, indeed, fgfs
searches for a cow.osg and even picks that up from the dir that
the OSG_FILE_PATH variable points to, although the requested
*.ac version is right there! fgfs would just have to pick it,
not ignore it. And the cow.osg version in OSG_FILE_PATH (if set
to the OSG data dir, which is necessary to make the OSG demos
work) is the chrome shaded high-poly cow, halfway sunk in the
ground.

m.


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Re: [Flightgear-devel] trees

2008-01-27 Thread Melchior FRANZ
* Curtis Olson -- Sunday 27 January 2008:
 One of the reasons (I think) that OSG start up times are so long is that the
 loading is getting interleaved with the FDM and everything else, but we
 aren't actually showing the view until the loader has loaded enough data.

One can show the view immediately with

  --prop:sim/sceneryloaded-override=true

but still, OSG takes a lot longer to finish loading scenery objects.
Maybe that's because it scans the whole harddisk for instances of
cow.osg ...  ;-)

m.

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Re: [Flightgear-devel] Compiling FlightGear under Cygwin

2008-01-27 Thread Durk Talsma
Hi Jon,

On Sunday 27 January 2008 05:29, Jon S. Berndt wrote:
 Is there anyone out there who has tried to compile FlightGear under Cygwin?
 I've been running into an increasing number of compile errors. If anyone
 else out there has gone through this before and knows what needs to be done
 to get this to work, I'd be very interested to read about that.


Back in November or so, I managed to get FlightGear to compile under cygwin. I 
thought, I had committed all the necessary code changes to CVS, but it might 
be that the code needs some additional fixing. 

I'm trying to continue to do some low-priority maintenance work in order to 
keep the code compatible with cygwin. Even though not many run on cygwin 
anymore, due to performance issues, I'd like to try and keep the code cygwin  
compatible, for portability's sake.

I'll see if I can get the latest version of FlightGear OSG to compile and see 
what needs to be fixed.

Cheers,
Durk

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Re: [Flightgear-devel] Environment build problems under Cygwin

2008-01-27 Thread Durk Talsma
On Sunday 27 January 2008 16:28, Jon S. Berndt wrote:
 I'm having a pretty bad time trying to get past this set of compile errors
 when trying to build the latest FlightGear from CVS under cygwin:

 make[2]: Entering directory
 `/cygdrive/d/jon/FlightGear-1.0/source/src/Environment'
 g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src
 -I/usr/local/include  -g -O2 -D_REENTRANT -MT fgmetar.o -MD -MP -MF
 .deps/fgmetar.Tpo -c -o fgmetar.o fgmetar.cxx
 In file included from
 /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/streambuf:781,
  from /usr/local/include/simgear/debug/logstream.hxx:35,
  from ../../src/Main/fg_props.hxx:9,
  from fgmetar.cxx:38:
 /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/streambuf.tcc: In member
 function `virtual std::streamsize std::basic_streambuf_CharT,
 _Traits::xsgetn(_CharT*, std::streamsize)':
 /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/streambuf.tcc:54: error:
 expected unqualified-id before '(' token


Hmm, this sounds very familiar. I can't give a solution right now, but if all 
is well I have some notes on my old laptop, regarding a fix for these 
unqualified-id errors. IIRC, the solution is very very simple (adding a 
conditional  include, or something like it), but I will have do dig into the 
archives to make sure.

Cheers,
Durk

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Re: [Flightgear-devel] trees

2008-01-27 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
| On Jan 27, 2008 12:50 PM, Tim Moore [EMAIL PROTECTED]
| mailto:[EMAIL PROTECTED] wrote:
|
| You've got that right. The approach I'm taking in integrating
| Stuart's work is to not
| depth-sort the trees at all. Instead:
|
| crank the alpha test value up
| draw the trees after the terrain so the sky doesn't appear to poke
| through the terrain.
|
|
| That's a good point.  If the terrain is drawn first, then the blue-sky
| fringe around the trees will all but go away.
|
| Ultimately we might want to change the tree texture maps a bit.
|
|
| Definitely ... we could vary them in shape and appearance, not just
| color.  There is much that can be done.
|
| (I haven't dug much in the code for these trees, but ...) it appears
| that the random locations are computed as areas come into view (or come
| close enough to the viewer.)  So each time a new chunk of trees are
| added, I see a blip in the frame rates.  If there are a lot of chunks
| that need to be added, that translates into a lot of blips.  Would it be
| possible to compute the locations of the trees when the tile is loaded
| (in the load thread) and always have these structures available when
| needed? Now that we can have such wide tree coverage, we'll be burning
| the memory for these structures anyway.  Previously, David's code only
| built the random object structures for areas close by because having all
| the random object structures for all the tiles in memory simultaneously
| would be a huge waste.  I suspect the plib based random object scene
| graph structures were much more wasteful than the structures needed by
| the OSG shader based approach.
The locations are computed when the tile is loaded. I think the blips you're 
seeing are
caused by compiling a new shader program per chunk of trees. That problem 
should go
away when the code is integrated into cvs.

Tim
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Re: [Flightgear-devel] Environment build problems under Cygwin

2008-01-27 Thread Jon S. Berndt
 Hmm, this sounds very familiar. I can't give a solution right now, but
 if all
 is well I have some notes on my old laptop, regarding a fix for these
 unqualified-id errors. IIRC, the solution is very very simple (adding a
 conditional  include, or something like it), but I will have do dig
 into the
 archives to make sure.
 
 Cheers,
 Durk

Thanks - but don't lose any sleep on my account. I'm not in a big hurry. It
was suggested that I might try simply using the MSVC++ free compiler. That's
an appealing option, too - it's worked well for me with JSBSim. But, if
FlightGear can be compiled with just a little bit of adjustment, that
probably works best for me.

I made mention of a coding error with HUGE being used instead of HUGE_VAL in
an email last night. That probably needs to be fixed.

Jon



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Re: [Flightgear-devel] Air Traffic Control (ATC). Fixing bugs and adding new features.

2008-01-27 Thread Melchior FRANZ
* Daniyar Atadjanov -- Saturday 19 January 2008:
 This (attached) diff fixes only two (little) bugs in Tower-ATC:

Ah, great. (Will commit after testing.)



 But this is a very little changes. What about other new feature to
 make ATC more realistic? 

This whole subsystem isn't maintained at the moment. You can make
whatever changes are useful, or even rewrite the whole system.

m.

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Re: [Flightgear-devel] condition/mixture control

2008-01-27 Thread SydSandy
On Sun, 27 Jan 2008 18:37:19 -0800
SydSandy [EMAIL PROTECTED] wrote:

 Does anyone have any objection to binding the mixture  M/m control to the 
 Condition control , since they both are fuel controls on different engines ?
 Here I have just set this in the controls.nas file ...
 
 var mixtureAxis = func {
 var val = cmdarg().getNode(setting).getValue();
 if(size(arg)  0) { val = -val; }
 props.setAll(/controls/engines/engine, mixture, (1 - val)/2);
 props.setAll(/controls/engines/engine, condition, (1 - val)/2);
 }
 
 -- 

and this in keyboard.xml , of course...

 key n=77
  nameM/name
  descMixture leaner./desc
  repeatable type=booltrue/repeatable
  binding
   commandnasal/command
   script
   controls.adjMixture(-1)
   controls.adjCondition(-1)
   /script
  /binding
 /key

-- 
SydSandy [EMAIL PROTECTED]

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[Flightgear-devel] condition/mixture control

2008-01-27 Thread SydSandy
Does anyone have any objection to binding the mixture  M/m control to the 
Condition control , since they both are fuel controls on different engines ?
Here I have just set this in the controls.nas file ...

var mixtureAxis = func {
var val = cmdarg().getNode(setting).getValue();
if(size(arg)  0) { val = -val; }
props.setAll(/controls/engines/engine, mixture, (1 - val)/2);
props.setAll(/controls/engines/engine, condition, (1 - val)/2);
}

-- 
SydSandy [EMAIL PROTECTED]

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