Re: [Flightgear-devel] Source code control systems

2009-09-28 Thread Olaf Flebbe
James A. Treacy schrieb:
> On Mon, Sep 28, 2009 at 07:25:33PM -0600, Ron Jensen wrote:
>> My own, personal opinion is SVN is worse than CVS.  I see no advantage
>> to moving there first.
> 
> Could you elaborate on this? This discussion needs more facts so that
> a rational decision can be reached.
> 

Let me talk from the Windows perspective:

CVS is working best with cygwin, this is an entrance barrier, since you 
need to now UNIX shell. The directory mapping UNIX<->Windows is weird 
for the inexperienced.

git seems to work best with msysgit. Entrance barrier: You need to know 
UNIX shell. (After trying out I would recommend the msysgit rather the 
cygwin). Documentation of msysgit is almost non existing and sometimes 
misleading. But: It works.
There are existing repositories even one for fgdata. Haven't time enough 
to check it out in windows and doublecheck.

svn implementations for Windows are excellent (several to choose from) 
and lean.

hg implementation for Windows is excellent and lean. I am almost through 
converting fgdata to a mercurial repository and uploading it to google, 
in order to double check out if it works good with this kind of data.

The hg-git gateway  (Working with hg on git repositories 
http://hg-git.github.com/) died while accessing gitorious, 
unfortunately. No option, I guess.


[ I made an error when looking at CR/LF issues with *.vcproj. git and hg 
repositories are o.k. ]


For a DVCS:

Iff hg does work with a fgdata repo in reasonable time and space I would 
opt for hg as a DVCS, since it has the lowest entry barriers for 
developers running Windows. Otherwise choose (msys)git.


svn would be a benefit as a VCS for Windows, since cygwin isn't strictly 
needed any more.


 From a Management perspective:

gitorious seems to implement a pull style DVCS, if I did understood it 
correctly. Someone has to pull changesets from other git repositories to 
manage the official FlightGear distribution. I would call it wasting 
developer resources. Please correct me if I am wrong.

The Flightgear cvs was a push style repository, where selected 
developers can work on (at selected parts).

svn implements push. hg can implement both. git seems more designed for 
  pull (linux kernel process), but can implement push too (samba git for 
instance, mapserv?).

[More on this topic for instance in 
http://hgbook.red-bean.com/read/collaborating-with-other-people.html]

So, please wait for the hg experiments to finish.

Greetings,
   Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-28 Thread James A. Treacy
On Mon, Sep 28, 2009 at 07:25:33PM -0600, Ron Jensen wrote:
> My own, personal opinion is SVN is worse than CVS.  I see no advantage
> to moving there first.

Could you elaborate on this? This discussion needs more facts so that
a rational decision can be reached.

-- 
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Re: [Flightgear-devel] Source code control systems

2009-09-28 Thread Ron Jensen
On Mon, 2009-09-28 at 23:58 +0100, Pete Morgan wrote:
> As an observer..
> 
> This is a long thread with no conclusions, but maybe one.
> 
> The one firm conclusion is to get off CVS at least.
> 
> So i dont see why it can't be  first be moved to svn which is tried and 
> tested, supported on windows as the first step.
> 
> pete

My own, personal opinion is SVN is worse than CVS.  I see no advantage
to moving there first.

Thanks,

Ron


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Re: [Flightgear-devel] Source code control systems

2009-09-28 Thread Pete Morgan
As an observer..

This is a long thread with no conclusions, but maybe one.

The one firm conclusion is to get off CVS at least.

So i dont see why it can't be  first be moved to svn which is tried and 
tested, supported on windows as the first step.

pete



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Re: [Flightgear-devel] Another FlightGear Package for Sale: Illegal?

2009-09-28 Thread Pete Morgan
If its for sale in the Uk Then I will quite willingly buy the package.

I have already made some lines of enquiries as a common muppet.

and have got some strategic replies.

Whats the issue??
in UK law is it sales of goods act or copyright ?

pete


Tim Moore wrote:
> On 09/26/2009 02:55 AM, syd adams wrote:
>   
>> Wish I had know I'd be working for Mr Charlie Taylor for free !
>> Makes me hesitate to continue maintaining my aircraft as GPL.
>> 
> Whatever Charlie Taylor has done in terms of copyright violations and
> outright lying, I don't think we can know that there is a GPL violation
> until someone is willing to buy his package. But yes, if the idea that
> someone could sell your work bothers you, you should not release it
> under the GPL.
>   
>> Wonder if royalties are in order ;)
>> Cheers
>>
>> 
>
> Tim
>
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Re: [Flightgear-devel] FSWeekend: Lelystad, November 7, and 8, 2008

2009-09-28 Thread Martin Spott
Hi Wolfram, many thanks for sharing your impressions !

Martin.
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Re: [Flightgear-devel] Source code control systems

2009-09-28 Thread Timothy Moore
On 09/26/2009 10:50 PM, Olaf Flebbe wrote:
> Hi,
> 
> I do not have write permissions to any of the hg or git reprositories...
> 
> So I can only check repositories out, which works flawless with git and 
> hg, no surprise.
> 
I see that you've cloned the gitorious repo; if you still need write access
to the originals for your testing, let me know.

> BUT:
> 
> * Both the hg https://possible-little-test.googlecode.com/hg
> and the gitorious repositories have corrupted the VC90 Project files. 
> They should to be CR LF terminated files as they are in the CVS.
> (For instance projects/VC90/FlightGear.sln: A double click does only 
> work with CR LF endings).
> 

I can't speak for Hg, but this is probably an artifact of the CVS->git 
conversion
and the fact that it was done on Linux. By the by, here on Linux I don't
see CR LF in FlightGear.sln.
> 
> 
> * The real thing would be FlightGear "data"!
If in fact it is desirable to host the whole data collection in one repo...

Tim

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Re: [Flightgear-devel] Source code control systems

2009-09-28 Thread Tim Moore
On 09/26/2009 10:50 PM, Olaf Flebbe wrote:
> Hi,
> 
> I do not have write permissions to any of the hg or git reprositories...
> 
> So I can only check repositories out, which works flawless with git and 
> hg, no surprise.
> 
I see that you've cloned the gitorious repo; if you still need write access
to the originals for your testing, let me know.

> BUT:
> 
> * Both the hg https://possible-little-test.googlecode.com/hg
> and the gitorious repositories have corrupted the VC90 Project files. 
> They should to be CR LF terminated files as they are in the CVS.
> (For instance projects/VC90/FlightGear.sln: A double click does only 
> work with CR LF endings).
> 

I can't speak for Hg, but this is probably an artifact of the CVS->git 
conversion
and the fact that it was done on Linux. By the by, here on Linux I don't
see CR LF in FlightGear.sln.
> 
> 
> * The real thing would be FlightGear "data"!
If in fact it is desirable to host the whole data collection in one repo...

Tim

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Re: [Flightgear-devel] Source code control systems

2009-09-28 Thread Tim Moore
On 09/24/2009 10:56 PM, Olaf Flebbe wrote:

> 
> 2) From the homepage:
> "So you do not want to help? Then there is nothing to see here, please 
> move along." this is not friendly for the casual user of some kind of 
> middleware when I have other options.

This is in the section "How Not to Participate." It sounds to me like
a joke, perhaps rendered unfunny by several language barriers.

Tim

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Re: [Flightgear-devel] Another FlightGear Package for Sale: Illegal?

2009-09-28 Thread Tim Moore
On 09/26/2009 02:55 AM, syd adams wrote:
> Wish I had know I'd be working for Mr Charlie Taylor for free !
> Makes me hesitate to continue maintaining my aircraft as GPL.
Whatever Charlie Taylor has done in terms of copyright violations and
outright lying, I don't think we can know that there is a GPL violation
until someone is willing to buy his package. But yes, if the idea that
someone could sell your work bothers you, you should not release it
under the GPL.
> Wonder if royalties are in order ;)
> Cheers
> 

Tim

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Re: [Flightgear-devel] Custom textures and landtypes

2009-09-28 Thread Vadym Kukhtin
2009/9/28 cullam Bruce-Lockhart :

> So the question is: once I've created custom textures, and added them to the 
> materials.xml file, what else do I need to do to allow them to be used in 
> fgfs-construct?

Link between material name and its vertices creates in shape-decode.

For example, I'm add an OSM roads with custom textures, with new
"TexturedRoad" material in materials.xml:
shape-decode --max-segment 500 --line-width 10 data/shapefiles/fromOSM
work/OSMroads TexturedRoad

where "data/shapefiles/fromOSM" is folder with .shp files,
where "work/OSMroads" is work dir for them,
where "TexturedRoad" is new material in materials.xml


And later:
fgfs-construct --work-dir=/home/user/TG/work
--output-dir=/home/user/TG/output --tile-id=3531408 AirportArea
SRTM-30 Flood OSMroads etc

So, in 3531408.btg you will have some polys named "TexturedRoad", and
fgfs will ask materials.xml how to paint it.


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---
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Re: [Flightgear-devel] Custom textures and landtypes

2009-09-28 Thread Maxime Guillaud
Hi Cullam

You want to look into src/BuildTiles/Clipper/priorities.hxx and 
priorities.cxx. Note that if you add types to materials.xml as well, the 
resulting scenery will not work properly with the "stock" FG.

best,
Maxime



cullam Bruce-Lockhart wrote:
> Hello, once again. Sorry to be posting so many questions on several subjects 
> sequentially. But things are going well, so I'm constantly running into new 
> things that I need to adapt and understand. 
>
> I've created some customized textures for my scenery. They've been added to 
> the materials.xml file. However, I can't yet use them when running 
> fgfs-construct, as they aren't on the list that terragear is searching for in 
> the case switch. I know that I can easily implement them by overwriting some 
> of the normal terrain types, but I'd rather do it right and have them 
> properly named, not to mention still having all default terrain types still 
> available to me. 
>
> What files do I need to amend this list in? I've been going through code, 
> trying to trace it all out, but I haven't managed to find it yet. I know 
> there's a case switch in BuildTiles/main.cxx that picks one of 25 cover 
> types. But those read an integer, and translate it to a string. I'm not sure 
> where I need to add my own textures to the integer list to be translated. 
>
> I might even be investigating the wrong thing entirely. So the question is: 
> once I've created custom textures, and added them to the materials.xml file, 
> what else do I need to do to allow them to be used in fgfs-construct? 
> Thanks folks! 
> -cullam
>
>
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[Flightgear-devel] Custom textures and landtypes

2009-09-28 Thread cullam Bruce-Lockhart
Hello, once again. Sorry to be posting so many questions on several subjects 
sequentially. But things are going well, so I'm constantly running into new 
things that I need to adapt and understand. 

I've created some customized textures for my scenery. They've been added to the 
materials.xml file. However, I can't yet use them when running fgfs-construct, 
as they aren't on the list that terragear is searching for in the case switch. 
I know that I can easily implement them by overwriting some of the normal 
terrain types, but I'd rather do it right and have them properly named, not to 
mention still having all default terrain types still available to me. 

What files do I need to amend this list in? I've been going through code, 
trying to trace it all out, but I haven't managed to find it yet. I know 
there's a case switch in BuildTiles/main.cxx that picks one of 25 cover types. 
But those read an integer, and translate it to a string. I'm not sure where I 
need to add my own textures to the integer list to be translated. 

I might even be investigating the wrong thing entirely. So the question is: 
once I've created custom textures, and added them to the materials.xml file, 
what else do I need to do to allow them to be used in fgfs-construct? 
Thanks folks! 
-cullam


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Re: [Flightgear-devel] Allow use of external shaders in 3d clouds and trees

2009-09-28 Thread Stuart Buchanan
Lauri Peltonen wrote:

> These two patches allow use of external shaders as the tree and 3d cloud
> shaders. The shaders are Shaders/3dcloud.{frag|vert} and
> Shaders/tree.{frag|vert}. If the shader files are not found, the
> original shaders included in the source are used.
> 
> This makes testing modifications to the shaders easier and faster. End
> users should see no difference when using this.
> 
> Also attached are the original shaders to be put into Shaders/.

Thanks for the patch.

I'm currently working on improvements to the 3D clouds, including some
changes/bug-fixes to the shaders.

Are you planning some enhancements to the shaders yourself? If so,
we should coordinate to make sure we don't waste any effort.

Thanks,

-Stuart



  

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