Re: [Flightgear-devel] heads up: FlightGear release plan

2011-05-22 Thread ThorstenB
Hi,

since there were no major objections to the release plan, we're
proceeding as proposed.

Current status:

* We've officially grounded the releases/2.2.0 git branches yesterday.
The flightgear/simgear releases/2.2.0 branches were merged back to
master (not next! master always contains the latest release).
However, as proposed, we won't invest any more time into 2.2.0, so
there'll be no binaries on the download page, no updated aircraft
downloads, no announcements, etc.

* git/next is bumped to version 2.3.0 now. Actually we should have done
so when we branched releases/2.2.0 in January. Remember. it's odd minor
versions for the developer version now (git/next), even minor numbers
for releases.

* Hudson is prepared for providing release binaries and installers
(thanks James!). Once we create a new release branch, Hudson should
start building the binaries/installers (see Hudson's Windows-release,
Mac-release, Linux-release projects). As usual, these will be
updated hourly. We'll also provide complete Win/Mac installers
(including fgdata base package) regularly, maybe about weekly, so these
can be used for wider beta testing. We can't include the base package in
the _hourly_ installers though, due to bandwidth/size limits (almost
400MB for the fgdata base package).

* We also started assessing tracker issues (thanks Gijs!). Some were
already fixed in the last days. And it doesn't look too bad, few issues
are highly critical. However, there are some areas where we're missing
people, for example for some (new) FDM, and a number of ATI-graphics
issues. Have a look at the tracker:
http://code.google.com/p/flightgear-bugs/issues/list


Finally, as a reminder now:
Only 4 more weeks to 2.4.0 feature freeze, remember June 17th, when
we'll close sg+fg next branch, and (!) fgdata master for 4 weeks.
Only bug fixes should be committed after June 17th.
releases/2.4.0 will be branched on July 17th, when the main developer
branches will be bumped to 2.5.0 and reopen for new features. Beta
testing for 2.4.0 will continue for another month after that, till
August 17th. But all this was already described in the release plan
http://wiki.flightgear.org/Release_Plan

cheers,
Thorsten

On Do, 2011-05-19 at 14:29 +0200, Torsten Dreyer wrote: 
 Hi everybody,
 
 during this year's LinuxTag, Martin Spott, Mathias Fröhlich, Thorsten Brehm 
 and myself developed a strategy and a concept about how to kick out new 
 releases of FlightGear on a regular schedule.
 
 Please find our first draft here:  http://wiki.flightgear.org/Release_Plan
 
 For the impatient reader, this is the abstract:
 We plan to have two releases per year, one in February, one in August. The 
 first scheduled release following this concept will be 2.4.0 in August this 
 year, 2.6.0 is scheduled for February 2012.
 
 If no major objections arise, we will set the version number on the current 
 development stream to 2.3.0 and will call out a feature freeze on June 17th.
 
 Any comment and certainly any help for actually preparing the release is 
 welcome. 
 
 Thanks, Torsten



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[Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-22 Thread Ryan M
I apologize for not raising this discussion *before* I filed that
request, as I should have.

From the comments on http://gitorious.org/merge_requests/91:
 In the past we've been struggling for more than one and a half release
 cycles in order to separate Scenery-specific stuff from the Base
 Package and to draw a clear line. Now you’re doing almost exactly the
 contrary: Introducing new dependencies between Scenery and Base
 Package by putting airport specific stuff into the FlightGear
 ‘Airports/’– as well as into the shared models directory.
 This stuff belongs into the Scenery directory structure.

I can see why introducing a dependency could cause some problems.
However, due to the technical details of the new jetways, it is not
possible to integrate them with Terrasync/Shared models as it was
previously. This is because the jetways are specified in an XML file for
each airport that a Nasal script parses and loads models for via
fgcommand(add-model, ...). That's how each jetway knows its
independent position and its relative location to the aircraft door,
unlike a static model in scenery where this is not possible.

Additionally, the 3d models have to be stored somewhere. By my logic,
that should be in Models/Aiport, hence the new directory. I intended
this to not be synced with Terrasync (syncing won't have an effect
anyway, since ATM the script always loads models from the main models
directory).

It would be possible to revert back to specifying jetway models in an
STG file. However, that would cause a loss of features including the
ability for the jetway to 'know' the position of the aircraft, and gate
numbers and airline signs specific to each jetway- all of which are very
well-received by end-users and I spent hours programming. Only the
former can be worked around (and not very well, at that).

Perhaps the directory structure needs reorganization. I would consider
making a new directory under $FG_ROOT, perhaps Jetways/, but that just
seems like a waste to me.

Again, sorry for not raising this issue earlier.

Ryan


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Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Mathias Fröhlich

Hi Curt,

On Saturday, May 21, 2011 20:19:01 Curtis Olson wrote:
 Has anyone built the vrml plugin for OSG under linux (fedora).  The
 README.txt says I need boost and openvrml installed.  I've installed
 openvrml and libopenvrml{,-devel}, and rerun ./configure but the vrml
 plugin still isn't getting built.
 
 Apparently I don't know enough about cmake to trace through the scripts and
 figure out what the findvrml plugin is looking for specifically.  I'm not
 even sure that module is getting run or how to tell cmake to even look for
 openvrml?
 
 Does anyone have any tips or suggestions?

Just a general note on the vrml plugin:
I am using this plugin at work to double check a vrml exporter on linux. It 
can read many vrml files. But it fails on some. So if something does not look 
as expected, you might run in one of these failures.

From what you write:
Did you remove the CMakeCache.txt file before retrying the configure step?
If not, try this and then rerun your configure script or the cmake command you 
usually run.

I had some problems to detect and run the vrml stuff due to the openvrml libs 
being not installed in the standard library paths. So, I needed to add some 
LD_LIBRARY_PATH et al magic to get that detected and runnning. But since you 
work with the distribution provided stuff, I do not exepct that this will be a 
problem.

May be this helps a little?
Mathias

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Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Curtis Olson
Hi Mathias,

Thanks for the reply.  It appears that removing the CMakeCache.txt file did
the trick.  Now it finds the openvrml libs and builds the plugin.  It turns
out I still can't view the wrl file though ... it's a whole bunch of line
segments which maybe isn't supported by the vrml plugin?  I might have to
see if I can hack a script to convert it to ac3d format or find some other
tool that can import the file correctly and then export it again as
something else.  Blender unfortunately only supports vrml-1.0 and the file
I'm working with is vrml-2.0.

The wrl file is CFD streamlines around a 3d model so I'm hoping it will look
really cool if I can get it to load and render in flightgear ...

Curt.


2011/5/22 Mathias Fröhlich


 Hi Curt,

 On Saturday, May 21, 2011 20:19:01 Curtis Olson wrote:
  Has anyone built the vrml plugin for OSG under linux (fedora).  The
  README.txt says I need boost and openvrml installed.  I've installed
  openvrml and libopenvrml{,-devel}, and rerun ./configure but the vrml
  plugin still isn't getting built.
 
  Apparently I don't know enough about cmake to trace through the scripts
 and
  figure out what the findvrml plugin is looking for specifically.  I'm
 not
  even sure that module is getting run or how to tell cmake to even look
 for
  openvrml?
 
  Does anyone have any tips or suggestions?

 Just a general note on the vrml plugin:
 I am using this plugin at work to double check a vrml exporter on linux. It
 can read many vrml files. But it fails on some. So if something does not
 look
 as expected, you might run in one of these failures.

 From what you write:
 Did you remove the CMakeCache.txt file before retrying the configure step?
 If not, try this and then rerun your configure script or the cmake command
 you
 usually run.

 I had some problems to detect and run the vrml stuff due to the openvrml
 libs
 being not installed in the standard library paths. So, I needed to add some
 LD_LIBRARY_PATH et al magic to get that detected and runnning. But since
 you
 work with the distribution provided stuff, I do not exepct that this will
 be a
 problem.

 May be this helps a little?
 Mathias


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Re: [Flightgear-devel] Fog vs black sky (issue #319)

2011-05-22 Thread Mathias Fröhlich

Hi Thosten,

On Saturday, May 21, 2011 13:45:50 ThorstenB wrote:
 Am Freitag, den 20.05.2011, 19:06 +0200 schrieb ThorstenB:
  On 19.05.2011 20:38, Lauri Peltonen wrote:
   So the solution is either change the clear color to what it was, or
   make it ramp linearly to black or something with altitude.
   
   Or change simgear/scene/sky.cxx around line 117 (repaint method), there
   is a
   if ( effective_visibility  1000.0 ) {
   
  ...
   
   } else {
   
  // turn off sky
  disable();
   
   }
  
  My suggestion: we try removing the condition now and see if anyone sees
  new issues.
 
 After looking into this more closely, I revert my suggestion. Not a good
 idea to remove the condition. It's there for several reasons:
 * Switches off sun/moon/stars when visibility is low. Looks odd when
 there's a bright (red) sun or stars in very dense the fog - so we have
 to keep this.
 * Also switches off the blue (or colorful) sky dome at low visibility.

Well, I believe that the reason for that switch was, that you cannot see the 
sky anymore if you have this small visibility.

 Before the patch, the clear color was synchronized to the current fog
 color:
   SGVec4f clearColor(l-adj_fog_color());
 Hence, switching off the sky dome turned all empty bits into fog -
 including the entire sky.
 
 So, we need something in the scenery which can be painted with the fog
 color. For anyone interested in working on it (Lauri? ;-) ) here are
 some options:
 
 * Change the sky dome itself so its color can uniformly be switched to
 fog color when visibility is low, and then (the easy part ;-) ) move
 the sky dome element above the switched sky group (so it's not affected
 when the other sky elements are switched off).
 
 * Switch the sky dome off but introduce/enable a new fog dome at low
 visibility (painted with the fog color).
 
 * Or, change the implementation of FGLighting::adj_fog_color
 (and ::sky_color) to return black as the current fog/sky color at high
 altitudes - and keep all the other stuff.
 
 The last option is probably the easiest. But not sure what the right
 solution was - maybe an osg/scenery expert can comment? (Tim/Mathias?)
 
 I've reverted the original patch for now, since we'll need to work on
 the particular renderer.cxx lines anyway to solve the issue - and there
 were also a few minor technical things (see revert-commit comment), so
 we should provide a better patch once we know how to solve the fog issue
 altogether.

Ok, I believe that reverting that clear color change is a good idea. So, the 
current state is ok. IMO.

I tried to keep out of the scenegraph/rendering discussions lately. But for 
that topic, I have some thoughts. Nothing for this current upcomming release, 
but may be for the next round:

At first, I like the O'Neil sky very much. This is the easiest variant of the 
scattering shader approaches. This one is a good starting point!
For something more advanced see http://hal.inria.fr/inria-00288758/en/ for 
example :-)

One problem with the current view ray dependent sky colors from the O'Neil 
approach is that the scattering integrals really vary with the views 
direction. That means we do not have a uniform fog color over the whole scene 
any more. As a result the scenery that is rendered with a static fog color 
does no longer integrate seamless with the sky as it did before.

The next problem is the sky dome geometry that is somehow limiting the 
possible eye points to be within the usualy flight altitudes.
Whatever we do here stays some kind of workaround for the skydome/static fog 
color being something unapropriate for the job.

I think that we should at some time switch to a two pass rendering for the 
scene:
At first render the scene without fog and sky and with a black clear color into 
an fbo.
Then, in a second pass, use the color/depth information from this first render 
pass' fbo and render the sky/fog on top of this pregenerated scenery picture.
The sky/fog is drawn using a screen aligned quad that has the sky shader 
attached. Using the original projection matrix in a shader uniform and the z 
values from the first render pass' depth texture, the ray of sight is computed 
and used for the O'Neil sky/fog computations. If the z value is the depth 
clear value, we assume that we need to intersect the ray of sight with the 
atmosphere boundary as it is done for the sky colors. If we have a finite z 
value, compute the scatteing from the eye to the color fragement and 
underblend the fragment color from the first rendering pass.

Our depth partitioning implementation will require the first pass to happen for 
two parts of our scene. One being the far part of the scene, one being the 
near part of the scene. So, the composition/sky/fog shader will have two color 
and two depth textures from the two depth partitioning passes as an input.
The three color values (far scene, near scene, fog) need to be blended 
together in the correct order.

So, some work 

Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Mathias Fröhlich

Hi Curt,

On Sunday, May 22, 2011 17:14:54 Curtis Olson wrote:
 Thanks for the reply.  It appears that removing the CMakeCache.txt file did
 the trick.  Now it finds the openvrml libs and builds the plugin.  It turns
 out I still can't view the wrl file though ... it's a whole bunch of line
 segments which maybe isn't supported by the vrml plugin?  I might have to
 see if I can hack a script to convert it to ac3d format or find some other
 tool that can import the file correctly and then export it again as
 something else.  Blender unfortunately only supports vrml-1.0 and the file
 I'm working with is vrml-2.0.
No, the line segments are not supported. At least not in the current release 
version. My line segment support is checked in with revision 11290. So you may 
backport that pach to the current release version.

BTW, I needed the line segments in vrml for exported models for a cfd 
visualization where I could not see the streamlines with osgviewer :)

 The wrl file is CFD streamlines around a 3d model so I'm hoping it will
 look really cool if I can get it to load and render in flightgear ...
What kind of CFD are you doing?

Greetings

Mathias

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Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Curtis Olson
2011/5/22 Mathias Fröhlich

 No, the line segments are not supported. At least not in the current
 release
 version. My line segment support is checked in with revision 11290. So you
 may
 backport that pach to the current release version.

 BTW, I needed the line segments in vrml for exported models for a cfd
 visualization where I could not see the streamlines with osgviewer :)


Hi Mathias,

Sounds strangely familiar! :-)  Is there a particular minimum dev version I
could find this patch in?  I've been hanging around with v2.9.7 of OSG here
because of compatibility problems of the newer versions.  It looks like
there is some IndexedLineSet references in the 2.9.9 version of the code --
is that the patch you are talking about?


 What kind of CFD are you doing?


We are using Fluent, although I'm not directly involved in the CFD portions
of the project, just trying to help visualize the end result with
FlightGear.  What CFD are you using?  It would be kind of cool to work out a
generalized approach for generating streamlines around our models at
different attitudes and configurations (gear up/down, flaps, etc.) and then
develop some system to pick the closest streamline model.  Maybe it would be
a job for nasal since the conditions for each model and related sets of
streamlines could be wildly different.

Regards,

Curt.
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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-22 Thread Martin Spott
Hi Ryan, please excuse the rather brief comment. I had been short in
time and was about to leave - actually I ended up being too late for
the final rehearsal before a symphony concert this morning   :-((

Your submission is touching various places, therefore please expect
various people (maintainers) to have their specific opinion on this.
For example I could envision that those who are keeping an eye on the
AI aicraft collection might appreciate the submission to be split into
specific parts - as do I for the Scenery-related files.

Ryan M wrote:

 However, due to the technical details of the new jetways, it is not
 possible to integrate them with Terrasync/Shared models as it was
 previously. This is because the jetways are specified in an XML file for
 each airport that a Nasal script parses and loads models for via
 fgcommand(add-model, ...). That's how each jetway knows its
 independent position and its relative location to the aircraft door,
 unlike a static model in scenery where this is not possible.

I'm not generally against adding specific per-airport jetway
definitions into FlightGear as a whole, but I think we should talk
about the details of the where.  Look, we're already distributing
airport-specific ground networks, why not accompagny the jetway
positions alongside the other airport-specific stuff instead of
creating yet another, new directory.

 Additionally, the 3d models have to be stored somewhere. By my logic,
 that should be in Models/Aiport, hence the new directory.

A good idea in general, but, while you are at it, please read:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blob;f=Models/00README.CONTRIBUTE

 [...] I intended
 this to not be synced with Terrasync (syncing won't have an effect
 anyway, since ATM the script always loads models from the main models
 directory).

I'm a bit uncertain if I understand correctly - would you bother
rephrasing in different words ?

Cheers,
Martin.
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Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Curtis Olson
On Sun, May 22, 2011 at 11:33 AM, Curtis Olson wrote:

 Sounds strangely familiar! :-)  Is there a particular minimum dev version I
 could find this patch in?  I've been hanging around with v2.9.7 of OSG here
 because of compatibility problems of the newer versions.  It looks like
 there is some IndexedLineSet references in the 2.9.9 version of the code --
 is that the patch you are talking about?


Hi Mathias,

For what it's worth I back ported the v2.9.9 vrml plugin code to v2.9.7 and
that compiles and works well.  I'm able to see the streamlines in osgviewer
at least.  VRML is very verbose (especially this file) so load/parse times
are very slow. :-(  Might still be worth converting to something else for
real time rendering.

Thanks,

Curt
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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-22 Thread Martin Spott
Ryan M wrote:
 On Sun, 2011-05-22 at 16:59 +, Martin Spott wrote:

 [...] Look, we're already distributing
 airport-specific ground networks, why not accompagny the jetway
 positions alongside the other airport-specific stuff instead of
 creating yet another, new directory.
 
 Ah, I forgot about the ground network directories. I propose the
 definitions be moved to
 $FG_ROOT/AI/Airports/ICAO/jetways.xml

I see, we're getting closer  :-)
Now, since the most recent version of the ground network files are
distributed via TerraSync, I'd propose to place the jetway files in the
same directories. This would indeed require your scripts to look into
the custom scenery directories as well - which would be the preferred
option, because, as already mentioned, I'd like to reduce the
dependency of Scenery from the Base Package.

The preferred way of referencing custom scenery data would be to have
some sort of variable as a reference for all subsystems/routines which
would refer to these directories, but I have to admit that I'm not
entirely certain about the current state.  I'd say this is something
worth checking before we proceed.

Cheers,
Martin.
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