Re: [Flightgear-devel] Segfault with OSG multi threading

2011-05-31 Thread Mathias Fröhlich

Good morning,

On Monday, May 30, 2011 19:54:31 ThorstenB wrote:
 On 30.05.2011 19:25, Stefan Seifert wrote:
  The segfault happens when the main loop thread tries to
  access GL information. I know next to nothing about openGL programming
  but I seem to recall that it's not allowed to access the same GL context
  in different threads. So how is this supposed to work?
 
 Well, wouldn't surprise me to find more related multi-threading issues.
 Not sure how long OSG itself supports it, but I guess it wasn't a major
 priority at the time when FG was adapted to OSG. And I'm sure more fixes
 will be necessary to safely support it.
Well, there are several threading issues left in flightgear.
Openscenegraph supports threading *very* well since ll tha time I know this 
project. But flightgear was written initially and has still left plenty of 
single threading assumptions that are not so easy to remove. I always tried to 
move into this direction, but never got this into a state where I knew that 
everything *should* work.
I know that some of us regularily play with the threading stuff, And I thought 
that  in the time I have not followed fightgear too close Tim had make that 
work. But when looking into this, I realize that there is still plenty of stuff 
to do in this area. Also this explaines various crashes on the LinuxTag booth. 
If you use multithreading it works in the current state just by accident ...

 The particular source lines also have an //OSGFIXME comment - another
 hint that work was left behind.
Yep...

 Try replacing the calls to SGIsOpenGLExtensionSupported - they provide
 constant information anyway. It'd be enough to check
 version/capabilities once during init and then use constant data at
 run-time. Try if that helps. Patches welcome :).
Well, this is even more complicated:

What happens is that in a multithreaded environment we do *not* have *any* 
OpenGL context active in the main thread. This means whatever code calls 
either some of the osg extension query function with a second argument of true 
or calling the above function can result in undefined behaviour - which is what 
you experience.

Only the draw thread has a opengl context guaranteed. Which makes it 
immediately clear that the only place where we can reliably call these 
functions is duning the draw traversal.

The osg extension functions take two arguments the first one is the context to 
ask for, which we currently just hope that all context support the same set of 
features - which is not true in certain configurations. And the second argument 
is to really ask for the extensions or use the cached result by just testing 
against a bool value.
On a singlethreaded environment we just have the current thread bound to the 
current context and everything works magically. But on multiple threaded osg 
this fails. And depending on the opengl driver it may fail or may not fail ...

Also, the mentioned call is relatively slow as it searches a string for a 
substring where it is in the end mostly a boolean operation to decide if a 
combination of opengl features is availalbel or not. So if you are in a 
runtime sensitive code path, don't use SGIsOpenGLExtensionSupported directly.

So, what to do:

The real solution is hard. Tim effecs code *probably* shows how to solve this.
I have never double checked if this is done in a waterproof way, but I would 
guess this is ...

A solution that might at least work for most configurations could be like this:
Make sure the splash screen draw already asks for a bunch of extensions in the 
osg way. Then make sure we do not need the decision before the spash screen is 
there. Tehn finally use the osg extension query functions with an appropriate 
second argument to make sure the cached result is taken for this mentioned 
static initialization time usage in the sky code.

Hope this helps a little ...

Greetings

Mathias

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Re: [Flightgear-devel] Segfault with OSG multi threading

2011-05-31 Thread Stefan Seifert
On Tuesday 31 May 2011 14:17:23 Mathias Fröhlich wrote:

 So, what to do:
 
 The real solution is hard. Tim effecs code *probably* shows how to solve
 this. I have never double checked if this is done in a waterproof way, but
 I would guess this is ...
 
 A solution that might at least work for most configurations could be like
 this: Make sure the splash screen draw already asks for a bunch of
 extensions in the osg way. Then make sure we do not need the decision
 before the spash screen is there. Tehn finally use the osg extension query
 functions with an appropriate second argument to make sure the cached
 result is taken for this mentioned static initialization time usage in the
 sky code.
 
 Hope this helps a little ...

First: thanks to you, Thorsten and Anders for your help. I tried just 
commenting out the extension checks and indeed, FG starts and is using two 
threads which for the first time since I switched to using the free radeon 
driver gave me somewhat usable framerates up to 15fps :)

Next I will try your suggestion using OSGs caching. Seems like the least 
intrusive way to get this working with enabled checks.

Stefan

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Re: [Flightgear-devel] SimGear compilation problem with MS VisualStudio 10

2011-05-31 Thread Claus Christmann
Please see inline and below:

On Friday, May 27, 2011 05:23:59 PM Frederic Bouvier wrote:
 AFAICS, MSVC2010 compiles current Git version without any problem. The OP
 doesn't say what version he is trying to build, but if I recall correctly,
 this error was fixed months ago. See
 http://gitorious.org/fg/simgear/commit/acbc09b232e4570462d5936eaf20d267153
 0d8f4 Last tested Boost is 1.44.0 for me.
 
 Regards,
 -Fred
 

All, 

sorry for not staying on top of this over the weekend. I will look into all 
the comments posted, double check my git checkout and come back with either a 
success message or a more detailed failure description.

Thanks for hanging in there with me

Claus
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Re: [Flightgear-devel] terragear - file src/Lib/Optimize/genfans.cxx

2011-05-31 Thread Christian Schmitt
Geoff, I applied both of your patches, see here: 
https://gitorious.org/papillon81/terragear-cs

Until now I had no crashes or negative effects on the resulting scenery. 
However, there IS a problem, unrelated to your patches, for which I hope to 
get some help.
I create large chunks of scenery with CORINE and OSM data. fgfs-construct 
runs quite some hours for it and i see the processing is fine. Then, after 
some time (say 6 hours), all I see in the console output are colums with 
Default=x where x is a number between 1 and 3. This goes on and on for 
hours and I stopped it yesterday. Is this supposed normal behaviour? Maybe 
the process is hanging somewhere, the CPU is buisy the whole time.

Any ideas?

Cheers
Chris

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[Flightgear-devel] ..ati, radeon etc framerates, was: Segfault with OSG multi threading

2011-05-31 Thread Arnt Karlsen
On Tue, 31 May 2011 14:54:16 +0200, Stefan wrote in message 
201105311454.16662.n...@detonation.org:

 First: thanks to you, Thorsten and Anders for your help. I tried just 
 commenting out the extension checks and indeed, FG starts and is
 using two threads which for the first time since I switched to using
 the free radeon driver gave me somewhat usable framerates up to
 15fps :)

..what framerates do you get with the other drivers? 
ATI/AMD's closed source fglrx, and radeondh?

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  best case, worst case, and just in case.

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[Flightgear-devel] 2d panel visibility

2011-05-31 Thread Curtis Olson
I could be imagining this, but I seem to recall a while back, someone asking
if it was possible to keep a 2d panel visible all the time, even in external
views.  I just took a quick peek at .../Cockpit/panel.cxx and it doesn't
appear that we have the ability to do this, but I just thought I'd ask in
case there is some other mechanism someone has added?

I am working on a project where we are modeling a skydiver in free fall, and
we want to display some basic information on the edge of the screen (like
decent rate).  But because this is not an aircraft, it makes more sense to
use external views.  Also we are trying hard to avoid needing to modify
source code, and we'd like to do this in v2.0 (the most current release).


The HUD would be another alternative, but we'd like to avoid needing to
extend the HUD code to add our specific widgets.

Perhaps we could use gui widgets and display the information numerically,
but an instrument communicates the data so much better.

Are there any other options or ideas that I'm missing?

Thanks,

Curt.
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Re: [Flightgear-devel] 2d panel visibility

2011-05-31 Thread Anders Gidenstam
On Tue, 31 May 2011, Curtis Olson wrote:

 I am working on a project where we are modeling a skydiver in free fall, and
 we want to display some basic information on the edge of the screen (like
 decent rate).  But because this is not an aircraft, it makes more sense to
 use external views.  Also we are trying hard to avoid needing to modify
 source code, and we'd like to do this in v2.0 (the most current release).

You could use the display class in Nasal/screen.nas to display chosen 
properties. It might not be pretty enough for your application, though.
(I don't remember if it supports other presentations than just property 
values.)

Example (loosely) from ZLT-NT:

 var left  = screen.display.new(20, 10);
 # Static condition
 left.add
 (/fdm/jsbsim/instrumentation/gas-pressure-psf);
 left.add
 (/fdm/jsbsim/buoyant_forces/gas-cell/ballonet[0]/volume-ft3,
  /fdm/jsbsim/buoyant_forces/gas-cell/ballonet[1]/volume-ft3);
 left.add(/fdm/jsbsim/static-condition/net-lift-lbs);
 left.add(/fdm/jsbsim/atmosphere/T-R);
 left.add(/fdm/jsbsim/buoyant_forces/gas-cell/temp-R);
 left.add(/fdm/jsbsim/ballonets/valve-pos-norm[0],
  /fdm/jsbsim/ballonets/valve-pos-norm[1]);


Cheers,

Anders
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Re: [Flightgear-devel] 2d panel visibility

2011-05-31 Thread Torsten Dreyer

Am 31.05.11 20:00, schrieb Curtis Olson:

Are there any other options or ideas that I'm missing?
Can you spawn an external application and render it's output window on 
top of FlightGear? If so, fgpanel might be worth looking at. You find it 
in utils/fgpanel and an example how to use it is in 
Aircraft/SenecaII/Panels/Panel1.xml.


Torsten

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Re: [Flightgear-devel] 2d panel visibility

2011-05-31 Thread Hal V. Engel
On Tuesday, May 31, 2011 11:00:58 AM Curtis Olson wrote:
 I could be imagining this, but I seem to recall a while back, someone
 asking if it was possible to keep a 2d panel visible all the time, even in
 external views.  I just took a quick peek at .../Cockpit/panel.cxx and it
 doesn't appear that we have the ability to do this, but I just thought I'd
 ask in case there is some other mechanism someone has added?
 
 I am working on a project where we are modeling a skydiver in free fall,
 and we want to display some basic information on the edge of the screen
 (like decent rate).  But because this is not an aircraft, it makes more
 sense to use external views.  Also we are trying hard to avoid needing to
 modify source code, and we'd like to do this in v2.0 (the most current
 release).
 
 
 The HUD would be another alternative, but we'd like to avoid needing to
 extend the HUD code to add our specific widgets.
 
 Perhaps we could use gui widgets and display the information numerically,
 but an instrument communicates the data so much better.
 
 Are there any other options or ideas that I'm missing?
 
 Thanks,
 
 Curt.

Have you thought about modeling the skydiver as an aircraft with the 
cockpit being the view out of his/her goggles?  The panel would be nothing 
and the instruments could be just positioned about a meter in front of the 
pilots point of view.  You could then keep the instruments in view as the 
pilot changed his view direction (IE. look up, down, left, right) by 
rotating them about the pilots head.  You should be able to do all of this 
using the existing XML.  Or you could create a 3D model for the skydivers body 
and possition the instruments on his/her body (IE on the top of the belly 
mounted chute pack) so that you need to look down to see them.

Hal
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Re: [Flightgear-devel] 2d panel visibility

2011-05-31 Thread Curtis Olson
Thanks everyone for the responses.

So far the Anders' suggestion of using screen.nas seems to have the most
promise.  Torsten: I have another project I want to use the fgpanel system
for, but with this project we are trying to keep the logistics of starting
things up as simple as possible, also I'm not sure how you would keep the
fgpanel display in front of the FlightGear display if you had to click on
the flightgear display to interact with it?  Hal: it's important with this
particular project to have the instrumentation attached to the screen when
the view changes or pans around, even in tower or fly-by views we want to
see the instrumentation clearly.

Regards,

Curt.


On Tue, May 31, 2011 at 2:51 PM, Hal V. Engel wrote:

  On Tuesday, May 31, 2011 11:00:58 AM Curtis Olson wrote:

  I could be imagining this, but I seem to recall a while back, someone

  asking if it was possible to keep a 2d panel visible all the time, even
 in

  external views. I just took a quick peek at .../Cockpit/panel.cxx and it

  doesn't appear that we have the ability to do this, but I just thought
 I'd

  ask in case there is some other mechanism someone has added?

 

  I am working on a project where we are modeling a skydiver in free fall,

  and we want to display some basic information on the edge of the screen

  (like decent rate). But because this is not an aircraft, it makes more

  sense to use external views. Also we are trying hard to avoid needing to

  modify source code, and we'd like to do this in v2.0 (the most current

  release).

 

 

  The HUD would be another alternative, but we'd like to avoid needing to

  extend the HUD code to add our specific widgets.

 

  Perhaps we could use gui widgets and display the information numerically,

  but an instrument communicates the data so much better.

 

  Are there any other options or ideas that I'm missing?

 

  Thanks,

 

  Curt.


 Have you thought about modeling the skydiver as an aircraft with the
 cockpit being the view out of his/her goggles? The panel would be
 nothing and the instruments could be just positioned about a meter in front
 of the pilots point of view. You could then keep the instruments in view as
 the pilot changed his view direction (IE. look up, down, left, right) by
 rotating them about the pilots head. You should be able to do all of this
 using the existing XML. Or you could create a 3D model for the skydivers
 body and possition the instruments on his/her body (IE on the top of the
 belly mounted chute pack) so that you need to look down to see them.


 Hal




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

2011-05-31 Thread HB-GRAL
Am 22.05.11 14:37, schrieb 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


Can you please update http://wiki.flightgear.org/Release_Plan with this 
very important information ? Something like a short description of 
current state ?

Thanks a lot, Yves

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[Flightgear-devel] FlightGear.org updated!

2011-05-31 Thread HB-GRAL
Hi Curt

May I ask you to update your flightgear.org pages just a bit? Will not 
take more than 10 minutes! No graphical changes, no code changes, just 
update text ;-)

I ask you for updating text sections like source code or cvs 
resource. Sorry for that, but your february-2010-pages looks like a 
disservice for all other sites built for this project at the moment.

Thanks a lot, Yves


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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-31 Thread Vivian Meazza
Hal,

 

I can't follow your logic - because there are some aircraft that need a lot
of work, the system shouldn't recognize advanced features in other
aircraft that do have them? I also disagree with Stuart that such advanced
features are nice-to-haves and add little to the simulation - why the hell
are we including them then? Do the stores so nicely added to the P-51 add
nothing? On the other hand, the ability to change liveries adds to the
model? Sure doesn't wring my withers, but I suppose the airliner aficionados
(and I'm not one) absolutely must have that.  

 

The P-51 is a superb model already, and at a reasonable frame rate here -
about 75% of my benchmark figure. It would benefit from a tutorial on the
start procedure - but apparently that would win no points either. That seems
to be a missed opportunity too. I suppose the P-51 FDM is accurate - but I
find it not all that pleasant to fly. I would say that you have probably
slightly underrated its score. 

 

In the final analysis - the system currently proposed is only marginally
better than the current wet finger in the air method. I think we are
falling a bit short here in our aim to be both objective, and to tell users
more about the available aircraft. In particular, the failure to tell users
that they need a powerful system to use a model, and something about the
difficulty of use, is going to disappoint and or frustrate users.

 

Vivian  

 

 

-Original Message-
From: Hal V. Engel [mailto:hven...@gmail.com] 
Sent: 30 May 2011 23:45
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel
Digest, Vol 61, Issue 12)

 

On Monday, May 30, 2011 12:47:41 PM Stuart Buchanan wrote:

  I don't have a good answer for the other items. Some are nice-to-haves

  that enrich

  the simulation experience but don't impact simulation of flight

  itself, but others

  (such as a co-pilot) are more important for multi-crew aircraft.

  

  Call them all advanced features. That could be a/the criterion for

  advanced production

 

 I'm not sure. The Advanced production bar is already very high - two 5s

 and two 4s.

 

 I'm not sure if any aircraft will actually gain it!

 

I would expect that at this point only a few aircraft out there are close to
or are advanced production quality. It is a very high standard and any
aircraft that is that far along should really stand out. I would expect that
most of the most advanced current models only need perhaps 1 or 2 points to
get there but adding points when the models are that far along is a lot of
work. But I would be surprised if there were more than a handful of aircraft
that were far enough along to only need 1 or 2 points to become advanced
production. I think I agree with Stuart that having some things called
advanced features does not add much if anything to the system particularly
when we have so many models that are missing many basic things.

 

An example of one that is close but needs more work is the p51d-jsbsim
model. It only needs to improve the external model (add livery support to go
from a 3 to a 4) to get to production status and then add one more point
in cockpit, external model or systems would make it advanced production.

 

Currently it has the following ratings:

 

rating

FDM type=int5/FDM

systems type=int4/systems

model type=int3/model

cockpit type=int4/cockpit

/rating

 

The 3D modeling stuff is not my strong suit but I do have new more accurate
3D models for the fuselage and wing (including flaps and aileraons) for the
P-51D that I created a while back. I have also more accurately modeled the
cooling inlet passages and the oil and coolant radiators so that these will
look correct (once textured) when looking into the cooling inlet. I need to
uvmap all of this stuff now and this is where I get stuck as I can't figure
out how to do this so that the resulting uvmaps can be used to create livery
support. Having a nice user friendly uvmap for the fugelage and wings is
more or less nessary to move ahead with libery support I think. 

 

For Systems adding emergency gear release support, oxygen system support,
full cooling system support, VHF radio support, rear warning radar support,
IFF support and some missing electrical system stuff would increase this to
a 5. The 3D models for the controls for all of these systems are already in
the cockpit.

 

One comment about systems. For the P-51 series there are two cooling doors
that are used to control cooling airflow. One for the engine coolant and one
for the oil cooler. JSBSim has support for the coolant door controls but not
for the oil cooler door controls. I have the automatic coolant door stuff
modeled but not the automatic oil cooler stuff because of this. I also need
to add manual overides for these at some point (the controls are in the
cockpit but currently only allow for automatic control). What I am getting
at is that some systems can not be fully 

Re: [Flightgear-devel] 2d panel visibility

2011-05-31 Thread Arnt Karlsen
On Tue, 31 May 2011 15:46:32 -0500, Curtis wrote in message 
banlktiklhbuyyxd93edqa_mm+5fv88d...@mail.gmail.com:

 Thanks everyone for the responses.
 
 So far the Anders' suggestion of using screen.nas seems to have the
 most promise.  Torsten: I have another project I want to use the
 fgpanel system for, but with this project we are trying to keep the
 logistics of starting things up as simple as possible, also I'm not
 sure how you would keep the fgpanel display in front of the
 FlightGear display if you had to click on the flightgear display to
 interact with it?  Hal: it's important with this particular project
 to have the instrumentation attached to the screen when the view
 changes or pans around, even in tower or fly-by views we want to see
 the instrumentation clearly.

..don't we do FPV-style OSD?  E.g.:
http://www.youtube.com/watch?v=rmCYYkehYrIfeature=related
from http://www.google.no/search?num=100q=FPV+OSD or
http://www.google.no/search?q=FPV-style+OSDhl=enprmd=ivnssource=univtbm=vidtbo=usa=Xei=QmDlTcPAGNDEsgaL2bDrBQved=0CC4QqwQbiw=1805bih=1022

..me, I just use the HUD.

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] terragear - file src/Lib/Optimize/genfans.cxx

2011-05-31 Thread Geoff McLane
Hi Chris,

Glad the rough 'fixes' I provided worked a little 
for you... have yet to clone your 'papillon81' 
clone, and try it... but...

While it is agreed on this list everyone seems to 
really _LOVE_ extreme brevity, (perhaps except 
me ;=)), your post just did not tell me 
enough ;=((

I searched the entire terragear-cs source for -
Default=, and did not get a single hit, well 
one ... Default=%s\n, out_file), but that's 
obviously not it, so no idea where to look ;=(( 

Maybe the output is in simgear, or some of the 
other libraries that are included in fgfs-construct...

Spaces and case are vitally important...

But what is the console output immediately prior 
this 'continuous' output? Maybe that would provide 
more clues as to where it is in the processing...

It is clear fgfs-construct is getting 'stuck' 
somewhere, but simply need more information...

It is certainly _NOT_ 'normal' behavior, and 
historically (I assume Curt ;=)) implemented some 
draconian 'rlimit' - setrlimit(RLIMIT_CPU,timeout),
to abort after a period of time, which is just 
NOT available in my WIN32 environment, to avoid 
such a 'forever' loop...

At the time I understand, they were building the 
WHOLE WORLD world of scenery, and did not want the 
process 'stuck' on some bucket, or group of 
buckets...

So while I also now play with a Ubuntu linux build, 
I try HARD to find 'other' solutions for WIN32...
like finding, and fixing the 'reason' for such 
'forever' loops...

So with more information, maybe we can track 
down, and 'fix' it, forever ;=))

But, _BUT_, be aware, some others, who have tried 
my 'fixes', including myself ;=)), especially regarding 
the 'priorities' have succeeded in only producing 
really _MESSED_ up scenery - see -
 http://geoffair.org/tmp/mess-01.ppm 
or
 http://geoffair.org/tmp/mess-02.jpg 
and these were generated using my modified 
WIN32 fgfs construct exe -
 http://geoffair.org/fg/fgfs-054.htm#downloads 
so I feel I am very _FAR_ from the solution ;=((

Any input from others, with knowledge, would 
really HELP...

Regards,
Geoff.



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

2011-05-31 Thread Peter Morgan
we need to sit on this as
2.2.freeflightsim.org.. We need a marketing plam somwhat.. I hope we stick
to release schedule..


On Tue, May 31, 2011 at 10:15 PM, HB-GRAL flightg...@sablonier.ch wrote:

 Am 22.05.11 14:37, schrieb 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
 

 Can you please update http://wiki.flightgear.org/Release_Plan with this
 very important information ? Something like a short description of
 current state ?

 Thanks a lot, Yves


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

2011-05-31 Thread Torsten Dreyer
 Can you please update http://wiki.flightgear.org/Release_Plan with this
 very important information ? Something like a short description of
 current state ?
 
 Thanks a lot, Yves
Hi Yves,

this particular wiki page was written (mostly by myself) to document our 
release plan. I tried to make it as complete as possible but if anything is 
missing, please feel free to add it to the wiki.

Thanks, Torsten

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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-31 Thread Robert
I absolutely agree with Vivian. The users should know about planes that need
much resources (CPU, RAM, VRAM).
This value should not influence the total score.
Maybe using the total score is not a good idea at all, because some users
prefer the eye candy and don't worry about frame rate too much, others
prefer an accurate FDM and a high framerate. So the total score doesn't tell
the whole story!
But the idea of showing the user individual scores (FDM, Systems, Cockpit,
3d model, + needed resources) is a good one!
What do you think?
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