[Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
 Please note, the check for
 features.can_disable_environment == 1 is gone now. It doesn't make any
 sense there.

In a current GIT, none of the checks make any sense, because current GIT
always has all the features. On the other hand, the purpose of the
compat_layer.nas is to provide compatibility of the weather to the last
stable release - so when 2.4 is out, I will remove all compatibility
checks, but as time goes on new ones will be added - which again allow you
to run later versions on 2.4, but give GIT users all the new shining
features.

I can't really maintain two separate versions for last stable and current
GIT - but I can maintain one version which works for both with the help of
the compat layer. I fear that it'd just gets a mess if you start removing
feature checks in the compat layer on GIT while I don't do it in my
version intended also for distribution through the Forums.

May I suggest to remove all the feature checks for the intended release
branch (if simply to get rid of the messages) and set all features to 1
there, but to leave the management of feature checks in the development
branch to me? I think that's least likely to create chaos.

Cheers,

* Thorsten


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[Flightgear-devel] Default 3d clouds in Local Weather

2011-08-04 Thread thorsten . i . renk

I've finally (I guess you all know the feeling of too much other stuff to
do...) managed to start some tests with Stuart's Nasal interface for 3d
cloud generation. Right now there is only a very rough placement structure
and no real management (no removal, no distinction of cloud size, all same
textures, no evolution,...).

Basically, it works as advertized:

http://www.phy.duke.edu/~trenk/pics/3dclouds-lw.jpg

(it's not abundantly visible in the pic, but the layer shown differs from
a normal layer in that it doesn't extend over the ocean, so the cloud
position distribution is computed using the Local Weather MC code)

In performance tests, I've been unable to see a significant effect (the
default 3d clouds were maybe 5% better - but since we're comparing
different number of cloudlets and different texture resolution, it's not
clear to me what that actually means), I didn't notice any difference in
tile building time (that's currently for Cu clouds dominated by terrain
probing anyway) - but cloud movement in the wind is for free.

I can't easily convert the whole system (texture sheets are not ready),
but I'll write a parallel system for managing cloud generated with this
technique and convert the system to that over time.

Some issues:

* naturally the clouds obey the visibility range as specified in the
rendering dialog - which isn't far enough for my purposes. Can I simply
override that number by a setprop() (will it snap back if someone opens
the menu?) or is there a better way?

* where's the switch to remove the boundary wrapping of the layer?

* what property determines the visible motion? When I created the layer
using Local Weather, clouds were moving with corrent heading and possibly
also windspeed - so I assumed that it's wind settins as specified in
/environment/ . However, I then switched Local Weather off, used the
property browser to set windspeed to zero and assume the clouds would then
stop - they didn't however. So I don't understand what I need to set to
get the correct behaviour.

* for layered clouds, I really would need the z-rescaling parameter
*after* the rotation matrix has been applied (there's no way to do
without, you're losing performance quadratically with area, so cloudlets
need to be large without making layers ridiculously thick) - can we extend
the parameters to be passed to the shader by that?

Otherwise, I think this is very promising, and might be ready in a few
months...

* Thorsten




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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread Torsten Dreyer
 Sound good? Any nominations? I favor the an2, which I like, has lots
 of textures and sounds, and which hasn't seen any recent activity.
Sounds good! Another one might be Vostok-1. It eats up 166MB and has 
only three commits.

Torsten

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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-04 Thread Stuart Buchanan
On Thu, Aug 4, 2011 at 8:15 AM,wrote:

 I've finally (I guess you all know the feeling of too much other stuff to
 do...) managed to start some tests with Stuart's Nasal interface for 3d
 cloud generation. Right now there is only a very rough placement structure
 and no real management (no removal, no distinction of cloud size, all same
 textures, no evolution,...).

 Basically, it works as advertized:

 http://www.phy.duke.edu/~trenk/pics/3dclouds-lw.jpg

Glad you've managed to get the initial placement working

 In performance tests, I've been unable to see a significant effect (the
 default 3d clouds were maybe 5% better - but since we're comparing
 different number of cloudlets and different texture resolution, it's not
 clear to me what that actually means), I didn't notice any difference in
 tile building time (that's currently for Cu clouds dominated by terrain
 probing anyway) - but cloud movement in the wind is for free.

Even though your previous testing showed no perf difference between the
default 3d clouds and the models, I am slightly disappointed there isn't some
intrinsic perf benefit to the default 3d versions.

Hopefully I can improve the terrain probing to make a real difference in
tile building time.


 I can't easily convert the whole system (texture sheets are not ready),
 but I'll write a parallel system for managing cloud generated with this
 technique and convert the system to that over time.

That sounds like a very sensible approach.

 Some issues:

 * naturally the clouds obey the visibility range as specified in the
 rendering dialog - which isn't far enough for my purposes. Can I simply
 override that number by a setprop() (will it snap back if someone opens
 the menu?) or is there a better way?

Yes, you can just use setprop. However, currently the slider maximum is 20km,
so if the user opens the Rendering Dialog and then presses OK, it'll be reset to
20km. We should change the maximum to whatever you feel is sensible (40km?),
and leave the default as it is (20km).

However, I'm not sure we want to be over-riding the user's explicit
preferences here.

Perhaps we should look at integrating your routine to match a given
fps value by
adjusting cloud visibility range?

 * where's the switch to remove the boundary wrapping of the layer?

Not implemented yet. As you've managed to get the general integration done,
I'll try to get to it soon.

 * what property determines the visible motion? When I created the layer
 using Local Weather, clouds were moving with corrent heading and possibly
 also windspeed - so I assumed that it's wind settins as specified in
 /environment/ . However, I then switched Local Weather off, used the
 property browser to set windspeed to zero and assume the clouds would then
 stop - they didn't however. So I don't understand what I need to set to
 get the correct behaviour.

From memory, it's from the appropriate /environement/layer[n]/ property.

 * for layered clouds, I really would need the z-rescaling parameter
 *after* the rotation matrix has been applied (there's no way to do
 without, you're losing performance quadratically with area, so cloudlets
 need to be large without making layers ridiculously thick) - can we extend
 the parameters to be passed to the shader by that?

Yes, that's something I need to do. I think you've already implemented this in
your codes. Can you point me at the best example shader/Effect?

 Otherwise, I think this is very promising, and might be ready in a few
 months...

Great. Let me know what else you need and I'll put it near the top of my FG
todo list.

-Stuart

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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread TDO_Brandano -

I wouldn't touch the Vostock right now, it might be taken as an afront by the 
author

Alessandro

 Date: Thu, 4 Aug 2011 09:50:04 +0200
 From: tors...@t3r.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository
 
  Sound good? Any nominations? I favor the an2, which I like, has lots
  of textures and sounds, and which hasn't seen any recent activity.
 Sounds good! Another one might be Vostok-1. It eats up 166MB and has 
 only three commits.
 
 Torsten
 
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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread Vivian Meazza
Tim Moore wrote

 
 On Tue, Aug 2, 2011 at 11:39 AM, Francesco Angelo Brisa
 fbr...@gmail.com wrote:
  Any news about a possible separation of aircrafts data from the fgdata
  folder ?
  I am afraid this topic is sligtly falling into the forget about it
 folder
  :-(
 
 
  Cheers
  Francesco
 
 Some of the inertia -- on my part -- comes from the fact that the
 benefits are not visible until the end: until all the aircraft are
 removed from fgdata and fgdata is effectively regenerated through
 various git magic, the repository will still keep all the history,
 including any deleted files. However, we need to start somewhere. I
 had been thinking that the aircraft needed to be grouped into repos --
 by theme, author, era, whatever -- but perhaps that is totally
 unnecessary.
 
 One thing  (perhaps the only thing) that was nice about keeping
 aircraft in fgdata is that enforced synchronization between the
 aircraft and other common nasal and instrument files. However, if they
 are split out, maybe we will be forced to be more mature about
 backward compatibility, etc.
 
 So, let's choose an aircraft, preferably not one being considered for
 the base distribution, and suck it into its own repo. I'll perform and
 document the git magic, which uses git-filter-branch, to preserve
 history for an aircraft in the new repo. If this goes well, we'll do
 it with all the rest, build a new fgdata without aircraft, and drop
 the old one.
 
 Sound good? Any nominations? I favor the an2, which I like, has lots
 of textures and sounds, and which hasn't seen any recent activity.
 

We have to start somewhere - the AN2 is as good a place as any - let's go
for it.


Vivian 



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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From:.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 04 August 2011 07:57
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Local Weather - backward compatibility
 
  Please note, the check for
  features.can_disable_environment == 1 is gone now. It doesn't make any
  sense there.
 
 In a current GIT, none of the checks make any sense, because current GIT
 always has all the features. On the other hand, the purpose of the
 compat_layer.nas is to provide compatibility of the weather to the last
 stable release - so when 2.4 is out, I will remove all compatibility
 checks, but as time goes on new ones will be added - which again allow you
 to run later versions on 2.4, but give GIT users all the new shining
 features.
 
 I can't really maintain two separate versions for last stable and current
 GIT - but I can maintain one version which works for both with the help of
 the compat layer. I fear that it'd just gets a mess if you start removing
 feature checks in the compat layer on GIT while I don't do it in my
 version intended also for distribution through the Forums.
 
 May I suggest to remove all the feature checks for the intended release
 branch (if simply to get rid of the messages) and set all features to 1
 there, but to leave the management of feature checks in the development
 branch to me? I think that's least likely to create chaos.
 

We don't normally maintain 2 versions: we leave the last stable as is, and
only work on the Git version. If it's too much work, or too confusing I
would suggest you abandon the version intended to be distributed via Forums,
since that is not how we usually conduct our business.

Vivian



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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread Torsten Dreyer
 I wouldn't touch the Vostock right now, it might be taken as an afront
 by the author
(*Shrugs*)
Looking at disk size, this list might help making decision.

(from du -ms *|sort -n)
47  an2
47  F-8E-Crusader
48  A340-600
50  f16
51  Short-Stirling
58  D510
65  CRJ700-family
67  A320-family
72  MiG-15
79  767-300
101 p51d
133 IAR80
166 Vostok-1

Weigh in the number of commits:
(from git log --oneline | wc -l)
   2 767-300
   2 CRJ700-family
   3 A340-600
   3 Vostok-1
   4 Short-Stirling
  10 D510
  12 IAR80
  13 A320-family
  15 an2
  44 MiG-15
  97 F-8E-Crusader
179 p51d
269 f16

Torsten

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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread Frederic Bouvier
Funny (!) that the last one in the first list will be unmaintain from now if I 
read this ml correctly.

Regards,
-Fred

- Mail original -
  I wouldn't touch the Vostock right now, it might be taken as an
  afront
  by the author
 (*Shrugs*)
 Looking at disk size, this list might help making decision.
 
 (from du -ms *|sort -n)
 47  an2
 47  F-8E-Crusader
 48  A340-600
 50  f16
 51  Short-Stirling
 58  D510
 65  CRJ700-family
 67  A320-family
 72  MiG-15
 79  767-300
 101 p51d
 133 IAR80
 166 Vostok-1
 
 Weigh in the number of commits:
 (from git log --oneline | wc -l)
2 767-300
2 CRJ700-family
3 A340-600
3 Vostok-1
4 Short-Stirling
   10 D510
   12 IAR80
   13 A320-family
   15 an2
   44 MiG-15
   97 F-8E-Crusader
 179 p51d
 269 f16
 
 Torsten
 
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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
 We don't normally maintain 2 versions: we leave the last stable as is,
 and
 only work on the Git version. If it's too much work, or too confusing I
 would suggest you abandon the version intended to be distributed via
 Forums, since that is not how we usually conduct our business.

That's precisely my point - at the expense of a few lines Nasal, it can be
one version working with both last stable and current devel - which is why
the code I distribute is as it is.

This setup works fine until someone else doesn't commit the code as I
prepared it but alters it before committing to GIT to get rid of the 40 or
so extra lines which are only needed for compatibility with last stable.
Then my code and the committed code are different, and I can't reasonably
maintain that.

I'm not suggesting how you should conduct your business, I'm telling about
what I do and warning that if someone removes the compatibility lines
before committing to GIT, he'll have to do it every time I update the
code, because for the reasons given above my version will not have the
lines removed.

If you read the forums, you quite often come across disappointed users
who'd like to test a new aircraft/feature/... shown there, but it doesn't
run with last stable, although often a fix is often trivial (a single
property with different name,...) - I don't see why we can't make things
backward compatible as long as that's just such trivial issues, I prefer a
happy userbase if it costs me nothing :-)

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread Torsten Dreyer
Am 04.08.2011 08:57, schrieb thorsten.i.r...@jyu.fi:
 Please note, the check for
 features.can_disable_environment == 1 is gone now. It doesn't make any
 sense there.

 In a current GIT, none of the checks make any sense, because current GIT
 always has all the features. On the other hand, the purpose of the
 compat_layer.nas is to provide compatibility of the weather to the last
 stable release - so when 2.4 is out, I will remove all compatibility
 checks, but as time goes on new ones will be added - which again allow you
 to run later versions on 2.4, but give GIT users all the new shining
 features.

Sorry, I was unclear.
The computation of wind-from-down-fps can not be disabled at all, it is 
independent of the feature can_disable_environment.

In the code before September 2010, this property was computed in the C++ 
core and was updated at frame-rate.
 From September 2010 up to a few days ago, this property was set only 
from within the local-weather code and from nowhere else (which was a bug).
Today that property gets computed by a property rule (xml-based 
computation) and gets updated at frame rate. It is the sum of three 
properties(ridge, AI and local weather lift), the local weather code 
computes one of those three. It can do so whenever it wants to do and 
this does not depend on any feature.

That's why I removed the condition check. Id did not make any sense in a 
past version, it did not while there was a bug and it does not today.

I suggest to adjust your original version and adapt this change.

Torsten

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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread Emilian Huminiuc
On Thursday 04 August 2011 11:36:48 Torsten Dreyer wrote:
  I wouldn't touch the Vostock right now, it might be taken as an afront
  by the author
 
 (*Shrugs*)
 Looking at disk size, this list might help making decision.
 
 (from du -ms *|sort -n)
 47  an2
 47  F-8E-Crusader
 48  A340-600
 50  f16
 51  Short-Stirling
 58  D510
 65  CRJ700-family
 67  A320-family
 72  MiG-15
 79  767-300
 101 p51d
 133 IAR80
 166 Vostok-1
 
 Weigh in the number of commits:
 (from git log --oneline | wc -l)
2 767-300
2 CRJ700-family
3 A340-600
3 Vostok-1
4 Short-Stirling
   10 D510
   12 IAR80
   13 A320-family
   15 an2
   44 MiG-15
   97 F-8E-Crusader
 179 p51d
 269 f16
 
 Torsten
 
The IAR80 has a separate repo, if that helps :). 
https://gitorious.org/iar80/iar80-repo

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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
 Sorry, I was unclear.
 The computation of wind-from-down-fps can not be disabled at all, it is
 independent of the feature can_disable_environment.

Thanks for clarifying - that makes sense. Sorry for the confusion then.

* Thorsten


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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-04 Thread thorsten . i . renk

 Even though your previous testing showed no perf difference between the
 default 3d clouds and the models, I am slightly disappointed there isn't
 some
 intrinsic perf benefit to the default 3d versions.


It's not been a fair comparison as such. Let me try building clouds from
the same texture sheet (i.e. same texture resolution, same number of
cloudlets) - that's the relevant measure. Also, don't forget the wind
drift benefit - that's huge...

 We should change the maximum to whatever you feel is sensible
 (40km?), and leave the default as it is (20km).

I think my current maximum is 45 km, and for much more one needs a
different tile structure anyway, so if we could get 45 km that'd be nice.

 However, I'm not sure we want to be over-riding the user's explicit
 preferences here.

I can turn it around and use the value specified here for the cloud
visible range of the old system - if that's not too confusing.

 Perhaps we should look at integrating your routine to match a given
 fps value by adjusting cloud visibility range?

Do we all agree that it makes sense to use cloud visibility range here,
rather than random objects or such like?

 Yes, that's something I need to do. I think you've already implemented
 this in
 your codes. Can you point me at the best example shader/Effect?

It's actually quite simple. You have:

  // Do the matrix multiplication by [ u r w pos]. Assume no
  // scaling in the homogeneous component of pos.
  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
  gl_Position.xyz = gl_Vertex.x * u;
  gl_Position.xyz += gl_Vertex.y * r * wScale;
  gl_Position.xyz += gl_Vertex.z * w  * hScale;
  gl_Position.xyz += gl_Color.xyz;

and I add just after that block

  gl_Position.z = gl_Position.z * zScale;

(look into clouds-layered.vert where a value of 0.4 is hard-coded there).

 Great. Let me know what else you need and I'll put it near the top of my
 FG todo list.

Wow :-) Thanks a lot! I think wrapping off and z-scaling are what limits
my experiments most - otherwise I simply need time to catch up with
texturing, parameter tuning, performance tests, but I'll keep you posted.


* Thorsten


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Re: [Flightgear-devel] scripted compile from source... results in run_fgrun buttons greyed out, or fgfs cannot open shared object file

2011-08-04 Thread marthter
On 11-08-03 08:22 PM, Csaba Halász wrote:
 On Thu, Aug 4, 2011 at 12:22 AM, marthtermarth...@yahoo.ca  wrote:
 I also have separately installed FlightGear via the package manager, so I
 tried pointing FG_AIRCRAFT at what appears to be the Aircraft directory,

 Also when I guessed at what to put for the terrasync exe spot, which I found
 in ~/flightsim/install/fgfs/bin/terrasync, the Next button is still greyed
 out.
 No idea about fgrun, but these two settings are optional. FG knows to
 look for the default aircraft in FG_ROOT/Aircraft, you only need to
 set this if you have an additional custom location. Terrasync is not
 required.
Okay thanks for the clarification.

okay, well the pre-filled defaults in that run_fgrun Wizard, as (I 
assume) set up by the download_and_compile script are:

1. Executable: 
/home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/bin/fgfs

...which exists and is executable:

$ ll /home/mmuc/flight.simulator/install/fgfs/bin/fgfs
-rwxr-xr-x 1 mmuc mmuc 135333892 2011-08-03 17:38 
/home/mmuc/flight.simulator/install/fgfs/bin/fgfs*



2. FG_ROOT:  /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata

...which exists but has not much in it:

$ ll /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata
total 12
drwxr-xr-x 3 mmuc mmuc 4096 2011-07-28 10:43 ./
drwxr-xr-x 5 mmuc mmuc 4096 2011-07-28 10:43 ../
drwxr-xr-x 8 mmuc mmuc 4096 2011-07-28 15:27 .git/



3. FG_AIRCRAFT: [blank]


4. FG_SCENERY: 
/home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata/Scenery

...which doesn't exist as shown in the FG_ROOT directory listing above


5. Terrasync exe: [blank]


6. Airports Cache: /home/mmuc/.fltk/flightgear.org/fgrun//airports.txt

...which does not exist but I'm guessing it will be created after I 
eventually get to run this successfully.


So although I'm a newbie and not knowing what to expect in each folder, 
I would nonetheless assume that #2 and #4 are the problem causing 
run_fgrun's Next button to be greyed out.  Can anyone comment/agree?

I've retried sh download_and_compile.sh DATA... should this fix the 
above missing folder contents or is there something else I should be 
doing?  Anyway I'm currently getting an error from gitorious.org within 
the sh download_and_compile.sh DATA output (although I don't think 
this was a problem when I ran the script yesterday and days before):

$ sh download_and_compile.sh DATA
**
**
* Warning, the compilation process   *
* is going to use 9 or more Gbytes   *
* of space and at least a couple of  *
* hours to download and build FG.*
**
* Please, be patient ..  *
**
**
Asking your password to perform an apt-get update
Ign http://extras.ubuntu.com natty InRelease
...
Ign http://ca.archive.ubuntu.com natty-updates/universe Translation-en_CA
Ign http://ca.archive.ubuntu.com natty-updates/universe Translation-en
Reading package lists... Done
Asking your password to perform an apt-get install ...
Reading package lists... Done
Building dependency tree
Reading state information... Done
automake is already the newest version.
build-essential is already the newest version.
...
libqt4-dev is already the newest version.
subversion is already the newest version.
0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded.

 FGFS **

gitorious.org[0: 87.238.52.168]: errno=No route to host
gitorious.org[0: 2a02:c0:1014::1]: errno=Network is unreachable
fatal: unable to connect a socket (Network is unreachable)
$



 I also tried this without using run_fgrun, but just using fgrun:

 $ cd ~/flightsim/install/fgrun/bin
 $ ./fgrun
 ./fgrun: error while loading shared libraries: libosgParticle.so.66: cannot
 open shared object file: No such file or directory
 $

 I also tried without using
 $ cd ~/flightsim/install/fgfs/bin
 $ ./fgfs
 ./fgfs: error while loading shared libraries: libosgFX.so.66: cannot open
 shared object file: No such file or directory
 These are normal, the wrapper scripts contain code to set
 LD_LIBRARY_PATH such that the system can locate the required
 dependencies. You can of course do that manually too. Note that you'll
 have to supply fgfs with the path to the data directory using the
 --fg-root option. Verify that the script downloaded the data for you.
 Should be easy to notice, it is a3GB download :)  Looks similar to
 what you have found in the installed package (but the two versions are
 not compatible).
okay well the total folder structure that download_and_compile created 
is almost 9 GB:

$ du -ms .
8906.

...but as noted above, there is next to nothing in the 
~/flight.simulator/install/fgfs/fgdata directory.

Thanks again and I will appreciate a little more feedback if anyone can 

Re: [Flightgear-devel] scripted compile from source... results in run_fgrun buttons greyed out, or fgfs cannot open shared object file

2011-08-04 Thread TDO_Brandano -

try running download_and_compile.sh (-an -pn) DATA

the -an switch disables the apt-get update, and -pn disables the apt-get 
upgrade, you won't really need those for the data anyway.

Alessandro

 Date: Thu, 4 Aug 2011 09:59:29 -0400
 From: marth...@yahoo.ca
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] scripted compile from source... results in 
 run_fgrun buttons greyed out, or fgfs cannot open shared object file
 
 On 11-08-03 08:22 PM, Csaba Halász wrote:
  On Thu, Aug 4, 2011 at 12:22 AM, marthtermarth...@yahoo.ca  wrote:
  I also have separately installed FlightGear via the package manager, so I
  tried pointing FG_AIRCRAFT at what appears to be the Aircraft directory,
 
  Also when I guessed at what to put for the terrasync exe spot, which I 
  found
  in ~/flightsim/install/fgfs/bin/terrasync, the Next button is still greyed
  out.
  No idea about fgrun, but these two settings are optional. FG knows to
  look for the default aircraft in FG_ROOT/Aircraft, you only need to
  set this if you have an additional custom location. Terrasync is not
  required.
 Okay thanks for the clarification.
 
 okay, well the pre-filled defaults in that run_fgrun Wizard, as (I 
 assume) set up by the download_and_compile script are:
 
 1. Executable: 
 /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/bin/fgfs
 
 ...which exists and is executable:
 
 $ ll /home/mmuc/flight.simulator/install/fgfs/bin/fgfs
 -rwxr-xr-x 1 mmuc mmuc 135333892 2011-08-03 17:38 
 /home/mmuc/flight.simulator/install/fgfs/bin/fgfs*
 
 
 
 2. FG_ROOT:  /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata
 
 ...which exists but has not much in it:
 
 $ ll /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata
 total 12
 drwxr-xr-x 3 mmuc mmuc 4096 2011-07-28 10:43 ./
 drwxr-xr-x 5 mmuc mmuc 4096 2011-07-28 10:43 ../
 drwxr-xr-x 8 mmuc mmuc 4096 2011-07-28 15:27 .git/
 
 
 
 3. FG_AIRCRAFT: [blank]
 
 
 4. FG_SCENERY: 
 /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata/Scenery
 
 ...which doesn't exist as shown in the FG_ROOT directory listing above
 
 
 5. Terrasync exe: [blank]
 
 
 6. Airports Cache: /home/mmuc/.fltk/flightgear.org/fgrun//airports.txt
 
 ...which does not exist but I'm guessing it will be created after I 
 eventually get to run this successfully.
 
 
 So although I'm a newbie and not knowing what to expect in each folder, 
 I would nonetheless assume that #2 and #4 are the problem causing 
 run_fgrun's Next button to be greyed out.  Can anyone comment/agree?
 
 I've retried sh download_and_compile.sh DATA... should this fix the 
 above missing folder contents or is there something else I should be 
 doing?  Anyway I'm currently getting an error from gitorious.org within 
 the sh download_and_compile.sh DATA output (although I don't think 
 this was a problem when I ran the script yesterday and days before):
 
 $ sh download_and_compile.sh DATA
 **
 **
 * Warning, the compilation process   *
 * is going to use 9 or more Gbytes   *
 * of space and at least a couple of  *
 * hours to download and build FG.*
 **
 * Please, be patient ..  *
 **
 **
 Asking your password to perform an apt-get update
 Ign http://extras.ubuntu.com natty InRelease
 ...
 Ign http://ca.archive.ubuntu.com natty-updates/universe Translation-en_CA
 Ign http://ca.archive.ubuntu.com natty-updates/universe Translation-en
 Reading package lists... Done
 Asking your password to perform an apt-get install ...
 Reading package lists... Done
 Building dependency tree
 Reading state information... Done
 automake is already the newest version.
 build-essential is already the newest version.
 ...
 libqt4-dev is already the newest version.
 subversion is already the newest version.
 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded.
 
  FGFS **
 
 gitorious.org[0: 87.238.52.168]: errno=No route to host
 gitorious.org[0: 2a02:c0:1014::1]: errno=Network is unreachable
 fatal: unable to connect a socket (Network is unreachable)
 $
 
 
 
  I also tried this without using run_fgrun, but just using fgrun:
 
  $ cd ~/flightsim/install/fgrun/bin
  $ ./fgrun
  ./fgrun: error while loading shared libraries: libosgParticle.so.66: cannot
  open shared object file: No such file or directory
  $
 
  I also tried without using
  $ cd ~/flightsim/install/fgfs/bin
  $ ./fgfs
  ./fgfs: error while loading shared libraries: libosgFX.so.66: cannot open
  shared object file: No such file or directory
  These are normal, the wrapper scripts contain code to set
  LD_LIBRARY_PATH such that the system can locate the required
  dependencies. You can of course do that manually too. Note that you'll
  have to 

Re: [Flightgear-devel] scripted compile from source... results in run_fgrun buttons greyed out, or fgfs cannot open shared object file

2011-08-04 Thread marthter

On 11-08-04 10:38 AM, TDO_Brandano - wrote:

try running download_and_compile.sh (-an -pn) DATA

the -an switch disables the apt-get update, and -pn disables the 
apt-get upgrade, you won't really need those for the data anyway.


Alessandro



Thanks Alessandro, I more or less tried that, at least the DATA part.  I 
agree I don't need the apt stuff but it's not hurting me I don't think.


When I do download_and_compile.sh DATA, I get the git error:

You asked me to pull without telling me which branch you
want to merge with, and 'branch.master.merge' in
your configuration file does not tell me, either. Please
specify which branch you want to use on the command line and
try again (e.g. 'git pull repository refspec').


And when I do download_and_compile.sh -s DATA  (for the stable version 
of fgdata), I get:


You asked to pull from the remote 'origin', but did not specify
a branch. Because this is not the default configured remote
for your current branch, you must specify a branch on the command line.


These two problems are around line 687 of the download_and_compile.sh 
script.


I noticed that there were in fact 7.2 GB in the fgdata/.git folder (and 
no other folders present within fgdata at all), so it seemed all the 
downloading had been done, just none of the git magic to actually show 
any files.


After googling the above git messages, it seems I can run git pull 
origin master (instead of what the script has, git pull origin), so I 
manually ran this and about 5 GB of Aircract, Models, and other folders 
are now there, so I think I am over the hurdle for now.


However the script does not appear to be working as automatically as it 
is described so it would be nice if the script and/or the Scripted 
Compile wiki page would be updated by someone who knows these git 
details.  This is my first day with git (although I've used and 
administered cvs and svn extensively) so I'm just grasping at straws here.


Now when I run sh run_fgrun.sh it doesn't even take me to the Select 
Paths window with the greyed out Next button, it takes me directly to 
the Select an aircraft window, so I'm all good now.  : - )


Okay, spoke too soon.  When I click on an aircraft like Cessna 172R my 
mouse pointer turns to the please wait icon and nothing else seems to 
happen (5+ minutes now).  Is this normal?  Is it building a cached copy 
of the aircraft geometry or something?


I suppose this last question is getting into a -users list type question 
but I should explain that my desire to build this from source is to 
expand the nmea protocol output, as I asked about the other week on the 
-users list.


Cheers.

Martin




 Date: Thu, 4 Aug 2011 09:59:29 -0400
 From: marth...@yahoo.ca
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] scripted compile from source... 
results in run_fgrun buttons greyed out, or fgfs cannot open shared 
object file


 On 11-08-03 08:22 PM, Csaba Halász wrote:
  On Thu, Aug 4, 2011 at 12:22 AM, marthtermarth...@yahoo.ca wrote:
  I also have separately installed FlightGear via the package 
manager, so I
  tried pointing FG_AIRCRAFT at what appears to be the Aircraft 
directory,

 
  Also when I guessed at what to put for the terrasync exe spot, 
which I found
  in ~/flightsim/install/fgfs/bin/terrasync, the Next button is 
still greyed

  out.
  No idea about fgrun, but these two settings are optional. FG knows to
  look for the default aircraft in FG_ROOT/Aircraft, you only need to
  set this if you have an additional custom location. Terrasync is not
  required.
 Okay thanks for the clarification.

 okay, well the pre-filled defaults in that run_fgrun Wizard, as (I
 assume) set up by the download_and_compile script are:

 1. Executable:
 /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/bin/fgfs

 ...which exists and is executable:

 $ ll /home/mmuc/flight.simulator/install/fgfs/bin/fgfs
 -rwxr-xr-x 1 mmuc mmuc 135333892 2011-08-03 17:38
 /home/mmuc/flight.simulator/install/fgfs/bin/fgfs*



 2. FG_ROOT: 
/home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata


 ...which exists but has not much in it:

 $ ll /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata
 total 12
 drwxr-xr-x 3 mmuc mmuc 4096 2011-07-28 10:43 ./
 drwxr-xr-x 5 mmuc mmuc 4096 2011-07-28 10:43 ../
 drwxr-xr-x 8 mmuc mmuc 4096 2011-07-28 15:27 .git/



 3. FG_AIRCRAFT: [blank]


 4. FG_SCENERY:
 /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata/Scenery

 ...which doesn't exist as shown in the FG_ROOT directory listing above


 5. Terrasync exe: [blank]


 6. Airports Cache: /home/mmuc/.fltk/flightgear.org/fgrun//airports.txt

 ...which does not exist but I'm guessing it will be created after I
 eventually get to run this successfully.


 So although I'm a newbie and not knowing what to expect in each folder,
 I would nonetheless assume that #2 and #4 are the problem causing
 run_fgrun's Next button to be greyed out. Can anyone comment/agree?

 I've 

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-04 Thread thorsten . i . renk
 Even though your previous testing showed no perf difference between the
 default 3d clouds and the models, I am slightly disappointed there isn't
 some
 intrinsic perf benefit to the default 3d versions.


 It's not been a fair comparison as such. Let me try building clouds from
 the same texture sheet (i.e. same texture resolution, same number of
 cloudlets) - that's the relevant measure. Also, don't forget the wind
 drift benefit - that's huge...

And some benchmark tests with my Altocumulus texture sheet: With the same
number of cloudlets and precisely the same texture sheet, Stuart's
hard-coded clouds get about 20% more framerate out of my box. Even more
impressive, the performance doesn't really degrade until I increase the
number of cloudlets by a factor 10 (where I built a cloud from 2 textures
previously, I can now use 20) - only when I use 100 sprites per cloud do I
see a rather significant performance degradation (black magic??) So we get
nicer clouds with better performance - I like that :-)

(Don't get overexcited about a factor 10 more cloudlets though - since we
distribute them into a volume in the end, the linear resolution of
structures only grows with the cubic root of the cloudlets, so the actual
improvement factor is more like 2.1... )


* Thorsten




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Re: [Flightgear-devel] scripted compile from source... results in run_fgrun buttons greyed out, or fgfs cannot open shared object file

2011-08-04 Thread Francesco Angelo Brisa
Hi,

the script is made to duild both fgrun and fgfs if you give no
arguments, unfortunatelly, it is quite easy that something can go
wrong (Compilation,data fetching etc...). when this happens, you can
end up with an inconsistent fgdata folder that makes the git problems.
Further more if data fetching stops before finishing, the script is
set to stop, so you don't get fgfs nor fgrun.
You have to try again, best to wipe out fgdata folder under
installation/fgfs prior to relaunch the script.

The problem with the blanck parameters in fgrun are due to the fist
launch of it, I don't know yet how to make it work without user
interaction.

If you have problems with fgrun, just launch fgfs only first (sh
run_fgfs.sh) and see if it works or not.

Cheers
Francesco

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Re: [Flightgear-devel] scripted compile from source... results in run_fgrun buttons greyed out, or fgfs cannot open shared object file

2011-08-04 Thread Csaba Halász
On Thu, Aug 4, 2011 at 5:29 PM, marthter marth...@yahoo.ca wrote:

 I noticed that there were in fact 7.2 GB in the fgdata/.git folder (and no
 other folders present within fgdata at all), so it seemed all the
 downloading had been done, just none of the git magic to actually show any
 files.

Ok, then try the git magic:  git checkout master
If that doesn't work, try: git branch -vr, check if that shows maybe
origin/master. If so, do git checkout -b master -t origin/master.

-- 
Csaba/Jester

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Re: [Flightgear-devel] Future Weather System

2011-08-04 Thread Stuart Buchanan
2011/8/2 Mathias Fröhlich wrote:
snip
 So I decoupled these two structures somehow. I have put bv-trees of geometry
 into the userdata field of the scenegraph. So for the high level operations
 like tile loading, the scenery paging is used to load and get rid of the bv-
 trees. The whole intersectable scenery should be there in this form.
 Using this, you could already speed up ground queries by using these bv-tree
 leafs for intersection test leaf traversal.

 But for the actual aircraft I wanted to be able to do up to the order of
 100-1000 intersection tests per timestep. To get that sufficiently fast, I 
 built
 that ground cache:

snip

 This means using the ground cache is only valid near the actual aircraft,
 where near means a few 10 meters. And no, please do not increase this ground
 cache radius of the aircraft for the weather.

 What you can do for the weather is to traverse the bv-tree nodes instead of
 the GPU optimized scenery nodes for ground queries. I guess this is the
 fastest (implementation wise fastest) approach to get something you need.

Thanks very much for the detailed explanation. That makes a lot of things much
clearer!

From a quick code read, it looks like the scenery.cxx get_elevation_m() 
function
does not use the bv-tree.

I think the reason I have seen much higher performance using the ground_cache
is that the flight.cxx method uses the BVH tree if it doesn't get a scenery hit.

Therefore the solution may be to change the scenery.cxx version to use the BVH
tree if possible. That should provide significant performance gains. I
will investigate...

-Stuart

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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread Martin Spott
Frederic Bouvier wrote:

 Funny (!) that the last one in the first list will be unmaintain from
 now if I read this ml correctly.

Let's sit down and have a beer/wine/tea/vos...dka  ;-)

Martin.
-- 
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--

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Re: [Flightgear-devel] scripted compile from source... results in run_fgrun buttons greyed out, or fgfs cannot open shared object file

2011-08-04 Thread xsaint
Hello Francesco

How are you doing lately? :) Hope all are well with you...

With respect to FGRUN in your script, maybe you can consider FGO in your 
future scripts. I find FGO to be light on system memory and easier to 
manage.
This is just a suggestion and i hope you do not mind...

Cheers!
:)



On Friday 05,August,2011 12:37 AM, Francesco Angelo Brisa wrote:
 Hi,

 the script is made to duild both fgrun and fgfs if you give no
 arguments, unfortunatelly, it is quite easy that something can go
 wrong (Compilation,data fetching etc...). when this happens, you can
 end up with an inconsistent fgdata folder that makes the git problems.
 Further more if data fetching stops before finishing, the script is
 set to stop, so you don't get fgfs nor fgrun.
 You have to try again, best to wipe out fgdata folder under
 installation/fgfs prior to relaunch the script.

 The problem with the blanck parameters in fgrun are due to the fist
 launch of it, I don't know yet how to make it work without user
 interaction.

 If you have problems with fgrun, just launch fgfs only first (sh
 run_fgfs.sh) and see if it works or not.

 Cheers
 Francesco

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