Re: [Flightgear-devel] too many scenery objects

2011-09-19 Thread J. Holden
I don't know why it's crashing, but I've done tests with +600 objects all in a 
very small area and sometimes there is a slight delay as FlightGear loads a new 
view as all the objects load. Not a lag, but you look out the window and 
suddenly an object appears.

If the scenery is crashing, then I believe there's probably something wrong 
with an object somewhere.

Cheers
John

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Re: [Flightgear-devel] too many scenery objects

2011-09-19 Thread Michael Sgier
John, it's not crashing. It's possible to either fly to an airport or move the 
plane position aircraft on ground. It only hangs if you select directly an 
airport for ex. TNCM. Try and convert TNCM to see the effect. 

So I guess it's maybe the number of objects that makes fgfs hanging only at 
directly loading an airport. For now I'm lost in the code, let me know if you 
find something. --
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[Flightgear-devel] Alaska mapping/scenery improvements

2011-09-19 Thread HB-GRAL
Hi there

Is there anyone out doing some mapping/scenery improvements on Alaska ? 
I decided to make Alaska as a center for testing some new sources and 
experimental scenery improvements. Does anyone know about a FlightGear 
Alaska initiative in the past ? Beside of contribution to scenery or map 
improvements, do we have some FlightGear contributors from Alaska ?

Cheers, Yves

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[Flightgear-devel] Mapping Airspace

2011-09-19 Thread HB-GRAL
Hi all

To improve our map resources with further data I started an experiment 
with free available airspace data. Actually this is far from being a 
good map and finished design, it is just a start to implement 
(unofficial!) airspace information:
http://maptest.fgx.ch/navaid.html

I need probably some advice from real pilots around here for what is 
useful to map for FlightGear airspace, and how this should be displayed. 
I think I am aware of regular ICAO graphics definitions etc. But I dont 
want to design well known (and also free available) maps, I just want to 
develop a design as a overview and some really necessary items i.e. 
for learning the basics or whatelse. There is no RFC for what I am doing 
here, I am just playing around with data and an new Mapnik Server and 
ask for discussion and contribution.

(Notice, my new signature since I send this links to the list and 
elsewhere: Please do not use any of this material for real navigation! 
NEVER. Do only use this to help developing and improving the design of 
my maps ;-).

Cheers, Yves


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[Flightgear-devel] Fix for missing references to SGThreads/SGMutex

2011-09-19 Thread Roland Häder
Hi,

I have finally fixed this myself:
http://www.flightgear.org/forums/viewtopic.php?f=45t=13539

Just extend 'fgpanel_LDADD' with -lsgthreads. Can someone commit this
fix?

I also needed to add some GL stuff to the same command.

Regards,
Roland

diff --git a/utils/fgpanel/Makefile.am b/utils/fgpanel/Makefile.am
index fedae05..4793bae 100644
--- a/utils/fgpanel/Makefile.am
+++ b/utils/fgpanel/Makefile.am
@@ -16,7 +16,7 @@ fgpanel_SOURCES = main.cxx \
 #LIBS =
 
 fgpanel_LDADD = \
-	-lGLU -lglut -lsgmath -lsgprops -lsgio -lsgdebug -lsgmisc -lsgstructure -lsgxml -lsgtiming \
-	-lplibpu -lplibfnt -lplibul \
-	-lrt -lpng
+	-lGL -lGLU -lglut -lsgmath -lsgprops -lsgio -lsgdebug -lsgmisc -lsgstructure -lsgxml -lsgtiming \
+	-lplibpu -lplibfnt -lplibul -lsgthreads \
+	-lrt -lpng -lz
 endif


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Re: [Flightgear-devel] the stutter/lag in the big terrain scene using the file format ive

2011-09-19 Thread Curtis Olson
Hi Nicegood,

Unfortunately I haven't done a lot of work in the scenery / paging engine
lately.  I would recommend asking about this on our developers mailing list.
 Hopefully the developers who have worked more in these areas will see your
question and be able to respond with some suggestions.

Best regards,

Curt.


2011/9/19 nicegood nicegood_7...@163.com

  Dear Mr Curtis:

 We have met across the stutter/tag in the big terrain scene, the terrain
 format is the ive(using the osgdem of the vpb tools) ,Otherwise even the
 frame rate is more than 60 fps,the stutter/lag still exist,how to solve this
 problem? the following is the problem that we think to cause

 1.In addition to the pre-compiled function, are there other features of OSG
 to avoid loading all the need textures of a frame during the process of
 rendering the frame ?

 2、How to pre-load PagedLod sub-blocks using pre-compiled function?

 3、 How to extend the time interval between a tile being loaded into memory
 by the DatabasePager and being rendered to allow sufficient time for
 pre-compiled?

 Can you give us some good ideas?

 thanks

 nicegood





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