Re: [Flightgear-devel] Docs installation with cmake

2011-11-30 Thread James Turner

On 29 Nov 2011, at 23:14, ThorstenB wrote:

 On 29.11.2011 23:59, Jon Stockill wrote:
 I've just noticed that the README files are being installed to /usr/doc
 since the switch to cmake. This should be /usr/doc/flightgear
 
 Right. Also noticed this recently. The correct location also depends on 
 the (Linux) distribution, i.e. OpenSuSE wants /usr/share/flightgear/... 
 Luckily CMake can automatically provide the correct location 
 (GNUInstallDirs = DOCDIR), we just need to use that variable in our 
 makefile. I'll have a look at this some time - unless James...

Thanks Jon, a good catch. As Thorsten said, we fortunately have a helper script 
to deal with this, just need to use in the appropriate place.

James


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Re: [Flightgear-devel] Marketting of 2.6.0 via FS Break podcast

2011-11-30 Thread Stuart Buchanan
On Tue, Nov 29, 2011 at 10:14 PM, Arnt Karlsen wrote:
 On Tue, 29 Nov 2011 10:26:10 -0600, Curtis wrote in message
 On Tue, Nov 29, 2011 at 8:35 AM, Stuart Buchanan wrote:

  I came across the FS Break podcast (http://www.fsbreak.net/) just
  the other day, which discusses flight simulation - mainly FS-X and
  X-Plane.
 
  I think it would be worth arranging some interview/announcement for
  when the 2.6.0 release comes out.
 
  I'm happy to run this, but thought it would be worth having someone
  else on as well to give a different perspective. Anyone else
  interested?
 

 Hi Stuart,

 This sounds like a great idea.  Please let me know what I can do to
 help.

 Curt.

snipping various criticisms

Denigrating people whose marketing help we would like on a public
mailing list isn't exactly going to warm them to us, is it Arnt?

If you don't have anything nice to say about someone, it's usually better
not to say anything at all.

(For any third party reading this, Arnt's comments are not usually a
reflection of the general view of the FG community, as a perusal of the
mailing list will quickly show)

-Stuart

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Re: [Flightgear-devel] Marketting of 2.6.0 via FS Break podcast

2011-11-30 Thread Martin Spott
Stuart Buchanan wrote:

 (For any third party reading this, Arnt's comments are not usually a
 reflection of the general view of the FG community, as a perusal of the
 mailing list will quickly show)

+1

Martin.
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Re: [Flightgear-devel] Marketting of 2.6.0 via FS Break podcast

2011-11-30 Thread Arnt Karlsen
On Wed, 30 Nov 2011 09:22:45 +, Stuart wrote in message 
CAP3ntyt5a8XRQ3JXN-YQ0mMPGgTdmSL2PMDgiUdRk=ntcz6...@mail.gmail.com:

 On Tue, Nov 29, 2011 at 10:14 PM, Arnt Karlsen wrote:
  On Tue, 29 Nov 2011 10:26:10 -0600, Curtis wrote in message
  On Tue, Nov 29, 2011 at 8:35 AM, Stuart Buchanan wrote:
 
   I came across the FS Break podcast (http://www.fsbreak.net/) just
   the other day, which discusses flight simulation - mainly FS-X
   and X-Plane.
  
   I think it would be worth arranging some interview/announcement
   for when the 2.6.0 release comes out.
  
   I'm happy to run this, but thought it would be worth having
   someone else on as well to give a different perspective. Anyone
   else interested?
  
 
  Hi Stuart,
 
  This sounds like a great idea.  Please let me know what I can do to
  help.
 
  Curt.
 
 snipping various criticisms
 
 Denigrating people whose marketing help we would like on a public
 mailing list isn't exactly going to warm them to us, is it Arnt?

..having spent over half an hour on his X-plane 10 First Look video, 
I honestly don't see why we would want to annoy people that same way, 
I was annoyed.  Short teaser videos is the way to go, e.g. one per
question, or point, or feature.

 If you don't have anything nice to say about someone, it's usually
 better not to say anything at all.

..and some times brutal truths must be told.  This guy has potential,
but he blows it all away with me with his overlenght and oversize
nonsense.  Cut the crap, get to the points, also visually.  That 
includes the crappy oversize white banner left over half the panel 
and over way too much of the scenery that at least I wanted to see.  

..move it out of the way, make it transplarent, put your face
in it, or make it a watermark style banner.  Fade it from 
white will also work, should also work for the crowd who likes 
his current style.

 (For any third party reading this, Arnt's comments are not usually a
 reflection of the general view of the FG community, as a perusal of
 the mailing list will quickly show)
 
..am I the only one who would like to see him able to put his face 
right next to the radio stack?  Would also work with Atlas and other
moving map etc window apps that we etc might wanna test.

..a valid point you could have made, is my all ideas no code 
contribution.  Not my choice, I've been too busy fighting off 
Statoil.com since 2005, their straw men bought the workshop I 
built my thermochemical gasifier in, they don't want me nor my 
clients making power from crap.  Zero code until I have a new 
place.  

..another valid point is I don't waste my time watching TV, which 
over time makes you a stranger in your own country, TV spoon feed 
has a strong dumbing down influence on culture, premier case in 
point are the in all senses of the word, _cheap_ reality shows. 


-- 
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...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] Marketting of 2.6.0 via FS Break podcast

2011-11-30 Thread Gijs de Rooy

Arnt,

...and some times brutal truths must be told. You have potential,
but you blow it all away with me with his overlenght and oversize
use of dots.  Cut the crap, get to the points, not the dots. 

Gijs


Stuart,

Excellent idea!

Gijs
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[Flightgear-devel] Improving random trees buildings

2011-11-30 Thread Stuart Buchanan
Hi All,

Having seen some recent screenshots from X-Plane 10, I've been
thinking about ways to improve our random scenery, in particular
buildings.

At present, we have random building scattered over the scenery, based
on .ac models, plus the Urban shader.

The former are limited in that performance suffers significantly as
density increases, and there is little control over their placement.
The Urban shader provides an good impression of a complex city-scape,
but the sides of the buildings are rather gray, and the visuals suffer
at low viewing angles. It also has a significant performance impact.

I'm wondering whether there is any mileage in using a variant on the
scheme we use for random vegetation to create a cityscape. As you may
be aware, the random vetegation uses a small number of geomerties
instantiated all over the terrain, and uses a vertex shader (which is
much cheaper than a fragment or geometry shader) to provide height,
width and texture information.

Of course, there's no point at all in doing this unless it provides
better performance than the urban shader.

The Default materials.xml tree density is 4000m^2, or a tree per
63mx63m square (ish). The trees themselves have similar geometric
complexity to a cuboid (same number of vertices), but buildings don't
generally have any alpha blending requirements. So to a first level of
approximation, we should be able to populate the urban area with
textured cubeoids at the same density as the trees for a similar cost
performance-wise.

To provide more interesting buildings, I'm anticipating using a cuboid
per floor, plus a modified cuboid for the roof, so probably ~ 4x the
complexity of trees geometrically for a 3 storey building.  Obviously
there would be XML controls in materials.xml (or a linked XML file)
for the length, width, number of floors, textures, and roof.

At the same time, I'm anticipating aligning the buildings with the
texture, and probably using a second texture as a mask to indicate
where buildings may, or may not, be placed. This latter technique may
also have applications for the trees, so that trees only appear a the
edges of fields, or in the rough of golf courses.

I'm interested in peoples opinions on this, and in particular what
their view is of the current forest and urban shader performance. It
may be that my system is unique in that one is cheap and the other
expensive, and this is all pointless!

Thanks,

-Stuart

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Re: [Flightgear-devel] Marketting of 2.6.0 via FS Break podcast

2011-11-30 Thread Arnt Karlsen
On Wed, 30 Nov 2011 13:40:39 +0100, Gijs wrote in message 
dub102-w3714d4187c340d8ee4d23bd3...@phx.gbl:

 Arnt,
 
 ...and some times brutal truths must be told. You have potential,

..yeah, it's a BS prefix to the no-gasifier excuses I hear.

 get to the points, not the dots. 

..my points were snipped. ;o)

 
 Stuart,
 
 Excellent idea!

..aye, the FS Break guy is _annoyingly_ close to what I'd like to see.

-- 
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...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] Improving random trees buildings

2011-11-30 Thread Vivian Meazza
Stuart


 Hi All,
 
 Having seen some recent screenshots from X-Plane 10, I've been
 thinking about ways to improve our random scenery, in particular
 buildings.
 
 At present, we have random building scattered over the scenery, based
 on .ac models, plus the Urban shader.
 
 The former are limited in that performance suffers significantly as
 density increases, and there is little control over their placement.
 The Urban shader provides an good impression of a complex city-scape,
 but the sides of the buildings are rather gray, and the visuals suffer
 at low viewing angles. It also has a significant performance impact.
 
 I'm wondering whether there is any mileage in using a variant on the
 scheme we use for random vegetation to create a cityscape. As you may
 be aware, the random vetegation uses a small number of geomerties
 instantiated all over the terrain, and uses a vertex shader (which is
 much cheaper than a fragment or geometry shader) to provide height,
 width and texture information.
 
 Of course, there's no point at all in doing this unless it provides
 better performance than the urban shader.
 
 The Default materials.xml tree density is 4000m^2, or a tree per
 63mx63m square (ish). The trees themselves have similar geometric
 complexity to a cuboid (same number of vertices), but buildings don't
 generally have any alpha blending requirements. So to a first level of
 approximation, we should be able to populate the urban area with
 textured cubeoids at the same density as the trees for a similar cost
 performance-wise.
 
 To provide more interesting buildings, I'm anticipating using a cuboid
 per floor, plus a modified cuboid for the roof, so probably ~ 4x the
 complexity of trees geometrically for a 3 storey building.  Obviously
 there would be XML controls in materials.xml (or a linked XML file)
 for the length, width, number of floors, textures, and roof.
 
 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed. This latter technique may
 also have applications for the trees, so that trees only appear a the
 edges of fields, or in the rough of golf courses.
 
 I'm interested in peoples opinions on this, and in particular what
 their view is of the current forest and urban shader performance. It
 may be that my system is unique in that one is cheap and the other
 expensive, and this is all pointless!
 

Sounds a good idea - I hate the random objects - they are always the wrong
style/size and in the wrong place.

Just do it - we'll make it switchable at runtime. Users can make up their
own minds (or as it has been said of users: what they are pleased to call
their minds).

Looking forward to testing it,

Vivian  



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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-11-30 Thread Iervolino Fatima
Hi Thorsten,

Thanks for your reply.
I've decided to repeat again the full process for compiling FG under Windows.
I get systematically the same error:

1Compilation en cours...
1ReaderWriterOGR.cpp
1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2146: erreur 
de syntaxe : absence de ';' avant l'identificateur 'CPLOSGErrorHandler'
1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2182: 
'CPL_STDCALL' : utilisation non conforme du type 'void'
1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(43) : error C4430: 
spécificateur de type manquant - int est pris en compte par défaut. Remarque : 
C++ ne prend pas en charge int par défaut
1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(50) : warning C4508: 
'CPLOSGErrorHandler' : la fonction doit retourner une valeur ; type de retour 
'void' pris par défaut
1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(100) : error C2664: 
'CPLSetErrorHandler' : impossible de convertir le paramètre 1 de 'int (__cdecl 
*)(CPLErr,int,const char *)' en 'CPLErrorHandler'
1Aucune fonction ayant ce nom dans la portée ne correspond au type de 
la cible
1Le journal de génération a été enregistré à l'emplacement 
file://c:\FGDev\OpenSceneGraph-3.0.1\OpenSceneGraph\build\src\osgPlugins\ogr\osgdb_ogr.dir\Debug\BuildLog.htm
1Plugins ogr - 4 erreur(s), 1 avertissement(s

Have you an idea how to solve it?
Many thanks,

Cheers,
Fatima

-Message d'origine-
De : ThorstenB [mailto:bre...@gmail.com] 
Envoyé : mardi 29 novembre 2011 14:43
À : Iervolino Fatima
Cc : FlightGear developers discussions
Objet : Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

Hi Fatima,

that's not an aircraft-dependent problem - you seem to have a 
fundamental issue with loading the scenery itself. May well be related 
to the PNG lib / malformed chunk warnings in your console - this could 
be scenery textures which fail to load. Maybe check which PNG library 
you're using - and if the files in the data directory are ok.

You can also try to add this to your fgfs command-line:
--prop:sim/sceneryloaded-override=1

That won't fix the underlying issue, but it will tear down the splash 
screen immediately instead of waiting for scenery to be loaded. Looking 
at the scenery may help seeing what the issue is - i.e. do you get any 
scenery at all, are only (some) textures missing etc.

cheers,
Thorsten


Am 29.11.2011 13:49, schrieb Iervolino Fatima:
 Hello Thorsten,

 Many thanks for your help.
 It's better now but the FlightGear is blocked to the step of loading 
 scenery for all kind of aircrafts.
 Could you please help me?
 You'll find here 
 https://docs.google.com/document/d/1Sw7OM3piEq-TUhHnIRTcKw3lpQT2QUrdApcYYPX8KdM/edit
   a screenshot of the program  the command DOS.

 Cheers,
 Fatima



 -Message d'origine-
 De : ThorstenB [mailto:bre...@gmail.com] Envoyé : lundi 28 novembre 2011 
 17:26 À : FlightGear developers discussions Cc : Iervolino Fatima Objet : Re: 
 [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

 Am 28.11.2011 16:57, schrieb Alan Teeder:
 This was sent directly to me. Does anyone know what her problem is
 likely to be?
 (I, and others , have already given several answers to this question
 on the FG forum)

 After having compiling in DEBUG  RELEASE mode FlightGear under
 Windows, I get systematically an error while I'm trying to launch fgfs
 under Windows command DOS.

 “Fatal error: Unrecognized flight model 'jsb', cannot init flight
 dynamics model.”

 Alan, please add a forum link when cross posting:
 http://www.flightgear.org/forums/viewtopic.php?f=35t=14371hilit=jsb

 With the introduction of CMake it is possible to enable/disable the different 
 FDMs. The JSBSim and YASim are enabled by default, only the LARCSim and UIUC 
 flight dynamics are excluded from the build by default.
 As Anders said on the forum, something must have gone wrong while configuring 
 the build, so somehow the default was changed, and JSBSim support disabled 
 and excluded from the build.

 Either remove CMakeCache.txt and run cmake again (so the correct defaults 
 are taken), or run cmake -DENABLE_JSBSIM:BOOL=ON to override the current 
 local setting.

 cheers,
 Thorsten

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Re: [Flightgear-devel] Marketting of 2.6.0 via FS Break podcast

2011-11-30 Thread Durk Talsma

On 30 Nov 2011, at 11:29, Martin Spott wrote:

 Stuart Buchanan wrote:
 
 (For any third party reading this, Arnt's comments are not usually a
 reflection of the general view of the FG community, as a perusal of the
 mailing list will quickly show)
 
 +1
 

+2

Durk

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Re: [Flightgear-devel] NAV receiver specs

2011-11-30 Thread Eric van den Berg

 Another big influence is the antenna pattern of the antenna on the
 aircraft. Fuselage, wing and empennage are the blocking structures of
 course. If you want I can have a look and get you some typical data
 for structure blocked signal loss.

 A lot of aircraft have a seperate GS antenna in the cockpit because:
 1. antenna cable short (NAV unit is in cockpit usually)
 2. excellent view of the runway (...)
  
 Thanks for the information. Of course, this would depend on the antenna
 position on the fuselage. Would it be placed underneath the aircraft? Perhaps
 the antenna gain might be increased in some situations by the fuselage acting
 as a huge reflector? Since there can be many specific situations, antenna gain
 will be configurable on a case by case basis.
 I will spend more time doing research, but would definetly appreciate if you
 know a reliable source for this type of information online. As I said earlier,
 I think it could be possible to add antenna radiation patterns, at least in a
 simplified way.


Thinking of most GA and business aviation aircraft I know the NAV 
antenna (VOR/LOC/GS) is always located on the vertical tail, just below 
the horizontal tail with a cross or t-tail and on top of the vert. tail 
with a low hor. tail. These are usually two antennas, one on each side 
of the structure. They are on the vertical tail because NAV signals are 
polarized horizontally and thus the antenna must be installed that way 
(unlike COM which is polarized vertically and you will find these 
antennas standing up or down.)
As I mentioned before, there is sometimes a separate GS antenna in the 
cockpit or on the fuselage directly above it. It looks like a small V 
about 30cm wide. These are all passive antennas.
See 
http://www.cobham.com/about-cobham/aerospace-and-security/about-us/antenna-systems/fullerton/products/vorlocgs.aspx
 
for instance

Gain increase by reflection on aircraft is not something I am aware of. 
I know that for COM 1/4 lambda antennas (or 1/4 lambda antennas in 
general) you need a good ground plane to get the VSWR down to an 
acceptable level.

Regards

Eric

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Re: [Flightgear-devel] Marketting of 2.6.0 via FS Break podcast

2011-11-30 Thread Torsten Dreyer
Am 30.11.11 15:56, schrieb Durk Talsma:
 On 30 Nov 2011, at 11:29, Martin Spott wrote:

 Stuart Buchanan wrote:

 (For any third party reading this, Arnt's comments are not usually a
 reflection of the general view of the FG community, as a perusal of the
 mailing list will quickly show)
 +1

 +2

+(n+1)

Torsten

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Re: [Flightgear-devel] NAV receiver specs

2011-11-30 Thread Adrian Musceac

 Thinking of most GA and business aviation aircraft I know the NAV
 antenna (VOR/LOC/GS) is always located on the vertical tail, just below
 the horizontal tail with a cross or t-tail and on top of the vert. tail
 with a low hor. tail. These are usually two antennas, one on each side
 of the structure. They are on the vertical tail because NAV signals are
 polarized horizontally and thus the antenna must be installed that way
 (unlike COM which is polarized vertically and you will find these
 antennas standing up or down.)

Thanks, I didn't know NAV is polarized horizontally (which makes sense given 
the need for an elevated pattern).
I've been doing some reading about ground VOR equipment, and it seems there 
are 3 main types.
Terminal VOR - around 50 W ERP, service radius approximately 25 miles under 
12000 feet
Low altitude VOR - power output unknown, range 80 miles under 18000 feet
High altitude VOR - around 200 W, range 200 miles above 2 feet

I got this information from the book Aviator's guide to GPS by Bill Clarke.

Other sources on the internet which seem particularly reliable to me, mention 
a standard setting of 100-130 W with a maximum power of 200 W, which is set 
based on local site surveys. 

Cheers,
Adrian

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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-11-30 Thread ThorstenB
Am 30.11.2011 15:40, schrieb Iervolino Fatima:
 I get systematically the same error:

 1Compilation en cours...
 1ReaderWriterOGR.cpp
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2146: 
 erreur de syntaxe : absence de ';' avant l'identificateur 'CPLOSGErrorHandler'
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2182: 
 'CPL_STDCALL' : utilisation non conforme du type 'void'
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(43) : error C4430: 
 spécificateur de type manquant - int est pris en compte par défaut. Remarque 
 : C++ ne prend pas en charge int par défaut
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(50) : warning C4508: 
 'CPLOSGErrorHandler' : la fonction doit retourner une valeur ; type de retour 
 'void' pris par défaut
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(100) : error C2664: 
 'CPLSetErrorHandler' : impossible de convertir le paramètre 1 de 'int 
 (__cdecl *)(CPLErr,int,const char *)' en 'CPLErrorHandler'
 1 Aucune fonction ayant ce nom dans la portée ne correspond au type 
 de la cible
 1Le journal de génération a été enregistré à l'emplacement 
 file://c:\FGDev\OpenSceneGraph-3.0.1\OpenSceneGraph\build\src\osgPlugins\ogr\osgdb_ogr.dir\Debug\BuildLog.htm
 1Plugins ogr - 4 erreur(s), 1 avertissement(s

 Have you an idea how to solve it?
 Many thanks,

Hmm. Unfortunately I have little help here. Actually you're compiling a 
part of the OpenSceneGraph library there - not FlightGear itself. 
However, I can see that for some reason the OSG plugin ogr was never 
compiled on my system. Not sure what it does, but it seems we don't need 
this for FlightGear. Maybe this OSG plugin is broken somehow. I would 
probably just try to disable ogr (i.e. remove the 
ADD_SUBDIRECTORY(ogr) from the CMakeList.txt) and see if that works. 
Otherwise you may need to ask the OpenSceneGraph forum/devel-list.

cheers,
Thorsten

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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-11-30 Thread HB-GRAL
Am 30.11.11 21:13, schrieb ThorstenB:
 Am 30.11.2011 15:40, schrieb Iervolino Fatima:
 I get systematically the same error:

 1Compilation en cours...
 1ReaderWriterOGR.cpp
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2146: 
 erreur de syntaxe : absence de ';' avant l'identificateur 
 'CPLOSGErrorHandler'
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(41) : error C2182: 
 'CPL_STDCALL' : utilisation non conforme du type 'void'
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(43) : error C4430: 
 spécificateur de type manquant - int est pris en compte par défaut. Remarque 
 : C++ ne prend pas en charge int par défaut
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(50) : warning C4508: 
 'CPLOSGErrorHandler' : la fonction doit retourner une valeur ; type de 
 retour 'void' pris par défaut
 1..\..\..\..\src\osgPlugins\ogr\ReaderWriterOGR.cpp(100) : error C2664: 
 'CPLSetErrorHandler' : impossible de convertir le paramètre 1 de 'int 
 (__cdecl *)(CPLErr,int,const char *)' en 'CPLErrorHandler'
 1  Aucune fonction ayant ce nom dans la portée ne correspond au 
 type de la cible
 1Le journal de génération a été enregistré à l'emplacement 
 file://c:\FGDev\OpenSceneGraph-3.0.1\OpenSceneGraph\build\src\osgPlugins\ogr\osgdb_ogr.dir\Debug\BuildLog.htm
 1Plugins ogr - 4 erreur(s), 1 avertissement(s

 Have you an idea how to solve it?
 Many thanks,

 Hmm. Unfortunately I have little help here. Actually you're compiling a
 part of the OpenSceneGraph library there - not FlightGear itself.
 However, I can see that for some reason the OSG plugin ogr was never
 compiled on my system. Not sure what it does, but it seems we don't need
 this for FlightGear. Maybe this OSG plugin is broken somehow. I would
 probably just try to disable ogr (i.e. remove the
 ADD_SUBDIRECTORY(ogr) from the CMakeList.txt) and see if that works.
 Otherwise you may need to ask the OpenSceneGraph forum/devel-list.

 cheers,
 Thorsten


You probably have to check gdal version and if there are none or 
multiple gdal libs present in your path.

Cheers, Yves

--
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security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
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