Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Erik Hofman
On Sat, 2012-03-03 at 22:52 +, Stuart Buchanan wrote:
 On Sat, Mar 3, 2012 at 1:36 PM, Erik Hofman wrote:
  Personally I would think adding Project Rembrandt will call for
  FlightGear version 3.0. So if it is added I would create two branches,
  version 3.0 and version 2.7 in which the later is switched to bug fixes
  only.
 
 Surely a bug-fix 2.7.0 branch is simply just the 2.6.0 maintenance branch?
 
 I'm not aware of any significant development on next so far beyond
 RTI from Matthias and some materials work that I've been doing.

That's the idea indeed. just take what is in next now and push it into
bugfix only mode.
 
  If 3.0 turns out to require more time than expected (I probably know the
  answer to that one) then there's always a really stable version 2.8
  which can be released.
 
 Sounds like a reasonably plan, but let's aim for success :)

I probably should have specified that 3.0 (I realized later it is
actually 2.9) will be called 'next' in git :)

Erik


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Re: [Flightgear-devel] About the bug 385

2012-03-04 Thread ThorstenB
Am 04.03.2012 00:09, schrieb jean pellotier:
 BTW, whitch OSG version do i have to use?

 last devel version is ok?

Any version that reproduces the issue for you. If it still occurs with 
OSG trunk, then that's also interesting. If it wasn't, well, then you 
have a solution ;-).
But I already have a suspicion on a timing/sequence issue inside FG 
itself, so OSG probably won't matter.

cheers,
Thorsten

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Re: [Flightgear-devel] Adding an R/C pilot view

2012-03-04 Thread Ron Jensen
On Saturday 03 March 2012 21:14:45 Ian Dall wrote:
 On Fri, 2012-03-02 at 12:39 -0600, Curtis Olson wrote:
  Hi Ian,
 
  If you wish to set your own tower position, it's pretty straight
  forward and can be done manually or via nasal or probably a few other
  mechanisms.
 
 
  By default flightgear will set the tower position to the nearest
  airfield, so to disable that, set: /sim/tower/auto-position = 0
 
 
  Then you can set /sim/tower/longitude-deg, /sim/tower/latitude-deg,
  and /sim/tower/altitude-ft

 Ah, my significant effort comment was more to do with making an R/C
 Flying Field as an airport than with tweaking the tower position. Also
 people might not want the list of recognised airports cluttered up with
 fake airports.

 What I am trying to a achieve is an interface a kid can operate with no
 more difficulty than selecting a view (and preferably automatic).
 Manually figuring out what latitude and longitude will give an offset of
 a few meters in the right direction is definitely in the too hard
 basket.

I think Curt was trying to point out a way you could make something work from 
nasal without getting into core code.


 The locate tower with a mouse click suggested by Gijs is closer 
 to the mark (though the link to the script doesn't work for me). Anyway,
 the point is not so much how to implement the right view, as how the
 user should invoke it. A view with the right characteristics seems to
 be the best solution. An alternative, which you seem to suggest, would
 be to customise the existing Tower View.

...

  For RC views, you may also wish to play around with auto-zooming --
  either to help keep the aircraft large enough to see, or help keep the
  horizon in view -- either can be useful at times with RC flying.

 Good point. I had though of (but not implemented) the keep the aircraft
 large enough aspect but not the keep horizon in view one. Actually I
 have just found your forum comment on this exact issue:
 http://www.flightgear.org/forums/viewtopic.php?f=49p=151251

 I assume one would implement auto-zooming by adding nasal update
 methods in view.nas. There is no existing support?


Have you looked at the Fly-by view? It pans, rotates and moves itself to 
follow the aircraft already. It might be exactly what you're looking for if 
you were to adjust it so the moves weren't so random, its a bit disorienting 
when it jumps from side to side and above and below the model. If it always 
stayed at ground level and to the same side of the aircraft when moving it 
might make a nice automatic R/C view.

Ron

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
 As a migration path, I verified that my changes to simgear are
 compatible with the current next branch. If there is no objection,
 I will commit these changes to gitorious and begin to prepare
 the flightgear code in a way that would allow to keep the current
 renderer.

As I received no objections, I will commit my addition to simgear later in the 
day. You'll be warn ;-)

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Curtis Olson
On Sun, Mar 4, 2012 at 9:25 AM, Frederic Bouvier fredfgf...@free.fr wrote:

  As a migration path, I verified that my changes to simgear are
  compatible with the current next branch. If there is no objection,
  I will commit these changes to gitorious and begin to prepare
  the flightgear code in a way that would allow to keep the current
  renderer.

 As I received no objections, I will commit my addition to simgear later in
 the day. You'll be warn ;-)


Speaking not-as-a-git-guru, would it make sense to push the rembrandt
changes into a separate rebrandt branch initially and keep that merged
with the next branch?  It would make it easier for developers to check
out that branch and build it and if things look pretty reasonable we could
merge things into next?  Just trying to be helpful here, and not make
things any more complicated.

Curt.
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
Hi Curt,

 De: Curtis Olson

 On Sun, Mar 4, 2012 at 9:25 AM, Frederic Bouvier wrote:

   As a migration path, I verified that my changes to simgear are
   compatible with the current next branch. If there is no
   objection,
   I will commit these changes to gitorious and begin to prepare
   the flightgear code in a way that would allow to keep the current
   renderer.

  As I received no objections, I will commit my addition to simgear
  later in the day. You'll be warn ;-)
 
 Speaking not-as-a-git-guru, would it make sense to push the rembrandt
 changes into a separate rebrandt branch initially and keep that
 merged with the next branch? It would make it easier for
 developers to check out that branch and build it and if things look
 pretty reasonable we could merge things into next? Just trying to
 be helpful here, and not make things any more complicated.


... and keep that merged with the next branch

I don't understand what you mean. Do you want me to commit the work to 
a new Rembrandt branch and then merge it to the next branch ?

I am only speaking of enhancement to the effect system and the new 
light animations that will be useless until the right code is 
committed in flightgear. The only noticeable thing will be the 
point sprite size increase for runway lighting that I find way 
more realistic.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Curtis Olson
On Sun, Mar 4, 2012 at 9:59 AM, Frederic Bouvier wrote:

 ... (Curt wrote) and keep that merged with the next branch.

(Fred wrote) I don't understand what you mean. Do you want me to commit the
 work to a new Rembrandt branch and then merge it to the next branch ?


Hi Fred,

As I mentioned in my past message, I'm not trying to make things more
complicated.  If the changes to SimGear are additive and don't break the
current FlightGear, then that sounds pretty safe.

In terms of merging with next ... what I meant is this (and let me answer
by example.)

I have a local branch I've created here for some experimentation.  When
ever I do a git pull from the gitorious repository, I do that in the
next/master branches.  Then I switch to my local branch and type git
merge next (or master) to make my local branch up to date with the main
development head.

There may be a better way to do that, but it's what was suggested to me,
and seems to work and I've stuck with it.

What I meant with my original comments was to suggest thinking about doing
something similar on gitorious -- create a branch for rembrandt, and then
keep it synced with the main-line changes.  But it sounds like we don't
really need that for simgear -- but maybe for FlightGear  if the changes
are a bit more intrusive over there?

Personally, I'd be more likely to checkout out a branch and test something
there, than to run around looking for patches and patch my own tree -- the
more automatic process seems like it would save some time.  But as I also
mentioned in my previous message, I'm not a git-guru, and I don't claim any
special knowledge of git-best-practices, so there are probably more clever
ways to do whatever I'm suggesting that the git-guru's here could suggest,
or perhaps as you have suggested, what I'm suggesting does not need to be
suggested at all.

I am only speaking of enhancement to the effect system and the new
 light animations that will be useless until the right code is
 committed in flightgear. The only noticeable thing will be the
 point sprite size increase for runway lighting that I find way
 more realistic.


That sounds pretty safe -- thanks!

Curt.
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Christian Schmitt
Curtis Olson wrote:

 I have a local branch I've created here for some experimentation.  When
 ever I do a git pull from the gitorious repository, I do that in the
 next/master branches.  Then I switch to my local branch and type git
 merge next (or master) to make my local branch up to date with the main
 development head.
 
 There may be a better way to do that, but it's what was suggested to me,
 and seems to work and I've stuck with it.

For the sake of completeness and (possibly) nicer git history in the future 
let me say this:

There IS indeed a better way for exactly your use-case:
When switching back to your local branch after git pull in next, use git 
rebase next (or master) on your local branch. This makes sure your changes 
are always on top of your local branch and prevents those Merge commit XXX 
messages in the git history.

HTH
Chris

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Stefan Seifert
On Sunday 04 March 2012 17:30:41 Christian Schmitt wrote:
 Curtis Olson wrote:
  I have a local branch I've created here for some experimentation.  When
  ever I do a git pull from the gitorious repository, I do that in the
  next/master branches.  Then I switch to my local branch and type git
  merge next (or master) to make my local branch up to date with the main
  development head.
  
  There may be a better way to do that, but it's what was suggested to me,
  and seems to work and I've stuck with it.
 
 For the sake of completeness and (possibly) nicer git history in the future
 let me say this:
 
 There IS indeed a better way for exactly your use-case:
 When switching back to your local branch after git pull in next, use git
 rebase next (or master) on your local branch. This makes sure your changes
 are always on top of your local branch and prevents those Merge commit XXX
 messages in the git history.

But whenever talking about git rebase one should mention that THOU SHALT NOT 
rebase a branch which you've ever pushed. Because if someone ever pulled your 
branch (which happens with a simple git pull from the main repo), his get gets 
confused by the changed history.

Stefan

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread ThorstenB
Am 04.03.2012 19:00, schrieb Stefan Seifert:
 But whenever talking about git rebase one should mention that THOU SHALT NOT
 rebase a branch which you've ever pushed. Because if someone ever pulled your

What I always do, before pushing an update for the next branch is:

git checkout next
git pull
git rebase origin/next

(likewise works with master or other branches).

This rebases my local next branch - and places all my local changes on 
top of the history of the remote next branch (= origin/next). Also, 
this cannot change any history being already part of the published 
remote - since anything pushed to the server is already in 
origin/next, which remains unaltered (it's the base).

 branch (which happens with a simple git pull from the main repo), his get gets
 confused by the changed history.

If someone managed to mess up the published history, he wouldn't be able 
to push to our gitorious repository though. Pushing a change of 
history requires a forced push, which is disabled for our gitorious 
repos. It's not a mistrust in anyone's git skills, but just to be really 
safe ;-).

cheers,
Thorsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
  But whenever talking about git rebase one should mention that THOU
  SHALT NOT rebase a branch which you've ever pushed. Because if 
  someone ever pulled your
 
 What I always do, before pushing an update for the next branch is:

As stated previously, a code that is not run is unlikely to be debugged.
To avoid branch glitches and given the estimated risk of these changes, 
I decided to commit them to next.

People are requested *not* to use the features introduced until noticed
because there is no Rembrandt code in the flightgear repository.

Regards,
-Fred

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[Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-04 Thread Torsten Dreyer
Hi Fred,

today, I tried Rembrandt on two Linux machines, both running 64bit 
openSUSE 12.1 (this is Linux) with nvidia'd driver 295.20.
FlightGear ist started in windows mode.

1.) My Notebook having a Intel dual core@1.6GHz, 4GB RAM and a GeForce 
Go 7400 with 256MB RAM.
FlightGear starts, after some time, I see the four corners rendering the 
stages and the main scene but with strange colors. After just a few 
seconds seconds, my kernel panics and I have to reboot.

2.) Our big, fat presentation machine with 2 CPU, 24 cores, 8GB RAM, 
currently one nvidia GTX460 with 1GB RAM.
FlightGear starts without an issue and without any noticable frame rate 
impact (limited to 60fps due to sync-to-vblank). I can see the aircraft 
shadow and the shadow of some scenery objects (not all, though). The 
aircraft shadow seems to be disapearing depending on the view angle.

Torsten

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[Flightgear-devel] [Rembrandt] Help request

2012-03-04 Thread Frederic Bouvier
Hi,

in preparation to the introduction of Rembrandt in the main branch, we should 
ensure that effect will be compatible with the current renderer. For that, I 
added a new property to preferences.xml and modified Effects/model-default.eff 
to test this new property. It will be also available to animations to, for 
example, conditionally select the fake shadow when the current renderer is in 
action.

So may I ask a kind soul with write access to the data repository, or capable 
of submitting a merge request, to review all effect files and add the test of 
the new property to every technique of every effect, and add a new predicate to 
technique not having one for the moment. The code snippet to add to an existing 
predicate is :

 predicate
   and
+not
+  property/sim/rendering/rembrandt/property
+/not
 property/sim/rendering/shaders/generic/property
 or

The code snippet to add a new predicate is :

   /technique
 technique n=11
 + predicate
 +   not
 + property/sim/rendering/rembrandt/property
 +   /not
 + /predicate
   pass
 lightingtrue/lighting

As an example, I modified Effects/model-default.eff : 
https://gitorious.org/fg/fgdata/commit/e9fbd620bb71e94d6589a15be1448511f21bacb6

Thank you

-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-04 Thread Frederic Bouvier
 De: Torsten Dreyer
 
 Hi Fred,
 
 today, I tried Rembrandt on two Linux machines, both running 64bit
 openSUSE 12.1 (this is Linux) with nvidia'd driver 295.20.
 FlightGear ist started in windows mode.
 
 1.) My Notebook having a Intel dual core@1.6GHz, 4GB RAM and a
 GeForce Go 7400 with 256MB RAM.
 FlightGear starts, after some time, I see the four corners rendering
 the stages and the main scene but with strange colors. After just a 
 few seconds seconds, my kernel panics and I have to reboot.
 
 2.) Our big, fat presentation machine with 2 CPU, 24 cores, 8GB RAM,
 currently one nvidia GTX460 with 1GB RAM.
 FlightGear starts without an issue and without any noticable frame
 rate impact (limited to 60fps due to sync-to-vblank). I can see the
 aircraft shadow and the shadow of some scenery objects (not all, though). 
 The aircraft shadow seems to be disapearing depending on the view angle.

The rendering stages can be hidden with the new item in the debug menu.

Can you produce screenshots that exhibit the glitches you see on your
second machine ?

For your 1st machine, you can try to lower the value of 
/sim/rendering/shadows/map-size in preferences.xml *before* you start 
fgfs (changing in the property browser has no effect)

Regards,
-Fred

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Re: [Flightgear-devel] Adding an R/C pilot view

2012-03-04 Thread Jörg Emmerich
I am not sure I understand what you are trying - but:
-we use something like that in ATCing
-- keeping Target in view
-- zooming
-- relocating tower etc.
-- saving and retrieving settings
You may try my test ATC-ML model. Download from
http://emmerich-j.de/FGFS/ATC-ML.zip

see inside the description README.pdf and the model-nasal.
joe


On Sun, 2012-03-04 at 14:44 +1030, Ian Dall wrote:
 On Fri, 2012-03-02 at 12:39 -0600, Curtis Olson wrote:
  Hi Ian,
  
  If you wish to set your own tower position, it's pretty straight
  forward and can be done manually or via nasal or probably a few other
  mechanisms.  
  
  
  By default flightgear will set the tower position to the nearest
  airfield, so to disable that, set: /sim/tower/auto-position = 0
  
  
  Then you can set /sim/tower/longitude-deg, /sim/tower/latitude-deg,
  and /sim/tower/altitude-ft
  
 Ah, my significant effort comment was more to do with making an R/C
 Flying Field as an airport than with tweaking the tower position. Also
 people might not want the list of recognised airports cluttered up with
 fake airports.
 
 What I am trying to a achieve is an interface a kid can operate with no
 more difficulty than selecting a view (and preferably automatic).
 Manually figuring out what latitude and longitude will give an offset of
 a few meters in the right direction is definitely in the too hard
 basket. The locate tower with a mouse click suggested by Gijs is closer
 to the mark (though the link to the script doesn't work for me). Anyway,
 the point is not so much how to implement the right view, as how the
 user should invoke it. A view with the right characteristics seems to
 be the best solution. An alternative, which you seem to suggest, would
 be to customise the existing Tower View. But to achieve the ease of
 use I was looking for would need some additional menu, available when in
 Tower View, which would allow it to be customised and for those
 customisations to be saved.  
 
  For RC views, you may also wish to play around with auto-zooming --
  either to help keep the aircraft large enough to see, or help keep the
  horizon in view -- either can be useful at times with RC flying.
 
 Good point. I had though of (but not implemented) the keep the aircraft
 large enough aspect but not the keep horizon in view one. Actually I
 have just found your forum comment on this exact issue:
 http://www.flightgear.org/forums/viewtopic.php?f=49p=151251
 
 I assume one would implement auto-zooming by adding nasal update
 methods in view.nas. There is no existing support?
 
 As I said, I have an initial implementation and I am happy to do some
 more work, perhaps adding an auto-zoom function. What I would like to
 know is whether this is likely to be adopted. If there is a feeling that
 we have enough views, or that R/C is out of scope for FlightGear then
 I'll probably just keep it as a local hack.
 
 Regards,
 Ian
 



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Re: [Flightgear-devel] Adding an R/C pilot view

2012-03-04 Thread Ian Dall
On Sun, 2012-03-04 at 07:13 -0700, Ron Jensen wrote:

 I think Curt was trying to point out a way you could make something work from 
 nasal without getting into core code.

I see I may have misled by mentioning a core view. This might have
been taken to mean changing the C++ core although I tried to be clear
that the implementation was by changes to $FG_ROOT/preferences.xml and
$FG_ROOT/Nasal/view.nas.

So what is the term for the XML and Nasal stuff which is in in $FG_ROOT
but NOT $FG_ROOT/Aircraft? Clearly this is easier to change than the C++
code, but equally, it is still core in the sense that changes would
have a pervasive effect unlike changes to individual aircraft.

Regards,
Ian

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread thorsten . i . renk
 I agree that we should merge the project rembrandt work sooner rather
 than
 later.  However, we should also take some time and effort to make sure
 Thorsten's sky/haze/horizon effects are accounted for as well.  I don't
 know what issues we will find when trying to merge these two efforts, but
 they both need to be considered together.

Yes please.

Or if someone could just help in creating an effect structure that one can
switch these things on and off so that installing the lightfields doesn't
have to overwrite everything and that it would be on GIT? Then we can
worry about how to merge later? Lightfields would work optionally, there's
no fundamental obstacle here.

I know there's the idea to get everything perfectly merged in an elegant
way by factoring out light and haze functions, but I'd be happy with a
simple optional structure now and the rest later.

It's getting somewhat frustrating... Not so much for myself, but for
others who want to try it, and it's starting to look silly when I have to
tell everyone who is interested 'Sorry, it's ready since a month ago, but
we haven't been able to put it on GIT yet, so you still need to go through
a tricky manual installation process'.

Cheers,

* Thorsten


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