Re: [Flightgear-devel] git help request

2012-08-09 Thread Renk Thorsten
 The typical fix is to edit the conflicting files and git add them the run 
 git rebase --continue.  
 But these files don't exist so I can't edit them, git add fails, git rm also 
 fails since they don't exist.

If the files no longer exist, I think one solution is to tell the system to 
skip the patch: 

git rebase --skip

did the trick for me on a similar occasion. The rebase operation then goes on 
with the next patch. If you actually want the files,

git checkout branch where files still exist -- non-existing file

should fetch them from the branch where they still exist.

I also frequently use

git status

to track what exactly the problem is. Although I am probably not the best 
source for GIT troubleshooting, I feel your pain. I've had similar trouble a 
few times.

Cheers,

* Thorsten
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[Flightgear-devel] Memory issues

2012-08-09 Thread Renk Thorsten

Of late, I have increasingly been running into some segfaults which seem to 
have to do with peak memory usage (I don't think memory leaks are a major issue 
for what I've been seeing, since some segfauls happened quite early on, and 
especially when I try pushing my limits of graphical goodies). Memory also 
appears to be an issue for other users, judging by forum response.

For me, running into swap space means basically either immediate or imminent 
crash. Sometimes I get a 30 seconds grace with framerates below 5 fps, 
sometimes Flightgear dies immediately. Apparently other binaries (the 64 bit 
Jenkins) seem to be a bit more tolerant - see for instance user experiences 
here:

http://www.flightgear.org/forums/viewtopic.php?f=68t=17114

None of this is a problem on a fundamental level for me personally - I largely 
know my 'safe' limits for visibility  (250 km for default scenery and bare 
terrain on short suborbital hops, 120 km for long-distance flights in bare 
default scenery, 60 km in bare custom scenery or default scenery with 
buildings, 40 km in custum scenery with buildings, subtract another 10% for 
trees...), so I check a range of options I know by experience to be safe before 
the flight and am not usually troubled by crashes unless I try something new.

But I know this stuff because I do a lot of benchmark testing, am active on 
this list and have some understanding of the inner workings of Flightgear. But 
there's nothing to inform the casual user what he should do. In fact, by chance 
the combination of options we offer is quite dangerous.

* before the new edition of random buildings came out, I've played a lot with 
opening up visibility at high altitude. Even for a ground visibility of less 
than 8 km, you'd get 120 km at airliner cruise altitude if 'realistic 
visibility' is checked and the visibility limit shifted to max. in Advanced 
Weather

* at the same time, random buildings (even in a rather unpopulated area like 
the Alps and with a density around 0.8) account for half of my memory 
consumption (I tested 1.0 GB for loading a 40 km radius without buildings 
against 1.9 GB for loading the same scene with buildings). That's before trees 
and/or higher densities. Hitting a major urban area changes the picture 
drastically.

The combination of the two means instant death at high altitude, even when all 
you do on the ground looks sane - you can see a nice collection of random 
buildings nearby, have a safe visibility range, good momory consumption - and 
once you are up, the tile manager starts loading a city 120 km away you don't 
even see yet and populates it with buildings, memory consumption explodes and 
you are dead.

Both options, random buildings and a realistic view range, are in my view 
extremely cool as long as you know what you are doing with them, and I don't 
really want to abandon either. But I suspect their combination (combined with 
other memory-hungry goodies) is not something we want to confront the casual 
user with.

Do we have any ideas addressing these issues?

For instance, should I agressively limit the maximally available visibility 
range in Advanced Weather if random buildings and trees are selected? Is it 
technically feasible to let Flightgear probe the remaining physical memory and 
if we run into trouble initiate an agressive unloading of terrain, e.g. by 
forcing visibility down (since most memory-hungry stuff scales with the square 
of the visibility range, I think adjusting that is most effective)? I know this 
is not realistic, but I'd rather have sudden haze than sudden segfault? Should 
we code a few warnings into the GUI?

And other ideas? Or is this not an issue for the majority?

* Thorsten
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Re: [Flightgear-devel] Memory issues

2012-08-09 Thread Stuart Buchanan
On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
 Both options, random buildings and a realistic view range, are in my view 
 extremely cool as long as you know what you are doing with them, and I don't 
 really want to abandon either. But I suspect their combination (combined with 
 other memory-hungry goodies) is not something we want to confront the casual 
 user with.

 Do we have any ideas addressing these issues?

Random buildings are switched off by default, but as you suggest, a
warning in the GUI would be appropriate. I will do this.

Unfortunately, the buildings are generated when the tiles are loaded,
and it is this that causes the memory occupancy problems rather than
visibility itself (subject to big view ranges causing the loading of
more tiles).  Aggressively limiting the maximum available visibility
range might help, if it's causing more tiles to be loaded, but it is
very dependent on the amount of Urban and Town terrain.

For performance reasons, all the buildings within a tile are a single
object.  The memory capacity could be addressed by changing the
implementation to something closer to the trees, where a (relatively)
small number of buildings are instantiated at different locations.  I
don't know what this would do for performance though.

I believe James and Matthias also had a plan to use some OpenGL/Shader
technque to pass location information for instantiation, but I don't
know the details.

 And other ideas? Or is this not an issue for the majority?

I think it's a major issue, and one that I did not consider
sufficiently in development. Sorry.

-Stuart

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Re: [Flightgear-devel] Unified Weather GUI

2012-08-09 Thread Heiko Schulz
Hello,

So far, so good! Thanks!

The only issue I found is that the visibility can't be changed in any way. 

Heiko


still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] [SFD] http://flightgear.org/about/ text license?

2012-08-09 Thread Ivan Shmakov
 Arnt Karlsen a...@c2i.net writes:
 On Wed, 08 Aug 2012 16:19:07 +0700, Ivan wrote:
 Arnt Karlsen a...@c2i.net writes:
 On Mon, 06 Aug 2012 10:33:19 +0700, Ivan wrote:

[…]

  I'm glad it works for you (personally, I haven't managed to get any
  use of machine translation),

  ..kay 8o)  This: ...

  http://translate.google.com/translate?sl=autotl=nojs=nprev=_thl=enie=UTF-8layout=2eotf=1u=http%3A%2F%2Fwww.flightgear.org%2Fabout%2F

  ... is a fairly good Norwegian machine translation of
  http://flightgear.org/about/ , it's not too bad grammatically,

Unfortunately, I'm in no position to check it.

  what's your opinion of this Russian machine translation?:

  http://translate.google.com/translate?hl=ensl=autotl=ruu=http%3A%2F%2Fwww.flightgear.org%2Fabout%2F

Well, it's pretty good.  For a machine translation, that is.  A
few passages are flawless, and a few ones are screwed up beyond
all recognition.  Consider, e. g. (I've translated a few back to
English):

FlightGear is an open source code of a simulator.  It supports many
popular platforms […] and are [sic] developed by the qualified
volunteers from all around the world.  The source code for the whole
project is available and licensed under GNU Public License of a
chief.

The goal of the FlightGear project for creation of sophisticated and
open frames a simulator for use in scientific research and academic
environment, […]

FlightGear is a free project a simulator of flight.  […]

(There're numerous agreement [1] errors that I haven't taken the
liberty to translate into English, too.)

[1] http://en.wikipedia.org/wiki/Agreement_(linguistics)

  but it doesn't quite answer my question, which is: are the
  FlightGear project's Web pages free (as in freedom)?  More
  specifically, can we use a fragment of the Introduction [2] page as
  the basis for our note about FlightGear?

  ..it depends ;o), the fair use clause in US copyright law gives you
  the right to copy some parts and incorporate them into your own
  Russian or satirical etc introduction to FG, which will then come
  under _your_ copyright, _as_ you write it, or, under your
  translator's copyright if your translator writes it at his own
  expense and on his initiative.

Well, as many other projects related to free software, the
Software Freedom Day preparation effort is driven mostly by the
volunteers.

When it comes to “fair use”, it was my understanding that the
rule of the thumb is that the “some parts” incorporated should
be small enough in relation to the newly-authored text.
Unfortunately, this doesn't seem to apply for the “derived work”
being discussed.

[…]

  Our author has translated a paragraph or so of the Introduction
  [2] page into Russian to use it as the basis for such a note, only
  to discover later that there's no statement allowing for such a
  use on that page.

  ..guys, given the somewhat fluid state of laws and law enforcement in
  the relevant jurisdictions, I recommend giving an explicit permission
  to use FG web pages as basis for the Russian Introduction,

Ideally, the pages'd be licensed under a “free” license,
explicitly allowing for derivative works.

[…]

  [2] http://flightgear.org/about/

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Re: [Flightgear-devel] git help request

2012-08-09 Thread Curtis Olson
It looks like every time you rebase you have to reapply the same set of
patches over top the target branch.  So even if I figure out a way through
it once, I'll have to repeat the same conconction of craziness each time I
rebase.  I think I'm going to create a new branch, untar my changes on top,
lose all my history and forget about it.  I didn't budget 2 full days to
fiddle with this and I'm frustrated and annoyed now and unsure
what/if/anything I've lost or broken -- blahhh ... little things you might
not notice for 6 months because you don't work with every file every day ...

Curt.


On Thu, Aug 9, 2012 at 1:56 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  The typical fix is to edit the conflicting files and git add them the
 run git rebase --continue.
  But these files don't exist so I can't edit them, git add fails, git rm
 also fails since they don't exist.

 If the files no longer exist, I think one solution is to tell the system
 to skip the patch:

 git rebase --skip

 did the trick for me on a similar occasion. The rebase operation then goes
 on with the next patch. If you actually want the files,

 git checkout branch where files still exist -- non-existing file

 should fetch them from the branch where they still exist.

 I also frequently use

 git status

 to track what exactly the problem is. Although I am probably not the best
 source for GIT troubleshooting, I feel your pain. I've had similar trouble
 a few times.

 Cheers,

 * Thorsten

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Re: [Flightgear-devel] git help request

2012-08-09 Thread Anders Gidenstam
On Thu, 9 Aug 2012, Curtis Olson wrote:

 It looks like every time you rebase you have to reapply the same set of
 patches over top the target branch.  So even if I figure out a way through
 it once, I'll have to repeat the same conconction of craziness each time I
 rebase.  I think I'm going to create a new branch, untar my changes on top,
 lose all my history and forget about it.  I didn't budget 2 full days to
 fiddle with this and I'm frustrated and annoyed now and unsure
 what/if/anything I've lost or broken -- blahhh ... little things you might
 not notice for 6 months because you don't work with every file every day ...

If you can figure out which commits cause the problems you can edit them 
out of your branch (or, better, out of a copy of it) using

git rebase -i HEAD~42

(change 42 to the number of commits back from HEAD that you need to 
touch).

See also the manual page for git rebase and
http://git-scm.com/book/en/Git-Tools-Rewriting-History#Changing-Multiple-Commit-Messages


Cheers,

Anders
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Re: [Flightgear-devel] git help request

2012-08-09 Thread Curtis Olson
On Thu, Aug 9, 2012 at 10:44 AM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 If you can figure out which commits cause the problems you can edit them
 out of your branch (or, better, out of a copy of it) using

 git rebase -i HEAD~42

 (change 42 to the number of commits back from HEAD that you need to
 touch).

 See also the manual page for git rebase and

 http://git-scm.com/book/en/Git-Tools-Rewriting-History#Changing-Multiple-Commit-Messages


I appreciate all the suggestions, it is getting slightly more complicated
than I want to deal with today. :-)  I did play with interactive git
rebase, but my brain overheated trying to imagine what happens and what
downstream breakage might occur if I skip a commit that involves renaming
directories?  And then I'd still have to remember the exact sequence of
steps each time I did a new rebase.  Apparently rebase doesn't quite do
what I expected it to do -- it catches you up, but later if you do another
rebase apparently it redoes all your changes from day 1 of your branch.
 There is probably a good reason for doing it this way, but I was imagining
that a rebase was a one time operation and future rebases would be able to
start from where the previous one finished off.  Maybe that doesn't make
any sense?  I'm probably a bit confused in either case -- flightgear seems
to force you to jump into the deep end of the git pool right away. :-)
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Re: [Flightgear-devel] git help request

2012-08-09 Thread John Denker
On 08/09/2012 07:45 AM, Curtis Olson wrote:
 It looks like every time you rebase you have to reapply the same set of
 patches over top the target branch. 

Not true in general.  I've never had a problem like that.

  So even if I figure out a way through
 it once, I'll have to repeat the same conconction of craziness each time I
 rebase. 

Ditto.

 It complains about whitespace errors, then falls back to a 3-way merge,
 then reports conflicts with all the files in the 2 old directories,

If whitespace were the only problem, you could make the problem
go away using --no-verify.

Also, as others have suggested, when in doubt, doing git status
is always a good idea.

  I think I'm going to create a new branch, untar my changes on top,
 lose all my history and forget about it. 

Creating new branches is cheap and often an excellent idea,
especially if you are uncertain about something and want to
experiment.

 untar my changes on top,
 lose all my history and forget about it. 

It's not possible to be sure exactly what the problem is without
further information, but it seems likely that there is a simpler
way to get a similar result without losing history, namely:

  git rebase -Xours

or

  git rebase -s 'recursive -Xours'

You can read the manpage and/or google for more information about
what these options do.

I believe these options require git version 1.7.3 or later.  If you 
need to install a newer git, that's easy and well worthwhile.


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[Flightgear-devel] 3D models import webform in production.

2012-08-09 Thread Olivier
Hi all,

Just to let you know that the 3D models import webform in now in early 
production. The first 3D models (both static and shared) imported for test have 
been correctly shipped downwards by Terrasync.

A big thank to Martin, Julien, Clément for their help and support.

I hope you enjoy this tool and that it will make more scenery available via 
Terrasync, without having to download here and there, so we have a beautiful 
(hopefully with a new generated terrain) scenery to show for 3.0.

Together with the other webforms for mass insertion, deletion, update, this is 
[yet another - but we're used to!] unique feature in the flight simulation 
world issued by FG!

All tools are available on the usual website with scenemodels and mapserver 
data : http://scenemodels.flightgear.org/submission/

Enjoy,

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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-09 Thread Curtis Olson
Thanks to all involved for all your hard work on this!!!  I'm busy right
now updating new scenery chunks that include Martin's recent duplicate
object clean up.  But everyone can get things quicker themselves via
terrasync (or running svn manually to keep their scenery tree in sync.)

Curt.


On Thu, Aug 9, 2012 at 11:03 AM, Olivier wrote:

 Hi all,

 Just to let you know that the 3D models import webform in now in early
 production. The first 3D models (both static and shared) imported for test
 have been correctly shipped downwards by Terrasync.

 A big thank to Martin, Julien, Clément for their help and support.

 I hope you enjoy this tool and that it will make more scenery available
 via Terrasync, without having to download here and there, so we have a
 beautiful (hopefully with a new generated terrain) scenery to show for 3.0.

 Together with the other webforms for mass insertion, deletion, update,
 this is [yet another - but we're used to!] unique feature in the flight
 simulation world issued by FG!

 All tools are available on the usual website with scenemodels and
 mapserver data : http://scenemodels.flightgear.org/submission/

 Enjoy,

 Olivier


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Re: [Flightgear-devel] git help request

2012-08-09 Thread Tim Moore
On Thu, Aug 9, 2012 at 2:45 PM, Curtis Olson curtol...@gmail.com wrote:
 It looks like every time you rebase you have to reapply the same set of
 patches over top the target branch.  So even if I figure out a way through
 it once, I'll have to repeat the same conconction of craziness each time I
 rebase.  I think I'm going to create a new branch, untar my changes on top,
 lose all my history and forget about it.  I didn't budget 2 full days to
 fiddle with this and I'm frustrated and annoyed now and unsure
 what/if/anything I've lost or broken -- blahhh ... little things you might
 not notice for 6 months because you don't work with every file every day ...

 Curt.

If you are going to keep a branch for a long time that you are not
merging  back into e.g., master, there are a couple of possibilities.
One is to merge (pull) master into your branch. Another is to check
out git-rerere (I kid you not), which records merge conflict
resolutions and reapplies them automatically when needed. With that
you can either rebase repeatedly or never rebase and periodically do
test merges with master.

Tim

 On Thu, Aug 9, 2012 at 1:56 AM, Renk Thorsten thorsten.i.r...@jyu.fi
 wrote:

  The typical fix is to edit the conflicting files and git add them the
  run git rebase --continue.
  But these files don't exist so I can't edit them, git add fails, git rm
  also fails since they don't exist.

 If the files no longer exist, I think one solution is to tell the system
 to skip the patch:

 git rebase --skip

 did the trick for me on a similar occasion. The rebase operation then goes
 on with the next patch. If you actually want the files,

 git checkout branch where files still exist -- non-existing file

 should fetch them from the branch where they still exist.

 I also frequently use

 git status

 to track what exactly the problem is. Although I am probably not the best
 source for GIT troubleshooting, I feel your pain. I've had similar trouble a
 few times.

 Cheers,

 * Thorsten

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Re: [Flightgear-devel] git help request

2012-08-09 Thread Curtis Olson
On Thu, Aug 9, 2012 at 11:50 AM, Tim Moore wrote:

 If you are going to keep a branch for a long time that you are not
 merging  back into e.g., master, there are a couple of possibilities.
 One is to merge (pull) master into your branch. Another is to check
 out git-rerere (I kid you not), which records merge conflict
 resolutions and reapplies them automatically when needed. With that
 you can either rebase repeatedly or never rebase and periodically do
 test merges with master.


My typical workflow is to pull the master branch (daily at least) and then
when there are updates, checkout my private branch and git merge master.
 That's worked fine, except it is my understanding that this is frowned
upon because some day if I ever cherry pick something back into the master
branch, the commit log will get prefaces with a couple hundred merge
messages.  The rebase supposedly puts my local changes at the top.  Every
thing generally works as it's supposed to I think, except the double
directory mv in a single commit seemed to completely confuse the subsequent
rebase.  I think I'm just going to file this under: git gives you more than
enough rope to hang yourself by, especially when you venture away from the
simple/common usage cases and don't have a complete understanding of what
git does under the hood and how each command manipulates the internal
state.  I haven't lost anything (other than 2 days of my life) :-) -- and I
still have my old branch, now renamed with all the history; so for the
moment I've created a new branch, moved all the different stuff to that (I
hope) and will continue on from there.

Regards,

Curt.
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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-09 Thread Geoff McLane
Hi,

I can not leave this thread like this ;=((

I have NOT followed what your PARTICULAR problem is, 
but decided to do a 'quick' 2.9 build from source, using 
existing binaries, and found NO PROBLEMS... total build 
time approximately 3-4 hours...

I AGREE the directory setup SUCKS big time, and the wiki 
does not yet give ALL the answers... and this, at the moment 
seem exacerbated by some Win32 parts of jenkins 
(simpits) seem DOWN...

But in essence, following the wiki I built SG/FG in 
just some hours... was broken by a birthday lunch for 
my wife! ;=))

To try to make your life very SIMPLE I have uploaded a 
complete single build zip as -

 http://geoffair.org/tmp/fgfs-build-01.zip 

Be aware it is 48 MB... but contains EVERYTHING 
needed...

It only requires you do the simgear, flightgear and fgdata 
clones, and RUN the build ONLY in the MSVC10 command prompt...
All Programs - Microsoft Visual Studio 2010 -
Visual Studio Tools - Visual Studio Command Prompt (2010)

If you unzip this into some folder, preferably without spaces,
it sets up a LOT of things, and then when in that folder 
in a MSVC10 prompt do :-

It contains a README.msvc100.txt, but in essence it is -

updsg.bat # clone the SG source
cd build-sg
build-sg.bat  # build/install the SG libraries
cd ..
updfg.bat # clone the flightgear source
cd build-fg
build-fg.bat  # build/install FG
cd ..
run-fg.bat# and FLY FREE ;=))

OR, if you feel LUCKY, just run build-all.bat... 

All assumes you have git setup to run from a command 
prompt...

But I did NOT put much error checking in that bat... in 
my quite fast machine, I unzipped it into a new temp2 folder, 
and ran build-all... this took just 1 hour, and I was 
FLYING ;=)) with the world's BEST flight simulator...

You have to watch it, and add the enter key twice...

If you use this, and you have an error, send the relevant 
bldlog-1.txt file for inspection... AFTER you have checked 
it, and corrected any obvious problems ;=))

Of course, BEFORE the LAST step you need to DOWNLOAD fgdata 
to somewhere -
 https://gitorious.org/fg/fgdata 
It is BIG and HEAVY - 58 thousand files, 12 GB - takes 
HOURS even on my relative FAST internet connection...

And adjust run-fg.bat to that folder. In my case that is
C:\FG\fgdata
But the run-fg.bat can be adjusted to anywhere...

AND it further ASSUMES OpenAL (sound library) has been 
install system wide... 

Download and install say Setup FlightGear 2.8.0-RC4.exe, 
 http://www.flightgear.org/download/ 
down near the bottom  [Mirror 1] [Mirror 2] [Mirror 3]
and during the install check install OpenAL if you have 
NOT done this before...

You can also do this from the OpenAL site, downloading, 
and install their SDK, and alut... leave you to work out 
the details...

Now, you might have chosen to GIVE UP ;=(( That is for 
sure your choice... the easy way out ;=)) 

Building SG/FG from source can certainly be quite 
FRUSTRATING in Windows ;=((

But this shows SG/FG can be easily built using MSVC10...
albeit, with some messing with the binary downloads, and 
ensuring OpenAL is installed...

Hope you will NOT 'give up', and take another little 
look...

Enjoy ;=))

Regards,
Geoff.

On Wed, 2012-08-08 at 20:32 +0200, M. Carbax wrote:
 No way.
 
 I brougth from http://flightgear.simpits.org:8080/   everything but FG
 source, so I put the source(2.9.0)  into thedirectory structure to
 build with Cmake and MSVC10 and  NO way, same errors.
 
 
 Thanks folks for your support, I give up.
 
 2012/8/8 M. Carbax mcar...@gmail.com:
  Thanks Fred, I'll try my last chance :(
 



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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-09 Thread geneb
On Thu, 9 Aug 2012, Geoff McLane wrote:

 I AGREE the directory setup SUCKS big time, and the wiki
 does not yet give ALL the answers... and this, at the moment
 seem exacerbated by some Win32 parts of jenkins
 (simpits) seem DOWN...

Should be back online tonight! :)

g.

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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-09 Thread Frederic Bouvier
Hi, 

I sent model updates to fgf...@stockill.org a while ago. Is there any chance 
they will be inserted in the database ? 

My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? 

Regards, 
-Fred 

- Mail original -

 De: Olivier acom...@yahoo.com
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Jeudi 9 Août 2012 18:03:47
 Objet: [Flightgear-devel] 3D models import webform in production.

 Hi all,

 Just to let you know that the 3D models import webform in now in
 early production. The first 3D models (both static and shared)
 imported for test have been correctly shipped downwards by
 Terrasync.

 A big thank to Martin, Julien, Clément for their help and support.

 I hope you enjoy this tool and that it will make more scenery
 available via Terrasync, without having to download here and there,
 so we have a beautiful (hopefully with a new generated terrain)
 scenery to show for 3.0.

 Together with the other webforms for mass insertion, deletion,
 update, this is [yet another - but we're used to!] unique feature in
 the flight simulation world issued by FG!

 All tools are available on the usual website with scenemodels and
 mapserver data : http://scenemodels.flightgear.org/submission/

 Enjoy,

 Olivier

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Re: [Flightgear-devel] Unified Weather GUI

2012-08-09 Thread Stuart Buchanan
On Thu, Aug 9, 2012 at 3:07 PM, Heiko Schulz  wrote:
 The only issue I found is that the visibility can't be changed in any way.

Good spot.  This is now fixed.

Stuart Buchanan wrote:
 1) Local Weather has its own wind definitions for scenarios
 that aren't METAR-based, so you still need to use the Advanced
 Settings menu to set your wind appropriately.  I will probably just
 add these to environment.xml for the moment, unless I can think
 of a better solution.

I did think of a better solution :).  The dialog now interprets the METAR
to set up sensible default wind settings for Local Weather.  These
can be over-ridden using the Advanced Settings menu.

-Stuart

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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-09 Thread Martin Spott
Frederic Bouvier wrote:

 My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? 

Sounds like it should be submitted as three distinct models.

Cheers,
Martin.
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Re: [Flightgear-devel] Memory issues

2012-08-09 Thread Stuart Buchanan
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan  wrote:
 On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
 Both options, random buildings and a realistic view range, are in my view 
 extremely cool as long as you know what you are doing with them, and I don't 
 really want to abandon either. But I suspect their combination (combined 
 with other memory-hungry goodies) is not something we want to confront the 
 casual user with.

 Do we have any ideas addressing these issues?

 Random buildings are switched off by default, but as you suggest, a
 warning in the GUI would be appropriate. I will do this.

This has now been done - commit ef93e36

Could someone please cherry-pick this to the release branch.

Thanks.

-Stuart

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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-09 Thread Frederic Bouvier
 
 Frederic Bouvier wrote:
 
  My model is made of 3 xml, 3 .ac and 2 textures . How can I submit
  it ?
 
 Sounds like it should be submitted as three distinct models.

It can't : it's one bridge and it's light volumes. Our format supports 
submodels, you know ?

-Fred

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[Flightgear-devel] Environment Settings dialog

2012-08-09 Thread Stuart Buchanan
Hi All,

I've just committed a new dialog - Environment Settings, which is
intended to contain environment settings that aren't part of the
weather settings, but shouldn't be in the rendering dialog either.

At the moment it allows users to configure the season (move from the
Rendering dialog), the snow level and the dryness/wetness introduced
by the recent material shader changes from Thorsten Renk.

As a side-effect, I've made a number of other changes
- Added a control to enable/disable whether METAR controls the snow
level through the metarinterpolator
(/environment/params/metar-updates-snow-level).  I'm not a big fan of
this control, and I found it very difficult to work out why I couldn't
set the snow level manually myself.
- Changed all references to /environment/mysnow-level-m to
/environment/snow-level-m (including effects and shaders)
- Retired Local Weather Environment dialog, having moved the Fog
settings to the Advanced Weather dialog

Other than (hopefully) imroving usability, this shouldn't have any effect.

-Stuart

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