[Flightgear-devel] Segfault

2010-07-31 Thread Nicolas
Hi,

Using git, I have a segfault :(

Here the backtrace :


(gdb) backtrace full
#0  0x7fffcf755110 in ?? ()
No symbol table info available.
#1  0x00808144 in fgUpdate3DPanels () at panelnode.cxx:34
i = 3
#2  0x00438c6e in SGHUDAndPanelDrawable::drawImplementation
(this=value optimized out, 
renderInfo=value optimized out) at renderer.cxx:223
instr = 0xdc72530
#3  SGHUDAndPanelDrawable::drawImplementation (this=value optimized
out, renderInfo=value optimized out)
at renderer.cxx:202
No locals.
#4  0x7357066f in osgUtil::RenderLeaf::render(osg::RenderInfo,
osgUtil::RenderLeaf*) ()
   from /usr/local/lib/libosgUtil.so.66
No symbol table info available.
#5  0x7356a7c7 in
osgUtil::RenderBin::drawImplementation(osg::RenderInfo,
osgUtil::RenderLeaf*) ()
   from /usr/local/lib/libosgUtil.so.66
No symbol table info available.
#6  0x7356a810 in
osgUtil::RenderBin::drawImplementation(osg::RenderInfo,
osgUtil::RenderLeaf*) ()
   from /usr/local/lib/libosgUtil.so.66
No symbol table info available.
#7  0x73575e4b in
osgUtil::RenderStage::drawImplementation(osg::RenderInfo,
osgUtil::RenderLeaf*) ()
   from /usr/local/lib/libosgUtil.so.66
No symbol table info available.
#8  0x7357683d in
osgUtil::RenderStage::drawInner(osg::RenderInfo, osgUtil::RenderLeaf*,
bool) ()
   from /usr/local/lib/libosgUtil.so.66
No symbol table info available.
#9  0x735765df in osgUtil::RenderStage::draw(osg::RenderInfo,
osgUtil::RenderLeaf*) ()
   from /usr/local/lib/libosgUtil.so.66
No symbol table info available.
#10 0x7357ee3d in osgUtil::SceneView::draw() ()
from /usr/local/lib/libosgUtil.so.66
No symbol table info available.
#11 0x73ff26fa in osgViewer::Renderer::cull_draw() ()
from /usr/local/lib/libosgViewer.so.66
No symbol table info available.
#12 0x73114b29 in osg::GraphicsContext::runOperations() ()
from /usr/local/lib/libosg.so.66
No symbol table info available.
#13 0x74030c81 in osgViewer::ViewerBase::renderingTraversals()
() from /usr/local/lib/libosgViewer.so.66
No symbol table info available.
#14 0x0047d7b7 in fgOSMainLoop () at fg_os_osgviewer.cxx:203
idleFunc = value optimized out
drawFunc = 0x433a80 FGRenderer::update()
#15 0x00432439 in fgMainInit (argc=3, argv=0x7fffe458) at
main.cxx:864
required_version = 2.0.0
base_version = {static npos = 18446744073709551615, 
---Type return to continue, or q return to quit---
  _M_dataplus = {std::allocatorchar =
{__gnu_cxx::new_allocatorchar = {No data fields}, No data
fields}, _M_p = 0xdf2b78 2.0.0}}
version = {static npos = 18446744073709551615, 
  _M_dataplus = {std::allocatorchar =
{__gnu_cxx::new_allocatorchar = {No data fields}, No data
fields}, _M_p = 0xdea118 unknown version}}
#16 0x0043041e in main (argc=3, argv=0x7fffe458) at
bootstrap.cxx:229
No locals.


Regards,

Nicolas



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Re: [Flightgear-devel] Runtime selection of sound device

2009-11-30 Thread Nicolas Quijano
The Apple OpenAL implementation is open source, btw.
http://developer.apple.com/audio/openal.html#anchor3

On Mon, Nov 30, 2009 at 9:51 AM, Erik Hofman e...@ehofman.com wrote:

 James Turner wrote:
  Nice work! And the preference / settings changes too - I know this is
 painful work, but it's long overdue and will really help make using FG more
 pleasant for lots of people.

 Thanks, It's not yet perfect but already usable as it is.

  Incidentally, I am currently cursing Apple's OpenAL implementation, it
 only supports the default input and output devices - despite 'supporting'
 the enumeration extension. I have a patch to iaxclient (as used by fgcom) to
 allow input and output device selection for the openAL backend, but it's
 completely pointless on Mac, without patches to OpenAL itself :(

 That's sad.

 Erik



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[Flightgear-devel] Segfault

2009-11-13 Thread Nicolas
 = -2.237413571911
dtMax = -2.1400629510517275
t = 0x8ced8f0
visibility_meters = value optimized out
viewPos = {_data = {-7.7325214774551046e-41,
-nan(0xf08883018), 5.4617401417095331e-270}}
geodViewPos = {_lon = 0.34908248669189645, _lat =
5.4617409268054983e-270, 
  _elevation = -1.9981537183075542}
longitude = {_ptr = 0x87dee88}
latitude = {_ptr = 0x87df038}
altitude = {_ptr = 0x87df108}
vn_fps = {_ptr = 0x87df8f8}
ve_fps = {_ptr = 0x87df9d0}
vd_fps = {_ptr = 0x87dfaf0}
clock_freeze = {_ptr = 0x87e3c68}
cur_time_override = {_ptr = 0x87e38f0}
max_simtime_per_frame = {_ptr = 0x87e7ae0}
frame_signal = {_ptr = 0x8994e78}
first_time = false
reminder = 0.00088114100018549246
last_time = 1258137555
frames = 2
last_clock_freeze = false
#17 0x080bba7c in fgOSMainLoop () at fg_os_osgviewer.cxx:172
idleFunc = 0x19
drawFunc = 0x8071550 FGRenderer::update()
#18 0x0806fcc5 in fgMainInit (argc=3, argv=0xb974) at main.cxx:895
version = {static npos = 4294967295, 
  _M_dataplus = {std::allocatorchar =
{__gnu_cxx::new_allocatorchar = {No data fields}, No data
fields}, _M_p = 0x87d9914 unknown version}}
controls = 0x87ddc40
base_version = {static npos = 4294967295, 
  _M_dataplus = {std::allocatorchar =
{__gnu_cxx::new_allocatorchar = {No data fields}, No data
fields}, _M_p = 0x87defcc 1.9.0}}
required_version = 1.9.0
#19 0x0806dfdf in main (argc=3, argv=0xb974) at bootstrap.cxx:229
No locals.
(gdb) list
114   geod.setLatitudeRad(2*atan2(Z, D+sqrtDDpZZ));
115   geod.setElevationM((k+e2-1)*sqrtDDpZZ/k);
116 }
117 
118 void
119 SGGeodesy::SGGeodToCart(const SGGeod geod, SGVec3double cart)
120 {
121   // according to
122   // H. Vermeille,
123   // Direct transformation from geocentric to geodetic ccordinates,

Kind regards,

Nicolas



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Re: [Flightgear-devel] New Sound system committed

2009-10-29 Thread Nicolas Quijano
Ditto here on windows vista 64 using OpenAL SDK (for this build). The wind
noise has changed texture, as if it was heavily saturated, while it use to
be a nice wind sound. I guess maybe volume is too high on it.

And that can be tweaked I guess through the xml file. It really doesn't
sound the same as my Oct 2nd build, all things being equal (same data)
We're not quite back where we were in sound quality, but at least sounds
seems to be all working now.
Haven't done a debug build yet, will advise if it still crashes.
Sound is a bit sensitive to camera movement right now, from a quick hearing
test :)

Quick note : the volume slider is pretty much useless at the moment, maybe
to a change in the volume attenuation scale ?
It only has effect in the leftmost part of the slider (so low end of volume)
, maybe the last 1/8th of the slide, and then brutally diminishes sound.
Before that, no discernible difference in volume.


That said, again thanks for the hard work Erik (and everyone else)
Cheers,
Nic



On Thu, Oct 29, 2009 at 1:17 PM, Alan Teeder ajtee...@v-twin.org.uk wrote:

 It compiles and sounds are back! That was quick.

 Well done

 Alan

  -Original Message-
  From: Erik Hofman [mailto:e...@ehofman.com]
  Sent: 29 October 2009 17:07
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] New Sound system committed
 
  Ron Jensen wrote:
   Hi Erik,
  
   Sound seems to work O.K. today for me.  Except when I tune atis I get:
   voice synth: word '(many lines of stuff...)' not found
   source and listener distance greater than 20km!
   source and listener distance greater than 20km!
  
   And no ATIS sound...  I assume its supposed to give sound even if all
   the samples aren't found?
 
  As far as I know it should indeed.
  Here is the status update of the code:
 
  * positioning: needs fixing
  * orientation and sound direction: should be correct.
  * velocity vector (and hence Doppler): should be correct.
 
  But let me tell you; this evening I'll calibrate that the
  sound-not-playing bug is finally fixed.
 
  Erik
 
 
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Re: [Flightgear-devel] New Sound system committed

2009-10-29 Thread Nicolas Quijano
Little mistake : The wind sound, which wasn't audible before, is now vastly
over the sound of the rumble, which I had mistakenly thought was the wind
(it makes for a better wind on wings sound, from this point of hearing
approximately between my ears)
The wind sample we use is indeed very saturated, and was drowned by the
rumble sample before.
Do you have an overview of how differently are the sounds .xml configs
interpreted vs the previous sound implementation ?
What has changed in that regard, if anything, and would you by any chance
know why there could be such a huge difference ?
Because same sound config, wildly different results.
Thanks in advance for your insights.

So never mind : sound quality might well be as good at it ever was (or even
better), sorry for that, didn't mean to muddle things up.

Cheers,
Nic


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Re: [Flightgear-devel] New Sound system committed

2009-10-28 Thread Nicolas Quijano
Anybody got sounds working properly on *windows* (ATIS and aircraft sounds
working at the same time ?)
If yes, what is your setup, not just openAL wise, but do you also build OSG,
and if yes, with what options ?
Share as much as possible of your setup, if current CVS works for you,
please.

I think we might have some initialization issues coupled to timing issues,
as the same exe just had functioning ATIS on one run, and on the next, with
the same command line (not using fgrun for this) except log level set to
debug instead of info, ATIS wasn't working anymore.
In both cases, no aircraft sounds at all.
And the big problems started with rearrangement of the sound manager
initialisation in the init routines, iirc.
My october 2nd release build has fully working positional audio for
aircraft sounds, working ATIS, etc.
That might point to timing issues, no ?

I would be very surprised it's an OpenAL implementation/runtime problem as
I've tried every possible permutation of runtime, software device used, and
ways to build FGFS, including using OpenAL soft instead of the SDK or
Fredb's setup, and while changing runtimes (and rebooting) has no effect on
the games I have installed that use OpenAL for positional sound, it hasn't
made FGFS work properly.

Erik, if you have hints on what part of the code you'd like to step through
in the debugger here, I'd appreciate said pointers, rather than trying to
root out a bug whose location I'm all but sure about :)

Cheers and thanks for your cooperation all,
Nic



On Wed, Oct 28, 2009 at 10:33 AM, Erik Hofman e...@ehofman.com wrote:

 Csaba Halász wrote:
  Starting at EGLL with the default c172p, I notice:
  1) the engine sound is louder in cockpit than in external view
  2) tuning to ATIS 123.9 I get the source and listener distance
  greater than 50km! message (twice)
  3) tuning away from ATIS frequency does not stop ATIS sound

 The fixes for these problems have been committed to CVS now. beware:
 outside view orientation is still wring since the view manager behaves
 differently for inside-aircraft views and for look-at-aircraft views.

 That said, the velocity (and hence Doppler) should be fixed now and in
 cockpit view should be working properly also (apart from a small offset
 bug that pops up every now and then causing the sound to 'wobble' around).

 Erik


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Re: [Flightgear-devel] New Sound system committed

2009-10-28 Thread Nicolas Quijano
Forgot to mention it's still crashing in Debug mode due to a corrupt heap
(according to the debugger, this is the likely culprit) on the
SGSoundSample::free_data() call, you guessed it, on the same spot as a
couple weeks back : rumble.wav.
No changes in behaviour in DEBUG mode even with all the recent changes.
Which could also point to other misbehaved code, maybe even outside the
sound code.
I simply don't know.

Cheers,
Nic

On Wed, Oct 28, 2009 at 4:29 PM, Nicolas Quijano nquij...@gmail.com wrote:

 Anybody got sounds working properly on *windows* (ATIS and aircraft sounds
 working at the same time ?)
 If yes, what is your setup, not just openAL wise, but do you also build
 OSG, and if yes, with what options ?
 Share as much as possible of your setup, if current CVS works for you,
 please.

 I think we might have some initialization issues coupled to timing issues,
 as the same exe just had functioning ATIS on one run, and on the next, with
 the same command line (not using fgrun for this) except log level set to
 debug instead of info, ATIS wasn't working anymore.
 In both cases, no aircraft sounds at all.
 And the big problems started with rearrangement of the sound manager
 initialisation in the init routines, iirc.
 My october 2nd release build has fully working positional audio for
 aircraft sounds, working ATIS, etc.
 That might point to timing issues, no ?

 I would be very surprised it's an OpenAL implementation/runtime problem as
 I've tried every possible permutation of runtime, software device used, and
 ways to build FGFS, including using OpenAL soft instead of the SDK or
 Fredb's setup, and while changing runtimes (and rebooting) has no effect on
 the games I have installed that use OpenAL for positional sound, it hasn't
 made FGFS work properly.

 Erik, if you have hints on what part of the code you'd like to step through
 in the debugger here, I'd appreciate said pointers, rather than trying to
 root out a bug whose location I'm all but sure about :)

 Cheers and thanks for your cooperation all,
 Nic






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Re: [Flightgear-devel] Fwd: [Flightgear-cvslogs] CVS: source/src/Main bootstrap.cxx, 1.40, 1.41 fg_init.cxx, 1.239, 1.240 main.cxx, 1.301, 1.302 splash.cxx, 1.32, 1.33

2009-10-24 Thread Nicolas Quijano
I'm flabbergasted : disregarding the GPL to protect the GPL ?
How novel..
Really, really misguided, and it showcases a prevalent undercurrent with
some of our members, who think the GPL means something else than it really
does : when something is done that doesn't sit right with their vision of
the GPL, they sneakily delete content from cvs (been done before with
aircraft functionality, leaving them broken in my local copy without
warning)
No one has a say in how GPLed software or data is used as long as it's in
compliance with the license, no matter how distasteful it might be to one's
sense of propriety.
Trying to get around that, is a breach of the GPL, period.
Funny when the same people who do this kind of stuff, also think the GPL is
just fine for data, code, etc. as long as people abide by their vision of
the GPL.
There is no personal vision involved : it's a license, and quite clear to
boot as license goes. You either comply or you don't.
This is not complying.

Please roll that back, if the original author won't.
Thank you,
Nic

On Sat, Oct 24, 2009 at 7:13 AM, Erik Hofman e...@ehofman.com wrote:

 Bertrand Coconnier wrote:
  Hi all,
 
  I am bit taken aback by this commit. Is it really where the Flight
  Gear community wants to go ?
 
  As far as I understand the GPL, it is legal to rename an application
  as long as the renamed application is still under GPL. So what is this
  commit intended for ? Furthermore, do you honestly think that such a
  simple trick has any chance to work ? And most importantly, under what
  authority are we allowed to claim that a renamed copy of Flight Gear
  is an Invalid version ?

 To be honest, I don't like it very much either.

 Erik


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Re: [Flightgear-devel] Fwd: [Flightgear-cvslogs] CVS: source/src/Main

2009-10-24 Thread Nicolas Quijano
Erh, he just has to take out said code, and his customers will not be the
wiser, since they won't see the message.
He does read the list after all.

As Bertrand said, it's not going to achieve the desired result, not at all.
And it's trying to work around the GPL, by doing something different if you
don't respect someone's wishes on naming/re-branding.
That's an usage restriction, or close enough, that we're starting to split
hairs many times over.

If you want to go along a similar route, why not have the help menu go to
the flightgear.org website, rather than a local copy of the manual ? Then
you can control the content on said webpage and tell people about the bad
folks at FPS.

But doing sneaky stuff that will affect people who might have legitimate
reasons to rename FGFS without breaching the GPL just to counter one
offender seems, well, simply misguided.

Cheers,
Nic



On Sat, Oct 24, 2009 at 10:14 AM, Martin Spott martin.sp...@mgras.netwrote:

 Bertrand Coconnier wrote:

  I am bit taken aback by this commit. Is it really where the Flight
  Gear community wants to go ?

 These people at Flight Pro Sim are deliberately trying to decieve the
 FlightGear devlopment 'crew' (just think of their ridiculous attempt of
 calming the waves by offering this $250 reward, _after_ they got
 'trapped') as well as their own customers. Therefore I think it's
 acceptable to shed some light onto the story by telling the truth to
 the respective buyers.

  IMHO this commit is pointless and I am concerned that it may be the
  first step of many towards restriction of use.

 As far as I can tell this step is pretty well in compilance with the
 GPLv2, the license that covers most of FlightGear. So where do you spot
 a restriction ?

 Cheers,
Martin.
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Re: [Flightgear-devel] New Sound system committed

2009-10-24 Thread Nicolas Quijano
typo in ATCDCL/AIPlane.cxx : at line 198, sizte_t len; should be size_t len;
Cheers,
Nic

On Sat, Oct 24, 2009 at 2:43 PM, syd adams adams@gmail.com wrote:

 I did a new cvs checkout of flightgear and simgear, and I now have sound
 again ...

 Althought a separate problem popped up , trying to compile FG crashed until
 I recompiled simgear with jpeg factory support.




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Re: [Flightgear-devel] New Sound system committed

2009-10-24 Thread Nicolas Quijano
Build with Fredb's setup, using the OpenAL Soft provided device on windows
vista 64, I get multiple working sound.
Of course, no distance attenuation, as you mentioned.
Had to def out the the code mentioned in previous mail, because there is
another bug in there that prevents building :
SGSoundSample* simple = new SGSoundSample(buf, len, 8000 ); (line 201 in
ATCDCL/AIPlane.cxx) expects a void ** and buf is a void *

Will try an OpenAL SDK build later on, but that should work too.
Thanks for the continuous hard work Erik,
Looking forward to having distance attenuation and doppler effects back in
full force,
Cheers,
Nic

On Sat, Oct 24, 2009 at 3:29 PM, Nicolas Quijano nquij...@gmail.com wrote:

 typo in ATCDCL/AIPlane.cxx : at line 198, sizte_t len; should be size_t
 len;
 Cheers,
 Nic

 On Sat, Oct 24, 2009 at 2:43 PM, syd adams adams@gmail.com wrote:

 I did a new cvs checkout of flightgear and simgear, and I now have sound
 again ...

 Althought a separate problem popped up , trying to compile FG crashed
 until I recompiled simgear with jpeg factory support.




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Re: [Flightgear-devel] New Sound system committed

2009-10-19 Thread Nicolas Quijano
AIPlane doesn't build here, a problem with conversion from a unsigned char*
to the std::auto pointer thingy here :

new SGSoundSample((unsigned char*)buf.c_str(), buf.length(), 8000 ); at line
204


Didn't get Alan's errors in SG 'though, even though I use the same compiler
as him.
Weird.

On Mon, Oct 19, 2009 at 11:02 AM, dave perry skida...@mindspring.comwrote:

 James Sleeman wrote:
  On 20/10/09 00:07, James Sleeman wrote:
  On 19/10/09 23:42, Erik Hofman wrote:
 
  Ok I think I've ironed out most of the bugs. I hope also the one that
  James reported but I don't hold my breath for it just yet.
 
 
  So far so good, compiles and runs, and produces sound.  Will try a short
  flight and see if any problems crop up.
 
 
  Seems to be working ok, a bit, umm, stuttery, sort of, particularly
  background wind, seemed to switch left-right a bit, but those
  problems might just be me, maybe even just an illusion.
 
 With an update this morning from cvs, I still only hear ATC and that
 with frequency distortion.  Did I miss a required library change?  I
 have openal-0.0.9-0.15.20060204cvs.fc9.i386 and
 freealut-1.1.0-6.fc9.i386 with fc10.



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Re: [Flightgear-devel] New Sound system committed

2009-10-19 Thread Nicolas Quijano
Still no proper sound, and I think (can't make an informed judgement, no
expert on threading) we have some serious timing issues on init and startup,
and not just on windows (people have reported the same kind of stuff on
Linux)
Deadlock in MP, have to kill fgfs with today's build (with code commented
out of AIPlane to build, but I don't use AI Traffic anyway. Would love not
to have to load all the AI routes and stuff when it's disabled)

No sound in single player, longer delay than usual before sim starts.
Might do some debugging later on, no time right now.
Cheers,
Nic




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Re: [Flightgear-devel] New Sound system committed

2009-10-19 Thread Nicolas Quijano
In Debug :
Still crashing on rumble.wav, still on SGSoundSample::free data : delete
_data.release() is the culprit, albeit no problems in generating the al
buffer for rumble.wav, etc.
That's when the sample does the test if it's a file or not, and then deletes
it in SGSoundManager::requestBuffer.

Before the crash :
Btw, the ATCMgr is initialized before the sound manager, and the ATCVoice is
trying to do its thing with _working obviously set to false. Not sure that's
the case in release, as ATIS is managed by this, right, and couldn't get it
to shut up as I mentioned previously (changing frequencies didn't do
anything, it would keep giving me the audio loop)

It's also trying to resume the sound manager later on during init (in
setFreeze (false), still before the latter is initialized.
this sets _active to true, before the sound manager has been initialized (it
exists, obviously, but init has not been called yet)

Hope this helps,
Nic



On Mon, Oct 19, 2009 at 12:27 PM, Alan Teeder ajtee...@v-twin.org.ukwrote:

  Did another CVS update after reading this post and get same result as
 Nicolas



 Alan




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Re: [Flightgear-devel] New Sound system committed

2009-10-18 Thread Nicolas Quijano
Hi Erik, you should have committed the whole patch, as you broke building
under that system, which uses a bare bones alut (which is why some of us
have moved to the OpenAL SDK, plus I use it in other projects locally, which
use the standard no AL folder setup...)
So right now, it doesn't build on windows at all out of the box, with
fredb's setup or the official OpenAL SDK.

Fred's third party lib setup includes an outdated OpenAL sdk and
re-distributable, and a version of alut that doesn't include
alutGetErrorString, and Olaf's patch addressed that, if I recall correctly.
That alut version basically can only do the loading of sound files, period.
No error checking, etc.
So do we want to keep supporting that setup at the exclusion of all other
possible ones because it follows the specification ?
Not sure that the spec says that headers have to be in AL( I couldn't find
any mention of that in the 1.1 spec, and Apple doesn't follow it either, so
I very much doubt the spec cover this. ), and it implies supporting an
incomplete, pre version 1 alut.

I don't see why a WIN32 (we define WIN32, doesn't have to be _WIN32) is such
an anathema, seeing as there is one for Apple already.
To make things more robust, we should be following the way the official SDK
works on Windows, and the solution for Fredb's third party lib is to take
out the headers from the AL folder and dump them in the include folder.
Won't solve their problem with missing alut symbols, 'though

As Geoff said, the real standard on windows, is no AL folder for the
headers.

If a mistake lasts 5 years, it's not a standard, it's a long lasting mistake
:)

I just want things to work, without having to constantly change my header
setup.


On Sun, Oct 18, 2009 at 9:07 AM, Erik Hofman e...@ehofman.com wrote:

 Vivian Meazza wrote:
  Patched soundmgr_openal.cxx/hxx and sample_group.hxx with
 
  +#elif defined(_WIN32)
  +# include al.h
 
  or
 
  +#elif defined(_WIN32)
  +# include al.h
  +# include alc.h
  +# include AL/alut.h

 Olaf pointed out to me that this wasn't necessary for more than 5 yearss
 and indeed AL/* is the recommended place for the header files by
 specification. So I'll revert this to section to the way it was before.

 Erik


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Re: [Flightgear-devel] New Sound system committed

2009-10-18 Thread Nicolas Quijano
Hi Erik, I know, I erased my local changes, seeing you had changed it for
alGetError, but didn't notice the call to alutGetErrorString just below it
when I did my merge :)

I did this to build (under fredb's third party lib, going to do a build with
the regular openAL sdk after)

#if defined(ALUT_API_MAJOR_VERSION)  ALUT_API_MAJOR_VERSION = 1
msg.append(alutGetErrorString(error));
#endif

Thanks for all the hard work, didn't quite finish my previous email before
pressing send.
Cheers,
Nic

On Sun, Oct 18, 2009 at 2:24 PM, Erik Hofman e...@ehofman.com wrote:

 Nicolas Quijano wrote:
  Hi Erik, you should have committed the whole patch, as you broke
  building under that system, which uses a bare bones alut (which is why
  some of us have moved to the OpenAL SDK, plus I use it in other projects
  locally, which use the standard no AL folder setup...)
  So right now, it doesn't build on windows at all out of the box, with
  fredb's setup or the official OpenAL SDK.

 What's the error you are getting? I changed from using alutGetError to
 alGetError Which the old implementation did so it should work.

 Erik


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Re: [Flightgear-devel] New Sound system committed

2009-10-18 Thread Nicolas Quijano
Hey Erik, since you're not sleeping yet, I think you wanted to commit
alGetError, not alGetErrorString.

the error on exit would seem to be related to buffer release (Invalid
Operation)
Also, I see you replaced delete[], by delete in the sound sample destructor.
Shouldn't we just be setting to NULL, and not delete, leaving it to the
original creator of the data, since the original allocation is done
somewhere else ?
e.g _data never allocates, just points to data allocated somewhere else.
The allocator should be the one deallocating, to make sure we don't have
dangling pointers.

ATIS won't shut up now, so sound is kinda working, was able to hear engine
start and ATIS at the same time, but not two aircraft sounds at the same
time. In debug  a couple days back, I had sound working normally, so that
points to what Geoff was saying about having some garbage in release,
whether in DEBUG it's all a controlled environment.

Cheers, get some sleep,
Nic

On Sun, Oct 18, 2009 at 2:53 PM, Erik Hofman e...@ehofman.com wrote:

 Nicolas Quijano wrote:
  #if defined(ALUT_API_MAJOR_VERSION)  ALUT_API_MAJOR_VERSION = 1
  msg.append(alutGetErrorString(error));
  #endif

 Shoot, that should also have been alGetError instead.
 It's fixed, thanks.

 Erik

 (now i need some sleep)


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Re: [Flightgear-devel] New Sound system committed

2009-10-18 Thread Nicolas Quijano
Damn, typoed. Meant, you want alGetString(error), not
alGetErrorString(error).

On Sun, Oct 18, 2009 at 3:55 PM, Nicolas Quijano nquij...@gmail.com wrote:

 Hey Erik, since you're not sleeping yet, I think you wanted to commit
 alGetError, not alGetErrorString.

 the error on exit would seem to be related to buffer release (Invalid
 Operation)
 Also, I see you replaced delete[], by delete in the sound sample
 destructor.
 Shouldn't we just be setting to NULL, and not delete, leaving it to the
 original creator of the data, since the original allocation is done
 somewhere else ?
 e.g _data never allocates, just points to data allocated somewhere else.
 The allocator should be the one deallocating, to make sure we don't have
 dangling pointers.

 ATIS won't shut up now, so sound is kinda working, was able to hear engine
 start and ATIS at the same time, but not two aircraft sounds at the same
 time. In debug  a couple days back, I had sound working normally, so that
 points to what Geoff was saying about having some garbage in release,
 whether in DEBUG it's all a controlled environment.

 Cheers, get some sleep,
 Nic


 On Sun, Oct 18, 2009 at 2:53 PM, Erik Hofman e...@ehofman.com wrote:

 Nicolas Quijano wrote:
  #if defined(ALUT_API_MAJOR_VERSION)  ALUT_API_MAJOR_VERSION = 1
  msg.append(alutGetErrorString(error));
  #endif

 Shoot, that should also have been alGetError instead.
 It's fixed, thanks.

 Erik

 (now i need some sleep)


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Re: [Flightgear-devel] New Sound system committed

2009-10-15 Thread Nicolas Quijano
(Most of this written last night before bed)
Hi all, commenting out code in the destructor won't help, as the problem is
being set-up much earlier, while FGFS is still in the initialization stages
(dt == 0) : in debug, there is a fatal assert on SGSoundSample::freedata,
being called by SGSoundMgr::requestBuffer, line 429), itself being called
from SGSampleGroup::update (line 104), rumble.wav, ultimately going back up
the call chain to fgOSMainLoop.
I suspect the exit bug in Release is when it starts freeing stuff that's not
there to be freed. I say suspect 'cause I can't get there in Debug, as it
fails before finishing complete initialization.

the alutinit++ stuff is wrong : alutinit is at 2 at the time the destructor
checks it, thus never calling alutExit (not that it matters, alutInit does
nothing but set a flag variable in the variant we use)
there is one incrementation too much in there, and since it can only be
initialized once, why track a number ?

I believe SoundManager::load might be where it's all happening, or starting
to happen.

You do use a weird param setup, assigning unitialized values from pointers
to stack variables then passing the address of the stack variables as
params, only to write them back in the pointers at the end :)

It returns garbage on trying to load the ATC voice, maybe because there is
no valid AL context as the (internal) message error says, before the catch
code gets rid of it. Doesn't assert there 'though, churns on until it gets
to rumble.wav.

Why is SoundManager::load a static member function ? it's never called that
way, and always as a member function, so why ? (not major, but bad form)

Also, if (_data != NULL) { delete[] _data; _data = NULL; } in free_data() in
sample_openal.hxx is the offending party (in debug). I believe delete[] is
the problem, _data not explicitly being an array (and not using new in any
shape or form)


Will look more into it, but if more people, not just on windows, could take
some time to run the new sound system in debug, we might root out a few bugs
in it while we're at it.

Could you guys build in debug and run it through and see what you come up
with ?
I'm sure Erik could use the help.

Hope this helps, will investigate further,
Cheers,
Nic




On Tue, Oct 13, 2009 at 4:05 AM, Erik Hofman e...@ehofman.com wrote:

 Vivian Meazza wrote:

  Nope, that doesn't fix it - still get crash on exit. But I no longer get
  sound stopping when I change window size at runtime.

 You might want to comment out some code in SGSoundMgr::~SGSoundMGr to
 see what exactly might cause it.

 Erik


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Re: [Flightgear-devel] infinite loop in FGEngine.cpp

2009-10-14 Thread Nicolas Quijano
Hi Scott,
More than one fuel tank with fuel in it at startup ?
If that's the case, you want to set priorities, with lower being the first
tanks to empty.
it's done with priority tags in the tank definition in the jsb config
file.
Or set all tanks but one to 0 content and then fill them up after start up.
That should fix the loop for the time being,
Cheers,
Nic
On Wed, Oct 14, 2009 at 8:56 AM, Scott Hamilton 
scott.hamil...@popplanet.biz wrote:



I've noticed that a lot of JSBsim files got updated just the other day,
 and today was the first time I've had
a chance to try it out.

I'm working on the A380 which does use JSBsim, and during the engine
 start everything freezes just after
the starter is turned false, the ignition is true and the cutoff is
 turned false. This is around N2 = 27%

Fortunately I had compiled everything with debug, so a quick look in gdb
 reveals at stacktrace (on interrupt signal)

 #0  0x0068aeb8 in JSBSim::FGTank::Drain (this=0xc4829a0,
 used=1.0180511166896056e-315) at FGTank.cpp:196
 #1  0x0066640f in JSBSim::FGEngine::ConsumeFuel (this=0xc47d4c0) at
 FGEngine.cpp:212
 #2  0x006945aa in JSBSim::FGTurbine::Start (this=0xc47d4c0) at
 FGTurbine.cpp:290
 #3  0x00699d61 in JSBSim::FGTurbine::Calculate (this=0xc47d4c0) at
 FGTurbine.cpp:155
 #4  0x006069c4 in JSBSim::FGPropulsion::Run (this=0xbdf8550) at
 FGPropulsion.cpp:147
 #5  0x005670bc in JSBSim::FGFDMExec::Run (this=0xc573220) at
 FGFDMExec.cpp:362
 #6  0x0055949d in FGJSBsim::update (this=0xc413fb0,
 dt=0.041664) at JSBSim.cxx:487
 #7  0x00435ec8 in fgUpdateTimeDepCalcs () at main.cxx:159
 #8  0x004371df in fgMainLoop () at main.cxx:449
 #9  0x0049e1ac in fgOSMainLoop () at fg_os_osgviewer.cxx:172
 #10 0x00433e07 in fgMainInit (argc=9, argv=0x7fffda58) at
 main.cxx:900
 #11 0x004332e1 in main (argc=9, argv=0x7fffda58) at
 bootstrap.cxx:228


 196 double FGTank::Drain(double used)
 197 {
 198   double remaining = Contents - used;
 199
 200   if (remaining = 0) { // Reduce contents by amount used.
 201
 202 Contents -= used;
 203 PctFull = 100.0*Contents/Capacity;
 204

 the value for 'used' is 0   (which doesn't seem right)
 the values for 'Contents' and 'remaining' are  0 (they are correct values)
 'Drain' is called for each tank

 It seems this loop in FGEngine.cpp is executed repeatedly with no way out;

 183   while (FuelToBurn  0.0) {
 184
 185 // Count how many fuel tanks with the current priority level
 have fuel.
 186 // If none, then try next lower priority.  Build the feed
 list.
 187 while ((TanksWithFuel == 0.0)  (CurrentPriority =
 Propulsion-GetNumTanks())) {
 188   for (i=0; iPropulsion-GetNumTanks(); i++)
 {
 189 Tank =
 Propulsion-GetTank(i);
 190 if (Tank-GetType() == FGTank::ttFUEL)
 {
 191   if ((Tank-GetContents()  0.0)  ((unsigned
 int)Tank-GetPriority() == CurrentPriority)) {
 192  ++TanksWithFuel;
 193  FeedList.push_back(i);
 194}
 195 } else {
 196cerr  No oxidizer tanks should be used for this
 engine type.  endl;
 197 }
 198   }
 199   if (TanksWithFuel == 0.0) CurrentPriority++;
 200 }
 201
 202 // No fuel found at any priority!
 203 if (TanksWithFuel == 0.0) {
 204   Starved = true;
 205   return;
 206 }
 207
 208 // Remove equal amount of fuel from each feed tank.
 209 FuelNeeded = FuelToBurn/TanksWithFuel;
 210 for (i=0; iFeedList.size(); i++) {
 211   Tank = Propulsion-GetTank(FeedList[i]);
 212   Tank-Drain(FuelNeeded);
 213   FuelToBurn -= FuelNeeded;
 214 }
 215
 216 // check if we were not able to burn all the fuel we needed to
 at this priority level
 217 if (FuelToBurn  0.001) {


 The value of FuelToBurn is  = 1.4821969375237396e-323
 The value of CurrentPriority = 1 and never changes.
 once I step past line 217, it goes back to line 183 and never seems to
 stop.


 I'm not a C++ coder, and not much of a gdb debugger, but I hope that helps
 enough if someone else is seeing similar problems.
 Scott.



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Re: [Flightgear-devel] [Jsbsim-devel] infinite loop in FGEngine.cpp

2009-10-14 Thread Nicolas Quijano
I believe the problem is that the new fuel tank priority code doesn't deal
correctly (yet) with the case of multiple non-empty tanks at startup,
throwing it into an infinite loop.
As I said, not quite clearly, on the fgfs list, you have to set priorities,
with lower numbers going first, and higher number last (simple as adding
priorityn/priority tags to the tank definitions, with n the priority, as
an integer).
This allows, for example, to model emptying wing tanks before the central
one, without any fancy configuration or coding : set the priority of the
wing tanks to 1, and the internal fuel tank to 2.

Aircraft with multiple tanks, but only one with fuel in it at startup will
not exhibit the problem as the code will use the one with fuel in it.

Hope that's clearer,
Cheers,
Nic

On Wed, Oct 14, 2009 at 9:34 AM, gerard robin ghma...@gmail.com wrote:

 On mercredi 14 octobre 2009, Anders Gidenstam wrote:
  On Wed, 14 Oct 2009, Scott Hamilton wrote:
 I've noticed that a lot of JSBsim files got updated just the other
   day, and today was the first time I've had
 a chance to try it out.
  
 I'm working on the A380 which does use JSBsim, and during the engine
   start everything freezes just after
 the starter is turned false, the ignition is true and the cutoff is
   turned false. This is around N2 = 27%
  
 Fortunately I had compiled everything with debug, so a quick look in
   gdb reveals at stacktrace (on interrupt signal)
 
  Good catch!
 
  I've also (with high probability) run into this using ZLT-NT, but
  prefered to blame it on the sound subsystem :) and didn't have time to
  investigate it further. Strangely enough it doesn't happen with all
  aircraft - I have flown other JSBSim aircraft after the update.
  ZLT-NT has an electric motor among the engines, does the A380
  also have something like that?
 
  I crosspost this to JSBSim-devel.
 
  Cheers,
 
  Anders
 

 With some of my models, i had the same freeze during start , i solved it
 with
 = give the priority  value   to the Tanks according to the last Dave
 update.
 I don't know if there is any relationship with your problem, anyhow mine
 was
 solved  :)

 Cheers
 --
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 J'ai décidé d'être heureux parce que c'est bon pour la santé.
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Re: [Flightgear-devel] New Sound system committed

2009-10-12 Thread Nicolas Quijano
Hi Erik (sorry Erik ;))
Bit of background : I used to use Vivian setup when I first starting
building my own exe a while back (OpenAL SDK 1.1 + freealut 1.0.1) and sound
worked. I switched to Fredb's third party libs a few months back, sound
worked.

Now, I can build a working exe with my old/Vivian's setup, but get no
working sound (and no errors) but I do have the crash on exit. I believe
it's because we're trying to release the alcDevice and alcContext a second
time by calling AlutExit., after doing it manually in the stop method of the
soundmanager.

Anyone has sound on Vista64, with VC9, with latest CVS and OpenAL SDK 1.1 +
freealut 1.0.1 ?
Before anyone mentions hardware problems, I only have a generic software
device since Vista never had support for hardware 3d positional audio in
hardware through DirectSound, it was dropped before release. There never was
generic hardware positional audio support in Vista.

So only the Generic Software device available to OpenAL, thus cannot be
that my default device is a malfunctioning hw wrapper (we pass null to the
device selection code, so we get the default one, whatever it is)

And OpenAL works fine here, many other apps using the exact same dll, so I'm
at a bit of a loss at the moment to root that one out.

Will look further into it as time permits, but would love to hear if anyone
has to this setup working under Vista64, especially as it use to work (yes,
I've gotten rid of AL part of the 3rd party stuff to avoid it being
referenced, to make sure the SDK is used. I've triple checked everything)


Cheers, and thanks again Erik for working on the sound system.
Nic






On Sun, Oct 11, 2009 at 10:04 AM, Geoff McLane ubu...@geoffair.info wrote:

 On Sun, 2009-10-11 at 15:49 +0200, Erik Hofman wrote:
  Geoff McLane wrote:
   I hope this makes it into CVS sometime soon...
 
  Was his soon enough? ;-)
 
  Erik

 So slick and quick... thanks...

 Geoff.




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Re: [Flightgear-devel] FG crashes when changing visibility

2009-10-12 Thread Nicolas Quijano
Hi Alex, a 100 cliks is way too low, visual horizon at 3 feet is much
higher than 100 km, and users with the horsepower might want to set it to
what it is in real life : the visual horizon at 3 feet to sea level is
over 350 km, close to 360.

http://radarproblems.com/calculators/horizon.htm

If we don't have it exposed in preferences.xml, having a user accessible and
settable limit for visibility would do the trick rather than an arbitrary
value that will not cater to all cases.

Cheers,
Nic

On Mon, Oct 12, 2009 at 1:18 PM, Alex Buzin buzin6...@hotmail.com wrote:

 Hi,
 I was noticed that FG hangs and than crashes if pressing z key. If
 visibility value is not controlled by user, it can be occasionally
 **increased to a huge value (1000 km). In this case TileLoader is
 trying to load hundreds of tiles. At the beginning I was expected  a
 number of tiles to be limited by the size of TileCache (100), but I was
 mistaken. Size of TileCache is growing in routine
 FGTileMgr::schedule_needed( ... ) to make space for all tiles.

 On my PC when /environment/visibility-m   500-1000km memory usage grows
 from 300M up to 3G an this leads to crash.

 Can somebody limit the value in property /environment/visibility-m or
 the value of variable vis in FGTileMgr::schedule_needed( ... ). The
 maximum value of 100km will be acceptable IMHO.

 With respect,
 Alex



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Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

2009-10-11 Thread Nicolas Quijano
Hi Anders, thank you very much !! ( I knew I was forgetting someone for
T-shirt award suggestions)
This is a feature I've grown to love and live by, as I like to fly near KSFO
:)
Many thanks,
Cheers,
Nic


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Re: [Flightgear-devel] Fwd: fg-home on windows and mac

2009-10-08 Thread Nicolas Quijano
on Windows, it's the environment variable %APPDATA% which maps to what
Vivian said on 2k and XP.
On Vista (and 7 I think), it maps to user/appdata/roaming/flightgear.org

On Thu, Oct 8, 2009 at 3:30 AM, Vivian Meazza vivian.mea...@lineone.netwrote:



  -Original Message-
  From: Jacob Burbach [mailto:jmburb...@gmail.com]
  Sent: 08 October 2009 04:08
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Fwd: fg-home on windows and mac
 
  In Linux the users flightgear directory is at  /home/username/.fgfs.
   As I don't have a windows pc and haven't yet tried flightgear on my
  mac, I wonder if someone can enlighten me to the path for the users
  directory on those systems.
 

 In Windows? I'm not sure exactly what you are asking, or indeed why! FG
 puts
 its user stuff here:

 C:\Documents and Settings\username\Application Data\flightgear.org

 But you can put the FG exec and data anywhere you like.

 Vivian




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Re: [Flightgear-devel] Fwd: fg-home on windows and mac

2009-10-08 Thread Nicolas Quijano
Of course, I made a mistake it's users/user_name/appdata/roaming/
flightgear.org
%APPDATA% is what you want to use in scripts, etc.
Cheers,
Nic
On Thu, Oct 8, 2009 at 10:54 AM, Nicolas Quijano nquij...@gmail.com wrote:

 on Windows, it's the environment variable %APPDATA% which maps to what
 Vivian said on 2k and XP.
 On Vista (and 7 I think), it maps to user/appdata/roaming/flightgear.org

 On Thu, Oct 8, 2009 at 3:30 AM, Vivian Meazza 
 vivian.mea...@lineone.netwrote:



  -Original Message-
  From: Jacob Burbach [mailto:jmburb...@gmail.com]
  Sent: 08 October 2009 04:08
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Fwd: fg-home on windows and mac
 
  In Linux the users flightgear directory is at  /home/username/.fgfs.
   As I don't have a windows pc and haven't yet tried flightgear on my
  mac, I wonder if someone can enlighten me to the path for the users
  directory on those systems.
 

 In Windows? I'm not sure exactly what you are asking, or indeed why! FG
 puts
 its user stuff here:

 C:\Documents and Settings\username\Application Data\flightgear.org

 But you can put the FG exec and data anywhere you like.

 Vivian




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Re: [Flightgear-devel] shader menu proposal

2009-10-08 Thread Nicolas Quijano
Did you update the Effects folder ? It's necessary for the changes to work
Cheers,
Nic

On Thu, Oct 8, 2009 at 8:12 PM, Victhor Foster victhor.fos...@gmail.comwrote:

 The new shader dialog looks good, but it doesn't want to enable the
 water shader. And I think it's not turning on the crop shaders as well.


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Re: [Flightgear-devel] GPS / route-manager landing

2009-10-07 Thread Nicolas Quijano
Hey all, I also added time.h on my side, in an #ifdef, since it's somehow
already included nix side :)
That said, why not simply assign 0 to the two time_t rather than a function
call ?
Then, it's only a matter of dealing with difftime.

Don't we already have time (and timing ?) abstracted facilities though SG ?
Shouldn't we first use that, or add the necessary abstracted functionality
there ?

Also, if we have two consistent time_t, why not simply subtract one from the
other, ABS it, and voila you have the time difference ? Or am I missing
something regarding usage of difftime ?

Cheers,
Nic


On Wed, Oct 7, 2009 at 5:39 AM, James Turner zakal...@mac.com wrote:


 On 7 Oct 2009, at 10:32, Alan Teeder wrote:

 James

 The “this” fault is fixed. Thanks.
 To cure the time and difftime under Windows all that is needed is to
 include time.h


 That's what I'd hoped, thanks for confirming. I would still prefer to use
 something more robust than the C-library functions, so I'm investigating
 that, but obviously it's more important to get Windows building again.

 Regards,
 James



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Re: [Flightgear-devel] GPS / route-manager landing

2009-10-06 Thread Nicolas Quijano
Hi all, this doesn't build on windows, it can't find the time symbol
referenced at line 229 and 233 in route_mgr.cxx.
Missing header ?

Also, there is a reference to std::strncasecmp in positioned.cxx around line
820, which is also not available in windows (at least, not here).
Since it's dealing with c strings, I've added locally an #ifdef WIN32 check
which uses_stricmp instead in this case.
Don't know how you want to deal with this,

Cheers,
Nic

On Mon, Oct 5, 2009 at 3:59 AM, James Turner zakal...@mac.com wrote:


 On 5 Oct 2009, at 08:33, Dave wrote:

  That all sounds like good stuff.  I'll try and migrate the KLN89
  towards
  using it and depreciating the dclgps stuff - that should give it some
  testing.

 Sounds good to me. I've been going through the KLN89 manual, and
 there's definitely some more subtle options that will require extra
 features / flags (off the top of my head, resuming LEG mode from OBS
 mode, and the ability to DTO without recentering the d-bar).

 Many things should be achievable with a bit of Nasal glue, obviously
 I've tried to make simple building block functionality as much as I
 can. If you think an API or design is poor, or missing a feature, let
 me know and I'm happy to add it - I'd far rather get the core code
 sensible, than have each GPS device work around the same bug!

 In terms of API examples, I will be committing a new GPS dialog, which
 shows off most of the new features, and will also allow the GPS to be
 used in aircraft without real hardware, if we want that. I'm also
 going to create a wiki page for the GPS, to document what it can (and
 can't do).

 Regards,
 James



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Re: [Flightgear-devel] Problematic forum discussion on an MP event

2009-09-18 Thread Nicolas Quijano
Hi lee, funny enough I mostly agree.
But I'm sorry, it's really easy to ignore you because like some of the
fanbois of the event, you're resorting to demeaning language to speak of
those who don't agree with you, showing exactly the intolerance you're
decrying.
At least, you're not resorting to racial epithets, which you would know
happened if you had read the thread, as well as it was the original intent
of the event's organiser to re-enact the atom bombings (he thinks there are
no bombings possible in FGFS, showing how hard he's tried to research the
topic, thus why it was changed to a dogfighting event...)

Get your facts straight, if you're going to comment, as you're basing your
opinion on non straight facts :)
Cheers,
Nic


On Fri, Sep 18, 2009 at 11:28 AM, leee l...@spatial.plus.com wrote:

 The most depressing thing about this thread is that it highlights
 the fact that many people seem to think that the best way to deal
 with unpleasant events in history is to mythologise and make them
 sacred and untouchable, and then to try to force other people to
 comply with their personal views.

 First of all, Tat has presented this event as a recreation of the
 A-bomb raids, which is factually incorrect.  Tat even says in his
 post on the forum I haven't read all posts in this thread... but
 that ignorance hasn't stopped him from going off on an irrelevant
 tangent over something that isn't even happening.  Harsh words?
 Yes indeed, but I have no patience or sympathy for anyone who wants
 to force their will on other people, especially when they've got
 their facts wrong, or simply choose to misrepresent them.  It's bad
 enough that politicians get away with it.

 In any case though, even if the raid was to be an enactment of one
 of the A-bomb raids, is forbidding people to do it the best way to
 deal with the issue?  Should enactments of unpalatable events in
 history made into thought-crimes?  There's certainly no real crime
 being committed here, is there?

 The fact is, events like the A-bombing of Hiroshima and Nagasaki
 actually occurred, along with numerous other raids where the
 majority of casualties were civilian, such as the firebombing of
 Tokyo (which is believed to have actually killed more people than
 either of the A-bomb raids), Dresden and Hamburg, together with the
 raids on Coventry  Sheffield, not forgetting to mention the Blitz
 on London or the attacks on the Ruhr Dams.

 So no, mythologising these unpalatable events is not the best way to
 come to terms with them.  To understand how such terrible events
 came to occur requires that the events be inspected down to their
 finest details and it's only when you completely understand what
 happened that you stand a chance of ensuring that it doesn't happen
 again.  Saying that people should treat these events as something
 sacred and that re-enacting them or studying them is somehow
 offensive just ensures ignorance, which is no way to tackle the
 future.

 This issue really has nothing to do with FlightGear.  FlightGear is
 all about flight, and to a large degree about the development of
 flight, both in the past and for the future, and the fact is that
 much of the development in flight has its origins in the military.
 Just as we can't truly understand the past that has brought us to
 the present without correctly understanding _all_ of the past,
 FlightGear cannot properly deal with the subject of flight if it
 tries to ignore the military factor.

 If there's really a problem, it's actually more to do with people
 who can't differentiate between understanding something and
 advocating it, and this can already be shown to have fostered
 ignorance.  For example, as pointed out in the forum thread, the
 Swastika has been made illegal in several countries and this has
 lead to the widely held belief that the Swastika symbol relates
 purely to the Nazi regime.  It does, in fact, date from the
 Neolithic period and was originally thought of as a symbol of good
 luck.  Making the Swastika illegal has certainly not achieved the
 aim of stopping its use by the right-wing movements that were
 targeted by the law but instead has just resulted in the widespread
 ignorance of its real place in history, along with making it
 impossible to make historically accurate representations of
 anything that carried the symbol (unless it is for scholarly use).
 What has been advanced by achieving this?

 Yes, I am very annoyed at all this.  It is precisely this type of
 neurotic denial of reality that has lead to many of the world's
 problems today.  Pandering to this neurosis is not going to make
 things any better and it will only be by _really_ understanding
 things and coming to terms with them that we will stand any chance
 of preventing them from occurring again.

 LeeE


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Re: [Flightgear-devel] gitorious repositories for FlightGear and SimGear

2009-09-18 Thread Nicolas Quijano
binary data != binary code.
Binary data is ALL the images files included in aircraft, possibly some
models format supported by OSG (like .ive), all sound files, that sort of
thing.
CVS is notoriously bad at handling these files, and very inefficient at
doing so.
I believe that's what Erik meant.
Cheers,
Nic

On Fri, Sep 18, 2009 at 1:07 PM, Alex Perry alex.pe...@pamurray.com wrote:

 On Fri, Sep 18, 2009 at 9:51 AM, Erik Hofman e...@ehofman.com wrote:
  One thing I have been wondering since this discussion started; Google
  seems to have found a nice way to add small diffs for binary data[1].
  Maybe they have incorporated that into their repository?

 If they have, it won't help us.  We're not distributing blobs of x86
 machine code.


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Re: [Flightgear-devel] pilot list...

2009-09-17 Thread Nicolas Quijano
Still a problem, with or without the MP ignore chat. (tested under both
conditions)
We intermittently now get chat messages from people thousands of kilometres
away and duplicated messages with the callsign changed : for example,
some_nic says : nice barrel roll, then some_other_nic a few seconds later
will magically repeat what was just said, absolutely identical,
punctuation and typos included :)

It kinda makes text based ATC a nightmare, as it looks random to the user
busy with flying.
Log on messages are also a bit on the fritz : you can see this happens with
individuals log-on messages being spoken by other nics : afaik, only someguy
uses Phhtt but I saw among others, syd sign on with that message ;)

Or just a few minutes ago, while I was getting ready to launch from Nimitz,
a guy in Europe in a F-18 was asking for partners to fly to the Balkans, and
I thought he was nuts to want to fly from KSFO to Montenegro, and couldn't
see him on my zoomed mpmap.
Of course not : zoomed out and he was in Europe, near his intended
destination.

Common occurrence in the last couple weeks. Probably the last in line bug
affecting the pilot list and chat in a weird way.
Cheers,
Nic


On Sun, Aug 30, 2009 at 5:19 PM, Rob Shearman, Jr. rmsj...@yahoo.comwrote:

 I've mentioned the problem here before, but as far as I know, no one has
 pinned it down, because all of the Win32 builds from June forward exhibit
 this behavior.  Thanks for looking into it!  -R.

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu

 --
 *From:* syd adams adams@gmail.com
 *To:* flightgear-dev flightgear-devel@lists.sourceforge.net
 *Sent:* Sunday, August 30, 2009 1:24:13 AM
 *Subject:* [Flightgear-devel] pilot list...

 While attempting to hunt down a chat message problem , (no messages
 displayed from certain players),
 I found that the pilot list is always 1 player short , and the model view
 skips that player.
 They all appear in ai/models , but num-players is always show 1 less
 player.
 I've been sifting through the multiplay.nas , but thought I'd mention it
 here in case someone has
 already looked at the problem .
 cheers




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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread Nicolas Quijano
Rest of the world ? That's not good if you mean it literally : no more
carrier landings, no more field landings, no more landing on building
tops... Surely, you don't mean the rest of the world, do you ?
Instead of enabling/disabling it in code, why the resistance at giving us a
property to turn it on or off ? That would be the best of both world and
doesn't requite the end user to tinker with code, which shouldn't be
necessary to lever the power of FGFS.

I was going to write today as to where this was in code, so I could at least
configure it for myself.
Thanks in advance for pointing me in the right direction,
Cheers,
Nic

2009/9/10 Mathias Fröhlich mathias.froehl...@gmx.net


 Hi,

 On Sunday 06 September 2009 21:42:36 Ron Jensen wrote:
  Sometime recently MP Models silently became solid.  IMHO, this is a
  horrid state.  Aircraft now crash when new aircraft appear at the same
  spawn site.
 
  To say I am upset about this feature is an understatement.  I feel I
  am no longer able to use the public multi-player servers.

 I think that in general you should not be able to just fly through other
 aircraft. You cannot do so in real life.
 But for the multiplayer case I see that we either need a much more complex
 logic to startup at positions where no other participant is. Which is
 something I do not want today evening. Thinking about race conditions ...
 Or we just disable collisions for the MP aircraft. The AI ones should stay
 I
 think. I believe that Durk makes sure that the AI Aircraft will wait if the
 simulated aircraft is somewhere around.

 I have disabled the MP Aircrafts collisions with the rest of the world.

 Greetings

 Mathias


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Re: [Flightgear-devel] Solid MP Models

2009-09-10 Thread Nicolas Quijano
Never mind, found the actual codeline, where the mask is set.
Cheers,
Nic

On Thu, Sep 10, 2009 at 2:13 PM, Nicolas Quijano nquij...@gmail.com wrote:

 Rest of the world ? That's not good if you mean it literally : no more
 carrier landings, no more field landings, no more landing on building
 tops... Surely, you don't mean the rest of the world, do you ?
 Instead of enabling/disabling it in code, why the resistance at giving us a
 property to turn it on or off ? That would be the best of both world and
 doesn't requite the end user to tinker with code, which shouldn't be
 necessary to lever the power of FGFS.

 I was going to write today as to where this was in code, so I could at
 least configure it for myself.
 Thanks in advance for pointing me in the right direction,
 Cheers,
 Nic

 2009/9/10 Mathias Fröhlich mathias.froehl...@gmx.net


 Hi,

 On Sunday 06 September 2009 21:42:36 Ron Jensen wrote:
  Sometime recently MP Models silently became solid.  IMHO, this is a
  horrid state.  Aircraft now crash when new aircraft appear at the same
  spawn site.
 
  To say I am upset about this feature is an understatement.  I feel I
  am no longer able to use the public multi-player servers.

 I think that in general you should not be able to just fly through other
 aircraft. You cannot do so in real life.
 But for the multiplayer case I see that we either need a much more complex
 logic to startup at positions where no other participant is. Which is
 something I do not want today evening. Thinking about race conditions ...
 Or we just disable collisions for the MP aircraft. The AI ones should stay
 I
 think. I believe that Durk makes sure that the AI Aircraft will wait if
 the
 simulated aircraft is somewhere around.

 I have disabled the MP Aircrafts collisions with the rest of the world.

 Greetings

 Mathias


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[Flightgear-devel] strtof doesn't exist on windows

2009-09-10 Thread Nicolas Quijano
So in generic.cxx, at line 381, I suggest using *strtod* instead, since the
value is cast to float anyway on the next line.
I gather this change (separate case for float and double) is the fix for
choppy replays ?
Cheers,
Nic
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[Flightgear-devel] Little Ground Vehicle patch (for Vivian)

2009-09-09 Thread Nicolas Quijano
Hi Vivian, testing your new groundvehicle class for AI scenarios in the
context of a train of tanks and another of jeeps, I stumbled into their
wandering in the air.
The solution is two-fold : one, specify a starting altitude through the
altitude tag in the groundvehicle's entry in the ai scenario, even
though we're using a flightplan (maybe I could have just re-ordered things
around to we don't do GetPitch et al. before popping the first waypoint, but
this was simple ;))
This ensures we don't have zero as elevation in the initial calculations
after applying my patch.

What my  patch does is to stop using an arbitrary 1m lookup for the
geode checks, but rather use the current elevation in meter, to avoid
finding anything else, including buildings, or other models, which was
gradually building up to an error amounting to the whole train floating
above ground.

Been testing it in the very hilly terrain in between La Honda and the
Stanford Accelerator center, at the upper edge of Palo Alto.
They conform to the terrain way better after the patch, and setting an
initial altitude.
I'll leave it up to you to see if the patch has any applicability in your
further work with the AIGroundVehicle class, but I wanted to point out the
hovering higher and higher as time goes by behaviour and provide a solution
:)

Cheers,
Nic



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AIGroundVehicle.cxx.patch
Description: Binary data
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Re: [Flightgear-devel] Little Ground Vehicle patch (for Vivian)

2009-09-09 Thread Nicolas Quijano
Hmm, needs further work... Now, they've taken a liking to going under the
terrain, damn
Will get back with further findings once I've dug deeper (pun intended)
Cheers,
Nic


On Wed, Sep 9, 2009 at 8:05 PM, Nicolas Quijano nquij...@gmail.com wrote:

 Hi Vivian, testing your new groundvehicle class for AI scenarios in the
 context of a train of tanks and another of jeeps, I stumbled into their
 wandering in the air.




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Re: [Flightgear-devel] Shaders (Mac, nVidia 7300GT, latest CVS)

2009-08-31 Thread Nicolas Quijano
Strange colors on windows with ATI GPU, but here dominating color is red in
the crop shader.
I slightly modified the effects file and rendering gui to be able to enable
them one at a time.
both landmass and crop suffer from that, and it's triggered by camera
movement.

Unrelated comments :
Might want to look in at disabling fixed function lighting when doing per
pixel lighting, and tweak blending and alpha settings, first to avoid
wasting gpu cycles on unneeded settings, like lighting when doing per pixel.
but also to prevent side effects from fixed function state.

Also, I was once told that stuff like a = b = c should be avoided : there is
absolutely no guarantee it will be processed correctly, or in the order you
think it would. GLSL is definitely not C :)
Seems to work, but it's a dangerous slope if you want portability to rely on
C side effects in GLSL.
Common and oft repeated wisdom is if you develop on nvidia, you debug on ATI
(or 3Dlabs) and if it runs there, it should run everywhere : nvidia seems to
be the laxest of the GLSL spec interpretations (they all divert from the
spec where they feel like it, except maybe 3dlabs who, well, created the
specs)

Comments inside code lines are forbidden by the specs (stuff like some_code
/*comment*/; is not compliant, but some_code; /*comment*/ is) : either by
itself on a line, or after all code on a line, after the;

Water shader does work beautifully, albeit the geometry seams are very
visible. I seem to recall that wasn't the case with the first version
committed, I'll have to re-check.

Thanks for all the hard work,
Cheers,
Nic





On Mon, Aug 31, 2009 at 4:42 AM, till busch b...@bux.at wrote:

 hi james,

 this is not at all how it should look like. i believe that either something
 is
 wrong with lighting values in gl_FrontLightModelProduct / gl_LightSource[0]
 or smoothstep() does not work correctly on your system.

 i'm working on improving the shaders. i'll try to make a shader without
 smoothstep for you to check.

 the problem could also be mac-specific? did someone else notice strange
 colors
 with the shaders on os x?

 cheers,

 - till
 mes



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Re: [Flightgear-devel] Textures not loaded when running my compiled flightgear

2009-08-31 Thread Nicolas Quijano
That's because you were missing the Effects and Shaders folders : doesn't
know about terrain texturing anymore without them :)
Cheers,
Nic
On Mon, Aug 31, 2009 at 8:30 AM, Bruno Sanches bcsanc...@gmail.com wrote:



 Did you build FlightGear/CVS or 1.9.1? If you built the development
 version you also need to check out the matching version of the data
 directory, the data for 1.9.1 will not work with a current FlightGear/CVS
 binary.


 Thats the CVS version, I am still downloading the data from the CVS (a lot
 of data to download) and was trying to run my compiled version using version
 1.9.1 data. I will try it again when the data download finishes.

 Thank you!

 Bruno Sanches


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Re: [Flightgear-devel] Running FGFS 1st time - Initializing Subsystems then Debug Assertion Failed

2009-08-27 Thread Nicolas Quijano
Look in the setfile for an aircraft (the ***-set.xml file), there will be an
aero tag that indicates which FDM engine it's using.
Cheers,
Nic

On Thu, Aug 27, 2009 at 11:18 AM, Randall Green randall.gr...@wright.eduwrote:


 Anders,

 Thanks for the email. Yes, it crashes right after it says
 JSBSim startup beginning
 How do I know if an aircraft uses YASim??
 I'm using CVS FlightGear which has folders: src\FDM\JSBSim\.
 That means JSBSim is CVS, right?

 Thanks,
 Randy Green


 - Original Message -
 From: Anders Gidenstam anders-...@gidenstam.org
 Date: Wednesday, August 26, 2009 3:50 pm
 Subject: Re: [Flightgear-devel] Running FGFS 1st time - Initializing
 Subsystems then Debug Assertion Failed
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net

  On Wed, 26 Aug 2009, Randall Green wrote:
 
   I get the splash screen of the Cesna, but after it says
  Initializing Subsystems
   I get Debug Assertion Failed!
   File: f:\dd\vctools\crt_bld\self_x86\crt\src\isctype.c
   Line 56   Expression (unsigned)(c+1),=256
   When I request to debug it takes me to  string_utilities.h
  line 86.
 
  Try an aircraft that uses YASim for comparison.
  There is a string_utilities.h in JSBSim and the version in
  FlightGear has
  a few bugs that have been fixed in JSBSim/CVS. One of them is at
  line 86
  so this could very well be the problem. You could also try
  copying the
  file from JSBSim/CVS and rebuild.
 
 http://jsbsim.cvs.sourceforge.net/viewvc/jsbsim/JSBSim/src/input_output/string_utilities.h?view=log
 
  Cheers,
 
  Anders


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Re: [Flightgear-devel] Compiling CVS FlightGear - is Subversion really necessary?

2009-08-25 Thread Nicolas Quijano
It actually (pre) fetches scenery on the fly, based on your position.
You don't actually need terrasync to run FGFS, and you can download the
scenery by hand if you'd rather.
It's very convenient to be able to select a departure airport, hit the
prefetch button in fgrun, wait a couple minutes at worse, and fly off in an
unexplored area.
But you're right, it's not necessary per se to FGFS usage.
Cheers,
Nic

On Tue, Aug 25, 2009 at 10:59 AM, Randall Green randall.gr...@wright.eduwrote:


 Martin,

 I only want to use FlightGear for the flight dynamics.
 I intend on sending the X, Y Z, Heading, Pitch and Roll
 to another computer (with an RS-232 link) that has a
 new kind of Primary Flight Display with a Tunnel In
 The Sky that the test subject will see. I will actually have
 the computer's monitor to the Flight Gear computer
 switched off. Do I really need to have Terrasync loading
 any textures? I assume that is what it does.

 Thanks,
 Randy Green


 - Original Message -
 From: Martin Spott martin.sp...@mgras.net
 Date: Monday, August 24, 2009 4:03 pm
 Subject: Re: [Flightgear-devel] Compiling CVS FlightGear - is Subversion
 To: flightgear-devel@lists.sourceforge.net

  Randall Green wrote:
 
   Is Subversion really necessary to compile terrasync?
 
  Yes, obviously, because TerraSync is downloading from an SVN
  repository,
 
  Martin.
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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread Nicolas Quijano
Yep, tried to signal that error on the cvs annoucement list, don't know if
the moderator let it through or not.
You can do a diff on the previous version to copy back all the instruments
as temporary stopgap measure :)

On Sat, Aug 8, 2009 at 11:42 AM, Jacob Burbach jmburb...@gmail.com wrote:

  Looks good , Ive commited your work, but changed the wheel rotation to
 use
  my nasal tire-rpm and spin down script.
  Thanks for the nice work .

 Thanks syd. Your wheel spin code looks great, the spin down on take
 off is nice touch. Will the wheel spin work over multiplayer, or could
 it be made to do so without too much trouble? Would be neat.

  I'll leave the mp-osi alone until I know what direction we're going with
 that.Might be better to change the replay code if we're going to remove
  that property.

 I'll just modify my local copy to use mp-osi until it is sorted, no
 worries. I think the whole replay thing needs an overhaul anyway.

 There seems to be a missing file in cvs  right now. I get `Failed to
 load file: Aircraft/dhc2/Models/panel1.xml', and my panel is
 completely empty. :D

 cheers!

 -- Jacob (aka Tuxklok)


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Re: [Flightgear-devel] [Simgear-cvslogs]CVS:source/simgear/propsprops.cxx, 1.44, 1.45 props.hxx, 1.32, 1.33

2009-07-20 Thread Nicolas Quijano
That seems to have done the trick : edit props.hxx, not .cxx to use
SGMath.hxx and defining #NOMINMAX at project level seems to work.
More testing later, got to run.

Thanks to Vivian and Tim for taking time to sort it out,
Cheers,
Nic



On Mon, Jul 20, 2009 at 8:50 AM, Vivian Meazza vivian.mea...@lineone.netwrote:

  Alan,



 simgear-config.h cannot be used in SGMisc.cxx because it is called from fg
 as well as sg. SGMisc will not compile without NOMINMAX , so you need it in
 your pre-processor definitions. Unless you have a better way …



 The error you report is the very one that replacing the SGMathFwd.hxx
 include with the SGMath.hxx include is meant to fix. I have just checked SG
 CVS Head and AFAIKS it still has the SGMathFwd.hxx include. I have discussed
 this with Tim, and he doesn’t want to change it for now while he looks for a
 work around.



 Vivian



 -Original Message-
 *From:* Alan Teeder [mailto:ajtee...@v-twin.org.uk]
 *Sent:* 20 July 2009 13:13
 *To:* vivian.mea...@lineone.net; 'FlightGear developers discussions'
 *Subject:* Re:
 [Flightgear-devel][Simgear-cvslogs]CVS:source/simgear/propsprops.cxx,
 1.44,1.45 props.hxx, 1.32, 1.33



 Vivian



 Thanks, the number of errors has reduced, but I still see the attached for
 every file that includes props.hxx



 Also CVS now has the SGMath.hxx include, and NOMINMAX is already defined in
 simgear_config.h-msvc71 and hence in simgear_config.h, so I think that it is
 not needed in pre-processor defines.



 Alan


  --

 *From:* Vivian Meazza [mailto:vivian.mea...@lineone.net]
 *Sent:* 20 July 2009 00:16
 *To:* vivian.mea...@lineone.net; 'FlightGear developers discussions'
 *Subject:* Re:
 [Flightgear-devel][Simgear-cvslogs]CVS:source/simgear/propsprops.cxx,
 1.44,1.45 props.hxx, 1.32, 1.33



 And I forgot – you need to change #include simgear/math/SGMathFwd.hxx to
 #include simgear/math/SGMath.hxx in props.cxx



 -Original Message-
 *From:* Vivian Meazza [mailto:vivian.mea...@lineone.net]
 *Sent:* 19 July 2009 23:47
 *To:* 'FlightGear developers discussions'
 *Subject:* Re:
 [Flightgear-devel][Simgear-cvslogs]CVS:source/simgear/propsprops.cxx,
 1.44,1.45 props.hxx, 1.32, 1.33



 Alan,



 Tim’s fixes are now in CVS although not quite finished: you might have to
 add NOMINMAX to your pre-processor definitions.



 I’d be interested to hear how you get on.



 Vivian


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Re: [Flightgear-devel] [Simgear-cvslogs]CVS:source/simgear/propsprops.cxx, 1.44, 1.45 props.hxx, 1.32, 1.33

2009-07-19 Thread Nicolas Quijano
cl.exe which compiles C and C++ has nothing in common with the CLR compiler
(.NET).
Unrelated issues, and what Curtis said : a bit of perspective, gcc is NOT
100% compliant either.
The issue has to do with standards compliance and C++ idioms, not MS
business strategy
Funny how any sense of perspective is thrown out the window with the
opportunity to rag on MS...
Sheesh !!

P.S : if warnings prevented building, no one would be flying today or
tomorrow :) yeah, you're talking about backwards compatibility but obviously
don't have  a clue : you can use old standard unsafe versions of the
routines if you want to, program will run fine on all versions of windows...


On Sun, Jul 19, 2009 at 11:27 AM, Alan Teeder ajtee...@v-twin.org.ukwrote:

  It is one thing to bring out a new software tool, in this case a
 compiler, that enables the use of new technologies (.NET for example), but
 to completely disregard the principles of backwards compatibility, forcing
 software to be extensively re-written, is another.


  --





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Re: [Flightgear-devel] [Simgear-cvslogs]CVS:source/simgear/propsprops.cxx, 1.44, 1.45 props.hxx, 1.32, 1.33

2009-07-19 Thread Nicolas Quijano
Sorry about calling you clueless, btw, I mistakenly thought your post was
from the same person who linked to the propaganda bullshit site on MS : I'm
no fan of MS, but I'm tired of falsehoods being used to critique them.
Especially as all those examples were null or so badly distorted to be
absolutely pointless.

Not a flame war :)

Incidentallly, I've been also failing miserably at fixing this : my code
rustiness shows badly in this instance :)
Cheers,
Nic


On Sun, Jul 19, 2009 at 12:35 PM, Alan Teeder ajtee...@v-twin.org.ukwrote:



 Sorry folks, I seem to have started a flame war. This is not the right
 place.



 Alan
  --

 *From:* Nicolas Quijano [mailto:nquij...@gmail.com]
 *Sent:* 19 July 2009 17:23
 *To:* FlightGear developers discussions
 *Subject:* Re:
 [Flightgear-devel][Simgear-cvslogs]CVS:source/simgear/propsprops.cxx,
 1.44,1.45 props.hxx, 1.32, 1.33



 cl.exe which compiles C and C++ has nothing in common with the CLR compiler
 (.NET).
 Unrelated issues, and what Curtis said : a bit of perspective, gcc is NOT
 100% compliant either.
 The issue has to do with standards compliance and C++ idioms, not MS
 business strategy
 Funny how any sense of perspective is thrown out the window with the
 opportunity to rag on MS...
 Sheesh !!

 P.S : if warnings prevented building, no one would be flying today or
 tomorrow :) yeah, you're talking about backwards compatibility but obviously
 don't have  a clue : you can use old standard unsafe versions of the
 routines if you want to, program will run fine on all versions of windows...

  On Sun, Jul 19, 2009 at 11:27 AM, Alan Teeder ajtee...@v-twin.org.uk
 wrote:

 It is one thing to bring out a new software tool, in this case a compiler,
 that enables the use of new technologies (.NET for example), but to
 completely disregard the principles of backwards compatibility, forcing
 software to be extensively re-written, is another.


  --








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[Flightgear-devel] Sim Gear Debug build fails under Win32 (patch for RenderTexture.cpp included)

2009-07-12 Thread Nicolas Quijano
Hi all, can't build in debug atm on Doze, as a recent change in
simgear/screen/RenderTexture.cpp breaks non X11 builds because of non
isolated GLX code.
The attributes code should have been wrapped (tsk tsk 8p)

This is a bandaid, as it does NOT implement the equivalent functionality on
win32 (or non-x11 MacOS X builds)
I've simply added an #ifndef _WIN32 bracket to the GLX code. Not having
access to a Mac or PC running MacOS X, I didn't do anything to ensure it
builds there.

Thanks to whomever takes care of this,
Cheers,
Nic




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RenderTexture.cpp.patch
Description: Binary data
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Re: [Flightgear-devel] MP notes on breaking compatibility with previous versions of aircrafts....

2009-07-06 Thread Nicolas Quijano
Oh, I'm well aware of that (former development professional, not just 3d
games. 10 years of it), and it's not a big issue indeed, but nevertheless a
cosmetic issue that shouldn't be neglected when possible.
So let's forget I even mentioned it happens to cvs users : it happens to
stable releases using official aircraft.
It's not a showstopper, but seeing as very little effort is necessary to
preserve MP visuals across model versions (and that's the extent of backward
compatibility I'm talking about, don't anyone go putting words in my mouth).

So before more folks chime in saying cvs is unstable, blabblabla, a fact I'm
well aware of, let's focus on the fact that it's an universal issue, ranging
across flight gear versions, platforms and branches. .
This issue has nothing to do with development versions vs release : MP is an
heterogenuous network, it's one of its great strengths, let's not go out of
our ways to brake visuals consistency.
This is basic common sense, but call it barebones userbase pampering if you
will ;)

I can live with all the glitches and hack my way out of some of them, time
allowing, not sure average joe who's an aviation enthusiast and just wants
to fly with friends in this particular simulator should have to hack things
around.
That he can is fabulous. Doesn't mean he has to.

Not expecting or demanding anything, just wanted to voice a thought and to
remind, as Syd proved it, that the fear of maintenance hell is just that, a
fear. And Syd doesn't really care for MP :)
That didn't prevent him from coming through, big time.

As for external models, I was using that as an example, I certainly don't
expect cvs contents to allow for them or correct errors in them... Rather, I
was saying that if someone leaves, and is going to break compatibility it
might be courteous to change the names of the aircraft, as in the folder
name (and thus the paths inside all the xml files) to prevent this kind of
problem. Prevention, not medication !!! ;)

That should be food for thought, and that was all the whole point of
mentioning the whole thing :
I don't think it's much to ask that MP visual consistency be taken into
account by aircraft authors in the absence of a system that would do it for
them : an aircraft using the same folder name is the same aircraft as far as
fgfs is concerned, so let's try to avoid situations where *changes in cvs
models break MP visuals for stable releases. *

Do we want to keep the flexibility of the MP system, or have it degenerate
into a version/build discrete system that only shows you the a/c flying the
exact same setup as you ? The latter would be a shame.
Again, with a lack of a unified or official approach to the problem, all I'm
asking is a little thought and not outright dismissal of keeping MP visuals
consistent.
Point, à la ligne.

One last thing : thank you all for your hard work, I appreciate and am
enjoying the hell out of it.
Cheers, have a nice day,
Nic





On Sun, Jul 5, 2009 at 11:19 PM, Rob Shearman, Jr. rmsj...@yahoo.comwrote:

 Nic,

 It's also worth pointing out (again!) that users of CVS must accept that FG
 and its associated models are constant works-in-progress.  Issues like you
 describe are easily fixable prior to an official release, but are difficult
 to manage in the constant state of flux between them.  I'm in agreement with
 Syd that the benefits from changes which simplify an aircraft model's
 delivery outweigh the relatively small and temporary annoyance that comes
 with them.

 Cheers,
 -R.

 rm...@umd.edu






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[Flightgear-devel] MP notes on breaking compatibility with previous versions of aircrafts....

2009-07-05 Thread Nicolas Quijano
Hi all, there was a fly-in today in New Zealand, and even though a lot of us
flew the same plane from the same author, we could only see each other as
gliders.
Why ? Because in the past couple months, some aircraft used today have
undergone model file name changes as well as set file name changes, breaking
compatibility for MP visualization purposes with previous versions (and
preventing older versions of seeing the new ones also).
MP being an heterogeneous environment as far as FGFS versions are concerned,
I thought I'd point it out, and that some thought should go into renaming
set and model files to avoid this kind of situation.

The specific culprits today are Syd Adams (dhc2, for sure and dhc6 also, I
think) and Gerard Robin (PBY-Catalina). There might have been more cases
today, and I think we have a few more a/c in cvs who exhibit those symptoms
:)


This can be done by having the old set files and model files point to new
ones in updated versions, so compat is maintained with older versions, for
people flying the new one.
Someone who knows the system more intimately can confirm whether it's just
the set file, the model file or both that needs to be setup for this to
work.
Albeit, for people with older version, it seems they'll have to add the same
kind of aliases for the new set and model files to see updated versions...
I think this is a strong case for NOT needlessly changing set and model file
names just to clean up things...

Or, if the aircraft now exists in cvs and externally maintained versions,
the considerate thing would be to rename the externally maintained version's
folder so interested parties can have their cake and eat it : have both
versions installed in the case of the Catalina (and other a/c maintained by
Gerard which are both in cvs and his hangar).
Not sure why this wasn't done for all of Gerard's a/c from the get go, as I
seem to recall he changed folder names in at least one instance when he
stopped maintaining the CVS versions.

Or any other solution agreed upon by the community as how to deal with that
particular MP issue.

I'm sure it was all unintentional and a simple lack of foresight on the
consequences such changes might have, but there we have it.
Thanks for reading,
Cheers,
Nic




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Re: [Flightgear-devel] MP notes on breaking compatibility with previous versions of aircrafts....

2009-07-05 Thread Nicolas Quijano
Thanks a lot for adding the model files to CVS, I was just done posting my
own version of them on the forums :)
I meant nothing by culprits, in case that wasn't clear, just as an example
of what his us today : I'm a fan of your work on the Beaver and Twin Otter.
I had completely forgotten about the Beaver model change, even though I had
seen the cvs logs and wondered about it.
The catalina, I didn't get around to having a fix around before today and
warning people about it.
Just wanted to bring this (back) to attention, as not all the userbase will
dig deeper if the same aircraft with the same author doesn't work right away
in MP ;)

It would indeed be nice to hear what the modellers and devs have to say on
how this should be tackled.
Cheers,
Nic


On Sun, Jul 5, 2009 at 3:56 PM, syd adams adams@gmail.com wrote:

 Yes , I'm one of the culprits , and it's not a lack of foresight ,I've done
 it for a reason. MP is not my biggest concern , I did these aircraft for my
 own purposes , not entirely with gamers in mind ... but Im glad some like
 them all the same.
 These aircraft use one fuselage model now , with gear and other aircraft
 specific options selected depending on type or name, with cockpit and
 internals separated to be selected within a certain distance.So there IS no
 dhc2floats or dhc2wheels.
 It can be set so the model is visible with older versions ,by adding
 another animation xml file with those names and adding the neccesary ac
 model bits ,but in my opinion adds more garbage to the folder.

 I,ve been updating the dhc-2 for more realistic behavior, (sorry gamers);),
 so it's nearly ready for another commit, and I can add the old versions ,
 but there's also the option of adding these to the AI/Aircraft .Any idea on
 which option we should take from the rest of the modellers ?

 (My problem with that is you end up with two aircraft to maintain, and I
 tend to forget about the AI version).

 The specific culprits today are Syd Adams (dhc2, for sure and dhc6 also,
 I think) and Gerard Robin (PBY-Catalina). There might have been more cases
 today, and I think we have a few more a/c in cvs who exhibit those symptoms
 :)



 I'm sure it was all unintentional and a simple lack of foresight on the
 consequences such changes might have, but there we have it.
 Thanks for reading,
 Cheers,
 Nic




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Re: [Flightgear-devel] MP notes on breaking compatibility with previous versions of aircrafts....

2009-07-05 Thread Nicolas Quijano
Sorry, I was going to send you the changes right after posting, should have
done it the other way around.
But your commits made it all moot, so I removed the archive attachment in my
forum post.
Thanks for doing something about it with that much speed,
Cheers,
Nic

On Sun, Jul 5, 2009 at 5:37 PM, syd adams adams@gmail.com wrote:

 I'll fix the dhc-6 , but have to go back through cvs file to remember what
 the original names were . Im not crazy about people putting different
 verions of my aircraft on the forum as it kind of makes my work pointless ,
 but it's bound to happen.
 I think I prefer to do it in the aircraft model folder rather than AI ,
 since it will be easier to remember to remove when no longer needed.
 Cheers







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Re: [Flightgear-devel] Splash Screen alpha bug (and black 3d clouds redux)

2009-06-28 Thread Nicolas Quijano
Re-sent without pic attachment.

On Sun, Jun 28, 2009 at 1:19 PM, Nicolas Quijano nquij...@gmail.com wrote:

 Hello all, wonder if anyone is seeing this (link at the end), especially on
 nvidia cards as it would help determine that it's not specific to a driver
 or particular vendor (ATI GPU here).

 Basically, aircraft splash screens with alpha in them trigger a texture
 combine bug (that's a guess) in a repeatable, deterministic fashion.

 Two solutions, one for users, one for whomever maintains that code :

 For users, get rid of the embedded alpha : you don't need it in the final
 product, as it's a splash screen. And you can get the desired effects (often
 contours, I guess from using a mask layer in gimp or whatever) by merging
 your layers before exporting to .png, with no need for alpha in the file.

 The dev solution, the proper one,  is to make sure that the splash screen
 is not used in a texture combine with the 3d cloud textures : that the OGL
 FSM is set to its canonical state before starting scene rendering after the
 splash screen.

 Link to Pic of slash screen 
 bughttp://picasaweb.google.ca/lh/photo/_JxeKpvf4Wbf8TbnX4Eubw?feat=directlink

 I suspect the black 3d clouds I've mentioned before might be related, as it
 looks like inverted alpha and only affects one specific cloud type 
 (pichttp://picasaweb.google.ca/lh/photo/B2zLgEeWT9RNFqPqU_RvsA?feat=directlink),
 as I don't quite think that's the intended effect somehow ;)

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[Flightgear-devel] Segfault

2009-05-17 Thread Nicolas
Hi,

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6215730 (LWP 28660)]
0x085b15e0 in SGGeodesy::SGGeodToCart (ge...@0x19, ca...@0xbff93d40) at
SGGeodesy.cxx:100
100 SGGeodesy::SGGeodToCart(const SGGeod geod, SGVec3double cart)
(gdb) list
95geod.setLatitudeRad(2*atan2(Z, D+sqrtDDpZZ));
96geod.setElevationM((k+e2-1)*sqrtDDpZZ/k);
97  }
98  
99  void
100 SGGeodesy::SGGeodToCart(const SGGeod geod, SGVec3double cart)
101 {
102   // according to
103   // H. Vermeille,
104   // Direct transformation from geocentric to geodetic ccordinates,
(gdb) backtrace 
#0  0x085b15e0 in SGGeodesy::SGGeodToCart (ge...@0x19, ca...@0xbff93d40)
at SGGeodesy.cxx:100
#1  0x084698da in FGPositioned::cart (this=0x11)
at /usr/local/include/simgear/math/SGVec3.hxx:191
#2  0x0846e185 in
std::__unguarded_linear_insert__gnu_cxx::__normal_iteratorSGSharedPtrFGPositioned*,
 std::vectorSGSharedPtrFGPositioned, 
std::allocatorSGSharedPtrFGPositioned   , SGSharedPtrFGPositioned, 
DistanceOrdering (__last={_M_current = 0x17bff874}, __val={_ptr = 0xbff93e20}, 
__comp=
  {mPos = {SGVec3Storagedouble = {osg::Vec3d = {_v =
{4151577.7932195272, 4433.772727001613, 4825770.8118285323}}, No data
fields}, No data fields}}) at positioned.cxx:221
#3  0x0846ffe0 in
std::__insertion_sort__gnu_cxx::__normal_iteratorSGSharedPtrFGPositioned*, 
std::vectorSGSharedPtrFGPositioned, std::allocatorSGSharedPtrFGPositioned 
  , DistanceOrdering (
__first={_M_current = 0x17bff870}, __last={_M_current = 0x17bff878},
__comp=
  {mPos = {SGVec3Storagedouble = {osg::Vec3d = {_v =
{4151577.7932195272, 4433.772727001613, 4825770.8118285323}}, No data
fields}, No data fields}})
at /usr/include/c++/4.3/bits/stl_algo.h:1785
#4  0x0847016e in
std::__final_insertion_sort__gnu_cxx::__normal_iteratorSGSharedPtrFGPositioned*,
 std::vectorSGSharedPtrFGPositioned, 
std::allocatorSGSharedPtrFGPositioned   , DistanceOrdering
(__first={_M_current = 0xbff93d40}, __last={_M_current =
0x17bff878}, __comp=
  {mPos = {SGVec3Storagedouble = {osg::Vec3d = {_v =
{4151577.7932195272, 4433.772727001613, 4825770.8118285323}}, No data
fields}, No data fields}})
at /usr/include/c++/4.3/bits/stl_algo.h:1849
#5  0x0846b57f in sortByDistance (aPos=value optimized out,
aResult=value optimized out)
at /usr/include/c++/4.3/bits/stl_algo.h:4822
#6  0x0846bf85 in spatialGetClosest (ap...@0xbff94200, aN=1,
aCutoffNm=1, aFilter=0xbff9421c)
at positioned.cxx:328
#7  0x0846c0b9 in FGPositioned::findClosest (ap...@0xbff94200,
aCutoffNm=1, aFilter=0xbff9421c)
at positioned.cxx:537
#8  0x0848ec73 in FGAirport::findClosest (ap...@0xbff94200,
aCuttofNm=1, filter=0xbff9421c)
at simple.cxx:242
#9  0x0850029d in FGMetarEnvironmentCtrl::update (this=0xe26fcd8,
delta_time_sec=0.51683)
at environment_ctrl.cxx:708
#10 0x085efa09 in SGSubsystemGroup::Member::update (this=0xe270428, 
delta_time_sec=0.03) at subsystem_mgr.cxx:306
#11 0x085f209b in SGSubsystemGroup::update (this=0xe26f170,
delta_time_sec=0.03)
at subsystem_mgr.cxx:159
#12 0x084f82ea in FGEnvironmentMgr::update (this=0xe26f170,
dt=0.03)
at environment_mgr.cxx:272
#13 0x085efa09 in SGSubsystemGroup::Member::update (this=0xe297970, 
delta_time_sec=0.03) at subsystem_mgr.cxx:306
#14 0x085f209b in SGSubsystemGroup::update (this=0x8733ba4,
delta_time_sec=0.03)
at subsystem_mgr.cxx:159
#15 0x0806cb02 in fgMainLoop () at main.cxx:460
#16 0x080afd4c in fgOSMainLoop () at fg_os_osgviewer.cxx:177
#17 0x0806c155 in fgMainInit (argc=4, argv=0xbff948c4) at main.cxx:1005
#18 0x0806a44a in main (argc=2139433809, argv=0x3fe83740) at
bootstrap.cxx:177


If I find the time, I send you a fix.


Regards,

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[Flightgear-devel] Little patch to avoid segfault

2009-05-01 Thread Nicolas
Hi,

This patch permits me to avoid a segfault :


Index: simgear/scene/model/modellib.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/model/modellib.cxx,v
retrieving revision 1.12
diff -u -r1.12 modellib.cxx
--- simgear/scene/model/modellib.cxx12 Apr 2009 09:46:36 -  1.12
+++ simgear/scene/model/modellib.cxx1 May 2009 12:46:44 -
@@ -68,7 +68,7 @@
 osg::Node *n = readNodeFile(path, opt.get());
 if(data)
 data-modelLoaded(path, data-getProperties(), n);
-if (n-getName().empty())
+if ((n != NULL)  n-getName().empty())
 n-setName(Direct loaded model \ + path + \);
 return n;
 

Regards

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Re: [Flightgear-devel] Nasal alternatives : possible, of course, but trivial or hair pulling task ?

2009-03-08 Thread Nicolas Quijano
Nice try, let me flip it right back at you : how telling of you to mix facts
and your extremely biased opinion while accusing me of the same :)

Not interested in debating this, never suggested Nasal should be dropped
from the main FGFS tree.
And even though I'm French, I've lived abroad all my life, so lack the
necessary chauvinism to entertain such a thought. (-- that's a joke)
I did wonder at why Nasal, etc. but I don't have the presumption to say that
FGFS should move to Lua or the world will end ;)

Is that clear enough ? It's always been in the context of a fork, whether
public or private not being relevant.

As for secret sources, they'll name themselves if they feel like it, can
you respect that, whatever their reasons ?

No smearing at all, btw : FGFS is great as it is, warts and canons of
elegances alike. And it can and will be greater, probably in ways that don't
suit either of us at times. And that's fine by me. You sure it's okay with
you ?

Again, thanks, it's been enlightening : makes it the more obvious that there
will be public forks off simgear/flight gear in the very near future, thus
becoming a matter of organisation and resources.
Hopefully, it can all be done under a common benign overlord so at the very
least, they can interact together over the wires.

I also answer further down, in between quotes.

On Sun, Mar 8, 2009 at 1:54 PM, Melchior FRANZ mfr...@aon.at wrote:

 FlightGear needed a built-in scripting language, and it has one.
 A compact, clean, elegant and fast one. In total there are at the
 moment more than 170.000 lines of Nasal in *.nas files and a few
 thousands embedded in joystick drivers, dialog description files,
 model animation files, keyboard.xml, mice.xml and several other
 files. Extension functions interface perfectly to the property
 tree, the event manager, the built-in XML parser etc. Nasal is
 very tightly integrated in fgfs and used all over the place.


 The Lua language is quite similar to Nasal, even syntax-wise
 (where there are differences, Nasal is better IMHO).

 Do we want two similar languages embedded in fgfs side by side,
 so that people can choose? Hell, no! This is just needless bloat
 (re-invention of the wheel is an understatement!) and it would
 be a source of confusion. On which basis would people decide for
 one or the other? Would we expect them to evaluate both languages
 and to find out which works better for them? Or just take a random
 pick? What would be the advantage? That people who don't like
 Nasal can have something that's quite similar? Doesn't sound smart.
 So, having both in FlightGear is clearly not desirable.


 Would we want Lua to replace Nasal?


Again, never my intent : we're talking about a fork, a specialized version
of FGFS.
That said, if it's a developer's sandbox, facilitating end user choice of
weapons is a good thing : anything that prevents tight coupling of
conceptually separate modules is always smart.

I think even you'd agree on this :)



 Andy, the author of Nasal, is also FlightGear developer. He has
 done the integration in fgfs himself, he knows about our needs,
 he's almost daily in our IRC channel and always willing to answer
 questions or to improve the language. Lua just can't beat that.
 And it wouldn't be enough for Lua to be as good as Nasal, or
 slightly better. It would have to be vastly better to even be
 considered. It's an uphill battle and it doesn't look good for
 Lua.


Good to know Andy is around.
But not sure Lua (or any established scripting solution) wouldn't beat that.

Your rationale is fundamentally flawed, as cohabitation is not about which
is better (neither), but rather what do people want, what will they use, and
if you build it, will they use it ? Answers to all such question are never
black and white, or resounding yes and no in any absolute fashion.
Btw, if I come away from my experimenting with Nasal converted, I'll be the
first to say it loud and clear :)




 What are Lua's advantages? Random picks from Nicolas' email:


Arumph. Nothing random about your picking, at least be honest about it :)



 debugger: Sure, that's nice. We have several debugging
 utility functions for Nasal, but no debugger. But then again,
 I wouldn't often have needed one. And to quote a fellow fgfs
 developer after he had read the Lua wikipedia page: No wonder
 they need a debugger! (People might be thrilled to learn that
 Lua's arrays (which are emulated with hashes, because there
 are no arrays at all) start with index 1 (Shudder!). But that's
 not all: you *can* write to array[0] and don't get an error
 message, but Lua will silently throw the value away and return
 nil if you read it out! Yes, Lua badly needs a debugger!  ;-)


You quote, and sin again with what you reproach of me : sources ;)
To boot, it's tendentious information
Quote from the horse's mouth, not someone's else reading of wikipedia !!!
Or don't moan about the fact that I didn't provide sources :) (or stop
holding people

Re: [Flightgear-devel] Nasal alternatives : possible, of course,

2009-03-04 Thread Nicolas Quijano
Howdy all, took my sweet time answering, and will not discuss this further
on the list.

I didn't want to start such a conversation, and consequently only answering
now, at the risk of seeing another polemic start : not answering could give
the wrong impression :)

On Fri, Feb 27, 2009 at 12:40 PM, Brisa Francesco 
 france...@brisa.homelinux.net wrote:
 just a minor curiosity:
 what are the advantages of using LUA instead of Nasal ?

 Cheers
 Francesco


That's something you'll have to figure mostly out for yourself, as I really
didn't want to get into that kind of argument (language comparisons, etc)
because Lua tends to be come ahead in those when you mention brilliant,
small and efficient in the same sentence : lua.org

But off the cuff, and without getting into the internals, as I wouldn't
(yet) be able to really give Nasal a fair shake :
Documentation, debuggers, user community.
Plus side effect of having a C API that allows loading of C/C++ modules
through Lua (similar to python dlls) : that's a free, runtime usable plug-in
system.  If you don't see how this could be useful, well, think harder :)
And you don't have to buy in the Lua way, there is no such way really,
unlike Python and other scripting languages where the proper way to embed is
embedding your app in the language and not embedding the language in your
app.
Lua embeds itself, like you want it to :)

It's also brilliant, smaller (runs on cellphones) and faster than nasal
(that's an opinion, but I really can't see how anyone says Nasal is fast, at
least from my experience so far)

I also think that using a roll your own scripting solution was a mistake,
and a serious block in the wider adoption of Flight Gear as a developer
sandbox (since on this list, we won't pretend it's a general public game,
right ? ;))
It made me turn away a couple years back : an end user developer doesn't
want to have to read source code to get started.
In the game biz, it's never the best solution to roll your own when you can
reuse, especially regarding scripting. Adequate solution, sometimes.

Reinventing the wheel in a project that already relies so much on third
party libraries simply makes no sense from an outsider's perspective, as it
takes away precious and spare manpower from the crucial bits of the system
And no, nasal is not really crucial, at least not with jsbsim.
Why was Nasal chosen in the first place ? Wasn't it to supplement a
fledgling FDM module at the time, yasim, that was lagging behind jsbsim and
its property system ? Or so I've inferred and been told :)
And then it grew from there...
And well, as you can see already with FGFS and nasal, users have a way of
misusing the tools you give them...
Proper documentation is one step in that losing fight, a real debugger
another : yes, always a losing fight to prevent user abuse, that doesn't
mean nothing has to be done about it...

Also, maybe unbeknownst to the authors, Nasal is really reinventing the Lua
wheel in many cases :)
Syntax has enough similarities that extensions to the Lua VM to execute
Nasal as Lua bytecode is in the doable.
var becomes local (Lua uses globals by default, local variables are
specified by using local)
Any left handed value can be hold anything Lua wise in it, be it the
built-in types, user types, or light user types (only a pointer to user data
accessed through Lua C Api)
Oh, and you can compile your bytecode to C and load it as one of the
aforementioned plug-ins as a first step of rolling back scripts into the
native codebase for performance purposes...

And Lua internals are really, really simple and mastered by a good portion
of its community.
Nasal simply doesn't compete at that level : community of users is far from
critical mass, documentation is inexistent, and performance is not a
priority, according to the author's own words on Nasal's site.

The whole property tree would be accessed through the Lua C api, mapping to
the same names inside Lua, and could be protected from writing from Lua,
etc. Again, Lua is naturally meant to be a sandbox : it started as a purely
configuration file parser and loader, and organically evolved over the last
15 years into a full fledged bytecode VM based language.
It also doesn't impose coding styles, is naturally sandboxed.
Research it, you'll come away a changed man ;) (kidding, you might not like
it, but I'd be surprised anyone seriously researching it wouldn't see some
clear advantages to it)

This isn't a really hard project, it's just very tedious for the most part :
the hair pulling would be from the amount of partial or complete porting of
nasal scripts.
As others have said, thanks to the property system (thanks jsbsim), there is
already an elegant mechanism to interact with the internals of the engine,
so  adding another scripting language is quite trivial.
All things I had considered before mentioning the possibility of Lua.

And right after the first official release of OSG version would seem the
right time for a major 

Re: [Flightgear-devel] Nasal alternatives : possible, of course,

2009-03-04 Thread Nicolas Quijano
In the interest of clarity, moving to OSG was a good, if not brilliant move
(some potential sources of revenue would have it as a requirement as far as
open source engines are concerned)
It's simply a bit bloated, by default, although I suspect you don't have to
ship the parts you don't use at runtime to your users.
But it covers many bases and use cases of scene management and rendering, so
the bloat is offset by a generic and broad ability to fill one's needs.

Just wanted to clarify that I was not saying in any way that moving to OSG
was bad. It did leave previous users in its midst.
Rather, it's an example of how FGFS has been shown to be able to go through
titanic upheavals, a good trait of character :)


And switching to OSG wasn't a lot of work for very little return for a
 sizeable portion of your (former) userbase ?
 That a lot of features, some obvious, some not, are still not working is
 not a hit on the ROI in your opinion ?
 You talk of bloat, but you moved to OSG, the ultimate bloated whale in the
 world of 3d rendering !! (and that's common knowledge)
 This is not a judgement on its quality btw, but it's bloated software
 nonetheless :)

--paragraph break should have been inserted here


 And I won't mention that is has no adequate documentation and no debugger.
 Period.  (-- that's very serious)
 Oops, sorry I just did ;)


The last two lines talk about Nasal.
NOT OSG : it's documented and easily debuggable in one's favorite
development environment.
It also now has, among others, built-in Lua support ;)

Cheers,
Nic

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[Flightgear-devel] Nasal alternatives : possible, of course, but trivial or hair pulling task ?

2009-02-26 Thread Nicolas Quijano
Hi all, let me start that my goal here is NOT to start a polemic on the
reasons for using nasal vs any other scripting language, or the scripting vs
native code, or any such argument :)
Thanks for remembering that.
That said, being a long time user and proponent of levering scripting in
games/sims, and particularly, using Lua, I have a keen interest in any
insights garnered over time by current and past fgfs devs.
How coupled are Nasal and the scripting glue in FGFS ? Is there a clean
break, or if not, can it be refactored without too much pain into something
that would allow end dev users to use whatever scripting language they
prefer, or have many modules already writen in, etc.

If the coupling is not of the hair pulling type, it might be conceivable to
integrate another scripting language alongside Nasal for starters, and in
time, completely replace it if one is so inclined :)

For me, this would be Lua, and I'll be working on integrating it in my local
fork, but as I'm just getting down to tinker with FGFS source code, I'm
interested in hearing your views on the topic. If there is interest in this
beyond my own, I'd rather do it in a collaborative/friendly way that's not
one sided, or in other words, I'd rather not rip out Nasal savagely to
replace it completely with Lua, without thinking about compatibility down
the road.
My preferred approach would be to start with cohabitation, rather than
coupling Lua to a local fork...

What I'm interested in hearing is about the collective and individual
experience of working with Nasal at the source code level, the
API/communication mechanism between its VM/interpreter and native code,
and plenty of other documentation details which do not seem to exist or that
I haven't been able to find, and can save a lot of time in coming to grasp
with code you haven't written.

Thanks in advance for sharing your experiences with Nasal integration,
Cheers,
Nic

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Re: [Flightgear-devel] CVS: data/Aircraft/F-8E-Crusader Crusader-SetBase.xml , 1.23, 1.24

2009-02-15 Thread Nicolas Quijano
Gerard, you're not getting it : if I want wildfire to spread when I crash a
Crusader, you shouldn't have a say in it, period.
Let me try to explain it from the user's perspective : a user of both the
dev's creation, the simulation, and in this case, your a/c.

I'm the one piloting the Crusader, and running Flight Gear on my machine.
I do no want you or anyone else to make a sneaky change to a global pref, be
it wildfire or anything else.
If I don't want wildfire, I'll turn it off in the global prefs (and
incidentally, if anyone is counting, it's off ;))

It simply makes no sense for you to change my global prefs in one a/c : how
do you know my next session is not wildfire training ? Or that I'm not going
to be filming  a bunch of firefighters in the simulation ?

What's next ? Saving and archiving failures in a an a/c with system wide
effects ?
If I understand this correctly, that means the next time I start the sim,
the fire is off, without any means for me to know so unless I had read about
this here : I'm not your typical user, in that I'm also a professional
software developer and I'm used to fighting with my computer to get things
done, whatever platform I'm using atm.
So I'd look for a solution...

Imagine how hiding a global prefs like that in a a/c FDM config files is
going to make it hard for the average user to know what the hell is going on
with his sim : Flight Gear is already very complex, no need to go out of our
way to make it hard for people to use it.

I really don't care for the wildfire feature at this time, because it
doesn't align with my current interests, and I have a problem with
uncontrolled eye candy (the game dev with 5 shipped and 10+ cancelled
projects talks here), but that's another story, and it has more to do with
uncontrolled triangle and texture usage...
But that is one of the great things with FGFS : you can still run in MP
while flying in  your own instance of the world, with its own particular
config.
It's important to realize that making that kind of change within the a/c has
farther ranging effects than you seem to realize.

First impressions are often the only impression (don't I know it ;)), and
this doesn't help a new user to truly gauge the possibilities of the program
if there are plenty of little sneaky settings like that.
It makes FGFS look messy to the outsider, and consumed by petty bickering.

If it's a problem of language, I'll be happy to write this in my native
French :)

Cheers, and keep working on the beautiful Crusader,
Nic




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Re: [Flightgear-devel] The use of models from other formats

2009-02-07 Thread Nicolas Quijano
You probably get that a lot, or I hope you do :
Thanks for taking of win32 binaries, it's very much appreciated.
Cheers, et un gros merci (assuming you're French)
Nic

On Sat, Feb 7, 2009 at 1:37 PM, Frederic Bouvier fredfgf...@free.fr wrote:

 I don't know where this discussion will lead us but anyway, I made a new
 Windows build with the last OSG 2.8 branch with a working LWO plugin :

 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgrun+fgfs-osg-win32-cvs-20090207.zip

 This Wiki page explains how to use it :

 http://wiki.flightgear.org/index.php/Keeping_FlightGear_(win32)_up_to_date_without_compilinghttp://wiki.flightgear.org/index.php/Keeping_FlightGear_%28win32%29_up_to_date_without_compiling

 Regards,
 -Fred



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Re: [Flightgear-devel] PLib 1.8.5 on debian

2009-01-31 Thread Nicolas
You can find these packages on :

http://www.progweb.com/modules/flightgear/

I build the 1.8.6 the next week.

Regards,


Le vendredi 30 janvier 2009 à 16:00 -0700, Ron Jensen a écrit :
 Ah, you're the one I got plib 1.8.5 from.
 
 Thank you! 
 
 It would be nice to have it available, yes please :)
 
 And maybe plib cvs/1.8.6 if you get a chance, too.
 
 I'm kind of bummed it won't make it into debian lenny officially,
 though.
 
 Thanks again, 
 Ron
 
 
 On Fri, 2009-01-30 at 23:27 +0100, Nicolas wrote:
  Hi,
  
  I have already published the plib package 1.8.5 for debian.
  
  I can publish again if you want.
  
  Regards,
  
  Nicolas
  
  Le dimanche 25 janvier 2009 à 22:05 +0100, Laurent a écrit :
   Hi all,
   
   
   Here are some informations about plib 1.8.5 on debian, mandatory
   condition to add FG 1.9.0 to debian too.
   
   
   According to Bradley Smith, plib package maintainer on debian, the
   plib 1.8.5 package is almost ready. But Bradley waits for lenny
   (debian 5.0) to become stable before sending it to experimental as a
   new package. The consequence is we will have to wait a few more weeks
   (at least) before FG 1.9.x would be available on debian.
   
   
   Regards,
   Laurent
   
   
 
 
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Re: [Flightgear-devel] PLib 1.8.5 on debian

2009-01-31 Thread Nicolas
When the maintener will publish the packages, I will remove my packages.

Regards,

Le vendredi 30 janvier 2009 à 23:52 +0100, Laurent a écrit :
 Hi,
 
 
 I am not so sure it is usefull to publish a package which is already
 maintain by someone else. I am almost sure they won't integrated it.
 
 
 The other point is debian 5.0 is about to bear, so the package list is
 quite frozen right now. I think we have to wait a little in order to
 see new packages in debian.
 
 
 Regards,
 Laurent
 
 On Fri, Jan 30, 2009 at 11:27 PM, Nicolas prog...@free.fr wrote:
 Hi,
 
 I have already published the plib package 1.8.5 for debian.
 
 I can publish again if you want.
 
 Regards,
 
 Nicolas
 
 Le dimanche 25 janvier 2009 à 22:05 +0100, Laurent a écrit :
 
  Hi all,
 
 
  Here are some informations about plib 1.8.5 on debian,
 mandatory
  condition to add FG 1.9.0 to debian too.
 
 
  According to Bradley Smith, plib package maintainer on
 debian, the
  plib 1.8.5 package is almost ready. But Bradley waits for
 lenny
  (debian 5.0) to become stable before sending it to
 experimental as a
  new package. The consequence is we will have to wait a few
 more weeks
  (at least) before FG 1.9.x would be available on debian.
 
 
  Regards,
  Laurent
 
 
 
 
 
 
 
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Re: [Flightgear-devel] PLib 1.8.5 on debian

2009-01-30 Thread Nicolas
Hi,

I have already published the plib package 1.8.5 for debian.

I can publish again if you want.

Regards,

Nicolas

Le dimanche 25 janvier 2009 à 22:05 +0100, Laurent a écrit :
 Hi all,
 
 
 Here are some informations about plib 1.8.5 on debian, mandatory
 condition to add FG 1.9.0 to debian too.
 
 
 According to Bradley Smith, plib package maintainer on debian, the
 plib 1.8.5 package is almost ready. But Bradley waits for lenny
 (debian 5.0) to become stable before sending it to experimental as a
 new package. The consequence is we will have to wait a few more weeks
 (at least) before FG 1.9.x would be available on debian.
 
 
 Regards,
 Laurent
 
 
 
 
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Re: [Flightgear-devel] v1.9 screenshots

2009-01-27 Thread Nicolas Quijano
Hi all, ex-subscriber back in the fray : it's been years, and my hat off to
all involved for the leaps and bounds in bringing FGFS so far from its
humble beginnings :)

In answer to Curt's request for screenies, I have set up a public web album
on my Picassa page where I'll be uploading screenshots, both of eye
candy/PR nature and to illustrate problems (might put the latter in a
Glitch subfolder, or somesuch)
All the screenshots (by default, my uploaded pictures are NOT) will be under
the Creative Commons license so feel free to use them :) (remix, commercial
use, share alike are the conditions/rights)

http://picasaweb.google.ca/noxiousnic/FlightGear

Not much yet, but I'll be uploading regularly. Not sure if I'll keep
uploading full size images, as they eat up space quite fast. We'll see :)
Cheers, and happy flying to all !
Nic

On Mon, Jan 26, 2009 at 3:11 PM, syd adams adams@gmail.com wrote:

 another clue is the C-FGFS on the side of the cessna :)



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Re: [Flightgear-devel] METAR interpolation?

2008-12-20 Thread Nicolas
You're right.

That's why I have implemented quickly a smooth changement
precipitations.

I think that the changement should be refactoring.

Mostly for wind...

Regards,

Le vendredi 19 décembre 2008 à 14:35 -0600, Curtis Olson a écrit :
 I just did a cross country flight with the latest CVS
 cloud/weather/metar changes and I noticed that the weather
 interpolation that smoothed out abrubt changes to wind and clouds when
 a new METAR report comes in seems to have now been lost.  We are back
 to abrubt wind and cloud changes.  I haven't had a chance to dig in
 myself, but thought I'd mention this to the folks that currently have
 their heads immersed in that section of the code.
 
 Regards,
 
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Re: [Flightgear-devel] plib versions and FG 1.99.5

2008-12-19 Thread Nicolas
Hi,

To solve this issue, you can download my package :

http://www.progweb.com/plib/

Regards,

Nicolas

Le jeudi 18 décembre 2008 à 21:47 +0100, Sébastien MARQUE a écrit :
 Hi all,
 
 I can't currently be really aware about release candidates but I have a 
 though about the version of plib needed for FG, which is now 1.8.5. But 
 as far as I've checked (Debian sid/experimental and Ubuntu Intrepid) 
 only plib1.8.4 is available in repos (except a doc package in experimental).
 
 I think that as many of you guys have compiled some time ago the correct 
 plib version, and nobody checked this point, and just forgot :p
 
 Trying compiling SimGear-1.99.5-rc2 (from 12/10/08), and plib from my 
 repos (version 1.8.4) I get the expected message:
 checking plib/ul.h usability... yes
 checking plib/ul.h presence... yes
 checking for plib/ul.h... yes
 checking for plib 1.8.5 or newer... wrong version
 configure: error: Install plib 1.8.5 or later first...
 
 Note that is not a real problem for those who want to compile FG, but 
 could be one for distributions and packages managers...
 
 best regards
 seb
 
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Re: [Flightgear-devel] plib versions and FG 1.99.5

2008-12-19 Thread Nicolas
Hi,

I understand your point of view.

I think that instead of wait a new release of dependant package (plib,
OSG...) we have to indicate the release version necessary for FG/SG
building.

And we can spread our own package (as plib 1.8.5).

In fact, it's the issue of package maintener of FG and SG.

Regards,

Le vendredi 19 décembre 2008 à 13:54 +0100, Sébastien MARQUE a écrit :
 I have no problem compiling and using FG/CVS for years now, but my real 
 thought is that distributions could not spread the new release until 
 they won't include plib1.8.5 in their packages bases.
 
 but if nobody thinks it could be a problem for FG, it will surely not be 
 one.
 
 btw, if I remember correctly, it seems that FG needs also osg with a 
 certain version number too.
 
 note: my compile script ./compile from the previous link was a bit 
 outdated (and versionning control not working on this version), I've 
 just pushed the actual version at the same place for the interested.
 
 regards
 seb
 
 Martin Spott a ecrit :
  Nicolas wrote:
  
  To solve this issue, you can download my package :
 
  http://www.progweb.com/plib/
  
  BTW, there's also a package available for Debian Etch on Linux/AMD64:
  
ftp://ftp.ihg.uni-duisburg.de/FlightGear/PLIB/Debian/
  
  Martin.
 
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Re: [Flightgear-devel] release thoughts

2008-11-17 Thread Nicolas

Hi,

As far as I'm concerned, I prefer a simple INSTALL file where I find
the dependance :
OSG 2.6.0 
plib 1.8.5
etc...

For the Linux distribution where the good release isn't present, we can't
provide 
a new package built by the FG community.

To day, I have my own package for OSG and PLIB.

And of course a FG/SG releaes has to be used with an official release of
OSG, Plib, etc...
(and don't use a CVS/SVN devel)

I can build also FG / SG packages :
simgear-cvs_20081117_i386.deb
simgear-dev_20081117_i386.deb


Otherwise, we will link all lib in static with FG/SG (OSG, plib, libc...
kernel ?)


Regards,

Nicolas


On Sun, 16 Nov 2008 19:07:16 +0100, Tim Moore [EMAIL PROTECTED] wrote:
 As thoughts are turning towards a release, I wanted to bring up a couple
of
 things. This time we are depending on libraries -- OpenSceneGraph -- that
 are
 not usually built statically. They are built for dynamic linking, and
 libraries
 that implement data file loading are loaded and linked on demand
according
 to
 the file extension of the loaded model. OpenSceneGraph can be linked
 statically,
 but this seems to cause people problems -- from what I can see on the
 osg-users
 mailing list -- and would lose some of the model-loading flexibility we
 get for
 free with OSG. So, I recommend we ship the dynamically linked libraries
 with our
 binary releases and resign ourselves to doing what's necessary to make
 this work
 when FlightGear is installed. On Linux, I think it is easiest to have a
 front-end script that will set the proper library path to pick up these
 libraries.
 
 On Linux you might think that we could blow this off and depend on the
 distributions' OpenSceneGraph package, but this is not practical.
 OpenSceneGraph
 releases come fast and furious; we will be depending on OSG 2.8, and (for
 example) my distribution of choice is still supplying 2.2. So we need to
 supply
 to proper version.
 
 I'm happy to punt Windows and Mac issues to people who are knowledgeable
 about
 that. For Linux, should we try to build a binary release to an LSB
 standard?
 http://ldn.linuxfoundation.org/lsb
 
 Thanks,
 Tim
 
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Re: [Flightgear-devel] Rendering option /Precipitation

2008-11-07 Thread Nicolas
Le jeudi 06 novembre 2008 à 23:09 +0100, gerard robin a écrit :
 On jeudi 06 novembre 2008, Nicolas wrote:
  Le mercredi 05 novembre 2008 à 23:55 +0100, Csaba Halász a écrit :
   On Wed, Nov 5, 2008 at 11:00 PM, gerard robin [EMAIL PROTECTED] wrote:
On dimanche 02 novembre 2008, Frederic Bouvier wrote:
 But this patch isn't commited...
   
Now it is ;-)
   
Does anybody has recently checked, that precipitation is working.
Now i get nothing, when,  according to metar, it is raining.
I wonder if there not any conflict with the recent update Clouds and
Precipitation.
  
   As Nicolas' patch considers altitude, maybe you were flying above the
   clouds? I tested at LFPO, worked properly.
 
  Warning, now you can't get rain (or snow) if you haven't clouds.
 
  You have to fly under the cloud layers ! And of course you have to have
  clouds...
 
  Regards,
 
  Nicolas
 
 
 No cloud over was the case , ( that was over LFMO yesterday) when i tested   
 the precipitation  , however,  metar said rain .

No cloud... so no rain / snow.

To be more realist, I check the cloud layers presence.

 Probably that was  a misfit in FG in between the scenarios NONE and  METAR , 
 i 
 never understood how it does work.
 I ever have, metar_enabled, and i ever get NONE in scenario.

Precipitation doesn't use the weather scenarios directly.

I use only the weather informations about precipitations and of course
cloud layers.

In fact, we have :
None   |
Fair-weather   | = Set the weather informations   = Precipitation 
METAR  | of weather manager   manager
Thunderstorm   |  read these info


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Re: [Flightgear-devel] Rendering option /Precipitation

2008-11-02 Thread Nicolas
Le samedi 01 novembre 2008 à 15:35 -0600, Ron Jensen a écrit :
 On Sat, 2008-11-01 at 18:22 +0100, Nicolas wrote:
  Hello,
  
  I have posted several months ago, a patch to complet the precipitation
  manager.
  
  So I send again a little patch to improve the preicipitation manager...
  
  Regards,
  
  Nicolas
 
 I've had this patch installed for a long time.  Works for me... 

But this patch isn't commited...

Nicolas

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Re: [Flightgear-devel] Rendering option /Precipitation

2008-11-02 Thread Nicolas
Le samedi 01 novembre 2008 à 19:22 +0100, gerard robin a écrit :
 On samedi 01 novembre 2008, Nicolas wrote:
  Hello,
 
  To complet my previous mail :
   [...]
   I have posted several months ago, a patch to complet the
   precipitation manager.
  
   So I send again a little patch to improve the preicipitation
   manager...
   [...]
 
  The patch is available on :
  http://www.progweb.com/precipitation.diff.gz
 
  This patch permits you to link the precipitation to rendering manager :
  ::: SGEnviro::get_precipitation_enable_state
 
  Regards,
 
  Nicolas VIVIEN
 
  Le jeudi 30 octobre 2008 à 17:27 +0100, gerard robin a écrit :
   On mardi 21 octobre 2008, gerard robin wrote:
On lundi 20 octobre 2008, gerard robin wrote:
 On lundi 20 octobre 2008, robin424 wrote:
  Hello,
 
  I  can't avoid precipitation  with the Rendering option menu , is
  it just me ?
 
  Cheers

 And modifying  any parameters   within preference.xml  about
 precipitation don't change anything   

 Cheers
   
Again my question.
   
Is it only me ? or does the  Rendering options  property are not longer
operational with precipitation  ?  Is it hardcoded within FG ?
   
cheers
  
   Again and  again  and again and again my question,
   No answer,  ??
 to me,  two possibilities, nobody here,  knows the answer  OR my
   questions are too stupid to get any answer ( my feeling goes to that
   explanation )
 
 Thanks , here,  it will be the opportunity to test it.
 Raining and raining and raining beuh.:( 
 
 Cheers

If the first patch operates well ; my patch has to be OK.
I use the same property.

Regards,

Nicolas
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Re: [Flightgear-devel] Rendering option /Precipitation

2008-11-01 Thread Nicolas
Hello,

I have posted several months ago, a patch to complet the precipitation
manager.

So I send again a little patch to improve the preicipitation manager...

Regards,

Nicolas

Le jeudi 30 octobre 2008 à 17:27 +0100, gerard robin a écrit :
 On mardi 21 octobre 2008, gerard robin wrote:
  On lundi 20 octobre 2008, gerard robin wrote:
   On lundi 20 octobre 2008, robin424 wrote:
Hello,
   
I  can't avoid precipitation  with the Rendering option menu , is it
just me ?
   
Cheers
  
   And modifying  any parameters   within preference.xml  about
   precipitation don't change anything   
  
   Cheers
 
  Again my question.
 
  Is it only me ? or does the  Rendering options  property are not longer
  operational with precipitation  ?  Is it hardcoded within FG ?
 
  cheers
 
 Again and  again  and again and again my question,
 No answer,  ??
   to me,  two possibilities, nobody here,  knows the answer  OR my questions 
 are too stupid to get any answer ( my feeling goes to that explanation )
 
 

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Re: [Flightgear-devel] Rendering option /Precipitation

2008-11-01 Thread Nicolas
Hello,

To complet my previous mail :

 [...]
 I have posted several months ago, a patch to complet the
 precipitation manager.

 So I send again a little patch to improve the preicipitation
 manager...
 [...]

The patch is available on : 
http://www.progweb.com/precipitation.diff.gz

This patch permits you to link the precipitation to rendering manager :
::: SGEnviro::get_precipitation_enable_state

Regards,

Nicolas VIVIEN


Le jeudi 30 octobre 2008 à 17:27 +0100, gerard robin a écrit :
 On mardi 21 octobre 2008, gerard robin wrote:
  On lundi 20 octobre 2008, gerard robin wrote:
   On lundi 20 octobre 2008, robin424 wrote:
Hello,
   
I  can't avoid precipitation  with the Rendering option menu , is it
just me ?
   
Cheers
  
   And modifying  any parameters   within preference.xml  about
   precipitation don't change anything   
  
   Cheers
 
  Again my question.
 
  Is it only me ? or does the  Rendering options  property are not longer
  operational with precipitation  ?  Is it hardcoded within FG ?
 
  cheers
 
 Again and  again  and again and again my question,
 No answer,  ??
   to me,  two possibilities, nobody here,  knows the answer  OR my questions 
 are too stupid to get any answer ( my feeling goes to that explanation )
 
 

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[Flightgear-devel] ZSH completion

2008-10-01 Thread Nicolas
Hi,

I have written a little script in ZSH to enable the auto-completion
about the commande fgfs...

You can put this file in :
/usr/share/zsh/functions/Completion/X
by sample.

Features :
- completion all the fgfs command line options
- completion about --ai_scenario
- completion about --aircraft
- completion about --airport
- completion about --runway
- etc...
- Use a cache system

Regards,

Nicolas


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Re: [Flightgear-devel] multikey: vi-like commands in fgfs (II)

2008-10-01 Thread Nicolas
Hi,

Great !

I propose a little update... 
When I press key :r (for exemple).
In the window, FG could display the available letters. So the user can
see the different choices.

++
|Radio   |
| r  |
| c : com... |
| x : xxx|
| y : yyy|
++

Regards,

Nicolas


Le mercredi 01 octobre 2008 à 12:30 +0200, Melchior FRANZ a écrit :
 * gerard robin -- Wednesday 01 October 2008:
  we will now need a multi help map  behind the keyboard :)  .
 
 :-P
 
 I have planned to offer a list of options per level on request
 (TAB key). But I also expect that people quickly memorize the
 few combinations that they are interested in and just ignore
 the rest. I for one will probably not remember :Ewst for
 environment-weather-scenario-thunderstorm. The reason why
 such things are even there is that Tat configured some functions
 which our blind users might want. Our dialogs are hard to handle
 for them.
 
 
 
  In adition to your proposal, could you add the Tacan Setting
  like you offer about Radio Settings
 
 Sure. The current config is just a start. It should demonstrate
 the system and encourage developers to discuss the most efficient
 key scheme. All sections are still very basic, there's a lot
 missing in the whole radio section. We'll also want an
 'i' (instrumentation) section etc.
 
 m.
 
 
 PS: please not full-quotes
 
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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-01 Thread Nicolas
Hi,

Here some tests about the ground textures for photo scenery.

Terragear build BTG. Each BTG contains several 3D objects with a
material property (city, wood...)

Is it possible that terragear cuts a texture for these 3D objets...

In fact, my proposition is very simple. In the function SGLoadBTG, I
replace :

osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);

By :

cout  path; // sample : Terrain/w010n40/w005n48/2876058.btg

phototexture = path;
phototexture =~ s/btg$/dds/; // or PNG, JPG...

if (phototexture found) {
  osg::Node* node = tileGeometryBin.loadPhotoScenery(matlib);
  if (node)
terrainGroup-addChild(node);
}
else {
  osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
  if (node)
terrainGroup-addChild(node);
}

And loadPhotoScenery(...) {
  int n;
  char buffer[128];
  
  if (materialTriangleMap.empty())
return 0;
  
  osg::Group* groupe = new osg::Group;
  
  osg::Geode* geode = new osg::Geode;
  SGMaterialTriangleMap::const_iterator i;
  
  for (n=0, i = materialTriangleMap.begin(); i !=
materialTriangleMap.end(); ++i, n++) {
snprintf(buffer, 128, Textures/PhotoScenery/%d.dds, n);
  
osg::Texture2D* FaceTexture = new osg::Texture2D;
FaceTexture-setDataVariance(osg::Object::DYNAMIC);
osg::Image* Face = osgDB::readImageFile(buffer);
FaceTexture-setImage(Face);
osg::Geometry* geometry = i-second.buildGeometry();
  
osg::StateSet* stateOne = new osg::StateSet();

stateOne-setTextureAttributeAndModes(0,FaceTexture,osg::StateAttribute::ON);
geometry-setStateSet(stateOne);
  
geode-addDrawable(geometry);
  }
  
  groupe-addChild(geode);
  
  return geode;
}


With this solution, my issue is : How can I generate photo texture with
terragear ? Is it possible ?


Regards,

Nicolas


Le mardi 23 septembre 2008 à 13:16 +0200, Tim Moore a écrit :
 Frederic Bouvier wrote:
  Hi Tim,
  
  Tim Moore wrote :
  This code did survive the OSG port, but was removed in a later
  reorganization of  the tile loading code. It's easy enough 
  to put this back in, but the old code would add the local 
  material permanently to the material library; is that really 
  desired? I would think the local material should get deleted 
  when the tile is deleted.
  
  I tried to restore that code this past weekend but I experienced
  random access violation when loading the texture. I was wondering
  if loading textures in the pager thread was legal.
 
 It is legal to load textures from the pager thread, but there might now be a 
 problem with adding a material to the material library in the pager thread. 
 Is 
 the access violation really random?
 
 Tim
 
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Re: [Flightgear-devel] Screenshot improves

2008-04-27 Thread Nicolas
Ok, I agree with your comments.

Thanks for the commit.

Le dimanche 27 avril 2008 à 00:44 +0200, Melchior FRANZ a écrit :
 * Nicolas -- Tuesday 08 April 2008:
  After precipitation patchs, I post a new patch about screenshot
  management. With this patch, you can choose the directory destination
  for the screenshots.
 
 Committed, thanks. Example:  --prop:sim/paths/screenshot-dir=/tmp
 
 I moved it into a property dir /sim/paths/, because I want to move
 other path specs there as well, such as fg-root, fg-home, fg-current.
 /sim/ is much too crowded since quite a while.
 
 I did not commit the error handling. If a user pressed F3 to save
 a unique situation, then an error message is not welcomed at all,
 only because the path was undefined or set wrongly (which should have
 been known from the beginning). In this case fgfs must save the
 screenshot elsewhere ($FG_HOME) and tell the user where. Only
 if that fails will it output an error message.
 
 m.
 
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[Flightgear-devel] Screenshot improves

2008-04-08 Thread Nicolas
Hi,



After precipitation patchs, I post a new patch about screenshot

management. With this patch, you can choose the directory destination

for the screenshots.



It's a little patch about :



- data : to add error message in the screenshot dialog



- simgear : to modify API of the create_dir function. This function

can't return the status : success or fail.



- flightgear : to use SGPath object (to be compliant with all OS) ;

to generate error message (for the dialog box).





In your .fgfsrc, you have to now add the line (by sample) :

--prop:/sim/path-screenshot=/home/nicolas/.fgfs/screenshot





Best regards,



Nicolas

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Re: [Flightgear-devel] Rain/ Snow/ Visibility and Rwy-lighting

2008-03-26 Thread Nicolas
Hi,

As discuss on IRC, I haven't this problem... and I don't understand
why it can happen.

Regards,

Nicolas

Le lundi 24 mars 2008 à 15:54 +0100, Heiko Schulz a écrit :
 Hi,
 
 Looking at an online weatherradar I figured out today
 a nice spot for practizing IFR-approaches ( LSZH).
 
 Heavy showers of snow, visibility about 500m - great
 fun! Great work and thanks for the Rain patch!
 
 But there was something I missed- the runway lighting!
 
 Ususally with a certain value of visibility the rwy
 lighting is set on- but not with precipation.
 
 Can we add this to the To-Do-list of the rain-patches?
 
 Cheers
 HHS
 
 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] Patch v6 - Rain Snow

2008-03-11 Thread Nicolas
Hi,



Thank's for this quickly integration.



I send you a little improvement to fix :



- no rain when there isn't clouds layer

= Now, I read  the boundary layer too



- disable the precipitation if the user doesn't want them !

= Now, I read the property tree to know if precipitation are enable /

disable

(sgEnviro.get_precipitation_enable_state())



Regards



Nicolas





On Tue, 04 Mar 2008 10:27:44 +0100, Tim Moore [EMAIL PROTECTED] wrote:

 Nicolas wrote:

 Hi,

 

 I have added some features.

 

 Now, the precipitation changements aren't abrupt... but smooth.

 

 The precipitation effects depend on the freezing temperature and dew

 point.

 

 Changelog :

 - Fixe the turn off rain to snow (at 0°C about)

 - Fixe the dew point using.

 - Add precipitation changement smoothly.

 - Add a precipitation menu (thanks to Emmanuel BARANGER)

 

 I've checked this into CVS; thank you for this contribution. I've also

 checked in my

 cleanups, some of which were suggested by andy on IRC. These include:

 

 * reformatting to Stroustrup indentation style. This may not be

 universally agreed upon

 in the project, but if I'm checking in a new contribution, that's the

 style I'm going to

 use.

 

 * make FGPrecipitationManager an SGSubsystem. This is a nice way to avoid

 adding

 explicit initialization and update calls to main.cxx and renderer.cxx.

 

 * Refactoring (and rewrite) of private function used from tileentry.cxx.

 In general,

 never use a private function; do the refactoring to make it public or

move

 it to simgear.

 

 Now, we need an umbrella in the cockpit. Maybe in using a clip plane.

 But I think that this feature has to be added in aircraft code. Because,

 it may find the same issue with clouds.

 

 I fear that clip planes won't work; the precipitation effect uses

shaders,

 and there a

 bunch of issues, including driver performance problems, when trying to

use

 shaders and

 clip planes together. Eventually we'll either make our own version of the

 precipitation

 effect and change the shaders, or pursue something else, like a stencil

 test, similar

 to a shadow volume, that disables the precipitation inside the aircraft.

 

 Tim

 

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 https://lists.sourceforge.net/lists/listinfo/flightgear-develIndex: src/Environment/precipitation_mgr.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Environment/precipitation_mgr.cxx,v
retrieving revision 1.3
diff -u -r1.3 precipitation_mgr.cxx
--- src/Environment/precipitation_mgr.cxx	9 Mar 2008 22:09:17 -	1.3
+++ src/Environment/precipitation_mgr.cxx	11 Mar 2008 08:59:03 -
@@ -36,6 +36,7 @@
 #include simgear/math/SGMath.hxx
 #include simgear/scene/sky/sky.hxx
 #include simgear/scene/sky/cloud.hxx
+#include simgear/environment/visual_enviro.hxx
 
 #include Main/fg_props.hxx
 #include Main/globals.hxx
@@ -116,7 +117,9 @@
 {
 int i;
 int max;
+	double elev;
 float result;
+SGPropertyNode *node, *child;
 
 
 // By default (not cloud layer)
@@ -148,6 +151,29 @@
 }
 }
 
+
+// If we haven't found clouds layers, we read the bounday layers table.
+if (result  0)
+return result;
+
+
+// Read boundary layers node
+node = fgGetNode(/environment/config/boundary);
+
+if (node != NULL) {
+i = 0;
+
+// For each boundary layers
+while ( ( child = node-getNode( entry, i ) ) != NULL ) {
+elev = child-getDoubleValue( elevation-ft );
+
+if (elev  result)
+result = elev * SG_FEET_TO_METER;
+
+++i;
+}
+}
+
 return result;
 }
 
@@ -155,6 +181,10 @@
 /** 
  * @brief Update the precipitation drawing
  * 
+ * To seems real, we stop the precipitation above of clouds layer (or bounday layer).
+ * If METAR informations don't give us this altitude, we will be able to find precipitations
+ * in the space...
+ * Moreover, above 0°C, we turn off the rain to snow.
  */
 void FGPrecipitationMgr::update(double dt)
 {
@@ -166,11 +196,24 @@
 float altitudeAircraft;
 float altitudeCloudLayer;
 
+	// Does the user enable the precipitation ?
+	if (!sgEnviro.get_precipitation_enable_state()) {
+		// Disable precipitations
+	precipitation-setRainIntensity(0);
+	precipitation-setSnowIntensity(0);
+
+	// Update the drawing...
+	precipitation-update();
+
+		// Exit
+		return;
+	}
+
 // Get the elevation of aicraft and of the cloud layer
 altitudeAircraft = fgGetDouble(/position/altitude-ft, 0.0);
 altitudeCloudLayer = this-getPrecipitationAtAltitudeMax

Re: [Flightgear-devel] Patch v6 - Rain Snow

2008-03-11 Thread Nicolas
Hi Ron,



I have updated the patch... (in remplacement of last)



I have taken into account your comments.



Thx



Nicolas





On Tue, 11 Mar 2008 07:30:53 -0600, Ron Jensen [EMAIL PROTECTED] wrote:

 On Tue, 2008-03-11 at 10:05 +0100, Nicolas wrote:

 Hi,

 Thank's for this quickly integration.

 I send you a little improvement to fix :

 - no rain when there isn't clouds layer

 = Now, I read  the boundary layer too

 - disable the precipitation if the user doesn't want them !

 = Now, I read the property tree to know if precipitation are enable /

 disable

 (sgEnviro.get_precipitation_enable_state())



 Regards

 Nicolas

 

 

 Hi Nicolas,

 

 Great work on the rain so far!

 

 A couple of points on this patch:

 

 +SGPropertyNode *node, *child;

 Can we have better names for these variables?

 

 +// For each boundary layers

 +while ( ( child = node-getNode( entry, i ) ) != NULL ) {

 +elev = child-getDoubleValue( elevation-ft );

 +

 +if (elev  result)

 +result = elev * SG_FEET_TO_METER;

 +

 +++i;

 +}

 

 result is stored in meters and compared to elev which is feet!

 

 How about:

 

 // For each boundary layers

   while ( ( child = node-getNode( entry, i ) ) != NULL ) {

 elev = child-getDoubleValue( elevation-ft )  * SG_FEET_TO_METER;

 

 if (elev  result)

result = elev;

 ++i;

   }

 

 + * To seems real, we stop the precipitation above of clouds layer (or

 bounday layer).

 + * If METAR informations don't give us this altitude, we will be able

 to find precipitations

 + * in the space...

 + * Moreover, above 0°C, we turn off the rain to snow.

 

 How about:

 

 * To seem real, we stop the precipitation above the cloud or boundry

 layer.

 * If METAR information doesn't give us this altitude, we will see

 precipitation

 * in space...

 * Moreover, above 0°C we change snow into rain.

 

 Thanks,

 

 Ron

 

 

 

 

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 https://lists.sourceforge.net/lists/listinfo/flightgear-develIndex: src/Environment/precipitation_mgr.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Environment/precipitation_mgr.cxx,v
retrieving revision 1.3
diff -u -r1.3 precipitation_mgr.cxx
--- src/Environment/precipitation_mgr.cxx	9 Mar 2008 22:09:17 -	1.3
+++ src/Environment/precipitation_mgr.cxx	11 Mar 2008 14:09:20 -
@@ -36,6 +36,7 @@
 #include simgear/math/SGMath.hxx
 #include simgear/scene/sky/sky.hxx
 #include simgear/scene/sky/cloud.hxx
+#include simgear/environment/visual_enviro.hxx
 
 #include Main/fg_props.hxx
 #include Main/globals.hxx
@@ -116,7 +117,9 @@
 {
 int i;
 int max;
+	double elev;
 float result;
+SGPropertyNode *boundaryNode, *boundaryEntry;
 
 
 // By default (not cloud layer)
@@ -148,6 +151,32 @@
 }
 }
 
+
+// If we haven't found clouds layers, we read the bounday layers table.
+if (result  0)
+return result;
+
+
+// Read boundary layers node
+boundaryNode = fgGetNode(/environment/config/boundary);
+
+if (boundaryNode != NULL) {
+i = 0;
+
+// For each boundary layers
+while ( ( boundaryEntry = boundaryNode-getNode( entry, i ) ) != NULL ) {
+elev = boundaryEntry-getDoubleValue( elevation-ft );
+
+if (elev  result)
+result = elev;
+
+++i;
+}
+}
+
+	// Convert the result in meter
+	result = result * SG_FEET_TO_METER;
+
 return result;
 }
 
@@ -155,6 +184,10 @@
 /** 
  * @brief Update the precipitation drawing
  * 
+ * To seem real, we stop the precipitation above the cloud or boundary layer.
+ * If METAR information doesn't give us this altitude, we will see precipitations
+ * in space...
+ * Moreover, below 0°C we change rain into snow.
  */
 void FGPrecipitationMgr::update(double dt)
 {
@@ -166,11 +199,24 @@
 float altitudeAircraft;
 float altitudeCloudLayer;
 
+	// Does the user enable the precipitation ?
+	if (!sgEnviro.get_precipitation_enable_state()) {
+		// Disable precipitations
+	precipitation-setRainIntensity(0);
+	precipitation-setSnowIntensity(0);
+
+	// Update the drawing...
+	precipitation-update();
+
+		// Exit
+		return;
+	}
+
 // Get the elevation of aicraft and of the cloud layer
 altitudeAircraft = fgGetDouble(/position/altitude-ft, 0.0);
 altitudeCloudLayer = this-getPrecipitationAtAltitudeMax() * SG_METER_TO_FEET;
 
-if (altitudeAircraft  altitudeCloudLayer) {
+if ((altitudeCloudLayer  0)  (altitudeAircraft  altitudeCloudLayer

[Flightgear-devel] Patch v6 - Rain Snow

2008-02-28 Thread Nicolas
Hi,

I have added some features.

Now, the precipitation changements aren't abrupt... but smooth.

The precipitation effects depend on the freezing temperature and dew
point.

Changelog :
- Fixe the turn off rain to snow (at 0°C about)
- Fixe the dew point using.
- Add precipitation changement smoothly.
- Add a precipitation menu (thanks to Emmanuel BARANGER)

Now, we need an umbrella in the cockpit. Maybe in using a clip plane.
But I think that this feature has to be added in aircraft code. Because,
it may find the same issue with clouds.

Regards,

-- 
Nicolas



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Re: [Flightgear-devel] Patch v5 - Rain Snow

2008-02-23 Thread Nicolas
Hi,

Le samedi 23 février 2008 à 13:53 -0600, Curtis Olson a écrit :

 Hi Nicolas,
 
 If I look very close with both snow and rain, I can now see that the
 aircraft motion through the falling particles seems to be correct ...
 it's subtle and sometimes hard to see depending on the lighting and
 background color ... and subtle is probably good for these effects.
 
 I think what confused me was that even at flying speeds, there is
 still a downward elongation of the particles with rain which tricks my
 brain into thinking they are falling straight down.  If the streaking
 could be made opposite the direction of motion some how (???) I think
 that may make the visual effect more compelling.  I'm not sure if that
 makes any sense?
 
 But the overall effect of the snow and the rain is quite good.  Also,
 you work to tie this into the metar reports is also very nice.
 Question: is it possible to tune the amount of snow/rain?  Perhaps a
 future update would be to ease slowly into snow/rain rather than make
 an abrupt change (if that is possible to do.)

In fact, the METAR informations gives only the snow/rain quantity : low,
medium, high. You can read these informations
in /environment/metar/snow-norm or /environment/metar/rain-norm.

The values are double : 0, 1/3, 2/3 and 3/3.

But, I can simulate a smooth effect... to avoid an abrupt changement.

 I think if we could redo the draw order (or change the near clip
 plane?) so that precipitation doesn't appear to be inside the cockpit
 then I would be happy to see this new effect get committed to cvs, and
 we can work on refining some of the subtle perceptual details later.

I improve the conversion rain/snow (I don't use the dew point...)
I use only the temperature 0°C... it's easier and we don't need know the
real temperature when the rain turns off snow... Particulary, if the
temperature is between -1 and 1°C...

At first, I try to add a clip plane... Then we will be able to try on
refining this later...

 Best regards,
 
 Curt.

Thanks for your interest about my work...

Regards,

Nicolas



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[Flightgear-devel] Patch v5 - Rain Snow

2008-02-22 Thread Nicolas
Hi,

Better and better...

This patch permits to add snow and rain effects in using particle from
OSG.

This improvement works with the METAR informations to enable / disable
rain or snow effects.
(intensity of effects is : low, meddium, high)

The precipitations are stopped when the aircraft is above the cloud
layers.

The rain preicipitation turn off snow precipitations when the ambiant
temperature is lower
than the dew point temperature. (the temperature depends on altitude)

The wind influents the precipitations (speed and direction support).

Regards,

-- 
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Re: [Flightgear-devel] Patch v5 - Rain Snow

2008-02-22 Thread Nicolas

Le vendredi 22 février 2008 à 10:40 -0600, Curtis Olson a écrit :

 This is the first version I have taken a look at (v5) so I'm not
 entirely sure what to expect.  When sitting on the ground in KSAN
 (METAR says rain and high winds) it looks like rain is coming straight
 down as if there was no wind, but it looks like perhaps some snow
 mixed in that is affected by the wind.  But the temps I think are too
 high for snow on the ground there (+53F/12C).  Also, when the aircraft
 moves forward the precipiation still looks like it's coming straight
 down ... it doesn't seem to factor in the motion of the aircraft?  Is
 that still a todo item, or am I doing something wrong?  Overall this
 looks like it has a trememdous amount of potential so I'm not trying
 to nit pick, just curious what I should or shouldn't be seeing at this
 point in the development.
 
 Thanks!
 
 Curt.

With OSG precipitation, I can't get in the same time snow and rain...

No, there isn't factor in the motion of the aircraft...  We can work to
improve this.

The origin and the wind have to be tested... and maybe adapted.

Nicolas



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Re: [Flightgear-devel] Patch v3 - Rain Snow

2008-02-20 Thread Nicolas

Patch v4 following the Tim'advices.

To win FPS.

Regards,

-- 
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Re: [Flightgear-devel] Patch v3 - Rain Snow

2008-02-20 Thread Nicolas
Yes,

that's why I sent everytimes the old patchs (v1, v2...) with the new
patch to help the user to remove the old patchs.
Moreover, I try to write my modifications in new files to be easier...

Regards,

Nicolas


On Wed, Feb 20, 2008 at 07:40:18AM -0800, SydSandy wrote:
 On Wed, 20 Feb 2008 16:16:58 +0100
 Nicolas [EMAIL PROTECTED] wrote:
 
  
  Patch v4 following the Tim'advices.
  
  To win FPS.
  
  Regards,
  
  -- 
  Nicolas
  
  
 
 It would be nice to have this in CVS , I avoid patches as much as possible , 
 or until curiosity gets the better of me :)
 Cheers
 
 -- 
 SydSandy [EMAIL PROTECTED]
 
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[Flightgear-devel] Patch v2 - Rain Snow

2008-02-18 Thread Nicolas
Hi,

New revision for the precipitation patch...

The patch is always linked to METAR informations.

Changelog of this new release :
1) Link the precipitation object to tile element :
Now, there is one precipitation object per tile. It permits to use the
world coordinate.
I have followed the Tim'advices...

2) Add links between precipitation and cloud layers :
When you are above the cloud layer, the precipitations are stopped.


For the next release, I hope fixed the wind issue...


Thank's to Tim and Vivian to help my with this developpement.


Regards,


Nicolas VIVIEN



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Re: [Flightgear-devel] Patch v2 - Rain Snow

2008-02-18 Thread Nicolas
With the attachment, it's better...

Le lundi 18 février 2008 à 20:51 +0100, Nicolas a écrit :
 Hi,
 
 New revision for the precipitation patch...
 
 The patch is always linked to METAR informations.
 
 Changelog of this new release :
 1) Link the precipitation object to tile element :
 Now, there is one precipitation object per tile. It permits to use the
 world coordinate.
 I have followed the Tim'advices...
 
 2) Add links between precipitation and cloud layers :
 When you are above the cloud layer, the precipitations are stopped.
 
 
 For the next release, I hope fixed the wind issue...
 
 
 Thank's to Tim and Vivian to help my with this developpement.
 
 
 Regards,
 
 
 Nicolas VIVIEN
 
 
 
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[Flightgear-devel] Patch v1 - Rain Snow

2008-02-11 Thread Nicolas
Hi,

I propose my first tries... still much work to get a good
implementation.

From the README (into path) :
-

This first try permits to add a basic snow and rain effects in using
particle from OSG.

For the moment, the patch uses the METAR informations to enable /
disable rain or snow effects. (intensity of effects is : low, meddium,
high)

For the next release of patch :
1) Add the wind direction and velocity effect
2) it's raining cats and dogs in my plane !!! (fixed this issue)
3) I want to the density of effects depend on altitude. If I'm higher
than clouds layer, rain (or snow) is stopped...
4) The particle effects have to depend on the camera position.
5) If you have propositions... :)


Regards,

Nicolas VIVIEN



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[Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread Nicolas
Hi, 

I have started to learn FG, SG and OSG programmation...

Since severals months, I use FG (nickname : Nicklas with pa24-250) ;
Now, I want to try bring my help to project.

So, I prepare a little contribution to FG project.

My first screenshots :

http://www.progweb.com/fgfs.png
http://www.progweb.com/fgfs2.png

Regards,

Nicolas VIVIEN



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Re: [Flightgear-devel] trees

2008-01-26 Thread Nicolas
For everybody, to apply the 2nd Stuart's patch ; don't forget adding the
TreeBin.cxx and TreeBin.hxx in the file : simgear/scene/tgdb/Makefile.am

The patch :
Index: Makefile.am
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/tgdb/Makefile.am,v
retrieving revision 1.7
diff -u -r1.7 Makefile.am
--- Makefile.am 13 Dec 2007 23:30:25 -  1.7
+++ Makefile.am 26 Jan 2008 18:55:17 -
@@ -18,7 +18,8 @@
SGTexturedTriangleBin.hxx \
SGTriangleBin.hxx \
SGVertexArrayBin.hxx \
-   GroundLightManager.hxx
+   GroundLightManager.hxx \
+   TreeBin.hxx
 
 libsgtgdb_a_SOURCES = \
apt_signs.cxx \
@@ -28,6 +29,7 @@
SGOceanTile.cxx \
SGReaderWriterBTG.cxx \
SGVasiDrawable.cxx \
-   GroundLightManager.cxx
+   GroundLightManager.cxx \
+   TreeBin.cxx
 
 INCLUDES = -I$(top_srcdir)



Then, if you want to test quickly the Trees feature :
Index: tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Scenery/tileentry.cxx,v
retrieving revision 1.64
diff -u -r1.64 tileentry.cxx
--- tileentry.cxx   20 Dec 2007 23:20:52 -  1.64
+++ tileentry.cxx   26 Jan 2008 18:56:36 -
@@ -273,6 +273,7 @@
 options-setMatlib(globals-get_matlib());
 options-setCalcLights(is_base);
 options-setUseRandomObjects(use_random_objects);
+options-setUseRandomVegetation(true);
 osg::Node* node = osgDB::readNodeFile(path, options.get());
 if (node)
   geometry-addChild(node);



Now, we need to correct all terrains... to have trees working ; 
and add corn (with or without OGM) field, wheat field...


Le samedi 26 janvier 2008 à 19:29 +0100, Maik Justus a écrit :
 Hi Fred, Hi Stuart,
 
 Frederic Bouvier schrieb am 26.01.2008 19:22:
  Stuart,
 
  Stuart Buchanan a écrit :

  --- Stuart Buchanan wrote:

  
  Hi All,
 
  Just a quick note to mention that I've now implemented random tree 
  height, and
  multiple textures as suggested by Curt. Screenshot here:
 
  http://www.nanjika.co.uk/flightgear/forest2.jpg
 
  Still some work to be done, but it is looking more realistic.
 
  Tim - I've been cleaning up my code a bit, so unless you've already 
  started,
  I'd
  hold off trying to kick my previous patch into shape for CVS. I should 
  have a
  new
  patch fairly soon.
  

  A patch for this is now available from
  http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
 
  Note that there are some additional new files for the tree textures and 
  some
  re-organizing of the code - see the included README.

  
 
  I applied your new patch and I don't have trees, although they were
  working with the last one. 
 same here (but your new screenshot looks great).
 
 Maik
  It seems to me that there is a missing bit
  for flightgear because the setUseRandomVegetation function is never
  called and stay to false. Maybe there is a patch to options.cxx sitting
  on your disc.
 
  -Fred
 

 
 
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