[Flightgear-devel] Fwd: [vtp] Color-based per-pixel blending of detail textures
Begin forwarded message: From: dpapa...@ymail.com dpapa...@gmail.com Date: February 9, 2012 8:39:35 AM EST To: v...@yahoogroups.com Subject: [vtp] Color-based per-pixel blending of detail textures Reply-To: v...@yahoogroups.com Hello all, This is unrelated to the VTP per se, but I used to post in this list a long while ago and I remember it to be _the_ place to discuss terrain-related algorithms in general. This is a little technique to blend detail textures onto a terrain. Although it's quite simple and straightforward (to the point that I was very surprised not to find it already described on the net), it has some implications which make it very interesting (and which I didn't in fact foresee so that I 'stumbled' on them by accident). I'm therefore posting this here for the benefit of whomever it might concern. Feedback is always welcome. The link to the paper is here and a little abstract follows: http://www.nongnu.org/techne/research/blending/ This paper describes a method for blending detail textures over terrain. Instead of using masks to define how much of each texture to blend into a given fragment of the terrain the color of the base texture is used. A color is assigned to each detail map used, for example some shade of green for grass, a shade of brown for soil, gray for rock and so on. Then, when rendering the terrain, at each output fragment each detail map is blended with a contribution inversely proportional to the ‘distance’ of the base texture color from the color assigned to the detail map in question. The blending can thus be defined 'intuitively' and per pixel so that the sharpness and definition as well as the diversity of the blend is not bound by the resolution of the base map. This is in addition to the fact that only one map is used for all detail textures instead of using one mask map _per_ detail texture. Dimitris Yahoo! Groups Links * To visit your group on the web, go to: http://groups.yahoo.com/group/vtp/ * Your email settings: Individual Email | Traditional * To change settings online go to: http://groups.yahoo.com/group/vtp/join (Yahoo! ID required) * To change settings via email: vtp-dig...@yahoogroups.com vtp-fullfeatu...@yahoogroups.com * To unsubscribe from this group, send an email to: vtp-unsubscr...@yahoogroups.com * Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/ -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Compiler error
On Oct 7, 2010, at 11:16 AM, Tim Moore wrote: On Thu, Oct 7, 2010 at 5:12 PM, fiers...@zonnet.nl wrote: I used OSG version 2.9.10. The error probably has something to do with a recent change, because yesterday's compilation was fine. I guess I could roll back to an older version of OSG, like you suggested, but I was rather hoping my message would ring a bell with someone that committed a change between yesterday and today. Am I missing the point? Sort of. The problem is due to a change in OSG between yesterday and today. Robert merged glu* functions into the osg namespace today e.g. try osg::gluLookAt(..) etc I have now moved the subset of glu functions that are now part of the core OSG library into the osg namespace, so the likes of gluScaleImage now would be used osg::gluScaleImage. HTH Norman Tim m Op 07-10-10 16:19, willie schreef: On 07/10/10 14:09, fiers...@zonnet.nl wrote: Hi all, I am compiling fgfs with download_and_compile.sh on Ubuntu 10.04. Latest GIT (one hour ago) is giving errors in hud.cxx: hud.cxx: In function ‘void fgUpdateHUDVirtual(osg::State*)’: hud.cxx:348: error: ‘gluPerspective’ was not declared in this scope hud.cxx:361: error: ‘gluLookAt’ was not declared in this scope hud.cxx: In function ‘void fgUpdateHUD(osg::State*, GLfloat, GLfloat, GLfloat, GLfloat)’: hud.cxx:397: error: ‘gluOrtho2D’ was not declared in this scope please check the version of OpenSceneGraph you are using. /bin/osgversion in your OSG install dir I think that script is slightly flawed in that it grabs the SVN version of OSG which may have been correct when the script was written but not now. Download a stable version of OSG (2.9.8 works for me) and try again, please. Let us know how it goes. -- Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today. http://p.sf.net/sfu/beautyoftheweb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today. http://p.sf.net/sfu/beautyoftheweb___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today. http://p.sf.net/sfu/beautyoftheweb___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenGL EXT Functions - native windows
On May 9, 2010, at 2:20 PM, Geoff McLane wrote: Hi Erik, Fred, Thank you Erik and Fred for pointing me to simgear/screen/extensions.[cxx|hxx]... So it seems all the extensions _ARE_ supported in the default windows DLLS (OpenGL32.dll and GLU32.dll), just NOT exposed through the usual 'export' section, thus the addresses must be 'found/loaded'... If you know any pointers to more documentation on these OpenGL extensions, specifically why this particular 'load' method, that would be great... The official documents are maintained at http://www.opengl.org/registry/ HTH Norman-- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Seeking permission -- reuse of SimGear component
On Feb 20, 2010, at 4:46 AM, Tim Moore wrote: On Sat, Feb 20, 2010 at 1:28 AM, Michael A. K. Gross mgr...@sofia.usra.edu wrote: Hi folks, I'm working on a US-government-funded flight planner for a NASA airborne astronomy mission (SOFIA). Airborne astronomy has worked in true headings for over 30 years due to ever-antiquated NASA INS systems, but the spec has recently changed to magnetic. So, I get to code up a magnetic variation model. SimGear has one, and it's simpler than anything else out there. Unfortunately, it claims GPLv2. That would force NASA's hand at releasing Actually, that code is LGPLv2, which wouldn't force NASA to release the code, unless you extract the coremag code and insert it into the planner application. Simgear is supposed to be LGPL, though the GPL has crept into a couple of files; mostly by mistake, I believe. the planner code publicly, not something I can do as a contractor (nor would it be useful to anyone -- AFAIK, SOFIA is the only airworthy aircraft in existence that does not fly the wind triangle). So, I seek permission to use the pair of files coremag.hxx and coremag.cxx without releasing the entire work. I would like to modify it to read coefficients from a file, so we can update it to stay consistent with our FMS, to localize the namespace, and to excise it from SimGear (no SG #includes). I will ask if I can contribute this to the SimGear project, but it's not very likely. What a deal for us! :) You should probably ask the copyright holder Edward A Williams ed_willi...@compuserve.com directly. Actually it is the wrapper magvar.XXX that is GPL'd coremag.XXX is LGPLd IIRC magvar.XXX use to live in FlightGear hence its license and was brought into SimGear later. Magvar is a simple wrapper program that could easily be rewritten and or its licensed changed.Curt if IIRC this is one of those that I submitted with your copyright on as I used to do to keep licensing issues simple In any case no need to contact Ed as his code is LPGL already. Cheers Norman-- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Seeking permission -- reuse of SimGear component
On Feb 20, 2010, at 10:13 AM, Michael A. K. Gross wrote: I do need to modify coremag to accomplish our goals, so I don't think LGPL will cover it. The file itself claims GPLv2, and it's not good enough anyway for NASA bean counters for other authors to claim that's an error without correcting it. There are other options (like the gawdawful DoD standard that comes with WMM2010); it just takes quite a lot more time. Yes the DoD standard takes a lot more time but .. The magnetic field doesn't change that rapidly so there is no need to recompute it if you haven't traveled very far, except at the dipoles and that is another story where perhaps one wants that gawdaful code :-) The DoD code is well separated into distinct steps so one could spread the calculation out over *many* frames ameliorating the 'hit' on the rest of the program just idle thoughts ... Norman -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] multiple --generic record/playback errors
On Feb 9, 2010, at 3:14 PM, Curtis Olson wrote: Notice you are only getting 6 decimal places on your lat/lon and I know from a past life that this will probably resolve down to a resolution of maybe 10-20 meters. Hmm 6 decimal places should get you sub meter precision http://manisnet.org/GeorefGuide.html#imprecision_in_coordinates Cheers Norman-- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW http://p.sf.net/sfu/solaris-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Fwd: [osg-users] Rendering 2 video stream
someone was asking about making movies the other day thought this might help Norman FGJpegHttpd Author Begin forwarded message: From: Cedric Pinson cedric.pin...@plopbyte.net Date: February 1, 2010 6:14:05 PM EST To: OpenSceneGraph Users osg-us...@lists.openscenegraph.org Subject: Re: [osg-users] Rendering 2 video stream Reply-To: cedric.pin...@plopbyte.net, OpenSceneGraph Users osg-us...@lists.openscenegraph.org Hi, I render a video game based on osg into a video stream, you can have an idea here http://plopbyte.net/?page_id=6/ you need a firefox plugin to watch it. The basic idea works on linux with gstreamer. Dont tested on windows but because there is gstreamer, maybe it works too. In the game code i added a thread that write image at a given rate. This file is written into a file descriptor created with mkfifo. Then i use a command line when the game is running: gst-launch-0.10 filesrc location=myfifo ! videoparse width=800 height=600 format=15 framerate=20/1 ! ffmpegcolorspace ! videoscale ! video/x-raw-yuv, width=800, height=600 ! videoflip method=5 ! theoraenc quality=40 ! oggmux ! gdppay ! tcpserversink port=12000 21 log The advantage using gstreamer is that you can use the codec you want to encode the video and stream it over the web. The code is inside this project http://hg.plopbyte.net/pokme/ Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Mon, 2010-02-01 at 17:39 -0500, r...@sensorstar.com wrote: Adrian - A way that I've used for that type of functionality is through a Camera::DrawCallback subclass. You can get the rendered scene through an (osg::Image) readPixels() call and pass it out through whatever stream you like frame by frame. It isn't extremely fast since it depends on the readPixels() call, but on a Quadro or the like it has always been 'fast enough' for my purposes. For the video stream output, I can't offer too much advice because I have usually been happy to work with the raw frames, but you can pretty much tie whatever you like at that point. Rudy On Mon, Feb 01, 2010 at 03:51:27PM +0100, Adrian Egli OpenSceneGraph (3D) wrote: Hello all, i am looking for a library or idea how we could render osg into a video stream? /adrian -- Adrian Egli ___ osg-users mailing list osg-us...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-us...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-us...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Understanding scenery archatecture
On Dec 11, 2009, at 10:58 AM, cullam Bruce-Lockhart wrote: Hey gang. I've just started putting together some visual aids in understanding what happens in a scenery build process. That's well and good, but I'm having an issue with terrafit. I've recently discovered that my understanding of how terrafit works is wrong. I'd always assumed it took a grid of elevations, calculated planes of best fit, using the max error threshold, then adjusted all the heights in the grid. It turns out that it actually leaves the heights unchanged, but deletes any that aren't deemed significant. I've been reading through terrafit.cc, but I can't figure out anything about what it does to determine significance. Could anyone explain to me how terragear uses the error threshold to determine what the list of points to be included is? see http://www.cs.cmu.edu/afs/cs/Web/People/garland/scape/ specifically http://www.cs.cmu.edu/afs/cs/Web/People/garland/scape/scape.pdf Norman-- Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] X-Plane 850 file format support committed
You might want to look into /OpenSceneGraph/include/osgSim/OverlayNode Cheers Norman On Jun 14, 2009, at 10:19 AM, Curtis Olson wrote: Hi Fred, Glad to see someone is starting to nibble at the 8.50 format and figure it out. If you are developing code that takes the bezier outlines and can turn that into a polygon representation, then it shouldn't be terribly difficult to add that into genapts. For lines and markings, I think the easiest path in the short term will be to cut those into the surface. However, this can explode the polygon count and rendering load so we need to be careful, but it should be manageable if we don't get too crazy with lots of small segments around curves to make them look perfectly smooth. I've never played around with glPolygonOffset in the context of btg files (terragear/genapts) so I don't believe there's any support there. It's difficult because airport surfaces are curved and are not planar, so most likely any use of glPolygonOffset will not be perfect and there will be places where the lines z-fight with the underlying surface ... unless we really go crazy with a large offset value in which case the lines could bleed through some of the surfaces when they should be hidden behind them. Still it might be worth playing around with to see what kind of results are actually achievable. I wonder what tricks and approaches the gaming community uses for drawing clear and realistic roads? The problem with cutting the lines into the surface as polygons is that (1) you explode the polygon count and (2) you have hard aliased edges which can become distracting in the distance. Cooking the lines into the surface texture gets rid of the aliasing problem, but then you explode your texture memory requirements and need to do a lot of work to generate those textures on the fly, or generate them once and store them. And drawing the lines on top using glPolygonOffset is hard to do well when you are dealing with non-planer surfaces and the visual result of glPolygonOffset (at least historically) has not been consistent across different video cards and vendors. It's a difficult challenge to do well. Regards, Curt. On Sun, Jun 14, 2009 at 6:56 AM, Frederic Bouvier wrote: Hi, I committed the support to read new X-Plane 850 file format in flightgear. That doesn't mean that airports will look different in current scenery because TerraGear tools have not been updated yet, but this is the first step to support the format. Here are two screenshots comparing the ground radar with the different data : http://frbouvi.free.fr/flightsim/KSBD-810.png http://frbouvi.free.fr/flightsim/KSBD-850.png The Google Maps link: http://tinyurl.com/n9khev You should notice the smooth curves in the 850 screenshot. The parser should read current data normally, and nobody should see the difference until we change the data. Please shout if you find something broken or overlooked. (actually something is broken in the 777 ground radar, but it's not me ;-) ) Curt wrote (about linear features) : Fred, were you thinking of cutting these lines into the surface (with hard polygon edges) or drawing them over the top like with a glPolygonOffset() approach? Or something else? It would be really great to be able to add taxi lines and other markings to our airports. I didn't really thought about it yet. I am open to ideas. Does the .btg file format support the glPolygonOffset approach ? Regards, -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery http://fgsd.sourceforge.net/FlightGear Scenery Designer -- Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for
Re: [Flightgear-devel] RFC: graphics effects files
On Apr 7, 2009, at 11:16 AM, Curtis Olson wrote: On Tue, Apr 7, 2009 at 9:34 AM, Melchior FRANZ wrote: Well, so far the samples usually looked something like this: ambient0.2 0.4 0.1 0.5/ambient. Doesn't look *that* bad, indeed. But in reality floats don't usually have just one digit after the comma. What about this? foo2345.1239878725027 235.237926028973 558.1283745628374 9.123242342346/foo There goes the nicety. Long ugly numbers or long ugly numbers. We can split them up and they are slightly more readable, abut they are still long ugly numbers. We've made things slightly longer, and slightly less ugly, but I don't know if we've improved the overall score. It depends how we weight our priorities. foo entry2345.1239878725027/entry entry235.237926028973/entry entry558.1283745628374/entry entry9.123242342346M/entry /foo As long as this is only an XML markup question, the disadvantages are: - higher failure probability Why is there a higher probability of failure? If I want to stretch to make a point, I could suggest that forcing a developer to type in more xml tags also increases the probability of making a typo. But I think this whole point is very weak. I know better then contribute to this discussion but foo 2345.1239878725027 235.237926028973 558.1283745628374 9.123242342346 /foo Looks best to me Norman -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] SimGear licensing
Hi all, While I was in the process of perusing the SimGear code I noticed that some of the newer code was being released under the GPL As part of the original SimGear team I was under the impression that SimGear was specifically LGPL as expressed here http://simgear.org/mission_statement and here http://cvs.flightgear.org/viewvc/SimGear/COPYING?revision=1.1.1.1root=SimGear I have not been an active member of the FGFS community for a while and realize that things 'change' but I am curious The last thing I want todo is start anything even resembling a 'license' flame. but ... I find this unfortunate and a bit confusing ... Norman-- Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGFS 1.0.0 Cygwin build error
Try commenting out lines 39 = 41: #ifdef HAVE_WINDOWS_H #include windows.h #endif For some reason you are still picking up the Windows min max macros. There is nothing in this file that requires windows.h -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Deppe Sent: Wednesday, May 14, 2008 1:23 AM To: 'FlightGear developers discussions' Subject: Re: [Flightgear-devel] FGFS 1.0.0 Cygwin build error Csaba/Jester wrote: Try putting this in fgmetar.cxx before the first #include: #ifdef HAVE_CONFIG # include config.h #endif Also, upgrading to plib 1.8.5 is recommended (and required for more recent fg versions). -- Adding the #ifdef didn't help; the same error occurred. I reinstalled a clean Cygwin (no xorg* packages) with the minimum packages required and started over with plib-1.8.5, which compiled only after a modification to ssgLoadTexture.cxx (comment out lines 242-244). SimGear-1.0.0 also compiled and installed without errors. I tried both 3.3.3 and 3.4.4 versions of gcc and fgmetar.cxx fails to compile with either one: With gcc-3.3.3 the following error occurs (same as before): g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src -I/usr/local/in clude -g -O2 -D_REENTRANT -MT fgmetar.o -MD -MP -MF .deps/fgmetar.Tpo -c -o fgm etar.o fgmetar.cxx In file included from /usr/include/c++/3.3.3/bits/locale_facets.tcc:43, from /usr/include/c++/3.3.3/locale:47, from /usr/include/c++/3.3.3/bits/ostream.tcc:37, from /usr/include/c++/3.3.3/ostream:535, from /usr/include/c++/3.3.3/iostream:45, from /usr/local/include/simgear/debug/logstream.hxx:36, from ../../src/Main/fg_props.hxx:9, from fgmetar.cxx:42: /usr/include/c++/3.3.3/limits:205:22: macro min requires 2 arguments, but only 1 given In file included from /usr/include/c++/3.3.3/bits/locale_facets.tcc:43, from /usr/include/c++/3.3.3/locale:47, from /usr/include/c++/3.3.3/bits/ostream.tcc:37, from /usr/include/c++/3.3.3/ostream:535, from /usr/include/c++/3.3.3/iostream:45, from /usr/local/include/simgear/debug/logstream.hxx:36, from ../../src/Main/fg_props.hxx:9, from fgmetar.cxx:42: /usr/include/c++/3.3.3/limits:205: error: parse error before `throw' /usr/include/c++/3.3.3/limits:206:22: macro max requires 2 arguments, but only 1 given /usr/include/c++/3.3.3/limits:206: error: ISO C++ forbids defining types within return type ...and with gcc-3.4.4 a different error occurs on fgmetar.cxx: g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src -I/usr/local/include -g -O2 -D_REENTRANT -MT fgmetar.o -MD -MP -MF .deps/fgmetar.Tpo -c -o fgmetar.o fgmetar.cxx In file included from /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/streambuf:78 1, from /usr/local/include/simgear/debug/logstream.hxx:35, from ../../src/Main/fg_props.hxx:9, from fgmetar.cxx:42: /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/streambuf.t cc: In member function `virtual std::streamsize std::basic_streambuf_CharT, _Traits::xsgetn(_Cha rT*, std::streamsize)': /usr/lib/gcc/i686-pc-cygwin/3.4.4/include/c++/bits/streambuf.t cc:54: error: expected unqualified-id before '(' token simgear_config.h and FlightGear config.h attached. I assume that others have compiled successfully using Cygwin so perhaps it is a Cygwin configuration issue. Still digging...any help appreciated. Thanks, Paul [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPS update rate
* LeeE -- Monday 14 April 2008: I'm running a nasal loop at 1/(frame-rate/2), which typically works out to between 10-20 Hz, but because the gps update rate is much slower (0.45 sec if I'm interpreting the code correctly) the results aren't very smooth - the effect is that the results follow a sawtooth pattern i.e. they ramp up while the gps output is unchanged but then drop back down when the gps output is updated, and then start to ramp up again. http://autopilot.sourceforge.net/kalman.html Cheers Norman - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed
LeeE writes: Would it be possible to cobble together a small utility that would allow small parcels of the scenery database e.g. 1x1 deg tiles, to be checked and corrected manually without setting up the full scenery build system? That way, many people could work on it whenever they feel like it. I've had to do this sort of manual data correlation/verification a couple of times over the years, on different projects I've worked on, and while it sounds like an onerous and tedious task it's not too bad if you can just do bits of it, now and then, as a break from your primary tasks. Obviously, it would be a slow and long-term undertaking but at least the problem would be fixed eventually, whereas the alternative seems to be that it never gets fixed and we just have to live with it. A little birdie told me that the OSM project is about doing just this :-) http://wiki.openstreetmap.org/index.php/Main_Page Note that the same services that host mapserver.flightgear.org and were used to build the latest fgfs scenery, host the development database of OSM Cheers Norman - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] trees
Stuart Buchanan writes: As people have noticed, currently the different tree textures are merely colour variations on the current shapes. It would be great if someone who knows their way around GIMP could spend a little time improving the tree textures. I'm sure this would improve the realism greatly for minimal effort http://vterrain.org/Plants/index.html - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] http://openaerialmap.org/
Melchior FRANZ writes: ... and a short article about it: http://www.linux.com/feature/125258 Just amazing what those gremlins at telascience come up with :-) - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] trees
Curtis Olson writes: (I haven't dug much in the code for these trees, but ...) it appears that the random locations are computed as areas come into view (or come close enough to the viewer.) So each time a new chunk of trees are added, I see a blip in the frame rates. If there are a lot of chunks that need to be added, that translates into a lot of blips. Would it be possible to compute the locations of the trees when the tile is loaded (in the load thread) and always have these structures available when needed? note I haven't dug into the code either The standard way of doing this is to time limit the loader Thread. Eg loading trees only a few per frame as time allows. perhaps into a temporary data object. The OSG LOD loader thread is an example of how to do this Cheers Norman - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Objects OSG patch
Erik Hofman writes: Christian Mayer wrote: This might be a case where the great BOOST Project might help us: http://www.boost.org/libs/random/index.html One thing to keep in mind when using random generators is that it would be realy nice (if not required) to generate the same output on all supported platforms. That means everybody in a multi player environment would see the same objects at the same location. That was the main motivation for using the one that is included in SimGear instead of a system supplied version. I would like to point out that the Simgear random number generator is one of the Boost::Random variants http://www.boost.org/libs/random/random-generators.html#mersenne_twister Note there is now a faster implementation available from the original authors http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html SFMT is a new variant of Mersenne Twister (MT) introduced by Mutsuo Saito and Makoto Matsumoto in 2006. The algorithm was reported at MCQMC 2006. The article will apper in the proceedings of MCQMC2006. (see Prof. Matsumoto's Papers on random number generation.) SFMT is a Linear Feedbacked Shift Register (LFSR) generator that generates a 128-bit pseudorandom integer at one step. SFMT is designed with recent parallelism of modern CPUs, such as multi-stage pipelining and SIMD (e.g. 128-bit integer) instructions. It supports 32-bit and 64-bit integers, as well as double precision floating point as output. SFMT is much faster than MT, in most platforms. Not only the speed, but also the dimensions of equidistributions at v-bit precision are improved. In addition, recovery from 0-excess initial state is much faster. See Master's Thesis of Mutsuo Saito for detail (submitted). Norman - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Informal version number poll
Arnt Karlsen writes: Are we a bunch of old cranky developers (it looks that way sometimes!) :-) ..delurking... ;o) :-) .. ;o) GPL sea floor map data, anyone? http://topex.ucsd.edu/WWW_html/mar_topo.html http://www.shadedrelief.com/cleantopo2/index.html Recloaking Norman - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Fixing head lag
David Megginson writes: I think it's great that FlightGear added head lag to the sim -- it's a good alternative when the pilot can't feel forces -- but I think we'd do better to model it based on perceived forces, not on roll/yaw/pitch damping. For example, simply entering a coordinated bank gently shouldn't cause any head movement at all, but flying straight in a forward slip should, because there's a yaw force pulling the head slightly sideways. Likewise, while the pilot is perceiving 1G the head should move up a bit, and while the pilot is perceiving 1G, the head should move down a bit. FWIW Expressing this elegantly is best done using Quaternions http://en.wikipedia.org/wiki/Slerp http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%2 0It/ Both OSG and PLIB support Quats Norman - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FW: xfplan 0.5 released
fyi -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Edward Falk Sent: Monday, October 15, 2007 9:43 PM To: [EMAIL PROTECTED] Subject: xfplan 0.5 released Hi all; just wanted to announces that I've released a version of xfplan with terrain display. There's a nice screenshot at http://fplan.sourceforge.net/. Terrain data takes about 32M of disk space. This version also adds airway idents and a few other minor upgrades. If I can find a database of rivers and lakes, I think map mode will be finished. -ed falk ___ fplan-list mailing list [EMAIL PROTECTED] http://mail.gnome.org/mailman/listinfo/fplan-list - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Broken Clouds
Curtis Olson writes: On 7/26/07, Vivian Meazza wrote: Incidentally, I have observed in both linux and osx in fg/osg that cloud layers don't work quite like I'd expect. If the weather is scattered clouds at 3000 ft and overcast at 5000, then when I'm sitting on the runway I see blue sky between the scattered clouds. It's not until I go above 3000 that suddenly there's overcast sky above me. I'm rather afraid that this last is a feature rather than a bug. As I understand it, it is a consequence of the way osg orders/handles transparencies. Not good at all. In the old days when I first coded up the sky, we carefully drew the cloud layers back to front in the correct order based on altitude so that they would all show up correctly. However, this code was completely overhauled at some point by Fred (I think) to hand some other issues with drawing external models and transparancy that didn't exist when the sky code first was developed. Then migrate all this over to OSG, and I have no idea how Mathias set it up, but it certainly seems like we could fall back to drawing the cloud layers in the correct order manually if need be. That said, I'm useless at the moment for doing any OSG based work since I haven't gotten over the first hurdle of understanding yet. Hint OpenSceneGraph uses 'RenderBins' to control drawing order So one just need to setup desired number of 'bins' and assign 'objects' to them appropriately The rest is magic Norman - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Building multiple fgfs binaries from onesource tree
Melchior FRANZ writes: * Hans Ulrich Niedermann -- Sunday 22 July 2007: As the whole thing is still in development, it makes sense for developers to have more than just one of the three, so that one can compare their behaviours. And how many developers actually do it? I hope many :-) I haven't tried compiling FGFS for a while but one use to be able to do something like cd $FGFS mkdir release cd release ../configure $my_options make cd FGFS mkdir debug cd debug ../configure $my_debug_options make Cheers Norman - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] C++ code beautifier / Coding standards proposal
Durk Talsma writes; I just came across this little program called bcpp http://invisible-island.net/bcpp/bcpp.html which seems to be doing a pretty decent job on intending and beautifying C++ code. It works somewhat like indent, but with the significant difference that it can also handle C++ code. FWIW here is another decent C++ beautifier http://astyle.sourceforge.net/ Cheers Norman - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG, make, and cmake?
Curtis Olson writes I just noticed this morning that all the gnu Makefiles have been removed from OpenSceneGraph. It appears that we now need cmake to build OpenSceneGraph? Make still works for the moment in OpenThreads and osgProducer. I installed cmake for Fedora Core 6 and it is too old (annoying, but not a show stopper.) Does anyone know if this is a major policy shift in the OSG build system, or did I just catch them in the middle of some rename or reorganization activity? OpenSceneGraph and probably OpenThreads are moving to Cmake Producer will probably stay with make osgProducer is still a question mark This is part of OpenSceneGraph trying to come up with a common build system for all environments Producer is a separate project from OpenSceneGraph HTH Norman - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] simulating camera output during flight
Leidson Campos A. Ferreira writes: Start fg with --jpg-httpd=port, then you should get a screenshot in your browser, since it's a simple request you could code the http get request in you application, not sure if it's fast enought for realtime. Is really fast. I'm using the --jpg-httpd option to interface FlightGear with a ground station developed under C++ Builder compiler and I can receive almost 20 frames by second in my local network. :-) But to run with this speed you will need get the CVS version of FlightGear because I think that latest release, 0.9.10, this feature was not optimized like CVS version. I just looked at the CVS code and this has changed *very* little since it's initial release over 5 years ago :-) Good to see this feature being used ! Cheers Norman - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] simulating camera output during flight
Norman Vine wrote: Leidson Campos A. Ferreira writes: Start fg with --jpg-httpd=port, then you should get a screenshot in your browser, since it's a simple request you could code the http get request in you application, not sure if it's fast enought for realtime. Is really fast. I'm using the --jpg-httpd option to interface FlightGear with a ground station developed under C++ Builder compiler and I can receive almost 20 frames by second in my local network. :-) But to run with this speed you will need get the CVS version of FlightGear because I think that latest release, 0.9.10, this feature was not optimized like CVS version. I just looked at the CVS code and this has changed *very* little since it's initial release over 5 years ago :-) Good to see this feature being used ! Note if you are using this on a local network it would be trivial To change the code to return the data directly bypassing the compression/decompression overhead, this should speed things up If your network can handle the bandwidth :-) local machine or GigE would handle that easily though Cheers Norman - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] simulating camera output during flight
Leidson Campos A. Ferreira writes: In fact, this feature was modified by me, and accepted by Flightgear team, almost 6 months ago and after this no Flightgear version was released (I think), then you should consider get latest Flightgear CVS version to get this improvement (because old implementation was really slow). Could you point out to me what you changed as I don't see it Fyi I am the original author of this extension Cheers Norman - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear remote modules
Ralf Gerlich writes: Rob Ratcliff wrote: You could use an event distribution (Pub/Sub) paradigm based on something like the CORBA Notification Service (Event Service), the CORBA property service, the newer Data Distribution Service (DDS) or something like the High Level Architecture (HLA). A CORBA ORB TAO supports communication across shared memory or sockets depending on where the clients and services are running. I know that TAO is used quite a bit for real time control systems communication for the military. Do you know the order of magnitude of the real time deadlines for the subsystem where TAO has been used? ICE from zeroc is interesting http://zeroc.com/ Cheers Norman - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trains?
Leee writes It had occurred to me that YASim could be (ab)used to fake a car. The gear handling would be fine for the wheels and suspension - don't see too many problems there. Ensuring it didn't take off might be trickier though. Why not look at Torcs It is built ontop of PLIB so might be relatively easy to snag some code and models http://torcs.sourceforge.net/ Norman - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FW: [osg-users] Re: Performance OSG release compile vs win32 binaries
FYI -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gert van Maren Sent: Wednesday, November 22, 2006 12:44 PM To: osg-users@openscenegraph.net Subject: [osg-users] Re: Performance OSG release compile vs win32 binaries Hi Robert, I can't definitively comment on VS build options that Mike Weiblen will have used, but I would have thought it would be just standard release build like you have done. Apparently the standard version of VS 2003 does not have a optimizing compiler/linker. However you can download a free one at http://xona.com/2004/06/29.html for VS 2003. The model now runs at a sold 60fps. Quite a huge performance increase using an optimizing compiler/linker. Is the OSG version the same in each case? Are you using a free versions of MS's compilers that has some optimization support removed. Yes, same OSG and using official Visual Studio .Net 2003. Regards Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL Violation?
Stefan Seifert writes: - From a legal perspective the easiest way for you to ensure that you may put screen shots of FG you made on your page is to put them under the GPL. One may consider a screen shot as a derivative work of FG as FG is used for creation and for example it's textures are part of the picture. So if you put your screen shots under GPL, too, you should not have to worry about any problems. This is _if_ FG authors do even have some rights to screen shots you made. This is the applicable section of the GPL Second paragraph section 0 Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. So the question is 1: Are screenshots a result of running the program or 2: Are screenshots a work based on the program I would argue (1) Cheers Norman - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL Violation?
Stefan Seifert writes: Norman Vine wrote: So the question is 1: Are screenshots a result of running the program or 2: Are screenshots a work based on the program I would argue (1) That's the point: it's arguable if it's 1 or 2. But wheter it's 1 or 2 putting the screen shots themselves under GPL is the safe way and I'd guess it's also the license that expresses the intentions of the FG community. Well I guess we could have the license burned on the screen And into all snapshots :-) Seriously a screenshot is a result of running the program Now someone scraping pictures off of the FlightGear site without giving credit is plagarasim at worst but .. It isn't a 'crime' as there is no restriction of any kind on the web pages concerned Cheers Norman - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OT Sunday night fun
Curtis Olson writes:un Hey, if anyone is around for the next few minutes, check out out our multiplayer map: http://mpmap02.flightgear.org To make a long story short, someone here locally (err someone who isn't driving) can watch the flightgear view in 3d, and all of you can track my car live as I drive it via our multiplayer google map page. Right now the car is in the driveway, but i'm going to head out in a couple minutes to drive around the block ... Cool must be to late haven't seen you move A neat option to add to this would be a moving map display Eg the image could recenter on the selected 'target' when The 'target gets far enough away from the center of the view Good stuff !! Norman - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Linking 'fgfs' on FreeBSD
Andy Ross writes: Martin Spott wrote: Think of some application that needs - just as a stupid example - only functions from libosgText but none from libosgSim ? Actually, here's a better explanation: let's call that application FlightGear and say that it requires functions from osgUtil, osgSim and osgDB, but not osgText. It should be able to link successfully without referencing osgText, right? Except that you don't need osgSim if you are just using osgText Now as to why ScalarBar is part of osgSim is perhaps a better question :-) Cheers Norman - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG and multicore processor
Curtis Olson writes: Right, in all this we need to remember that in all our past benchmarking, the graphics themselves account for 90-95% of the workload. I haven't profiled FGFS in a long time however I guess that is true if you consider ground intersection and database paging part of the GFX code Cheers Norman - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear compile error: min function
Mathias Fröhlich writes On Saturday 17 June 2006 22:44, Georg Vollnhals wrote: I am just trying to find that needle but I am blind! But not giving up for the next hour. Ok, google tells me that #define NOMINMAX or equivalently CPPFLAGS=-DNOMINMAX ./configure --whatever-you-like does the trick. Tell me if this is ok ... It is easy to fix this once and for all ... http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/SimGear/simgear/compiler.h.diff?r1=1.1r2=1.2cvsroot=SimGear-0.3 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
RE: [Flightgear-devel] Error in SGMisc class? I don't see it ...
You need to make sure to #define NOMINMAX or else windows.h includes conflicting stuff -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jon S. Berndt Sent: Monday, February 27, 2006 7:57 AM To: flightgear-devel@lists.sourceforge.net Subject: RE: [Flightgear-devel] Error in SGMisc class? I don't see it ... Here's the offensive code in /usr/local/include/simgear/math/SGMisc.hxx === start === static T min(const T a, const T b) === end === The last line, above, is the culprit. As before, the errors are: SGMisc.hxx:28: error: expected unqualified-id before const SGMisc.hxx:28: error: expected `)' before const SGMisc.hxx:28: error: expected `)' before const The rest of the errors (lots of them), likewise involve min. Jon It is a handy and typesafe way to program a min or max function. You know exactly what type the input arguments are and which the output arguments are. ... What brakes, but that brakes anyway if you do includes in the wrong order, is that a prevously defined min/max macro will disturb the declaration/implementation of the SGMisc min/max as it would disturb that for every other min/max declaration/implementation like the std::min/std::max functions for example too. I bet that you defined such a macro and past that include SGMath.h Mathias I know what the min() template definition does - and it looks like a really good idea. However, the code from plib, simgear, and flightgear is all straight from CVS. I looked at the tests/ subdirectory and examined the headers. I renamed the JSBSim subdirectory. The test-up code still won't compile, and gives the same error. Again - this is straight from CVS. Some of the other code in test-up/ does compile. I'm working under CygWin, but I don't think this should have any effect. Jon --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
RE: [Flightgear-devel] Modelling tools
flying.toaster writes: I am fairly new to flightgear and there are two subjects I would like to get involved into. I am a 3D modeller for Strike Fighters : Project 1 (check out http://www.column5.us, there is a F/A-18 model I made) using blender. I am willing to build many models for FlightGear but I can see two issues : * Blender does not allow to change easily the transforms in the scenegraph (i.e. hard to orient axis) * Using the XML configuration file to adjust animation can be pretty clumsy requiring a long trial error process. I would like to know if it could be possible to start a project for a plib application allowing to set up animations, rotating an moving axis in a scenegraph and exporting the corresponding animation in the xml config file. That would make 3D models *much* more easy. If anybody is interested or knows how to setup such a project I would be happy to join Hmm it wouldn't be to hard to get PrettyPoly to do this sort of thing, To bad it has been adbandoned Perhaps a C++ hacker could add what you wnat to it. I don't imagine it would take too much to get it to compile see http://prettypoly.sf.net Norman --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid3432bid#0486dat1642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
RE: [Flightgear-devel] replacing existing objects in fgfsdb
Jon Stockill writes: Frederic Bouvier wrote: A search by position bounding box would be really cool. Until I get chance to add that you can actually search by partial lat/lon - so for example searching with lat=50.1 would return everything from 51.0 to 51.9 repeat after me PostGIS PostGIS ... :-) Cheers N --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel