Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. 8e75c6be5047bdb0deacc385decc4ff4187c4990
2013/10/14 James Turner zakal...@mac.com: +catch(...) +{ + naRuntimeError(c, Unknown exception in method call.); +} + I am slightly concerned about catching all exceptions this way - I agree catching std::exception is worthwhile, with the specialisation for sg_exception since we can provide better logging and reporting, but I really hope no-one is throwing arbitrary objects not inheriting from std::exception. We used to have some bad cases of people throwing std::string but I cleaned those up years ago. There are still some catch(...) and catch(std::string/const char*) around... I just wanted to make sure that no exception will every pass on to C space, as this leads to undefined behaviour and probably also a crash. I don't know who will use cppbind to register whatever is needed in the future, so I think its better to throw a Nasal runtime error than to let the whole program crash. Tom -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60134071iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Moving menus (aka, usability)
The Autopilot menu change does make sense (although there may possibly be a case for keeping such a flight-critical menu rapidly accessed at the top level?) I don't see this need. When I'm in a hurry, I use my left hand to enter a keyboard shortcut, rather than taking my right hand off the most critical flight controls to grab the mouse and navigate to/through a menu. the control key is usually one of the easiest modifiers to find on a keyboard Mhh.. personally, I'd slightly prefer the shift key over the control key for the most important two-key-shortcuts. Using one hand (remember, the other hand is on the stick;), shift enables a slightly larger range than control: I can somewhat easily type shift+5, whereas control+5 becomes a little difficult. Tom -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] procedural bridge generation
Hi Adrian, I was thinking to circumvent the Terragear toolchain completely (for now), and 'just' generate 3d bridge models based on OSM data. These could then go into the scenery DB, perhaps with a tag that indicates they were automatically generated. I _guess_ the next scenery build will include OSM roads, so the location of the bridges should be fine? BTW: I recall there were plans to including other OSM objects. Is there some progress beyond what's listed in http://wiki.flightgear.org/OpenStreetMap_import ? Tom -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong
Hi Rebecca, Thanks for the pointers! Yes, I compile SG myself, but the version TG would link against might have been compiled on Ubuntu (I'm migrating to Manjaro). Compiling everything again solved my problem. Most likely an ID-10T error. Tom -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials including VisualStudio 2012, Windows 8, SharePoint 2013, SQL 2012, MVC 4, more. BEST VALUE: New Multi-Library Power Pack includes Mobile, Cloud, Java, and UX Design. Lowest price ever! Ends 9/22/13. http://pubads.g.doubleclick.net/gampad/clk?id=64545871iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] procedural bridge generation
With my python coding for OSM buildings in FG coming along nicely, I recently thought about creating semi-generic bridges. Is anyone else working on this? Or is anyone aware of an open source procedural bridge generator? Searching the net mostly turned out stuff for Houdini etc. Tom -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials including VisualStudio 2012, Windows 8, SharePoint 2013, SQL 2012, MVC 4, more. BEST VALUE: New Multi-Library Power Pack includes Mobile, Cloud, Java, and UX Design. Lowest price ever! Ends 9/22/13. http://pubads.g.doubleclick.net/gampad/clk?id=64545871iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgelev
the first element appears to be an label so the input format is label lon lat\n Thanks Stuart, that works! Tom -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials including VisualStudio 2012, Windows 8, SharePoint 2013, SQL 2012, MVC 4, more. BEST VALUE: New Multi-Library Power Pack includes Mobile, Cloud, Java, and UX Design. Lowest price ever! Ends 9/22/13. http://pubads.g.doubleclick.net/gampad/clk?id=64545871iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong
I'm trying to compile terragear.git on a fresh Manjaro Linux, but linking fails on gdalchop.cxx with gdalchop.cxx:(.text+0x4f4): undefined reference to `sgWriteLong(gzFile_s*, int)' gdalchop.cxx:(.text+0x4ff): undefined reference to `sgWriteInt(gzFile_s*, int)' gdalchop.cxx:(.text+0x578): undefined reference to `sgWriteShort(gzFile_s*, short)' sgWriteLong exists in libSimGearCore.a (so do the others): $ nm -gC /home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a | grep sgWriteLong 0450 T sgWriteLong(void*, int) 0540 T sgWriteLongLong(void*, long) U sgWriteLong(void*, int) and /home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a is included in the linker command line. No idea if it's relevant, but I had to compile GDAL from source since I couldn't find it in Manjaro's packages. Any ideas? Tom -- Boost version: 1.54.0 -- Found the following Boost libraries: -- system -- thread -- SimGear include directory: /home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/include -- found SimGear version: 2.99.0 (needed 2.12.0 or higher) -- looking for static SimGear libraries -- found SimGear libraries -- Performing Test SIMGEAR_COMPILE_TEST -- Performing Test SIMGEAR_COMPILE_TEST - Success -- Found CGAL 4.2 -- Build type: Release -- USING CXXFLAGS = ' -frounding-math -O3 -DNDEBUG' -- USING EXEFLAGS = ' ' -- Targetting Unix Makefiles -- Using /usr/bin/c++ compiler. -- Requested component: Core -- Requested component: MPFR -- Requested component: GMP -- Configuring done -- Generating done -- Build files have been written to: /home/tom/daten/fgfs/src/terragear /usr/bin/cmake -H/home/tom/fgfs/src/terragear -B/home/tom/daten/fgfs/src/terragear --check-build-system CMakeFiles/Makefile.cmake 0 /usr/bin/cmake -E cmake_progress_start /home/tom/daten/fgfs/src/terragear/CMakeFiles /home/tom/daten/fgfs/src/terragear/CMakeFiles/progress.marks make -f CMakeFiles/Makefile2 all make[1]: Entering directory `/home/tom/daten/fgfs/src/terragear' make -f src/Lib/terragear/CMakeFiles/terragear.dir/build.make src/Lib/terragear/CMakeFiles/terragear.dir/depend make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear' cd /home/tom/daten/fgfs/src/terragear /usr/bin/cmake -E cmake_depends Unix Makefiles /home/tom/fgfs/src/terragear /home/tom/fgfs/src/terragear/src/Lib/terragear /home/tom/daten/fgfs/src/terragear /home/tom/daten/fgfs/src/terragear/src/Lib/terragear /home/tom/daten/fgfs/src/terragear/src/Lib/terragear/CMakeFiles/terragear.dir/DependInfo.cmake --color= make[2]: Leaving directory `/home/tom/daten/fgfs/src/terragear' make -f src/Lib/terragear/CMakeFiles/terragear.dir/build.make src/Lib/terragear/CMakeFiles/terragear.dir/build make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear' make[2]: Nothing to be done for `src/Lib/terragear/CMakeFiles/terragear.dir/build'. make[2]: Leaving directory `/home/tom/daten/fgfs/src/terragear' /usr/bin/cmake -E cmake_progress_report /home/tom/daten/fgfs/src/terragear/CMakeFiles 43 44 45 46 47 48 49 50 51 52 53 54 55 [ 16%] Built target terragear make -f src/Prep/GDALChop/CMakeFiles/gdalchop.dir/build.make src/Prep/GDALChop/CMakeFiles/gdalchop.dir/depend make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear' cd /home/tom/daten/fgfs/src/terragear /usr/bin/cmake -E cmake_depends Unix Makefiles /home/tom/fgfs/src/terragear /home/tom/fgfs/src/terragear/src/Prep/GDALChop /home/tom/daten/fgfs/src/terragear /home/tom/daten/fgfs/src/terragear/src/Prep/GDALChop /home/tom/daten/fgfs/src/terragear/src/Prep/GDALChop/CMakeFiles/gdalchop.dir/DependInfo.cmake --color= make[2]: Leaving directory `/home/tom/daten/fgfs/src/terragear' make -f src/Prep/GDALChop/CMakeFiles/gdalchop.dir/build.make src/Prep/GDALChop/CMakeFiles/gdalchop.dir/build make[2]: Entering directory `/home/tom/daten/fgfs/src/terragear' Linking CXX executable gdalchop cd /home/tom/daten/fgfs/src/terragear/src/Prep/GDALChop /usr/bin/cmake -E cmake_link_script CMakeFiles/gdalchop.dir/link.txt --verbose=1 /usr/bin/c++-frounding-math -Wall -D_REENTRANT -DNO_OPENSCENEGRAPH_INTERFACE -O3 -DNDEBUG CMakeFiles/gdalchop.dir/gdalchop.cxx.o -o gdalchop -L/home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib -rdynamic -lmpfr -lgmp /home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL_Core.so /home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL.so -lboost_thread -lboost_system ../../Lib/terragear/libterragear.a -lgdal -lz /home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a /home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a -lpthread -lz -lrt -lmpfr -lgmp /home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL_Core.so /home/tom/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libCGAL.so -lboost_thread -lboost_system /home/tom/daten/fgfs/cvs-build/git-2013-09-19-osg-3.0.1/lib/libSimGearCore.a -lpthread -lrt
[Flightgear-devel] fgelev
Hi, can someone (Mathias?) please enlighten me about fgelev usage? Skimming through the source, I understand that I need to provide --fg-root and --fg-scenery, but how do I specify which location to probe? fgelev --fg-root $FG_ROOT --fg-scenery $FG_SCENERY EOF 13.0 51.0 EOF doesn't seem to work. Tom -- Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! Discover the easy way to master current and previous Microsoft technologies and advance your career. Get an incredible 1,500+ hours of step-by-step tutorial videos with LearnDevNow. Subscribe today and save! http://pubads.g.doubleclick.net/gampad/clk?id=58041391iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear voice communication
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi! Nice work! Will it be possible in the future to use different sound devices for fgcom and the simulator to get only the fgcom voice via the soundcard with the headset connected? For example using the main soundcard for fg and a usb headset for the communications. - -- gpg-id: D31AAEEA http://www.setho.org/people -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.14 (GNU/Linux) iQEcBAEBAgAGBQJSFPFRAAoJEMMw//HTGq7q9p4IAJC5Cs9NA1Kk8X8xLC+mG26l J3i5DGXfj0ZvYLF12+qvmRJyJ+WO7r5VpeoaSpabywyaDbPgRpm8U2NOOL2MO9GM 17LuYQbc3IBwI1rlMGVB0KZWheP0zDz5iKNt4gMTz5MVx6c2OqkxedbuGinBbcao 0/W9QXCTgv5F4OIGRD3lVjTrlBtNxAC4iVWRgdLbC5qCRFsfaCCkiyfLHD2yFg2U ux4m4LennF2f3YJTLyliTXnlyLYtB0hRGG2LssLw8Wb+jeFqj+yu826Vg/pj83lv zeMcBMJroFKkf9aBw3KfMv3qp7TyvTnfjHrrj3X7zTxNnujeXWbYxUUYZXyLjXI= =PVZr -END PGP SIGNATURE- -- Introducing Performance Central, a new site from SourceForge and AppDynamics. Performance Central is your source for news, insights, analysis and resources for efficient Application Performance Management. Visit us today! http://pubads.g.doubleclick.net/gampad/clk?id=48897511iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] SimGear build fails
2013/6/29 Clement de l'Hamaide clem...@hotmail.fr: Today OSG has moved to 3.1.9 introducing a new bug :/ I can see the same - at least the last one - and was not able to find a quick fix or problem report. For now I will stay with OSG 3.1.8 and wait for a later development release or the 3.2 stable release. Maybe it is a problem inside OSG so for me it is not worth investigating more now^^ Tom -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG 2.12 RC Broken ?
2013/7/1 Pat pat.callah...@gmail.com: and when you do, there will be a download_and_compile.sh version to support it.. There should be no need to change anything. During compile time the installed OSG version is automatically detected and the according version of the API is used. So for OSG 3.1.8 nothing should have changed. Tom -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG 2.12 RC Broken ?
Am 2013-06-30 20:44, schrieb James Turner: Actually we can fix that a little better, and detect the OSG version at compile time. I will need to check exactly which #ifdefs are needed for that. Just wait. I'll push something soon... -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] SimGear build fails
Am 2013-06-26 22:43, schrieb Alex Romosan: these are the changes i made to get simgear to compile with openscenegraph from svn: Thank you Alex! I've just commited your patch. Tom -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] SimGear build fails
Hi Torsten, 2013/6/25 Torsten Dreyer tors...@t3r.de: I'm failing to build SimGear on 64bit linux: EffectGeode.cxx:83:136: error: no matching function for call to ‘osg::Geometry::setVertexAttribArray(int, osg::Geometry::ArrayData)’ OSG is stable 3.0.1 from svn (same with OSG trunk) SimGear is git next from today seems you are using a too new version of OSG. The latest version of OSG working for me is 3.1.7. setVertexAttribArray has been deprecated and removed within OSG = 3.1.8. Btw. OSG trunk == 3.1.8 Tom -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Positioning Aircraft: accuracy
Hi, Am 2013-06-23 22:27, schrieb D-NXKT: I noticed that positioning an aircraft at FG startup with --lon= and lat= has only a limited accuracy. It seems that only the first 7 digits are read. This leads to an uncertainty of several meters/feet! For example lon=11.379070 --lat=47.306263 is needed to place our hang glider directly in front of the ramp (LOWI-Scenery). Unfortunately the hang glider pops up several meters right of the ramp. I found out that FG internally uses this (rounded) values: --lon=11.3791 --lat=47.3063. How have you checked these values? I've just tried it myself and in the property browser exactly the same values appear. Same issue with input via the Menu Location/Position Aircraft In Air. Here by default values are shown with four decimal places, but also values with higher precision are accepted. Only positioning via the property browser leads to exact results. Maybe you are using an operating system with a low precision atof? In the property browser strtod is used to convert the number whereas for the dialog and arguments atof is used. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10
::~FlightPlan() (FlightPlan.cxx:91) ==9401==by 0x949EE8: flightgear::FlightPlan::~FlightPlan() (FlightPlan.cxx:99) ==9401==by 0x859A26: GPS::~GPS() (SGSharedPtr.hxx:109) ==9401==by 0x85A2C8: GPS::~GPS() (gps.cxx:114) ==9401==by 0xE4A996: SGSubsystemGroup::Member::~Member() (subsystem_mgr.cxx:383) ==9401==by 0xE4AA08: SGSubsystemGroup::Member::~Member() (subsystem_mgr.cxx:384) ==9401==by 0xE4AD2E: SGSubsystemGroup::~SGSubsystemGroup() (subsystem_mgr.cxx:161) ==9401==by 0x867319: FGInstrumentMgr::~FGInstrumentMgr() (instrument_mgr.cxx:55) ==9401==by 0x867358: FGInstrumentMgr::~FGInstrumentMgr() (instrument_mgr.cxx:57) ==9401== Address 0x367fb830 is 352 bytes inside a block of size 376 free'd ==9401==at 0x4C2B59C: operator delete(void*) (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so) ==9401==by 0xE4A996: SGSubsystemGroup::Member::~Member() (subsystem_mgr.cxx:383) ==9401==by 0xE4AA08: SGSubsystemGroup::Member::~Member() (subsystem_mgr.cxx:384) ==9401==by 0xE4AD2E: SGSubsystemGroup::~SGSubsystemGroup() (subsystem_mgr.cxx:161) ==9401==by 0xE4AD88: SGSubsystemGroup::~SGSubsystemGroup() (subsystem_mgr.cxx:163) ==9401==by 0xE4B2A7: SGSubsystemMgr::~SGSubsystemMgr() (subsystem_mgr.cxx:434) ==9401==by 0xE4B2F8: SGSubsystemMgr::~SGSubsystemMgr() (subsystem_mgr.cxx:436) ==9401==by 0x6EF3B5: FGGlobals::~FGGlobals() (globals.cxx:199) ==9401==by 0x6EF768: FGGlobals::~FGGlobals() (globals.cxx:220) ==9401==by 0x6F677D: fgMainInit(int, char**) (main.cxx:367) ==9401==by 0x6B9913: main (bootstrap.cxx:244) hth, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Get 100% visibility into Java/.NET code with AppDynamics Lite It's a free troubleshooting tool designed for production Get down to code-level detail for bottlenecks, with 2% overhead. Download for free and get started troubleshooting in minutes. http://p.sf.net/sfu/appdyn_d2d_ap2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Crash in latest FGFS even with default options (no .fgfsrc or any call parameters)
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Roland, Am 2013-05-16 19:20, schrieb Roland Haeder: as you may know I'm running latest master of SG/FG and OSG (3.1.7 now) and I got a crash on bootstrap with no .fgfsrc and no call parameters: http://pastie.org/7916877 I kindly ask you to investigate this bug because I have found you both in git log. :) Can you identify the last working commits? I have pushed something which should fix the problem, although I do not really know how it can happen in the first place. The reason for the crash is that you somehow receive a key event (for you left alt key) without a graphics context set. I have now also installed the latest (svn) OpenSceneGraph but was not able to reproduce this problem. What exact OS are you using? Tom - -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org - Student of Computer Science @ Graz University of Technology - --- Austria -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.12 (GNU/Linux) Comment: Using GnuPG with undefined - http://www.enigmail.net/ iEYEARECAAYFAlGVTBEACgkQpBPMEK46x5frEgCfaWQCtxB9CdtKZhpDx41WHJOk 4roAoIzG1TACiTVpOm42e167t5E1WYHn =p3Uc -END PGP SIGNATURE- -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osm2city.py
James, Could the floor-plan data be pulled live from OSM servers, or does it need to be processed offline before hand? We have most of the infrastructure to pull data from web-services already in place. Currently data is processed offline before hand. Basically, it parses the OSM xml, generates a list of building outlines, discards some based on their area, simplifies the outlines, clusters them into ~500x500m blocks and different LODs, then writes .ac, .xml, and .stgs. OSM parsing is by far the most expensive, easily taking 10 minutes for 50k buildings. Once that's done, the remaining parts take maybe 1 minute in total. In C++, this would be faster, of course. Are you thinking of a terrasync-like thing here, where users get OSM buildings (where available) on-the-fly? In addition to what Stuart said, this might be quite expensive in terms of bandwidth. The OSM download (buildings only!) was ~40MB for the 25x25km LOWI area. Curt, Would this data set include airport hangar buildings as well? At the moment, the code knows only the floor plans. No streets, no runways, no land-use. But it'll certainly process such data in the future, and then could use some heuristics (some OSM buildings are labeled Terminal 1 or so) to apply terminal/hangar textures to buildings at airports. Hadn't thought of this before, but yes, this way we could rather easily populate some airports with 'semi-generic' terminal/hangar buildings. Stuart, Thanks for pointing me at fgelev. I'll give it a try. If I had a limited number of complex (as in 8 vertices per model) shared models, and place a total of 5 instances in a scene, could this be made to occupy significantly less RAM than 5 individual models? Gijs, Thanks for your comments! I'm aware that OSM building coverage is basically non-existant in large parts of the world. Street coverage is much better, that's why I also aim at procedurally generating cities just from a street network. Meanwhile, a forum user (vanosten, http://flightgear.org/forums/viewtopic.php?f=5t=17598) who's interested in exactly that offered to join forces. Since I've already invested ~3 months here and remarkably didn't get bored (in fact, quite on the contrary), I'm confident we'll get there eventually ;) I know of bob.pl, but I just cant read perl... When there are buildings, you'll often find that they are drawn as big blocks, rather than individual houses. True, unfortunately. Plus, _if_ there are many tiny individual houses, they'll kill framerate (backed by some experience with LOWI now). Appropriate textures might help here. Before I could create some sensible buildings for New York I had to add height tags; all skyscrapers were simply lacking that data. Why not simply assume a sensible distribution of buildings heights in this case? I've played with that some days ago, and found it looks quite reasonable: http://ubuntuone.com/0X0KcYJbRgUtIldtasWyMo http://ubuntuone.com/1LaEKT6pOtf6zxXItpKmPA http://ubuntuone.com/0jsCECjmKMaooP4wrHHwH7 Thomas -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Current git broken
Am 2013-05-12 17:59, schrieb Guy Brand: Hello Current git revision (simgear + flightgear + fgdata) of flightgear does not compile and raises an error: [ 38%] Building CXX object src/Main/CMakeFiles/fgfs.dir/__/Canvas/gui_mgr.cxx.o /home/flightgear/src/Canvas/gui_mgr.cxx: In member function ‘bool GUIMgr::handleMouse(const osgGA::GUIEventAdapter)’: /home/flightgear/src/Canvas/gui_mgr.cxx:297:48: error: no matching function for call to ‘simgear::canvas::MouseEvent::MouseEvent(const osgGA::GUIEventAdapter)’ sc::MouseEventPtr event(new sc::MouseEvent(ea)); Seems like your simgear is not up-to-date. Either you have not checked out the latest version or you have not installed it/use the correct version with flightgear. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] osm2city.py
Dear list, in particular Stuart, please let me 'officially' announce my project osm2city.py [1,2] here. This python script takes OSM floor plans and generates 3D buildings for use with flightgear. I'm planning to develop this into a procedural city generator which would take a street network and then reasonably places (random) buildings. The ultimate goal is (obviously) to improve FG's representation of cities. It's at a rather early stage, and for the moment I prefer python for quick prototyping. BUT, I know quite some C/C++, and compile from latest GIT sources regularly. In the future, I'm definately willing to move this into FG (in one form or another). Tom [1] http://wiki.flightgear.org/Osm2city.py [2] http://flightgear.org/forums/viewtopic.php?f=5t=19625 -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Am 2013-05-07 14:10, schrieb Renk Thorsten: If you want I can create a video of my work in progress C-130J making use of these animations. This sounds very neat! Hm, I guess one could make a video presentation of all animated features (like the trees moving in the wind, or the storm blows dust /leaves effect I'm working on), but maybe someone else should do that - video is not really my area of expertise... I've now created a video of the nose landing gear during takeoff run and retraction: http://youtu.be/bWGLapFgOtw There is nothing textured yet and also the video quality is not the best, but I think the animations are demonstrated quite well. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Check your IOrules!
Am 2013-05-09 13:19, schrieb grtuxhangar team: Thomas, May i know which part of fgdata is involved, since with my own systems, for weeks i can't use the entire original fgdata GIT without crashing. Just two small changes to Nasal/io.nas and Nasal/props.nas: https://gitorious.org/fg/fgdata/commit/853eb4746ee3b2fa5abc8605ffbe46f857319e87?format=patch .Please tell me what these messages are used for ? Thank A while ago I've slightly changed the behavior of the remove() method of property nodes, because they reused old nodes even if they have been deleted, which causes a lot of problems if you expect clean new nodes on creating new nodes. What I haven't recognized back then was that the path validation relied on this behavior and therefore was effectively disabled. Do not allow this happen again I have added a built-in check to flightgear which checks if writing/read to/from a path (/do-not-access) which should never be accessible is allowed. So if you see this messages your IOrules are probably not working (or not as expected). Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Hi Vivian, 2013/5/7 Vivian Meazza vivian.mea...@lineone.net: Thanks, interesting. As a non-Blender user (it makes my brain hurt) the references are a bit obscure. If you get used to Blender its a really powerful tool (I have problems if trying to work with other modelling programs :P) and with using the right scripts it gets a very neat tool for creating models for FlightGear. For example for a gear scissor just add an armature with two bones, add an IK constraint to the second bone and attach an element of the scissor to each bone, and you are done. You can watch the animation in Blender and using an exporter script now it is possible to watch exactly the same animation inside FlightGear. You don't need to guess any coordinates/axes/etc. and if you modify and object you just have to export it again, without manually modifying the animation xml. Are the various axes always orthogonal? There are (currently) only two axes required. The lock-axis and the track-axis. They should be orthogonal, as the rotation is only possible round the lock-axis. Internally the track-axis is always orthonormalized to the lock-axis, as calculations always are performed in the plane normal to the lock-axis. Can they also be specified in the alternate form: axis x1-m5.1821/x1-m y1-m0.221496/y1-m z1-m0.794147/z1-m x2-m4.99208/x2-m y2-m0.114133/y2-m z2-m0.842884/z2-m /axis Currently the alternate form is not possible. The problem is that we have two axes crossing at the same center, so which of the axes should specify the center? Also the center/axis form clearly states where the center is located, which is not the case with the alternate form (the center is located halfway between the two given points). For the rotate animation the exact location of the center along the axis is not relevant, but for the tracking animation it is. Also as one would probably not create the xml by hand, using multiple notations would not gain us anything. If non-orthogonal axes are allowed they are difficult in the center/axis form in the example in the wiki. Perhaps, when you have time, the information could be consolidated in http://wiki.flightgear.org/Howto:Animate_models and fgdata/Docs/model-howto.html I will do if timer permits :) Yesterday I have added some images. I don't know if you have already seen them. Looks like valuable work to me: gear scissor links were very difficult with the existing animations. That was the initial reason for creating it. But now it is also useful for creating complex kinematic systems as can be found for landing gears and their doors. Tom -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Hi Ahmad, 2013/5/8 grtuxhangar team hohora...@gmail.com: Congratulation for the work, the team is giving a try, with one of our most complex landing gear. Though, like Vivian, we are not Blender user. However since : Currently the alternate form is not possible. We will want to define and to draw the ojects/group animation related, out of the aircraft main model, with the parent strut XYZ axis set to zero, AND only at the end to include that animated ojects/group within the aircraft main model. model nameRightGearAnimated/name pathAircraft/MyAircraft/Models/RightGear.xml/path offsets x-m-0.800652/x-m y-m0.658753/y-m z-m-0.683991/z-m pitch-deg3.289/pitch-deg roll-deg1.2528/roll-deg /offsets /model I'm not completely sure if I fully understand you, but if you want to include an animated submodel into your main model it should still work. There is no difference compared to the other existing animations. Also using the offsets transformations should work, although I have not tested it. Which makes most of the landing gears to be redrawn. I think I don't really understand what you mean. Every object is drawn once. If you include your landing gear twice, it will be drawn twice. Tom -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
2013/5/8 grtuxhangar team hohora...@gmail.com: Hello, Thomas Sorry my question was not clear, and i probably misunderstood the feature. So, just a question: how do you define the main parent actuator axis rotation ? that one which trigger every other child components. I am using the normal rotate animation to rotate the main strut. Every attached hydraulic cylinder, link, etc. is then animated using the locked-track animation. For a hydraulic cylinder the piston and the cylinder housing each are animated using a locked-track animation tracking each other. For a gear scissor, a locked-track animation tracks from a point attached to the strut to a point on the axis. Two objects can be attached to the animation, allowing to animate a scissor. (The object and the slave object, are rotated such that the exactly fill the space between the two attachment points of the scissor). For the second type of animation I will add some pictures to the wiki later on. Most of them are not rotating with a pure xyz axis rotation but very often according to those alternate form (cf Vivian) . There is no difference in terms of what you can express. Both notations allow you exactly the same thing. For the animation a center point and an orientation (axis) are required to calculate the location and orientation of the rotation. Think of the center as the location of the hinge somewhere in space and of the axis as the actual orientation of the hinge. You can now either specify the position of the hinge and the orientation of its axis or (the alternate form) two points on the axis of the hinge, which are then used to calculate the center and orientation of the hinge. (If you use the alternate form the center and axis are automatically calculated from the two given points). There is no rotation that you can not describe with a single axis given by its xyz coordinates. That the point i was asking for, and the solution i was looking for. I could be on the wrong way. Tom -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Am 2013-05-07 14:10, schrieb Renk Thorsten: * Canvas instances can now be placed on scenery objects. This allows for example creating animated signs/monitors. I've started to create a Visual Docking Guidance System, which is not fully functionally yet but should be complete enough to be used for a screenshot (eg. azimuth guidance is missing) If I could get a screenshot from you, that'd be nice. I have updated the VDGS a bit and created some screenshots: https://www.dropbox.com/sh/jswmmj6inh1k3go/cpj5XpD6KA Maybe we should create a timeline of the VDGS (inside one/multiple of the larger cockpit/outside views). Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Check your IOrules!
2013/5/9 grtuxhangar team hohora...@gmail.com: Hello, With recent fg git I am getting these messages, at fgfs run Check your IOrules! (write to '/do-not-access' is allowed) Check your IOrules! (read from '/do-not-access' is allowed) Why these new messages ? What must be done , to avoid it.? Update fgdata Thank ahmad Tom -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
2013/5/7 Vivian Meazza vivian.mea...@lineone.net: The tracking animation sounds useful - do you have any documentation available? In due course it should end up in fgdata/Docs/model-howto.html with all the other animations. I have now added some examples and a basic documentation to the wiki: http://wiki.flightgear.org/Tracking_animation I will add some more info and images once I find some time for it. Tom -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New features for 3.0 (?) presentation
Am 2013-05-06 10:35, schrieb Renk Thorsten: If you know of anything else which makes good publicity and can be explained in a picture and a paragraph of text, let me know or better let me have the picture and paragraph of text (preferably by the end of the week). * Canvas instances can now be placed on scenery objects. This allows for example creating animated signs/monitors. I've started to create a Visual Docking Guidance System, which is not fully functionally yet but should be complete enough to be used for a screenshot (eg. azimuth guidance is missing) * The new tracking animation (similar to Blender's locked-track constraint) allows easily animating complex kinematic systems. For examples gear scissors, landing gear doors attached to struts (also with links and joints in between) or also torque struts connecting multiple gears with independent compression while still tracking each other can be realized. Also any type of strut for eg. cargo ramps can be easily animated. If you want I can create a video of my work in progress C-130J making use of these animations. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Institute for Computer Graphics and Vision Graz University of Technology --- Austria -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
Am 2013-05-03 19:15, schrieb Vivian Meazza: Check your IOrules! (write to 'Z:/do-not-access' is allowed) Check your IOrules! (read from 'Z:/do-not-access' is allowed) Have you installed a recent fgdata? If so these messages should not appear. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Get 100% visibility into Java/.NET code with AppDynamics Lite It's a free troubleshooting tool designed for production Get down to code-level detail for bottlenecks, with 2% overhead. Download for free and get started troubleshooting in minutes. http://p.sf.net/sfu/appdyn_d2d_ap2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Lightmap question
You can do what you want, but not inline in the model.xml file - the type=vec3d is not recognized anywhere outside an effect and is causing the error. Do your effect config in a local .eff file, then inherit from that in your model. Thanks Vivian, I wasn't aware of that. Works great now. Tom -- Introducing AppDynamics Lite, a free troubleshooting tool for Java/.NET Get 100% visibility into your production application - at no cost. Code-level diagnostics for performance bottlenecks with 2% overhead Download for free and get started troubleshooting in minutes. http://p.sf.net/sfu/appdyn_d2d_ap1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Lightmap question
Dear shader experts, Can I have a single-channel lightmap, and still use a vec3d in my model.xml to end up with green or red (or whatever) light rendered? As in (roughly) on_screen_color[0] = lightmap-grey-value * vec3d[0] * texture[0] on_screen_color[1] = lightmap-grey-value * vec3d[1] * texture[1] on_screen_color[2] = lightmap-grey-value * vec3d[2] * texture[2] where texture is the base model texture? Docs/README.model-combined.eff says lightmap-color type=vec3d n=0 1.0 1.0 1.0 /lightmap-color - the color of the light for the red channel in the light-map. etc for green and blue channels, but when I use this line, FG complains Failed to load xml: Unrecognized data type 'vec3d' Failed to load model: Unrecognized data type 'vec3d' I guess this works only for multi-channel lightmaps? I.e. with lightmap-multi type=int1/lightmap-multi My .xml looks like this: effect inherits-fromEffects/model-combined-deferred/inherits-from parameters lightmap-enabled type=int1/lightmap-enabled texture n=3 imagetex/DSCF9503_noroofsec_pow2_LM.png/image wrap-srepeat/wrap-s wrap-trepeat/wrap-t /texture !--lightmap-color type=vec3d n=0 1.0 5.0 0.2 /lightmap-color -- lightmap-factor type=float n=01.0/lightmap-factor /parameters object-nameb606/object-name object-nameb610/object-name /effect Tom A. (aka radi) -- Introducing AppDynamics Lite, a free troubleshooting tool for Java/.NET Get 100% visibility into your production application - at no cost. Code-level diagnostics for performance bottlenecks with 2% overhead Download for free and get started troubleshooting in minutes. http://p.sf.net/sfu/appdyn_d2d_ap1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10
Am 2013-04-27 14:44, schrieb Vivian Meazza: This morning's pull of SG fails to build here under MSVC10 with the following error: error LNK1169: one or more multiply defined symbols found test_animations.exe This seems to be a bug introduced with Visual Studio 2008 while using multiple libraries which have classes deriving form i/ostream. I've pushed a workaround/linker flag which at least allows compiling the tests. I don't know if they run correctly, but it only affects the test and not SimGear itself. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10
Am 2013-04-27 13:21, schrieb Vivian Meazza: Hi This morning's pull of SG fails to build here under MSVC10 with the following error: error LNK1169: one or more multiply defined symbols found test_animations.exe Does it help if you remove ${OPENSCENEGRAPH_LIBRARIES} from simgear/scene/model/CMakeLists.txt:62? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Atmospheric Light Scattering
Henri, Thorsten only said, that _if_ you ask him to remove ALS because of concern for users without good graphics cards, you should aks FredB as well to remove Rembrandt, because the same argument would apply. Not doing it just shows that different standards are applied which is simply unfair. First , it is not because i am unable to write English correctly, i can't understand it written. Suggesting to ask for removing Rembrandt gives enough to conclude. You clearly don't get this right, and therefore draw the wrong conclusions. As Stefan said, have someone who understands English better explain this to you in your language. @Thorsten: I love ALS. @FredB: I love Rembrandt. And of course I'd love to see both combined. I'm pretty sure that at some point in the future they will be. Why Thorsten has not given up on this yet is just beyond me. This is not a discussion, it's just handwaving and accusations. I'm just very glad, that he didn't give up. So instead, I can enjoy as much of the great flying experience as I can get during the long winter months. +1 Tom -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nasal props API relative path support
Am 2013-04-15 08:12, schrieb Renk Thorsten: Using getprop on the one hand does not allow getting a property converted to a given type and on the other hand is tedious to use for more than one property, as one has to assemble the according property paths (which is definitely less efficient than using a relative method). If there is even a slight performance concern, the only justification I ever see for not using getprop() / setprop() is if you explicitly require to set a variable type. Assembling a property path by string manipulation may be in theory less appealing, but it is in practice 3 to 10 times faster than using the props module - I have made several benchmark tests, all leading to the same result. Large-scale property manipulation from Nasal is performance hungry and should be avoided if possible by using Nasal-internal variables instead, and if it needs to be done, getprop() /setprop() offer significantly superior performance. If you dig a bit in the mailing list archive, there should be a post with the actual benchmark test results. I've found a topic in the forum [1]. I've now also done some benchmarks and got very varying results. setprop is nearly always the fastest, but not always, sometimes getValue (with a relative path) can be slower. But setprop was a maximum of ~2 times faster than the other methods. I'll investigate this further to see where the time is lost. Probably somewhere while creating Nasal objects. Maybe with directly using a ghost for property nodes it will get faster. Also the methods with relative paths and set/getprop use exactly the same code on the C++ side, so the performance is lost somewhere between the props.nas module and the C++/Nasal bindings. [1] http://www.flightgear.org/forums/viewtopic.php?f=30t=9493 -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain self-shading
On a related note, the thread highlights that our tree textures are rather small, so our trees look quite blocky. Stuart, I created new textures for tropical trees a while ago, and I intend to improve central European tree textures in the near future. Thorsten suggested [1] separating foilage and trunk; is this what you have in mind? Im just waiting for the right weather to take pictures of the trunks -- and then of course, for the trees become green again -- but then I can provide hi- res tree textures. Tom [1] http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241 -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain self-shading (plain text)
Sorry for that HTML-crap. Here's the plain text again. On a related note, the thread highlights that our tree textures are rather small, so our trees look quite blocky. Stuart, I created new textures for tropical trees a while ago, and I intend to improve central European tree textures in the near future. Thorsten suggested [1] separating foilage and trunk; is this what you have in mind? I'm just waiting for the right weather to take pictures of the trunks -- and then of course, for the trees become green again -- but then I can provide hi- res tree textures. Tom [1] http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241 -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nasal props API relative path support
Am 2013-04-14 14:30, schrieb James Turner: Extend Nasal property methods to support relative paths. All methods exposed to the Nasal props module now accept an optional first parameter refering to another node by a relative path. I'm a bit torn on this change; making APIs more flexible is usually a good thing. However, the cost of property path parsing has previously shown up in profilers as a source of dynamic allocations and overhead. I haven't looked at it in detail, but why are dynamic allocations needed for parsing a property path? If this is the case we should to some profiling and rework it if needed. Historically, on the C++ side; I can believe that in Nasal the extra parsing overhead is lost in general Nasal overhead, but still, the idea of the existing API was to force you to design work 'the right way', i.e cache leaf leaf nodes as objects, instead of repeated referring to leaves by a relative path. If you just want a quick and dirty way to read one property, we have getprop / setprop - for any other use, you should be doing what the API already supported; getting a props.Node object for the leaf, and then manipulating it with no further string/path handling. At least, I would prefer that getValue and setValue did not support this, since it will surely encourage convenient-but-inefficient styles of use. (I would also be happy to extend props.nas with helpers to make the above syntactically more compact, but I think such sugar can all be done on the Nasal side) One thing I thing I want to achieve with this changes is to make the Nasal props API more similar to its C++ counterpart as this makes it easier to use if you are using both the C++ and the Nasal API. Also someday I want to refactor nasal-props.cpp to use cppbind, where I want to export as much methods as possible with exactly the same signature than in C++. Especially if using properties seldom (eg. only for initialization) the relative versions are probably even faster, as the Nasal overhead is lower. Eg. consider the following Nasal code used to initialize some module: var cfg = props.globals.getNode(/my/config/root, 1); var x = cfg.getDoubleValue(x); var do_it = cfg.getBoolValue(do_it); Using getprop on the one hand does not allow getting a property converted to a given type and on the other hand is tedious to use for more than one property, as one has to assemble the according property paths (which is definitely less efficient than using a relative method). Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Generating ground textures on the fly?
Hi James, Thank you for your input! I wasn't aware there is such thing as fgviewer. It's definately a good starting point, I will have a look at it. Oh, and if you can do IRC, I'm sure the guys in #fg_scenery would be delighted to discuss what you've done and a whole range of possibilities :) If by what you've done you refer to the OSM building generation: I haven't done rocket science yet. Just a couple of python scripts and some facade and roof textures. Clustered the buildings as you suggested on the forums and added a LOD animation, and now I get decent frame rates with impressive building coverage. I know there's a perl script around which does the same -- but I'm just not a perl guy. Cheers, Tom -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Generating ground textures on the fly?
Hi Thorsten, Thank you, too! This becomes a performance issue eventually - see Paris (France). Random buildings scale well for memory and performance because they're numerous instances of the same building, so just the various positions need to be stored separately - a city full of unique buildings needs to store each building uniquely. The basic idea doesn't really scale well. It looks impressive, and scales well enough on my machine, which isn't really high end: i5-2500k, GT640TI. The basic idea would be: Based on landclass data and OSM roads, generate a unique hi-res texture for a few km out. (maybe using a base texture and overlays as you desribe below.) Gradually reduce texture resolution for terrain further out. (I did some rough estimate which indeed showed I need plenty of video RAM, but not several GBs.) Regenerate the textures as the camera moves. I have no idea if current CPUs/GPUs are fast enough for such a scheme. Or if there's a better way to achive this. This is why I'm asking you guys. This isn't as impressive as you think - the kind of graphics card that can deal with 11.000 unique terrain texture sheets in the scene (you need something of that magnitude, see the numbers worked out here http://wiki.flightgear.org/Procedural_Texturing#Photo_texturing ) is also the kind of graphics card which can go through millions of vertices. Terrain that is 100km out doesn't need 1m/px resolution. I'm certainly thinking of a LOD scheme here, so I won't need 11.000 unique texture sheets. + shared models with an individual piece of ground texture Well, but how does FG know how this is supposed to look? Obviously, if you would do it manually, you would blend the individual ground texture against the surrounding. This is exactly how I'd do it. Which is bad, because it means you need non-local information to get the task done. I don't get this yet: why is blending the texture against the surrounding bad, and what's the problem with non-local information? You'd also want to generate different patterns in Europe, the US, Asia,... Yes, I'd be happy to generate different patters for different countries. If the code supports it, artists will step in here. No, resolution will in fact go much down because of the memory limit. In the current scheme using a finite set of terrain textures with procedural overlays, we can achieve cm-sized resolution on ground features. Great. Can we have overlays for a finite set of buildings? In the end, if I could make a wishlist how to design the scenery rendering, I would probably separate hires sharp features like roads out and describe them via vertices and pass the informtion on landclass distribution via a meta-texture with relatively coarse resolution and build the actual textures procedurally everywhere based on the relative distribution densities of features coming from the meta-texture. Unique buildings would then need to be registered on the meta-texture in the scenery generation stage, the actual procedural terrain cover would be generated runtime on the GPU. Sounds like a good plan to me. As for the Intel graphics argument, I'm with Gene. Cheers, Tom -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Generating ground textures on the fly?
I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. However, now the buildings obviously don't match with ground textures or random trees. Any bright ideas how to achieve this? I know I could follow the photoscenery approach and pre-render special materials and masks for a couple of cities, but that just doesn't scale. I wonder how x-plane 10 does this? Could we generate the texture on the fly? Based on landclass and road data? I could see a number of advantages/disadvantages here as compared to our current, generic textures: + much better autogen scenery possible: many textured streets/railroads without additional scenery vertices + shared models with an individual piece of ground texture + get rid of sharp landclass borders + possibly improved resolution - eats much more video ram and CPU (but then I have 3 out of 4 idle cores ATM) - probably totally incompatible with the current terragear toolchain I know C/C++ and would be happy to start tinkering with this part at some point. But I know next to nothing about OSG, OpenGL, and shaders. Graphics gurus: is there any better way to do this? Cheers, Tom -- Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester Wave(TM): Endpoint Security, Q1 2013 and remains a good choice in the endpoint security space. For insight on selecting the right partner to tackle endpoint security challenges, access the full report. http://p.sf.net/sfu/symantec-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to get my bug fix into the git?
Am 2013-03-06 12:11, schrieb Alan Teeder: ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/, is still at Boost 1.44, and many MSVC users will be using that rather than the latest version. I am updating my own Boost version at the moment, and will report if that solves the compilation problem. I've now found a solution. This problem is due to argument depended lookup inside templates and the new c++11 mem_fn which creates an unresolvable overload. It should be fixed in Boost 1.47, or by applying a simple two line patch to the boost installation: https://svn.boost.org/trac/boost/attachment/ticket/4073/function_template_for_c%2B%2B0x.patch Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester Wave(TM): Endpoint Security, Q1 2013 and remains a good choice in the endpoint security space. For insight on selecting the right partner to tackle endpoint security challenges, access the full report. http://p.sf.net/sfu/symantec-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to get my bug fix into the git?
Hi, Am 2013-03-06 00:11, schrieb Godspeed Dash: I don't think it is related specific to the strdup(), it looks more like it has something to do with boost 1.44, I was compiling using a higher version, boost 1.53. The warnings should now have gone, but the other errors look like due to a very old boost version. And @Tom, I used macros to work around the strdup() under MSVC, as you suggested, and I have submitted the merge request to both simgear and flightgear, please have a look. I'd prefer to add it globally instead of doing it for every single occurrence. Could you try it with adding -Dstrdup=_strdup to the respective set(MSVC_FLAGS commands in FlightGear/SimGear root CMakeLists.txt files? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester Wave(TM): Endpoint Security, Q1 2013 and remains a good choice in the endpoint security space. For insight on selecting the right partner to tackle endpoint security challenges, access the full report. http://p.sf.net/sfu/symantec-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to get my bug fix into the git?
Am 2013-03-03 05:20, schrieb Zhitao Li: I believe your commit has fixed the specific problem, however, there is more similar string related heap corruptions popping up in the debug mode, I think I can try to fix them in a similar way you did to fix this one, if it's OK Yes, there strdup is used 7 more times, but we can not replace all with std::string as eg. in BufferedLogCallback.cxx it would get very slow. Maybe you can try if somehow adding a #define strdup _strdup works with MSVC? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Advanced Weather updates
Am 2013-03-03 13:38, schrieb Arnt Karlsen: ..do you have an e.g. gitorius url for these? Dropbox requires signing up for an account and that I|we run a binary blob as a deamon to watch my dropbox folder that I|we may not try to reverse-engineer, AFAIU their TOS at https://www.dropbox.com/terms , maybe the reason nobody has done anything with your patches. Nothing against the request for gitorious urls, but Dropbox allows sharing folder/files without requiring to sign up, eg: https://www.dropbox.com/sh/tqrmrvuc1r2s5s9/0kMNaNIifH Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RE : Re: How to get my bug fix into the git?
Am 2013-03-03 12:27, schrieb Frederic Bouvier: Hi, I am pretty sure msvc already has #define strdup _strdup In one of its standard header. At least something to check But then why does it crash with using strdup and with _strdup not? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to get my bug fix into the git?
Am 2013-03-03 00:49, schrieb Zhitao Li: I have seem [1], and I don't think it is caused by the linking problem, I check and experimented the cmake parameter, it's more likely the implementation of the function in visual studio that's causing it. (the malloc() within the strdup() is probably using a different heap than the outside free()) As I normally don't use Windows/VS I don't know if this is really possible. Anyhow, I have just pushed a fix which replaces the manual string copying with directly using std::string. Please test if this also solves your problem. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] How to get my bug fix into the git?
Hi Godspeed, Am 2013-03-01 10:14, schrieb Zhitao Li: I am new to the FlightGear project, I just found and fixed my first bug, Great ;) I'm not sure if your fix [2] is really a fix or just hiding symptoms. I currently have no VS available for testing but eg. at [1] it seems like its a linking problem instead. I am wondering how to get my fix into the main git next branch? You can always open a merge request into the next branch at gitorious. Tom [1] http://stackoverflow.com/questions/8740500/heap-corruption-with-strdup?rq=1 [2] https://gitorious.org/~plutonium/fg/plutoniums-simgear/commit/0455e8f3253a2bc26e4a34265e1227984408713a -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Final release checklist
Am 2013-02-12 17:49, schrieb James Turner: I committed a change about a week ago to display a warning in the Rendering dialog for those using Intel integrated GPUs. I don't know whether it was pulled into the release branch or not, but it's a safe change that might reduce some support questions on the forum. (Sorry - can't give the commit hash right now as I'm away on business) I'm away with work until Thursday night, so I'm not ideally placed to pick this one either - could someone else do so? It's an fgdata-only change. Done. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Dan Freeman and ProFlightSimulator
Got burned too. I'll send you the disks. Jim Thomas jdtchicago at gmail.com -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnmore_123012 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. fd39808ed8e0926f4389e2d8ad700a48354646a1
Am 2012-12-17 10:09, schrieb James Turner: Thomas, I think you may have forgotten to git add nasal_traits.hxx? May be possible :) Should be complete now... Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] YaSim Aircraft not functional
Am 2012-12-03 09:36, schrieb Vivian Meazza: (2012年12月02日 14:17), Detlef Faber wrote: Hi everybody, is anybody else seeing this? I notice since I compiled git yesterday, that YaSim fixed wing Aircraft don't work anymore (but Helicopters and JSBSim Aircraft do). FlightGear starts until the first Frames of the scenery get displayed, then quits with a SegFault. This happens with yesterdays compile of OSG, Simgear and FlightGear using the Debian/Ubuntu download and compile script. I tried on 3 different Computers with nvidia and AMD Graphics A compile from last Saturday worked without Problem. It's now Monday 3rd Dec, and I'm still seeing this bug here with current FG/SG Should be fixed now. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Keep yourself connected to Go Parallel: BUILD Helping you discover the best ways to construct your parallel projects. http://goparallel.sourceforge.net ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Canvas/C++ bindings: Simgera compilation fails with MSVC
Am 2012-11-16 14:12, schrieb Alan Teeder: Another heads up. Thanks. Fixed. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug 479 has come back
Am 2012-11-16 14:39, schrieb Vivian Meazza: It has also failed to build in Jenkins with the same error. When someone gets around to fixing it I'll try to test again. Just as an aside, would it be possible to test for developers to test their inputs BEFORE they get pushed into Gitorious? I always test my code before pushing anything to gitorious. The problem is that I have not always access to a computer running Windows and Visual Studio so sometimes I have just to rely on the output of Jenkins. Especially the last commits made heavy use of templates where VS seems to be very buggy. If something doesn't work I normally fix it within a few hours, so sorry for any inconveniences if you happen to checkout before I've been able to push a fix. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Fwd: [Flightgear-commitlogs] FlightGear branch, next, updated. fe1222a90dd809560e787ce09391d5cf97bbe6fe
Am 2012-11-15 14:01, schrieb James Turner: Maybe they already exist, but some wiki docs on using the perf tools (optionally!) might be interesting; Now they exist: http://wiki.flightgear.org/Built-in_Profiler it's not something I have time to look at right now, but I already saw some discussion about it a few months ago. Yes. Hooray has suggested adding the profiling commands while speeding up the airport selection dialog. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Fwd: [Flightgear-commitlogs] FlightGear branch, next, updated. fe1222a90dd809560e787ce09391d5cf97bbe6fe
Am 2012-11-15 13:20, schrieb Jon Stockill: commit fe1222a90dd809560e787ce09391d5cf97bbe6fe Author: Thomas Geymayer Date: Thu Nov 15 11:55:25 2012 +0100 Optional profiling commands using gperftools This appears not to be so optional: Should be fixed now. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Gitorious] Activity: tomprogs pushed 1 commits to nextn...
Am 2012-11-13 10:54, schrieb Frederic Bouvier: Simgear doesn't compile on Windows : Seems like this is a VS bug. It is unable to distinguish between pointers to free functions and member functions - even though they have different signatures - if using for template specialization. I've pushed a workaround which delegates the specialization to the programmer by using different function names :) Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] flight recorder / replay system
Hi Thorsten, really great news. I already thought that something like this would be very cool :) Everything works great here. Save own flights, playback own and your flights (Nice approach btw. ;) ). Only with jsbsim the my controls button is missing, but that wasn't working before neither... Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows
Am 2012-11-05 12:14, schrieb Alan Teeder: Just a heads up. The error report is :- Thanks for the report. Should now be fixed. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows
Am 2012-11-05 16:02, schrieb Vivian Meazza: But mine doesn't :-( https://dl.dropbox.com/u/57645542/fgfs-screen-068.png Any clues/hints? Have you also updated fgdata? The way how the background color is set has been changed (Now it uses only on single property for the whole color instead of one for each color component) and defaults to opaque black. Using the latest Nasal API for setting the background color should still work the same as before. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows
Am 2012-11-05 18:30, schrieb Vivian Meazza: I'm using the Nasal API - it used to all work before today's update. Can't really see what to change Are you using canvas.setColorBackground(r, g, b, a) and is there a function setColorBackground: func () { me.texture.getNode('background', 1).setValue(_getColor(arg)); me; } in your Nasal/canvas/api.nas? Are there /canvas/by-index[i]/color-background/[red,green,blue,alpha] nodes in your property tree or just a single /canvas/by-index[i]/background string property per canvas? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Quick fix for missing elements/element.hxx
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2012-11-04 23:48, schrieb Roland Haeder: That is a small fix for missing simgear/elements/element.hxx. It must be applied on fgfs source. Thanks, but I have already pushed the fix :) Tom - -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org - Student of Computer Science @ Graz University of Technology - --- Austria -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://www.enigmail.net/ iEYEARECAAYFAlCW8ZkACgkQpBPMEK46x5dL6ACfdV8lBKRjBUXECWjX/t3gik4M op4AoLMkYhT4fTvopwgEauTd9JnorBLr =nMAB -END PGP SIGNATURE- -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Canvas reuse/restructuring
Hi, recently I've been asked by the FGRadar developers if we could modify the canvas system such that it can be reused in other applications and we can all work on a single and stable implementation, instead of a separate implementation for each single application. I think thats I good idea and I want to take any opportunity to get the canvas better and usable for more applications. As some of you have noticed I've already done some preparation work by moving FGODGauge to SimGear. Now the question is if this is the best way, and the canvas should get part of SimGear or another solution would be better? I'm not quite sure what belongs to FlightGear and what should go into SimGear instead. The canvas is something that could also be useful to other applications as it's basically just an offscreen rendertarget for 2D drawing. Any opinions? Tom -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. f191b4f35c26d38cf856a9ea0e69706d2167396b
Hi, my fault. I've somehow missed that SimGear and FlightGear use different licenses. A GPL - LPGL transition should only be possible with agreement of all authors. If applying git blame on the latest version in FlightGear (https://gitorious.org/fg/flightgear/blobs/blame/b22ede2fd57e689fdf791950528588421a5b4b3f/src/Cockpit/od_gauge.cxx) it can be seen that nearly the whole file was written by me, apart from some comments and includes. The reason is that I've completely rewritten the original FGODGauge class and only kept the interfaces for backward compatibility. I'm not a lawyer to tell if we really need the agreement of every author, even if the contribution left is just an include statement or bracket. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ATIS bug (after sim reset)
Am 2012-10-01 12:33, schrieb James Turner: There's something odd happening with ATIS, after a sim-reset: you get reports for many stations, none of which are geographically close, continuously. Some observations: - After startup (c172p) I can not hear the ATIS but if debug output is enabled (--log-class=atc --log-level=debug) I can see the ATIS text shown in the terminal. - After a reset I can additionally to the text also hear the ATIS (If switching on the according switches). - There is no range filter applied at least for the NavDataCache::findXXXByFreq methods (A FGPositioned::Filter object is passed to all of them but the pass() method is never called) Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Got visibility? Most devs has no idea what their production app looks like. Find out how fast your code is with AppDynamics Lite. http://ad.doubleclick.net/clk;262219671;13503038;y? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ATIS bug (after sim reset)
Am 2012-10-01 14:12, schrieb James Turner: There is still something weird happening here - assuming I select the correct comm-panel options, and adjust the default volume, and select an in-range ATIS frequency, all the code is run to send sound to the sound-manager - I've verified this in the debugger - but I don't hear any audio output until a restart. After a restart or reset? For me it works after a reset but also after pausing and resume again. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Got visibility? Most devs has no idea what their production app looks like. Find out how fast your code is with AppDynamics Lite. http://ad.doubleclick.net/clk;262219671;13503038;y? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...
Am 2012-09-27 16:34, schrieb James Turner: then the throttle is wide open and the brakes are off despite the settings in the ~.set file, so the aircraft races down the runway. That's bad enough on an airfield, but it really screws up the start on a carrier. I'm not seeing that with the aircraft I test regularly - Bravo, c172 and 777. I also didn't see it with the Vulcan or CRJ1000 yesterday. It's possible it's related to my moving the FGcontrols init, but a bit research on if it's aircraft specific, and if so, why, would be helpful. I've just pushed some changes that should help this (or not!) - please test and let me know if you see any improvement. I can confirm this too (also with your latest changes). Eg. start the c172p and have a look at the value of /controls/engines/engine/magnetos. In the c172p-set.xml it is set to 3 but upon startup it is 0. The same thing happens also to other variables in the *-set.xml. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Got visibility? Most devs has no idea what their production app looks like. Find out how fast your code is with AppDynamics Lite. http://ad.doubleclick.net/clk;262219671;13503038;y? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...
Am 2012-09-28 16:36, schrieb James Turner: On 28 Sep 2012, at 12:49, James Turner wrote: I'll test completely reverting the FGControls change here, and report back. Okay, FGControls was inheriting SGSubsystem, but not actually behaving like one - that's fixed now, and things seem correct here. Please test and confirm or deny :) Looking good! For me it works. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Got visibility? Most devs has no idea what their production app looks like. Find out how fast your code is with AppDynamics Lite. http://ad.doubleclick.net/clk;262219671;13503038;y? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Displays vs Instruments
Am 2012-09-26 11:19, schrieb James Turner: I'm testing some architectural changes in the code, and have hit upon an area that's causing some structural problems. Specifically, we have two kinds of instruments: - 'computational' ones which read and write some values and model a system (steam gauges, navradio, GPWS, ) - 'display' ones which are based on RenderTexture / the Canvas and do a small amount of simulation, but contain a large amount of rendering code. I like the idea very much because most aircrafts are build like this. An amount of blackboxes and sensors are spread over the aircraft - invisible to the cockpit - which provide data. Either just raw or filtered sensor readings or more complex things with processed/interpreted data like nav, gpws, radar, tcas, etc. Some devices also require data from other instruments for being able to work (eg. tcas needs radalt, wow, ...). So we could just have the single bricks and wire them together using properties - just like in the real thing. The second part are the displays which today are mostly multipurpose and can show data in various ways from different sources. Even older steam gauges just show data from sensors - normally just limited to a specific data source. This separation would be great for reusable but nevertheless highly customizable instruments/displays. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Airport selection feedback
Am 2012-09-22 11:37, schrieb HB-GRAL: Are there some plans to integrate some kind of a webview to the canvas ? I remember there was some discussion about. Yes, this is definitely something I want to support. Maybe in a first step just a tiled map from files on the hard disk, but later also fetching from an url should be possible. It should also be possible instead of directly fetching the tiles from FlightGear just running an external application which puts the files in a folder where FlightGear finds them. In case there comes a webview the mapserver could provide pre-drawed and referenced tiles as images for a background and i.e. only the plane(s) needs to be drawn. Common maptools on a server based on the same data could be used (I’m using mapnik myself) and I guess one don’t need to be online all the time with possibilities of subversion and/or offline caching probably ? Just as an idea to save drawing resources. I am also thinking about some kind of one-time canvas, where the contents are just rendered once and afterwards can be used in an other canvas as a texture and maybe even stored on the hard disk an reused the next time FlightGear is started up. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- How fast is your code? 3 out of 4 devs don\\\'t know how their code performs in production. Find out how slow your code is with AppDynamics Lite. http://ad.doubleclick.net/clk;262219672;13503038;z? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Airport selection feedback
Am 2012-09-21 21:16, schrieb Stuart Buchanan: On Thu, Sep 20, 2012 at 11:44 PM, Thomas Geymayerwrote: I've now changed the default fill rule from even-odd to non-zero. Should probably work better now... Surprisingly, this didn't seem to make any difference. I've included the patch below if you want to check yourself. The problem was that ShivaVG simply hasn't implemented it :) I've now extended ShivaVG to support some kind of a non-zero fill rule. It's not really non-zero because instead of incrementing and decrementing depending on the orientation of the drawn overlapping regions it simply checks if at least a single region covers a pixel. For our use cases it should be enough tough. I have also added some more performance improvements: Now the texture is only redrawn if something has changed. So if you don't change the map there shouldn't be any noticeable performance impact anymore. Also the bounding boxes are now only written to the property tree if they are recalculated. This should take some fair amount of changing properties away. With your changes to put everything into one object now zooming takes much more time. Seems like now tessellating takes much longer than before due to the amount of data in one single path. The current problem with zooming is that every position of every path gets recalculated with the updated projection, even though this isn't really needed as the projection doesn't noticeably while just zooming and scrolling around at a single airport. To improve this I want to implement some kind of one-time projected path which after the initial geographic projection only gets scaled and translated instead of completely recalculated. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Got visibility? Most devs has no idea what their production app looks like. Find out how fast your code is with AppDynamics Lite. http://ad.doubleclick.net/clk;262219671;13503038;y? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Airport selection feedback
Am 2012-09-20 11:30, schrieb James Turner: (Moving this discussion the the mailing list!) On 20 Sep 2012, at 10:24, Stuart Buchanan wrote: One thing I noticed is that the performance has taken quite a hit from adding the taxiways, as each taxiway segment is being drawn as a separate object. Thomas - any chance we could have a draw mode to allow a set of Quads to be defined? Right, don't forget we can build Canvas elements from C++ - we could have helper methods on the Nasal API which create a map layer automatically from an ICAO code. I may end up doing this for the route-path in the map widget, depending on performance. I don't think that Nasal is the bottleneck here, but I'll check it. I think that most time is spend with tessellation of the path but I'm also not sure about this one. Drawing multiple quads at once should be possible if putting all quads in a single path (Start a new subpath/quad use canvas.Path.moveTo() or canvas.Path.VG_MOVE_TO). I'll have a look if ShivaVG really creates just a list of quads and otherwise modify it to do so. If you need an aircraft symbol, eg. for showing the currently selected position have a look at my fgdata branch: https://gitorious.org/~tomprogs/fg/toms-fgdata/blobs/canvas/gui/dialogs/images/icon-aircraft.svg https://gitorious.org/~tomprogs/fg/toms-fgdata/blobs/canvas/gui/dialogs/map-canvas.xml#line234 It's looking really good, if we/I/Thomas could get panning and ideally smooth mouse-wheel zooming working, it would be fantastic. (And will make my life porting the MapWidget really easy) It's looking really good, if we/I/Thomas could get panning and ideally smooth mouse-wheel zooming working, it would be fantastic. (And will make my life porting the MapWidget really easy) That should be very easy to implement. I think I can do it the next days. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://ad.doubleclick.net/clk;258768047;13503038;j? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Airport selection feedback
Am 2012-09-20 22:41, schrieb Stuart Buchanan: Unfortunately, that doesn't appear to handle overlapping quads very well: http://www.nanjika.co.uk/flightgear/taxis.jpg It is doing some XOR against the other layers? I'm sure I remember seeing this in a graphics textbook year ago... I've now changed the default fill rule from even-odd to non-zero. Should probably work better now... Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://ad.doubleclick.net/clk;258768047;13503038;j? http://info.appdynamics.com/FreeJavaPerformanceDownload.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Changing behavior of SGPropertyNode::removeChild
While searching for the reason of crashing FlightGear if trying to remove the nodes of the previously selected airport in the new Select Airport Dialog I stumbled upon a problem with the behavior of SGPropertyNode::removeChild. If you remove a child then fireChildRemoved is triggered and every listener is getting informed. The problem is that it is only called for the node being removed but for non of it's child nodes. So if you listen upon a specific node being removed and instead a parent node is being removed you will never get notified and have a pointer to an invalid part of your memory which can cause a crash :) I've pushed a commit witch recursively triggers childRemoved for all nodes controlling the canvas. Any objections on moving this behavior directly into simgear? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Fgrun and canvas demo
Am 2012-09-05 21:03, schrieb Alan Teeder: The current version of FGRun crashes when the C172p canvas demo aircraft is selected. Should be fixed now. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from PUI to osgWidget
Am 2012-07-31 10:00, schrieb James Turner: Currently I'm copying all values to the property tree. The following properties are set on the canvas of the active window: mouse/x mouse/y mouse/dx mouse/dy mouse/button mouse/state mouse/mod mouse/scroll mouse/event I don't know if it would give as any advantages to have some global mouse states because the values are only valid for one single window (coordinates are relative to window origin). Hmm, I was hoping we'd be able to register callbacks on specific widgets (or panel nodes in my case) - do you have a Nasal layer on top of these properties to forward semantic events ('left button press', 'scroll up', 'double-click') to Canvas elements? mouse/event contains the type of event (its a osgGA::GUIEventAdapter::EventType) and is always updated last, so it is enough to just register a callback on mouse/event and read all the other properties. The advantage of just using properties is that you can easily create mouse events from different sources, even from Nasal (eg. to control the cursor inside a MFD also with keys or the joystick one would just need to write to the according properties and to the canvas it looks just like any other mouse event). - Window Stacking: New windows always appear on top of older windows. It would be nice to have the possibility to change stacking order (either reorder the windows or use z-buffer with different z-values) The window manager could eg. listen on a special signal property on each window (eg. /sim/gui/canvas/window[i]/raise) which moves the according window to the top of the current window stack. I'd prefer window reordering because it would make checking for a window at a given position very ease, because we'd just have to check for the first match in revers stacking order (from topmost to lowest window). Have either of you thought about implementing the menubar? Which in PUI is a series of popup-windows, just wondering if the 'window manager' needs to be aware of such windows in terms of z-ordering. - (Canvas Element) Picking: Forward mouse events to canvas elements (trigger onhover, onclick, etc.) The canvas could listen for creation of the signal properties and then add the according region to a list of monitored regions. If the cursor is in one of the regions the property is signaled. Ah ok - can you explain more how you see this working? I'd imagined passing a Nasal function as a callback into the element: element.setHoverCallback( fun = { } ) element.setClickCallback element.setWheelCallback and so on... I was thinking exactly the same. the setXxxCallback functions would just add a listener to mouse/event, and upon change read all values into a hash and call the registered function. - Use images inside Canvas: We need a new element type to also display images and other textures (eg. also the texture of another canvas) inside a canvas. Not everything can easily be represented using just vector graphics, so images will also be needed. Right, the 2D panels are just textures. I will also add a 'scale 9' (aka CSS border image) element since my impression is this would be very useful in styling GUI elements. Sounds useful. Maybe we can do also an element which supports this for vector images (eg. for buttons, inputboxes, etc.) One thing I want to fix for 2D panels, the GUI and 3D picking is cursor feedback. So if a 3D model or 2D 'knob' is clickable, we can show a hand-cursor and a tooltip on hover. This would be a *huge* usability win for people learning new cockpits, besides the GUI. Unfortunately OSG cursor support is somewhat limited. With osgGA handling mouse over events is now also possible. So for canvas elements adding tooltips is very easy. For 3D picking we would need to forward the mouse intersection to Nasal. This will also be needed for interacting with canvases placed on 3D surfaces. Personally I'd like an event class exposed to Nasal (I can do that part, lots of experience with it now!), which is available in the callback functions I suggested above: so in a hover / wheel / click callback, one has an 'event' object with: event.button (button that triggered the event) event.type (press / release / click / double-click) event.time (maybe...) event.buttons (state of all the mouse buttons) event.modifiers event.x, event.y event.globalX, event.globalY? (do we need these?) And this can potentially have some helper functions to transform X/Y coordinates or even find the lat/lon of the scene location... Looks like a good idea (relative changes would also be useful eg. for dragging). The question is only if we need to expose this class from C++ or if it is enough to build it in Nasal. Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org
Re: [Flightgear-devel] Switching from PUI to osgWidget
Am 2012-07-31 10:00, schrieb James Turner: Have either of you thought about implementing the menubar? Which in PUI is a series of popup-windows, just wondering if the 'window manager' needs to be aware of such windows in terms of z-ordering. If you open a window it will be placed on top of all other windows, if you exit a menu with the mouse it normally closes, so it should work. Maybe we should create different categories/priorities (just a numeric value) of windows where one window can only raise to the top inside a category. Am 2012-07-31 15:30, schrieb Thomas Geymayer: Personally I'd like an event class exposed to Nasal (I can do that part, lots of experience with it now!), which is available in the callback functions I suggested above: so in a hover / wheel / click callback, one has an 'event' object with: event.button (button that triggered the event) event.type (press / release / click / double-click) event.time (maybe...) event.buttons (state of all the mouse buttons) event.modifiers event.x, event.y event.globalX, event.globalY? (do we need these?) And this can potentially have some helper functions to transform X/Y coordinates or even find the lat/lon of the scene location... Looks like a good idea (relative changes would also be useful eg. for dragging). The question is only if we need to expose this class from C++ or if it is enough to build it in Nasal. The more I think about it the less I'm convinced about a Nasal-only event class. There can occur many problems with (accidentally) setting the mouse values in the wrong order, or how to get the mouse values inside every affected element without copying to much properties around and also thread synchronisation (if it is used) will get complicated. How do you want to register callbacks if a custom class should be passed as argument? Is it possible to set the value of a property node to a custom class? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from PUI to osgWidget
Am 2012-07-31 18:49, schrieb James Turner: I was assuming I'd create a Nasal ghost for Canvas::Element, and another for osgGA::Event, or a Canvas::Event if we need an explicit class. Then we need some global Nasal C functions to map from a Canvas property node to the Nasal ghost (i.e finding the underlying C++ canvas::Element). What shall the ghost for the canvas::Element do? I think it would be enough to have a set(event)handler(path, event_type/mask, cb) and remove(event)handler function which work similar to the property listener functions: sethandler('/canvas/texture[2]/group[3]', 'click', func(event) { print('click at ' ~ event.x ~ '|' ~ event.y); }); or sethandler('/canvas/texture[2]/group[3]', 'mouse', func(event) { print('mouse event ' ~ event.type ~ ' at ' ~ event.x ~ '|' ~ event.y); }); I'm not really sure if we need to differentiate between different mouse events already at C++ level or if just passing every mouse event is sufficient. Finding the acording canvas::Element is really easy as the first part of the path can directly be compared to the canvas base path (see canvas_mgr.cxx and property_based_mgr.cxx) and access the required canvas by it's index (only possible with canvases) and afterwards recursively checking for element name and index. Can Nasal ghosts also be used with an inheritance hierarchy? Eg. having an event base class and mouse, keybord, etc. events. Events may have something in common, but eg. for mouse and keyboard most of the data will be different. All of the above is only a few lines of code and I've been doing it for FGPositioned recently - it's pretty easy. Once that's done we define the 'addXYZCVallback' methods in C++, and have them capture an naFunctionRef for the callbacks - again I've already done this and it works nicely. When the C++ element receives an event it can check its registered callback list, wrap the event in a ghost and run whichever callbacks apply. If you want me to prototype some code for this, I am happy to do so! Would be great :) Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from PUI to osgWidget
the osgWidget base class. In particular my goal is to be able to kill off fg_os.hxx in the near future, i.e to have all events being passed into the canvas as osgGA types, not the old GLUT interface of raw x/y floats. The current window manager registers itself to the main viewer and subscribes on osgGA events, so the canvas has no dependencies on the old system. What do you think about the current way of handling mouse events? It's also just passing x/y and some more values to the property tree, but we need to forward the values somehow. Also I had to create a new event class (which uses most of the osgGA types) because the coordinates of the mouse where passed in the range [-1,1] which would make handling a bit more complicated... Regards, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from PUI to osgWidget
2012/7/26 James Turner zakal...@mac.com: Okay, I wasn't clear from the Wiki page what the final idea was. As you say, so long as we're going through show-dialog it should be fine. My feeling is we still want a C++ hook around creating individual widgets, so we have the option the create custom widgets in C++, but it's not a difficult thing to change internally. You can always create widgets from C++ by adding canvas elements through the property tree, but I think a fully scripted GUI is the most flexible and powerfull approach. Do you have any usecase where you wan't to create a widget in C++? Hmm, I wonder if having a C++ base class for widgets in the canvas will simplify picking and mouse-over. To avoid such details to the basic canvas item. I'm currently thinking of adding a property to each element which allows enabling picking for this element. If the element is a group it receives picking events from all children otherwise only its own. We should also keep in mind that the Canvas won't be used only for the GUI but also eg. for MFDs which may have a touch interface where not necessarily widgets are used... Regards, Tom -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from PUI to osgWidget
2012/7/25 James Turner zakal...@mac.com: Thomas, I have the impression you've been working on this stuff for a while, could you please summarise how you see it developing so Stefan and I can see where we might help. I think it now slowly reaches a state where everything starts to stabilize. The API is really easy to use and most things should be already possible without any modification to the C++ code. Now we need to extend the API, create some helper functions/classes and have a look what is possible and what is still missing. I'm pretty concerned to keep the Nasal code sufficiently structured that we vary the widget implementation without updating the dialogs. In particular, I'm concerned that we don't end up with inline Nasal dialog XML which depends on the widget implementation internals, simply because that's convenient in Nasal. (for example, the current dialog XML files don't know anything about 'mouse-handling', they work exclusively in bindings, and that's a good separation of UI events from semantic behaviours) I have based the implementation on many ideas from different existing technologies and projects. The most important are the Javascript DOM API and some Javascript/SVG/drawing APIs (eg. jQuery SVG [1]). For mouse handling I like the idea of having event handlers (eg. click, drag, hover, etc.). So instead of just one property holding the events of the whole dialog/canvas I want to forward the event to the according element by using picking or maybe for a first step just bounding box checking with the current mouse position. It would still just set the three properties like before (button, x, y) but we could add an helper function which adds a listener to the button property and calls a function with all three parameters if the event was triggered. (I always want to keep the basic idea of only communicating via the property tree). I'd also like to see / understand how we manage XML / property-list file processing in a nice way, to support the various formats we want to create canvas elements from - GUI dialogs, 2D panels and HUDs. We could for example just add some more parseXXX functions (like parsesvg) which parse a dialog/hud/whathever file and create a canvas from it. So we would just have to modify eg. the show-dialog command to create a canvas and call the parser. So, yes, if you could explain your plan here, and where people could help, that would be useful. Missing things: - Documentation: Read, ask questions, extend. I haven't done too much documentation (apart from inline documentation) just due to the reason that the API is not completely stable yet. You could also try different use-cases and maybe find some examples where the API lacks some features. - Clipping: For different reasons we will need to be able to clip some elements to certain regions. It should work with specifying either a clipping rectangle or by using a path. OpenVG seems to have support for it, although I haven't looked into it too deep. We also need to ensure that it also works with text. - Geographic Mapping: It's very experimental, missing different projection modes (eg. vertical projection) and especially the Nasal API feels very hackish. - Picking: For mouse handling some kind of picking would be nice. As already mentioned, at least bounding box intersections will be needed. - Animations: I don't know if we should do animations just be using interpolator and settimer from Nasal or if we should implement some time-based animations directly in C++. At least we need some helper functions (eg. for blinking elements - cursor, fading, ...) - Improve PUI to allow eg. receiving mouse over events. - Improve the Nasal API: Add some helper functions for animating different glass cockpit displays (I have already some basic code, but it needs some generalization). - Implement some widgets in Nasal. - Check what is missing to implement the different hardcoded instruments. - Allow placing images inside the canvas. - Maybe support displaying shapefiles. - I also want to unify the canvas creation a bit, such that canvases can be moved seamless between the different placements (gui, model, hud, etc.). The normal model placement is great but the gui widget placement needs to be able to also use an already existing canvas. - Support copypaste: I'm working on the selection part, but have no clue yet on how to access the system clipboard. - Find more work I've currently forgotten about :) Please also have a look at the wiki [2]. There is already plenty of brainstorming outcome and also information about some current features. Regards, Tom [1] http://keith-wood.name/svg.html [2] http://wiki.flightgear.org/Canvas -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint
Re: [Flightgear-devel] Switching from PUI to osgWidget
I have now added some more thoughts about the GUI implementation and support of the current xml files to the wiki: http://wiki.flightgear.org/Canvas_Widgets#Fully_Canvas_based_implementation_.28planned.29 Regards, Tom -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from PUI to osgWidget
Am 2012-07-24 15:43, schrieb James Turner: Oh, I remembered the other 'difficult' widget - the scrolling lists and (related) multi-line text. My feeling was that osgText was going to handle multi-line text fairly badly, and this might be an issue. We don't have many multi-line text widgets, but they're some useful ones - e.g. the Nasal console. I have just experimented a bit with osgText and multi-line text. So far I didn't notice any problems. Regarding canvas, I think that that is definitively the way to go for stuff like the map widget, but to be honest I have my doubts whether it would be suitable for the entire gui. I must admit though, so far I've only read the documentation on the wiki, so I haven't played around with it yet. Right, canvas makes more sense for the map-widget and replacing the old OpenGL calls in the HUD is my feeling; to build something compatible with the current GUI using the canvas might be possible, but is a lot of work. But using the Canvas also for the GUI would give us the advantage of a unified rendering backend for any type of GUI/text rendering and also the ability to use the same widgets everywhere - eg. use them also inside aircrafts for CDU GUIs or other displays... I've done a quick proof of concept for a tabbed and scrollable widget (including some UTF-8 chars): http://youtu.be/1a6wtPVPWc4 https://gitorious.org/~tomprogs/fg/toms-fgdata/blobs/canvas/gui/dialogs/canvas-demo.xml Regards, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Switching from PUI to osgWidget
Am 2012-07-24 19:35, schrieb James Turner: Thomas, one issue I can guess at (though PLIB is also really bad at it, and osgWidget is not much better!) - text selection. Do you think you'd be able to handle a blinking insertion point and a standard draggable text selection area in this approach? Obviously it might need some additional C++ helpers but that's okay since text-editing is a pretty specialised behaviour. Yes :) http://youtu.be/CIS8UyuJLgM I have just added some property change listeners to get the position of the next character at a given position. The highlighting happens only from Nasal. What is currently missing is the possibility to also change the color of the selected text and to actually get the selected text, but this shouldn't be too hard to implement. One goal of mine for the GUI is to get platform native copy-and-paste working, BTW ;) This has already been on my wish/todo list :P Obviously Thomas knows the Canvas code since he created it [...] Currently documentation is not too detailed, but looking at the different demos and maybe also the Nasal API and source code should help. If not, don't hesitate to ask :) Regards, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader menu structure
Hi, Am 2012-06-25 09:46, schrieb Frederic Bouvier: Hi Gijs, De: Gijs de Rooy gijsr...@hotmail.com Pushed the dialog fixes yesterday, please report any issues. Please try this : or even simpler: - Disable custom settings - Set slider to 5 - Enable custom settings - Have a look at the Shader Options Regards, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Patch] Don't create warning message on non existing gui/dialogs directory
Hi, recently a patch [1] from me has been merged which allows also automatic loading of dialog files from the aircraft directory (if located in a subdirectory gui/dialogs). If this directory doesn't exist a warning message is produced. The attached patch prevents the message from beeing emitted. Please, someone can commit the patch. Thanks, Tom [1] https://gitorious.org/fg/flightgear/merge_requests/1563 -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria diff --git src/GUI/new_gui.cxx src/GUI/new_gui.cxx index 4f9485e..08bb1c7 100644 --- src/GUI/new_gui.cxx +++ src/GUI/new_gui.cxx @@ -68,8 +68,13 @@ NewGUI::init () setStyle(); SGPath p(globals-get_fg_root(), gui/dialogs); readDir(p); -const std::string aircraft_dir(fgGetString(/sim/aircraft-dir)); -readDir( SGPath(aircraft_dir, gui/dialogs) ); +SGPath aircraft_dialogs +( + std::string(fgGetString(/sim/aircraft-dir)), + gui/dialogs +); +if( aircraft_dialogs.exists() ) + readDir( aircraft_dialogs ); _menubar-init(); } -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Canvas (2D drawing API) - Testing needed
Hi, I'm currently working on a 2D drawing API. The basic idea is to draw arbitrary 2D shapes and text to a texture and place this texture on some model in the scene (eg. display, HUD,...). This so called canvas should be controlled only by using the property tree. Currently it is possible to draw text, transform it, change style and all of this through the property tree. I have also added an experimental Nasal API which provides an object orientated wrapper around the property tree interface to the canvas. The code is already include into flightgear/next, but some fixes and the Nasal API are waiting to be merged into flightgear and fgdate respectively. I have already tested many scenarios but it would be great if you can try it out on your own and report bugs or provide some feedback :) Please see http://wiki.flightgear.org/Canvas_Properties for more details. Thanks, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Replace texture with RTT
Am 2012-04-30 15:27, schrieb Thomas Geymayer: I'm currently experimenting with a 2D Canvas and rendering everything to a texture. For this I use FGODGauge to render to texture and FGODGauge::set_texture to replace a texture in the cockpit with the texture from the fbo. This works very well unless I enable any effect which causes the texture to be replaced by the original one. Never mind. It works now by using the same technique as for the SGMaterialAnimation where a group is placed in between the object whose texture should be changed and its parent. This group overrides the texture: stateSet-setTextureAttribute(0, _new_texture, osg::StateAttribute::OVERRIDE); stateSet-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); If there exists a faster method which doesn't require the additional group, please tell me. Regards, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Software Engineering Business Administration Graz University of Technology - -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Replace texture with RTT
Hi, I'm currently experimenting with a 2D Canvas and rendering everything to a texture. For this I use FGODGauge to render to texture and FGODGauge::set_texture to replace a texture in the cockpit with the texture from the fbo. This works very well unless I enable any effect which causes the texture to be replaced by the original one. I have just extended the ReplaceStaticTextureVisitor::apply(osg::Geode node) method to also replace texture inside effects: virtual void apply(osg::Geode node) { simgear::EffectGeode* eg = dynamic_castsimgear::EffectGeode*(node); if( eg ) { osg::StateSet* ss = eg-getEffect()-getDefaultStateSet(); if( ss ) changeStateSetTexture(ss); } else if( node.getStateSet() ) changeStateSetTexture(node.getStateSet()); int numDrawables = node.getNumDrawables(); for (int i = 0; i numDrawables; i++) { osg::Drawable* drawable = node.getDrawable(i); osg::StateSet* ss = drawable-getStateSet(); if (ss) changeStateSetTexture(ss); } traverse(node); } Does anyone know how I can correctly replace a texture, such that it also stays there if effects are enabled (eg. generic effect). Thanks, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Software Engineering Business Administration Graz University of Technology - -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Patch] Support relative changes for generic input protocol
Hi, I've extended the generic protocol to also allow sending relative values and limit values to a given range. I'm using it for an arduino based heading selector. With only absolute messages supported you would interfere with changes from other sources like clicking with the mouse or changes from scripts. The merge request can be found on gitorious: https://gitorious.org/fg/flightgear/merge_requests/1559 Regards, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Software Engineering Business Administration Graz University of Technology - -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG hangs on loading scenery when using many objects
Hey Csaba, hey Geoff, thanks a lot for looking into this! void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp* framestamp, ? ? ? ? ? ? ? ? ? ? ? ? ???NodePath path) { ? ? //SG_LOG(SG_GENERAL, SG_ALERT, SGPagedLOD::forceLoad( ? ? //getFileName(getNumChildren()) )); And now the crazy part! If I uncomment this logging, everything suddenly works, even with 20k objects: Same here -- uncommenting this part in simgear/scene/model/SGPagedLOD.cxx fixes the issue for me, too. 20k objects were loaded within 10 sec on my P4 2.4 GHz, though frame rate is ~5 then... Cheers, Tom signature.asc Description: This is a digitally signed message part. -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG hangs on loading scenery when using many objects
Hi Geoff, thanks for testing! Indeed, I forgot the texture, sorry about that. It is included in a new package: http://www.mediafire.com/?q99zyzkyu2tw04w For further testing, I wrote a small python script which fills a rectangular area at EHLE (because it's mostly flat there, so I can use hardcoded elevation) with an arbitraty number of objects (all copies of that coco palm). Could you please give it a try and see if you find any strange behaviour with, say, 5k, 10k, 20k objects? Usage: backup Objects/e000n50/e005n52/3040154.stg first! tar xzf Objects.tar.gz cd Objects/e000n50/e005n52 ./place_objs.py 5000 then start fgfs at EHLE On machine (much slower than yours: Pentium 4 2.4 GHz, 1.5GB DDR), FG hangs when using ~2300 objects. Thanks, Tom signature.asc Description: This is a digitally signed message part. -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG hangs on loading scenery when using many objects
Hi Jon! I've seen something similar before, it's incredibly annoying, and I suspect you'll eventually track it down to a typo in an stg file. I've also had typos/missing objects in .stgs before, causing similiar effects. However, for testing, I'm creating the .stg with a very simple python script, placing the same object over and over at different locations. I am pretty sure it's not a typo or such. Cheers, Tom #!/usr/bin/env python import numpy as np import sys obj=Juliana-CocoPalmSeedling.ac alt=-5 hdg=0 mid_x=5.519707 mid_y=52.456022 size_x=0.0050 size_y=0.0050 num_x=num_y=int(sys.argv[1])**0.5 X = np.linspace(-0.5*size_x, 0.5*size_x, num_x) + mid_x Y = np.linspace(-0.5*size_y, 0.5*size_y, num_y) + mid_y f = open(3040154.stg, w) for y in Y: for x in X: f.write(OBJECT_STATIC %s %1.10g %1.10g %g %g\n % (obj, x, y, alt, hdg)) f.close() signature.asc Description: This is a digitally signed message part. -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FG hangs on loading scenery when using many objects
Hey group, I've come across a problem with FG when many (static) objects are to be loaded on FG startup. Usually, on my (faily old) PC FG loads for about 20 seconds, then says loading scenery for about 6 seconds, and places me in the c172 ready for takeoff. During all this CPU load is at 100%. Now if I start FG with scenery that contains many ( 1000) objects, I get the following: - FG still loads for about 20 sec, then says loading scenery - about 3 seconds later, CPU load drops to ~20% and stays there - and FG never finishes startup --log-level=debug shows the main loop is running, I can use the menu, but I never end up in the c172, nor see anything else but the splash screen Starting at a nearby airport and flying into said scenery works. I can also teleport to this nearby airport while FG 'hangs', and then fly into said scenery flawlessly. I've created a test scenery [1] which uses TNCM terrain and 5000 instances of one object, furthermore, a script which lets me reduce the number of objects in the .stg. If I use 3100 objects, everything is fine. 3200 objects, and FG hangs. 100% repeatable, though I did not narrow down the threshold number further. However, the threshold number seems to depend on - the object(s) loaded - CPU load: If I have another process running (mplayer, for example) which consumes some CPU, FG now also hangs for the 3100 objects case (which would otherwise load fine if there was no other demanding process). It appears as if FG somewhat locks up if the initial scenery is not loaded within a certain wall clock time. Any ideas? Cheers, Tom - Git from 5 Sep 2011 - Gentoo Linux - GeForce 7600 GS (running ancient nvidia drivers 180.29) fgfs --prop:/sim/frame-rate-throttle-hz=30 --disable-random-objects --geometry=1920x1190+0+0 --atlas=socket,out,1,localhost,5500,udp --fg-root=/home/tom/daten/fgfs/src/fgdata --season=summer --fg-scenery=/home/tom/fgfs/home/Scenery-Manual:/home/tom/fgfs/home/Scenery-TerraSync:/home/tom/daten/fgfs/src/fgdata/Scenery:/home/tom/fgfs/home/Scenery-1.0.1 --aircraft=c172p --airport=TNCM --log-level=alert --prop:/sim/rendering/multi-sample-buffers=true --prop:/sim/rendering/multi-samples=2 --prop:/sim/ai-traffic/enabled=false --prop:/sim/traffic-manager/enabled=false --prop:/sim/atc/enabled=false --timeofday=dawn --enable-real-weather-fetch --control=joystick --disable-auto-coordination [1] http://www.mediafire.com/?n9uftx7vil98btz signature.asc Description: This is a digitally signed message part. -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [OT] B-29 touring Oklahoma and Texas
I've been travelling on business for a while and have one week more on the road, so I was both excited and distressed to see and email from my boss that said the only flying B-29 will be in Stillwater, OK on Tues Sept 13. Why they chose a stop in Stillwater, I'm not sure. Maybe because of its history as an air depot in WWII and a place where some 470-something WWII warbirds were parted out for scrap after the war (google Searcy Field). Or maybe it's just a convenient stopover on the way from Nebraska to Texas. Their continuing schedule takes them to various cities in Texas over this month. Seats are available for flying tours (I can't afford them). See the link below: http://www.cafb29b24.org/rides/ride-in-the-only-b-29.html -Reagan -- Using storage to extend the benefits of virtualization and iSCSI Virtualization increases hardware utilization and delivers a new level of agility. Learn what those decisions are and how to modernize your storage and backup environments for virtualization. http://www.accelacomm.com/jaw/sfnl/114/51434361/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgfs log files with qt process
On 6/7/2011 12:59 AM, HB-GRAL wrote: Am 05.06.11 23:37, schrieb HB-GRAL: Hi all I am trying to to write fgfs stderr output to a file. This is no problem when I use redirection likelogifle.log in a shell of course, but - unfortunately - this can not be passed as argument with qt by startDetached process, which I use with fgx launcher and which is static. I am not able to add such a option to fgfs. Is there someone who can help me and add such log/debug file output option to fgfs? Thanks for your response, Yves Sorry this is a bit simple-minded from me. I don’t think anything has to be added. When I change qt process not to be detached I get standard output and errors without any problems. (If someone is working with qt for FlightGear I recommend not to start any process detached when you need errors/output). Anyway there comes new FGX FligtGear launcher the next days. When you want to follow my work you can do it here: gitorious.org/fgx. OSX version will come with built-in binaries of fgfs, terrasync etc. For fgcom you can use my installer with pre-built fgcom. FGX - starts every FlightGear version on your machine, releases/gits/hudsons - use sqlite/mysql to manage aircrafts/airports and other data - parse xml- and dat-data to options database - will work on every platform (once) - is easy to use for beginners, I hope I still need some help for documentation section, or for qt/c++ expert mode. When you want to join the small and unimportant side project, you’re welcome! Cheers, Yves Hello, Yves. I've built and tested fgx on CentOS 5.5 and Fedora 14 for 32 bits. I really like where this application is going and would like to help however I can. I am kind of new to Qt, but need to use it for work anyway, so I may be able to help with some coding. I will have to study the code a bit first, before I can be useful there. You mention documentation... is there any specific place you would like me to start? Also, do you have a bug tracker or other preferred means of reporting issues or feature requests? One feature that I have thought would be good for any fgfs launcher is a simple multi-player server ping to find (and automatically select?) the closest mpserver. If there is a way via the mp protocol to count the number of players already on each server, that information could also be used to help select the best server to connect to. Anyway, thanks for working on this application and, though I don't have a lot of time to spend on it, I would like to help in any way that I can. -Reagan Thomas -- EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Pro Flight Simulator
On 6/7/2011 9:53 AM, Gene Buckle wrote: On Tue, 7 Jun 2011, Tobias Markus wrote: Dear FlightGear Developers,while a video trip through YouTube, I saw this suspiceous video: http://www.youtube.com/watch?v=k3x6Mc3DyuUfeature=player_embeddedI recognised the Chat Box in FlightGear-GUI-Style. Following the link, they sell that for 97$. (Here)I hope I could help youTobias Markus It's a scam. Just report the video to YouTube as spam-scam. tnx! g. The youtube poster won't approve comments that explain that it's FlightGear. Vote the video down, instead. -- EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Night textures: two files vs. textranslate
Heiko, Emilian, thanks for your answers! @Heiko: The wiki article correctly describes the textranslate method. What puzzled me was that it says the previous, two-file solution would no longer work. Well, apparently it does here... http://flightgear.org/forums/viewtopic.php?f=5t=11870#p123517 @Emilian: I wasn't aware of that lightmap effect, thanks for the heads-up! It would certainly suit better here. Cheers, Tom signature.asc Description: This is a digitally signed message part. -- WhatsUp Gold - Download Free Network Management Software The most intuitive, comprehensive, and cost-effective network management toolset available today. Delivers lowest initial acquisition cost and overall TCO of any competing solution. http://p.sf.net/sfu/whatsupgold-sd___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Night textures: two files vs. textranslate
Dear all, I'm in the process of converting X-Plane scenery to FG. As far as I understood, X-Plane uses two separate texture files for day/night lighting. The FG wiki (http://wiki.flightgear.org/Howto:_Illuminate_faces#Changing_texture_if_illuminated) says This does not work with any version newer than v1.0! However, I just tried this with my GIT (compiled somewhen in Feb 2011), and it worked nicely. Is this way of night texturing deprecated/obsolete? Any significant downsides to it? I also tried the textranslate method, but when I put the day/night textures, say van.png and van_LIT.png each 256 x 256), into one file (512 x 256) and make up an .xml as described in the wiki, both day and night textures look distorted in FG. I assume the mapping specified in the .ac is no longer correct when I change the size of the texture file? I have no experience with UV mapping though. Any ideas? Tom signature.asc Description: This is a digitally signed message part. -- WhatsUp Gold - Download Free Network Management Software The most intuitive, comprehensive, and cost-effective network management toolset available today. Delivers lowest initial acquisition cost and overall TCO of any competing solution. http://p.sf.net/sfu/whatsupgold-sd___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel