Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. 8e75c6be5047bdb0deacc385decc4ff4187c4990

2013-10-14 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread Thomas Albrecht
 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

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Re: [Flightgear-devel] procedural bridge generation

2013-09-23 Thread Thomas Albrecht
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


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Re: [Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong

2013-09-22 Thread Thomas Albrecht
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

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[Flightgear-devel] procedural bridge generation

2013-09-22 Thread Thomas Albrecht
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

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Re: [Flightgear-devel] fgelev

2013-09-22 Thread Thomas Albrecht
 the first element appears to be an label so
 the input format is

 label lon lat\n

Thanks Stuart, that works!
Tom

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[Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong

2013-09-19 Thread Thomas Albrecht
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

2013-09-09 Thread Thomas Albrecht
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

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Re: [Flightgear-devel] FlightGear voice communication

2013-08-21 Thread Thomas Maass

-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.

- -- 
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http://www.setho.org/people
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Re: [Flightgear-devel] SimGear build fails

2013-07-01 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-07-01 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-06-30 Thread Thomas Geymayer
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...


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Re: [Flightgear-devel] SimGear build fails

2013-06-26 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] SimGear build fails

2013-06-25 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Positioning Aircraft: accuracy

2013-06-23 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

2013-06-02 Thread Thomas Geymayer
::~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

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Re: [Flightgear-devel] Crash in latest FGFS even with default options (no .fgfsrc or any call parameters)

2013-05-16 Thread Thomas Geymayer
-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

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Re: [Flightgear-devel] osm2city.py

2013-05-13 Thread Thomas Albrecht
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

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Re: [Flightgear-devel] Current git broken

2013-05-12 Thread Thomas Geymayer
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


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[Flightgear-devel] osm2city.py

2013-05-12 Thread Thomas Albrecht
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

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-10 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Check your IOrules!

2013-05-09 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Check your IOrules!

2013-05-08 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] 2.10.1

2013-05-04 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Lightmap question

2013-05-01 Thread Thomas Albrecht
 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

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[Flightgear-devel] Lightmap question

2013-04-30 Thread Thomas Albrecht
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)

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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-28 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-27 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Thomas Albrecht
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

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Re: [Flightgear-devel] Nasal props API relative path support

2013-04-15 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Thomas Albrecht

 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






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Re: [Flightgear-devel] Terrain self-shading (plain text)

2013-04-15 Thread Thomas Albrecht
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
 
 

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Re: [Flightgear-devel] Nasal props API relative path support

2013-04-14 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht

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


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Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
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


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[Flightgear-devel] Generating ground textures on the fly?

2013-03-11 Thread Thomas Albrecht
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

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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-06 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-05 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-03 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Advanced Weather updates

2013-03-03 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] RE : Re: How to get my bug fix into the git?

2013-03-03 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-02 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-01 Thread Thomas Geymayer
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


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Re: [Flightgear-devel] Final release checklist

2013-02-12 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Dan Freeman and ProFlightSimulator

2013-01-13 Thread Jim Thomas
Got burned too.  I'll send you the disks. 

Jim Thomas
jdtchicago at gmail.com 


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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. fd39808ed8e0926f4389e2d8ad700a48354646a1

2012-12-17 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] YaSim Aircraft not functional

2012-12-03 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Canvas/C++ bindings: Simgera compilation fails with MSVC

2012-11-16 Thread Thomas Geymayer
Am 2012-11-16 14:12, schrieb Alan Teeder:
 Another heads up.

Thanks. Fixed.

Tom

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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Fwd: [Flightgear-commitlogs] FlightGear branch, next, updated. fe1222a90dd809560e787ce09391d5cf97bbe6fe

2012-11-16 Thread Thomas Geymayer
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


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Re: [Flightgear-devel] Fwd: [Flightgear-commitlogs] FlightGear branch, next, updated. fe1222a90dd809560e787ce09391d5cf97bbe6fe

2012-11-15 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] [Gitorious] Activity: tomprogs pushed 1 commits to nextn...

2012-11-13 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] flight recorder / replay system

2012-11-11 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Thomas Geymayer
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.

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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Quick fix for missing elements/element.hxx

2012-11-04 Thread Thomas Geymayer
-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

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Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://www.enigmail.net/

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[Flightgear-devel] Canvas reuse/restructuring

2012-10-20 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. f191b4f35c26d38cf856a9ea0e69706d2167396b

2012-10-19 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-09-28 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-09-28 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Displays vs Instruments

2012-09-26 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Airport selection feedback

2012-09-22 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Airport selection feedback

2012-09-21 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Airport selection feedback

2012-09-20 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Airport selection feedback

2012-09-20 Thread Thomas Geymayer
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

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[Flightgear-devel] Changing behavior of SGPropertyNode::removeChild

2012-09-18 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Fgrun and canvas demo

2012-09-05 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-30 Thread Thomas Geymayer
 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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-26 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Shader menu structure

2012-06-25 Thread Thomas Geymayer
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

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[Flightgear-devel] [Patch] Don't create warning message on non existing gui/dialogs directory

2012-05-30 Thread Thomas Geymayer
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

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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();
 }
 
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[Flightgear-devel] Canvas (2D drawing API) - Testing needed

2012-05-29 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] Replace texture with RTT

2012-05-01 Thread Thomas Geymayer
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

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[Flightgear-devel] Replace texture with RTT

2012-04-30 Thread Thomas Geymayer
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

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[Flightgear-devel] [Patch] Support relative changes for generic input protocol

2012-01-27 Thread Thomas Geymayer
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

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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-23 Thread Thomas Albrecht
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


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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-21 Thread Thomas Albrecht
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


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Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-21 Thread Thomas Albrecht
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()


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[Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-20 Thread Thomas Albrecht
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



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[Flightgear-devel] [OT] B-29 touring Oklahoma and Texas

2011-09-11 Thread Reagan Thomas
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
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Re: [Flightgear-devel] fgfs log files with qt process

2011-06-07 Thread Reagan Thomas
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

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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-07 Thread Reagan Thomas
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.



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Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-05-06 Thread Thomas Albrecht
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


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[Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Thomas Albrecht
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


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