Re: [Flightgear-devel] Cows

2006-12-14 Thread Vassilii Khachaturov
Are the horns/hooves greenish because of the need to make happy the 
Gateway folks, or is it a zombie cow covered with moss?

V

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Re: [Flightgear-devel] patch for Systems/pitot.cxx due to reality experience

2006-12-06 Thread Vassilii Khachaturov
 some days ago I was flying and experienced pitot icing due to malfunction of 
 the pitot heat :-(

You did check the pitot heat at your preflight, didn't you?
V


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Re: [Flightgear-devel] Forums?

2006-12-02 Thread Vassilii Khachaturov
  I'm sure if I thought about it longer I would find some more
  arguments.

 I have one to add: You need a graphical desktop in order to deal with
 the web forum because 'browsing' this forum with Lynx is a PITA (this
 is one of the rare occasions that I use this acronym  ;-)

Agreed, and this is why I wouldn't like the forum either. Currently
writing this from pine within a screen in a screen in a console of a
linux box, and X is down at the moment to free the memory for a kernel rebuild.

V


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Re: [Flightgear-devel] Problem compiling SimGear

2006-11-18 Thread Vassilii Khachaturov
 I checked out the latest svn plib and compiled it and recompiled
 simgear.  I still get the same error.  Without the ---with-jpeg-factory,
 simgear compiles OK, but then the cvs flightgear won't compile.  It
 appears that an include .h file is missing causing the undefined
 variables.  Where to look?

Make sure you've reconfigured the fg after reconfiguring your sg. Maybe 
your fg still thinks it has to build with the jpeg factory!

V

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Re: [Flightgear-devel] new osg packages

2006-11-14 Thread Vassilii Khachaturov
More data on what was happening:

 The exciting news:
 when run at the default mode here (1280x1024, truecolor default visual,
 but no --bpp on the cmdline), I get a slight (1-2) fps improvement of
 OSG vs PLIB versions. Tested in KSFO, dawn and noon. Noon is 17-18 vs
 19-21 improvement, and dawn is 9-11 to 12-14).

...and it was the default Cessna 172 setup.

 ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061113/OSG_OP_OT-1.2-Flightgear.diff

...and I didn't apply the last chunk in the above diff (4 osg::notify
debug printouts in the RGB loader)

Mathias, thanks for the great work! I'm now into the precip thing porting.

V.


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Re: [Flightgear-devel] new osg packages

2006-11-14 Thread Vassilii Khachaturov
Just tested performance of today's FG CVS OSG-based version vs older 
plib-based one (built from Oct 22 FG CVS) version.

The exciting news:
when run at the default mode here (1280x1024, truecolor default visual, 
but no --bpp on the cmdline), I get a slight (1-2) fps improvement of 
OSG vs PLIB versions. Tested in KSFO, dawn and noon. Noon is 17-18 vs 
19-21 improvement, and dawn is 9-11 to 12-14).
Note the reduced LOD ranges (otherwise the machine just crawls, PLIB or 
OSG).

Sources: OSG CVS + the patch from
ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061113/OSG_OP_OT-1.2-Flightgear.diff
Machine:

Linux mas1125b 2.6.18-1-686 #1 SMP Sat Oct 21 17:21:28 UTC 2006 i686 
GNU/Linux
Pentium 4 @2.4GHz 512Mb RAM
NVIDIA GEFORCE4 MX 440 AGP 8x

Full details of the hardware are specified in bugs.debian.org/309607

from glxinfo:
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
 GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
 GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
 GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
 GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer,
 GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float
GLX version: 1.3
GLX extensions:
 GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
 GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce4 MX 440 with AGP8X/AGP/SSE2
OpenGL version string: 1.5.6 NVIDIA 87.76
OpenGL extensions:
 GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_pixel_buffer_object,
 GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects,
 GL_ARB_shading_language_100, GL_ARB_texture_compression,
 GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
 GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
 GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle,
 GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,
 GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,
 GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,
 GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
 GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, 
GL_EXT_Cg_shader,
 GL_EXT_draw_range_elements, GL_EXT_fog_coord, 
GL_EXT_multi_draw_arrays,
 GL_EXT_packed_pixels, GL_EXT_paletted_texture, 
GL_EXT_pixel_buffer_object,
 GL_EXT_point_parameters, GL_EXT_rescale_normal, 
GL_EXT_secondary_color,
 GL_EXT_separate_specular_color, GL_EXT_shared_texture_palette,
 GL_EXT_stencil_wrap, GL_EXT_texture_compression_s3tc,
 GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
 GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
 GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod,
 GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array,
 GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
 GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_fence,
 GL_NV_fog_distance, GL_NV_gpu_program_parameters,
 GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,
 GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_register_combiners,
 GL_NV_texgen_reflection, GL_NV_texture_env_combine4,
 GL_NV_texture_rectangle, GL_NV_vertex_array_range,
 GL_NV_vertex_array_range2, GL_NV_vertex_program, 
GL_NV_vertex_program1_1,
 GL_SGIS_generate_mipmap, GL_SGIS_multitexture, GL_SGIS_texture_lod,
 GL_SUN_slice_accum
glu version: 1.3
glu extensions:
 GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

autosave.xml:
PropertyList
   sim
 startup
   save-on-exittrue/save-on-exit
 /startup
 sound
   volume type=float0.349673/volume
   atc-chatter type=boolfalse/atc-chatter
 /sound
 rendering
   horizon-effect type=booltrue/horizon-effect
   enhanced-lighting type=boolfalse/enhanced-lighting
   distance-attenuation type=boolfalse/distance-attenuation
   static-lod
 detailed type=string1000/detailed
 rough type=string3000/rough
 bare type=string12000/bare
   /static-lod
   random-objects type=booltrue/random-objects
   point-sprites type=booltrue/point-sprites
   precipitation-enable type=booltrue/precipitation-enable
   lightning-enable type=boolfalse/lightning-enable
   bump-mapping type=boolfalse/bump-mapping
   clouds3d-enable type=boolfalse/clouds3d-enable
   clouds3d-vis-range type=float25000/clouds3d-vis-range
   clouds3d-density type=float100/clouds3d-density
   clouds3d-cache-size type=int1024/clouds3d-cache-size
   

Re: [Flightgear-devel] new osg packages

2006-11-14 Thread Vassilii Khachaturov
 Mathias, thanks for the great work! I'm now into the precip thing porting.
 
 I assume you know that there is some precipitation stuff already in OSG ?
 I currently have no idea if it's ready to serve as a replacement of
 what's currently in FlightGear/PLIB but it might be worth having a look

Of course, the first thing I ran when I first managed to compile the OSG 
is their precip demo.

The plib-branch rain is GL_LINES based, mapped on an imaginary 
precipitation cone surface, and it doesn't branch the ssg (plib's 
scene graph), rather, it just gets drawn imperatively (as opposed to 
in-scenegraph callbacks) via direct GL calls at some point during the 
rendering. The cone is not properly clipped, which creates some funny 
artifacts when you look back on the runway you've just taken off from 
--- you sort of see the rain showering down through the asphalt.

I have a prototype that is rolling-texture-based (Harald's idea). It 
looks pretty much like the OSG precipitation demo and suffers from the 
same ugly artifact that the demo has which I haven't eliminated - the 
stitches of the textured faces are very ugly when the texture is 
rolling. My prototype is uglier than the GL_LINES-based one and causes 
visible FPS decay (the GL_LINES-based one doesn't have any visible FPS 
impact!) on my hardware, which is pretty low-end (described earlier in 
this thread ;-) ). This is the reason I have never felt it mature enough 
to have it checked in, even with the up-side that it would bring in some 
kind of snow in addition to rain (just different texture and animation 
parameters, mostly same algorithm - unless it's light snow, which means 
that I need to get into the particle system modeling - never been there 
as well so far :) ).

I had started to work on improving the visual aspects of the 
textured-based prototype by trying to do multitexturing of the same cone 
(hoping to blur the visual irregularities by rolling differently various 
layers of the texturing). I expect big help from OSG here as it has 
multitexturing support built-in; also, some of the things might be 
offset to the in-GPU-pipeline code which, I heard, is also supported 
(never tried that myself yet either, but eager to try). Finally, the 
clipping stuff will hopefully be easier to solve when the precip cone 
becomes part of the scenegraph.

  at it. Volumetric shaders are in the works as well 

Volumetric shaders will come in handy later, when I have to port the 3d 
clouds.

V

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Re: [Flightgear-devel] FSWeekend

2006-11-06 Thread Vassilii Khachaturov
 Hi John,
 
 Jon S. Berndt wrote:
 
 It might be a good idea to have printed a few copies of some of the
 technical reports that have been presented for FlightGear and related or
 constituent parts. For instance, I presented a paper on JSBSim in 2004 at
 the AIAA Modeling and Simulation Conference.
 
   and here lies the difference. Yours is a _really_ good idea when
 it comes to present the inners of FlightGear to the people who know
 what you're talking about. At FSWeekend many people tell between
 different versions !! of a (the) flight simulator simply by the look
 - and are totally surprised that the screen doesn't show M$FS at all.
 
 I guess that most of the audience at FSWeekend is simply overstrained
 when you talk to them about technical workings in FlightGear - still
 I'll try to remember your proposal fot times when FlightGear is being
 presented to an audience that matches the required level of knowledge.

I agree with both of you -- it's a good idea to have the printed copies 
available and it's not good to present the papers more than pointing 
over to a stand with printouts for those interested in the technical 
details. This will give the necessary background info to the few 
advanced visitors to the booth and will not overstrain the others...

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Re: [Flightgear-devel] Confused header inclusion on IRIX with OSG

2006-11-02 Thread Vassilii Khachaturov
Martin, did you try the -E switch to see what exactly the code expands to
after the preprocessing? sometimes it helps to find the clue.
gcc -E file.c  file.i
V


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Vassilii Khachaturov
Great news! Thank you very much for the porting.

 The rain stuff as well as the render surface stuff is nothing too complicated 
 and already available in osg, but that needs to be done and tested.
[SNIP]
 The 3d clouds are something to think about. osg can assist here but I need to 
 think about that.

I'll be happy to try to help to port/switch these. Of the above, I don't 
  quite find my way around the 3d clouds code, so I'll be starting with 
the rain/lightnings when the check-in is done; meanwhile I'll read about 
the OSG - never been into anything except overviews there. BTW, current 
rain (as opposed to lightning) is not branching the scene graph via 
plib, but rather directly drawing stuff through GL primitives; I 
wouldn't be surprise it it works as is (with the same ugly artifacts...) 
I'll try to properly port it to OSG. I'm especially happy about the OSG 
transition as I have some multitexturing-based rain prototype in the 
works, and I was unhappy about further direct GL ugly hacking needed 
because of that, as plib has no m/t support. AFAIU, OSG does have it, so 
it's really great news.

Since for the porting I'll have to use both branches, I'll be using both 
of them wherever you put the OSG stuff. Personally, I agree that the 
HEAD is the way to go.

Vassilii

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Re: [Flightgear-devel] FlightAware flight tracking

2006-10-07 Thread Vassilii Khachaturov
On Thu, 5 Oct 2006, Martin Spott wrote:

 Frederic Bouvier wrote:

  And don't tell me a PA28 is an airliner ;-)

  but hey, it is equipped with a mode S transponder, which
 only few light aircraft have nowadays (at least here in Germany),

the Mode S code you see in the FAA registration is a reserved code for
that particular tail number. In fact, a lot of transponders are not like
that, and if you look up the tail number 33966 (an SGS 2-33A that I happen
to have some time in), you'll discover an aircraft with a mode S code
listed, but no transponder (actually, no electrical system at all) on
board! However, if whenever in the future it is equipped to have one, the
mechanic will use the particular mode S code reserved for this very
aircraft to program into the hardware.

Vassilii


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Re: [Flightgear-devel] FlightAware flight tracking

2006-10-05 Thread Vassilii Khachaturov
 It looks like a breach of individual's privacy to me. You can track
 people's travel ( owner names are apparent ) and I doubt it would be
 permitted this side of the Atlantic.

in this particular case the FAA tail number registry gives a charter
company flying exec jets. No client names disclosed.

V


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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-29 Thread Vassilii Khachaturov
 I once proposed a compatible ssg extension :
 http://frbouvi.free.fr/plib/nsssg.html

 I was able to use it with flightgear without code change except to support the
 new features ( like multi texturing and environment mapping ). The code still
 exist but stalled after it was ignored by the plib team and further
 developments  ( like shaders ) were lost in a disk crash.


Fred, is the code you refer to newer than the state-of-the art plib, or
does it require an excessive merge? maybe you could fork plib into a
simgear subdir and have a configure option to pick it up, if chosen?

V.


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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-28 Thread Vassilii Khachaturov
FWIW, the current precipitation rendering code is raw-gl-based as well,
not even done with proper branching via ssg; we just have a special call
to its rendering from within the renderer. I am currently working on
texturing-based precipitation which needs multitexturing, and naturally it
can't be done fully above ssg w/o raw gl codes since multitexturing is not
supported in ssg. My plan is to first achieve a sensible visual
effect/performance, (at which point a demo patch will be posted over to
the list with a call to you texture artists for better textures for rain,
snow. and hail) then ssgify it properly to make sure the gl state is
managed in a coordinated way between the precipitation code and the other
ssg-based one (a milestone for another patch), and, finally, fix the
culling issues (so that we no longer rain into underground etc.)

Currently I am having some nasty visual artifacts which make the whole
thing look worse than the GL_LINES based current code; I am getting 25-33%
FPS drop here on various nvidia cards (33 on older ones, 25 on better
ones). I might be able to improve the FPS drop though, as I have some GL
optimization tricks unused yet. Nevertheless, since the FPS impact is no
longer negligible (like it's in the lines-based code), it means that there
will be a configurable rendering option to stay with the GL_LINES based
old code for those who don't want the penalty, although I won't guarantee
a runtime-switchable (i.e., you need to reload fgfs). For cards w/o the
multitexturing capability, it's automatically going to be using the old
precipitation code.

Vassilii


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Re: [Flightgear-devel] Update: Sun

2006-07-20 Thread Vassilii Khachaturov
 http://www.akermann.org/fgfs/simgear-sun.tar.gz
The chunk
@@ -109,6 +109,7 @@ void SGSky::build( double h_radius_m, do
 // 180 degrees = darkest midnight
 bool SGSky::repaint( const SGSkyColor sc )
 {
+   using namespace std;
 if ( effective_visibility  1000.0 ) {
enable();
dome-repaint( sc.sky_color, sc.fog_color, sc.sun_angle,
seems a debugging artifact to me.

In oursun.cxx the constants (such as sqrt_m_log01) should probably be
declared as const. Per-coordinate vector calculations there could be
made to use the sg facilities of plib, but AFAIU it wouldn't change
much except for shorten the code a tiny bit. It's pretty readable as it is
anyhow, and fits in very nicely. Also, a patch to Thanks is due along
with the commit, to mention yourself :)

Thank you very much!!!

Vassilii


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Re: [Flightgear-devel] wiki spammer

2006-07-18 Thread Vassilii Khachaturov
 Hi Guys,

 We had to put logins onto the X-Plane SDK wiki - we got spammed pretty
 hard.  Since the auth was put in we've had no problems.

 *cheers*

I think that this means we could also try to do w/o the captchas first.
V


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Re: [Flightgear-devel] Question on the weather: How are the 3D clouds are generated?

2006-07-18 Thread Vassilii Khachaturov
 Well, that's it! That's why my question: how is the
 3D-Clouds are generated?

 There are textures for it, but I still nott found out
 how this clouds are generated!

It's in the SimGear source. Have a look at
SimGear/source/simgear/environment. For the scene graph thingies,
have a look at the PLIB docs at http://plib.sourceforge.net/ .

HTH,
V


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[Flightgear-devel] a GL question

2006-07-17 Thread Vassilii Khachaturov
I'm trying some proof of concept code to implement the precipitation
using textures. I'm sending out GL_QUADS mapped to some texture area each
via 4 pairs of glTexCoord2f(...); glVertex3f(...);. Say the texture area
is u,v within 0.0 to 1.0.
Now I'd like the whole
texture modulated in one of the 2 dimensions -- i.e., say, with the
texture coordinate u=0.0 have the texture image displayed on the quad
face at its brightest
and at u=1.0 have it at its lowest (possibly by supplying some modulating
value). How do I do it? (Manpage references welcome). I tried to send a
glColor4f with each vertex with the corresponding intensities, but it
didn't seem to affect the texture. GL_LIGHTING is disabled, texture env.
mode is GL_MODULATE at the moment.

TIA,
Vassilii




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[Flightgear-devel] coding style unification

2006-07-10 Thread Vassilii Khachaturov
On Mon, 10 Jul 2006, Melchior Franz wrote:

 Update of /var/cvs/FlightGear-0.9/FlightGear/src/Airports
 In directory baron:/tmp/cvs-serv5045

 Modified Files:
   simple.cxx simple.hxx
 Log Message:
 - unify coding style (though not to the last detail)
 - remove trailing spaces
 - fix mixed indentation (tabs - 8 spaces)

Noted that, I used to send out tabified code. Personally, I prefer
tabs, but I'll :set expandtab ts=8 if that's people want in the next
patches.

 - throw out braindead FSF coding style that has somehow sneaked in
:-) First off, I'd suggest printing out a copy of the GNU coding
standards, and NOT read it. Burn them, it's a great symbolic gesture.
/usr/src/linux/Documentation/CodingStyle

How about a uniform set of GNU indent(1) settings to use on ANY files
that one is patching? this way they all will be unified eventually
(but I don't think it is worth doing a major reindenting of all the
files that are not touched otherwise); or maybe the one applying
the patch could do it.

Such settings should probably be stored in the cvs within source/scripts.
I have no problem with the kernel style (see /usr/src/linux/scripts/Lindent ).

V



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Re: [Flightgear-devel] RFC: A new sun

2006-07-09 Thread Vassilii Khachaturov
Beautiful. Thank you very much for doing this.

The screens eluded gasps from my 2 elder sons watching over the shoulder;
one even asked if it's a real photo or a FGFS capture - and said he was
asking because the sun is usually much more dull in FG :-) (I was silent
all the way and didn't introduce the capture as anything dealing with the
sun).

Vassilii



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Re: [Flightgear-devel] mp and animations

2006-07-02 Thread Vassilii Khachaturov
On Sun, 2 Jul 2006, Lee Elliott wrote:

 On Saturday 01 July 2006 17:05, Josh Babcock wrote:
  Is there some property that plane modelers can use to do LOD
  and turn off certain animations on aircraft that are being
  flown remotely? Planes like the bo105 with complex animations
  look pretty funny when they are not being flown locally, with
  doors missing, rotor blades all in one spot etc. It would be

AFAIR the CVS MP code has added the blades position reporting
to the network packet format, so bo105 now looks OK over the net.
Or has this been broken back again (I haven't flown in the MP mode
for several months already - new baby at home and a firewall in the office
:-) )

V


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Re: [Flightgear-devel] Formation Flying

2006-05-11 Thread Vassilii Khachaturov
Great flying and great pics! How did you folks coordinate?
just pre-flight briefing or did you maintain a voice com
channel (speakeasy)?

V



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Re: [Flightgear-devel] gcc - precompiled headers

2006-04-18 Thread Vassilii Khachaturov
 The good news:
   SimGear and FlightGear work with gcc's precompiled headers

This is good news; however, I must say that I have working code
(albeit very heavily template-laden, much more than FG), that
doesn't work with the gcc's precompiled headers, even with the gcc4.x;
so I wouldn't trust this feature altogether. Some failures are obscure
runtime ones.

 The not so good news:
   Some of the necessary changes are not in cvs

 The really bad news:
   Some of the necessary changes would have to be done in an
   associated project, and even if that were accepted, it couldn't
   be maintained there, and the capability soon be lost.


WRT the changes: I found that the best way to make the pre-compiled
headers work on the most platforms is to use a (borland and MS-inspired)
common header that each CXX in the project includes, and include
sequentially all the library headers in a single sequence. Some (esp. some
MS, e.g., for sure, MSVC 5.0 and, IIRC, 6.0 as well) C++ compilers
precompiled headers feature doesn't work sometimes
well in the following include order scenario:
a.cpp: aa.h bb.h cc.h
b.cpp: aa.h cc.h bb.h
even if definition-wise anything seen past the 3 includes expands into the
same pre-processed code (with the only differences being extra blanks
inserted here and there); for the precompiled headers feature to work it
should rather be
a.cpp: common.h
b.cpp: common.h
whereas common.h includes the 3 headers in a single order.
All the CPP files that use the precompiled header feature start with

#include common.h
#pragma hdrstop

and then whatever includes come after, that don't go to the precompiled
header file binary dump.

Your change might be incompatible with such platforms.

 I can't say if this compiler/linker feature is worth it at all, but
 the committed changes will at least hardly make compilation slower,
 or rather: a bit slower for some files, and a bit faster for others.
 Looks like this will be something to look at again when its time
 has come ...

From personal experience, I am wary of using the precompiled headers
with gcc at the moment. We don't have a good automated regression test
suite for FGFS to make sure nothing is broken. For that reason, I suggest
that we don't enable the precompiled headers with GCC at least in the
default configure. If you want, I see no harm in adding such option for
experimenting.

I hope you made some convincing benchmarks to make sure the
non-precompiled-headers-enabled GCC setup didn't become significantly
longer to compile before committing this change.

V.



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Re: [Flightgear-devel] gcc - precompiled headers

2006-04-18 Thread Vassilii Khachaturov
Clarification:
 Your change might be incompatible with such platforms.
...as long as it comes unaugmented by a common header
imposing a single order on the headers included to be dumped out
into the pre-compiled header database



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Re: [Flightgear-devel] New MP servers

2006-04-18 Thread Vassilii Khachaturov
 Feel free to comment.

Cool. It would be nice to have an ability to associate multiple callsigns
with the same username (so that one can use various callsigns for various
planes/missions).

Vassilii



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Re: [Flightgear-devel] UIUC FDM

2006-04-08 Thread Vassilii Khachaturov
 I probably don't know enough about UIUC's or in fact any FDMs'
 internals and so I can't say whether this is a lot of memory for a FDM
 or not. But having 117mb of memory allocated (or committed) at startup
 (this is even before main(), btw), regardless of what aircraft/FDM is
 being used, is probably not a good thing. Codewise, this struct is
 rather big...

It's possible to disable the UIUC and other esoteric FDMs entirely at
the configure stage, IIRC.

V.



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Re: [Flightgear-devel] Screenshots of the first few buildinds of the Archeological Scenery project

2006-03-22 Thread Vassilii Khachaturov
On Wednesday 22 March 2006 07:40, Julien Pierru wrote:
 Teotihuacan pyramid complex:
 http://flamebunny.homelinux.net/pics/fgfs/Teotihuacan.jpg (20m NE of Mexico
 City MMMX on heading 045);

Nice, but we clearly see a nasty scenery bug there --- there is no river there 
in the real life...

V.


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Re: [Flightgear-devel] Screenshots of the first few buildinds of the Archeological Scenery project

2006-03-22 Thread Vassilii Khachaturov
 Probably there even is a river in real life, but it doesn't have a
 default width of 50m. I have seen many rivers in the  FG scenery that are
 4-10m wide in real life.


I walked all around the place on foot (in real life, that is), and there are 
no rivers there...

V


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Re: [Flightgear-devel] Open Source Article

2006-03-22 Thread Vassilii Khachaturov
Nice. Next stop will be the AOPA journal...
V


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Re: [Flightgear-devel] Any lights on TWR?

2006-03-20 Thread Vassilii Khachaturov
 1. Like most airport lighting, they're pretty much impossible to see
 at night if the airport is near a lit-up residential area.

You'll have to look at them when they're at the peak intensity angle.
Quoting the U.S. AIM 2-1-8
(http://www.faa.gov/ATpubs/AIM/Chap2/aim0201.html):
a. Airport and heliport beacons have a vertical light distribution to make
them most effective from one to ten degrees above the horizon; however,
they can be seen well above and below this peak spread. The beacon may be
an omnidirectional capacitor-discharge device, or it may rotate at a
constant speed which produces the visual effect of flashes at regular
intervals. ...

And, indeed, I see them best when approaching an airport being some 6-10
miles out, ~3000fg above. Once you know where to look, the flash is
impossible to miss. The white one is pretty dubious (and easily confused
with obstruction lighting, which, btw, is seen better; I often
mistake a white flash for a beacon and then realise that it returns as
white only, which gives me a hint that it's not the beacon!) One of my
favourite pastimes in an airliner is spotting the airports w/beacons, and
I am able to make quite a bit even as they're quite high.

Take this with a grain of salt, as you are an IFR pilot, and all my
experience has been VFR only. In the only case when I participated in a
night IFR flight, we saw both the runway and the beacon straight ahead
on the non-precision approach, as we broke out; it was very good
visibility below the ceiling, though, so you probably can count this as
VFR as well :-) ).

 2. In the unlikely event that you do manage to see the beacon at a
 towered airport, it seems usually to be mounted on top of the control
 tower; otherwise, on some other building.  Ditto for radar.

I've seen a lot of radars on a special towering structure similar
to what we have for the beacon, too. The beacon indeed is most often
co-located with the tower in a towered airport, and with another building
for the maintenance sake (it's easy to get to it from the roof, and
one has no need to climb the slippery tower... oh wait, that's Toppler
:-) ).

 3. I don't remember ever noticing a beacon on top of a tower, like we
 do for our default beacon in FlightGear.  I've also never seen one
 throwing out as much light (pilots take night vision very seriously,
 hence the dim lighting throughout the airport).

In general, all the airport lights we emit suffer this problem.
The VASI, e.g., NEVER stand out so much in the real life as they
do in FG.

 I do the majority of my flying during daylight, though, and you'd
 never notice a beacon during the day.

BTW it was much easier for me to notice the beacon in
twilight/reduced visibility day conditions after I have flown enough
during the night, because somehow during the night I was better trained to
look for it.

Vassilii



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Re: [Flightgear-devel] [PATCH] rain cone orientation

2006-03-20 Thread Vassilii Khachaturov
Since it was sent out during the dead archive days, I'm re-sending
the request to review/commit the patch. Since then, I got much more sure
in its stability, as I'm flying with the rain enabled all the time, trying
to select as nasty weather as possible :)

V.

-- Forwarded message --
Date: Sun, 5 Mar 2006 00:31:25 +0200 (IST)
From: Vassilii Khachaturov [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] [PATCH] rain cone orientation

On Fri, 3 Feb 2006, Vassilii Khachaturov wrote:

   Rather, I wanted to make a subsection of preferences.xml dedicated to
   precipitation rendering, maybe smth like a
   /sim/rendering/precipitation
   then just pass an sgprop node pointer from that environment manager
   over to SGEnviro, and read properties inside SGEnviro from the subtree,
   whenever I need that?
  
   Would that be a fine thing to do?
 
  Yep, that's how it's mostly done in SimGear and makes it easy to pass an
  increasing number of parameters without the need to alter the function
  call(s).

 Thanks a lot!

Here comes the configurability patch, tested here with today's CVS.

http://www.tarunz.org/~vassilii/fg/rain.diff

Please review and apply if it's fine.
Changes:
1) SimGear:
* environment/visual_enviro.cxx now depends on props/props.hxx,
which means additional link dependency when using libsgenvironment.a
(fortunately the props are already linked in in the fgfs case!)
* corrected the glRotatef() order in drawRain even further (a less
obvious mistake than before, which is noticed by looking skywards and wiggling
the mouse in the view direction change mode)
* all the magic numbers used in the rain rendering code have been
provided a default (based on the old hardcoded value) in a form of a
define, and a meaningfully named static member in SGEnviro
* SGEnviro::config() added to init the above according to defaults
or config props
* minor redundant gl call in DrawCone2 optimized away (twice per frame)
* documented the change in the speed parameter meaning (leftover from
the last patch)
* more dox added along
* minor spelling: s/familly/family/g
2) FlightGear/source:
adding a call to SGEnviro::config to the FGEnvironmentMgr
3) FlightGear/data:
an addition to preferences.xml, listing the current defaults (i.e.,
it'll work the same without this one applied, but is there for the docu.
sake)




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[Flightgear-devel] Accepted flightgear 0.9.9-2 (source i386) (fwd)

2006-03-19 Thread Vassilii Khachaturov
Since various people were talking about the debian package on the
flightgear lists, I'm taking the liberty to crosspost the notification
from the debian packaging system here.

Vassilii

-- Forwarded message --
Date: Sun, 19 Mar 2006 06:17:13 -0800
From: Ove Kaaven [EMAIL PROTECTED]
To: debian-devel-changes@lists.debian.org
Subject: Accepted flightgear 0.9.9-2 (source i386)

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Format: 1.7
Date: Sun, 19 Mar 2006 06:47:39 -0500
Source: flightgear
Binary: flightgear
Architecture: source i386
Version: 0.9.9-2
Distribution: unstable
Urgency: low
Maintainer: Ove Kaaven [EMAIL PROTECTED]
Changed-By: Ove Kaaven [EMAIL PROTECTED]
Description:
 flightgear - Flight Gear Flight Simulator
Closes: 356598
Changes:
 flightgear (0.9.9-2) unstable; urgency=low
 .
   * Apply patch from Martin Michlmayr and upstream CVS for
 g++ 4.1 build failure. Closes: #356598.
 (Martin also reported a link failure, but I see no reason
 that should happen in a clean build, and upstream doesn't
 seem to have had that kind of issue either, so he probably
 just got a misbuild from his experimentations.)
   * Build-Depend on libalut-dev, and simgear 0.3.9-3.
Files:
 7a6fac8a96423ddf6be4409838998798 812 games extra flightgear_0.9.9-2.dsc
 5b31c8d837baad8974a83eacc50a3fa8 20292 games extra flightgear_0.9.9-2.diff.gz
 c7bf76ced4aa9d170ad4eb86b804e0ce 1739060 games extra 
flightgear_0.9.9-2_i386.deb

-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.2 (GNU/Linux)

iD8DBQFEHVW1A+GMa4PlEQ8RAhJgAJ4kGA5NOMVDKhGaaDkGppFU7N/VrgCgziK7
9uFiWYAWPB6tBciHVD1I4D4=
=LCli
-END PGP SIGNATURE-


Accepted:
flightgear_0.9.9-2.diff.gz
  to pool/main/f/flightgear/flightgear_0.9.9-2.diff.gz
flightgear_0.9.9-2.dsc
  to pool/main/f/flightgear/flightgear_0.9.9-2.dsc
flightgear_0.9.9-2_i386.deb
  to pool/main/f/flightgear/flightgear_0.9.9-2_i386.deb




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Re: [Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-19 Thread Vassilii Khachaturov
 Multiplayer is only for airplanes, not for helicopters. Just look

:-))

 at the list of transferred properties in MultiPlayer/multiplaymgr.cxx.
 No rotors there -- nothing helicopter related, but lots of other stuff.

Yes, you are right, no /rotors/... there. Can you (or whatever other
patching powers that be that are responsible for the MultiPlayer/...
stuff (Mathias?)) please add the helicopter properties to the list in the
CVS? Note that, following the last packet format change, the server will
not have to be updated when you do it.

V.



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[Flightgear-devel] THANKS for everyone who contributed to the AI-based MP smoothing!

2006-03-19 Thread Vassilii Khachaturov
Yesterday I finally got time to try out the new AI-based smoothing
of the multiplayer aircraft. (You may have noticed this from the relevant
bug reports). The (relatively minor) bugs aside, the way it is now
is an amazing improvement (over the old (jerky) movement), and will be one
of the crown jewels of the next fg release IMHO. Thanks to everyone
who contributed to this feature development/testing/debugging/... !

As a consequence of the feature, maybe the 10Hz update frequency we
suggest at the moment for the --multiplay option
in README.multiplayer can be lowered (or is it no longer a perceived
problem with the current server's policy of only relaying the traffic
packets from the local area)?

V.



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Re: [Flightgear-devel] Teamspeak server

2006-03-19 Thread Vassilii Khachaturov
 Report in follow ups any errors or problems you might encounter.

I tried to use the aoss wrapper library to have teamspeak (that uses OSS)
to co-exist with other sound producers on my machine (such as Flightgear).
Unfortunately, it didn't work. For you ALSA/Teamspeak gurus out there,
here's what the ALSA_OSS_DEBUG=1 gave me:
/home/vassilii/junk/TeamSpeak2RC2/TeamSpeak.bin
Opened PCM dsp0 for stream 0 (result = 0)
Opened PCM dsp0 for stream 1 (result = -22)
open(/dev/dsp, 2, 1074853148) - 17
ioctl(17, SNDCTL_DSP_RESET)
ioctl(17, SNDCTL_DSP_SETDUPLEX)
ioctl(17, SNDCTL_DSP_GETCAPS, 0x43eff168) - [12800]
ioctl(17, SNDCTL_DSP_SETFRAGMENT, 0x43eff16c[3000c])
ioctl(17, SNDCTL_DSP_SETFMT, 0x43eff168[16]) - [16]
ioctl(17, SNDCTL_DSP_CHANNELS, 0x43eff178[1]) - [1]
ioctl(17, SNDCTL_DSP_SPEED, 0x43eff16c[22050]) - [22050]
dsp ioctl error = -22
close(17) - 0

(The dmix-enabling .asoundrc is attached, it does work when I
use multiple non-TS clients together :-), albeit it's a bit cheesy
(e.g., when an mplayer is started standalone on a crunching video,
the sound is choppy if the .asoundrc is there).

A kind soul over at the Teamspeak IRC channel pointed me over to
http://gentoo-wiki.com/HOWTO_ALSA_and_TeamSpeak_on_amd64
but the symptoms described there didn't fully match (as
I don't have period_time or period_size set in my .asoundrc,
grep period /usr/share/alsa/alsa.conf gives no matches either,
and I don't have an /etc/asound.conf at all). I didn't try
to see if the alsa-oss patch they detail might work nevertheless;
anyway, out of the box, I find it impossible to use TS *and*
sound-enabled FG on the same machine with a cheesy audio card
without hardware mixing support (like mine) at the same time.
Maybe I should wait until ts begin using asound on linux...
or maybe somebody could create an H323-based open solution
to use instead, by just configuring some existing servers out there
(I hope there are some) --- since gnomemeeting, e.g., does have
a native ALSA backend.

Vassilii



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Re: [Flightgear-devel] Teamspeak server

2006-03-19 Thread Vassilii Khachaturov
  I added a Teamspeak server on my machine. [...]

 Regarding the information I managed to gather, Teamspeak is commercial
 software and the sound is considered to be of noticeable lower quality
 compared with known VoIP setups.

 I know I won't prevent people from using their favourite communication
 tools, but if the above information is correct then I personally think
 Teamspeak should _not_ be blessed by _any_ sort of officially stated
 relation to the FlightGear project.


I fully agree with the above, and think that we should have our own GPL
voice communication capability within FG. However, I find it all right
to try out flying and talking via such an application (even if it is
only free as in beer and not free as in freedom), in order to
realize exactly what our requirements for the voice comm features
should be. Hadn't Julien initially said that he had set up the server
for this testing only, I wouldn't have bothered using it.

Vassilii



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Re: [Flightgear-devel] Teamspeak server

2006-03-19 Thread Vassilii Khachaturov
  until someone directs me to a more
 performant tool.

You've asked for it, so please excuse me... Try looking
at the asterisk.org open source PBX; it will work with
existing clients (such as Gnomemeeting) and it'll be
possible to use open source libs to connect to it from
within FG or a companion application if we so choose.

I have really no idea how large your setup hassle is going
to be, how much of a resource hog the server will be relatively
to the TeamSpeak, etc.

V.



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Re: [Flightgear-devel] 737 model

2006-03-19 Thread Vassilii Khachaturov
 I noticed that the 737 model (the flight model definition file) differs from
 the one in JSBSim CVS. Did someone edit the copy in FlightGear CVS? The
 changes need to go to the source, else they risk being eventually lost. I'm
 not sure which is more recent.

Are you talking about the data/Aircraft/737*/Models/*xml files?
I am not the one who changed them, but I must say, that, while I
was aware that the source/src/FDM/JSBSim subdirs are all coming
from the JSBSim CVS and should be updated there, the data/...
thing is new to me. Maybe you should add a banner to each file you
have there, or maybe such banner should be added on the next
JSBSim-FG import, to each file, signifying the way the bugs/patches
should go?

Vassilii



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Re: [Flightgear-devel] Teamspeak server

2006-03-19 Thread Vassilii Khachaturov
 First problem with it, it doesn't run on windoze by the look of itNot
 that I am running windoze but most FG users do.

Who? Asterisk?? But you only need to set it up at the server, the windows
clients with voip capabilities are plenty. Also for the Macs.
BTW, I've just learned that gnomemeeting has changed its name and is
now called ekiga, integrating both H323 and SIP capabilities;
I'm going to upgrade my version now :-)

V



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Re: [Flightgear-devel] Teamspeak server

2006-03-19 Thread Vassilii Khachaturov
BTW, for installing asterisk you might prefer to use pre-packaged version
supplied by your favourite linux distro (Debian, e.g., features several
asterisk-related pkgs).



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Re: [Flightgear-devel] Teamspeak server

2006-03-19 Thread Vassilii Khachaturov
 want to have a look at OpenPBX once the 0.2 release is out. I _suspect_
 there will be better conference support for OpenPBX because the
 fathers of Asterisk at Digium always tried to firmly couple conference
 support to the presence of one of their interface boards 

That would suck if it's still true for the current asterisk --
we certainly need a voip-based conferencing only, with no need to
install any hardware into the server...

V



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Re: [Flightgear-devel] Re: Teamspeak server

2006-03-19 Thread Vassilii Khachaturov
 I need to wrap teamspeak to use alsa for another reason, and yeah i
 noticed aoss doesn't work with it.

ah, your USB mic at the other device?

 I ended up running artsd -a alsa -D , and then use artsdsp
 with teamspeak, and it worked. Perhaps you could try that too.

grrr Thanks. I will do it, but not now in the middle of the night when
everybody is around... the solution has drawbacks, too --- I deliberately
use a castrated windowing environment instead of KDE when working on the
FG, to avoid the performance penalties that come with KDE, and that
includes all the artsd footprint, too... Also, it'll create an audible
nasty delay, I guess. So far, artsd has been the nastiest, heaviest, and
crashiest of the audio daemons I tried, but the last time I checked was
over a year ago.

V



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Re: [Flightgear-devel] Teamspeak server

2006-03-18 Thread Vassilii Khachaturov
Thanks, Julien.

 server is up 24/7. So for those of you who want to communicate a little more
 easier while flying on the MP server, this server is for you. You can log in
 anonymously, just enter your username(callsign) and that should do it.
 Report in follow ups any errors or problems you might encounter.

Installed their client for Linux under my account, used fgfs
--disable-sound. Works. (I have a cheesy on-board Intel audio chip,
:00:1f.5 Multimedia audio controller: Intel Corp. 82801EB/ER
(ICH5/ICH5R) AC'97 Audio Controller (rev 02)
), and it doesn't support hardware multiplexing. Software alsa multiplexer
(dmix) kinda works, but is pretty nasty (if you enable it, and use just a
single mplayer session, it becomes choppy).

There needs to be some channeling done, though, to simulate the proposed
TODO items --- you don't want to hear the traffic around the world when
flying at KSFO. Of course, it's not a problem if we all use the server
just for the SFO for now.

The worst problem I see so far is interfacing between the speaking and
typing clients. Oh well, there is no-radio traffic in real-life, too,
although not at towered airports...

Vassilii



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Re: [Flightgear-devel] Possible FG Bug

2006-03-18 Thread Vassilii Khachaturov
 I've never used Shift-F10, always only F10 to enable the menubar,

Shift-F10 is switching the GUI scheme, not the same as F10 at all...



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[Flightgear-devel] [BUG] bo105 model as an AI representing another player

2006-03-18 Thread Vassilii Khachaturov
http://www.tarunz.org/~vassilii/Images/fg/bo105-ai-1blade.jpg
features a bo105 (with Julien at the controls) which flies
smoothly, despite being 1-bladed and with a miraculous
shadow attached (I believe the shadow is a known thing, but
I'm unsure about the blades).

Vassilii



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[Flightgear-devel] [BUG] (-?) buried others' multiplayer model (Sopwith Camel)

2006-03-16 Thread Vassilii Khachaturov
I was trying the MP feature the first time since the smoothing via the AI
models had been implemented. There was another person, in the Sopwith
Camel, on the CVS development server channel, at the airport. For some
reason, it was rendered as half-buried, with its engine running.
Screenshot at
http://www.tarunz.org/~vassilii/Images/fg/sopwith-buried.jpg

I don't know if it is a general altitude reporting thing, or a problem
with that particular model. I am running today's CVS.

Vassilii



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Re: [Flightgear-devel] Re: Nasal code error? ... Nope!

2006-03-14 Thread Vassilii Khachaturov
I had this morning at least a half an hour outage, a connection refused on
the pserver port, so it is not a DNS issue.

Vassilii



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Re: Prop discs in 3D models (was Re: [Flightgear-devel] pa24-250 controls.nas [was: Re: Are the sourceforge lists not working?])

2006-03-13 Thread Vassilii Khachaturov
I can confirm that at the cruise speeds, I haven't seen the prop disk
on the planes I've flown. However, I only flew 2-blade props, maybe with
more blades the feeling is different?

Vassilii



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Re: [Flightgear-devel] Are the sourceforge lists not working?

2006-03-11 Thread Vassilii Khachaturov
On Sat, 11 Mar 2006, Dave Perry wrote:

 Are you able to access any of the March activity on the flightgear
 list.sourceforge.net site?  I see no posts after 2/27 at sourceforge.

This is a known issue. I've pinged the sf.net team at
http://sourceforge.net/tracker/index.php?func=detailaid=1446638group_id=1atid=21
and they answered with a canned response that this is already on their
status page, and being worked on. The question remains whether the posts
since Feb 27 are still accumulated somewhere at sourceforge, or not,
i.e., whether the messages posted meanwhile will eventually all get
archived, or get lost.

V.



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Re: [Flightgear-devel] Bugtracker

2006-03-10 Thread Vassilii Khachaturov
There is also an existing bug tracker over at
http://sourceforge.net/tracker/?group_id=583atid=100583
which has been there for several years already;
at one point when I looked for a place to write down
the bugs that bother me but which I am not planning to
work on in the nearest future, I began putting them
into it. Also, I went over whatever older bugs that were
there which I could re-test and removed whatever was
obsolete, as well as annotated whatever was still pertinent
in this way or that. I was hoping that maybe other
folks will join me using the same bug database,
but noone seemed to need it, except for me.

Personally, I am no big fan of the sf tracker, so
I don't have a problem switching over to another database
elsewhere. However, we should retain the current bug reports
off the sf.net tracker db if we do so.

V.



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Re: [Flightgear-devel] Next FlightGear Release - upcoming.

2006-03-09 Thread Vassilii Khachaturov
 3. Any other major issues?

I wonder if somebody (since Erik has retired from the patch integration
work) has my most recent rain cone patch (stage 2) in the incoming queue.
Or does it mean I have to ensure myself that enough other folks have
it tested also, and then check-in it myself? I haven't checked in anything
yet and wouldn't like to do this on my own w/o the project powers that be
telling me to.

This fix is a minor issue, but it includes a bugfix and
significant customization ability addon, as well as some
in-code cleanups and comments.

I wanted to add a pointer to the mailing list archives, but they still
seem to be broken; so I will be glad to re-post my last patch announcement
if needed. Meanwhile, I've opened a request with the support at sf.net
http://sourceforge.net/tracker/index.php?func=detailaid=1446638group_id=1atid=21

Vassilii



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Re: [Flightgear-devel] [PATCH] rain cone orientation

2006-03-05 Thread Vassilii Khachaturov
On Fri, 3 Feb 2006, Vassilii Khachaturov wrote:

   Rather, I wanted to make a subsection of preferences.xml dedicated to
   precipitation rendering, maybe smth like a
   /sim/rendering/precipitation
   then just pass an sgprop node pointer from that environment manager
   over to SGEnviro, and read properties inside SGEnviro from the subtree,
   whenever I need that?
  
   Would that be a fine thing to do?
 
  Yep, that's how it's mostly done in SimGear and makes it easy to pass an
  increasing number of parameters without the need to alter the function
  call(s).

 Thanks a lot!

Here comes the configurability patch, tested here with today's CVS.

http://www.tarunz.org/~vassilii/fg/rain.diff

Please review and apply if it's fine.
Changes:
1) SimGear:
* environment/visual_enviro.cxx now depends on props/props.hxx,
which means additional link dependency when using libsgenvironment.a
(fortunately the props are already linked in in the fgfs case!)
* corrected the glRotatef() order in drawRain even further (a less
obvious mistake than before, which is noticed by looking skywards and wiggling
the mouse in the view direction change mode)
* all the magic numbers used in the rain rendering code have been
provided a default (based on the old hardcoded value) in a form of a
define, and a meaningfully named static member in SGEnviro
* SGEnviro::config() added to init the above according to defaults
or config props
* minor redundant gl call in DrawCone2 optimized away (twice per frame)
* documented the change in the speed parameter meaning (leftover from
the last patch)
* more dox added along
* minor spelling: s/familly/family/g
2) FlightGear/source:
adding a call to SGEnviro::config to the FGEnvironmentMgr
3) FlightGear/data:
an addition to preferences.xml, listing the current defaults (i.e.,
it'll work the same without this one applied, but is there for the docu.
sake)



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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/FDM UFO.cxx,1.11,1.12

2006-03-05 Thread Vassilii Khachaturov
 Modified Files:
   UFO.cxx
 Log Message:
 work better with interpolated brakes

[snip]
   double th = globals-get_controls()-get_throttle( 0 );
 ! if ( globals-get_controls()-get_brake_left()  0.0
 !  || globals-get_controls()-get_brake_right()  0.0 )

[snip]
Wow. It never occurred to me to try differential braking in the UFO...


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Re: [Flightgear-devel] Re: How to correctly change material emission using condi

2006-02-23 Thread Vassilii Khachaturov
  Someone with sg access may want to write a better fix for simgear
  (replace string with an exception class).

I wanted initially to do that during my exception cleanup patch (which
started bigout of my lack of knowledge of the latest C++ standard specs
of the exception handling, and then got shrunk to a much smaller one).
However, the XML properties/parsing modules of the sg seemed to be
engineered to work both inside and outside the sg framework, and
intentionally not bringing in any dependencies on the sg exceptions.
I didn't want to change that. Now that David Megginson is with us again,
he is the proper authority to consult on re-engineering that piece of
code.

Vassilii



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[Flightgear-devel] [PATCH] tiny eta-reduction at the voice README docs

2006-02-22 Thread Vassilii Khachaturov
Index: README.voice.html
===
RCS file: /var/cvs/FlightGear-0.9/data/Docs/README.voice.html,v
retrieving revision 1.3
diff -u -r1.3 README.voice.html
--- README.voice.html   14 Feb 2006 23:36:53 -  1.3
+++ README.voice.html   22 Feb 2006 19:48:48 -
@@ -64,7 +64,7 @@
Check which voices are available. You can test them by prepending 
ttvoice_/tt:
blockquotepre
 $ festival
-festivalgt; (print (mapcar (lambda (pair) (car pair)) voice-locations))
+festivalgt; (print (mapcar car voice-locations))
 (kal_diphone rab_diphone don_diphone us1_mbrola us2_mbrola us3_mbrola 
en1_mbrola)
 nil
 festivalgt; (voice_us3_mbrola)



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Re: [Flightgear-devel] [PATCH] tiny eta-reduction at the voice README docs

2006-02-22 Thread Vassilii Khachaturov
BTW, I don't know how recent it is, but on my system the following
is even easier to get the install voices list:

festival (voice.list)
(rab_diphone don_diphone kal_diphone)

Vassilii



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Re: [Flightgear-devel] Resigning as patch committer.

2006-02-21 Thread Vassilii Khachaturov
Dear Erik,

thank you for your long duty as the patch integrator. You have been doing
a great job!

Vassilii



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Re: [Flightgear-devel] A/C Tractors 3D Models

2006-02-14 Thread Vassilii Khachaturov
 I'm in the mood for building more 3d models for airport ground traffic;
 do you have any suggestion/request about that? I assume there's really a
 lot of moving vehicles on the ground (in reality), what do you think
 could be taken as a priority in order to get some more realistic
 simulation near the airfields? My next step will be a few baggage
 tractors with tenders attached to them anyway.

In real life, the ground traffic actively avoids interfering with
airplanes. In controlled airports, this means that they actually talk
to the ground control, and get clearances to cross runways/taxiways,
and this only when they won't interfere with the aircraft traffic.
Make sure your models don't start randomly taxi all around the place
and try to run into airplanes etc.



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Re: [Flightgear-devel] [PATCH] rain cone orientation

2006-02-03 Thread Vassilii Khachaturov
  Rather, I wanted to make a subsection of preferences.xml dedicated to
  precipitation rendering, maybe smth like a
  /sim/rendering/precipitation
  then just pass an sgprop node pointer from that environment manager
  over to SGEnviro, and read properties inside SGEnviro from the subtree,
  whenever I need that?
 
  Would that be a fine thing to do?

 Yep, that's how it's mostly done in SimGear and makes it easy to pass an
 increasing number of parameters without the need to alter the function
 call(s).

Thanks a lot!

V.



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[Flightgear-devel] [PATCH] rain cone orientation (was: airspeed vs metar)

2006-02-01 Thread Vassilii Khachaturov
Hi again.

 The more I am thinking about a clean way to implement proper rain cone
 tilting at any view origin, the more difficult it seems.  I've already
 made it work properly for views attached to flying aircraft (such as
 in-cockpit/chase/helicopter view), and would love to make it work for all
 the simulation environment.
 Can somebody please read through and help with design assumptions below?


[my plea for help snipped, archived at
http://sourceforge.net/mailarchive/message.php?msg_id=14595477
]


 Please tell me if these requirements make sense, and then I'll expand the
 above and outline the scope of the changes I am planning.

Since nobody had time to give the feedback so far,
maybe you would be tempted to help if you could look at
the current state of the rain patch  fly with it.
It's available at

http://www.tarunz.org/~vassilii/fg/rain.diff

It's working, and fixes the current buggy rain orientation behaviour for the
views attached to the aircraft (while still inheriting bugs with
the views attached to anything else).

Vassilii



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Re: [Flightgear-devel] airspeed vs metar

2006-01-24 Thread Vassilii Khachaturov
  I was expecting to read non-zero from /velocities/airspeed-kt
  during the thunderstorm scenario. When on the ground and facing
  the wind (15012KT in the Weather Scenario dialog, I didn't modify
  the defaults of the thunderstorm scenario) at approximately 150 degree
  heading, I still see 0 in the /velocities/airspeed-kt property.

 Hmm, metar only updates the weather properties (wind, etc), adjusting
 the (indicated) airspeed based on that is up to the FDM's. Which FDM are
 you talking about?

I see this with the UFO and the default (c172p based on JSB). c172 tested
on the ground, pointed to different direcion (wind on the nose and wind on
the wing), UFO on the ground and 1000AGL, still or flying (when I am
saying still I mean that my ground speed and my airspeed were both zero,
even with the thunderstorm turned on). If it's a bug, then, with the UFO
it is probably not worth fixing, though :-)

Vassilii



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Re: [Flightgear-devel] airspeed vs metar

2006-01-24 Thread Vassilii Khachaturov
 The new JSBSim does zero-out the wind forces while stationary on the
 ground to prevent ground jitter. That might be the cause of what you are
 seeing.


I see. Do you have an FDM-independent idea (for real aircraft, aside from
the UFO) on how to get the horizontal airspeed component? (It would be
great to do this with respect to any view origin, stationary or moving,
aircraft-bound or not).

Right now I am doing an
fgGetDouble(/velocities/airspeed-kt, 0.0)
* cos( fgGetDouble(/orientation/pitch-deg, 0.0)
* SGD_DEGREES_TO_RADIANS)
on each frame inside FGRenderer::update(), which is wrong even with
aircraft-bound view when on the ground as per what you had explained
above. It seems to work when the aircraft is flying; and it currently
is totally broken if I switch to a tower view since it gets aircraft
speed and not the view origin airspeed and slants the rain accordingly :-)

I could read the wind speed from /environment (wind-speed-kt and
wind-speed-heading), and compute the view origin airspeed myself
by combining it with the view origin groundspeed.
Is there a simple way to learn if the current view origin is moving or not?
(If not, is it a reasonable thing for me to try to add to FGViewer?
what about the view origin airspeed computations?)

Vassilii



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[Flightgear-devel] airspeed vs metar

2006-01-23 Thread Vassilii Khachaturov
Dear fellow developers,

Can somebody please help with a property tree interaction with the
weather scenario?

I was expecting to read non-zero from /velocities/airspeed-kt
during the thunderstorm scenario. When on the ground and facing
the wind (15012KT in the Weather Scenario dialog, I didn't modify
the defaults of the thunderstorm scenario) at approximately 150 degree
heading, I still see 0 in the /velocities/airspeed-kt property.

(I need this for the weather modelling patch I am working on now).

What am I doing wrong?

TIA,
Vassilii



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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Vassilii Khachaturov
  So the solution is to display a template / generic plane.

 We can always use the dreaded glider model (the one that shows up when
 there are errors in XML files).

The UFO sounds more appropriate...


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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Vassilii Khachaturov
 The universal solution is to download the plane from the person who uses
 it (the download protocoll must be included in the FGFS network code).

Isn't that too big a security hole? It's OK to assume that your airplanes
code is secure to run, but probably not if it doesn't come from the
central CVS Also, that guy's model might be a development one, that
he's righting and debugging at that very moment.

V.



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Re: [Flightgear-devel] Lessons in FlightGear

2006-01-05 Thread Vassilii Khachaturov
 That's exactly what I started doing but ...

 Problem 1  (external app) :
 Having the training session as a separate network app instead of being
 integrated into FG is going to put off a lot of less technically minded
 people.
 It requires that the user first install Python + pyao + pyogg + pyvorvis.
 Then they have to install the training packages and try to start FG together
 with the simulator.
 I'd much rather code it in Nasal have it part of the FG package itself or as
 an addon that can be unzipped into the FG tree and run as is.

If it is easier for you to develop  maintain externally, I think you can
stop bothering about the less technically minded people. Anything with
package dependency tracking capability (like any modern linux
distribution) will automatically pull the relevant software in. The more
technically minded folks will be able to install the relevant packages for
manual compilation, and the rest will wait for a prepared distribution
package with the proper dependencies in.

(I am unsure though if this might strain the win32 bundling process
significantly, though. Surely Frederic knows?)

Vassilii



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