[Flightgear-devel] Sound idea?

2013-09-14 Thread castle . 64
Hi,

FWIW passing along an idea, perhaps someone has already thought of it. ;-)

Have been trying to develop a realistic rendition of engine sounds for my 737 
cockpit; in particular, the fading of the engine noise as airspeed and altitude 
increase from takeoff to altitude and the roar when reverse thrust is applied 
during landing or perhaps a change in noise level when the cockpit window is 
slid shut. while the built-in sound factors ( ln, log, lin, etc ) and wave 
files do an okay job I wanted a single continuous sound spectrum from engine 
start to max rpm without having to stitch segments of wave files.

For fan and turbine whine the ln factor work pretty well, but thrust noise 
needed some help with fading.
One trick to help the sound system is to define a function ( f( of some 
variables) ) in the source, in this case, the thrust as a function of airspeed, 
altitude, actual thrust, etc and bind it to a new property and use that 
property. In this way, you could define a fairly complex polynomial to catch 
all the acoustic nuances your little heart desires.

So you would build a realistic, accurate acoustic model; use whatever the 
existing sound system provides and tailor the rest in the source.  Don't think 
this is something we would want to include as part of the baseline or expand 
the built-in functions, but for the code-capable types something to consider if 
you want to refine the existing sound system.

Just my $0.02
John

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Re: [Flightgear-devel] Syncing sim time

2013-05-10 Thread castle . 64
Hi,

Sent Stuart a set of diff files provided by Jan.

If you would like copies, just holler.

Jack

- Original Message -
Stuart

provides for

on

a

You did indeed add some code - and I have tested it here on 2 machines and
on 2 instances on one machine. It doesn't seem to do what you intended.
https://dl.dropboxusercontent.com/u/57645542/clouds.png
I ensured that the 3D cloud settings were the same, using the same live
data. Do I need to do anything else?
Vivian 

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[Flightgear-devel] Syncing sim time

2013-05-09 Thread castle . 64
Hi,

Thanks to Jan Comans I've been able to sync the 3D clouds across three 
instances of fgfs running on a multi-core machine.  This, in turn, provides for 
some very respectable frame rates of 40 to 50 fps per core with a three 
projector system with older generation Nvidia boards ( GT430 and GT440 ) on a 
64bit I5 machine.  The visuals will be just awesome once the collimated display 
is completed later this year.

However, all is not perfect in simworld.  Since each CPU starts and runs 
independently there is a skew in sim time for each core and AI trsffic is just 
not usable with models disappearing into the screen edge and then showing up 
at the adjacent screen boundary a few seconds later.

One possible solution is to start with the sim clock frozen and once all 
instances have booted and initialized send out a control packet via the 
native-ctrls protocols and unfreeze the clocks. A better solution would be to 
use the fdm packets to start the clocks since that protocol is already being 
used to sync the fdm slaves to the master.  This network method will still have 
a bit of latency; probably the best solution is to have a freeze flag in a 
portion of shared memory accessed by all cores and then clear the freeze state 
once you are ready to run.  This has an additional advantage of be able to stop 
and start all instances with microsecond accuracy.

Just wondering if anyone has messed in this area and has some info/data on such 
things as to how much latency is tolerable before the AI models start breaking 
up across screen boundaries?  Is there clock drift due to variations in delta 
t's for each CPU/GPU set based on rendering times for each screen?  Any need to 
send out a local sim time standard to adjust for any drift and keep things in 
sync?

Any thoughts, comments, suggestions would be appreciated and will earn credits 
for sim time if you happen to be passing through the Colorado Springs area. ;-)

Cheers
Jack


 

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[Flightgear-devel] 2.10 Build error

2013-02-24 Thread castle . 64
Hi,

Started a new build for FG-2.10; last build was 2.6

Problem right out of the gate with simgear

Following error output 

[castle@rampart simgear]# cmake ../simgear
-- The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for working C compiler: /usr/bin/gcc
-- Check for working C compiler: /usr/bin/gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
CMake Error at bucket/CMakeLists.txt:2 (include):
  include could not find load file:

SimGearComponent


CMake Error at bucket/CMakeLists.txt:7 (simgear_component):
  Unknown CMake command simgear_component.


CMake Warning (dev) in CMakeLists.txt:
  No cmake_minimum_required command is present.  A line of code such as

cmake_minimum_required(VERSION 2.8)

  should be added at the top of the file.  The version specified may be lower
  if you wish to support older CMake versions for this project.  For more
  information run cmake --help-policy CMP.


Running with cmake 2.8.2.  where do I find SimGearComponent?  Did I miss a step 
before cmake? Or something from 2.8?

Regards
John



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Re: [Flightgear-devel] 3d clouds on multi-display systems (was Re: FSWeekend 2012...)

2012-11-08 Thread castle . 64
Yes, your are correct it you run a single instance of fg with three displays 
with whichever scheme you use; e.g. using the XML file to create a left, 
center, and right camera for the scene or one of the video splitters to break a 
single large camera into three channels for each display. 

However, if you run an instance of fg using, for example, the center as the 
master FDM, then create two slave fg's using the FDM=NULL option for each 
left and right instance each instance starts with a different random seed. This 
occurs whether you run all three instances on a single CPU or, as in our case, 
each instance on a single core of a multi-core machine since each instance 
creates it's own scene graph. The advantage of the multi-core machine is 
performance limited only by the bandwidth of the busses and graphics pipelines 
and GPUs. have not really drilled down just where or what are the limiting 
factors using a multi-core machine with multiple video cards; just know it is 
faster based on fps for each core versus running everything on a single core 
machine. The disadvantage is many of the dynamic features like clouds, AI 
traffic, etc are not sync'd across processes. 

Jan Comans solved the problem by using a *fixed* random seed ( another oxymoron 
;-) ) for the 3d clouds at least. 

Another approach, perhaps a bit more complicated to make it cross-platform 
compatible, would be to use shared memory to have one 3d cloud generator as the 
master and the slaves would simply read the data from shared memory. 

BTW the warping code will run in a single core machine with multiple displays 
and the performance hit is minimal. 

John 

- Original Message -
From: Stuart Buchanan stuar...@gmail.com 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Thursday, November 8, 2012 3:24:37 PM 
Subject: [Flightgear-devel] 3d clouds on multi-display systems (was Re: 
FSWeekend 2012...) 

On Wed, Nov 7, 2012 at 5:03 PM, John wrote: 
 second, we also run fgfs on a multi-core machine with three graphics cards. 
 Performance is around 50-60 fps for each core. and thanks to Jan Comans the 
 3d clouds are sync aross all three displays. 

Hi John, 

I'm confused. From my reading of Durk's post, 3D clouds would appear to work 
fine for a multi-display system out-of-the-box, but your comment 
here indicates 
that there is an issue that requires fixing by restricting the random seed. 

Can you explain a bit more about how you are running FG in this instance? 

In particular are you running multiple instances of the simulator? 

I _should_ be the case that if you're running multiple cameras on a single 
scene-graph, the existing code will Just Work. However I've not got the 
option to test this myself. 

-Stuart 

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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-07 Thread castle . 64


adding to what Gene said; 

first, we have the warping code developed and running in FG-2.6 for a 
collimated display system. 

second, we also run fgfs on a multi-core machine with three graphics cards. 
Performance is around 50-60 fps for each core. and thanks to Jan Comans the 3d 
clouds are sync aross all three displays. 

The 737 setup is way too large to haul to a trade show, but a single seat 
system is doable. 

John 



- Original Message -
From: geneb ge...@deltasoft.com 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, November 7, 2012 7:31:23 AM 
Subject: Re: [Flightgear-devel] FSWeekend 2012... 

On Wed, 7 Nov 2012, Durk Talsma wrote: 

 Hi Thorsten, So, what I was actually looking for was new ways of *using* 
 FlightGear, within the limitations of an internet-free environment. Our 
 lan based multiplayer server was very effiective in the past, and in the 
 last few years we also had some new aircraft and/or a specific theme, or 
 even an internet connection, all of which served as great eye-catchers. 
 This year was a bit of a step back in those respects, so I found myself 
 more often than not reverting back to the tested and tried. 
 

Durk, if you can find someone that's willing to cut the parts for you, I'd 
be happy to donate a drawing set for my single-seat collimated display 
system. You show up next year with THAT and I can just about guarantee 
most folks will forget how to spell FSX. :) 

g. 


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Re: [Flightgear-devel] Fg Fuel System Changes

2012-10-23 Thread castle . 64
Hi, 

First, thank you to all who answered my query, especially Jon for the details 
on the new tanking system. 

I've designed a slightly different system that you all might want to consider. 
A small portion of the code is in FG. 

Starting in controls.cxx (version 2.4) you will find at 

line #312 
_tiedProperties.Tie( feed_tank, this, index, FGControls::get_feed_tank, 
FGControls::set_feed_tank ) 
-setAttribute( SGPropertyNode::ARCHIVE, true ); 

then at line #944 
void 
FGControls::set_feed_tank( int engine, int tank ) 
{ 
if ( engine == ALL_ENGINES ) { 
for ( int i = 0; i  MAX_ENGINES; i++ ) { 
feed_tank[i] = tank; 
SG_CLAMP_RANGEint( feed_tank[i], -1, 8 ); 
} 
} else { 
if ( (engine = 0)  (engine  MAX_ENGINES) ) { 
feed_tank[engine] = tank; 
SG_CLAMP_RANGEint( feed_tank[engine], -1, 8 ); 
} 
} 
} 

where the value of feed_tank[engine] is the number of the tank that feeds the 
engine. This also provided the ability to set the value via a network 
interface. See line #389 in native_ctrls.cxx. At init time all feed_tank values 
are set to -1. 

node-getChild( feed_tank )-setIntValue( net-feed_tank_to[i] ); 

This code was incorporated as part of FG back in 2.2 IIRC. 

Now here is where things got messy. Since JSBSim uses a table lookup method for 
engine models and we were using a physical model it did not fit well into the 
JSBSim modeling system. We essentially replaced FGTurbine.cpp with our physical 
model and made the following changes in the JSBSim code. In JSBSim.cxx we added 
at line #635 

eng-SetFuelTank( globals-get_controls()-get_feed_tank(i) ); //JW 

and pretty much iviscerated the ConsumeFuel() method in FGEngine.cpp and 
replaced it with 

if ( Active_Tank = 0 ) { 
Tank = Propulsion-GetTank(Active_Tank); 
if (Tank-GetType() == FGTank::ttFUEL) { 
//Fshortage += Tank-Drain(CalcFuelNeed()/TanksWithFuel); // SEE NOTE ABOVE 
Fshortage += Tank-Drain(CalcFuelNeed() ); 
} 
} else Starved = true; 
if (Fshortage  10.00) Starved = true; 

so if an engine did not have a tank value of 0 or greater it flamed out or 
would not start. This essentially moved all the logic and control of the fuel 
system out of FG and JSBSim over to the 747 simulator side. We made one messy 
accomodation for the 737 and added the fuel transfer function for the version 
of FG that runs the 737 sim. 

Tank_0 = Propulsion-GetTank(0); 
double center_fuel = Tank_0-GetContents(); 
if ( center_fuel  6000.0 ) transfer = true; 
else if ( center_fuel  9000.0 ) transfer = false; 
if ( transfer ) { 
Tank_1 = Propulsion-GetTank(1); 
if ( Tank_1-GetContents()  100.0 ) { 
Tank_0-Fill( 0.040 ); 
Tank_1-Drain( 0.040 ); 
} 
Tank_2 = Propulsion-GetTank(2); 
if ( Tank_2-GetContents()  100.0 ) { 
Tank_0-Fill( 0.0401 ); 
Tank_2-Drain( 0.0401 ); // just a little nuisance to create an imbalance ;-) 
} 
} 

In the 747 sim the hardware fuel control panel, fuel cutoff switches, and 
software determined which tanks fed which engines and fuel transfers. This, in 
turn, was sent via the network interface to FG and onto JSBSim. 

With all due respect to Jon and Dave, I think this is a simpler scheme than a 
priority system, requiring less code and logic and greater flexibility for 
modeling fuel malfunctions external to Fg and JSBSim. 

So I throw this idea out there as an alternative. Comments are always welcomed 
and if anyone wishes a complete set of the source changes, just email me. Have 
not posted them to the git repository, just to messy to handle all the ifdefs 
at compile time and build a coherent package. 

Actually, looking over the newer code in 2.6 and 2.8, we may not be that far 
apart after all. 

Thanks again for the responses. 
John 

oops, this may have been a double post, my apologies. 




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Re: [Flightgear-devel] Fg Fuel System Changes

2012-10-23 Thread castle . 64







- Original Message -
Hi, 

First, thank you to all who answered my query, especially Jon for the details 
on the new tanking system. 

I've designed a slightly different system that you all might want to consider. 
A small portion of the code is in FG. 

Starting in controls.cxx (version 2.4) you will find at 

line #312 
_tiedProperties.Tie( feed_tank, this, index, FGControls::get_feed_tank, 
FGControls::set_feed_tank ) 
-setAttribute( SGPropertyNode::ARCHIVE, true ); 

then at line #944 
void 
FGControls::set_feed_tank( int engine, int tank ) 
{ 
if ( engine == ALL_ENGINES ) { 
for ( int i = 0; i  MAX_ENGINES; i++ ) { 
feed_tank[i] = tank; 
SG_CLAMP_RANGEint( feed_tank[i], -1, 8 ); 
} 
} else { 
if ( (engine = 0)  (engine  MAX_ENGINES) ) { 
feed_tank[engine] = tank; 
SG_CLAMP_RANGEint( feed_tank[engine], -1, 8 ); 
} 
} 
} 

where the value of feed_tank[engine] is the number of the tank that feeds the 
engine. This also provided the ability to set the value via a network 
interface. See line #389 in native_ctrls.cxx. At init time all feed_tank values 
are set to -1. 

node-getChild( feed_tank )-setIntValue( net-feed_tank_to[i] ); 

This code was incorporated as part of FG back in 2.2 IIRC. 

Now here is where things got messy. Since JSBSim uses a table lookup method for 
engine models and we were using a physical model it did not fit well into the 
JSBSim modeling system. We essentially replaced FGTurbine.cpp with our physical 
model and made the following changes in the JSBSim code. In JSBSim.cxx we added 
at line #635 

eng-SetFuelTank( globals-get_controls()-get_feed_tank(i) ); //JW 

and pretty much iviscerated the ConsumeFuel() method in FGEngine.cpp and 
replaced it with 

if ( Active_Tank = 0 ) { 
Tank = Propulsion-GetTank(Active_Tank); 
if (Tank-GetType() == FGTank::ttFUEL) { 
//Fshortage += Tank-Drain(CalcFuelNeed()/TanksWithFuel); // SEE NOTE ABOVE 
Fshortage += Tank-Drain(CalcFuelNeed() ); 
} 
} else Starved = true; 
if (Fshortage  10.00) Starved = true; 

so if an engine did not have a tank value of 0 or greater it flamed out or 
would not start. This essentially moved all the logic and control of the fuel 
system out of FG and JSBSim over to the 747 simulator side. We made one messy 
accomodation for the 737 and added the fuel transfer function for the version 
of FG that runs the 737 sim. 

Tank_0 = Propulsion-GetTank(0); 
double center_fuel = Tank_0-GetContents(); 
if ( center_fuel  6000.0 ) transfer = true; 
else if ( center_fuel  9000.0 ) transfer = false; 
if ( transfer ) { 
Tank_1 = Propulsion-GetTank(1); 
if ( Tank_1-GetContents()  100.0 ) { 
Tank_0-Fill( 0.040 ); 
Tank_1-Drain( 0.040 ); 
} 
Tank_2 = Propulsion-GetTank(2); 
if ( Tank_2-GetContents()  100.0 ) { 
Tank_0-Fill( 0.0401 ); 
Tank_2-Drain( 0.0401 ); // just a little nuisance to create an imbalance ;-) 
} 
} 

In the 747 sim the hardware fuel control panel, fuel cutoff switches, and 
software determined which tanks fed which engines and fuel transfers. This, in 
turn, was sent via the network interface to FG and onto JSBSim. 

With all due respect to Jon and Dave, I think this is a simpler scheme than a 
priority system, requirinfg less code and logic and greater flexibility for 
modeling fuel malfunctions external to Fg and JSBSim. So I throw this idea out 
there as an alternative. 





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[Flightgear-devel] Fg Fuel System Changes

2012-10-22 Thread castle . 64

HI, 

Had been running with fg-2.4 for some time and finally getting around to 
upgrading to 2.8. Seems there where some changes to the fuel and tanking system 
in JSBSiim starting with 2.6. It breaks the mods made to the code to support 
the 737/747 full scale cockpits tanking models in 2.4 and prior. 

In large aircraft such as the 7x7 types the fuel is NOT drawn equally from all 
tanks. Rather, in terms of graph theory, you should think of the tanking system 
as a fully connected graph for the tanks, engines, and crossfeed valves. Such 
that any feed tank can feed any engine or all engines can draw from one feed 
tank. The case where all tanks feed to a manifold that supplies all engines is 
just one special case. 

At any rate, is there a writeup on the changes? Or might the author find some 
time to describe what was changed? 

Having trouble understanding how to the FuelExpended variable to a specific 
tank and how to pass the tank contents onto the flightgear side. 
Here is how it works in my 2.4: 

this was the mod to the FGEngine::ConsumeFuel(void) in 2.4 

if ( Active_Tank = 0 ) { 
Tank = Propulsion-GetTank(Active_Tank); 
if (Tank-GetType() == FGTank::ttFUEL) { 
//Fshortage += Tank-Drain(CalcFuelNeed()/TanksWithFuel); // SEE NOTE ABOVE 
Fshortage += Tank-Drain(CalcFuelNeed() ); 
} 
} else Starved = true; 

where Active_Tank was a value passed from the cockpit fuel control panel (via 
network controls) to fg and the fg/jsbsim interface in jsbsim.cpp. 

and this was the code to transfer fuel in the 737 model to the center feed tank 

// Remove equal amount of fuel from each feed tank. 
// FuelNeeded = FuelToBurn/TanksWithFuel; 
// for (i=0; iFeedList.size(); i++) { 
// Tank = Propulsion-GetTank(FeedList[i]); 
// Tank-Drain(FuelNeeded); 
// } 

Tank_0 = Propulsion-GetTank(0); 
double center_fuel = Tank_0-GetContents(); 
if ( center_fuel  6000.0 ) transfer = true; 
else if ( center_fuel  9000.0 ) transfer = false; 
if ( transfer ) { 
Tank_1 = Propulsion-GetTank(1); 
if ( Tank_1-GetContents()  100.0 ) { 
Tank_0-Fill( 0.040 ); 
Tank_1-Drain( 0.040 ); 
} 
Tank_2 = Propulsion-GetTank(2); 
if ( Tank_2-GetContents()  100.0 ) { 
Tank_0-Fill( 0.0401 ); 
Tank_2-Drain( 0.0401 ); 
} 
} 

So setting Active_Tank=0 has both engines drawing from the center tank and when 
it drops below 6000# the fuel transfer system fills until it reaches 9000# or 
the pilot can select, via the fuel control panel, to feed each engine directly 
or crossfeed as desired. Setting Active_Tank=-1 starves the engine. 

The 747 is much more complex and, in the interest of brevity, is not discussed. 

The entire function ConsumeFuel is removed and having some difficulty 
undestanding how FuelExpended is interfaced to draw down the tanks. 

Any help would be apprecuated. 

John 

- Original Message -

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Re: [Flightgear-devel] Gear transit times

2012-08-30 Thread castle . 64

Nice piece of code -- adds some realism 

It normally takes longer to retract the gear than to extend. You could also 
tweak the times based on air loads, hydraulic pressure, G loads, roll, pitch, 
yaw, etc and get down in the weeds on the matter ;-) 

Varying transit times based on direction of gear travel is enough. :-) 

Not all that familiar with the actuator model; is it possible to set the 
rate_limit based on gear-cmd-norm setting as in the kinemaic model? 

And is it necessary to explicitly set the use FCSGearPos flag or does it 
happen internally based on the xml file? 

Cheers 
Jack 

- Original Message -
From: Torsten Dreyer tors...@t3r.de 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Thursday, August 30, 2012 5:15:21 AM 
Subject: Re: [Flightgear-devel] Gear transit times 

Am 30.08.2012 03:51, schrieb castle...@comcast.net: 
 Hi, 
 
 Is it possible to specify gear up and down transit times for each gear? 
 In real airplanes the gear never ( well rarely, maybe ) sequence in 
 perfect unison. In reviewing the xml files for the 737, I note there 
 are transit times defined for each flap position, but the kinematics for 
 the gear is only a single value for up or down based on gear selection 
 state. 
 
 Is this something in Nasal? or native code or something in JSBsim? 

I use the actuator in JSBsim to model the gear in the SenecaII, using 
the rate_limit property implement the transit time. 

The flightgear autopilot system has a so called noise-spike filter that 
can model transit times. 

The flightgear xml based autopilot system can run at FDM rate or at 
frame rate, btw. Using a autopilot tag in your aircraft's -set.xml 
adds the autopilot at fdm rate, using a property-rule runs the same 
config at frame rate. 

Torsten 


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[Flightgear-devel] Gear transit times

2012-08-29 Thread castle . 64
Hi, 

Is it possible to specify gear up and down transit times for each gear? In real 
airplanes the gear never ( well rarely, maybe ) sequence in perfect unison. In 
reviewing the xml files for the 737, I note there are transit times defined for 
each flap position, but the kinematics for the gear is only a single value for 
up or down based on gear selection state. 

Is this something in Nasal? or native code or something in JSBsim? 

Thanks 
Jack 

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Re: [Flightgear-devel] Gear transit times

2012-08-29 Thread castle . 64
Thanks, Jon 

judging by the date on the msg and looking over the code in an older 2.4 ( 
released around 2010 ) would appear the suggested change is in. And the 
property rate-limit sets the rate at which the actuator moves. Correct? 

node-getChild(position-norm, 0, 
true)-setDoubleValue(gear-GetGearUnitPos()); 

is the line of code in JSBSim.cxx. 

And to simulate a gear failure, one would set the rate limit property to zero? 

Neat! I'll give it a try tomorrow. Just installed a new gear system and gear 
indicators in the 737. Yes, downsizing the sim from a 747 to a 737 to make room 
for the new collimated displays. As Gene put it, serving as his first victim 
for the big iron display. The next few months will be interesting ;-) 

Jack 

- Original Message -
From: Jon S. Berndt jonsber...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, August 29, 2012 9:10:30 PM 
Subject: Re: [Flightgear-devel] Gear transit times 




Jack, 



Check out the attached message from the JSBSim developer list. 



Jon 








From: castle...@comcast.net [mailto:castle...@comcast.net] 
Sent: Wednesday, August 29, 2012 7:52 PM 
To: FlightGear developers discussions 
Subject: [Flightgear-devel] Gear transit times 




Hi, 

Is it possible to specify gear up and down transit times for each gear? In real 
airplanes the gear never ( well rarely, maybe ) sequence in perfect unison. In 
reviewing the xml files for the 737, I note there are transit times defined for 
each flap position, but the kinematics for the gear is only a single value for 
up or down based on gear selection state. 

Is this something in Nasal? or native code or something in JSBsim? 

Thanks 
Jack 
- Original Message -



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Re: [Flightgear-devel] Gear transit times

2012-08-29 Thread castle . 64
Hi Scott, 

Yes, please send me your mods when you have a moment. 

Thanks 
Jack 

- Original Message -
From: Scott Hamilton scott.hamil...@popplanet.biz 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, August 29, 2012 9:27:52 PM 
Subject: Re: [Flightgear-devel] Gear transit times 

Yes there are two or three aircraft that do this. I've modified the A380 in 
flightgear to use three groups with different times. 

I'm not near my desktop at the moment but can send you what I had modify to 
make it work. 
If you wanted detailed realism you could make different config for each gear 
and add a small offset depending on hydraulic pressure which could have some 
random filter applied.. 

S. 

castle...@comcast.net wrote: 


Hi, 

Is it possible to specify gear up and down transit times for each gear? In real 
airplanes the gear never ( well rarely, maybe ) sequence in perfect unison. In 
reviewing the xml files for the 737, I note there are transit times defined for 
each flap position, but the kinematics for the gear is only a single value for 
up or down based on gear selection state. 

Is this something in Nasal? or native code or something in JSBsim? 

Thanks 
Jack 

- Original Message -


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Re: [Flightgear-devel] Slow frame rates

2012-06-20 Thread castle . 64

Hi Mathias, 

Yes, my apologies. Should have at least acknowledged your reply.. ATM all the 
machines with the source files and data are off line and sitting on the shelf 
while I work on the cockpit. 

Hopefully, I can bring it all on line next month and power up the sim. Then 
will be able to extract the relevant source and data for the warping. Also want 
to confirm Stuart's comments related to running multiple machines. 

Even if the random stuff is deterministic across machines if you start with 
the same seed, I foresee a real need, perhaps even demand, for FlightGear to 
live in a multi-machine federated system. Just consider what Nvidia has 
accomplished with GPUs running as super computers. 

Cheers 
John 



- Original Message -
From: Mathias Fröhlich mathias.froehl...@gmx.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, June 19, 2012 11:18:35 PM 
Subject: Re: [Flightgear-devel] Slow frame rates 


Hi, 

On Sunday, June 17, 2012 13:00:15 castle...@comcast.net wrote: 
 This email rekindled an idea from a while back. Last year while working on 
 the 747 sim with multiple projectors and a quad core CPU I experimented 
 with setting up three instances of fgfs - one for each cpu, graphics card, 
 and projector. The improvement in the frame rate was quite dramatic; from 
 around 20-22 fps to over 55 fps for each instance. The down side was that 
 all the dynamic features (3d clouds, AI objects, random stuff, etc) all ran 
 in their own graphics context. so while all the static scenery sync'd 
 across the projectors, the dynamic objects ended at the display 
 boundaries. 
 
 Multi-core machines have been around for some time now. Perhaps it is time 
 to think beyond running Flighgear as a monolithic process in a single CPU 
 configuration. 
 
 It is my understanding that all three platforms ( MS, Mac, Linux) support 
 some form of shared memory IPCs. I use shared memory in the 737/747 cockpit 
 software to great advantage with a global section for all common data and 
 sharing data between the Captian, FO, and MCDUs processes. 
 
 In Linux creating a shared memory segment is simple and straight forward. 
 The master fgfs would create the shared segment and compute the graphical 
 objects, in this case clouds and AI, and the fgfs slaves would simply 
 access the shared segment for the data required to create their visual 
 scene. 
 
 Hopefully, I'll have some time in the fall to pursue this idea further. In 
 the mean time, the floor is open to anyone who would like to comment or 
 pursue this idea on their own. 

Well, that's about what I am about to do with the HLA stuff. 

The nice thing is that the ipc is hidden behind something that is also able to 
distribute this across multiple machines. A local network connect is mostly 
sufficient. But doing the same by an infniband connect is possible too. 
Experimenting with shared memory did not bring notable improovements over a 
system local network connect. At least not on linux... 

In any case I think this could be fast enough to do this stuff. 

Also this stuff is based on a standard that is probably enables us to be a 
little more connective in the end. At least this is a slight hope from me. 

John, by this way, I did send you some mails regarding the unwrapping, but did 
never get an answer - did you recieve them? 

Mathias 


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Re: [Flightgear-devel] Slow frame rates

2012-06-18 Thread castle . 64
The HLA/RTI architecture is far more sophisticated than what might be needed. 
The idea is not to split FlightGear into a distributed, federated application 
across a multi-platform machine or network although that is an intriquing 
prospect for stimulating the brain cells. ;-) 

By way of an example, consider the 3D cloud system. 

Given a three projector system, each CPU is configured in a similar manner as 
before for a multi-monitor system; i.e. there is a master FDM, the slave FDMs 
are disabled and each CPU is bound to a display. I don't recall the exact 
syntax but for those who have run multi-monitor display systems you understand. 
The doc files and readme's provide a good description of how to implement this 
configuration for those not familiar with the setup. The down side in this 
approach is that each CPU creates it's own graphics context and dynamic/random 
scenery objects are not sync'd. It has been a year or two since I last spent 
any time digging into or running FlightGear with master/slave machines. The 
current 737/747 sim runs on a single CPU with three projectors to make use of 
all the eye-candy. But I believe the above assertion is still true. 

In the case of the cloud system, something similar might be possible. Rather 
than using the network, we would use shared memory as the IPC. The master cloud 
generator creates the shared memory segment and manages the cloud objects. The 
slaves obtain the objects from the memory segment and render as required. They 
do NOT create their own objects. AI objects could be handled as well with this 
approach. 

Each fgfs executable is still a monolithic process within the supporting CPU 
and would not require major surgery on the existing source outside of adding a 
shared memory instantiation. The question would be how to make it applicable 
for all platforms. Linux I can do, clueless for Mac and MS. 

With Gene and Wayne's awesome work on collimated displays, have a proto version 
of the required warping code and mesh generation working ala Sol7 ( btw I owe 
Mathias a response and some data and source, my bad, just too busy ATM ). 
Providing a basic mechanism to run with multi-core machines, support collimated 
display systems, and preserve all the great new features would greatly enhance 
Flightgear as a professional product. IMHO we need to keep the vision of 
FlightGear as a product that is attractive to professional organizations and 
keep it compatible with improving hardware and software technologies. 

Regards 
John W 



- Original Message -
From: Martin Spott martin.sp...@mgras.net 
To: flightgear-devel@lists.sourceforge.net 
Sent: Sunday, June 17, 2012 7:18:47 AM 
Subject: Re: [Flightgear-devel] Slow frame rates 

castle...@comcast.net wrote: 

 Multi-core machines have been around for some time now. Perhaps it is 
 time to think beyond running Flighgear as a monolithic process in a 
 single CPU configuration. 

As a start you may want to visit: 

http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg30433.html
 

As far as I can tell, splitting the monolithic process is steadily 
getting more difficult (despite the fact that almost everybody would 
like to see improved multi-core support), because recent eye-candy 
development relies on having a monolithic FlightGear - and eye-candy is 
attracting flies  

Cheers, 
Martin. 
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Re: [Flightgear-devel] Slow frame rates

2012-06-18 Thread castle . 64
Hi Stuart, 

Unfortunately, the cockpit, projector system, and screen are currently being 
redesigned and rebuilt so unable to provide any additional info or pics. It was 
disassembled for our move from California to Colorado and using this as an 
opportunity to do some improvements in the structure and appearance in 
anticipation of using Gene's collimated mirror system; 

Thank you for the marvelous work on the clouds. Flying through and around them 
with the wrap around 180 degree cylindrical screens was great fun. Folks who 
flew the sim said they needed a few minutes to get their legs back under them 
after stepping out of the cockpit. The collimated system is going to blow their 
minds! 

Using monitors will not show the blending areas and overlap Thanks again for 
the explanation. Let's put this on the back burner for now. Probably 4-6 months 
before it all comes together. OTOH might be able to just setup the projectors 
and throw the images onto some white board or a wall. If I find the time will 
give it a go and make certain it is not operator error at this end and then 
send over some pics. 

Cheers 
John W 

- Original Message -
From: Stuart Buchanan stuart13@ gmail .com 
To:  FlightGear developers discussions flightgear-devel@lists. sourceforge 
.net 
Sent: Monday, June 18, 2012 7:46:35 AM 
Subject: Re: [Flightgear-devel] Slow frame rates 

Hi John, 

As the author of the 3D clouds system, and the OSG random buildings/objects 
re-implementation, this is obviously an area of interest to me :) 

Comments inline below. 

On Mon, Jun 18, 2012 at 2:20 PM, wrote: 
 By way of an example, consider the 3D cloud system. 
 
 Given a three projector system, each CPU is configured in a similar manner 
 as before for a multi-monitor system; i.e. there is a master FDM , the slave 
 FDMs are disabled and each CPU is bound to a display. I don't recall the 
 exact syntax but for those who have run multi-monitor display systems you 
 understand. The doc files and readme's provide a good description of how to 
 implement this configuration for those not familiar with the setup. The 
 down side in this approach is that each CPU creates it's own graphics 
 context and dynamic/random scenery objects are not sync'd . It has been a 
 year or two since I last spent any time digging into or running FlightGear 
 with master/slave machines. The current 737/747 sim runs on a single CPU 
 with three projectors to make use of all the eye-candy. But I believe the 
 above assertion is still true. 

I think random scenery objects, trees and buildings are placed based on the 
terrain tiles, and a random seed generated statically for each tile. 

So, it should be the case that the same set of random objects are generated 
for a tile no matter what the graphics context, and the same set of objects 
should be generated each time the sim is started. Put it another way: Random 
object/building generation should be completely deterministic. 


If that's not the case, then there's a bug I should look into. 

 In the case of the cloud system, something similar might be possible. 

The 3D cloud system generated by Basic Weather is generated based on the 
position of the viewer when the clouds are generated. For a multi-computer 
system, starting position will be the same, so the same set of clouds 
should be generated on each computer. (I should double check the random 
seed generation is correct just in case). Again, if that's not the 
case it's probably 
a bug. 

I don't think the problem is a lack of a shared memory OSG tree. 

I think the issues you have with objects ending at the screen boundaries is a 
different one. Could it be due to over-aggressive culling? 

Could you explain in a bit more detail what is wrong? 

Unfortunately I don't have a multi-computer setup to be able to test this 
myself, so I'll need a bit of help really understanding the problem. 
Screenshots 
will probably help. 

-Stuart 

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Re: [Flightgear-devel] Slow frame rates

2012-06-17 Thread castle . 64
Hi, 

This email rekindled an idea from a while back. Last year while working on the 
747 sim with multiple projectors and a quad core CPU I experimented with 
setting up three instances of fgfs - one for each cpu, graphics card, and 
projector. The improvement in the frame rate was quite dramatic; from around 
20-22 fps to over 55 fps for each instance. The down side was that all the 
dynamic features (3d clouds, AI objects, random stuff, etc) all ran in their 
own graphics context. so while all the static scenery sync'd across the 
projectors, the dynamic objects ended at the display boundaries. 

Multi-core machines have been around for some time now. Perhaps it is time to 
think beyond running Flighgear as a monolithic process in a single CPU 
configuration. 

It is my understanding that all three platforms ( MS, Mac, Linux) support some 
form of shared memory IPCs. I use shared memory in the 737/747 cockpit software 
to great advantage with a global section for all common data and sharing data 
between the Captian, FO, and MCDUs processes. 

In Linux creating a shared memory segment is simple and straight forward. The 
master fgfs would create the shared segment and compute the graphical 
objects, in this case clouds and AI, and the fgfs slaves would simply access 
the shared segment for the data required to create their visual scene. 

Hopefully, I'll have some time in the fall to pursue this idea further. In the 
mean time, the floor is open to anyone who would like to comment or pursue this 
idea on their own. 

Regards 
John W. 

- Original Message -
From: Catherine James catherine.ja...@att.net 
To: flightgear-devel@lists.sourceforge.net 
Sent: Friday, June 15, 2012 10:02:34 PM 
Subject: [Flightgear-devel] Slow frame rates 


Additional finding: if you do a File -- Reset immediately after startup, the 
slow 1 - 2 fps problem goes away immediately and frame rates stay high 
thereafter. 

Something seems to be getting initialized either when breaking ground during 
takeoff or in a File -- Reset that is not getting initialized on initial 
startup. 

Cathy 


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[Flightgear-devel] FG vesion 2.6 breaks distortion code

2012-04-19 Thread castle . 64




Hi 




In FG-2.0 Tim Moore modified CameraGroup.cxx to handle multiple spherical 
distortion cameras. During the FG-2.2 development cycle I extended that code to 
enable creation of a warping mesh as a file and the ability to install the mesh 
at init time. (See the March 2011 newsletter) 




Curt requested that I send the code to Tim for a peer review so he could 
incorporate the changes into the baseline. It appears Tim never followed up on 
that request for whatever reason and the changes were never made. Never having 
received any feedback, I was surprised when looking at FG-2.6 to see that the 
code was not there. 




The really unfortunate aspect is that the changes made in FG-2.6 break the 
warping code I provided for 2.2. Can't blame the author. Went back and 
incorporated the code in 2.4 and it works just fine as a simple drop-in for 
CameraGroup.cxx replacing what is in the baseline. Unfortunately, that will not 
work for 2.6 and beyond. Looks like the zooming code is the culprit. It might 
just be the case that the two methods are not compatible and cannot coexist. So 
either there is a compile option to pick one or the other or a logic selection 
during runtime. OTOH, if they could be made to coexist, it might be a nice 
feature to provide individual zoom control of multiple cameras. Could be used 
as an aid in aligning the collimated display for multiple projectors. 




What I've been able to discern so far, is that 2.6 will work for multiple 
projectors, but only work with a single camera for a distortion mesh. Perhaps 
there is a fix, but don't see it ATM. 





I could hack a solution for my setup, but that is NOT a long term solution or 
fix. Gene Buckle and I are trying to come up with a hardware and software 
design for using FlightGear in his DIY collimated display system. The plan is 
to make the software run on both Linux and MS window systems and support both 
small to medium and large full scale cockpits. 




We need to fix the problem, just not sure best way to proceed. 




John 


























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Re: [Flightgear-devel] FG vesion 2.6 breaks distortion code

2012-04-19 Thread castle . 64
Hi Mathias, 

Let me dig into it a bit further and see if I can provide more detail on 
exactly what is happening. 

Gene and I discussed the idea for something similar to Sol-7 and the consensus 
was to keep it inside FG and also have a minimum impact on frame rate. 

Thanks 
John 

- Original Message -
From: Mathias Fröhlich  Mathias. Froehlich @ gmx .net 
To:  FlightGear developers discussions flightgear-devel@lists. sourceforge 
.net 
Sent: Thursday, April 19, 2012 2:31:51 PM 
Subject: Re: [Flightgear-devel] FG vesion 2.6 breaks distortion code 


Hi, 

On Thursday, April 19, 2012 15:32:46 castle...@comcast.net wrote: 
 We need to fix the problem, just not sure best way to proceed. 

Send me that change, I will see how to incorporate that. 
This will take some time since my next two weeks are extremely full for me, 
but somewhere past that ... 

For distortions, there are several ways to do this even outside the 
application: 

The easiest way I can see under Linux at least is to use the composite 
extension to unwrap distorted displays. There is no code out there that really 
does this, but I believe this should be about as easy as doing unwrapping in 
an application. 
If I had time to do something like that, I would at least know an other user 
who is interrested in that ... 

Greetings 

Mathias 

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[Flightgear-devel] Multi-monitor setup

2012-04-17 Thread castle . 64
Is anyone running 2.6 in a multi-monitor mode? 

If so, have there been any changes in the syntax in setting up the camera 
group? Everything from 2.4 and back works, but 2.6 refuses to display anything 
except the center screen using the xml code from the revious versions. 

John 
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-16 Thread castle . 64


Hi, 



with some generous help and advice from Geoff, finally got an FG build on 
windows done,  phewww! 



Using latest git version as of the 15th. 



But now it crashes on startup :-(  



Complains about not finding a plugin to read objects from file 
c:/fg-2.7.0/fgdata/xx from the gitgo. 



Missing dependency; file path problem, command argument?? 



any suggestions on where or what to look for? 



Thanks 

John 

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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-16 Thread castle . 64


Hi Geoff, 

OK. the SG and FG versions were from git on the 15th as well as the fgdata as 
of last night 

the 3rd party was the same as you noted. 
\3rdparty - fgfs-win32-VS100-3rdParty+OSG-20120411.zip 

Thought I mentioned that in an earlier email. No problem, bears worth repeating 
to make certain 

Looking over your comments, it might be my install of the OSG stuff that is 
causing the problem. Took the easy way of sticking fgfs.exe in with the 3rd 
party libraries, guessing what is missing is the OSG plugin or a path to it. 
I'll look there first. Sometimes the error msgs are not very clear to newbies. 

We'll get there... 

John 



- Original Message -
From: Geoff McLane ubu...@geoffair.info 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Monday, April 16, 2012 8:12:30 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 

On Mon, 2012-04-16 at 12:53 +, castle...@comcast.net wrote: 
 Complains about not finding a plugin to read objects from file 
 c:/fg-2.7.0/fgdata/xx from the gitgo. 

Hi John, 

Well it seems some good news and some 
bad news ;=)) 

Missing plugin... yes this is quite common, 
unfortunately ;=(( Suggests some problems 
with the OSG used, or something... 

But you give NO INFORMATION on exactly what you 
built!!! Exactly WHAT 3rdparty stuff you 
used? Versus what did you build from source? 

I built Release SG/FG yesterday, git 15th like you, 
in a root c:\FG\14, using :- 

\3rdparty - fgfs-win32-VS100-3rdParty+OSG-20120411.zip 

\install\msvc100\OpenSceneGraph - archive.zip, after 
removing the initial 'archive/' folder... 

And (mostly) following the Fred/Gijs cmake wiki... 

Built and installed Release SG in 
\install\msvc100\SimGear 
so pointed to that when building FG... 

Built c:\FG\14\build-fg\src\Main\Release\fgfs.exe 

After adding the path - 
c:\FG\14\install\msvc100\OpenSceneGraph\bin 
to my PATH environment variable, this ran well in 
normal mode, no problems, but no rembrandt shadows 
on a trial of that... but that can wait... all else 
worked well in the few simple flights done... 

So what 3rdparty stuff did you use? What was your 
command line? What exactly was the console 
output? 

Then we MAY be able to help more... 

Regards, 
Geoff. 




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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-12 Thread castle . 64

Hi Geoff, 

Hi Geoff, 

A quick reply on the zconf.h fix 

At line 287 change #ifdef 1  to #ifdef 0;  info from tutorial on building FG 
with MSVC 10 Express describes the change. 

Bunch of todo's need my attention today, probably won't get back to this until 
late this evening or tomorrow to digest your entire email. 


From: Geoff McLane ubu...@geoffair.info 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Thursday, April 12, 2012 4:09:59 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 

Hi John, 

 zconf.h is taken care off, 

Ok, that is good, but could you please 
shared what you did. I think you mentioned 
finding something about editing zconf.h... 

Found what, where... what edits did you do? 

This is to just HELP the NEXT person that 
stumbles over this... 

And may even get one of the 'maintainer' to 
put a more permanent 'fix' online so there is 
no next time ;=)) 

Thanks for the detailed discussion 
John--
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


Do I have to create my own unistd.h?  Or do we have a replacement that works 
with VS? 



Where would I find a copy? 



4 lowlevel.cxx 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 sg_binobj.cxx 

3c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 Generating Code. 





John 









- Original Message -


From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:47:00 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 






OK, disregard the previous msg.  got a SimGear build started but it failed. 

  

Enough fun for one day, will attack the error msgs tomorrow.. 

  

John 



- Original Message -




From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:04:50 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 





OK,  got through the configure and generate operations with CMake 

  

version is 2 dot 7 dot 0 

ignoring: ^C:/fgbuild/simgear/.git;\\.gitignore;Makefile.am;~$; 

Library installation directory: lib 

3rdparty files located in C:/fgbuild/dependencies 

BOOST_ROOT is C:/fgbuild/dependencies/boost_1_44_0 

apr-1-config not found, implement manual search for APR 

Could NOT find LIBSVN (missing: LIBSVN_LIBRARIES LIBSVN_INCLUDE_DIR) 

Missing libsvn, unable to enable SVN in SimGear 

Configuring done 

Generating done 

  

however, doesn't appear a VS solution file (.sln) has been created in the 
Simgear directory or it was placed somewhere else and can't find it 

  

Not sure what to include by way of commands or logs to help show what happened. 

  

John 

  

Something is still not corrrect. 

  
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


reply to self 



have your morning coffee before engaging the brain. ;-) 



found the note on editing zconf.h.  Simgear build and install completed; onto 
to flightgear 



John 



- Original Message -


From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, April 11, 2012 6:46:18 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 




Do I have to create my own unistd.h?  Or do we have a replacement that works 
with VS? 

  

Where would I find a copy? 

  

4 lowlevel.cxx 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 sg_binobj.cxx 

3c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4c:\fgbuild\dependencies\3rdparty\include\zconf.h(289): fatal error C1083: 
Cannot open include file: 'unistd.h': No such file or directory 

4 Generating Code. 

    

  

John 

  

  





- Original Message -




From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:47:00 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 






OK, disregard the previous msg.  got a SimGear build started but it failed. 

  

Enough fun for one day, will attack the error msgs tomorrow.. 

  

John 



- Original Message -




From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:04:50 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 





OK,  got through the configure and generate operations with CMake 

  

version is 2 dot 7 dot 0 

ignoring: ^C:/fgbuild/simgear/.git;\\.gitignore;Makefile.am;~$; 

Library installation directory: lib 

3rdparty files located in C:/fgbuild/dependencies 

BOOST_ROOT is C:/fgbuild/dependencies/boost_1_44_0 

apr-1-config not found, implement manual search for APR 

Could NOT find LIBSVN (missing: LIBSVN_LIBRARIES LIBSVN_INCLUDE_DIR) 

Missing libsvn, unable to enable SVN in SimGear 

Configuring done 

Generating done 

  

however, doesn't appear a VS solution file (.sln) has been created in the 
Simgear directory or it was placed somewhere else and can't find it 

  

Not sure what to include by way of commands or logs to help show what happened. 

  

John 

  

Something is still not corrrect. 

  
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


Hi, 



The wiki writeup did not talk about using glut or FLTK or whatever for the 
graphics.  The fgfs build failed. 



13 Creating library 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.lib and object 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.exp 

13LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other 
libs; use /NODEFAULTLIB:library 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) referenced 
in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 
referenced in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 

13C:\fgbuild\projects\msvc100\FlightGear\src\Main\Debug\fgfs.exe : fatal error 
LNK1120: 2 unresolved externals 

15-- Rebuild All started: Project: ALL_BUILD, Configuration: Debug Win32 
-- 

15 Build all projects 

15 Building Custom Rule C:/fgbuild/flightgear/CMakeLists.txt 

15 CMake does not need to re-run because 
C:\fgbuild\projects\msvc100\FlightGear\CMakeFiles\generate.stamp is up-to-date. 

16-- Skipped Rebuild All: Project: INSTALL, Configuration: Debug Win32 
-- 

16Project not selected to build for this solution configuration 

17-- Skipped Rebuild All: Project: PACKAGE, Configuration: Debug Win32 
-- 

17Project not selected to build for this solution configuration 

== Rebuild All: 13 succeeded, 1 failed, 3 skipped == 



Any suggestion where to look?  ATM I'm clueless .   :-( 



John 

13 Creating library 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.lib and object 
C:/fgbuild/projects/msvc100/FlightGear/src/Main/Debug/fgfs.exp 

13LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other 
libs; use /NODEFAULTLIB:library 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) referenced 
in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: void 
__thiscall puaList::setTopItem(int) (?setTopItem@puaList@@QAEXH@Z) 

13FGPUIDialog.obj : error LNK2019: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 
referenced in function public: virtual void __thiscall fgList::update(void) 
(?update@fgList@@UAEXXZ) 

13property_list.obj : error LNK2001: unresolved external symbol public: int 
__thiscall puaList::getTopItem(void)const  (?getTopItem@puaList@@QBEHXZ) 

13C:\fgbuild\projects\msvc100\FlightGear\src\Main\Debug\fgfs.exe : fatal error 
LNK1120: 2 unresolved externals 

15-- Rebuild All started: Project: ALL_BUILD, Configuration: Debug Win32 
-- 

15 Build all projects 

15 Building Custom Rule C:/fgbuild/flightgear/CMakeLists.txt 

15 CMake does not need to re-run because 
C:\fgbuild\projects\msvc100\FlightGear\CMakeFiles\generate.stamp is up-to-date. 

16-- Skipped Rebuild All: Project: INSTALL, Configuration: Debug Win32 
-- 

16Project not selected to build for this solution configuration 

17-- Skipped Rebuild All: Project: PACKAGE, Configuration: Debug Win32 
-- 

17Project not selected to build for this solution configuration 

== Rebuild All: 13 succeeded, 1 failed, 3 skipped == 



Any suggestion where to look?  ATM I'm clueless .   :-( 



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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-11 Thread castle . 64


Thanks Geoff, 



zconf.h is taken care off, 



looked in  the libraries and puAux.lib and pu.lib are there.  Here is an 
extract from the CMakecache.txt file.  






 

//Path to a library. 



PLIB_LIBRARIES:FILEPATH=PLIB_LIBRARIES-NOTFOUND 





  

//The PLIB_PUAUX library 



PLIB_PUAUX_LIBRARY:FILEPATH=optimized;C:/fgbuild/dependencies/3rdParty/lib/puAux.lib;debug;C:/fgbuild/dependencies/3rdParty/lib/puAux.lib
 





  

//Path to a library. 



PLIB_PUAUX_LIBRARY_DEBUG:FILEPATH=PLIB_PUAUX_LIBRARY_DEBUG-NOTFOUND 





  

//Path to a library. 



PLIB_PUAUX_LIBRARY_RELEASE:FILEPATH=C:/fgbuild/dependencies/3rdParty/lib/puAux.lib
 





  

//The PLIB_PUI library 



PLIB_PUI_LIBRARY:FILEPATH=optimized;C:/fgbuild/dependencies/3rdParty/lib/pui.lib;debug;C:/fgbuild/dependencies/3rdParty/lib/pui.lib
 





  

//Path to a library. 



PLIB_PUI_LIBRARY_DEBUG:FILEPATH=PLIB_PUI_LIBRARY_DEBUG-NOTFOUND 





  

//Path to a library. 



PLIB_PUI_LIBRARY_RELEASE:FILEPATH=C:/fgbuild/dependencies/3rdParty/lib/pui.lib 





 



looks slightly different  ( pui vs. pu and puaux vs.puAux,  is that 
significant?) 



there is no pu.lib or puaux.lib. 



wasn't able to track down the log file, where would you find it or is there an 
option in the CMake script to specify location 



Ugggh, hate being a newbie  and just when I was getting comfortable with the 
GNU make system ;-) 



John 

- Original Message -




2: puaList = missing PLIB - puAux.lib 

In the CMake GUI scroll down, down and check the 
PLIB library libraries found... 

PLIB_PUAUX_LIBRARY - should be blank 
PLIB_PUAUX_LIBRARY_DEBUG - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\puauxd.lib 
PLIB_PUAUX_LIBRARY_RELEASE - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\puaux.lib 

PLIB_PUI_LIBRARY - should be blank 
PLIB_PUI_LIBRARY_DEBUG - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\pud.lib 
PLIB_PUI_LIBRARY_RELEASE - should be like 
  c:\fgbuild\dependencies\3rdparty\lib\pu.lib 

And each of the other PLIB items should point 
to each of the other plib libraries... 

You can also open and check the file fgfs.log written 
by MSVC10 and check exactly WHAT libraries are 
presently being linked to fgfs.exe... find the 
bin\link.exe line... it is a BIG list... 

If not this, then not sure... 

Aside from the above ???.log files, another 
file you can post somewhere is the CMakeCache..txt... 
it gives LOTS of information, and with a view of 
its contents we may be able to help you better... 

Regards, 
Geoff. 



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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread castle . 64




- Original Message -
Hi Geoff 

If you tell more exactly, either on this list, or 
direct off list, maybe can help more with SPECIFIC 
things... 

Using the wiki tutorial Building FlightGear- Windows. I'll take a look and 
give the Cmake -Windows version a try. 

will give you a shout off list if stuff is still fuzzy. 

Thanks 
John 


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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread castle . 64


Thanks to all, 



getting closer,  started to build simgear, did not get very far with following 
error 





c:\fgbuild\projects\msvc100\SimGearcmake C:\fgbuild\simgear -G Visual 
Studio 
 10 -DMSVC_3RDPARTY_ROOT=C:\fgbuild\dependencies 
-DCMAKE_INSTALL_PREFIX:PATH= 
C:\fgbuild\dependencies\install\msvc100\SimGear 
CMake Error: Could not create named generator Visual Studio 10 



Tried to follow all the instructions precisely, but something is amiss.  name 
or path problem?? syntax?? directory structure?? 

delete the quotation marks?? 



John 





- Original Message -


From: Gijs de Rooy gijsr...@hotmail.com 
To: FlightGear Development list flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:22:28 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 


http://wiki.flightgear.org/Building_using_CMake_-_Windows in combination with 
https://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC did it for 
me. 
Together with some help on IRC ;-) 

I'll see if I can improve the wiki a bit more. 




Gijs 
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread castle . 64


OK, think I see the problem. 



running a bare cmake shows there is no generator install on this laptop for 
Visual studio 10, versions 6 through 9 and Win64 are avalable 

to generate project files but no 10. 



Loaded  VC10c++ express,  but guess the generator is a different animal. 



John 



- Original Message -


From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 11:12:38 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 




Thanks to all, 

  

getting closer,  started to build simgear, did not get very far with following 
error 

  

  

c:\fgbuild\projects\msvc100\SimGearcmake C:\fgbuild\simgear -G Visual 
Studio 
 10 -DMSVC_3RDPARTY_ROOT=C:\fgbuild\dependencies 
-DCMAKE_INSTALL_PREFIX:PATH= 
C:\fgbuild\dependencies\install\msvc100\SimGear 
CMake Error: Could not create named generator Visual Studio 10 

  

Tried to follow all the instructions precisely, but something is amiss.  name 
or path problem?? syntax?? directory structure?? 

delete the quotation marks?? 

  

John 



  

- Original Message -




From: Gijs de Rooy gijsr...@hotmail.com 
To: FlightGear Development list flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:22:28 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 


http://wiki.flightgear.org/Building_using_CMake_-_Windows in combination with 
https://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC did it for 
me. 
Together with some help on IRC ;-) 

I'll see if I can improve the wiki a bit more. 




Gijs 
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread castle . 64



OK,  got through the configure and generate operations with CMake 

  

version is 2 dot 7 dot 0 

ignoring: ^C:/fgbuild/simgear/.git;\\.gitignore;Makefile.am;~$; 

Library installation directory: lib 

3rdparty files located in C:/fgbuild/dependencies 

BOOST_ROOT is C:/fgbuild/dependencies/boost_1_44_0 

apr-1-config not found, implement manual search for APR 

Could NOT find LIBSVN (missing: LIBSVN_LIBRARIES LIBSVN_INCLUDE_DIR) 

Missing libsvn, unable to enable SVN in SimGear 

Configuring done 

Generating done 

  

however, doesn't appear a VS solution file (.sln) has been created in the 
Simgear directory or it was placed somewhere else and can't find it 



Not sure what to include by way of commands or logs to help show what happened. 



John 

  

Something is still not corrrect. 

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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread castle . 64




OK, disregard the previous msg.  got a SimGear build started but it failed. 

  

Enough fun for one day, will attack the error msgs tomorrow.. 

  

John 



- Original Message -




From: castle 64 castle...@comcast.net 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, April 10, 2012 9:04:50 PM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 





OK,  got through the configure and generate operations with CMake 

  

version is 2 dot 7 dot 0 

ignoring: ^C:/fgbuild/simgear/.git;\\.gitignore;Makefile.am;~$; 

Library installation directory: lib 

3rdparty files located in C:/fgbuild/dependencies 

BOOST_ROOT is C:/fgbuild/dependencies/boost_1_44_0 

apr-1-config not found, implement manual search for APR 

Could NOT find LIBSVN (missing: LIBSVN_LIBRARIES LIBSVN_INCLUDE_DIR) 

Missing libsvn, unable to enable SVN in SimGear 

Configuring done 

Generating done 

  

however, doesn't appear a VS solution file (.sln) has been created in the 
Simgear directory or it was placed somewhere else and can't find it 

  

Not sure what to include by way of commands or logs to help show what happened. 

  

John 

  

Something is still not corrrect. 

  
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[Flightgear-devel] FGbuild for MS Windows

2012-04-07 Thread castle . 64


Hi, 



Can someone point out a good, current tutorial or forum/chat room  for building 
FG under MS windows.  Havng problems with the wiki write-up and can't determine 
if it is operator error or problems with the instructions or just suffering 
from a case of newbeitis as I've never worked with Cmake or the MS windows 
build environment and associated libraries and dependencies.  



Working with Gene Buckle to see if we can get a version of FlightGear that will 
support his collimated mirror system.  Have versions of FG-2.0 through 2.6  and 
a warp mesh building tool that runs under Linux  but MS is a new beast for me. 



Cheers 

John W 





- Original Message -
From: Frederic Bouvier fredfgf...@free.fr 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, April 4, 2012 1:06:26 PM 
Subject: Re: [Flightgear-devel] [Rembrandt] the plan 

De: Martin Spott 
 
 Frederic Bouvier wrote: 
 
  You can try the last code with 
  --prop:/sim/rendering/no-16bit-buffer=true 
 
 jive: 12:18:06 ~ find .fgfs* 
 find: No match. 
 jive: 12:18:17 ~ env | grep \^FG 
 FG_HOME=/opt/FlightGear 
 FG_ROOT=/home/martin/SCM/FlightGear/fgdata 
 jive: 12:18:19 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0 
 --timeofday=noon --enable-rembrandt 
 --prop:/sim/rendering/no-16bit-buffer=true 
 
 
 Starts with a funnily flickerling splash screen and results in this 
 image - still not perfect, but a lot better now: 
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png 
 
 Log: 
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt 

This shader error affects shadow rendering and for now, I don't 
have a replacement. The only thing I can propose for this kind 
of card, is to disable shadow rendering : 

 --prop:/sim/rendering/shadows/enabled=false 

this property is settable at run time. It can also help people 
with performance problems. 

Regards, 
-Fred 

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread castle . 64
Hi, 

I've been using 12 bit resolution. Need it since I'm also operating with a 
control force loading system and autopilot. If you go to 12 bits suggest you 
get some high res, multi-turn pots or some other systems (like magnetic) to 
give you the precision that warrants 12 bits. If you're using low cost single 
270 degree turn pots, might as well stick with a lower bit resolution. 

Incidentially, those same 12 bits boards are used to fly the Global Observer 
UAV built by AeroVironment, so I guess they're good enough ;-) 

Think of it this way, determine the angular travel of your control stick; for 
8bits divide by 256; for 12 bits divide by 4096. That defines the resoluion., 
i.e. degrees per bit. So then you have to decide how good is your sensor in 
defining the control stick location. If you can't sense 4096 discrete positions 
your wasting time and money using 12 bits. 

Regards 
John 

- Original Message -
From: Roberto Inzerillo rob...@gmx.net 
To: flightgear-devel@lists.sourceforge.net 
Sent: Wednesday, March 7, 2012 10:14:44 AM 
Subject: [Flightgear-devel] Double Input Resolution? 

Hi everybody, 
it's a few weeks I'm dealing with a few analog to digital converters, I'm using 
them to convert external analog signals and use them as inputs to FlightGear 
controls. 

I'm wondering which resolution is best when dealing with properties of type 
double. My analog values get converted to digital ones before being fed to 
FGFS. I see FGFS likes doubles, that's ok, I am converting those digital inputs 
to appropriate double values. 

I'm talking about stuff like /controls/flight/aileron or 
/controls/engines/enigne/throttle. 

I'll try and be as precise as possible with my hardware so that I get 
reliable/stable/consistent readings to feed to FGFS, I'm getting closer to make 
rid of any unwanted highres noise, still I am going to deal with 8, 10 or 
12-bit resolution digital values. That may be too much and useless. I'd like to 
crop them down to more reasonable resolution if possible/usefull. 

I see FGFS keyboard/mouse interface uses 7/8bit resolution. I'd like to know if 
someone can help me figuring out what input resolution should I use for: 
/controls/flight/aileron 
/controls/flight/aileron-trim 
/controls/flight/elevator 
/controls/flight/elevator-trim 
/controls/flight/rudder 
/controls/flight/rudder-trim 
/controls/gear/brake-parking 
/controls/engines/enigne/throttle 
/controls/engines/engine/cowl-flaps-norm 
/controls/engines/engine/propeller-pitch 

I'd prefer keep using 8bit resolution (cheap and reliable solution). I'm open 
to use 10bit resolution if usefull. I'm willing to go with a 12bit resolution 
input only if _really_ needed. That's how I see it now. 

I don't want to discard usefull information, nor I want to use useless 
over-precise values. I'm looking for a reasonable compromise here, but I don't 
know the internals of FGFS. 

Cheers, 
Roberto 


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Re: [Flightgear-devel] New Build Process?

2012-02-21 Thread castle . 64
Unfamiliar with decyphering cmake output so can't say if cmake -L answers the 
question. see that osgviewer.cxx is included in the build but don't see 
anything similar to ENABLE_JSBSIM:BOOL=ON for a multi-camera build which 
might look like ENABLE_OSGVIEWER:BOOL=ON ; 

that being the case, my guess would be that it is not enabled or the default. 
prove me wrong ;-) 

John 


- Original Message -
From: Anders Gidenstam anders-...@gidenstam.org 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Monday, February 20, 2012 11:38:17 PM 
Subject: Re: [Flightgear-devel] New Build Process? 

On Tue, 21 Feb 2012, castle...@comcast.net wrote: 

 Probably true if your a cmake type ;-) 
 
 My immediate problem is how to express ./configure --enable-osgviewer 
 in cmake. any notes/info on that point? 

I'm fairly sure that is the default (and possibly only option these days - 
or are the SDL and GLUT options still there?). 

You could try ccmake to get an UI for exploring all configuration options 
but cmake is most likely to able to list them too (try -L). 

Cheers, 

Anders 
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[Flightgear-devel] New Build Process?

2012-02-20 Thread castle . 64
Just downloaded 2.6. Is the Gnu make system deprecated? 

Previously I used ./configure --enable-osgviewer for a multi-camera/projector 
system; how is that now accomplished in 2.6? Or did I miss something when 
extracting the files. The README* files autoconf and Linux still call the 
automake tools for previous versions. 

John 
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Re: [Flightgear-devel] New Build Process?

2012-02-20 Thread castle . 64
Yea, have been out of the loop for several months so missed all those 
discussions. 

The writeup on the wiki seems a little thin; oh well, will get it all worked 
out in due time. ;-) 

Regards 
John 

- Original Message -
From: Martin Spott martin.sp...@mgras.net 
To: flightgear-devel@lists.sourceforge.net 
Sent: Monday, February 20, 2012 11:05:44 AM 
Subject: Re: [Flightgear-devel] New Build Process? 

castle...@comcast.net wrote: 

 Just downloaded 2.6. Is the Gnu make system deprecated? 

Yup, that's been adequately discussed on this list. Please visit: 

http://wiki.flightgear.org/Building_using_CMake 

 as mentioned earlier today on this very list ;-) 

Cheers, 
Martin. 
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Re: [Flightgear-devel] New Build Process?

2012-02-20 Thread castle . 64
Probably true if your a cmake type ;-) 

My immediate problem is how to express ./configure --enable-osgviewer in 
cmake. any notes/info on that point? 

John 

- Original Message -
From: Martin Spott martin.sp...@mgras.net 
To: flightgear-devel@lists.sourceforge.net 
Sent: Monday, February 20, 2012 10:45:01 AM 
Subject: Re: [Flightgear-devel] New Build Process? 

castle...@comcast.net wrote: 

 The writeup on the wiki seems a little thin; [...] 

 that's just because CMake is s easy to use ;-)) 

Cheers, 
Martin. 
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