[Flightgear-devel] Sound idea?
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 -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials including VisualStudio 2012, Windows 8, SharePoint 2013, SQL 2012, MVC 4, more. BEST VALUE: New Multi-Library Power Pack includes Mobile, Cloud, Java, and UX Design. Lowest price ever! Ends 9/22/13. http://pubads.g.doubleclick.net/gampad/clk?id=64545871iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Syncing sim time
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 -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Syncing sim time
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 -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 2.10 Build error
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 -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d clouds on multi-display systems (was Re: FSWeekend 2012...)
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 -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_nov___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FSWeekend 2012...
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. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Fg Fuel System Changes
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. -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Fg Fuel System Changes
- 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. -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Fg Fuel System Changes
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 - -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Gear transit times
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 -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 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 - -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Gear transit times
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 - -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Gear transit times
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 - -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Slow frame rates
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 -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Slow frame rates
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Slow frame rates
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 -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http :// www . accelacomm .com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists. sourceforge .net https ://lists. sourceforge .net/lists/ listinfo /flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___
Re: [Flightgear-devel] Slow frame rates
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 -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FG vesion 2.6 breaks distortion code
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 -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG vesion 2.6 breaks distortion code
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 -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http ://p.sf.net/ sfu /Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists. sourceforge .net https ://lists. sourceforge .net/lists/ listinfo /flightgear-devel -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Multi-monitor setup
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 -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
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 -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
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. -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
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-- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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. -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
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. -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
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 . :-( John-- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
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. -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
- 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 -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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 -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGbuild for MS Windows
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 -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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. -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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. -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FGbuild for MS Windows
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 -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Double Input Resolution?
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 -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Build Process?
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 -- --- Anders Gidenstam WWW: http://gitorious.org/anders-hangar http://www.gidenstam.org/FlightGear/ -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] New Build Process?
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 -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Build Process?
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Build Process?
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel