[Flightgear-devel] When can we have roads like this

2004-11-14 Thread Ampere K. Hardraade
http://forums.avsim.net/dcboard.php?az=show_topic&forum=147&topic_id=172700&mode=full

Ampere

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[Flightgear-devel] Re: [Flightgear-users] OT: Another FGFS PPL :-D

2004-11-14 Thread David Megginson
On Sat, 13 Nov 2004 22:36:15 +, Matthew Law
<[EMAIL PROTECTED]> wrote:

> After 18 months and 49 hours flying I finally passed my PPL skills test
> today.

Wow -- congrats!  Have you decided on your first post-PPL
cross-country yet?  Let us know in advance, and perhaps some of us
will try it in FlightGear as well.


All the best,


David

-- 
http://www.megginson.com/

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RE: [Flightgear-devel] Re: Cloud Rendering

2004-11-14 Thread Norman Vine
Curtis L. Olson writes:
> 
> Paul Kahler wrote:
> 
> > Melchior FRANZ wrote:
> >
> >> * Paul Kahler -- Sunday 14 November 2004 15:57:
> >>
> >>> It's just an integration problem right? ;-)
> >>
> >>
> >> No. A problem of fixing his code that is in SimGear already. Your are
> >> hereby invited to submit patches.  :-}
> >
> >
> > I just knew my message would result in my nomination to do the job :-) 
> > I suggested it to the list because I don't have time for such a big 
> > job. I might have time to make improvements though if it's already 
> > working to some extent. After I get my new PC (before year end) I may 
> > just start poking around in the code. Don't hold your breath though, 
> > if someone else wants to look at it, don't wait for me.
>  
> The current state of things is a lot of bandaids, bubble gum, duct tape, 
> and wishful thinking to try to get them to sort of work together ... or 
> at least try to keep the 3d cloud code from stepping on the FlightGear 
> rendering code too hard.

It really isn't all that bad, after all the code is all isolated in one place 
and 
therefore the *expensive* state switching code is only done once per frame.

IMO The biggest problem is that none of us have takem the time to really
understand Mark's scenegraph and since there is no pbuffer support in
PLIB it is rather difficult to translate into a native FGFS style.

Cheers

Norman



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Re: [Flightgear-devel] Re: Cloud Rendering

2004-11-14 Thread Curtis L. Olson
Paul Kahler wrote:
Melchior FRANZ wrote:
* Paul Kahler -- Sunday 14 November 2004 15:57:
It's just an integration problem right? ;-)

No. A problem of fixing his code that is in SimGear already. Your are
hereby invited to submit patches.  :-}

I just knew my message would result in my nomination to do the job :-) 
I suggested it to the list because I don't have time for such a big 
job. I might have time to make improvements though if it's already 
working to some extent. After I get my new PC (before year end) I may 
just start poking around in the code. Don't hold your breath though, 
if someone else wants to look at it, don't wait for me.

The 3d cloud code really needs to be rewritten entirely to work properly 
with FlightGear.  Mark's original clouds were implimented in his own 
custom scene graph library which does not play nice with FG's scene 
graph library.  Generally, no two scene graph libraries will ever play 
nice together because of something called lazy state evaluation.  
Changing state in opengl (i.e. switching textures, changing render 
parameters, etc.) can be expensive for a variety of reasons, also 
querying the opengl card for the current state of things to check if 
something is set or not can also be expensive ... so scene graph 
libraries like to keep track of all the opengl state themselves, and 
only send changes to the card when something actually needs to get 
changed.  This is usually great for efficiency, but if you have two 
independent systems trying to track and make changes concurrently, you 
end up with a big mess ... kind of like two people trying to drive the 
same car at the same time to completely different destinations ... you 
end up with a big mess, if not an all out fist fight ... at best, you 
don't end up anywhere near you wanted to go.

The current state of things is a lot of bandaids, bubble gum, duct tape, 
and wishful thinking to try to get them to sort of work together ... or 
at least try to keep the 3d cloud code from stepping on the FlightGear 
rendering code too hard.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] OT: Another FGFS PPL :-D

2004-11-14 Thread Dale E. Edmons
Matthew Law wrote:
After 18 months and 49 hours flying I finally passed my PPL skills test 
today.

I can quite confidently say that I would never have tried flying at all 
if it wasn't for the adventures of David M and a few other people on 
these lists.

I'd also like to say a big thank you to everyone who has contributed to 
FGFS.  It has without a doubt saved me lots of lessons and allowed me to 
run through some things I found difficult until I nailed them.  IMHO 
FGFS is the best 'fly it like it is' simulator around.

All the best,
Matthew.
 

I thought 18mo.49h would be enough for a commercial ticket!  Oh!  I 
see.  49h flight time took you 18mo.  :)
Congratulations & fly safe!

Dale
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[Flightgear-devel] Re: Cloud Rendering

2004-11-14 Thread Melchior FRANZ
* Paul Kahler -- Sunday 14 November 2004 16:58:
> I just knew my message would result in my nomination to do the job :-) 

Hehe ...



> I suggested it to the list because I don't have time for such a big job. 
> I might have time to make improvements though if it's already working to 
> some extent.

Same here. I would certainly try to fix problems as I run into them, but
there are some bigger "issues" to solve first, starting with xml-ifying
the ugly binary cloud resource files, or the plib integration that John
& Erik mentioned. Well, and the 2d clouds aren't bad either.  :-)

m. 

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Re: [Flightgear-devel] Re: Cloud Rendering

2004-11-14 Thread Paul Kahler
Melchior FRANZ wrote:
* Paul Kahler -- Sunday 14 November 2004 15:57:
It's just an integration problem right? ;-)
No. A problem of fixing his code that is in SimGear already. Your are
hereby invited to submit patches.  :-}
I just knew my message would result in my nomination to do the job :-) 
I suggested it to the list because I don't have time for such a big job. 
I might have time to make improvements though if it's already working to 
some extent. After I get my new PC (before year end) I may just start 
poking around in the code. Don't hold your breath though, if someone 
else wants to look at it, don't wait for me.

Thanks,
Paul

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Re: [Flightgear-devel] Cloud Rendering

2004-11-14 Thread John Wojnaroski

Paul Kahler wrote:
Has anyone looked into better cloud rendering in FGFS?
There was some great work done by Mark Harris for his
Ph.D. over at:  http://www.markmark.net/  I couldn't
remember his name, so I googled for 'cloud rendering'
and his site was at the top of the list. It looks
really impressive, and similar to something I saw in
a Game Developer article by a MSFS guy.
Mark provides source code under a "free license". If
that's not GPL compatible enough, perhaps someone
could work out something with him for FGFS?
It's just an integration problem right? ;-)
Sort of...
I cobbled a version for FG (with the help of Mark and Curtis) as a 
demo. It needs a bit of work ..  ;-)  See the clouds3d directory in SimGear.

Mark's thesis and approach needs to be extracted and rebuilt into the FG 
scene graph structure. Rather than trying to patch what is there, it 
might be more appropriate to rework the entire cloud subsystem using 
Mark's algorithms.

You can view the clouds by compiling in the FG code ( FG_USING_CLOUDS_3D 
) and then --enable-clouds3d as an fgfs option

Regards
John W.





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[Flightgear-devel] Re: Cloud Rendering

2004-11-14 Thread Melchior FRANZ
* Paul Kahler -- Sunday 14 November 2004 15:57:
> Has anyone looked into better cloud rendering in FGFS?
> There was some great work done by Mark Harris for his
> Ph.D. over at:  http://www.markmark.net/  I couldn't
> remember his name, so I googled for 'cloud rendering'
> and his site was at the top of the list. It looks
> really impressive, and similar to something I saw in
> a Game Developer article by a MSFS guy.

OK, let's see ...

  $ grep -E "Mark.*Harris" SimGear/simgear/scene/sky/clouds3d/*|wc -l
  38

Hint:  $ fgfs --enable-clouds3d


> It's just an integration problem right? ;-)

No. A problem of fixing his code that is in SimGear already. Your are
hereby invited to submit patches.  :-}

m.

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Re: [Flightgear-devel] Cloud Rendering

2004-11-14 Thread Erik Hofman
Paul Kahler wrote:
Has anyone looked into better cloud rendering in FGFS?
There was some great work done by Mark Harris for his
Ph.D. over at:  http://www.markmark.net/  I couldn't
remember his name, so I googled for 'cloud rendering'
and his site was at the top of the list. It looks
really impressive, and similar to something I saw in
a Game Developer article by a MSFS guy.
Mark provides source code under a "free license". If
that's not GPL compatible enough, perhaps someone
could work out something with him for FGFS?
In fact his code is already available under 
SimGear/simgear/scene/sky/clouds3d

But his code is far from cross-platform (especially big=-endian systems 
face problems) and it needs better integration with the scene graph 
library (currently plib)

You could try the code by running 'fgfs --enable-clouds3d'
Erik
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[Flightgear-devel] Cloud Rendering

2004-11-14 Thread Paul Kahler
Has anyone looked into better cloud rendering in FGFS?
There was some great work done by Mark Harris for his
Ph.D. over at:  http://www.markmark.net/  I couldn't
remember his name, so I googled for 'cloud rendering'
and his site was at the top of the list. It looks
really impressive, and similar to something I saw in
a Game Developer article by a MSFS guy.
Mark provides source code under a "free license". If
that's not GPL compatible enough, perhaps someone
could work out something with him for FGFS?
It's just an integration problem right? ;-)
Paul
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Re: [Flightgear-devel] Re: FlightGear on Mac OS X

2004-11-14 Thread Arthur Wiebe
Patches for FlightGear and SImgear (CVS) available
http://awiebe.blogdns.net/download/patches/flightgear.patch
http://awiebe.blogdns.net/download/patches/simgear.patch

These patches were created using "cvs diff -u"
The patches should be applied before you build and will only work on
Mac OS X because if you apply this patch on Linux or Windows it won't
be able to find the headers again :)

What needs to be done is something like this
if (defined("macintosh") {
  #include 
}
else {
  #include 
}

Can you tell that I don't program in C? :)


On Sun, 14 Nov 2004 04:01:56 -0500, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> >
> Arthur,
> 
> > I have built FlightGear on Mac OS X. After a LOT of trial and error
> > building SimGear and FlightGear without the X11 SDK.
> >
> 
> Great!
> 
> > It seems all that needed to be done was change GL/gl.h and GL/glu.h in
> > all the source files which contained those includes to OpenGL/*.
> >
> 
> I was really concerned why I could build without these Gl errors and
> you couldn't on mac os x so I did some research
> 
> I have open GL headers in
> 
> /System/Library/Frameworks/OpenGL.framework/Versions/A/Headers
> 
> and
> 
> /System/Library/Frameworks/AGL.framework/Versions/A/Headers
> 
> If I do a 'grep -r "GL" * from ./src/flightgear/src, I get (among other
> things)
> 
> FDM/.deps/MagicCarpet.Po:  /FlightGear/fgdev9.6/include/GL/gl.h \
> FDM/.deps/MagicCarpet.Po:
> /System/Library/Frameworks/OpenGL.framework/Headers/gl.h \
> FDM/.deps/MagicCarpet.Po:/FlightGear/fgdev9.6/include/GL/gl.h:
> FDM/.deps/MagicCarpet.Po:/System/Library/Frameworks/OpenGL.framework/
> Headers/gl.h:
> FDM/.deps/UFO.Po:  /FlightGear/fgdev9.6/include/GL/gl.h \
> FDM/.deps/UFO.Po:
> /System/Library/Frameworks/OpenGL.framework/Headers/gl.h \
> FDM/.deps/UFO.Po:/FlightGear/fgdev9.6/include/GL/gl.h:
> FDM/.deps/UFO.Po:/System/Library/Frameworks/OpenGL.framework/Headers/
> gl.h:
> FDM/Balloon/.deps/BalloonSim.Po:  /FlightGear/fgdev9.6/include/GL/gl.h \
> FDM/Balloon/.deps/BalloonSim.Po:
> /System/Library/Frameworks/OpenGL.framework/Headers/gl.h \
> FDM/Balloon/.deps/BalloonSim.Po:/FlightGear/fgdev9.6/include/GL/gl.h:
> FDM/Balloon/.deps/BalloonSim.Po:/System/Library/Frameworks/
> OpenGL.framework/Headers/gl.h:
> 
> Ouch! It turns out I have a GL directory in fgdev9.6/include that
> contains:
> 
> /FlightGear/fgdev9.6/include] ima% ls -l Gl
> total 32
> -rwxrwxr-x  1 ima  staff  232 14 Dec  2002 gl.h
> -rwxrwxr-x  1 ima  staff   26 14 Dec  2002 glext.h
> -rwxrwxr-x  1 ima  staff   24 14 Dec  2002 glu.h
> -rwxrwxr-x  1 ima  staff   23 14 Dec  2002 glut.h
> 
> Yes, they're nearly two years old!  Maybe that's why I could build and
> you couldn't? 8-(
> 
> The real headers are:
> 
> [Four-Computer:frameworks/opengl.framework/headers] ima% ls -l gl*
> -rw-r--r--  1 root  wheel  124202 12 Sep  2003 gl.h
> -rw-r--r--  1 root  wheel  200923 12 Sep  2003 glext.h
> -rw-r--r--  1 root  wheel 294 12 Sep  2003 gliContext.h
> -rw-r--r--  1 root  wheel   47720 12 Sep  2003 gliDispatch.h
> -rw-r--r--  1 root  wheel   16259 12 Sep  2003 glu.h
> -rw-r--r--  1 root  wheel2597 12 Sep  2003 gluContext.h
> -rw-r--r--  1 root  wheel2242 12 Sep  2003 gluMacro.h
> 
> The AGL headers are:
> 
> ls -l /System/Library/Frameworks/AGL.framework/Versions/A/Headers
> total 248
> -rw-r--r--  1 root  wheel  16716 13 Sep  2003 agl.h
> -rw-r--r--  1 root  wheel889 13 Sep  2003 aglContext.h
> -rw-r--r--  1 root  wheel  71046 13 Sep  2003 aglMacro.h
> -rw-r--r--  1 root  wheel   1244 13 Sep  2003 aglRenderers.h
> lrwxr-xr-x  1 root  wheel 56 25 Jan  2004 gl.h ->
> /System/Library/Frameworks/OpenGL.framework/Headers/gl.h
> lrwxr-xr-x  1 root  wheel 64 25 Jan  2004 gliContext.h ->
> /System/Library/Frameworks/OpenGL.framework/Headers/gliContext.h
> lrwxr-xr-x  1 root  wheel 65 25 Jan  2004 gliDispatch.h ->
> /System/Library/Frameworks/OpenGL.framework/Headers/gliDispatch.h
> -rw-r--r--  1 root  wheel   4327 13 Sep  2003 glm.h
> lrwxr-xr-x  1 root  wheel 57 25 Jan  2004 glu.h ->
> /System/Library/Frameworks/OpenGL.framework/Headers/glu.h
> 
> When I remove this GL directory in fgdev9.6/include and rebuild, I get:
> 
> Making all in tests
> source='est-epsilon.c' object='est-epsilon.o' libtool=no \
> depfile='.deps/est-epsilon.Po' tmpdepfile='.deps/est-epsilon.TPo' \
> depmode=gcc3 /bin/sh ../depcomp \
> gcc -DHAVE_CONFIG_H -I. -I. -I../src/Include
> -I/Users/ima/Desktop/FlightGear/fgdev9.6/include  -g -O2 -D_REENTRANT
> -c `test -f 'est-epsilon.c' || echo './'`est-epsilon.c
> est-epsilon.c:11:19: GL/glut.h: No such file or directory
> est-epsilon.c: In function `main':
> est-epsilon.c:15: error: `GLfloat' undeclared (first use in this
> function)
> est-epsilon.c:15: error: (Each undeclared identifier is reported only
> once
> est-epsilon.c:15: error: for each function it appears in.)
> est-epsilon.c:15: error: parse error before "a"
> est-epsilon.c:17: error: `a' undeclared (first use in this function)
> est-e

Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux

2004-11-14 Thread Martin Spott
"Ampere K. Hardraade" wrote:
> On November 13, 2004 01:40 pm, Martin Spott wrote:
> > Do you find something similar to this in your /var/log/messages ?
> >
> > Nov 13 19:28:04 quickstep kernel: [drm:radeon_unlock] *ERROR* Process 1000
> > using kernel context 0

> Yes.  I keep getting that among other errors when I was trying to get fglrx 
> working, but I don't think that line is much of an issue.

Well, at least it's an indicator that your DRI driver and the kernel
DRM don't match - which is the reason why you don't get OpenGL hardware
acceleration.
Could you please post a sample of corrensponding logs from your setup ?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Re: FlightGear on Mac OS X

2004-11-14 Thread ima . sudonim

Arthur,
I have built FlightGear on Mac OS X. After a LOT of trial and error
building SimGear and FlightGear without the X11 SDK.
Great!
It seems all that needed to be done was change GL/gl.h and GL/glu.h in
all the source files which contained those includes to OpenGL/*.
I was really concerned why I could build without these Gl errors and  
you couldn't on mac os x so I did some research

I have open GL headers in
/System/Library/Frameworks/OpenGL.framework/Versions/A/Headers
and
/System/Library/Frameworks/AGL.framework/Versions/A/Headers
If I do a 'grep -r "GL" * from ./src/flightgear/src, I get (among other  
things)

FDM/.deps/MagicCarpet.Po:  /FlightGear/fgdev9.6/include/GL/gl.h \
FDM/.deps/MagicCarpet.Po:   
/System/Library/Frameworks/OpenGL.framework/Headers/gl.h \
FDM/.deps/MagicCarpet.Po:/FlightGear/fgdev9.6/include/GL/gl.h:
FDM/.deps/MagicCarpet.Po:/System/Library/Frameworks/OpenGL.framework/ 
Headers/gl.h:
FDM/.deps/UFO.Po:  /FlightGear/fgdev9.6/include/GL/gl.h \
FDM/.deps/UFO.Po:   
/System/Library/Frameworks/OpenGL.framework/Headers/gl.h \
FDM/.deps/UFO.Po:/FlightGear/fgdev9.6/include/GL/gl.h:
FDM/.deps/UFO.Po:/System/Library/Frameworks/OpenGL.framework/Headers/ 
gl.h:
FDM/Balloon/.deps/BalloonSim.Po:  /FlightGear/fgdev9.6/include/GL/gl.h \
FDM/Balloon/.deps/BalloonSim.Po:   
/System/Library/Frameworks/OpenGL.framework/Headers/gl.h \
FDM/Balloon/.deps/BalloonSim.Po:/FlightGear/fgdev9.6/include/GL/gl.h:
FDM/Balloon/.deps/BalloonSim.Po:/System/Library/Frameworks/ 
OpenGL.framework/Headers/gl.h:

Ouch! It turns out I have a GL directory in fgdev9.6/include that  
contains:

/FlightGear/fgdev9.6/include] ima% ls -l Gl
total 32
-rwxrwxr-x  1 ima  staff  232 14 Dec  2002 gl.h
-rwxrwxr-x  1 ima  staff   26 14 Dec  2002 glext.h
-rwxrwxr-x  1 ima  staff   24 14 Dec  2002 glu.h
-rwxrwxr-x  1 ima  staff   23 14 Dec  2002 glut.h
Yes, they're nearly two years old!  Maybe that's why I could build and  
you couldn't? 8-(

The real headers are:
[Four-Computer:frameworks/opengl.framework/headers] ima% ls -l gl*
-rw-r--r--  1 root  wheel  124202 12 Sep  2003 gl.h
-rw-r--r--  1 root  wheel  200923 12 Sep  2003 glext.h
-rw-r--r--  1 root  wheel 294 12 Sep  2003 gliContext.h
-rw-r--r--  1 root  wheel   47720 12 Sep  2003 gliDispatch.h
-rw-r--r--  1 root  wheel   16259 12 Sep  2003 glu.h
-rw-r--r--  1 root  wheel2597 12 Sep  2003 gluContext.h
-rw-r--r--  1 root  wheel2242 12 Sep  2003 gluMacro.h
The AGL headers are:
ls -l /System/Library/Frameworks/AGL.framework/Versions/A/Headers
total 248
-rw-r--r--  1 root  wheel  16716 13 Sep  2003 agl.h
-rw-r--r--  1 root  wheel889 13 Sep  2003 aglContext.h
-rw-r--r--  1 root  wheel  71046 13 Sep  2003 aglMacro.h
-rw-r--r--  1 root  wheel   1244 13 Sep  2003 aglRenderers.h
lrwxr-xr-x  1 root  wheel 56 25 Jan  2004 gl.h ->  
/System/Library/Frameworks/OpenGL.framework/Headers/gl.h
lrwxr-xr-x  1 root  wheel 64 25 Jan  2004 gliContext.h ->  
/System/Library/Frameworks/OpenGL.framework/Headers/gliContext.h
lrwxr-xr-x  1 root  wheel 65 25 Jan  2004 gliDispatch.h ->  
/System/Library/Frameworks/OpenGL.framework/Headers/gliDispatch.h
-rw-r--r--  1 root  wheel   4327 13 Sep  2003 glm.h
lrwxr-xr-x  1 root  wheel 57 25 Jan  2004 glu.h ->  
/System/Library/Frameworks/OpenGL.framework/Headers/glu.h

When I remove this GL directory in fgdev9.6/include and rebuild, I get:
Making all in tests
source='est-epsilon.c' object='est-epsilon.o' libtool=no \
depfile='.deps/est-epsilon.Po' tmpdepfile='.deps/est-epsilon.TPo' \
depmode=gcc3 /bin/sh ../depcomp \
gcc -DHAVE_CONFIG_H -I. -I. -I../src/Include
-I/Users/ima/Desktop/FlightGear/fgdev9.6/include  -g -O2 -D_REENTRANT  
-c `test -f 'est-epsilon.c' || echo './'`est-epsilon.c
est-epsilon.c:11:19: GL/glut.h: No such file or directory
est-epsilon.c: In function `main':
est-epsilon.c:15: error: `GLfloat' undeclared (first use in this  
function)
est-epsilon.c:15: error: (Each undeclared identifier is reported only  
once
est-epsilon.c:15: error: for each function it appears in.)
est-epsilon.c:15: error: parse error before "a"
est-epsilon.c:17: error: `a' undeclared (first use in this function)
est-epsilon.c:22: error: `t' undeclared (first use in this function)
make[1]: *** [est-epsilon.o] Error 1
make: *** [all-recursive] Error 1

Sound familiar?
So yes, it sounds like your patch is something needed for mac os x,  
either that or symlinks in ./include/GL to point to the real headers  
8-) Just kidding, the patch is a MUCH better idea. Chalk it up to apple  
having non-standard locations for the opengl header files.

I don't know where I came up with the idea of creating a GL directory,  
but there you go, it's there so go figure...  I guess I 'll be getting  
rid of it as soon as your patch is ready.

What needs to be done is to make a patch that include GL/* on other
systems but OpenGL/* on Mac OS X. I believe this would make compiling
SimGear and FlightGear on Mac OS X pain less.
I had to make, make clean, make a