[Flightgear-devel] Illumination bug ?

2003-12-04 Thread Frederic Bouvier
Hi,

it seems that there is a problem with illumination and 
I wonder if it is an OpenGL limitation or a flaw in our
way to use it. Look at those screenshots :

http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-screen-001.jpg
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-screen-002.jpg

They are both taken from the same location at the same time
( FG was paused ). The difference is the view direction.
You can see that the buildings, especially the Bank of 
America, are lit differently, with more specular on the second.
They should appear with the same illumination and the 
light calculation should only take into account the position
of the viewer, not where he is looking at.

I recently read this :
http://www.sjbaker.org/steve/omniv/projection_abuse.html
and I wonder if it could be related to the problem.

Cheers,
-Fred



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Martin Spott
Erik Hofman [EMAIL PROTECTED] wrote:

 If you got the latest CVS code it shoudl just work.

Got it - I took the YF-23 for a reconnaissance flight 
What will the sailboat do if it reaches the shoreline ? Will it turn
around ?

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

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Erik Hofman
Martin Spott wrote:
Erik Hofman [EMAIL PROTECTED] wrote:


If you got the latest CVS code it shoudl just work.


Got it - I took the YF-23 for a reconnaissance flight 
What will the sailboat do if it reaches the shoreline ? Will it turn
around ?
Not at this moment, no.
That would require intervention from a Nasal script (which isn't 
implemented yet).
Erik

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Andy Ross
Erik Hofman wrote:
 Not at this moment, no.  That would require intervention from a
 Nasal script (which isn't implemented yet).

Actually, if you guys used property ties to wrap your internal
variables, you could drive it with Nasal right now.  You can either
tie a pointer to the actual data, or hook callbacks to the get/set()
methods.  The stuff in JSBSim/FGPropertyManager does very similar
things; you can look there for examples.

Writing a full-on set of Nasal extension functions is pretty involved.
See the props.Node implementation.  For really fancy stuff or core
classes where you can't avoid the complexity, it's acceptable.  For
something like this, I think the property system is the appropriate
glue.

Andy



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Re: [Flightgear-devel] F-16 cockpit

2003-12-04 Thread Gene Buckle
Al, go take a peek at www.simpits.org

g.


On Thu, 4 Dec 2003 [EMAIL PROTECTED] wrote:

 Hi,
 Very nice piece of kit - but a little costly.  I've been toying with the idea
 of building my own generic single seat cockpit unit.  I do MIDI, LCD, Serial
 and Keyboard interface controllers.  Recently I've got hold of some USB chips
 and have been planning to make some control panels for FlightGear.  I'm
 wondering how many people would be interested in developing some 'open-source'
 hardware for FlightGear?  We have facilities here including precision CNC
 milling and drilling, circuit board fabrication and welding.  I'd be quite
 happy to do general control panels at a price little over cost or provide the
 circuit board and chips.

 I'm not too familar on how FlightGear handles inputs and frankly I don't want
 to start getting involved in developing software on the 'other' side on the
 control panel.  I think USB would be a good choice of interface as it would
 allow for flexible configuration over time.

 My rough ideas for a generic cockpit would be based on a tubular aliminium
 frame and supporting structure for displays, PC and controls, with optional
 plywood cladding for the outside.  Internally panels would be held with a steel
 frame supporting structure.  My aims are to make the cockpit as simple to build
 as possible.  This should be easier to achieve if taking a generic approach
 rather than trying to model the cockpit on a actual aircraft.

 I don't know if this is the right place to be discussing this (is the devel
 mail-list intended for software development? If so could a hardware development
 mail-list be set up?).

 I'd be happy to hear from anyone interested, even if it's only ideas at this
 point in time.

 All the best,
 Al

 Quoting Jon Berndt [EMAIL PROTECTED]:

  F-16 cockpit:
 
  http://www.aimsworth.com/
 
  Jon
 
  --
 
  Project Coordinator
  JSBSim Flight Dynamics Model
  http://www.jsbsim.org
 
 
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[Flightgear-devel] Problems compiling SimGear under MS Visual C++ 7

2003-12-04 Thread Marco Gugel
When I build SimGear I have some problems like those..

d:\Flightgear\SimGear-0.3.4\simgear\screen\jpgfactory.hxx(30) : fatal error
C1083: Cannot open include file: 'jpeglib.h': No such file or directory

Where I Can find this file? It isn't in plib, glut, simgear, flightgear!!

Moreover..


d:\Flightgear\SimGear-0.3.4\compiler.h(245) : fatal error C1189: #error :
What version of MSVC++ is this?

The file compiler.h is not suitable for MS visual C++ 7, it is setted for
VC++ 5. 

What can I do?

Marco

-Messaggio originale-
Da: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Per conto di Erik Hofman
Inviato: mercoledì 3 dicembre 2003 10.15
A: FlightGear developers discussions
Oggetto: Re: [Flightgear-devel] Compiling FlightGear 0.9.3 under MS
VisualC++ 7 (.NET)?

[EMAIL PROTECTED] wrote:
 Is there someone who can tell me how to compile FlightGear 0.9.3 and the
 other libraries (plib, simgear..) under MS Visual C++ 7?

Thas was posted a while ago:

 Hi,
 
 I am receiving an increasing number of request for working 
 project files for MSVC. While I can't reply specifically 
 to everybody, I packed my current, unedited, project files
 here :
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/
 
 They are for MSVC 7. I am not trying to compile with MSVC 6
 anymore because it is an old compiler ( released 5 years ago )
 that has serious bugs and limitations that would make the 
 source ugly. For those that want to try, there are already 
 .dsp files in plib, SimGear and FlightGear source trees.
 
 Support request must be directed to the mailing list.
 
 -Fred

Erik


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

Not at this moment, no.  That would require intervention from a
Nasal script (which isn't implemented yet).


Actually, if you guys used property ties to wrap your internal
variables, you could drive it with Nasal right now.  You can either
tie a pointer to the actual data, or hook callbacks to the get/set()
methods.  The stuff in JSBSim/FGPropertyManager does very similar
things; you can look there for examples.
Writing a full-on set of Nasal extension functions is pretty involved.
See the props.Node implementation.  For really fancy stuff or core
classes where you can't avoid the complexity, it's acceptable.  For
something like this, I think the property system is the appropriate
glue.
Even for (say) a dozen of simultaneously active dynamic models?
I'm not sure, but it would be a good thing to look into.
Erik

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Re: [Flightgear-devel] Problems compiling SimGear under MS Visual C++ 7

2003-12-04 Thread Andy Ross
Marco Gugel wrote:
 d:\Flightgear\SimGear-0.3.4\simgear\screen\jpgfactory.hxx(30) : fatal
error
 C1083: Cannot open include file: 'jpeglib.h': No such file or directory

 Where I Can find this file? It isn't in plib, glut, simgear, flightgear!!

The simple answer is: It's in libjpeg.  http://www.ijg.org

The more complicated answer: It doesn't matter.  The jpgfactory files
are optional; you can see in the Makefile.am that they are included
only when ENABLE_JPEG_SERVER is defined.  You can leave these files
out of your build; the other files in the project won't use them by
default.

 d:\Flightgear\SimGear-0.3.4\compiler.h(245) : fatal error C1189:
  #error : What version of MSVC++ is this?

 What can I do?

Ideally, you could write support for your version of MSVC. :)

FlightGear gets only occasional contributions for MSVC support.  The
native platform is a Unix-like environment that supports the GNU
automake/autoconf build tools.  On windows, you can use the Cygwin
tools (http://www.cygwin.com) to get this.  FlightGear builds just
fine* on Cygwin.

If you want to use other tools, you are probably going to have to do
some of the porting work yourself, or else settle for an older version
that has already been ported.

Andy

* Or as fine as a automake build system ever gets. :)



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[Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Paul Surgeon
The throttle and axis bindings need to be swapped in  
sidewinder-force-feed-pro.xml
The description at the top is correct but the bindings don't match.

This is an ongoing problem - I remember having the same problem over a year 
ago.

I've never made patch files before but here is my attempt :
==

--- sidewinder-force-feed-pro.xml2003-11-03 12:23:47.0 +0200
+++ sidewinder-force-feed-pro.xml  2003-12-04 21:45:27.0 +0200
@@ -46,7 +46,7 @@
   /binding
  /axis

- axis n=3
+ axis n=2
   descRudder/desc
   binding
commandproperty-scale/command
@@ -55,7 +55,7 @@
   /binding
  /axis

- axis n=2
+ axis n=3
   descThrottle/desc
   binding
commandproperty-scale/command

==

Regards
Paul


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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Andy Ross
Erik Hofman wrote:
 Even for (say) a dozen of simultaneously active dynamic models?  I'm
 not sure, but it would be a good thing to look into.

Even for hundreds.  The overhead for a property tie is pretty close to
zero.  You pay the cost only when the property is accessed -- to your
internal C++ code, it's still just a variable.  The only way to get
into performance difficulties is if you are setting the values
repeatedly (every frame, for instance) from a script.  Nasal isn't
terribly slow, but spinning in an interpreter like that is just a bad
idea. :)

There's a similar issue with the current bo105.nas script -- it hooks
a timer at 20Hz to do a rear door animation.  For just one of these,
it's obviously not a problem.  For dozens or hundreds of animated
objects, this is likely to be suboptimal.

For situations like this, I'm working on (actually almost done -- just
need to find time to test) a SGInterpolator subsystem which can be
used from either Nasal or C++.  The idea is that you pass it a
property node, and a list of target value/delta time pairs.  It
then smoothly interpolates the property value each frame, with no
input needed from user code.

This is basically as efficient (one 10-line function call per frame
per interpolant) as you can get without ditching the property system
entirely.  And it enables a lot of stuff that used to be difficult: I
know Lee has hooked the YASim gear up/down property to drive
animations, but this is limited.  Having an interpolator that you can
drive from a script means that you can do stuff like variable-speed
gear retraction (one wheel first, etc...), light pulsing (off for a
long time, interpolate to bright over .25sec, then off again...),
etc...  All of it with no dependency on frame rate. :)

Andy



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Re: [Flightgear-devel] Problems compiling SimGear under MS Visual C++ 7

2003-12-04 Thread Frederic Bouvier
Marco Gugel wrote:
...
 d:\Flightgear\SimGear-0.3.4\compiler.h(245) : fatal error C1189: #error :
 What version of MSVC++ is this?

 The file compiler.h is not suitable for MS visual C++ 7, it is setted for
 VC++ 5.

 What can I do?

Get Simgear CVS (and FlightGear CVS too),
or in compiler.h, change
#  if _MSC_VER == 1200  // msvc++ 6.0

into

#  if _MSC_VER = 1200  // msvc++ 6.0 or greater

-Fred



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[Flightgear-devel] Re: Latest stupid helicopter trick

2003-12-04 Thread Melchior FRANZ
* Andy Ross -- Thursday 04 December 2003 21:17:
 There's a similar issue with the current bo105.nas script -- it hooks
 a timer at 20Hz to do a rear door animation.

But only if the animation was triggered and as long as the movement
lasts, which is a time where the operator watches the animation,
anyway, and couldn't care less about a few extra cycles. Apart from
that there should be zero overhead. Have I misunderstood the 
settimer command?

m.

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Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Frederic Bouvier
Paul Surgeon wrote:
 The throttle and axis bindings need to be swapped in
 sidewinder-force-feed-pro.xml
 The description at the top is correct but the bindings don't match.

 This is an ongoing problem - I remember having the same problem over a
year
 ago.

 I've never made patch files before but here is my attempt :

...

I just want to point out here that axis are not the same for Linux and
Windows : axis 2  3 are inverted, and the hat axis are not the same
( 45 for Linux, 67 for Windows ). From the header of your message,
I presume you are running Linux, so if your patch is commited, the guy
that submit the previous one because his Windows setup didn't work
will resubmit another to correct the behaviour broken for him.
There is a risk of an endless loop here as you already detected it is
an ongoing problem.

For other joysticks, the description name differs but it seems that
this one share the same name on both systems.
So a correct, definitive, patch would be to discriminate bindings and
only load those for the system where FG runs.

-Fred



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Re: [Flightgear-devel] Re: Latest stupid helicopter trick

2003-12-04 Thread Andy Ross
Melchior FRANZ wrote:
 But only if the animation was triggered and as long as the movement
 lasts, which is a time where the operator watches the animation,
 anyway, and couldn't care less about a few extra cycles. Apart from
 that there should be zero overhead. Have I misunderstood the
 settimer command?

Your code works just fine.  But if settimer() was the *only* method
for doing animations via scripts, then *every* animation would be done
with a timer handler and we'd potentially have many timers going off
every frame.  It's easy to see every model (maybe a few dozen around a
busy aircraft) having many timers (blinking lights, rotating beacons,
rolling wheels...).

That's slow.  For numeric work, Nasal is hundreds of times slower than
equivalent C code; for string handling, it's more like 5x, and for big
allocation/hashtable work like dictionary searching it's probably only
twice as slow.  But still, thrashing at a script 20 times a second is
going to be suboptimal. :)

And honestly I find the interpolate() interface to be simpler and
cleaner than timers; what's supposed to be happening is smooth change,
but a timer represents a discrete event.

This is the (untested) replacement code I wrote for bo105.nas as a
sample of the interpolator stuff.  It goes inline in the -set.xml
file, rather than living in its own file:

 input
  keyboard
   key n=67
nameC/name
descopen/close rear door/desc
binding n=0
 commandnasal/command
 scriptbo105.toggleDoor()/script
/binding
   /key
  /keyboard
 /input

 nasal
  bo105
   script[CDATA[
prop = /controls/rear/door;
swingTime = 2.5; # Time to swing from open to closed
target = 1;  # Start closed, so initial target is open

# Utility, put this in globals...
abs = func { if(arg[0]  0) { -arg[0] } else { arg[0] } }

toggleDoor = func {
val = getprop(prop);
time = abs(val - target) * swingTime;
interpolate(prop, target, time);
target = !target;
}
   ]]/script
  /bo105
 /nasal



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Re: [Flightgear-devel] Re: Latest stupid helicopter trick

2003-12-04 Thread Andy Ross
I wrote:
 It's easy to see every model (maybe a few dozen around a busy
 aircraft)
 ^
 port



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Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Paul Surgeon
On Thursday, 4 December 2003 22:35, Frederic Bouvier wrote:
 I just want to point out here that axis are not the same for Linux and
 Windows : axis 2  3 are inverted, and the hat axis are not the same
 ( 45 for Linux, 67 for Windows ).

Whoa ... that sounds nuts!
I've never heard of that before.

 From the header of your message,
 I presume you are running Linux, so if your patch is commited, the guy
 that submit the previous one because his Windows setup didn't work
 will resubmit another to correct the behaviour broken for him.
 There is a risk of an endless loop here as you already detected it is
 an ongoing problem.

Well the interesting thing is that the axis were also swapped on Windows.
Whether I run FG under Windows or Linux I always have to edit the bindings and 
swap those two axis.

Paul


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Re: [Flightgear-devel] Re: Latest stupid helicopter trick

2003-12-04 Thread Josh Babcock
Well, I can certainly see that aircraft's *pilot* being busy ...
Josh
Andy Ross wrote:

I wrote:
 

It's easy to see every model (maybe a few dozen around a busy
aircraft)
   

^
port


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[Flightgear-devel] Re: Latest stupid helicopter trick

2003-12-04 Thread Melchior FRANZ
* Andy Ross -- Thursday 04 December 2003 21:47:
 [...] if settimer() was the *only* method
 for doing animations via scripts, then *every* animation would be done
 with a timer handler and we'd potentially have many timers going off
 every frame. [...] That's slow.

OK, OK. Just wanted to note that the bo105 script isn't a horrible
cycle burner.  :-)  (BTW: the rear door in a bo105 can't be opened
automatically. There should be an animated copilot opening it ...)



 And honestly I find the interpolate() interface to be simpler and
 cleaner than timers; 

I will of course use it, once it's implemented. I'm just a Nasal
newbie -- you are the master.



 This is the (untested) replacement code I wrote for bo105.nas as a
 sample of the interpolator stuff.

How will this sample code react, if the door has already opened
half way and a second trigger happens? Will it stop immediately
(like the current code does) and start to close?

m.

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Re: [Flightgear-devel] Re: Latest stupid helicopter trick

2003-12-04 Thread Andy Ross
Melchior FRANZ wrote:
 How will this sample code react, if the door has already opened half
 way and a second trigger happens? Will it stop immediately (like the
 current code does) and start to close?

Yes.  I forgot to mention that feature of your original: it was very
slick.  If all you want to do is interpolate from the current value to
the desired value over N seconds, then it would be a one-liner.  I
have to calculate the delta time value based on the current property
value to make the swing rate constant, which is why the function isn't
completely trivial.

Here's another variant (XML snipped this time) that uses a Node object
to be just a little cleaner.  Note that the swingTime is modulated by
the amount of distance the property has to travel though to get to
its target.

  prop = props.globals.getNode(/controls/rear/door, 1);
  prop.setDoubleValue(0);
 
  swingTime = 2.5; # Time to swing from open to closed
  target = 1;  # Start closed, so initial target is open
 
  toggleDoor = func {
  val = prop.getValue();
  time = abs(val - target) * swingTime;
  interpolate(prop, target, time);
  target = !target;
  }



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Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Frederic Bouvier
Paul Surgeon wrote:
 Well the interesting thing is that the axis were also swapped on Windows.
 Whether I run FG under Windows or Linux I always have to edit the bindings
and
 swap those two axis.

Are you using the hat ? they are also swapped.

If you are using the same file, you are doing the endless loop yourself.
To be sure, can you post the exact reported name for your joystick on
both system ?

Thanks,
-Fred



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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-12-04 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

Even for (say) a dozen of simultaneously active dynamic models?  I'm
not sure, but it would be a good thing to look into.


Even for hundreds.  The overhead for a property tie is pretty close to
zero.  You pay the cost only when the property is accessed -- to your
internal C++ code, it's still just a variable.  The only way to get
into performance difficulties is if you are setting the values
repeatedly (every frame, for instance) from a script.  Nasal isn't
terribly slow, but spinning in an interpreter like that is just a bad
idea. :)
Thinking about it a bit further. When populating the world with hundreds 
or thousands of scenery bound dynamic objects (just like it could be 
done with the static scenery at the moment) this doesn't sound like a 
good solution.

I think a Nasal object (like the properties bindings) would bet a better 
solution without overloading the property tree with too much information.

Erik

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Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Paul Surgeon
On Thursday, 4 December 2003 23:27, Frederic Bouvier wrote:
 If you are using the same file, you are doing the endless loop yourself.

On Windows I was using a precompiled binary distribution.
On LInux I'm using the CVS version.
They were on seperate hard disks.

 To be sure, can you post the exact reported name for your joystick on
 both system ?

How do I do that?

Paul


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Re: [Flightgear-devel] F-16 cockpit

2003-12-04 Thread Manuel Bessler
Hi Al,

On Thu, Dec 04, 2003 at 06:11:06AM +, [EMAIL PROTECTED] wrote:
 Hi,
 Very nice piece of kit - but a little costly.  I've been toying with the idea 
 of building my own generic single seat cockpit unit.  I do MIDI, LCD, Serial 
 and Keyboard interface controllers.  Recently I've got hold of some USB chips 
 and have been planning to make some control panels for FlightGear.  I'm 
 wondering how many people would be interested in developing some 'open-source' 
 hardware for FlightGear?  We have facilities here including precision CNC 

I'm currently working on my own hardware that I'm going to connect to
flightgear. It has a RS-232 serial port with USB option.
Currently I'm busy writing the firmware and host software. 
http://cockpit.varxec.de/electronics/PIC_homecockpit_control.html

 milling and drilling, circuit board fabrication and welding.  I'd be quite 
 happy to do general control panels at a price little over cost or provide the 
 circuit board and chips.

My prototype PCBs are home-made with the toner transfer method. (pics of
that process are also available at my site)

 I don't know if this is the right place to be discussing this (is the devel 
 mail-list intended for software development? If so could a hardware development 
 mail-list be set up?).

It would be interesting to have a place where the hardware people could
talk. I'm not sure whether there are many people involved in hardware
building around flightgear.

 I'd be happy to hear from anyone interested, even if it's only ideas at this 
 point in time.

Regards,
Manuel

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Re: [Flightgear-devel] Patch for sidewinder-force-feed-pro.xml

2003-12-04 Thread Frederic Bouvier
Paul Surgeon wrote:
 On Thursday, 4 December 2003 23:27, Frederic Bouvier wrote:
  If you are using the same file, you are doing the endless loop yourself.

 On Windows I was using a precompiled binary distribution.
 On LInux I'm using the CVS version.
 They were on seperate hard disks.

  To be sure, can you post the exact reported name for your joystick on
  both system ?

 How do I do that?

You can start js_demo ( a plib example ) included in the Windows
distribution and compiled with the plib examples on Linux.

Mine is :
I:\FlightGear\fgfs-0.9.3-win32\FlightGear\bin\win32js_demo
Joystick test program.
~~
Joystick 0 is Logitech WingMan Extreme Digital 3D (USB)
Joystick 1 not detected
+---JS.0-+---JS.1-+
| Btns Ax:0 Ax:1 Ax:2 Ax:3 Ax:4 Ax:5 Ax:6 Ax:7 |   ~~~ Not Detected ~~~
|
+++
|  -0.0 +0.0 +1.0 +0.1 -1.0 -1.0 +0.0 +0.0 |  .   .   .   .   .   .   .
.   . |


You can also set you logging level to info ( --log-level=info )
and look at the printing at the end of initialisation something like :

Looking for bindings for joystick Logitech WingMan Extreme Digital 3D
(USB)
  Trying Analog 4-axis 4-button joystick
  Trying CH PRODUCTS CH PRO PEDALS USB 
  Trying CH Products  CH Pro Pedals USB Rudder Pedals 
  Trying CH PRO PEDALS USB 
  Trying CH PRODUCTS CH FLIGHT SIM YOKE USB 
  Trying CH FLIGHT SIM YOKE USB 
  Trying Logitech Inc. WingMan Extreme Digital 3D
  Trying Logitech WingMan Extreme Digital 3D (USB)
  Found bindings

The name should appear the same in the xml binding files to detect the
joystick.

Cheers,
-Fred



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[Flightgear-devel] New stuff

2003-12-04 Thread Andy Ross
OK, time for more stuff, mostly Nasal or Nasal related.  Curt gave me
write access to the CVS repository so I've checked it in myself.
Shout if I broke something.
The FGNasalSys subsystem now has a parseScript() method that returns a
pointer to a FGNasalScript object.  You can use this to hold onto a
compiled script across multiple invocations and avoid the extra
parsing/code generation overhead.  Hopefully Curt will like this
one. :)
The SGInterpolator subsystem I mentioned earlier today, and a Nasal
interpolate() interface to it.
A rand() Nasal function that wraps the existing sg_random() C++
function.  Will no doubt be useful to someone.
Core Nasal setsize() and subvec() functions that you can use on
vectors to efficiently resize and slice them.  Writing loops to call
append() was a pain.
Melchior: I checked in the proposed changes to bo105-yasim-set.xml and
removed the bo105.nas script.  The new code uses the interpolate()
interface.  Let me know if you want things to be reverted to your
original code.
I also made a new 0.9 release of Nasal itself, synchronized to
SimGear's current version, and updated the
http://www.plausible.org/nasal site.  The FlightGear integration
document has moved there for now.  Some of the documentation is
actually useful now, I think.  And everything is *much* prettier; I
wasted some time playing around with CSS stylesheets this week.
Andy

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Re: [Flightgear-devel] New stuff

2003-12-04 Thread Curtis L. Olson
Andy Ross writes:
 I wrote:
   OK, time for more stuff, mostly Nasal or Nasal related.  Curt gave me
   write access to the CVS repository so I've checked it in myself.
   Shout if I broke something.
 
 I broke something! :)
 
 My commit died in the base package Nasal directory with the following
 error:
 
cvs [commit aborted]: could not open lock file
`/var/cvs/FlightGear-0.9/data/Nasal/,bo105.nas,': Permission denied
 
 The Aircraft/bo105 commit worked fine, however.  Looks like an admin
 issue, I guess.  Curt?

Andy,

Give the commit another try now ...

Curt.



 
 The new globals.nas file is attached; you will need the two new
 functions to run the bo105 code.
 
 Andy
 ##
 # Returns true if the first object is an instance of the second
 # (class) object.  Example: isa(someObject, props.Node)
 #
 isa = func {
 obj = arg[0]; class = arg[1];
 if(!contains(obj, parents)) { return 0; }
 foreach(c; obj.parents) {
 if(c == class) { return 1; }
 elsif(isa(obj, c)) { return 1; }
 }
 return 0;
 }
 
 ##
 # Invokes a FlightGear command specified by the first argument.  The
 # second argument specifies the property tree to be passed to the
 # command as its argument.  It may be either a props.Node object or a
 # string, in which case it specifies a path in the global property
 # tree.
 #
 fgcommand = func {
 if(isa(arg[1], props.Node)) { _fgcommand(arg[0], arg[1]._g) }
 _fgcommand(arg[0], propTree);
 }
 
 ##
 # Returns the SGPropertyNode argument to the currently executing
 # function. Wrapper for the internal _cmdarg function that retrieves
 # the ghost handlet to the argument and wraps it in a
 # props.Node object.
 #
 cmdarg = func { props.wrapNode(_cmdarg()) }
 
 ##
 # Utility.  Does what it you think it does.
 #
 abs = func { if(arg[0]  0) { -arg[0] } else { arg[0] } }
 
 ##
 # Convenience wrapper for the _interpolate function.  Takes a
 # single string or props.Node object in arg[0] indicating a target
 # property, and a variable-length list of time/value pairs.  Example:
 #
 #  interpolate(/animations/radar/angle,
 #  180, 1, 360, 1, 0, 0,
 #  180, 1, 360, 1, 0, 0,
 #  180, 1, 360, 1, 0, 0,
 #  180, 1, 360, 1, 0, 0,
 #  180, 1, 360, 1, 0, 0,
 #  180, 1, 360, 1, 0, 0,
 #  180, 1, 360, 1, 0, 0,
 #  180, 1, 360, 1, 0, 0);
 #
 # This will swing the radar dish smoothly through 8 revolutions over
 # 16 seconds.  Note the use of zero-time interpolation between 360 and
 # 0 to wrap the interpolated value properly.
 #
 interpolate = func {
 if(isa(arg[0], props.Node)) { arg[0] = arg[0]._g; }
 elsif(typeof(arg[0]) != scalar) { return; }
 _interpolate(arg[0], subvec(arg, 1));
 }
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Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] New stuff

2003-12-04 Thread Andy Ross
I wrote:
 OK, time for more stuff, mostly Nasal or Nasal related.  Curt gave me
 write access to the CVS repository so I've checked it in myself.
 Shout if I broke something.
I broke something! :)

My commit died in the base package Nasal directory with the following
error:
  cvs [commit aborted]: could not open lock file
  `/var/cvs/FlightGear-0.9/data/Nasal/,bo105.nas,': Permission denied
The Aircraft/bo105 commit worked fine, however.  Looks like an admin
issue, I guess.  Curt?
The new globals.nas file is attached; you will need the two new
functions to run the bo105 code.
Andy
##
# Returns true if the first object is an instance of the second
# (class) object.  Example: isa(someObject, props.Node)
#
isa = func {
obj = arg[0]; class = arg[1];
if(!contains(obj, parents)) { return 0; }
foreach(c; obj.parents) {
if(c == class) { return 1; }
elsif(isa(obj, c)) { return 1; }
}
return 0;
}

##
# Invokes a FlightGear command specified by the first argument.  The
# second argument specifies the property tree to be passed to the
# command as its argument.  It may be either a props.Node object or a
# string, in which case it specifies a path in the global property
# tree.
#
fgcommand = func {
if(isa(arg[1], props.Node)) { _fgcommand(arg[0], arg[1]._g) }
_fgcommand(arg[0], propTree);
}

##
# Returns the SGPropertyNode argument to the currently executing
# function. Wrapper for the internal _cmdarg function that retrieves
# the ghost handlet to the argument and wraps it in a
# props.Node object.
#
cmdarg = func { props.wrapNode(_cmdarg()) }

##
# Utility.  Does what it you think it does.
#
abs = func { if(arg[0]  0) { -arg[0] } else { arg[0] } }

##
# Convenience wrapper for the _interpolate function.  Takes a
# single string or props.Node object in arg[0] indicating a target
# property, and a variable-length list of time/value pairs.  Example:
#
#  interpolate(/animations/radar/angle,
#  180, 1, 360, 1, 0, 0,
#  180, 1, 360, 1, 0, 0,
#  180, 1, 360, 1, 0, 0,
#  180, 1, 360, 1, 0, 0,
#  180, 1, 360, 1, 0, 0,
#  180, 1, 360, 1, 0, 0,
#  180, 1, 360, 1, 0, 0,
#  180, 1, 360, 1, 0, 0);
#
# This will swing the radar dish smoothly through 8 revolutions over
# 16 seconds.  Note the use of zero-time interpolation between 360 and
# 0 to wrap the interpolated value properly.
#
interpolate = func {
if(isa(arg[0], props.Node)) { arg[0] = arg[0]._g; }
elsif(typeof(arg[0]) != scalar) { return; }
_interpolate(arg[0], subvec(arg, 1));
}
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[Flightgear-devel] TerraSync

2003-12-04 Thread Curtis L. Olson
TerraSync is now useful again.  If you are net connected while flying,
you can use it to fetch scenery from any where (just in time).  This
way you don't have to download huge chunks of scenery data, or endure
vast expanses of ocean where you know there should be land and
airports.  Just go fly, and let terrasync download just the scenery
you need, as you need it.

- I have placed the entire world scenery tree, unrolled at
  scenery.flightgear.org::scenery-0.9.2

- I have updated some of the default options for terrasync as well as
  it's readme.

Here's a quick summary of how to use it:

1. Start FlightGear with the following options (modified for your
   local installation paths):

   $ fgfs --atlas=socket,out,1,localhost,5500,udp 
--fg-scenery=/usr/local/FlightGear/data/Scenery:/data1/scenery-0.9.2

   Note: feel free to use a differnt port number other than 5500, but
   make sure you specify the same port for both FlightGear and
   TerraSync.  Feel free to put this options in your ~/.fgfsrc (or
   system.fgfsrc) so you don't need to type them every time.  Notice
   that the --fg-scenery= option can take a set of scenery search
   paths.

2. Start terrasync (included with the FlightGear source tree) with
   something like the following options:

   $ nice terrasync -p 5500 -d /data1/scenery-0.9.2

   Notice that port 5500 needs to match the port that FlightGear is
   sending positional information out to.  And the destination scenery
   directory has to match one of the directories that FlightGear is
   looking at.

Spyware???

By the nature of how terrasync works (and the fact that the server
logs transfers.)  I can tell which 1x1 degree chunks of the world that
people have been flying through.  I don't think that is a bad thing
necessarily (just wait till we start doing a lot of multiplayer stuff
and are broadcasting our exact coordinates to some remote server.)
:-) If a lot of people use this free service it would actually be
interesting to post summaries or rankings of the most popular scenery
areas or scenery corridors.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] New stuff

2003-12-04 Thread Andy Ross
Curtis L. Olson wrote:
  cvs [commit aborted]: could not open lock file
  `/var/cvs/FlightGear-0.9/data/Nasal/,bo105.nas,': Permission denied
Give the commit another try now ...
Worked great, thanks.

Andy

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[Flightgear-devel] undefined reference to `ssgCullAndDraw(ssgRoot*)'

2003-12-04 Thread Michael Matkovic
I couldn't find a solution to this one in recent posts, but it seemed 
like a common problem.
I get this linker error even though I successfully compiled the cvs 
versions of plib and simgear.
Any suggestions?



/usr/local/SimGear-cvs/lib/libsgsky.a(cloud.o): In function 
`SGCloudLayer::draw(void)':/usr/local/SimGear-cvs-src/SimGear/simgear/scene/sky/cloud.cxx:453: 
undefined reference to `ssgCullAndDraw(ssgRoot *)'
/usr/local/SimGear-cvs/lib/libsgsky.a(sky.o): In function 
`SGSky::preDraw(float, float)':
/usr/local/SimGear-cvs-src/SimGear/simgear/scene/sky/sky.cxx:181: 
undefined reference to `ssgCullAndDraw(ssgRoot *)'
collect2: ld returned 1 exit status





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[Flightgear-devel] Repeatable problem with FG ATI 9200

2003-12-04 Thread Lee Elliott
Hi all,

I've found a repeatable FG scenario that's causing a system hang  crash 
on my system.  I strongly suspect it's due to the ATI drivers for my 
ATI9200 256MB video card but it's interesting that it was so repeatable.  

It would be handy to have something a little more solid to beat ATI around 
the head with so any comments, observations or confirmations about it 
would be handy.

Without going into fine detail, I was flying out of KSFO 28L in the TSR-2 
after setting NORMM, KSFO  KINW as AP waypoints.  The most important 
factor appears to have been the time of day - I was setting a time 
equivilent to just before sun-rise i.e below the horizon (although I 
didn't use the time-of-day menu entry but by supplying a specific offset 
- the 'actual' time varied by about 30 mins).

In chase view, as the a/c reached NORMM it banked to the right to come 
around to KSFO and it was once the a/c had banked that I noticed that the 
pale orange band of haze on the horizon was flickering slightly, to a 
darker shade.  It wasn't a very noticable flicker and I didn't see it the 
first time, but saw and confirmed it on the two subsequent runs I did.

the a/c carried on flying ok through this but coming out of the bank, and 
just about when the a/c had levelled up, the horizon still flickering, the 
system display hung.  I could ssh into it but issuing a shutdown just 
caused a complete hang.

The flight profiles were almost identical - the a/c track and 'crash' 
points being monitored with Atlas.

When I then tried the same profile, but effectively about an hour later, 
the flight went fine.  There was no flickering but by this time the sun 
had arisen and the haze band was now pale yellow.

As I say, I suspect this is a problem with the ATI drivers not handling 
the OpenGL correctly, but if any one has any possible ideas what it might 
be that's failing, I can try to pass it on to ATI.

Ta

LeeE


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