Re: [Flightgear-devel] Error message from the latest CVS

2004-07-24 Thread Erik Hofman
Ampere K. Hardraade wrote:
Dialog scenery_loading not defined
The message only appears when one is in KSFO.  As for other airports, the 
message doesn't appear; neither does the scenery.  All there is is an ocean.
Is you base package in sync with FlightGear?
Both FlightGear and the base package where modified for this feature.
Erik
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Re: [Flightgear-devel] Took advantage of Erik's...

2004-07-24 Thread Erik Hofman
Ampere K. Hardraade wrote:
I'm sorry, but I still don't get it.
Take a look at FlightGear/data/Aircraft/f16/Models/f16.xml:
?xml version=1.0?
PropertyList
 pathf16.ac/path
 offsets
  z-m0.15/z-m
  pitch-deg0.3/pitch-deg
 /offsets
!-- Submodels --
 model
  nameRudderPedals/name
  pathAircraft/f16/Models/rudder_pedals.xml/path
  offsets
   x-m-5.05/x-m
   y-m0.0/y-m
   z-m0.14/z-m
  /offsets
 /model
 model
  nameThrottle/name
  pathAircraft/f16/Models/throttle.xml/path
  offsets
   x-m-4.25/x-m
   y-m-0.435/y-m
   z-m0.185/z-m
  /offsets
 /model
!-- Panels --
 model
  nameICP/name
  pathAircraft/f16/Models/icp.ac/path
  offsets
   x-m-4.635/x-m
   y-m0.0/y-m
...
You can see it is possible to include another animation file in the main 
animation file just by pointing to the second order animation file 
(rudder pedals and throttle in this case) instead of pointing to the 
geometry file directly.

I believe this is what you want, isn't it?
Erik
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[Flightgear-devel] Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Frederic Bouvier
Is there a way to avoid the initial lock for scenery loading ?
I understand this is a must have for users, but it slows 
down development speed dramatically when you have to test the 
apparence of a new building or landmark.

Another point: FPS counter is off by default now. It was on 
before. Is it intended ?

-Fred



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[Flightgear-devel] Flight plan missing files

2004-07-24 Thread Frederic Bouvier
There is a caught exception ( so it is harmless ) in
the XML reader because files are not in the base 
package. Those files are :

Data/AI/FlightPlans/KSFO-KSEA.xml
Data/AI/FlightPlans/KSEA-KSFO.xml

Are the names generated randomly or are they really missing ?

-Fred



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Re: [Flightgear-devel] Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Frederic Bouvier
 Another point: FPS counter is off by default now. It was on 
 before. Is it intended ?

Oh, I see it is in the rendering option dialog ( I was going 
to add it ;-) so it is probably better like that.

-Fred



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Re: [Flightgear-devel] Fw: Scenery Designer

2004-07-24 Thread Frederic Bouvier
Peter Larson wrote:

 Boris,
 thanks. It appears to be the Crease command. I created a box, removed the
 crease and it imported OK (now I have to work through how to save the
 scenery so that it gets picked up by the Sim!). As I said, I'm new to this
 (as in just the last 4 days) and have no experience with plib.
 Is there a list anywhere of the AC3d commands that plib doesn't support?

This is the only one that is new to AC3d v4.

If you have more specific question concerning fgsd, ask them on the
fgsd mailing list. Are you able to send me privately a small model
with the crease command so that I am able to see what is going on
in fgsd ?

Thanks,
-Fred



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Re: [Flightgear-devel] Flight plan missing files

2004-07-24 Thread Durk Talsma
On Saturday 24 July 2004 10:13, Frederic Bouvier wrote:
 There is a caught exception ( so it is harmless ) in
 the XML reader because files are not in the base
 package. Those files are :

 Data/AI/FlightPlans/KSFO-KSEA.xml
 Data/AI/FlightPlans/KSEA-KSFO.xml

 Are the names generated randomly or are they really missing ?


Neither, actually. For now, this is by design. The AIFlightplan constructor 
that the traffic manager calls tries first to open a pre-exsisting 
flightplan. If that doesn't work, however, it reverts to a fallback procedure 
that creates a flightplan dynamically. 

I would like to keep that functionality, although I'm not sure if using the 
exception mechanism is the best way to do this. I'm interested in your folks' 
opinions.

Cheers,
Durk


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Re: [Flightgear-devel] Flight plan missing files

2004-07-24 Thread Frederic Bouvier
Durk Talsma wrote:

 On Saturday 24 July 2004 10:13, Frederic Bouvier wrote:
  There is a caught exception ( so it is harmless ) in
  the XML reader because files are not in the base
  package. Those files are :
 
  Data/AI/FlightPlans/KSFO-KSEA.xml
  Data/AI/FlightPlans/KSEA-KSFO.xml
 
  Are the names generated randomly or are they really missing ?
 

 Neither, actually. For now, this is by design. The AIFlightplan
constructor
 that the traffic manager calls tries first to open a pre-exsisting
 flightplan. If that doesn't work, however, it reverts to a fallback
procedure
 that creates a flightplan dynamically.

 I would like to keep that functionality, although I'm not sure if using
the
 exception mechanism is the best way to do this. I'm interested in your
folks'
 opinions.

My opinion is that exceptions are good if they are caught.
It is just that it appeared few days ago that missing files
were throwing uncaught exceptions and I was wondering if
all mandatory files were included before the release.

-Fred



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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Josh Babcock
Peter Larson wrote:
Not sure this is the right forum, I'm getting coloured apostraphe shapes
around 200 pixels high on the screen. They appear to be related to runway
lights. They also appear while the sim is in the air.
I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
GA-7VT600 motherboard. Drivers all loaded within the last week.
Any ideas?
Regards
Peter
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I also have this problem, and have been having it for several months, using many 
different CVS versions and several different fglrx versions.  You can make it go 
away by turning off enhanced runway lighting.

Do you also get segfault s after flying at night for a few minutes?  I have this 
problem as well, though it started later (I think), but not by much.  I have no 
workaround for this one.  I have a few straces that all end the same way laying 
around from this one, if anyone is interested in looking at them.

Also, with the latest ATI driver, I started seeing random ground vertexes 
shifted around, sometimes leaving entire ground polys up in the air, and many 
holes in the terrain.  These come and go as I move about and are most common 
over airports.  I haven't gone back to an old driver to confirm that this is in 
fact the driver, and not a coincidence of updating the driver and fgfs source 
code at the same time, though I'm pretty sure it was the driver update that 
started it.

display: :0.0  screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 8500 DDR Generic
OpenGL version string: 1.3 (X4.3.0-3.9.0)
Linux tower 2.4.22 #24 Fri Nov 14 19:34:40 EST 2003 i686 athlon i386 GNU/Linux
Josh
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Lee Elliott
On Saturday 24 July 2004 14:38, Josh Babcock wrote:
 Peter Larson wrote:
  Not sure this is the right forum, I'm getting coloured apostraphe shapes
  around 200 pixels high on the screen. They appear to be related to runway
  lights. They also appear while the sim is in the air.
  I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
  GA-7VT600 motherboard. Drivers all loaded within the last week.
  Any ideas?
  Regards
  Peter
 
 
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 I also have this problem, and have been having it for several months, using
 many different CVS versions and several different fglrx versions.  You can
 make it go away by turning off enhanced runway lighting.

 Do you also get segfault s after flying at night for a few minutes?  I have
 this problem as well, though it started later (I think), but not by much. 
 I have no workaround for this one.  I have a few straces that all end the
 same way laying around from this one, if anyone is interested in looking at
 them.

 Also, with the latest ATI driver, I started seeing random ground vertexes
 shifted around, sometimes leaving entire ground polys up in the air, and
 many holes in the terrain.  These come and go as I move about and are most
 common over airports.  I haven't gone back to an old driver to confirm that
 this is in fact the driver, and not a coincidence of updating the driver
 and fgfs source code at the same time, though I'm pretty sure it was the
 driver update that started it.

 display: :0.0  screen: 0
 OpenGL vendor string: ATI Technologies Inc.
 OpenGL renderer string: RADEON 8500 DDR Generic
 OpenGL version string: 1.3 (X4.3.0-3.9.0)

 Linux tower 2.4.22 #24 Fri Nov 14 19:34:40 EST 2003 i686 athlon i386
 GNU/Linux

 Josh

I get the same ground poly problems that you seem to be getting with your new 
ATI driver, except I've been getting them for some time now.

It actually only seems to be the airfield polys that are affected but you'll 
often see it with airfields that are a long way away, to the extent that you 
can't see the airfield itself but only the displaced polys as they sick up 
through the haze, sometimes to many tens of thousand of feet.

Are you able to fly at night i.e. when the sun is below the horizon?  If I try 
flying in these conditions FG starts but crashes once I get a few hundred 
feet in the air and I think this is also due to the ATI drivers.

LeeE

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Lee Elliott
On Saturday 24 July 2004 15:35, Lee Elliott wrote:
 On Saturday 24 July 2004 14:38, Josh Babcock wrote:
  Peter Larson wrote:
   Not sure this is the right forum, I'm getting coloured apostraphe
   shapes around 200 pixels high on the screen. They appear to be related
   to runway lights. They also appear while the sim is in the air.
   I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
   GA-7VT600 motherboard. Drivers all loaded within the last week.
   Any ideas?
   Regards
   Peter
  
  
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   Checked by AVG anti-virus system (http://www.grisoft.com).
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  I also have this problem, and have been having it for several months,
  using many different CVS versions and several different fglrx versions. 
  You can make it go away by turning off enhanced runway lighting.
 
  Do you also get segfault s after flying at night for a few minutes?  I
  have this problem as well, though it started later (I think), but not by
  much. I have no workaround for this one.  I have a few straces that all
  end the same way laying around from this one, if anyone is interested in
  looking at them.
 
  Also, with the latest ATI driver, I started seeing random ground vertexes
  shifted around, sometimes leaving entire ground polys up in the air, and
  many holes in the terrain.  These come and go as I move about and are
  most common over airports.  I haven't gone back to an old driver to
  confirm that this is in fact the driver, and not a coincidence of
  updating the driver and fgfs source code at the same time, though I'm
  pretty sure it was the driver update that started it.
 
  display: :0.0  screen: 0
  OpenGL vendor string: ATI Technologies Inc.
  OpenGL renderer string: RADEON 8500 DDR Generic
  OpenGL version string: 1.3 (X4.3.0-3.9.0)
 
  Linux tower 2.4.22 #24 Fri Nov 14 19:34:40 EST 2003 i686 athlon i386
  GNU/Linux
 
  Josh

 I get the same ground poly problems that you seem to be getting with your
 new ATI driver, except I've been getting them for some time now.

 It actually only seems to be the airfield polys that are affected but
 you'll often see it with airfields that are a long way away, to the extent
 that you can't see the airfield itself but only the displaced polys as they
 sick up through the haze, sometimes to many tens of thousand of feet.

 Are you able to fly at night i.e. when the sun is below the horizon?  If I
 try flying in these conditions FG starts but crashes once I get a few
 hundred feet in the air and I think this is also due to the ATI drivers.

 LeeE

Oops! - I see you already have the night problem too - dunno why I missed 
that.

LeeE

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Frederic Bouvier
 I get the same ground poly problems that you seem to be getting with your
new
 ATI driver, except I've been getting them for some time now.

 It actually only seems to be the airfield polys that are affected but
you'll
 often see it with airfields that are a long way away, to the extent that
you
 can't see the airfield itself but only the displaced polys as they sick up
 through the haze, sometimes to many tens of thousand of feet.

Could you post screenshots ?

-Fred



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Re: [Flightgear-devel] create craters and smoke effect

2004-07-24 Thread Arnt Karlsen
On Thu, 22 Jul 2004 20:02:25 -, Jim wrote in message 
[EMAIL PROTECTED]:

 Andy Ross said:
 
  CHANDRASEKHAR ACHALLA wrote:
   I am doing a project for Boeing where I am trying to incorporate a
   few additional features they want into Flightgear. Initially I
   need to create a crater (hole) if a plane crashes (or a missile ).
  
  Boing wants craters?  :)
 
 That's it!  I'm flying on Aerobus airliners only from now on.

..it couldn't be their and not their own, they're modelling? ;-)

 snip
  
  Alternatively, I suppose you could alpha-blend a 2D crater image
  on top of the existing geometry; something along the lines of the
  bullet holes that first person shooter games like to draw on
  walls.  For a flight simulator where the viewpoint isn't likely to
  be very near the crater, this might be sufficient.
 
 Yes and much easier.  You could even just make a model that was mostly
 flat but had a crater lip with burnt dirt texture and all that and
 just plop it on the ground in the right spot.

..crater size and depht depends on impact energy etc in RL, so you're
having your FG crater act accordingly? 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] create craters and smoke effect

2004-07-24 Thread Arnt Karlsen
On Thu, 22 Jul 2004 21:27:02 -0400, Ampere wrote in message 
[EMAIL PROTECTED]:

 On July 22, 2004 02:13 pm, CHANDRASEKHAR ACHALLA wrote:
  I need to
  create a crater (hole) if a plane crashes 
 Plane crash doesn't create craters.  All there is is a black patch.

..depends on the what is hit by what, and how.   ;-)

  (or a missile )
 ...
 
  . I also need to  
  simulate smoke and fire coming out of the crater.
 If you also want the aircraft to break apart, you can try using the
 MD11.  I have designed it so that many parts are individual objects. 
 If anyone wants to create realistic plane crash scene for the MD11, he
 or she can give one object after another an independent trajectory.

..ooo, that means FG can be used to reverse-engineer 
a wreakage trail. 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main fg_init.cxx, 1.104, 1.105 main.cxx, 1.171, 1.172

2004-07-24 Thread Arnt Karlsen
On Fri, 23 Jul 2004 16:00:08 +0100, Al wrote in message 
[EMAIL PROTECTED]:

 On Friday 23 July 2004 15:23, Jim Wilson wrote:
 
  Sure enough, it's right there in Stroustrup.  The strange part is
  never having noticed this before now.  What is it with these
  developers at microsoft anyway? ;-)
 
 
 Since when have they had developers?

..define developer, the SCO Group claims to have 
4000 world wide.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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[Flightgear-devel] compilation of current cvs version fails

2004-07-24 Thread Oliver C.
Hello,

Today i tried to compile the current cvs version of flightgear
and get the following error messages:

make[2]: Entering directory 
`/home/oliver/x/src/cvs/flightgear/source/src/Main'
g++ -DPKGLIBDIR=\/usr/local/share/FlightGear\ -g -O2 -D_REENTRANT  
-L/usr/X11R6/lib -L/usr/local//lib -o fgfs  
bootstrap.o ../../src/Main/libMain.a ../../src/Aircraft/libAircraft.a 
../../src/ATC/libATC.a ../../src/Cockpit/libCockpit.a 
../../src/Cockpit/built_in/libBuilt_in.a ../../src/Controls/libControls.a 
../../src/FDM/libFlight.a ../../src/FDM/Balloon/libBalloon.a 
../../src/FDM/ExternalNet/libExternalNet.a 
../../src/FDM/ExternalPipe/libExternalPipe.a ../../src/FDM/JSBSim/libJSBSim.a 
../../src/FDM/YASim/libYASim.a ../../src/FDM/JSBSim/filtersjb/libfiltersjb.a 
../../src/FDM/LaRCsim/libLaRCsim.a ../../src/FDM/UIUCModel/libUIUCModel.a 
../../src/GUI/libGUI.a ../../src/Autopilot/libAutopilot.a ../../src/Input/libInput.a 
../../src/Instrumentation/libInstrumentation.a ../../src/Model/libModel.a 
../../src/AIModel/libAIModel.a ../../src/Network/libNetwork.a 
../../src/Navaids/libNavaids.a ../../src/Scenery/libScenery.a 
../../src/Scripting/libScripting.a ../../src/Sound/libSound.a 
../../src/Airports/libAirports.a ../../src/MultiPlayer/libMultiPlayer.a 
../../src/Replay/libReplay.a ../../src/Systems/libSystems.a ../../src/Time/libTime.a 
../../src/Traffic/libTraffic.a ../../src/Environment/libEnvironment.a 
-lsgclouds3d -lsgroute -lsgsky -lsgsound -lsgephem -lsgmaterial -lsgtgdb 
-lsgmodel -lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops 
-lsgdebug -lsgmagvar -lsgmisc -lsgnasal -lsgxml -lsgsound -lsgserial 
-lsgstructure -lsgenvironment -lsgthreads -lpthread  -lplibpu -lplibfnt 
-lplibjs -lplibnet -lplibssg -lplibsg -lplibul  -lz -lglut -lGLU -lGL -lXmu 
-lXt -lSM -lICE -lXi -lXext -lX11 -ldl -lm  -lopenal -ldl -lm
/usr/local//lib/libsgclouds3d.a(camutils.o)(.text+0x634): In function 
`CamMinMaxBoxOverlap(Camera const*, Vec3float const*, float const (*) [4], 
Vec3float const, Vec3float const)':
/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:165: 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x676):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:166:
 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x6b4):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:167:
 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x6f2):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:168:
 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x71f):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:169:
 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x74f):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:170:
 
more undefined references to `EdgeMinMaxBoxIsect(float const*, float const*, 
float const*, float const*, float*, float*)' follow
/usr/local//lib/libsgclouds3d.a(camutils.o)(.text+0x8ac): In function 
`CamMinMaxBoxOverlap(Camera const*, Vec3float const*, float const (*) [4], 
Vec3float const, Vec3float const)':
/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:180: 
undefined reference to `GetMinMaxBoxVerts(float const*, float const*, float 
(*) [3])'
collect2: ld returned 1 exit status
make[2]: *** [fgfs] Error 1
make[2]: Leaving directory `/home/oliver/x/src/cvs/flightgear/source/src/Main'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/oliver/x/src/cvs/flightgear/source/src'
make: *** [all-recursive] Error 1



Any ideas to fix this?
I tried this on Slackware 10.0 with the current cvs version of SimGear, OpenAL 
and Plib.


Best Regards,
 Oliver C.


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[Flightgear-devel] OT: Laptop! - Frame Rate

2004-07-24 Thread Chris Horler
Hi,

Got my Laptop, installed Linux, installed the latest ATI driver (although only 
running SuSe's 9.1 updated kernel - 2.6.5)

I'm running fgl_glxgears (probably not an unbiased test given it's ATIs code I 
would guess).  I'm getting 490fps - looks good.  I'm going to investigate 
exactly what ATI provide now.  I started off with their packages this 
morning, had to do a few mods to get it compiling... then noticed that SuSe 
are providing a customised version that runs out of the box... now using 
that.

I'll let you know fg frames rates in the short term future.

Regards,

Chris.

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Re: [Flightgear-devel] compilation of current cvs version fails

2004-07-24 Thread Curtis L. Olson
I'd start by recompiling and reinstalling all of simgear ... if you've 
upgraded your compilers recently, code compiled with  the new C++ 
compiler may not be able to link against code compiled with an older 
version.

Regards,
Curt.
Oliver C. wrote:
Hello,
Today i tried to compile the current cvs version of flightgear
and get the following error messages:
make[2]: Entering directory 
`/home/oliver/x/src/cvs/flightgear/source/src/Main'
g++ -DPKGLIBDIR=\/usr/local/share/FlightGear\ -g -O2 -D_REENTRANT  
-L/usr/X11R6/lib -L/usr/local//lib -o fgfs  
bootstrap.o ../../src/Main/libMain.a ../../src/Aircraft/libAircraft.a ../../src/ATC/libATC.a ../../src/Cockpit/libCockpit.a ../../src/Cockpit/built_in/libBuilt_in.a ../../src/Controls/libControls.a ../../src/FDM/libFlight.a ../../src/FDM/Balloon/libBalloon.a ../../src/FDM/ExternalNet/libExternalNet.a ../../src/FDM/ExternalPipe/libExternalPipe.a ../../src/FDM/JSBSim/libJSBSim.a ../../src/FDM/YASim/libYASim.a ../../src/FDM/JSBSim/filtersjb/libfiltersjb.a ../../src/FDM/LaRCsim/libLaRCsim.a ../../src/FDM/UIUCModel/libUIUCModel.a ../../src/GUI/libGUI.a ../../src/Autopilot/libAutopilot.a ../../src/Input/libInput.a ../../src/Instrumentation/libInstrumentation.a ../../src/Model/libModel.a ../../src/AIModel/libAIModel.a ../../src/Network/libNetwork.a ../../src/Navaids/libNavaids.a ../../src/Scenery/libScenery.a ../../src/Scripting/libScripting.a ../../src/Sound/libSound.a ../../src/Airports/libAirports.a ../../src/MultiPlayer/libMultiPlayer.a ../../src/Replay/libReplay.a ../../src/Systems/libSystems.a ../../src/Time/libTime.a ../../src/Traffic/libTraffic.a ../../src/Environment/libEnvironment.a 
-lsgclouds3d -lsgroute -lsgsky -lsgsound -lsgephem -lsgmaterial -lsgtgdb 
-lsgmodel -lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops 
-lsgdebug -lsgmagvar -lsgmisc -lsgnasal -lsgxml -lsgsound -lsgserial 
-lsgstructure -lsgenvironment -lsgthreads -lpthread  -lplibpu -lplibfnt 
-lplibjs -lplibnet -lplibssg -lplibsg -lplibul  -lz -lglut -lGLU -lGL -lXmu 
-lXt -lSM -lICE -lXi -lXext -lX11 -ldl -lm  -lopenal -ldl -lm
/usr/local//lib/libsgclouds3d.a(camutils.o)(.text+0x634): In function 
`CamMinMaxBoxOverlap(Camera const*, Vec3float const*, float const (*) [4], 
Vec3float const, Vec3float const)':
/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:165: 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x676):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:166: 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x6b4):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:167: 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x6f2):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:168: 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x71f):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:169: 
undefined reference to `EdgeMinMaxBoxIsect(float const*, float const*, float 
const*, float const*, float*, float*)'
/usr/local//lib/libsgclouds3d.a(camutils.o)
(.text+0x74f):/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:170: 
more undefined references to `EdgeMinMaxBoxIsect(float const*, float const*, 
float const*, float const*, float*, float*)' follow
/usr/local//lib/libsgclouds3d.a(camutils.o)(.text+0x8ac): In function 
`CamMinMaxBoxOverlap(Camera const*, Vec3float const*, float const (*) [4], 
Vec3float const, Vec3float const)':
/home/oliver/x/src/cvs/SimGear/simgear/scene/sky/clouds3d/camutils.cpp:180: 
undefined reference to `GetMinMaxBoxVerts(float const*, float const*, float 
(*) [3])'
collect2: ld returned 1 exit status
make[2]: *** [fgfs] Error 1
make[2]: Leaving directory `/home/oliver/x/src/cvs/flightgear/source/src/Main'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/oliver/x/src/cvs/flightgear/source/src'
make: *** [all-recursive] Error 1


Any ideas to fix this?
I tried this on Slackware 10.0 with the current cvs version of SimGear, OpenAL 
and Plib.

Best Regards,
Oliver C.
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--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Josh Babcock
Frederic Bouvier wrote:
I get the same ground poly problems that you seem to be getting with your
new
ATI driver, except I've been getting them for some time now.
It actually only seems to be the airfield polys that are affected but
you'll
often see it with airfields that are a long way away, to the extent that
you
can't see the airfield itself but only the displaced polys as they sick up
through the haze, sometimes to many tens of thousand of feet.

Could you post screenshots ?
-Fred

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If someone gives me an ftp site to put them on.
Josh
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Josh Babcock
Lee Elliott wrote:
Are you able to fly at night i.e. when the sun is below the horizon?  If I try 
flying in these conditions FG starts but crashes once I get a few hundred 
feet in the air and I think this is also due to the ATI drivers.
Yeah, that's the problem I get.  Once the sun is below the horizon, I have about 
one hundred seconds until it segfaults.  With the old ATI driver, this would 
hang X, but the latest one survives fgfs segfaulting.  The end of the stack 
trace always looks roughly the same too:

read(14, 0xa57f244, 8)  = -1 EAGAIN (Resource temporarily 
unavailable)
getpid()= 4368
ioctl(6, 0x4008642a, 0xb4e8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xbfffec18)= 0
ioctl(6, 0x4008642a, 0xbfffead8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xb668)= 0
getpid()= 4368
ioctl(5, FIONREAD, [0]) = 0
gettimeofday({1090465804, 754367}, {240, 0}) = 0
time(NULL)  = 1090465804
time(NULL)  = 1090465804
gettimeofday({1090465804, 754995}, {240, 0}) = 0
gettimeofday({1090465804, 755221}, {240, 0}) = 0
select(1024, [12 13], [13], NULL, {0, 0}) = 0 (Timeout)
time(NULL)  = 1090465804
read(14, 0xa57f244, 8)  = -1 EAGAIN (Resource temporarily 
unavailable)
getpid()= 4368
ioctl(6, 0x4008642a, 0xb4e8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xbfffec18)= 0
ioctl(6, 0x4008642a, 0xbfffead8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xb668)= 0
getpid()= 4368
ioctl(5, FIONREAD, [0]) = 0
gettimeofday({1090465804, 793631}, {240, 0}) = 0
time(NULL)  = 1090465804
time(NULL)  = 1090465804
gettimeofday({1090465804, 794071}, {240, 0}) = 0
gettimeofday({1090465804, 794347}, {240, 0}) = 0
gettimeofday({1090465804, 794391}, {240, 0}) = 0
time(NULL)  = 1090465804
read(14, 0xa57f244, 8)  = -1 EAGAIN (Resource temporarily 
unavailable)
getpid()= 4368
ioctl(6, 0x4008642a, 0xb4e8)= 0
getpid()= 4368
getpid()= 4368
ioctl(6, 0x4008642a, 0xbfffec18)= 0
ioctl(6, 0x4008642a, 0xbfffead8)= 0
getpid()= 4368
--- SIGSEGV (Segmentation fault) @ 0 (0) ---
+++ killed by SIGSEGV +++

Josh
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Re: [Flightgear-devel] Took advantage of Erik's...

2004-07-24 Thread Ampere K. Hardraade
No.  What I want to do is tell each of these animation file where the livery 
resides.  I want to be able to tell all of them with in one single file, 
instead of having to create a new xml file for every animation file.

Regards,
Ampere

On July 24, 2004 03:37 am, Erik Hofman wrote:
 I believe this is what you want, isn't it?

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Re: [Flightgear-devel] Error message from the latest CVS

2004-07-24 Thread Ampere K. Hardraade
I believe so.  I am using the 0.9.5-pre-2 base package .

Regards,
Ampere

On July 24, 2004 03:29 am, Erik Hofman wrote:
 Ampere K. Hardraade wrote:
  Dialog scenery_loading not defined
 
  The message only appears when one is in KSFO.  As for other airports, the
  message doesn't appear; neither does the scenery.  All there is is an
  ocean.

 Is you base package in sync with FlightGear?
 Both FlightGear and the base package where modified for this feature.

 Erik

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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Ampere K. Hardraade
Send them to me in an attachment.

Regards,
Ampere

On July 24, 2004 12:04 pm, Josh Babcock wrote:
 If someone gives me an ftp site to put them on.

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Re: [Flightgear-devel] compilation of current cvs version fails

2004-07-24 Thread Oliver C.
On Saturday 24 July 2004 17:41, Curtis L. Olson wrote:
 I'd start by recompiling and reinstalling all of simgear ... if you've
 upgraded your compilers recently, code compiled with  the new C++
 compiler may not be able to link against code compiled with an older
 version.

 Regards,

 Curt.


Thank you very much, that worked. :)
I forgot to do a make clean in my SimGear CVS directory. 

Best Regards,
 Oliver C.

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RE: [Flightgear-devel] Tried the Spitfire

2004-07-24 Thread Vivian Meazza


Vivian Meazza wrote:

 Sent: 23 July 2004 20:15
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Tried the Spitfire
 
 
 
 Jim Wilson wrote:
 
 
  Sent: 23 July 2004 16:01
  To: [EMAIL PROTECTED]
  Subject: [Flightgear-devel] Tried the Spitfire
 
  Very nice!  Ok if I borrow the pilot dude for the p51 cockpit?
 
 Please do - but note that he's wearing RAF blue serge trousers (pants :-
 )),
 and 1940's pattern life jacket (vest) and the wrong flying helmet/goggles.
 I
 expect some smarty pants will notice. I'm going to animate him shortly.
 
  Now, should it come up running like the other A/C?  My personal
 preference
  is
  to not, but I think in the past folks have prefered aircraft already
  started.
 
 Tough one, because when I get the propeller sorted there should be the
 possibility that the aircraft will nose over if started on full throttle.
 
  FWIW (after release) I think a preset e.g. --auto-start that defaulted
  to
  true, and was overridden as true automatically for mid air starts, but
  otherwise could be set false by the user so aircraft never come up
 running
  on
  the ground would be nice.  Along this line it should be possible to have
  aircraft running after reset as well if --auto-start was enabled.
 
 I like it - it's the way that Flight2 does it. Personally, I like to start
 with the engine shut down. It forces pre-start checks, and makes the whole
 thing more realistic. I was also following the example of the Bo105.
 

I'm just working on the fuel gauge for the Spitfire, when I ralised that I
haven't modeled the fuel system correctly. At present both tanks feed into
the engine. What should happen is that the upper tank feeds the lower tank
which feeds the engine. Is there any built-in way of doing this?

Advice would be most welcome, otherwise I guess it's some fairly complex
NASAL?

Regards,

Vivian



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[Flightgear-devel] Re: Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Alex Romosan
Frederic Bouvier [EMAIL PROTECTED] writes:

 Is there a way to avoid the initial lock for scenery loading ?
 I understand this is a must have for users, but it slows 
 down development speed dramatically when you have to test the 
 apparence of a new building or landmark.

i think the fix for the scenery loading is not quite right. with it i
get a very strange spitfire cockpit (i.e. i can see through the
instrument panel and the body of the aircraft). looks like z-buffer
ordering is not done properly (screen depth is 16bp, using the radeon
freedesktop drivers). if i disable it, the cockpit looks normal again.
if could only figure out how to start the damn plane...

btw, the attached patch backs out of the scenery loading hack.

Index: main.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Main/main.cxx,v
retrieving revision 1.173
diff -u -r1.173 main.cxx
--- main.cxx	23 Jul 2004 07:33:24 -	1.173
+++ main.cxx	24 Jul 2004 18:27:09 -
@@ -1209,13 +1209,13 @@
 if ( global_multi_loop  0) {
 // first run the flight model each frame until it is intialized
 // then continue running each frame only after initial scenery load is complete.
-if (!cur_fdm_state-get_inited() || fgGetBool(sim/sceneryloaded)) {
+//if (!cur_fdm_state-get_inited() || fgGetBool(sim/sceneryloaded)) {
 fgUpdateTimeDepCalcs();
-} else {
-// only during scenery load
-NewGUI * gui = (NewGUI *)globals-get_subsystem(gui);
-gui-showDialog(scenery_loading);
-}
+//} else {
+//// only during scenery load
+//NewGUI * gui = (NewGUI *)globals-get_subsystem(gui);
+//gui-showDialog(scenery_loading);
+//}
 } else {
 SG_LOG( SG_ALL, SG_DEBUG, 
 Elapsed time is zero ... we're zinging );
@@ -1339,12 +1339,12 @@
 
 // END Tile Manager udpates
 
-if (!fgGetBool(sim/sceneryloaded)  globals-get_tile_mgr()-all_queues_empty()  cur_fdm_state-get_inited()) {
-fgSetBool(sim/sceneryloaded,true);
+//if (!fgGetBool(sim/sceneryloaded)  globals-get_tile_mgr()-all_queues_empty()  cur_fdm_state-get_inited()) {
+//fgSetBool(sim/sceneryloaded,true);
 // probably not efficient way to popup msg,  but is done only during scenery load
-NewGUI * gui = (NewGUI *)globals-get_subsystem(gui);
-gui-closeDialog(scenery_loading);
-}
+//NewGUI * gui = (NewGUI *)globals-get_subsystem(gui);
+//gui-closeDialog(scenery_loading);
+//}
 
 if (fgGetBool(/sim/rendering/specular-highlight)) {
 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |
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RE: [Flightgear-devel] Tried the Spitfire

2004-07-24 Thread Vivian Meazza


Ampere K. Hardraade wrote:

 Sent: 24 July 2004 18:58
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tried the Spitfire
 
 Can't you make it so that the engine feeds off the upper tank before it
 feeds
 on the lower tank?
 
 Regards,
 Ampere
 
 On July 24, 2004 01:42 pm, Vivian Meazza wrote:
  I'm just working on the fuel gauge for the Spitfire, when I ralised that
 I
  haven't modeled the fuel system correctly. At present both tanks feed
 into
  the engine. What should happen is that the upper tank feeds the lower
 tank
  which feeds the engine. Is there any built-in way of doing this?
 
  Advice would be most welcome, otherwise I guess it's some fairly complex
  NASAL?
 
  Regards,
 
  Vivian
 

That is of course equivalent, and might well be the way to implement it in
practice. How?

Regards,

Vivian



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RE: [Flightgear-devel] Re: Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Vivian Meazza


Alex Romosan wrote:

 Sent: 24 July 2004 19:35
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Re: Is 'Scenery Loading...' mandatory ?
 
 Frederic Bouvier [EMAIL PROTECTED] writes:
 
  Is there a way to avoid the initial lock for scenery loading ?
  I understand this is a must have for users, but it slows
  down development speed dramatically when you have to test the
  apparence of a new building or landmark.
 
 i think the fix for the scenery loading is not quite right. with it i
 get a very strange spitfire cockpit (i.e. i can see through the
 instrument panel and the body of the aircraft). looks like z-buffer
 ordering is not done properly (screen depth is 16bp, using the radeon
 freedesktop drivers). if i disable it, the cockpit looks normal again.
 if could only figure out how to start the damn plane...
 
 btw, the attached patch backs out of the scenery loading hack.

It starts exactly the way it says in the POH.

Magneto switches to on, advance throttle a little, press start button, keep
pressed until engine fires.

If it fails to fire, re-index the Coffman starter by pulling the ringpull,
then try again. You have 6 cartridges.

To stop, pull the cut-off ring pull.

Regards,

Vivian





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[Flightgear-devel] Re: Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Alex Romosan
Vivian Meazza [EMAIL PROTECTED] writes:

 It starts exactly the way it says in the POH.

 Magneto switches to on, advance throttle a little, press start button, keep
 pressed until engine fires.

so, in terms of keyboard commands this should be { } (magneto switches
on) and then press space bar?

 If it fails to fire, re-index the Coffman starter by pulling the ringpull,
 then try again. You have 6 cartridges.

it does. so i press C and try space bar again. the propeller sputters
a bit and that's it.

 To stop, pull the cut-off ring pull.

i'll deal with that once i manage to start the engine... :-)

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] FliteTuror (Was: Adding external nasal bindings fgcommands)

2004-07-24 Thread Boris Koenig
Let's get back to this one :-)
Erik Hofman wrote:
Boris Koenig wrote:
I wouldn't have a problem, creating the authoring part of the
application as an external application - but THEN I would need
to be able to load FlightGear resources (aircraft/images/panels).

Ok. Lets start a *minimal* list of items that really are needed for this 
and skip the implementation part for now. This is what I think what 
would be needed (feel free to add your ideas).
Anything else (remember, this is the *absolute minimum*)?
Besides the things that I mentioned already in the original short ;-)
reply to your message, I think the two most important things would
currently be:
-   basic functionality to deal with XML files (using Nasal)
-   dynamic creation  population/modification of
controls/dialogs using Nasal
Also, some more customization of the current PUI XML-bindings might be
necessary, in order to be able to tailor dialogs/controls (i.e.
 transparency/movable flag) - Andy mentioned something like this already
- if you take a look at the  screenshot on the FliteTutor concept
webpage, you'll notice for example, that the combo box in the upper left
corner opens upwards, while it should -in this case- actually open
downwards (otherwise the menu contents aren't visible anymore).
Using PUI directly it's afaIk possible to specify such details -
hence it shouldn't be too complicated to add a corresponding option
to the XML-PUI layer.
I would be willing to make the necessary modifications myself, also to
add things like basic font formatting - would these changes then be
accepted for the official CVS version ?
You know, that's the actual problem I was having, also regarding the
whole plugin stuff that I mentioned: making such modifications directly
to FlightGear sources would always require these things to be accepted
for FlightGear itself, while having a separate library taking care of
this stuff wouldn't require any direct access to FlightGear in most
cases, hence one wouldn't rely on a particular FlightGear release/build
to be able to use a new function, which is actually not even part of
FlightGear itself...
Regarding the standard FlightGear menubar, I think it might be useful
to optionally make it auto-hide/show - that way it would only be
displayed if the mouse is in the corresponding area, and fade out as
soon as the mouse leaves that area.
In the end, I don't mean to blow up Nasal, but rather use some scripts
as backend library to load  display a set of pages - but of course
this would still require some additions to the current command set.
But I don't think this would be too dramatic, on the other hand adding
a couple of new functions/bindings might also create new possibilites,
one might even start to create things like a FMC based on Nasal.
Hope this mail was short enough ;-)
-
Boris
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Re: [Flightgear-devel] --fog-fastest --fog-disabled - the latter w/o update below horizon ?

2004-07-24 Thread Chris Metzler
On Sat, 24 Jul 2004 21:32:25 +0200
Boris Koenig [EMAIL PROTECTED] wrote:

 A couple of other things: I *did* search, but didn't find
 a way to directly set the heading of an aircraft if you
 want to position it in air - if it's there already, please
 tell me where :-)
 
 If it isn't it might be worth to be added ?

What did you search?

Place #1:

} stax:~-534 fgfs --help --verbose
}
} Usage: fgfs [ option ... ]
}
} General Options:
}   --help, -h   Show the most relevant command line options
}   --verbose, -vShow all command line options when
combined
}with --help or -h
}   --fg-root=path   Specify the root data path
}   --fg-scenery=pathSpecify the base scenery path;
}Defaults to $FG_ROOT/Scenery
}   --language=code  Select the language for this session
[ snip ]
}   --lon=degreesStarting longitude (west = -)
}   --lat=degreesStarting latitude (south = -)
}   --altitude=value Starting altitude
}(in feet unless --units-meters specified)
}   --heading=degreesSpecify heading (yaw) angle (Psi)
^^

Place #2:  in Docs/getstart.pdf, Chapter 4 Takeoff:  How to start
the program, Section 4 Command Line Parameters, we come to 4.4.5,
Initial Position and Orientation, which gives the same info as above.
This can also be found in the HTML version of this document, at
Docs/InstallGuide/html/getstart.html (click on 4.4, Command line
parameters).


 Regarding the navaids discussion I'd like to know if airports
 are currently exclusively bound to the scenery, actually I
 was looking for some airports that FlightGear also finds, but
 didn't see any rwys - if airports should really depend on specific
 scenery to be installed, it might be worth to think about
 separating airports from scenery - at least the basics like
 runways etc ...or what else is the reason for not _seeing_
 an airport which FlightGear actually knows of ?

Can you rephrase this?  I can't figure out what it is that you're
saying here.

-c

-- 
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(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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[Flightgear-devel] Re: --fog-fastest --fog-disabled - the latter w/o update below horizon ?

2004-07-24 Thread Alex Romosan
Chris Metzler [EMAIL PROTECTED] writes:

 Regarding the navaids discussion I'd like to know if airports
 are currently exclusively bound to the scenery, actually I
 was looking for some airports that FlightGear also finds, but
 didn't see any rwys - if airports should really depend on specific
 scenery to be installed, it might be worth to think about
 separating airports from scenery - at least the basics like
 runways etc ...or what else is the reason for not _seeing_
 an airport which FlightGear actually knows of ?

 Can you rephrase this?  I can't figure out what it is that you're
 saying here.

the graphics part of the airports _is_ part of the scenery. FlightGear
looks up the latitude and longitude and the position and heading of
the runways (in runways.dat) but if the scenery is not there there
are no graphics to be loaded so you get positioned over the ocean.

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] --fog-fastest --fog-disabled - the latter w/o update below horizon ?

2004-07-24 Thread Boris Koenig
Chris Metzler wrote:
On Sat, 24 Jul 2004 21:32:25 +0200
Boris Koenig [EMAIL PROTECTED] wrote:
A couple of other things: I *did* search, but didn't find
a way to directly set the heading of an aircraft if you
want to position it in air - if it's there already, please
tell me where :-)
If it isn't it might be worth to be added ?

What did you search?
sorry, I was reffering to the Set Position dialog within FlightGear,
not any command line options, I do know that you can set these manually
or use directly the property tree, but I thought it might make sense
to directly include that option within the corresponding dialog.
And that's where I was looking for that option, because I thought
it would make sense to be there !?

Can you rephrase this?  I can't figure out what it is that you're
saying here.
lol, simple:
FlightGear knows of various airports that I can pick to start at,
but these airports aren't all *visible* within FlightGear, so -
even if I am sure that I am at the right coordinates I don't see
a specific airport or rather runway layout.
This happens also with standard airports that are selectable
from the corresponding dialog.
My assumption was hence, that the airports are currently bound to
the scenery, as I don't have much additional scenery installed.
That's why I thought that not all airports/runways might already be
available.
So the question is, whether that's true or if there's anything else
wrong with my base package.
I was a bit surprised to learn that, since I thought FlightGear uses 
X-Planes Navaids/Airports info - and X-Plane deals with scenery and
airports separately, so it doesn't matter if I have the necessary
scenery installed or not, because the airports, including the proper
runway aligment will always be available, even if that means that
KLAS 25 R becomes an island within the ocean ;-)

Just tell me if you need even another version of this :-)



Boris
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Re: [Flightgear-devel] Re: --fog-fastest --fog-disabled - the latter w/o update below horizon ?

2004-07-24 Thread Boris Koenig
Alex Romosan wrote:
Chris Metzler [EMAIL PROTECTED] writes:

Regarding the navaids discussion I'd like to know if airports
are currently exclusively bound to the scenery, actually I
was looking for some airports that FlightGear also finds, but
didn't see any rwys - if airports should really depend on specific
scenery to be installed, it might be worth to think about
separating airports from scenery - at least the basics like
runways etc ...or what else is the reason for not _seeing_
an airport which FlightGear actually knows of ?
Can you rephrase this?  I can't figure out what it is that you're
saying here.

the graphics part of the airports _is_ part of the scenery. FlightGear
looks up the latitude and longitude and the position and heading of
the runways (in runways.dat) but if the scenery is not there there
are no graphics to be loaded so you get positioned over the ocean.
Hey, thanks Alex - that's exactly what I wanted to know ...
So, there's no way to have the airports/runways etc. available
without installing the corresponding scenery ?
Hmm, bu**er :-/
How about also separating the scenery from the actual airports data ?
I will untar the archive and check if it's the same format as in
X-Plane, if it is it should be possible to display basic airports
even without having the necessary scenery installed.


Boris
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Re: [Flightgear-devel] Re: Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Jim Wilson
Alex Romosan said:

 Frederic Bouvier [EMAIL PROTECTED] writes:
 
  Is there a way to avoid the initial lock for scenery loading ?
  I understand this is a must have for users, but it slows 
  down development speed dramatically when you have to test the 
  apparence of a new building or landmark.
 
 i think the fix for the scenery loading is not quite right. with it i
 get a very strange spitfire cockpit (i.e. i can see through the
 instrument panel and the body of the aircraft). looks like z-buffer
 ordering is not done properly (screen depth is 16bp, using the radeon
 freedesktop drivers). if i disable it, the cockpit looks normal again.
 if could only figure out how to start the damn plane...

That has got to be a bug elsewhere.  This only pauses the FDM.

Best,

Jim


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Re: [Flightgear-devel] Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Jim Wilson
Frederic Bouvier said:

 Is there a way to avoid the initial lock for scenery loading ?
 I understand this is a must have for users, but it slows 
 down development speed dramatically when you have to test the 
 apparence of a new building or landmark.
 
 Another point: FPS counter is off by default now. It was on 
 before. Is it intended ?
 
 -Fred
 

Hi Fred,

Just look in main.cxx where it sets: 

fgSetBool(sim/sceneryloaded,false);

This line could probably just be removed (afik it'll default to false),  then
if you set it true in your .fgfsrc file it won't pause the FDM.  Otherwise you
could use second configuration property and use an if/else to set the above
flag true or false at initialization.

An even better solution for development might be a variation of reset that
dumps and reloads the scenery.  Especially if it left your view position the same.

Best,

Jim


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RE: [Flightgear-devel] Re: Is 'Scenery Loading...' mandatory ?

2004-07-24 Thread Vivian Meazza


Alex Romosan wrote

 Sent: 24 July 2004 20:51
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Re: Is 'Scenery Loading...' mandatory ?
 
 Vivian Meazza [EMAIL PROTECTED] writes:
 
  It starts exactly the way it says in the POH.
 
  Magneto switches to on, advance throttle a little, press start button,
 keep
  pressed until engine fires.
 
 so, in terms of keyboard commands this should be { } (magneto switches
 on) and then press space bar?

Yup
 
  If it fails to fire, re-index the Coffman starter by pulling the
 ringpull,
  then try again. You have 6 cartridges.
 
 it does. so i press C and try space bar again. the propeller sputters
 a bit and that's it.

Yup. WFM using the downloaded version. Do you have the throttle advanced a
little, and are the magneto switches in the down position?
 
  To stop, pull the cut-off ring pull.
 
 i'll deal with that once i manage to start the engine... :-)
 

try using a mouse on the instrument panel


Regards,

Vivian



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RE: ..Coffmann starters on Merlins: [Flightgear-devel] Re: Is 'SceneryLoading...' mandatory ?

2004-07-24 Thread Vivian Meazza


Regards,

Vivian


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flightgear-devel-
 [EMAIL PROTECTED] On Behalf Of Arnt Karlsen
 Sent: 24 July 2004 21:33
 To: FlightGear developers discussions
 Subject: ..Coffmann starters on Merlins: [Flightgear-devel] Re: Is
 'SceneryLoading...' mandatory ?
 
 On Sat, 24 Jul 2004 19:58:30 +0100, Vivian wrote in message
 [EMAIL PROTECTED]:
 
  It starts exactly the way it says in the POH.
 
  Magneto switches to on, advance throttle a little, press start button,
  keep pressed until engine fires.
 
  If it fails to fire, re-index the Coffman starter by pulling the
  ringpull, then try again. You have 6 cartridges.
 
 ..did the Packard Merlins also used it?

No - Packard Merlins had electric start.
 
 ..how many blades (or prop or crankshaft turns) per cartridge?
 Common cartridge-only rpm and decay turns and time to stop
 (on failed starts)?

Hmmm. Best I can do with the current simulator. Try it and see :-)

 ..on successful starts, how many blades 'till the 1'st one fires,
 then how many misses until smooth running idle?

See above. How long is a piece of string? Depends on many factors, but I
think you'll find that it sounds about right.

 ..it commonly starts on first, 2'nd or 3'rd etc fired?

Reputedly on 1st, provided primer pump used, which I haven't implemented
yet.

 ..can 1, 2, or 3 etc Coffmans start a flooded engine?  (Assuming
 no cround crew assistance but corrective action by the pilot.)

No info in Pilot's notes. No flooded engine procedure given, so I assume
that it was either a very rare occurrence, or so common that everyone knew
how to do it, so it wasn't worth explaining. Come to think about it, I'm not
sure how easy it would be for ground crew to turn over a 27 litre engine
(impossible?).
 
 ..approximates, obviously, ideally, someone has talked with
 WWII tech or pilot veterans with relevant Merlin experience.

Near enough for government work :-)

 ..btw, did anyone fix the boost b button bug?  (2-speed
 supercharger clutch barometer triggered at 18,000 ft or
 somesuch on RR in Spit mkix and Packards in P-51B
 onwards etc)

No, but I think we understand the problem. But there again, we haven't got
the propeller gearing fixed yet. And we haven't done the boost cut-out
control. The boost isn't right using legacy code either.

Regards,


Vivian 




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[Flightgear-devel] Saitek Cyborg-Evo.xml broken

2004-07-24 Thread Dave Perry
Help!
Since my CH Yoke and Pedals don't work with the new joydev driver in 
Suse 9.1, I need to use my Saitek Cyborg Evo joystick.  Both js_demo and 
jstest show all it's axes and buttons working but ony the non DEFANGED 
functions work in FlightGear (that is aileron, elevator and rudder ... 
no buttons).

I had to edit three things in Cyborg-Evo.xml
1.  The name displayed by js_demo and jstest is Saitek Cyborg USB 
Stick so I changed the name in the xml file.
2.  Axis for hat left/right was 4 (not 6) in jstest.
3.  Axis for hat fore/aft was 5 (not 7) in jstest.

With these changes, only the non-DEFANGED_script functions work. 

Is this xml a work in progress or have I broken something else?
Some day I will learn not to upgrade a working very stable system!
Best regards,
Dave P.
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Re: [Flightgear-devel] 777 Model

2004-07-24 Thread Ampere K. Hardraade
All I am saying is that it will be a good idea to look deeper into it instead 
of pushing it aside.  After all, from what I have read on their site, the 
OpenRT library seems to offer some pretty neat capabilities that aren't in 
the current version of plib.

At the very least, we should keep this real-time-raytracing technology in 
mind.  The idea of Microsoft come out with games that utilize real time 
raytracing while Linux has nothing equivilent is... freightening.

Regards,
Ampere


On July 20, 2004 03:23 am, Jim Wilson wrote:
 Hmmm... that 777 Model page didn't mention a GPU.  In any case, I gather
 from reading just the first paragraph on the OpenRT page you'd be looking
 at having plib utilize the OpenRT API in lieu of OpenGL's.

 Best,

 Jim

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Re: [Flightgear-devel] 777 Model

2004-07-24 Thread Boris Koenig
On July 20, 2004 03:23 am, Jim Wilson wrote:
Hmmm... that 777 Model page didn't mention a GPU.  In any case, I gather
from reading just the first paragraph on the OpenRT page you'd be 
looking
at having plib utilize the OpenRT API in lieu of OpenGL's.
I may be wrong, but from what I've read, openRT is indeed supposed to
make use of a specific GPU - or alternatively a (cluster of) CPU(s)
@ ~40 GHZ :-)
But, there seems to be a project related to openRT that is dedicated to
developing the necessary hardware: http://www.saarcor.de/
Seemingly, also a project of the same German university.
Ampere K. Hardraade wrote:
All I am saying is that it will be a good idea to look deeper into it instead 
of pushing it aside.  After all, from what I have read on their site, the 
OpenRT library seems to offer some pretty neat capabilities that aren't in 
the current version of plib.
plib makes use of openGL while openRT is a different rendering 
approach which doesn't utilize rasterization anymore - so I think Jim
is right in saying that one would really have to drop the entire openGL
approach to make use of something like that.
I don't know the details, but I doubt that it would be really simple
to convert to such a new approach, which wouldn't rely on openGL anymore.

In the long term the openRT folks probably hope to replace the openGL 
implementation in many 3D applications with openRT, because it could 
provide a performance boost in many cases, particularly because it would
no longer be necessary to process all graphics data just in order to
determine which parts are really visible or not ...

At the very least, we should keep this real-time-raytracing technology in 
mind.  The idea of Microsoft come out with games that utilize real time 
raytracing while Linux has nothing equivilent is... freightening.
I agree, the whole idea is extremely fascinating: Having had a look at
some of the screenshots or even videos, the stuff seems really to be
pretty amazing and powerful, but currently it's probably really a bit
beyond the scope of any game, to care too much for openRT, simply
because of the lack of hardware support, I think - be it a relevant
GPU board or the 40 GHZ requirement for openRT :-)
And then I am not even sure if there's really yet an OPEN
implementation available !?
As long as FlightGear keeps getting modularized even more, it should not
be that much of a problem, to consider new technologies - even though
this unlikely to become an issue within the next 3-5 years ;-)
But on the other hand, at http://graphics.cs.uni-sb.de/RTGames
you can read:
We are very much interested in evaluating new ways for computer games
and therefore like to cooperate with the gaming industry. Thus if you
are in such a position, please send us an email
mailto:[EMAIL PROTECTED]!
So, now it depends if FlightGear is considered part of the gaming
industry :-)
But if the openRT developers are really also looking for opensource
projects, it would probably be not that bad for FlightGear to at least
indicate some willingness ;-)

-
Boris
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Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-24 Thread Peter Larson
 I get the same ground poly problems that you seem to be getting with your
new
 ATI driver, except I've been getting them for some time now.

 It actually only seems to be the airfield polys that are affected but
you'll
 often see it with airfields that are a long way away, to the extent that
you
 can't see the airfield itself but only the displaced polys as they sick up
 through the haze, sometimes to many tens of thousand of feet.

 Are you able to fly at night i.e. when the sun is below the horizon?  If I
try
 flying in these conditions FG starts but crashes once I get a few hundred
 feet in the air and I think this is also due to the ATI drivers.

I'm very new on FG, only been running it for two weeks. Also, my PC was just
recently rebuilt, so pretty much everything in new.

I was getting the segfault when I exited FG, but this disappeared when I
installed the latest driver from the ATI web site. I've seen some comments
that there are problems with some VIA chipsets and the ATI Radeon cards, so
I have also installed the latest drivers for the motherboard. My machine was
hanging when the resolution was greater than 1024 x 768, just running
windows, so there is obviously some clashes there. since I did this, I
havn't tried higher than 1024 resolution, so I don't know if I've actually
fixed the problem.

Are you using an ATI card? The problems you described are similar,
especially the long distance problems. I assumed at first that is was really
bad sheet lightning graphics until I noticed they were coming from the
ground!

I've had FG hang once in a night flight, possibly around 100 seconds, as
others indicated in this thread. I'll pay more detail from now on, as I've
assumed most of my problems up until now have been motherboard/video
clashes.

Peter


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